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[Refactor] #37353 性格定義ID を player-personality.h へ移動.
[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 #include "term.h"
18
19 #include "core.h"
20 #include "cmd-dump.h"
21 #include "floor.h"
22 #include "floor-events.h"
23 #include "floor-save.h"
24 #include "autopick.h"
25 #include "objectkind.h"
26 #include "object-boost.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
29 #include "monster.h"
30 #include "monsterrace-hook.h"
31 #include "melee.h"
32 #include "wild.h"
33 #include "world.h"
34 #include "sort.h"
35
36 #include "avatar.h"
37 #include "bldg.h"
38 #include "dungeon.h"
39 #include "mutation.h"
40 #include "quest.h"
41 #include "artifact.h"
42 #include "cmd-spell.h"
43 #include "rumor.h"
44 #include "spells.h"
45 #include "spells-status.h"
46 #include "realm-hex.h"
47 #include "dungeon-file.h"
48
49 #include "files.h"
50 #include "player-status.h"
51 #include "player-effects.h"
52 #include "player-class.h"
53 #include "player-personality.h"
54 #include "scores.h"
55 #include "shoot.h"
56 #include "view-mainwindow.h"
57 #include "monsterrace.h"
58 #include "autopick.h"
59
60
61 /*
62  * Buildings
63  */
64 building_type building[MAX_BLDG];
65
66 MONRACE_IDX battle_mon[4];
67 u32b mon_odds[4];
68 int battle_odds;
69 PRICE kakekin;
70 int sel_monster;
71
72 bool reinit_wilderness = FALSE;
73
74 /*!
75  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
76  */
77 const arena_type arena_info[MAX_ARENA_MONS + 2] =
78 {
79         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
80         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
81         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
82         { MON_LION_HEART,    0,         0                             },
83         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
84         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
85         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
86         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
87         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
88         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
89         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
90         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
91         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
92         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
93         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
94         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
95         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
96         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
97         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
98         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
99         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
100         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
101         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
102         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
103         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
104         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
105         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
106         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
107         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
108         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
109         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
110         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
111         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
112         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
113         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
114         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
115         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
116         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
117         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
118         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
119         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
120         { 0,                 0,         0                             }, /* Victory prizing */
121         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
122 };
123
124 /*!
125  * @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。
126  * @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、
127  * 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。
128  * @param bldg 施設構造体の参照ポインタ
129  * @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。
130  */
131 static bool is_owner(building_type *bldg)
132 {
133         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
134         {
135                 return (TRUE);
136         }
137
138         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
139         {
140                 return (TRUE);
141         }
142
143         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
144                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
145         {
146                 return (TRUE);
147         }
148
149         return (FALSE);
150 }
151
152 /*!
153  * @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。
154  (スペルマスターの特別判定つき)
155  * @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、
156  * 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。
157  * @param bldg 施設構造体の参照ポインタ
158  * @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。
159  * @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。
160  */
161 static bool is_member(building_type *bldg)
162 {
163         if (bldg->member_class[p_ptr->pclass])
164         {
165                 return (TRUE);
166         }
167
168         if (bldg->member_race[p_ptr->prace])
169         {
170                 return (TRUE);
171         }
172
173         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
174             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
175         {
176                 return (TRUE);
177         }
178
179
180         if (p_ptr->pclass == CLASS_SORCERER)
181         {
182                 int i;
183                 bool OK = FALSE;
184                 for (i = 0; i < MAX_MAGIC; i++)
185                 {
186                         if (bldg->member_realm[i+1]) OK = TRUE;
187                 }
188                 return OK;
189         }
190         return (FALSE);
191 }
192
193 /*!
194  * @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
195  * @details 消去は行毎にヌル文字列で行われる。
196  * @param min_row 開始行番号
197  * @param max_row 末尾行番号
198  * @return なし
199  */
200 void clear_bldg(int min_row, int max_row)
201 {
202         int   i;
203
204         for (i = min_row; i <= max_row; i++)
205                 prt("", i, 0);
206 }
207
208 /*!
209  * @brief 所持金を表示する。
210  * @return なし
211  */
212 static void building_prt_gold(void)
213 {
214         char tmp_str[80];
215         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
216         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
217         prt(tmp_str, 23, 68);
218 }
219
220 /*!
221  * @brief 施設のサービス一覧を表示する / Display a building.
222  * @param bldg 施設構造体の参照ポインタ
223  * @return なし
224  */
225 static void show_building(building_type* bldg)
226 {
227         char buff[20];
228         int i;
229         byte action_color;
230         char tmp_str[80];
231
232         Term_clear();
233         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
234         prt(tmp_str, 2, 1);
235
236
237         for (i = 0; i < 8; i++)
238         {
239                 if (bldg->letters[i])
240                 {
241                         if (bldg->action_restr[i] == 0)
242                         {
243                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
244                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
245                                 {
246                                         action_color = TERM_WHITE;
247                                         buff[0] = '\0';
248                                 }
249                                 else if (is_owner(bldg))
250                                 {
251                                         action_color = TERM_YELLOW;
252                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
253                                 }
254                                 else
255                                 {
256                                         action_color = TERM_YELLOW;
257                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
258                         }
259                         else if (bldg->action_restr[i] == 1)
260                         {
261                                 if (!is_member(bldg))
262                                 {
263                                         action_color = TERM_L_DARK;
264                                         strcpy(buff, _("(閉店)", "(closed)"));
265                                 }
266                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
267                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
268                                 {
269                                         action_color = TERM_WHITE;
270                                         buff[0] = '\0';
271                                 }
272                                 else if (is_owner(bldg))
273                                 {
274                                         action_color = TERM_YELLOW;
275                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
276                                 }
277                                 else
278                                 {
279                                         action_color = TERM_YELLOW;
280                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
281                                 }
282                         }
283                         else
284                         {
285                                 if (!is_owner(bldg))
286                                 {
287                                         action_color = TERM_L_DARK;
288                                         strcpy(buff, _("(閉店)", "(closed)"));
289                                 }
290                                 else if (bldg->member_costs[i] != 0)
291                                 {
292                                         action_color = TERM_YELLOW;
293                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
294                                 }
295                                 else
296                                 {
297                                         action_color = TERM_WHITE;
298                                         buff[0] = '\0';
299                                 }
300                         }
301
302                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
303                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
304                 }
305         }
306         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
307 }
308
309 /*!
310  * @brief 闘技場に入るコマンドの処理 / arena commands
311  * @param cmd 闘技場処理のID
312  * @return なし
313  */
314 static void arena_comm(int cmd)
315 {
316         monster_race    *r_ptr;
317         concptr            name;
318
319
320         switch (cmd)
321         {
322                 case BACT_ARENA:
323                         if (p_ptr->arena_number == MAX_ARENA_MONS)
324                         {
325                                 clear_bldg(5, 19);
326                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
327                                 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);
328                                 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);
329
330                                 prt("", 10, 0);
331                                 prt("", 11, 0);
332                                 p_ptr->au += 1000000L;
333                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
334                                 msg_print(NULL);
335                                 p_ptr->arena_number++;
336                         }
337                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
338                         {
339                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
340                                 {
341                                         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."));
342                                         msg_print(NULL);
343                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
344                                         {       
345                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
346                                                 msg_print(NULL);
347                                         
348                                                 p_ptr->exit_bldg = FALSE;
349                                                 reset_tim_flags();
350
351                                                 /* Save the surface floor as saved floor */
352                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
353
354                                                 p_ptr->inside_arena = TRUE;
355                                                 p_ptr->leaving = TRUE;
356                                                 p_ptr->leave_bldg = TRUE;
357                                         }
358                                         else
359                                         {
360                                                 msg_print(_("残念だ。", "We are disappointed."));
361                                         }
362                                 }
363                                 else
364                                 {
365                                         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。",
366                                                                 "You enter the arena briefly and bask in your glory."));
367                                         msg_print(NULL);
368                                 }
369                         }
370                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
371                         {
372                                 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。",
373                                                         "You don't have permission to enter with pet."));
374                                 msg_print(NULL);
375                         }
376                         else
377                         {
378                                 p_ptr->exit_bldg = FALSE;
379                                 reset_tim_flags();
380
381                                 /* Save the surface floor as saved floor */
382                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
383
384                                 p_ptr->inside_arena = TRUE;
385                                 p_ptr->leaving = TRUE;
386                                 p_ptr->leave_bldg = TRUE;
387                         }
388                         break;
389                 case BACT_POSTER:
390                         if (p_ptr->arena_number == MAX_ARENA_MONS)
391                                 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。",
392                                                         "You are victorious. Enter the arena for the ceremony."));
393
394                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
395                         {
396                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
397                         }
398                         else
399                         {
400                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
401                                 name = (r_name + r_ptr->name);
402                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
403
404                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
405                                 p_ptr->window |= (PW_MONSTER);
406                                 handle_stuff();
407
408                         }
409                         break;
410                 case BACT_ARENA_RULES:
411                         screen_save();
412
413                         /* Peruse the arena help file */
414                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
415                         screen_load();
416
417                         break;
418         }
419 }
420
421 /*!
422  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
423  * @param row シンボルを表示する行の上端
424  * @param col シンボルを表示する行の左端
425  * @param fruit 表示するシンボルID
426  * @return なし
427  */
428 static void display_fruit(int row, int col, int fruit)
429 {
430         switch (fruit)
431         {
432                 case 0: /* lemon */
433                         c_put_str(TERM_YELLOW, "   ####.", row, col);
434                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
435                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
436                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
437                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
438                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
439                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
440                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
441                         prt(                 _(" レモン ",
442                                                            " Lemon  "), row + 8, col);
443                         break;
444                 case 1: /* orange */
445                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
446                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
447                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
448                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
449                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
450                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
451                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
452                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
453                         prt(                 _("オレンジ",
454                                                                    " Orange "), row + 8, col);
455                         break;
456                 case 2: /* sword */
457                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
458                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
459                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
460                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
461                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
462                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
463                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
464                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
465                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
466                         break;
467                 case 3: /* shield */
468                         c_put_str(TERM_SLATE, " ###### ", row, col);
469                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
470                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
471                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
472                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
473                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
474                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
475                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
476                         prt(                _("   盾   ",
477                                                                   " Shield "), row + 8, col);
478                         break;
479                 case 4: /* plum */
480                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
481                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
482                         c_put_str(TERM_VIOLET, "########", row + 2, col);
483                         c_put_str(TERM_VIOLET, "########", row + 3, col);
484                         c_put_str(TERM_VIOLET, "########", row + 4, col);
485                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
486                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
487                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
488                         prt(                 _(" プラム ",
489                                                                    "  Plum  "), row + 8, col);
490                         break;
491                 case 5: /* cherry */
492                         c_put_str(TERM_RED, "      ##", row, col);
493                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
494                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
495                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
496                         c_put_str(TERM_RED, " ###### ", row + 4, col);
497                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
498                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
499                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
500                         prt(              _("チェリー",
501                                                                 " Cherry "), row + 8, col);
502                         break;
503         }
504 }
505
506 /*! @note
507  * kpoker no (tyuto-hannpa na)pakuri desu...
508  * joker ha shineru node haitte masen.
509  *
510  * TODO: donataka! tsukutte!
511  *  - agatta yaku no kiroku (like DQ).
512  *  - kakkoii card no e.
513  *  - sousa-sei no koujyo.
514  *  - code wo wakariyasuku.
515  *  - double up.
516  *  - Joker... -- done.
517  *
518  * 9/13/2000 --Koka
519  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
520  */
521
522 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
523 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
524 #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 */
525
526 static int cards[5]; /*!< ポーカーの現在の手札ID */
527
528 /*!
529  * @brief ポーカーの山札を切る。
530  * @param deck デッキの配列
531  * @return なし
532  */
533 static void reset_deck(int deck[])
534 {
535         int i;
536         for (i = 0; i < 53; i++) deck[i] = i;
537
538         /* shuffle cards */
539         for (i = 0; i < 53; i++){
540                 int tmp1 = randint0(53 - i) + i;
541                 int tmp2 = deck[i];
542                 deck[i] = deck[tmp1];
543                 deck[tmp1] = tmp2;
544         }
545 }
546
547 /*!
548  * @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。
549  * @return ジョーカーを持っているか。
550  */
551 static bool have_joker(void)
552 {
553         int i;
554
555         for (i = 0; i < 5; i++){
556           if(IS_JOKER(cards[i])) return TRUE;
557         }
558         return FALSE;
559 }
560
561 /*!
562  * @brief ポーカーの手札に該当の番号の札があるかを返す。
563  * @param num 探したいカードの番号。
564  * @return 該当の番号が手札にあるか。
565  */
566 static bool find_card_num(int num)
567 {
568         int i;
569         for (i = 0; i < 5; i++)
570                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
571         return FALSE;
572 }
573
574 /*!
575  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
576  * @return 役の判定結果
577  */
578 static bool yaku_check_flush(void)
579 {
580         int i, suit;
581         bool joker_is_used = FALSE;
582
583         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
584         for (i = 0; i < 5; i++){
585                 if (SUIT_OF(cards[i]) != suit){
586                   if(have_joker() && !joker_is_used)
587                     joker_is_used = TRUE;
588                   else
589                     return FALSE;
590                 }
591         }
592
593         return TRUE;
594 }
595
596 /*!
597  * @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。
598  * @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
599  */
600 static int yaku_check_straight(void)
601 {
602         int i, lowest = 99;
603         bool joker_is_used = FALSE;
604         bool straight = FALSE;
605
606         /* get lowest */
607         for (i = 0; i < 5; i++)
608         {
609                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
610                         lowest = NUM_OF(cards[i]);
611         }
612         
613         /* Check Royal Straight Flush */
614         if (yaku_check_flush())
615         {
616           if( lowest == 0 ){
617                 for (i = 0; i < 4; i++)
618                 {
619                         if (!find_card_num(9 + i)){
620                                 if( have_joker() && !joker_is_used )
621                                   joker_is_used = TRUE;
622                                 else
623                                   break;
624                         }
625                 }
626                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
627           }
628           if(lowest == 9){
629                 for (i = 0; i < 3; i++)
630                 {
631                         if (!find_card_num(10 + i))
632                                 break;
633                 }
634                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
635           }
636         }
637
638         joker_is_used = FALSE;
639
640         /* Straight Only Check */
641
642         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
643                 for (i = 0; i < 4; i++)
644                 {
645                         if (!find_card_num(9 + i)) {
646                                 if (have_joker() && !joker_is_used)
647                                         joker_is_used = TRUE;
648                                 else
649                                         break; /* None */
650                         }
651                 }
652                 if(i == 4) straight = TRUE;
653         }
654
655         joker_is_used = FALSE;
656
657         for (i = 0; i < 5; i++)
658         {
659                 if(!find_card_num(lowest + i)){
660                         if( have_joker() && !joker_is_used )
661                                 joker_is_used = TRUE;
662                         else
663                                 break; /* None */
664                 }
665         }
666         if(i == 5) straight = TRUE;
667         
668         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
669         else if(straight) return 1; /* Only Straight */
670         else return 0;
671 }
672
673 /*!
674  * @brief ポーカーのペア役の状態を返す。
675  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
676  */
677 static int yaku_check_pair(void)
678 {
679         int i, i2, matching = 0;
680
681         for (i = 0; i < 5; i++)
682         {
683                 for (i2 = i+1; i2 < 5; i2++)
684                 {
685                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
686                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
687                                 matching++;
688                 }
689         }
690
691         if(have_joker()){
692           switch(matching){
693           case 0:
694             matching = 1;
695             break;
696           case 1:
697             matching = 3;
698             break;
699           case 2:
700             matching = 4;
701             break;
702           case 3:
703             matching = 6;
704             break;
705           case 6:
706             matching = 7;
707             break;
708           default:
709             /* don't reach */
710             break;
711           }
712         }
713
714         return matching;
715 }
716
717 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
718 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
719 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
720 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
721 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
722 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
723 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
724 #define ODDS_ST 4 /*!< ストレートの役倍率 */
725 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
726 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
727
728 /*!
729  * @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。
730  * @return 役のID
731  */
732 static int yaku_check(void)
733 {
734         prt("                            ", 4, 3);
735
736         switch(yaku_check_straight()){
737         case 3: /* RF! */
738                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
739                 return ODDS_RF;
740         case 2: /* SF! */
741                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
742                 return ODDS_SF;
743         case 1:
744                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
745                 return ODDS_ST;
746         default:
747                 /* Not straight -- fall through */
748                 break;
749         }
750
751         if (yaku_check_flush())
752         {
753                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
754                 return ODDS_FL;
755         }
756
757         switch (yaku_check_pair())
758         {
759         case 1:
760                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
761                 return 0;
762         case 2:
763                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
764                 return ODDS_2P;
765         case 3:
766                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
767                 return ODDS_3C;
768         case 4:
769                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
770                 return ODDS_FH;
771         case 6:
772                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
773                 return ODDS_4C;
774         case 7:
775                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
776                 {
777                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
778                         return ODDS_5A;
779                 }
780                 else
781                 {
782                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
783                         return ODDS_5C;
784                 }
785         default:
786                 break;
787         }
788         return 0;
789 }
790
791 /*!
792  * @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。
793  * @param hoge カーソルの現在位置
794  * @param kaeruka カードの捨てる/残すフラグ配列
795  * @return なし
796  */
797 static void display_kaeruka(int hoge, int kaeruka[])
798 {
799         int i;
800         char col = TERM_WHITE;
801         for (i = 0; i < 5; i++)
802         {
803                 if (i == hoge) col = TERM_YELLOW;
804                 else if(kaeruka[i]) col = TERM_WHITE;
805                 else col = TERM_L_BLUE;
806                 
807                 if(kaeruka[i])
808                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
809                 else
810                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
811         }
812         if (hoge > 4) col = TERM_YELLOW;
813         else col = TERM_WHITE;
814         c_put_str(col, _("決定", "Sure"), 16,  38);
815
816         /* Hilite current option */
817         if (hoge < 5) move_cursor(14, 5+hoge*16);
818         else move_cursor(16, 38);
819 }
820
821 /*!
822  * @brief ポーカーの手札を表示する。
823  * @return なし
824  */
825 static void display_cards(void)
826 {
827         int i, j;
828         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
829 #ifdef JP
830         concptr suit[4] = {"★", "●", "¶", "†"};
831         concptr card_grph[13][7] = {{"A   %s     ",
832                                   "     変     ",
833                                   "     愚     ",
834                                   "     蛮     ",
835                                   "     怒     ",
836                                   "     %s     ",
837                                   "          A"},
838                                  {"2          ",
839                                   "     %s     ",
840                                   "            ",
841                                   "            ",
842                                   "            ",
843                                   "     %s     ",
844                                   "          2"},
845                                  {"3          ",
846                                   "     %s     ",
847                                   "            ",
848                                   "     %s     ",
849                                   "            ",
850                                   "     %s     ",
851                                   "          3"},
852                                  {"4          ",
853                                   "   %s  %s   ",
854                                   "            ",
855                                   "            ",
856                                   "            ",
857                                   "   %s  %s   ",
858                                   "          4"},
859                                  {"5          ",
860                                   "   %s  %s   ",
861                                   "            ",
862                                   "     %s     ",
863                                   "            ",
864                                   "   %s  %s   ",
865                                   "          5"},
866                                  {"6          ",
867                                   "   %s  %s   ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "            ",
871                                   "   %s  %s   ",
872                                   "          6"},
873                                  {"7          ",
874                                   "   %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s   ",
879                                   "          7"},
880                                  {"8          ",
881                                   "   %s  %s   ",
882                                   "     %s     ",
883                                   "   %s  %s   ",
884                                   "     %s     ",
885                                   "   %s  %s   ",
886                                   "          8"},
887                                  {"9 %s  %s   ",
888                                   "            ",
889                                   "   %s  %s   ",
890                                   "     %s     ",
891                                   "   %s  %s   ",
892                                   "            ",
893                                   "   %s  %s 9"},
894                                  {"10 %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s   ",
899                                   "     %s     ",
900                                   "   %s  %s 10"},
901                                  {"J   Λ     ",
902                                   "%s   ||     ",
903                                   "     ||     ",
904                                   "     ||     ",
905                                   "     ||     ",
906                                   "   |=亜=| %s",
907                                   "     目   J"},
908                                  {"Q ######   ",
909                                   "%s#      #  ",
910                                   "  # ++++ #  ",
911                                   "  # +==+ #  ",
912                                   "   # ++ #   ",
913                                   "    #  #  %s",
914                                   "     ##   Q"},
915                                  {"K          ",
916                                   "%s `⌒´   ",
917                                   "  γγγλ  ",
918                                   "  ο ο ι  ",
919                                   "   υ    ∂ ",
920                                   "    σ ノ %s",
921                                   "          K"}};
922         concptr joker_grph[7] = {    "            ",
923                                   "     J     ",
924                                   "     O     ",
925                                   "     K     ",
926                                   "     E     ",
927                                   "     R     ",
928                                   "            "};
929
930 #else
931
932         concptr suit[4] = {"[]", "qp", "<>", "db"};
933         concptr card_grph[13][7] = {{"A    %s     ",
934                                   "     He     ",
935                                   "     ng     ",
936                                   "     ba     ",
937                                   "     nd     ",
938                                   "     %s     ",
939                                   "           A"},
940                                  {"2           ",
941                                   "     %s     ",
942                                   "            ",
943                                   "            ",
944                                   "            ",
945                                   "     %s     ",
946                                   "           2"},
947                                  {"3           ",
948                                   "     %s     ",
949                                   "            ",
950                                   "     %s     ",
951                                   "            ",
952                                   "     %s     ",
953                                   "           3"},
954                                  {"4           ",
955                                   "   %s  %s   ",
956                                   "            ",
957                                   "            ",
958                                   "            ",
959                                   "   %s  %s   ",
960                                   "           4"},
961                                  {"5           ",
962                                   "   %s  %s   ",
963                                   "            ",
964                                   "     %s     ",
965                                   "            ",
966                                   "   %s  %s   ",
967                                   "           5"},
968                                  {"6           ",
969                                   "   %s  %s   ",
970                                   "            ",
971                                   "   %s  %s   ",
972                                   "            ",
973                                   "   %s  %s   ",
974                                   "           6"},
975                                  {"7           ",
976                                   "   %s  %s   ",
977                                   "     %s     ",
978                                   "   %s  %s   ",
979                                   "            ",
980                                   "   %s  %s   ",
981                                   "           7"},
982                                  {"8           ",
983                                   "   %s  %s   ",
984                                   "     %s     ",
985                                   "   %s  %s   ",
986                                   "     %s     ",
987                                   "   %s  %s   ",
988                                   "           8"},
989                                  {"9  %s  %s   ",
990                                   "            ",
991                                   "   %s  %s   ",
992                                   "     %s     ",
993                                   "   %s  %s   ",
994                                   "            ",
995                                   "   %s  %s  9"},
996                                  {"10 %s  %s   ",
997                                   "     %s     ",
998                                   "   %s  %s   ",
999                                   "            ",
1000                                   "   %s  %s   ",
1001                                   "     %s     ",
1002                                   "   %s  %s 10"},
1003                                  {"J    /\\     ",
1004                                   "%s   ||     ",
1005                                   "     ||     ",
1006                                   "     ||     ",
1007                                   "     ||     ",
1008                                   "   |=HH=| %s",
1009                                   "     ][    J"},
1010                                  {"Q  ######   ",
1011                                   "%s#      #  ",
1012                                   "  # ++++ #  ",
1013                                   "  # +==+ #  ",
1014                                   "   # ++ #   ",
1015                                   "    #  #  %s",
1016                                   "     ##    Q"},
1017                                  {"K           ",
1018                                   "%s _'~~`_   ",
1019                                   "   jjjjj$&  ",
1020                                   "   q q uu   ",
1021                                   "   c    &   ",
1022                                   "    v__/  %s",
1023                                   "           K"}};
1024         concptr joker_grph[7] = {    "            ",
1025                                   "     J      ",
1026                                   "     O      ",
1027                                   "     K      ",
1028                                   "     E      ",
1029                                   "     R      ",
1030                                   "            "};
1031 #endif
1032
1033         for (i = 0; i < 5; i++)
1034         {
1035                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1036         }
1037
1038         for (i = 0; i < 5; i++)
1039         {
1040                 for (j = 0; j < 7; j++)
1041                 {
1042                         prt(_("┃", " |"),  j+6,  i*16);
1043                         if(IS_JOKER(cards[i]))
1044                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1045                         else
1046                                 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);
1047                         prt(_("┃", "| "),  j+6,  i*16+14);
1048                 }
1049         }
1050         for (i = 0; i < 5; i++)
1051         {
1052                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1053         }
1054 }
1055
1056 /*!
1057  * @brief ポーカーの1プレイルーチン。
1058  * @return 1プレイの役の結果
1059  */
1060 static int do_poker(void)
1061 {
1062         int i, k = 2;
1063         char cmd;
1064         int deck[53]; /* yamafuda : 0...52 */
1065         int deck_ptr = 0;
1066         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1067
1068         bool done = FALSE;
1069         bool kettei = TRUE;
1070         bool kakikae = TRUE;
1071
1072         reset_deck(deck);
1073
1074         for (i = 0; i < 5; i++)
1075         {
1076                 cards[i] = deck[deck_ptr++];
1077                 kaeruka[i] = 0; /* default:nokosu */
1078         }
1079
1080         /* suteruno wo kimeru */
1081         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);
1082
1083         display_cards();
1084         yaku_check();
1085
1086         while (!done)
1087         {
1088                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1089                 kakikae = FALSE;
1090                 cmd = inkey();
1091                 switch (cmd)
1092                 {
1093                 case '6': case 'l': case 'L': case KTRL('F'):
1094                         if (!kettei) k = (k+1)%5;
1095                         else {k = 0;kettei = FALSE;}
1096                         kakikae = TRUE;
1097                         break;
1098                 case '4': case 'h': case 'H': case KTRL('B'):
1099                         if (!kettei) k = (k+4)%5;
1100                         else {k = 4;kettei = FALSE;}
1101                         kakikae = TRUE;
1102                         break;
1103                 case '2': case 'j': case 'J': case KTRL('N'):
1104                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1105                         break;
1106                 case '8': case 'k': case 'K': case KTRL('P'):
1107                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1108                         break;
1109                 case ' ': case '\r':
1110                         if (kettei) done = TRUE;
1111                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1112                         break;
1113                 default:
1114                         break;
1115                 }
1116         }
1117         
1118         prt("",0,0);
1119
1120         for (i = 0; i < 5; i++)
1121                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1122
1123         display_cards();
1124         
1125         return yaku_check();
1126 }
1127 #undef SUIT_OF
1128 #undef NUM_OF
1129 #undef IS_JOKER
1130 /* end of poker codes --Koka */
1131
1132 /*!
1133  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1134  * @param cmd プレイするゲームID
1135  * @return なし
1136  */
1137 static bool gamble_comm(int cmd)
1138 {
1139         int i;
1140         int roll1, roll2, roll3, choice, odds, win;
1141         s32b wager;
1142         s32b maxbet;
1143         s32b oldgold;
1144
1145         char out_val[160], tmp_str[80], again;
1146         concptr p;
1147
1148         screen_save();
1149
1150         if (cmd == BACT_GAMBLE_RULES)
1151         {
1152                 /* Peruse the gambling help file */
1153                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1154         }
1155         else
1156         {
1157                 /* No money */
1158                 if (p_ptr->au < 1)
1159                 {
1160                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1161                                                 "Hey! You don't have gold - get out of here!"));
1162                         msg_print(NULL);
1163                         screen_load();
1164                         return FALSE;
1165                 }
1166
1167                 clear_bldg(5, 23);
1168
1169                 maxbet = p_ptr->lev * 200;
1170
1171                 /* We can't bet more than we have */
1172                 maxbet = MIN(maxbet, p_ptr->au);
1173
1174                 /* Get the wager */
1175                 strcpy(out_val, "");
1176                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1177
1178
1179                 /*
1180                  * Use get_string() because we may need more than
1181                  * the s16b value returned by get_quantity().
1182                  */
1183                 if (get_string(tmp_str, out_val, 32))
1184                 {
1185                         /* Strip spaces */
1186                         for (p = out_val; *p == ' '; p++);
1187
1188                         /* Get the wager */
1189                         wager = atol(p);
1190
1191                         if (wager > p_ptr->au)
1192                         {
1193                                 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!"));
1194                                 msg_print(NULL);
1195                                 screen_load();
1196                                 return (FALSE);
1197                         }
1198                         else if (wager > maxbet)
1199                         {
1200                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1201                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1202                                 wager = maxbet;
1203                         }
1204                         else if (wager < 1)
1205                         {
1206                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1207                                 wager = 1;
1208                         }
1209                         msg_print(NULL);
1210                         win = FALSE;
1211                         odds = 0;
1212                         oldgold = p_ptr->au;
1213
1214                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1215                         prt(tmp_str, 20, 2);
1216                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1217                         prt(tmp_str, 21, 2);
1218
1219                         do
1220                         {
1221                                 p_ptr->au -= wager;
1222                                 switch (cmd)
1223                                 {
1224                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1225                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1226
1227                                         odds = 4;
1228                                         win = FALSE;
1229                                         roll1 = randint1(10);
1230                                         roll2 = randint1(10);
1231                                         choice = randint1(10);
1232                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1233
1234                                         prt(tmp_str, 8, 3);
1235                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1236
1237                                         prt(tmp_str, 11, 14);
1238                                         if (((choice > roll1) && (choice < roll2)) ||
1239                                                 ((choice < roll1) && (choice > roll2)))
1240                                                 win = TRUE;
1241                                         break;
1242                                 case BACT_CRAPS:  /* Game of Craps */
1243                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1244
1245                                         win = 3;
1246                                         odds = 2;
1247                                         roll1 = randint1(6);
1248                                         roll2 = randint1(6);
1249                                         roll3 = roll1 +  roll2;
1250                                         choice = roll3;
1251                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1252                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1253                                         prt(tmp_str, 7, 5);
1254                                         if ((roll3 == 7) || (roll3 == 11))
1255                                                 win = TRUE;
1256                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1257                                                 win = FALSE;
1258                                         else
1259                                                 do
1260                                                 {
1261                                                         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"));
1262
1263                                                         msg_print(NULL);
1264                                                         roll1 = randint1(6);
1265                                                         roll2 = randint1(6);
1266                                                         roll3 = roll1 +  roll2;
1267                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1268                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1269                                                         prt(tmp_str, 8, 5);
1270                                                         if (roll3 == choice)
1271                                                                 win = TRUE;
1272                                                         else if (roll3 == 7)
1273                                                                 win = FALSE;
1274                                                 } while ((win != TRUE) && (win != FALSE));
1275                                         break;
1276
1277                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1278                                         win = FALSE;
1279                                         odds = 9;
1280                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1281
1282                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1283                                         prt("--------------------------------", 8, 3);
1284                                         strcpy(out_val, "");
1285                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1286
1287                                         for (p = out_val; iswspace(*p); p++);
1288                                         choice = atol(p);
1289                                         if (choice < 0)
1290                                         {
1291                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1292                                                 choice = 0;
1293                                         }
1294                                         else if (choice > 9)
1295                                         {
1296                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1297                                                 choice = 9;
1298                                         }
1299                                         msg_print(NULL);
1300                                         roll1 = randint0(10);
1301                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1302                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1303                                         prt(tmp_str, 13, 3);
1304                                         prt("", 9, 0);
1305                                         prt("*", 9, (3 * roll1 + 5));
1306                                         if (roll1 == choice)
1307                                                 win = TRUE;
1308                                         break;
1309
1310                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1311                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1312                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1313                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1314                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1315                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1316                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1317                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1318                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1319                                         
1320                                         win = FALSE;
1321                                         roll1 = randint1(21);
1322                                         for (i=6;i>0;i--)
1323                                         {
1324                                                 if ((roll1-i) < 1)
1325                                                 {
1326                                                         roll1 = 7-i;
1327                                                         break;
1328                                                 }
1329                                                 roll1 -= i;
1330                                         }
1331                                         roll2 = randint1(21);
1332                                         for (i=6;i>0;i--)
1333                                         {
1334                                                 if ((roll2-i) < 1)
1335                                                 {
1336                                                         roll2 = 7-i;
1337                                                         break;
1338                                                 }
1339                                                 roll2 -= i;
1340                                         }
1341                                         choice = randint1(21);
1342                                         for (i=6;i>0;i--)
1343                                         {
1344                                                 if ((choice-i) < 1)
1345                                                 {
1346                                                         choice = 7-i;
1347                                                         break;
1348                                                 }
1349                                                 choice -= i;
1350                                         }
1351                                         put_str("/--------------------------\\", 7, 2);
1352                                         prt("\\--------------------------/", 17, 2);
1353                                         display_fruit(8,  3, roll1 - 1);
1354                                         display_fruit(8, 12, roll2 - 1);
1355                                         display_fruit(8, 21, choice - 1);
1356                                         if ((roll1 == roll2) && (roll2 == choice))
1357                                         {
1358                                                 win = TRUE;
1359                                                 switch(roll1)
1360                                                 {
1361                                                 case 1:
1362                                                         odds = 5;break;
1363                                                 case 2:
1364                                                         odds = 10;break;
1365                                                 case 3:
1366                                                         odds = 20;break;
1367                                                 case 4:
1368                                                         odds = 50;break;
1369                                                 case 5:
1370                                                         odds = 200;break;
1371                                                 case 6:
1372                                                         odds = 1000;break;
1373                                                 }
1374                                         }
1375                                         else if ((roll1 == 1) && (roll2 == 1))
1376                                         {
1377                                                 win = TRUE;
1378                                                 odds = 2;
1379                                         }
1380                                         break;
1381                                 case BACT_POKER:
1382                                         win = FALSE;
1383                                         odds = do_poker();
1384                                         if (odds) win = TRUE;
1385                                         break;
1386                                 }
1387
1388                                 if (win)
1389                                 {
1390                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1391
1392                                         p_ptr->au += odds * wager;
1393                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1394
1395                                         prt(tmp_str, 17, 37);
1396                                 }
1397                                 else
1398                                 {
1399                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1400                                         prt("", 17, 37);
1401                                 }
1402                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1403
1404                                 prt(tmp_str, 22, 2);
1405                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1406
1407                                 move_cursor(18, 52);
1408                                 again = inkey();
1409                                 prt("", 16, 37);
1410                                 prt("", 17, 37);
1411                                 prt("", 18, 37);
1412                                 if (wager > p_ptr->au)
1413                                 {
1414                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1415                                                                 "Hey! You don't have the gold - get out of here!"));
1416                                         msg_print(NULL);
1417
1418                                         /* Get out here */
1419                                         break;
1420                                 }
1421                         } while ((again == 'y') || (again == 'Y'));
1422
1423                         prt("", 18, 37);
1424                         if (p_ptr->au >= oldgold)
1425                         {
1426                                 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!」",
1427                                                         "You came out a winner! We'll win next time, I'm sure."));
1428                                 chg_virtue(V_CHANCE, 3);
1429                         }
1430                         else
1431                         {
1432                                 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."));
1433                                 chg_virtue(V_CHANCE, -3);
1434                         }
1435                 }
1436                 msg_print(NULL);
1437         }
1438         screen_load();
1439         return (TRUE);
1440 }
1441
1442 /*!
1443  * @brief モンスター闘技場に参加するモンスターを更新する。
1444  * @return なし
1445  */
1446 void update_gambling_monsters(void)
1447 {
1448         int total, i;
1449         int max_dl = 0;
1450         int mon_level;
1451         int power[4];
1452         bool tekitou;
1453         bool old_inside_battle = p_ptr->inside_battle;
1454
1455         for (i = 0; i < max_d_idx; i++)
1456                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1457
1458         mon_level = randint1(MIN(max_dl, 122)) + 5;
1459         if (randint0(100) < 60)
1460         {
1461                 i = randint1(MIN(max_dl, 122)) + 5;
1462                 mon_level = MAX(i, mon_level);
1463         }
1464         if (randint0(100) < 30)
1465         {
1466                 i = randint1(MIN(max_dl, 122)) + 5;
1467                 mon_level = MAX(i, mon_level);
1468         }
1469
1470         while (1)
1471         {
1472                 total = 0;
1473                 tekitou = FALSE;
1474                 for (i = 0; i < 4; i++)
1475                 {
1476                         MONRACE_IDX r_idx;
1477                         int j;
1478                         while (1)
1479                         {
1480                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1481                                 p_ptr->inside_battle = TRUE;
1482                                 r_idx = get_mon_num(mon_level);
1483                                 p_ptr->inside_battle = old_inside_battle;
1484                                 if (!r_idx) continue;
1485
1486                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1487                                 {
1488                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1489                                 }
1490
1491                                 for (j = 0; j < i; j++)
1492                                         if (r_idx == battle_mon[j]) break;
1493                                 if (j < i) continue;
1494
1495                                 break;
1496                         }
1497                         battle_mon[i] = r_idx;
1498                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1499                 }
1500
1501                 for (i = 0; i < 4; i++)
1502                 {
1503                         monster_race *r_ptr = &r_info[battle_mon[i]];
1504                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1505
1506                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1507                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1508                         else
1509                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1510                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1511                         if (r_ptr->speed > 110)
1512                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1513                         if (r_ptr->speed < 110)
1514                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1515                         if (num_taisei > 2)
1516                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1517                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1518                                 power[i] = power[i] * 4 / 3;
1519                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1520                                 power[i] = power[i] * 4 / 3;
1521                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1522                                 power[i] = power[i] * 11 / 10;
1523                         if (r_ptr->flags1 & RF1_RAND_25)
1524                                 power[i] = power[i] * 9 / 10;
1525                         if (r_ptr->flags1 & RF1_RAND_50)
1526                                 power[i] = power[i] * 9 / 10;
1527                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1528                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1529
1530
1531                         total += power[i];
1532                 }
1533                 for (i = 0; i < 4; i++)
1534                 {
1535                         power[i] = total * 60 / power[i];
1536                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1537                         if ((power[i] < 160) && randint0(20)) break;
1538                         if (power[i] < 101) power[i] = 100 + randint1(5);
1539                         mon_odds[i] = power[i];
1540                 }
1541                 if (i == 4) break;
1542         }
1543 }
1544
1545 /*!
1546  * @brief モンスター闘技場のメインルーチン
1547  * @return 賭けを開始したか否か
1548  */
1549 static bool kakutoujou(void)
1550 {
1551         PRICE maxbet;
1552         PRICE wager;
1553         char out_val[160], tmp_str[80];
1554         concptr p;
1555
1556         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1557         {
1558                 update_gambling_monsters();
1559                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1560         }
1561
1562         screen_save();
1563
1564         /* No money */
1565         if (p_ptr->au < 1)
1566         {
1567                 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!"));
1568                 msg_print(NULL);
1569                 screen_load();
1570                 return FALSE;
1571         }
1572         else
1573         {
1574                 int i;
1575
1576                 clear_bldg(4, 10);
1577
1578                 prt(_("モンスター                                                     倍率",
1579                           "Monsters                                                       Odds"), 4, 4);
1580                 for (i=0;i<4;i++)
1581                 {
1582                         char buf[80];
1583                         monster_race *r_ptr = &r_info[battle_mon[i]];
1584
1585                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1586                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1587                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1588                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1589                         prt(buf, 5+i, 1);
1590                 }
1591                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1592                 while(1)
1593                 {
1594                         i = inkey();
1595
1596                         if (i == ESCAPE)
1597                         {
1598                                 screen_load();
1599                                 return FALSE;
1600                         }
1601                         if (i >= '1' && i <= '4')
1602                         {
1603                                 sel_monster = i-'1';
1604                                 battle_odds = mon_odds[sel_monster];
1605                                 break;
1606                         }
1607                         else bell();
1608                 }
1609
1610                 clear_bldg(4, 4);
1611                 for (i = 0; i < 4; i++)
1612                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1613
1614                 maxbet = p_ptr->lev * 200;
1615
1616                 /* We can't bet more than we have */
1617                 maxbet = MIN(maxbet, p_ptr->au);
1618
1619                 /* Get the wager */
1620                 strcpy(out_val, "");
1621                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1622                 /*
1623                  * Use get_string() because we may need more than
1624                  * the s16b value returned by get_quantity().
1625                  */
1626                 if (get_string(tmp_str, out_val, 32))
1627                 {
1628                         /* Strip spaces */
1629                         for (p = out_val; *p == ' '; p++);
1630
1631                         /* Get the wager */
1632                         wager = atol(p);
1633
1634                         if (wager > p_ptr->au)
1635                         {
1636                                 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!"));
1637
1638                                 msg_print(NULL);
1639                                 screen_load();
1640                                 return (FALSE);
1641                         }
1642                         else if (wager > maxbet)
1643                         {
1644                                 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);
1645
1646                                 wager = maxbet;
1647                         }
1648                         else if (wager < 1)
1649                         {
1650                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1651                                 wager = 1;
1652                         }
1653                         msg_print(NULL);
1654                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1655                         kakekin = wager;
1656                         p_ptr->au -= wager;
1657                         reset_tim_flags();
1658
1659                         /* Save the surface floor as saved floor */
1660                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1661
1662                         p_ptr->inside_battle = TRUE;
1663                         p_ptr->leaving = TRUE;
1664
1665                         p_ptr->leave_bldg = TRUE;
1666                         screen_load();
1667
1668                         return (TRUE);
1669                 }
1670         }
1671         screen_load();
1672
1673         return (FALSE);
1674 }
1675
1676 /*!
1677  * @brief 本日の賞金首情報を表示する。
1678  * @return なし
1679  */
1680 static void today_target(void)
1681 {
1682         char buf[160];
1683         monster_race *r_ptr = &r_info[today_mon];
1684
1685         clear_bldg(4,18);
1686         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1687         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1688         c_put_str(TERM_YELLOW, buf, 6, 10);
1689         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1690         prt(buf, 8, 10);
1691         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1692         prt(buf, 9, 10);
1693         p_ptr->today_mon = today_mon;
1694 }
1695
1696 /*!
1697  * @brief ツチノコの賞金首情報を表示する。
1698  * @return なし
1699  */
1700 static void tsuchinoko(void)
1701 {
1702         clear_bldg(4,18);
1703         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1704         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);
1705         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1706         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1707         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1708 }
1709
1710 /*!
1711  * @brief 通常の賞金首情報を表示する。
1712  * @return なし
1713  */
1714 static void shoukinkubi(void)
1715 {
1716         int i;
1717         TERM_LEN y = 0;
1718
1719         clear_bldg(4,18);
1720         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);
1721         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1722
1723         for (i = 0; i < MAX_KUBI; i++)
1724         {
1725                 byte color;
1726                 concptr done_mark;
1727                 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])];
1728
1729                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1730                 {
1731                         color = TERM_RED;
1732                         done_mark = _("(済)", "(done)");
1733                 }
1734                 else
1735                 {
1736                         color = TERM_WHITE;
1737                         done_mark = "";
1738                 }
1739
1740                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1741
1742                 y = (y+1) % 10;
1743                 if (!y && (i < MAX_KUBI -1))
1744                 {
1745                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1746                         (void)inkey();
1747                         prt("", 0, 0);
1748                         clear_bldg(7,18);
1749                 }
1750         }
1751 }
1752
1753
1754
1755 /*!
1756  * 賞金首の報酬テーブル / List of prize object
1757  */
1758 static struct {
1759         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1760         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1761 } prize_list[MAX_KUBI] = 
1762 {
1763         {TV_POTION, SV_POTION_CURING},
1764         {TV_POTION, SV_POTION_SPEED},
1765         {TV_POTION, SV_POTION_SPEED},
1766         {TV_POTION, SV_POTION_RESISTANCE},
1767         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1768
1769         {TV_POTION, SV_POTION_HEALING},
1770         {TV_POTION, SV_POTION_RESTORE_MANA},
1771         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1772         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1773         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1774
1775         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1776         {TV_POTION, SV_POTION_STAR_HEALING},
1777         {TV_POTION, SV_POTION_STAR_HEALING},
1778         {TV_POTION, SV_POTION_NEW_LIFE},
1779         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1780
1781         {TV_POTION, SV_POTION_LIFE},
1782         {TV_POTION, SV_POTION_LIFE},
1783         {TV_POTION, SV_POTION_AUGMENTATION},
1784         {TV_POTION, SV_POTION_INVULNERABILITY},
1785         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1786 };
1787
1788 /*!
1789  * @brief 賞金首の引き換え処理 / Get prize
1790  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1791  */
1792 static bool kankin(void)
1793 {
1794         INVENTORY_IDX i;
1795         int j;
1796         bool change = FALSE;
1797         GAME_TEXT o_name[MAX_NLEN];
1798         object_type *o_ptr;
1799
1800         /* Loop for p_ptr->inventory_list and right/left arm */
1801         for (i = 0; i <= INVEN_LARM; i++)
1802         {
1803                 o_ptr = &p_ptr->inventory_list[i];
1804
1805                 /* Living Tsuchinoko worthes $1000000 */
1806                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1807                 {
1808                         char buf[MAX_NLEN+20];
1809                         object_desc(o_name, o_ptr, 0);
1810                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1811                         if (get_check(buf))
1812                         {
1813                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1814                                 p_ptr->au += 1000000L * o_ptr->number;
1815                                 p_ptr->redraw |= (PR_GOLD);
1816                                 inven_item_increase(i, -o_ptr->number);
1817                                 inven_item_describe(i);
1818                                 inven_item_optimize(i);
1819                         }
1820                         change = TRUE;
1821                 }
1822         }
1823
1824         for (i = 0; i < INVEN_PACK; i++)
1825         {
1826                 o_ptr = &p_ptr->inventory_list[i];
1827
1828                 /* Corpse of Tsuchinoko worthes $200000 */
1829                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1830                 {
1831                         char buf[MAX_NLEN+20];
1832                         object_desc(o_name, o_ptr, 0);
1833                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1834                         if (get_check(buf))
1835                         {
1836                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1837                                 p_ptr->au += 200000L * o_ptr->number;
1838                                 p_ptr->redraw |= (PR_GOLD);
1839                                 inven_item_increase(i, -o_ptr->number);
1840                                 inven_item_describe(i);
1841                                 inven_item_optimize(i);
1842                         }
1843                         change = TRUE;
1844                 }
1845         }
1846
1847         for (i = 0; i < INVEN_PACK; i++)
1848         {
1849                 o_ptr = &p_ptr->inventory_list[i];
1850
1851                 /* Bones of Tsuchinoko worthes $100000 */
1852                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1853                 {
1854                         char buf[MAX_NLEN+20];
1855                         object_desc(o_name, o_ptr, 0);
1856                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1857                         if (get_check(buf))
1858                         {
1859                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1860                                 p_ptr->au += 100000L * o_ptr->number;
1861                                 p_ptr->redraw |= (PR_GOLD);
1862                                 inven_item_increase(i, -o_ptr->number);
1863                                 inven_item_describe(i);
1864                                 inven_item_optimize(i);
1865                         }
1866                         change = TRUE;
1867                 }
1868         }
1869
1870         for (i = 0; i < INVEN_PACK; i++)
1871         {
1872                 o_ptr = &p_ptr->inventory_list[i];
1873                 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)))
1874                 {
1875                         char buf[MAX_NLEN+20];
1876                         object_desc(o_name, o_ptr, 0);
1877                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1878                         if (get_check(buf))
1879                         {
1880                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1881                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1882                                 p_ptr->redraw |= (PR_GOLD);
1883                                 inven_item_increase(i, -o_ptr->number);
1884                                 inven_item_describe(i);
1885                                 inven_item_optimize(i);
1886                         }
1887                         change = TRUE;
1888                 }
1889         }
1890
1891         for (i = 0; i < INVEN_PACK; i++)
1892         {
1893                 o_ptr = &p_ptr->inventory_list[i];
1894
1895                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1896                 {
1897                         char buf[MAX_NLEN+20];
1898                         object_desc(o_name, o_ptr, 0);
1899                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1900                         if (get_check(buf))
1901                         {
1902                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1903                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1904                                 p_ptr->redraw |= (PR_GOLD);
1905                                 inven_item_increase(i, -o_ptr->number);
1906                                 inven_item_describe(i);
1907                                 inven_item_optimize(i);
1908                         }
1909                         change = TRUE;
1910                 }
1911         }
1912
1913         for (j = 0; j < MAX_KUBI; j++)
1914         {
1915                 /* Need reverse order --- Positions will be changed in the loop */
1916                 for (i = INVEN_PACK-1; i >= 0; i--)
1917                 {
1918                         o_ptr = &p_ptr->inventory_list[i];
1919                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1920                         {
1921                                 char buf[MAX_NLEN+20];
1922                                 int num, k;
1923                                 INVENTORY_IDX item_new;
1924                                 object_type forge;
1925
1926                                 object_desc(o_name, o_ptr, 0);
1927                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1928                                 if (!get_check(buf)) continue;
1929
1930 #if 0 /* Obsoleted */
1931                                 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);
1932                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1933                                 p_ptr->redraw |= (PR_GOLD);
1934                                 inven_item_increase(i, -o_ptr->number);
1935                                 inven_item_describe(i);
1936                                 inven_item_optimize(i);
1937                                 chg_virtue(V_JUSTICE, 5);
1938                                 current_world_ptr->bounty_r_idx[j] += 10000;
1939
1940                                 change = TRUE;
1941 #endif /* Obsoleted */
1942
1943                                 /* Hand it first */
1944                                 inven_item_increase(i, -o_ptr->number);
1945                                 inven_item_describe(i);
1946                                 inven_item_optimize(i);
1947
1948                                 chg_virtue(V_JUSTICE, 5);
1949                                 current_world_ptr->bounty_r_idx[j] += 10000;
1950
1951                                 /* Count number of unique corpses already handed */
1952                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1953                                 {
1954                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1955                                 }
1956                                 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" : ""));
1957
1958                                 /* Prepare to make a prize */
1959                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1960                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1961
1962                                 object_aware(&forge);
1963                                 object_known(&forge);
1964
1965                                 /*
1966                                  * Hand it --- Assume there is an empty slot.
1967                                  * Since a corpse is handed at first,
1968                                  * there is at least one empty slot.
1969                                  */
1970                                 item_new = inven_carry(&forge);
1971
1972                                 object_desc(o_name, &forge, 0);
1973                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1974
1975                                 /* Auto-inscription */
1976                                 autopick_alter_item(item_new, FALSE);
1977                                 handle_stuff();
1978
1979                                 change = TRUE;
1980                         }
1981                 }
1982         }
1983
1984         if (!change)
1985         {
1986                 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."));
1987                 msg_print(NULL);
1988                 return FALSE;
1989         }
1990         return TRUE;
1991 }
1992
1993 /*!
1994  * @brief 宿屋の利用サブルーチン
1995  * @details inn commands\n
1996  * Note that resting for the night was a perfect way to avoid player\n
1997  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1998  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1999  * will not be that useful.  I will keep it in the hopes the player\n
2000  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2001  * Resting at night is also a quick way to restock stores -KMW-\n
2002  * @param cmd 宿屋の利用施設ID
2003  * @return 施設の利用が実際に行われたか否か。
2004  */
2005 static bool inn_comm(int cmd)
2006 {
2007         switch (cmd)
2008         {
2009                 case BACT_FOOD: /* Buy food & drink */
2010                         if (p_ptr->food >= PY_FOOD_FULL)
2011                         {
2012                                 msg_print(_("今は満腹だ。", "You are full now."));
2013                                 return FALSE;
2014                         }
2015                         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."));
2016                         (void)set_food(PY_FOOD_MAX - 1);
2017                         break;
2018
2019                 case BACT_REST: /* Rest for the night */
2020                         if ((p_ptr->poisoned) || (p_ptr->cut))
2021                         {
2022                                 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."));
2023                                 msg_print(NULL);
2024                                 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."));
2025                         }
2026                         else
2027                         {
2028                                 s32b oldturn = current_world_ptr->game_turn;
2029                                 int prev_day, prev_hour, prev_min;
2030
2031                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2032                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2033                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2034                                 else
2035                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2036                                 
2037                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2038                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2039                                 {
2040                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2041                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2042                                 }
2043
2044                                 prevent_turn_overflow();
2045
2046                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2047                                 p_ptr->chp = p_ptr->mhp;
2048
2049                                 if (ironman_nightmare)
2050                                 {
2051                                         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."));
2052
2053                                         /* Have some nightmares */
2054                                         while(1)
2055                                         {
2056                                                 sanity_blast(NULL, FALSE);
2057                                                 if (!one_in_(3)) break;
2058                                         }
2059
2060                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2061                                         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."));
2062                                 }
2063                                 else
2064                                 {
2065                                         set_blind(0);
2066                                         set_confused(0);
2067                                         p_ptr->stun = 0;
2068                                         p_ptr->chp = p_ptr->mhp;
2069                                         p_ptr->csp = p_ptr->msp;
2070                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2071                                         {
2072                                                 int i;
2073                                                 for (i = 0; i < 72; i++)
2074                                                 {
2075                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2076                                                 }
2077                                                 for (; i < 108; i++)
2078                                                 {
2079                                                         p_ptr->magic_num1[i] = 0;
2080                                                 }
2081                                         }
2082
2083                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2084                                         {
2085                                                 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."));
2086                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2087                                         }
2088                                         else
2089                                         {
2090                                                 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."));
2091                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2092                                         }
2093                                 }
2094                         }
2095                         break;
2096
2097                 case BACT_RUMORS: /* Listen for rumors */
2098                         {
2099                                 display_rumor(TRUE);
2100                                 break;
2101                         }
2102         }
2103
2104         return (TRUE);
2105 }
2106
2107
2108 /*!
2109  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2110  * @param questnum クエストのID
2111  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2112  * @return なし
2113  */
2114 static void get_questinfo(IDX questnum, bool do_init)
2115 {
2116         int i;
2117         QUEST_IDX old_quest;
2118         GAME_TEXT tmp_str[80];
2119
2120         /* Clear the text */
2121         for (i = 0; i < 10; i++)
2122         {
2123                 quest_text[i][0] = '\0';
2124         }
2125
2126         quest_text_line = 0;
2127
2128         /* Set the quest number temporary */
2129         old_quest = p_ptr->inside_quest;
2130         p_ptr->inside_quest = questnum;
2131
2132         /* Get the quest text */
2133         init_flags = INIT_SHOW_TEXT;
2134         if (do_init) init_flags |= INIT_ASSIGN;
2135
2136         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2137
2138         /* Reset the old quest number */
2139         p_ptr->inside_quest = old_quest;
2140
2141         /* Print the quest info */
2142         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);
2143
2144         prt(tmp_str, 5, 0);
2145
2146         prt(quest[questnum].name, 7, 0);
2147
2148         for (i = 0; i < 10; i++)
2149         {
2150                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2151         }
2152 }
2153
2154 /*!
2155  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2156  * @return なし
2157  */
2158 static void castle_quest(void)
2159 {
2160         QUEST_IDX q_index = 0;
2161         monster_race *r_ptr;
2162         quest_type *q_ptr;
2163         concptr name;
2164
2165
2166         clear_bldg(4, 18);
2167
2168         /* Current quest of the building */
2169         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2170
2171         /* Is there a quest available at the building? */
2172         if (!q_index)
2173         {
2174                 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);
2175                 return;
2176         }
2177
2178         q_ptr = &quest[q_index];
2179
2180         /* Quest is completed */
2181         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2182         {
2183                 /* Rewarded quest */
2184                 q_ptr->status = QUEST_STATUS_REWARDED;
2185
2186                 get_questinfo(q_index, FALSE);
2187
2188                 reinit_wilderness = TRUE;
2189         }
2190         /* Failed quest */
2191         else if (q_ptr->status == QUEST_STATUS_FAILED)
2192         {
2193                 get_questinfo(q_index, FALSE);
2194
2195                 /* Mark quest as done (but failed) */
2196                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2197
2198                 reinit_wilderness = TRUE;
2199         }
2200         /* Quest is still unfinished */
2201         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2202         {
2203                 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);
2204                 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);
2205                 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);
2206         }
2207         /* No quest yet */
2208         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2209         {
2210                 q_ptr->status = QUEST_STATUS_TAKEN;
2211
2212                 reinit_wilderness = TRUE;
2213
2214                 /* Assign a new quest */
2215                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2216                 {
2217                         if (q_ptr->r_idx == 0)
2218                         {
2219                                 /* Random monster at least 5 - 10 levels out of deep */
2220                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2221                         }
2222
2223                         r_ptr = &r_info[q_ptr->r_idx];
2224
2225                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2226                         {
2227                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2228                                 r_ptr = &r_info[q_ptr->r_idx];
2229                         }
2230
2231                         if (q_ptr->max_num == 0)
2232                         {
2233                                 /* Random monster number */
2234                                 if (randint1(10) > 7)
2235                                         q_ptr->max_num = 1;
2236                                 else
2237                                         q_ptr->max_num = randint1(3) + 1;
2238                         }
2239
2240                         q_ptr->cur_num = 0;
2241                         name = (r_name + r_ptr->name);
2242                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2243                 }
2244                 else
2245                 {
2246                         get_questinfo(q_index, TRUE);
2247                 }
2248         }
2249 }
2250
2251
2252 /*!
2253  * @brief 町に関するヘルプを表示する / Display town history
2254  * @return なし
2255  */
2256 static void town_history(void)
2257 {
2258         screen_save();
2259
2260         /* Peruse the building help file */
2261         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2262         screen_load();
2263 }
2264
2265 /*!
2266  * @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
2267  * @param dam 基本ダメージ
2268  * @param mult スレイ倍率(掛け算部分)
2269  * @param div スレイ倍率(割り算部分)
2270  * @param force 理力特別計算フラグ
2271  * @return ダメージ期待値
2272  */
2273 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2274 {
2275         int tmp;
2276         if(force)
2277         {
2278                 tmp = dam * 60;
2279                 tmp *= mult * 3;
2280                 tmp /= div * 2;
2281                 tmp += dam * 60 * 2;
2282                 tmp /= 60;
2283         }
2284         else
2285         {
2286                 tmp = dam * 60;
2287                 tmp *= mult; 
2288                 tmp /= div;
2289                 tmp /= 60;
2290         }
2291         return tmp;
2292 }
2293
2294 /*!
2295  * @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)
2296  * @param dam 基本ダメージ
2297  * @param mult スレイ倍率(掛け算部分)
2298  * @param div スレイ倍率(割り算部分)
2299  * @param force 理力特別計算フラグ
2300  * @param weight 重量
2301  * @param plus 武器ダメージ修正
2302  * @param meichuu 命中値
2303  * @param dokubari 毒針処理か否か
2304  * @param vorpal_mult 切れ味倍率(掛け算部分)
2305  * @param vorpal_div 切れ味倍率(割り算部分)
2306  * @return ダメージ期待値
2307  */
2308 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)
2309 {
2310         dam = calc_slaydam(dam, mult, div, force);
2311         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2312         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2313         return dam;
2314 }
2315
2316
2317 /*!
2318  * @brief 武器の各条件毎のダメージ期待値を表示する。
2319  * @param r 表示行
2320  * @param c 表示列
2321  * @param mindice ダイス部分最小値
2322  * @param maxdice ダイス部分最大値
2323  * @param blows 攻撃回数
2324  * @param dam_bonus ダメージ修正値
2325  * @param attr 条件内容
2326  * @param color 条件内容の表示色
2327  * @details
2328  * Display the damage figure of an object\n
2329  * (used by compare_weapon_aux)\n
2330  * \n
2331  * Only accurate for the current weapon, because it includes\n
2332  * the current +dam of the player.\n
2333  * @return なし
2334  */
2335 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2336 {
2337         GAME_TEXT tmp_str[80];
2338         int mindam, maxdam;
2339         
2340         mindam = blows * (mindice + dam_bonus);
2341         maxdam = blows * (maxdice + dam_bonus);
2342
2343         /* Print the intro text */
2344         c_put_str(color, attr, r, c);
2345
2346         /* Calculate the min and max damage figures */
2347         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2348         
2349         /* Print the damage */
2350         put_str(tmp_str, r, c + 8);
2351 }
2352
2353
2354 /*!
2355  * @brief 武器一つ毎のダメージ情報を表示する。
2356  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2357  * @param col 表示する行の上端
2358  * @param r 表示する列の左端
2359  * @details
2360  * Show the damage figures for the various monster types\n
2361  * \n
2362  * Only accurate for the current weapon, because it includes\n
2363  * the current number of blows for the player.\n
2364  * @return なし
2365  */
2366 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2367 {
2368         BIT_FLAGS flgs[TR_FLAG_SIZE];
2369         int blow = p_ptr->num_blow[0];
2370         bool force = FALSE;
2371         bool dokubari = FALSE;
2372         
2373         /* Effective dices */
2374         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2375         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2376         
2377         int mindice = eff_dd;
2378         int maxdice = eff_ds * eff_dd;
2379         int mindam = 0;
2380         int maxdam = 0;
2381         int vorpal_mult = 1;
2382         int vorpal_div = 1;
2383         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2384         
2385
2386         /* Get the flags of the weapon */
2387         object_flags(o_ptr, flgs);
2388         
2389         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2390         
2391         
2392         /* Show Critical Damage*/
2393         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2394         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2395         
2396         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2397
2398         
2399         /* Vorpal Hit*/
2400         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2401         {
2402                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2403                 {
2404                         vorpal_mult = 5;
2405                         vorpal_div = 3;
2406                 }
2407                 else
2408                 {
2409                         vorpal_mult = 11;
2410                         vorpal_div = 9;
2411                 }
2412                 
2413                 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);
2414                 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);         
2415                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2416         }       
2417         
2418         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2419         {
2420                 force = TRUE;
2421                 
2422                 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);
2423                 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);
2424                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2425         }
2426                 
2427         /* Print the relevant lines */
2428         if (have_flag(flgs, TR_KILL_ANIMAL))
2429         {
2430                 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);
2431                 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);         
2432                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2433         }
2434         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2435         {
2436                 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);
2437                 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);
2438                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2439         }
2440         if (have_flag(flgs, TR_KILL_EVIL))
2441         {       
2442                 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);
2443                 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);
2444                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2445         }
2446         else if (have_flag(flgs, TR_SLAY_EVIL))
2447         {       
2448                 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);
2449                 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);         
2450                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2451         }
2452         if (have_flag(flgs, TR_KILL_HUMAN))
2453         {       
2454                 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);
2455                 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);
2456                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2457         }
2458         else if (have_flag(flgs, TR_SLAY_HUMAN))
2459         {       
2460                 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);
2461                 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);
2462                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2463         }
2464         if (have_flag(flgs, TR_KILL_UNDEAD))
2465         {
2466                 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);
2467                 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);
2468                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2469         }
2470         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2471         {
2472                 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);
2473                 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);
2474                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2475         }
2476         if (have_flag(flgs, TR_KILL_DEMON))
2477         {       
2478                 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);
2479                 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);
2480                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2481         }
2482         else if (have_flag(flgs, TR_SLAY_DEMON))
2483         {       
2484                 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);
2485                 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);
2486                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2487         }
2488         if (have_flag(flgs, TR_KILL_ORC))
2489         {
2490                 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);
2491                 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);
2492                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2493         }
2494         else if (have_flag(flgs, TR_SLAY_ORC))
2495         {
2496                 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);
2497                 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);
2498                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2499         }
2500         if (have_flag(flgs, TR_KILL_TROLL))
2501         {
2502                 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);
2503                 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);
2504                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2505         }
2506         else if (have_flag(flgs, TR_SLAY_TROLL))
2507         {
2508                 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);
2509                 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);
2510                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2511         }
2512         if (have_flag(flgs, TR_KILL_GIANT))
2513         {
2514                 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);
2515                 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);
2516                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2517         }
2518         else if (have_flag(flgs, TR_SLAY_GIANT))
2519         {
2520                 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);
2521                 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);
2522                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2523         }
2524         if (have_flag(flgs, TR_KILL_DRAGON))
2525         {
2526                 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);
2527                 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);
2528                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2529         }
2530         else if (have_flag(flgs, TR_SLAY_DRAGON))
2531         {               
2532                 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);
2533                 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);
2534                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2535         }
2536         if (have_flag(flgs, TR_BRAND_ACID))
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,  _("酸属性:", "Acid:"), TERM_RED);
2541         }
2542         if (have_flag(flgs, TR_BRAND_ELEC))
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,  _("電属性:", "Elec:"), TERM_RED);
2547         }
2548         if (have_flag(flgs, TR_BRAND_FIRE))
2549         {
2550                 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);
2551                 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);
2552                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2553         }
2554         if (have_flag(flgs, TR_BRAND_COLD))
2555         {
2556                 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);
2557                 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);
2558                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2559         }
2560         if (have_flag(flgs, TR_BRAND_POIS))
2561         {
2562                 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);
2563                 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);
2564                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2565         }
2566 }
2567
2568 /*!
2569  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2570  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2571  * @param row 表示する列の左端
2572  * @param col 表示する行の上端
2573  * @details
2574  * Displays all info about a weapon
2575  *
2576  * Only accurate for the current weapon, because it includes
2577  * various info about the player's +to_dam and number of blows.
2578  * @return なし
2579  */
2580 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2581 {
2582         GAME_TEXT o_name[MAX_NLEN];
2583         GAME_TEXT tmp_str[80];
2584
2585         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2586         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2587         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2588
2589         /* Print the weapon name */
2590         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2591         c_put_str(TERM_YELLOW, o_name, row, col);
2592
2593         /* Print the player's number of blows */
2594         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2595         put_str(tmp_str, row+1, col);
2596
2597         /* Print to_hit and to_dam of the weapon */
2598         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2599         put_str(tmp_str, row+2, col);
2600
2601         /* Print the weapons base damage dice */
2602         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2603                 (int)hit_chance(reli, 0),
2604                 (int)hit_chance(reli, 50),
2605                 (int)hit_chance(reli, 100),
2606                 (int)hit_chance(reli, 150),
2607                 (int)hit_chance(reli, 200));
2608         put_str(tmp_str, row+3, col);
2609         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2610
2611         /* Damage for one blow (if it hits) */
2612         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2613             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2614                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2615         put_str(tmp_str, row+6, col+1);
2616
2617         /* Damage for the complete attack (if all blows hit) */
2618         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2619                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2620                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2621         put_str(tmp_str, row+7, col+1);
2622 }
2623
2624 /*!
2625  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2626  * @details 
2627  * Copies the weapons to compare into the weapon-slot and\n
2628  * compares the values for both weapons.\n
2629  * 武器1つだけで比較をしないなら費用は半額になる。
2630  * @param bcost 基本鑑定費用
2631  * @return 最終的にかかった費用
2632  */
2633 static PRICE compare_weapons(PRICE bcost)
2634 {
2635         int i, n;
2636         OBJECT_IDX item, item2;
2637         object_type *o_ptr[2];
2638         object_type orig_weapon;
2639         object_type *i_ptr;
2640         concptr q, s;
2641         TERM_LEN row = 2;
2642         TERM_LEN wid = 38, mgn = 2;
2643         bool old_character_xtra = current_world_ptr->character_xtra;
2644         char ch;
2645         PRICE total = 0;
2646         PRICE cost = 0; /* First time no price */
2647
2648         screen_save();
2649         clear_bldg(0, 22);
2650
2651         /* Store copy of original wielded weapon */
2652         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2653         object_copy(&orig_weapon, i_ptr);
2654
2655         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2656
2657         /* Get the first weapon */
2658         q = _("第一の武器は?", "What is your first weapon? ");
2659         s = _("比べるものがありません。", "You have nothing to compare.");
2660
2661         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2662         if (!o_ptr[0])
2663         {
2664                 screen_load();
2665                 return (0);
2666         }
2667
2668         n = 1;
2669         total = bcost;
2670
2671         while (TRUE)
2672         {
2673                 clear_bldg(0, 22);
2674
2675                 /* Only compare melee weapons */
2676                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2677
2678                 /* Hack -- prevent "icky" message */
2679                 current_world_ptr->character_xtra = TRUE;
2680
2681                 /* Diaplay selected weapon's infomation */
2682                 for (i = 0; i < n; i++)
2683                 {
2684                         int col = (wid * i + mgn);
2685
2686                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2687                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2688
2689                         p_ptr->update |= PU_BONUS;
2690                         handle_stuff();
2691
2692                         /* List the new values */
2693                         list_weapon(o_ptr[i], row, col);
2694                         compare_weapon_aux(o_ptr[i], col, row + 8);
2695
2696                         /* Copy back the original weapon into the weapon slot */
2697                         object_copy(i_ptr, &orig_weapon);
2698                 }
2699
2700                 /* Reset the values for the old weapon */
2701                 p_ptr->update |= PU_BONUS;
2702                 handle_stuff();
2703
2704                 current_world_ptr->character_xtra = old_character_xtra;
2705
2706 #ifdef JP
2707                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2708                 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);
2709                 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);
2710 #else
2711                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2712                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2713                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2714 #endif
2715
2716                 flush();
2717                 ch = inkey();
2718
2719                 if (ch == 's')
2720                 {
2721                         if (total + cost > p_ptr->au)
2722                         {
2723                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2724                                 msg_print(NULL);
2725                                 continue;
2726                         }
2727
2728                         q = _("第二の武器は?", "What is your second weapon? ");
2729                         s = _("比べるものがありません。", "You have nothing to compare.");
2730
2731                         /* Get the second weapon */
2732                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2733                         if (!o_ptr[1]) continue;
2734
2735                         total += cost;
2736                         cost = bcost / 2;
2737                         n = 2;
2738                 }
2739                 else
2740                 {
2741                         break;
2742                 }
2743         }
2744         screen_load();
2745
2746         return (total);
2747 }
2748
2749
2750 /*!
2751  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2752  * @details 
2753  * Calculate and display the dodge-rate and the protection-rate
2754  * based on AC
2755  * @param iAC プレイヤーのAC。
2756  * @return 常にTRUEを返す。
2757  */
2758 static bool eval_ac(ARMOUR_CLASS iAC)
2759 {
2760 #ifdef JP
2761         const char memo[] =
2762                 "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"
2763                 "何パーセント軽減するかを示します。\n"
2764                 "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"
2765                 "に対してのみ効果があります。\n \n"
2766                 "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"
2767                 "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"
2768                 "敵のレベルとあなたのACによって決定されます。\n \n"
2769                 "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"
2770                 "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";
2771 #else
2772         const char memo[] =
2773                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2774                 "Note that the Protection rate is effective only against normal "
2775                 "'attack' and 'shatter' type melee attacks, "
2776                 "and has no effect against any other types such as 'poison'.\n \n"
2777                 "'Dodge Rate' indicates the success rate on dodging the "
2778                 "monster's melee attacks.  "
2779                 "It is depend on the level of the monster and your AC.\n \n"
2780                 "'Average Damage' indicates the expected amount of damage "
2781                 "when you are attacked by normal melee attacks with power=100.";
2782 #endif
2783
2784         int protection;
2785         TERM_LEN col, row = 2;
2786         DEPTH lvl;
2787         char buf[80*20], *t;
2788
2789         /* AC lower than zero has no effect */
2790         if (iAC < 0) iAC = 0;
2791
2792         /* ダメージ軽減率を計算 */
2793         protection = 100 * MIN(iAC, 150) / 250;
2794
2795         screen_save();
2796         clear_bldg(0, 22);
2797
2798         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2799         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2800         row++;
2801
2802         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2803         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2804         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2805     
2806         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2807         {
2808                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2809                 int dodge;   /* 回避率(%) */
2810                 int average; /* ダメージ期待値 */
2811
2812                 put_str(format("%3d", lvl), row + 0, col);
2813
2814                 /* 回避率を計算 */
2815                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2816                 put_str(format("%3d%%", dodge), row + 1, col);
2817
2818                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2819                 average = (100 - dodge) * (100 - protection) / 100;
2820                 put_str(format("%3d", average), row + 2, col);
2821         }
2822
2823         /* Display note */
2824         roff_to_buf(memo, 70, buf, sizeof(buf));
2825         for (t = buf; t[0]; t += strlen(t) + 1)
2826                 put_str(t, (row++) + 4, 4);
2827
2828         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);
2829   
2830         flush();
2831         (void)inkey();
2832         screen_load();
2833
2834         return (TRUE);
2835 }
2836
2837
2838
2839 /*!
2840  * @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。
2841  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2842  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2843  * @return 修復対象になるならTRUEを返す。
2844  */
2845 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2846 {
2847         int i, n = 0;
2848         int cand[TR_FLAG_MAX];
2849         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2850         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2851
2852         object_flags(to_ptr, to_flgs);
2853         object_flags(from_ptr, from_flgs);
2854
2855         for (i = 0; i < TR_FLAG_MAX; i++)
2856         {
2857                 switch (i)
2858                 {
2859                 case TR_IGNORE_ACID:
2860                 case TR_IGNORE_ELEC:
2861                 case TR_IGNORE_FIRE:
2862                 case TR_IGNORE_COLD:
2863                 case TR_ACTIVATE:
2864                 case TR_RIDING:
2865                 case TR_THROW:
2866                 case TR_SHOW_MODS:
2867                 case TR_HIDE_TYPE:
2868                 case TR_ES_ATTACK:
2869                 case TR_ES_AC:
2870                 case TR_FULL_NAME:
2871                 case TR_FIXED_FLAVOR:
2872                         break;
2873                 default:
2874                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2875                         {
2876                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2877                         }
2878                 }
2879         }
2880
2881         if (n > 0)
2882         {
2883                 int bmax;
2884                 int tr_idx = cand[randint0(n)];
2885                 add_flag(to_ptr->art_flags, tr_idx);
2886                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2887                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2888                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2889                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2890         }
2891
2892         return;
2893 }
2894
2895 /*!
2896  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2897  * @param bcost 基本修復費用
2898  * @return 実際にかかった費用
2899  */
2900 static PRICE repair_broken_weapon_aux(PRICE bcost)
2901 {
2902         PRICE cost;
2903         OBJECT_IDX item, mater;
2904         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2905         object_kind *k_ptr;
2906         int i, dd_bonus, ds_bonus;
2907         KIND_OBJECT_IDX k_idx;
2908         char basenm[MAX_NLEN];
2909         concptr q, s;
2910         int row = 7;
2911         clear_bldg(0, 22);
2912
2913         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);
2914         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);
2915
2916         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2917         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2918
2919         /* Only forge broken weapons */
2920         item_tester_hook = item_tester_hook_broken_weapon;
2921
2922         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2923         if (!o_ptr) return (0);
2924
2925         /* It is worthless */
2926         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2927         {
2928                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2929                 return (0);
2930         }
2931
2932         /* They are too many */
2933         if (o_ptr->number > 1)
2934         {
2935                 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!"));
2936                 return (0);
2937         }
2938
2939         /* Display item name */
2940         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2941         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2942
2943         q = _("材料となる武器は?", "Which weapon for material? ");
2944         s = _("材料となる武器がありません。", "You have no material to repair.");
2945
2946         /* Only forge broken weapons */
2947         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2948
2949         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2950         if (!mo_ptr) return (0);
2951         if (mater == item)
2952         {
2953                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2954                 return (0);
2955         }
2956
2957         /* Display item name */
2958         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2959         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2960
2961         /* Get the value of one of the items (except curses) */
2962         cost = bcost + object_value_real(o_ptr) * 2;
2963
2964         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);
2965
2966         /* Check if the player has enough money */
2967         if (p_ptr->au < cost)
2968         {
2969                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2970                 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);
2971                 msg_print(NULL);
2972                 return (0);
2973         }
2974
2975         p_ptr->total_weight -= o_ptr->weight;
2976
2977         if (o_ptr->sval == SV_BROKEN_DAGGER)
2978         {
2979                 KIND_OBJECT_IDX j;
2980                 int n = 1;
2981
2982                 /* Suppress compiler warning */
2983                 k_idx = 0;
2984
2985                 for (j = 1; j < max_k_idx; j++)
2986                 {
2987                         object_kind *k_aux_ptr = &k_info[j];
2988
2989                         if (k_aux_ptr->tval != TV_SWORD) continue;
2990                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2991                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2992                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2993                         if (k_aux_ptr->weight > 99) continue;
2994
2995                         if (one_in_(n)) 
2996                         {
2997                                 k_idx = j;
2998                                 n++;
2999                         }
3000                 }
3001         }
3002         else /* TV_BROKEN_SWORD */
3003         {
3004                 /* Repair to a sword or sometimes material's type weapon */
3005                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3006
3007                 while(1)
3008                 {
3009                         object_kind *ck_ptr;
3010
3011                         k_idx = lookup_kind(tval, SV_ANY);
3012                         ck_ptr = &k_info[k_idx];
3013
3014                         if (tval == TV_SWORD)
3015                         {
3016                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3017                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3018                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3019                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3020                         }
3021                         if (tval == TV_POLEARM)
3022                         {
3023                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3024                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3025                         }
3026                         if (tval == TV_HAFTED)
3027                         {
3028                                 if ((ck_ptr->sval == SV_GROND) ||
3029                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3030                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3031                         }
3032
3033                         break;
3034                 }
3035         }
3036
3037         /* Calculate dice bonuses */
3038         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3039         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3040         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3041         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3042
3043         /* Change base object */
3044         k_ptr = &k_info[k_idx];
3045         o_ptr->k_idx = k_idx;
3046         o_ptr->weight = k_ptr->weight;
3047         o_ptr->tval = k_ptr->tval;
3048         o_ptr->sval = k_ptr->sval;
3049         o_ptr->dd = k_ptr->dd;
3050         o_ptr->ds = k_ptr->ds;
3051
3052         /* Copy base object's ability */
3053         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3054         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3055         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3056
3057         /* Dice up */
3058         if (dd_bonus > 0)
3059         {
3060                 o_ptr->dd++;
3061                 for (i = 1; i < dd_bonus; i++)
3062                 {
3063                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3064                 }
3065         }
3066         if (ds_bonus > 0)
3067         {
3068                 o_ptr->ds++;
3069                 for (i = 1; i < ds_bonus; i++)
3070                 {
3071                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3072                 }
3073         }
3074
3075         if (have_flag(k_ptr->flags, TR_BLOWS))
3076         {
3077                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3078                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3079         }
3080
3081         /* Add one random ability from material weapon */
3082         give_one_ability_of_object(o_ptr, mo_ptr);
3083
3084         /* Add to-dam, to-hit and to-ac from material weapon */
3085         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3086         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3087         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3088
3089         if ((o_ptr->name1 == ART_NARSIL) ||
3090                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3091                 (object_is_ego(o_ptr) && one_in_(7)))
3092         {
3093                 /* Forge it */
3094                 if (object_is_ego(o_ptr))
3095                 {
3096                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3097                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3098                 }
3099
3100                 /* Add one random ability from material weapon */
3101                 give_one_ability_of_object(o_ptr, mo_ptr);
3102
3103                 /* Add one random activation */
3104                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3105
3106                 /* Narsil */
3107                 if (o_ptr->name1 == ART_NARSIL)
3108                 {
3109                         one_high_resistance(o_ptr);
3110                         one_ability(o_ptr);
3111                 }
3112
3113                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3114         }
3115
3116         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3117 #ifdef JP
3118         msg_format("$%dで%sに修復しました。", cost, basenm);
3119 #else
3120         msg_format("Repaired into %s for %d gold.", basenm, cost);
3121 #endif
3122         msg_print(NULL);
3123
3124         /* Remove BROKEN flag */
3125         o_ptr->ident &= ~(IDENT_BROKEN);
3126
3127         /* Add repaired flag */
3128         o_ptr->discount = 99;
3129
3130         p_ptr->total_weight += o_ptr->weight;
3131         calc_android_exp();
3132
3133         /* Decrease material object */
3134         inven_item_increase(mater, -1);
3135         inven_item_optimize(mater);
3136
3137         /* Copyback */
3138         p_ptr->update |= PU_BONUS;
3139         handle_stuff();
3140
3141         /* Something happened */
3142         return (cost);
3143 }
3144
3145 /*!
3146  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3147  * @param bcost 基本鑑定費用
3148  * @return 実際にかかった費用
3149  */
3150 static int repair_broken_weapon(PRICE bcost)
3151 {
3152         PRICE cost;
3153         screen_save();
3154         cost = repair_broken_weapon_aux(bcost);
3155         screen_load();
3156         return cost;
3157 }
3158
3159
3160 /*!
3161  * @brief アイテムの強化を行う。 / Enchant item
3162  * @param cost 1回毎の費用
3163  * @param to_hit 命中をアップさせる量
3164  * @param to_dam ダメージをアップさせる量
3165  * @param to_ac ACをアップさせる量
3166  * @return 実際に行ったらTRUE
3167  */
3168 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3169 {
3170         int i;
3171         OBJECT_IDX item;
3172         bool okay = FALSE;
3173         object_type *o_ptr;
3174         concptr q, s;
3175         int maxenchant = (p_ptr->lev / 5);
3176         char tmp_str[MAX_NLEN];
3177
3178         clear_bldg(4, 18);
3179         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3180         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3181
3182         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3183         s = _("改良できるものがありません。", "You have nothing to improve.");
3184
3185         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3186         if (!o_ptr) return (FALSE);
3187
3188         /* Check if the player has enough money */
3189         if (p_ptr->au < (cost * o_ptr->number))
3190         {
3191                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3192                 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);
3193                 return (FALSE);
3194         }
3195
3196         /* Enchant to hit */
3197         for (i = 0; i < to_hit; i++)
3198         {
3199                 if (o_ptr->to_h < maxenchant)
3200                 {
3201                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3202                         {
3203                                 okay = TRUE;
3204                                 break;
3205                         }
3206                 }
3207         }
3208
3209         /* Enchant to damage */
3210         for (i = 0; i < to_dam; i++)
3211         {
3212                 if (o_ptr->to_d < maxenchant)
3213                 {
3214                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3215                         {
3216                                 okay = TRUE;
3217                                 break;
3218                         }
3219                 }
3220         }
3221
3222         /* Enchant to AC */
3223         for (i = 0; i < to_ac; i++)
3224         {
3225                 if (o_ptr->to_a < maxenchant)
3226                 {
3227                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3228                         {
3229                                 okay = TRUE;
3230                                 break;
3231                         }
3232                 }
3233         }
3234
3235         /* Failure */
3236         if (!okay)
3237         {
3238                 if (flush_failure) flush();
3239                 msg_print(_("改良に失敗した。", "The improvement failed."));
3240                 return (FALSE);
3241         }
3242         else
3243         {
3244                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3245 #ifdef JP
3246                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3247 #else
3248                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3249 #endif
3250
3251                 /* Charge the money */
3252                 p_ptr->au -= (cost * o_ptr->number);
3253
3254                 if (item >= INVEN_RARM) calc_android_exp();
3255
3256                 /* Something happened */
3257                 return (TRUE);
3258         }
3259 }
3260
3261
3262 /*!
3263  * @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
3264  * @details
3265  * The player can select the number of charges to add\n
3266  * (up to a limit), and the recharge never fails.\n
3267  *\n
3268  * The cost for rods depends on the level of the rod. The prices\n
3269  * for recharging wands and staves are dependent on the cost of\n
3270  * the base-item.\n
3271  * @return なし
3272  */
3273 static void building_recharge(void)
3274 {
3275         OBJECT_IDX  item;
3276         DEPTH       lev;
3277         object_type *o_ptr;
3278         object_kind *k_ptr;
3279         concptr        q, s;
3280         PRICE       price;
3281         PARAMETER_VALUE charges;
3282         int         max_charges;
3283         char        tmp_str[MAX_NLEN];
3284
3285         msg_flag = FALSE;
3286
3287         /* Display some info */
3288         clear_bldg(4, 18);
3289         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);
3290
3291
3292         /* Only accept legal items */
3293         item_tester_hook = item_tester_hook_recharge;
3294
3295         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3296         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3297
3298         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3299         if (!o_ptr) return;
3300
3301         k_ptr = &k_info[o_ptr->k_idx];
3302
3303         /*
3304          * We don't want to give the player free info about
3305          * the level of the item or the number of charges.
3306          */
3307         /* The item must be "known" */
3308         if (!object_is_known(o_ptr))
3309         {
3310                 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!"));
3311                 msg_print(NULL);
3312
3313                 if ((p_ptr->au >= 50) &&
3314                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3315
3316                 {
3317                         p_ptr->au -= 50;
3318                         identify_item(o_ptr);
3319                         object_desc(tmp_str, o_ptr, 0);
3320                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3321
3322                         /* Auto-inscription */
3323                         autopick_alter_item(item, FALSE);
3324
3325                         /* Update the gold display */
3326                         building_prt_gold();
3327                 }
3328                 else
3329                 {
3330                         return;
3331                 }
3332         }
3333
3334         /* Extract the object "level" */
3335         lev = k_info[o_ptr->k_idx].level;
3336
3337         /* Price for a rod */
3338         if (o_ptr->tval == TV_ROD)
3339         {
3340                 if (o_ptr->timeout > 0)
3341                 {
3342                         /* Fully recharge */
3343                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3344                 }
3345                 else
3346                 {
3347                         /* No recharge necessary */
3348                         price = 0;
3349                         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."));
3350                         return;
3351                 }
3352         }
3353         else if (o_ptr->tval == TV_STAFF)
3354         {
3355                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3356                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3357
3358                 /* Pay at least 10 gold per charge */
3359                 price = MAX(10, price);
3360         }
3361         else
3362         {
3363                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3364                 price = (k_info[o_ptr->k_idx].cost / 10);
3365
3366                 /* Pay at least 10 gold per charge */
3367                 price = MAX(10, price);
3368         }
3369
3370         /* Limit the number of charges for wands and staffs */
3371         if (o_ptr->tval == TV_WAND
3372                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3373         {
3374                 if (o_ptr->number > 1)
3375                 {
3376                         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."));
3377                 }
3378                 else
3379                 {
3380                         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."));
3381                 }
3382                 return;
3383         }
3384         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3385         {
3386                 if (o_ptr->number > 1)
3387                 {
3388                         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."));
3389                 }
3390                 else
3391                 {
3392                         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."));
3393                 }
3394                 return;
3395         }
3396
3397         /* Check if the player has enough money */
3398         if (p_ptr->au < price)
3399         {
3400                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3401 #ifdef JP
3402                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3403 #else
3404                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3405 #endif
3406
3407                 return;
3408         }
3409
3410         if (o_ptr->tval == TV_ROD)
3411         {
3412 #ifdef JP
3413                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3414 #else
3415                 if (get_check(format("Recharge the %s for %d gold? ",
3416                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3417 #endif
3418
3419                 {
3420                         /* Recharge fully */
3421                         o_ptr->timeout = 0;
3422                 }
3423                 else
3424                 {
3425                         return;
3426                 }
3427         }
3428         else
3429         {
3430                 if (o_ptr->tval == TV_STAFF)
3431                         max_charges = k_ptr->pval - o_ptr->pval;
3432                 else
3433                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3434
3435                 /* Get the quantity for staves and wands */
3436                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3437                                         MIN(p_ptr->au / price, max_charges));
3438
3439                 /* Do nothing */
3440                 if (charges < 1) return;
3441
3442                 /* Get the new price */
3443                 price *= charges;
3444
3445                 /* Recharge */
3446                 o_ptr->pval += charges;
3447
3448                 /* We no longer think the item is empty */
3449                 o_ptr->ident &= ~(IDENT_EMPTY);
3450         }
3451
3452         /* Give feedback */
3453         object_desc(tmp_str, o_ptr, 0);
3454 #ifdef JP
3455         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3456 #else
3457         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3458 #endif
3459         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3460
3461         p_ptr->window |= (PW_INVEN);
3462
3463         /* Pay the price */
3464         p_ptr->au -= price;
3465
3466         /* Finished */
3467         return;
3468 }
3469
3470
3471 /*!
3472  * @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
3473  * @details
3474  * The player can select the number of charges to add\n
3475  * (up to a limit), and the recharge never fails.\n
3476  *\n
3477  * The cost for rods depends on the level of the rod. The prices\n
3478  * for recharging wands and staves are dependent on the cost of\n
3479  * the base-item.\n
3480  * @return なし
3481  */
3482 static void building_recharge_all(void)
3483 {
3484         INVENTORY_IDX i;
3485         DEPTH lev;
3486         object_type *o_ptr;
3487         object_kind *k_ptr;
3488         PRICE price = 0;
3489         PRICE total_cost = 0;
3490
3491
3492         /* Display some info */
3493         msg_flag = FALSE;
3494         clear_bldg(4, 18);
3495         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);
3496
3497         /* Calculate cost */
3498         for ( i = 0; i < INVEN_PACK; i++)
3499         {
3500                 o_ptr = &p_ptr->inventory_list[i];
3501                                 
3502                 /* skip non magic device */
3503                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3504
3505                 /* need identified */
3506                 if (!object_is_known(o_ptr)) total_cost += 50;
3507
3508                 /* Extract the object "level" */
3509                 lev = k_info[o_ptr->k_idx].level;
3510
3511                 k_ptr = &k_info[o_ptr->k_idx];
3512
3513                 switch (o_ptr->tval)
3514                 {
3515                 case TV_ROD:
3516                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3517                         break;
3518
3519                 case TV_STAFF:
3520                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3521                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3522
3523                         /* Pay at least 10 gold per charge */
3524                         price = MAX(10, price);
3525
3526                         /* Fully charge */
3527                         price = (k_ptr->pval - o_ptr->pval) * price;
3528                         break;
3529
3530                 case TV_WAND:
3531                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3532                         price = (k_info[o_ptr->k_idx].cost / 10);
3533
3534                         /* Pay at least 10 gold per charge */
3535                         price = MAX(10, price);
3536
3537                         /* Fully charge */
3538                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3539                         break;
3540                 }
3541
3542                 /* if price <= 0 then item have enough charge */
3543                 if (price > 0) total_cost += price;
3544         }
3545
3546         if (!total_cost)
3547         {
3548                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3549                 msg_print(NULL);
3550                 return;
3551         }
3552
3553         /* Check if the player has enough money */
3554         if (p_ptr->au < total_cost)
3555         {
3556                 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 );
3557                 msg_print(NULL);
3558                 return;
3559         }
3560         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3561         
3562         for (i = 0; i < INVEN_PACK; i++)
3563         {
3564                 o_ptr = &p_ptr->inventory_list[i];
3565                 k_ptr = &k_info[o_ptr->k_idx];
3566
3567                 /* skip non magic device */
3568                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3569
3570                 if (!object_is_known(o_ptr))
3571                 {
3572                         identify_item(o_ptr);
3573
3574                         /* Auto-inscription */
3575                         autopick_alter_item(i, FALSE);
3576                 }
3577
3578                 /* Recharge */
3579                 switch (o_ptr->tval)
3580                 {
3581                 case TV_ROD:
3582                         o_ptr->timeout = 0;
3583                         break;
3584                 case TV_STAFF:
3585                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3586                         /* We no longer think the item is empty */
3587                         o_ptr->ident &= ~(IDENT_EMPTY);
3588                         break;
3589                 case TV_WAND:
3590                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3591                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3592                         /* We no longer think the item is empty */
3593                         o_ptr->ident &= ~(IDENT_EMPTY);
3594                         break;
3595                 }
3596         }
3597
3598         /* Give feedback */
3599         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3600         msg_print(NULL);
3601         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3602
3603         p_ptr->window |= (PW_INVEN);
3604
3605         /* Pay the price */
3606         p_ptr->au -= total_cost;
3607
3608         /* Finished */
3609         return;
3610 }
3611
3612 /*!
3613  * @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-
3614  * @return 常にTRUEを返す。
3615  * @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。
3616  */
3617 static bool research_mon(void)
3618 {
3619         IDX i;
3620         int n;
3621         MONRACE_IDX r_idx;
3622         char sym, query;
3623         char buf[128];
3624         bool notpicked;
3625         bool recall = FALSE;
3626         u16b why = 0;
3627         MONSTER_IDX *who;
3628
3629         /* XTRA HACK WHATSEARCH */
3630         bool all = FALSE;
3631         bool uniq = FALSE;
3632         bool norm = FALSE;
3633         char temp[80] = "";
3634
3635         /* XTRA HACK REMEMBER_IDX */
3636         static int old_sym = '\0';
3637         static IDX old_i = 0;
3638
3639         screen_save();
3640
3641         /* Get a character, or abort */
3642         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):",
3643                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3644
3645         {
3646                 screen_load();
3647
3648                 return (FALSE);
3649         }
3650
3651         /* Find that character info, and describe it */
3652         for (i = 0; ident_info[i]; ++i)
3653         {
3654                 if (sym == ident_info[i][0]) break;
3655         }
3656
3657                 /* XTRA HACK WHATSEARCH */
3658         if (sym == KTRL('A'))
3659         {
3660                 all = TRUE;
3661                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3662         }
3663         else if (sym == KTRL('U'))
3664         {
3665                 all = uniq = TRUE;
3666                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3667         }
3668         else if (sym == KTRL('N'))
3669         {
3670                 all = norm = TRUE;
3671                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3672         }
3673         else if (sym == KTRL('M'))
3674         {
3675                 all = TRUE;
3676                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3677                 {
3678                         temp[0]=0;
3679                         screen_load();
3680
3681                         return FALSE;
3682                 }
3683                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3684         }
3685         else if (ident_info[i])
3686         {
3687                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3688         }
3689         else
3690         {
3691                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3692         }
3693
3694         /* Display the result */
3695         prt(buf, 16, 10);
3696
3697         /* Allocate the "who" array */
3698         C_MAKE(who, max_r_idx, MONRACE_IDX);
3699
3700         /* Collect matching monsters */
3701         for (n = 0, i = 1; i < max_r_idx; i++)
3702         {
3703                 monster_race *r_ptr = &r_info[i];
3704
3705                 /* Empty monster */
3706                 if (!r_ptr->name) continue;
3707
3708                 /* XTRA HACK WHATSEARCH */
3709                 /* Require non-unique monsters if needed */
3710                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3711
3712                 /* Require unique monsters if needed */
3713                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3714
3715                 /* 名前検索 */
3716                 if (temp[0])
3717                 {
3718                         int xx;
3719                         char temp2[80];
3720
3721                         for (xx = 0; temp[xx] && xx < 80; xx++)
3722                         {
3723 #ifdef JP
3724                                 if (iskanji(temp[xx]))
3725                                 {
3726                                         xx++;
3727                                         continue;
3728                                 }
3729 #endif
3730                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3731                         }
3732   
3733 #ifdef JP
3734                         strcpy(temp2, r_name + r_ptr->E_name);
3735 #else
3736                         strcpy(temp2, r_name + r_ptr->name);
3737 #endif
3738                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3739                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3740
3741 #ifdef JP
3742                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3743 #else
3744                         if (my_strstr(temp2, temp))
3745 #endif
3746                                 who[n++] = i;
3747                 }
3748                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3749         }
3750
3751         /* Nothing to recall */
3752         if (!n)
3753         {
3754                 /* Free the "who" array */
3755                 C_KILL(who, max_r_idx, MONRACE_IDX);
3756                 screen_load();
3757
3758                 return (FALSE);
3759         }
3760
3761         /* Sort by level */
3762         why = 2;
3763         query = 'y';
3764
3765         /* Sort if needed */
3766         if (why)
3767         {
3768                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3769         }
3770
3771
3772         /* Start at the end */
3773         /* XTRA HACK REMEMBER_IDX */
3774         if (old_sym == sym && old_i < n) i = old_i;
3775         else i = n - 1;
3776
3777         notpicked = TRUE;
3778
3779         /* Scan the monster memory */
3780         while (notpicked)
3781         {
3782                 /* Extract a race */
3783                 r_idx = who[i];
3784
3785                 /* Hack -- Begin the prompt */
3786                 roff_top(r_idx);
3787
3788                 /* Hack -- Complete the prompt */
3789                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3790
3791                 /* Interact */
3792                 while (1)
3793                 {
3794                         /* Recall */
3795                         if (recall)
3796                         {
3797                                 /*** Recall on screen ***/
3798
3799                                 /* Get maximal info about this monster */
3800                                 lore_do_probe(r_idx);
3801
3802                                 /* Save this monster ID */
3803                                 monster_race_track(r_idx);
3804                                 handle_stuff();
3805
3806                                 /* know every thing mode */
3807                                 screen_roff(r_idx, 0x01);
3808                                 notpicked = FALSE;
3809
3810                                 /* XTRA HACK REMEMBER_IDX */
3811                                 old_sym = sym;
3812                                 old_i = i;
3813                         }
3814
3815                         query = inkey();
3816
3817                         /* Normal commands */
3818                         if (query != 'r') break;
3819
3820                         /* Toggle recall */
3821                         recall = !recall;
3822                 }
3823
3824                 /* Stop scanning */
3825                 if (query == ESCAPE) break;
3826
3827                 /* Move to "prev" monster */
3828                 if (query == '-')
3829                 {
3830                         if (++i == n)
3831                         {
3832                                 i = 0;
3833                                 if (!expand_list) break;
3834                         }
3835                 }
3836
3837                 /* Move to "next" monster */
3838                 else
3839                 {
3840                         if (i-- == 0)
3841                         {
3842                                 i = n - 1;
3843                                 if (!expand_list) break;
3844                         }
3845                 }
3846         }
3847
3848
3849         /* Re-display the identity */
3850         /* prt(buf, 5, 5);*/
3851
3852         /* Free the "who" array */
3853         C_KILL(who, max_r_idx, MONRACE_IDX);
3854         screen_load();
3855
3856         return (!notpicked);
3857 }
3858
3859
3860 /*!
3861  * @brief 施設の処理実行メインルーチン / Execute a building command
3862  * @param bldg 施設構造体の参照ポインタ
3863  * @param i 実行したい施設のサービステーブルの添字
3864  * @return なし
3865  */
3866 static void bldg_process_command(building_type *bldg, int i)
3867 {
3868         BACT_IDX bact = bldg->actions[i];
3869         PRICE bcost;
3870         bool paid = FALSE;
3871
3872         msg_flag = FALSE;
3873         msg_erase();
3874
3875         if (is_owner(bldg))
3876                 bcost = bldg->member_costs[i];
3877         else
3878                 bcost = bldg->other_costs[i];
3879
3880         /* action restrictions */
3881         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3882             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3883         {
3884                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3885                 return;
3886         }
3887
3888         /* check gold (HACK - Recharge uses variable costs) */
3889         if ((bact != BACT_RECHARGE) &&
3890             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3891              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3892         {
3893                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3894                 return;
3895         }
3896
3897         switch (bact)
3898         {
3899         case BACT_NOTHING:
3900                 /* Do nothing */
3901                 break;
3902         case BACT_RESEARCH_ITEM:
3903                 paid = identify_fully(FALSE);
3904                 break;
3905         case BACT_TOWN_HISTORY:
3906                 town_history();
3907                 break;
3908         case BACT_RACE_LEGENDS:
3909                 race_legends();
3910                 break;
3911         case BACT_QUEST:
3912                 castle_quest();
3913                 break;
3914         case BACT_KING_LEGENDS:
3915         case BACT_ARENA_LEGENDS:
3916         case BACT_LEGENDS:
3917                 show_highclass();
3918                 break;
3919         case BACT_POSTER:
3920         case BACT_ARENA_RULES:
3921         case BACT_ARENA:
3922                 arena_comm(bact);
3923                 break;
3924         case BACT_IN_BETWEEN:
3925         case BACT_CRAPS:
3926         case BACT_SPIN_WHEEL:
3927         case BACT_DICE_SLOTS:
3928         case BACT_GAMBLE_RULES:
3929         case BACT_POKER:
3930                 gamble_comm(bact);
3931                 break;
3932         case BACT_REST:
3933         case BACT_RUMORS:
3934         case BACT_FOOD:
3935                 paid = inn_comm(bact);
3936                 break;
3937         case BACT_RESEARCH_MONSTER:
3938                 paid = research_mon();
3939                 break;
3940         case BACT_COMPARE_WEAPONS:
3941                 paid = TRUE;
3942                 bcost = compare_weapons(bcost);
3943                 break;
3944         case BACT_ENCHANT_WEAPON:
3945                 item_tester_hook = object_allow_enchant_melee_weapon;
3946                 enchant_item(bcost, 1, 1, 0);
3947                 break;
3948         case BACT_ENCHANT_ARMOR:
3949                 item_tester_hook = object_is_armour;
3950                 enchant_item(bcost, 0, 0, 1);
3951                 break;
3952         case BACT_RECHARGE:
3953                 building_recharge();
3954                 break;
3955         case BACT_RECHARGE_ALL:
3956                 building_recharge_all();
3957                 break;
3958         case BACT_IDENTS: /* needs work */
3959                 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;
3960                 identify_pack();
3961                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3962                 paid = TRUE;
3963                 break;
3964         case BACT_IDENT_ONE: /* needs work */
3965                 paid = ident_spell(FALSE);
3966                 break;
3967         case BACT_LEARN:
3968                 do_cmd_study();
3969                 break;
3970         case BACT_HEALING: /* needs work */
3971                 paid = cure_critical_wounds(200);
3972                 break;
3973         case BACT_RESTORE: /* needs work */
3974                 paid = restore_all_status();
3975                 break;
3976         case BACT_ENCHANT_ARROWS:
3977                 item_tester_hook = item_tester_hook_ammo;
3978                 enchant_item(bcost, 1, 1, 0);
3979                 break;
3980         case BACT_ENCHANT_BOW:
3981                 item_tester_tval = TV_BOW;
3982                 enchant_item(bcost, 1, 1, 0);
3983                 break;
3984
3985         case BACT_RECALL:
3986                 if (recall_player(p_ptr, 1)) paid = TRUE;
3987                 break;
3988
3989         case BACT_TELEPORT_LEVEL:
3990                 clear_bldg(4, 20);
3991                 paid = free_level_recall(p_ptr);
3992                 break;
3993
3994         case BACT_LOSE_MUTATION:
3995                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3996                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3997                 {
3998                         while(!lose_mutation(0));
3999                         paid = TRUE;
4000                 }
4001                 else
4002                 {
4003                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4004                         msg_print(NULL);
4005                 }
4006                 break;
4007
4008         case BACT_BATTLE:
4009                 kakutoujou();
4010                 break;
4011
4012         case BACT_TSUCHINOKO:
4013                 tsuchinoko();
4014                 break;
4015
4016         case BACT_KUBI:
4017                 shoukinkubi();
4018                 break;
4019
4020         case BACT_TARGET:
4021                 today_target();
4022                 break;
4023
4024         case BACT_KANKIN:
4025                 kankin();
4026                 break;
4027
4028         case BACT_HEIKOUKA:
4029                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4030                 set_virtue(V_COMPASSION, 0);
4031                 set_virtue(V_HONOUR, 0);
4032                 set_virtue(V_JUSTICE, 0);
4033                 set_virtue(V_SACRIFICE, 0);
4034                 set_virtue(V_KNOWLEDGE, 0);
4035                 set_virtue(V_FAITH, 0);
4036                 set_virtue(V_ENLIGHTEN, 0);
4037                 set_virtue(V_ENCHANT, 0);
4038                 set_virtue(V_CHANCE, 0);
4039                 set_virtue(V_NATURE, 0);
4040                 set_virtue(V_HARMONY, 0);
4041                 set_virtue(V_VITALITY, 0);
4042                 set_virtue(V_UNLIFE, 0);
4043                 set_virtue(V_PATIENCE, 0);
4044                 set_virtue(V_TEMPERANCE, 0);
4045                 set_virtue(V_DILIGENCE, 0);
4046                 set_virtue(V_VALOUR, 0);
4047                 set_virtue(V_INDIVIDUALISM, 0);
4048                 get_virtues();
4049                 paid = TRUE;
4050                 break;
4051
4052         case BACT_TELE_TOWN:
4053                 paid = tele_town();
4054                 break;
4055
4056         case BACT_EVAL_AC:
4057                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4058                 break;
4059
4060         case BACT_BROKEN_WEAPON:
4061                 paid = TRUE;
4062                 bcost = repair_broken_weapon(bcost);
4063                 break;
4064         }
4065
4066         if (paid)
4067         {
4068                 p_ptr->au -= bcost;
4069         }
4070 }
4071
4072 /*!
4073  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4074  * @return なし
4075  */
4076 void do_cmd_bldg(void)
4077 {
4078         int             i, which;
4079         char            command;
4080         bool            validcmd;
4081         building_type   *bldg;
4082
4083         if(p_ptr->wild_mode) return;
4084
4085         take_turn(p_ptr, 100);
4086
4087         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4088         {
4089                 msg_print(_("ここには建物はない。", "You see no building here."));
4090                 return;
4091         }
4092
4093         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4094
4095         bldg = &building[which];
4096
4097         /* Don't re-init the wilderness */
4098         reinit_wilderness = FALSE;
4099
4100         if ((which == 2) && (p_ptr->arena_number < 0))
4101         {
4102                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4103                 return;
4104         }
4105         else if ((which == 2) && p_ptr->inside_arena)
4106         {
4107                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4108                 {
4109                         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);
4110                 }
4111                 else
4112                 {
4113                         /* Don't save the arena as saved floor */
4114                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4115
4116                         p_ptr->inside_arena = FALSE;
4117                         p_ptr->leaving = TRUE;
4118
4119                         /* Re-enter the arena */
4120                         command_new = SPECIAL_KEY_BUILDING;
4121
4122                         /* No energy needed to re-enter the arena */
4123                         free_turn(p_ptr);
4124                 }
4125
4126                 return;
4127         }
4128         else if (p_ptr->inside_battle)
4129         {
4130                 /* Don't save the arena as saved floor */
4131                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4132
4133                 p_ptr->leaving = TRUE;
4134                 p_ptr->inside_battle = FALSE;
4135
4136                 /* Re-enter the monster arena */
4137                 command_new = SPECIAL_KEY_BUILDING;
4138
4139                 /* No energy needed to re-enter the arena */
4140                 free_turn(p_ptr);
4141
4142                 return;
4143         }
4144         else
4145         {
4146                 p_ptr->oldpy = p_ptr->y;
4147                 p_ptr->oldpx = p_ptr->x;
4148         }
4149
4150         forget_lite();
4151         forget_view();
4152
4153         /* Hack -- Increase "icky" depth */
4154         current_world_ptr->character_icky++;
4155
4156         command_arg = 0;
4157         command_rep = 0;
4158         command_new = 0;
4159
4160         show_building(bldg);
4161         p_ptr->leave_bldg = FALSE;
4162
4163         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4164
4165         while (!p_ptr->leave_bldg)
4166         {
4167                 validcmd = FALSE;
4168                 prt("", 1, 0);
4169
4170                 building_prt_gold();
4171
4172                 command = inkey();
4173
4174                 if (command == ESCAPE)
4175                 {
4176                         p_ptr->leave_bldg = TRUE;
4177                         p_ptr->inside_arena = FALSE;
4178                         p_ptr->inside_battle = FALSE;
4179                         break;
4180                 }
4181
4182                 for (i = 0; i < 8; i++)
4183                 {
4184                         if (bldg->letters[i])
4185                         {
4186                                 if (bldg->letters[i] == command)
4187                                 {
4188                                         validcmd = TRUE;
4189                                         break;
4190                                 }
4191                         }
4192                 }
4193
4194                 if(validcmd) bldg_process_command(bldg, i);
4195
4196                 handle_stuff();
4197         }
4198
4199         select_floor_music();
4200
4201         msg_flag = FALSE;
4202         msg_erase();
4203
4204         /* Reinit wilderness to activate quests ... */
4205         if (reinit_wilderness)
4206         {
4207                 p_ptr->leaving = TRUE;
4208         }
4209
4210         /* Hack -- Decrease "icky" depth */
4211         current_world_ptr->character_icky--;
4212
4213         Term_clear();
4214
4215         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4216         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4217         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4218 }
4219
4220
4221 /*!
4222  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4223  * @return なし
4224  * @note conv_old is used if loaded 0.0.3 or older save file
4225  */
4226 void determine_today_mon(bool conv_old)
4227 {
4228         int max_dl = 3, i;
4229         bool old_inside_battle = p_ptr->inside_battle;
4230         monster_race *r_ptr;
4231
4232         if (!conv_old)
4233         {
4234                 for (i = 0; i < max_d_idx; i++)
4235                 {
4236                         if (max_dlv[i] < d_info[i].mindepth) continue;
4237                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4238                 }
4239         }
4240         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4241
4242         p_ptr->inside_battle = TRUE;
4243         get_mon_num_prep(NULL, NULL);
4244
4245         while (1)
4246         {
4247                 today_mon = get_mon_num(max_dl);
4248                 r_ptr = &r_info[today_mon];
4249
4250                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4251                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4252                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4253                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4254                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4255                 if (r_ptr->rarity > 10) continue;
4256                 break;
4257         }
4258
4259         p_ptr->today_mon = 0;
4260         p_ptr->inside_battle = old_inside_battle;
4261 }
4262
4263
4264
4265 /*!
4266  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4267  * @return なし
4268  */
4269 void determine_bounty_uniques(void)
4270 {
4271         int i, j;
4272         MONRACE_IDX tmp;
4273         monster_race *r_ptr;
4274
4275         get_mon_num_prep(NULL, NULL);
4276         for (i = 0; i < MAX_KUBI; i++)
4277         {
4278                 while (1)
4279                 {
4280                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4281                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4282
4283                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4284
4285                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4286
4287                         if (r_ptr->rarity > 100) continue;
4288
4289                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4290
4291                         for (j = 0; j < i; j++)
4292                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4293
4294                         if (j == i) break;
4295                 }
4296         }
4297
4298         /* Sort them */
4299         for (i = 0; i < MAX_KUBI - 1; i++)
4300         {
4301                 for (j = i; j < MAX_KUBI; j++)
4302                 {
4303                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4304                         {
4305                                 tmp = current_world_ptr->bounty_r_idx[i];
4306                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4307                                 current_world_ptr->bounty_r_idx[j] = tmp;
4308                         }
4309                 }
4310         }
4311 }