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[Refactor] #38997 inven_item_increase()、inven_takeoff() にplayer_type *引数を追加&少し整形...
[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 "cmd-magiceat.h"
22 #include "floor.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
25 #include "autopick.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "monster.h"
31 #include "monsterrace-hook.h"
32 #include "melee.h"
33 #include "wild.h"
34 #include "world.h"
35 #include "sort.h"
36
37 #include "avatar.h"
38 #include "bldg.h"
39 #include "dungeon.h"
40 #include "mutation.h"
41 #include "quest.h"
42 #include "artifact.h"
43 #include "cmd-spell.h"
44 #include "rumor.h"
45 #include "spells.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
50
51 #include "files.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
57 #include "scores.h"
58 #include "shoot.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
61 #include "autopick.h"
62
63
64 /*
65  * Buildings
66  */
67 building_type building[MAX_BLDG];
68
69 MONRACE_IDX battle_mon[4];
70 u32b mon_odds[4];
71 int battle_odds;
72 PRICE kakekin;
73 int sel_monster;
74
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
77
78 /*!
79  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
80  */
81 const arena_type arena_info[MAX_ARENA_MONS + 2] =
82 {
83         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
84         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
85         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
86         { MON_LION_HEART,    0,         0                             },
87         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
88         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
89         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
90         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
91         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
92         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
93         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
94         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
95         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
96         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
97         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
98         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
99         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
100         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
101         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
102         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
103         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
104         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
105         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
106         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
107         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
108         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
109         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
110         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
111         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
112         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
113         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
114         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
115         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
116         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
117         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
118         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
119         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
120         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
121         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
122         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
123         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
124         { 0,                 0,         0                             }, /* Victory prizing */
125         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
126 };
127
128 /*!
129  * @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。
130  * @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、
131  * 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。
132  * @param bldg 施設構造体の参照ポインタ
133  * @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。
134  */
135 static bool is_owner(building_type *bldg)
136 {
137         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
138         {
139                 return (TRUE);
140         }
141
142         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
143         {
144                 return (TRUE);
145         }
146
147         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
148                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
149         {
150                 return (TRUE);
151         }
152
153         return (FALSE);
154 }
155
156 /*!
157  * @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。
158  (スペルマスターの特別判定つき)
159  * @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、
160  * 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。
161  * @param bldg 施設構造体の参照ポインタ
162  * @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。
163  * @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。
164  */
165 static bool is_member(building_type *bldg)
166 {
167         if (bldg->member_class[p_ptr->pclass])
168         {
169                 return (TRUE);
170         }
171
172         if (bldg->member_race[p_ptr->prace])
173         {
174                 return (TRUE);
175         }
176
177         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
178             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
179         {
180                 return (TRUE);
181         }
182
183
184         if (p_ptr->pclass == CLASS_SORCERER)
185         {
186                 int i;
187                 bool OK = FALSE;
188                 for (i = 0; i < MAX_MAGIC; i++)
189                 {
190                         if (bldg->member_realm[i+1]) OK = TRUE;
191                 }
192                 return OK;
193         }
194         return (FALSE);
195 }
196
197 /*!
198  * @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
199  * @details 消去は行毎にヌル文字列で行われる。
200  * @param min_row 開始行番号
201  * @param max_row 末尾行番号
202  * @return なし
203  */
204 void clear_bldg(int min_row, int max_row)
205 {
206         int   i;
207
208         for (i = min_row; i <= max_row; i++)
209                 prt("", i, 0);
210 }
211
212 /*!
213  * @brief 所持金を表示する。
214  * @return なし
215  */
216 static void building_prt_gold(void)
217 {
218         char tmp_str[80];
219         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
220         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
221         prt(tmp_str, 23, 68);
222 }
223
224 /*!
225  * @brief 施設のサービス一覧を表示する / Display a building.
226  * @param bldg 施設構造体の参照ポインタ
227  * @return なし
228  */
229 static void show_building(building_type* bldg)
230 {
231         char buff[20];
232         int i;
233         byte action_color;
234         char tmp_str[80];
235
236         Term_clear();
237         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
238         prt(tmp_str, 2, 1);
239
240
241         for (i = 0; i < 8; i++)
242         {
243                 if (bldg->letters[i])
244                 {
245                         if (bldg->action_restr[i] == 0)
246                         {
247                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
249                                 {
250                                         action_color = TERM_WHITE;
251                                         buff[0] = '\0';
252                                 }
253                                 else if (is_owner(bldg))
254                                 {
255                                         action_color = TERM_YELLOW;
256                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
257                                 }
258                                 else
259                                 {
260                                         action_color = TERM_YELLOW;
261                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
262                         }
263                         else if (bldg->action_restr[i] == 1)
264                         {
265                                 if (!is_member(bldg))
266                                 {
267                                         action_color = TERM_L_DARK;
268                                         strcpy(buff, _("(閉店)", "(closed)"));
269                                 }
270                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
271                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
272                                 {
273                                         action_color = TERM_WHITE;
274                                         buff[0] = '\0';
275                                 }
276                                 else if (is_owner(bldg))
277                                 {
278                                         action_color = TERM_YELLOW;
279                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
280                                 }
281                                 else
282                                 {
283                                         action_color = TERM_YELLOW;
284                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
285                                 }
286                         }
287                         else
288                         {
289                                 if (!is_owner(bldg))
290                                 {
291                                         action_color = TERM_L_DARK;
292                                         strcpy(buff, _("(閉店)", "(closed)"));
293                                 }
294                                 else if (bldg->member_costs[i] != 0)
295                                 {
296                                         action_color = TERM_YELLOW;
297                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
298                                 }
299                                 else
300                                 {
301                                         action_color = TERM_WHITE;
302                                         buff[0] = '\0';
303                                 }
304                         }
305
306                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
307                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
308                 }
309         }
310         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
311 }
312
313 /*!
314  * @brief 闘技場に入るコマンドの処理 / arena commands
315  * @param player_ptr プレーヤーへの参照ポインタ
316  * @param cmd 闘技場処理のID
317  * @return なし
318  */
319 static void arena_comm(player_type *player_ptr, int cmd)
320 {
321         monster_race    *r_ptr;
322         concptr            name;
323         
324         switch (cmd)
325         {
326                 case BACT_ARENA:
327                         if (player_ptr->arena_number == MAX_ARENA_MONS)
328                         {
329                                 clear_bldg(5, 19);
330                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
331                                 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);
332                                 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);
333
334                                 prt("", 10, 0);
335                                 prt("", 11, 0);
336                                 player_ptr->au += 1000000L;
337                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
338                                 msg_print(NULL);
339                                 player_ptr->arena_number++;
340                         }
341                         else if (player_ptr->arena_number > MAX_ARENA_MONS)
342                         {
343                                 if (player_ptr->arena_number < MAX_ARENA_MONS+2)
344                                 {
345                                         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."));
346                                         msg_print(NULL);
347                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
348                                         {       
349                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
350                                                 msg_print(NULL);
351                                         
352                                                 player_ptr->exit_bldg = FALSE;
353                                                 reset_tim_flags(player_ptr);
354
355                                                 /* Save the surface floor as saved floor */
356                                                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
357
358                                                 player_ptr->current_floor_ptr->inside_arena = TRUE;
359                                                 player_ptr->leaving = TRUE;
360                                                 player_ptr->leave_bldg = TRUE;
361                                         }
362                                         else
363                                         {
364                                                 msg_print(_("残念だ。", "We are disappointed."));
365                                         }
366                                 }
367                                 else
368                                 {
369                                         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。",
370                                                                 "You enter the arena briefly and bask in your glory."));
371                                         msg_print(NULL);
372                                 }
373                         }
374                         else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
375                         {
376                                 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。",
377                                                         "You don't have permission to enter with pet."));
378                                 msg_print(NULL);
379                         }
380                         else
381                         {
382                                 player_ptr->exit_bldg = FALSE;
383                                 reset_tim_flags(player_ptr);
384
385                                 /* Save the surface floor as saved floor */
386                                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
387
388                                 player_ptr->current_floor_ptr->inside_arena = TRUE;
389                                 player_ptr->leaving = TRUE;
390                                 player_ptr->leave_bldg = TRUE;
391                         }
392                         break;
393                 case BACT_POSTER:
394                         if (player_ptr->arena_number == MAX_ARENA_MONS)
395                                 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。",
396                                                         "You are victorious. Enter the arena for the ceremony."));
397
398                         else if (player_ptr->arena_number > MAX_ARENA_MONS)
399                         {
400                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
401                         }
402                         else
403                         {
404                                 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
405                                 name = (r_name + r_ptr->name);
406                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
407
408                                 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
409                                 player_ptr->window |= (PW_MONSTER);
410                                 handle_stuff();
411
412                         }
413                         break;
414                 case BACT_ARENA_RULES:
415                         screen_save();
416
417                         /* Peruse the arena help file */
418                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
419                         screen_load();
420
421                         break;
422         }
423 }
424
425
426 /*!
427  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
428  * @param row シンボルを表示する行の上端
429  * @param col シンボルを表示する行の左端
430  * @param fruit 表示するシンボルID
431  * @return なし
432  */
433 static void display_fruit(int row, int col, int fruit)
434 {
435         switch (fruit)
436         {
437                 case 0: /* lemon */
438                         c_put_str(TERM_YELLOW, "   ####.", row, col);
439                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
440                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
441                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
442                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
443                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
444                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
445                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
446                         prt(                 _(" レモン ",
447                                                            " Lemon  "), row + 8, col);
448                         break;
449                 case 1: /* orange */
450                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
451                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
452                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
453                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
454                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
455                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
456                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
457                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
458                         prt(                 _("オレンジ",
459                                                                    " Orange "), row + 8, col);
460                         break;
461                 case 2: /* sword */
462                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
463                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
464                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
465                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
466                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
467                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
468                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
469                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
470                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
471                         break;
472                 case 3: /* shield */
473                         c_put_str(TERM_SLATE, " ###### ", row, col);
474                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
475                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
476                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
477                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
478                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
479                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
480                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
481                         prt(                _("   盾   ",
482                                                                   " Shield "), row + 8, col);
483                         break;
484                 case 4: /* plum */
485                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
486                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
487                         c_put_str(TERM_VIOLET, "########", row + 2, col);
488                         c_put_str(TERM_VIOLET, "########", row + 3, col);
489                         c_put_str(TERM_VIOLET, "########", row + 4, col);
490                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
491                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
492                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
493                         prt(                 _(" プラム ",
494                                                                    "  Plum  "), row + 8, col);
495                         break;
496                 case 5: /* cherry */
497                         c_put_str(TERM_RED, "      ##", row, col);
498                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
499                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
500                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
501                         c_put_str(TERM_RED, " ###### ", row + 4, col);
502                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
503                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
504                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
505                         prt(              _("チェリー",
506                                                                 " Cherry "), row + 8, col);
507                         break;
508         }
509 }
510
511 /*! @note
512  * kpoker no (tyuto-hannpa na)pakuri desu...
513  * joker ha shineru node haitte masen.
514  *
515  * TODO: donataka! tsukutte!
516  *  - agatta yaku no kiroku (like DQ).
517  *  - kakkoii card no e.
518  *  - sousa-sei no koujyo.
519  *  - code wo wakariyasuku.
520  *  - double up.
521  *  - Joker... -- done.
522  *
523  * 9/13/2000 --Koka
524  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
525  */
526
527 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
528 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
529 #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 */
530
531 static int cards[5]; /*!< ポーカーの現在の手札ID */
532
533 /*!
534  * @brief ポーカーの山札を切る。
535  * @param deck デッキの配列
536  * @return なし
537  */
538 static void reset_deck(int deck[])
539 {
540         int i;
541         for (i = 0; i < 53; i++) deck[i] = i;
542
543         /* shuffle cards */
544         for (i = 0; i < 53; i++){
545                 int tmp1 = randint0(53 - i) + i;
546                 int tmp2 = deck[i];
547                 deck[i] = deck[tmp1];
548                 deck[tmp1] = tmp2;
549         }
550 }
551
552 /*!
553  * @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。
554  * @return ジョーカーを持っているか。
555  */
556 static bool have_joker(void)
557 {
558         int i;
559
560         for (i = 0; i < 5; i++){
561           if(IS_JOKER(cards[i])) return TRUE;
562         }
563         return FALSE;
564 }
565
566 /*!
567  * @brief ポーカーの手札に該当の番号の札があるかを返す。
568  * @param num 探したいカードの番号。
569  * @return 該当の番号が手札にあるか。
570  */
571 static bool find_card_num(int num)
572 {
573         int i;
574         for (i = 0; i < 5; i++)
575                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
576         return FALSE;
577 }
578
579 /*!
580  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
581  * @return 役の判定結果
582  */
583 static bool yaku_check_flush(void)
584 {
585         int i, suit;
586         bool joker_is_used = FALSE;
587
588         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
589         for (i = 0; i < 5; i++){
590                 if (SUIT_OF(cards[i]) != suit){
591                   if(have_joker() && !joker_is_used)
592                     joker_is_used = TRUE;
593                   else
594                     return FALSE;
595                 }
596         }
597
598         return TRUE;
599 }
600
601 /*!
602  * @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。
603  * @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
604  */
605 static int yaku_check_straight(void)
606 {
607         int i, lowest = 99;
608         bool joker_is_used = FALSE;
609         bool straight = FALSE;
610
611         /* get lowest */
612         for (i = 0; i < 5; i++)
613         {
614                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
615                         lowest = NUM_OF(cards[i]);
616         }
617         
618         /* Check Royal Straight Flush */
619         if (yaku_check_flush())
620         {
621           if( lowest == 0 ){
622                 for (i = 0; i < 4; i++)
623                 {
624                         if (!find_card_num(9 + i)){
625                                 if( have_joker() && !joker_is_used )
626                                   joker_is_used = TRUE;
627                                 else
628                                   break;
629                         }
630                 }
631                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
632           }
633           if(lowest == 9){
634                 for (i = 0; i < 3; i++)
635                 {
636                         if (!find_card_num(10 + i))
637                                 break;
638                 }
639                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
640           }
641         }
642
643         joker_is_used = FALSE;
644
645         /* Straight Only Check */
646
647         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
648                 for (i = 0; i < 4; i++)
649                 {
650                         if (!find_card_num(9 + i)) {
651                                 if (have_joker() && !joker_is_used)
652                                         joker_is_used = TRUE;
653                                 else
654                                         break; /* None */
655                         }
656                 }
657                 if(i == 4) straight = TRUE;
658         }
659
660         joker_is_used = FALSE;
661
662         for (i = 0; i < 5; i++)
663         {
664                 if(!find_card_num(lowest + i)){
665                         if( have_joker() && !joker_is_used )
666                                 joker_is_used = TRUE;
667                         else
668                                 break; /* None */
669                 }
670         }
671         if(i == 5) straight = TRUE;
672         
673         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
674         else if(straight) return 1; /* Only Straight */
675         else return 0;
676 }
677
678 /*!
679  * @brief ポーカーのペア役の状態を返す。
680  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
681  */
682 static int yaku_check_pair(void)
683 {
684         int i, i2, matching = 0;
685
686         for (i = 0; i < 5; i++)
687         {
688                 for (i2 = i+1; i2 < 5; i2++)
689                 {
690                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
691                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
692                                 matching++;
693                 }
694         }
695
696         if(have_joker()){
697           switch(matching){
698           case 0:
699             matching = 1;
700             break;
701           case 1:
702             matching = 3;
703             break;
704           case 2:
705             matching = 4;
706             break;
707           case 3:
708             matching = 6;
709             break;
710           case 6:
711             matching = 7;
712             break;
713           default:
714             /* don't reach */
715             break;
716           }
717         }
718
719         return matching;
720 }
721
722 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
723 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
724 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
725 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
726 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
727 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
728 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
729 #define ODDS_ST 4 /*!< ストレートの役倍率 */
730 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
731 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
732
733 /*!
734  * @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。
735  * @return 役のID
736  */
737 static int yaku_check(void)
738 {
739         prt("                            ", 4, 3);
740
741         switch(yaku_check_straight()){
742         case 3: /* RF! */
743                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
744                 return ODDS_RF;
745         case 2: /* SF! */
746                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
747                 return ODDS_SF;
748         case 1:
749                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
750                 return ODDS_ST;
751         default:
752                 /* Not straight -- fall through */
753                 break;
754         }
755
756         if (yaku_check_flush())
757         {
758                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
759                 return ODDS_FL;
760         }
761
762         switch (yaku_check_pair())
763         {
764         case 1:
765                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
766                 return 0;
767         case 2:
768                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
769                 return ODDS_2P;
770         case 3:
771                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
772                 return ODDS_3C;
773         case 4:
774                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
775                 return ODDS_FH;
776         case 6:
777                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
778                 return ODDS_4C;
779         case 7:
780                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
781                 {
782                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
783                         return ODDS_5A;
784                 }
785                 else
786                 {
787                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
788                         return ODDS_5C;
789                 }
790         default:
791                 break;
792         }
793         return 0;
794 }
795
796 /*!
797  * @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。
798  * @param hoge カーソルの現在位置
799  * @param kaeruka カードの捨てる/残すフラグ配列
800  * @return なし
801  */
802 static void display_kaeruka(int hoge, int kaeruka[])
803 {
804         int i;
805         char col = TERM_WHITE;
806         for (i = 0; i < 5; i++)
807         {
808                 if (i == hoge) col = TERM_YELLOW;
809                 else if(kaeruka[i]) col = TERM_WHITE;
810                 else col = TERM_L_BLUE;
811                 
812                 if(kaeruka[i])
813                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
814                 else
815                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
816         }
817         if (hoge > 4) col = TERM_YELLOW;
818         else col = TERM_WHITE;
819         c_put_str(col, _("決定", "Sure"), 16,  38);
820
821         /* Hilite current option */
822         if (hoge < 5) move_cursor(14, 5+hoge*16);
823         else move_cursor(16, 38);
824 }
825
826 /*!
827  * @brief ポーカーの手札を表示する。
828  * @return なし
829  */
830 static void display_cards(void)
831 {
832         int i, j;
833         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
834 #ifdef JP
835         concptr suit[4] = {"★", "●", "¶", "†"};
836         concptr card_grph[13][7] = {{"A   %s     ",
837                                   "     変     ",
838                                   "     愚     ",
839                                   "     蛮     ",
840                                   "     怒     ",
841                                   "     %s     ",
842                                   "          A"},
843                                  {"2          ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "          2"},
850                                  {"3          ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "          3"},
857                                  {"4          ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "          4"},
864                                  {"5          ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "          5"},
871                                  {"6          ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "          6"},
878                                  {"7          ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "          7"},
885                                  {"8          ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "          8"},
892                                  {"9 %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s 9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J   Λ     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=亜=| %s",
912                                   "     目   J"},
913                                  {"Q ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##   Q"},
920                                  {"K          ",
921                                   "%s `⌒´   ",
922                                   "  γγγλ  ",
923                                   "  ο ο ι  ",
924                                   "   υ    ∂ ",
925                                   "    σ ノ %s",
926                                   "          K"}};
927         concptr joker_grph[7] = {    "            ",
928                                   "     J     ",
929                                   "     O     ",
930                                   "     K     ",
931                                   "     E     ",
932                                   "     R     ",
933                                   "            "};
934
935 #else
936
937         concptr suit[4] = {"[]", "qp", "<>", "db"};
938         concptr card_grph[13][7] = {{"A    %s     ",
939                                   "     He     ",
940                                   "     ng     ",
941                                   "     ba     ",
942                                   "     nd     ",
943                                   "     %s     ",
944                                   "           A"},
945                                  {"2           ",
946                                   "     %s     ",
947                                   "            ",
948                                   "            ",
949                                   "            ",
950                                   "     %s     ",
951                                   "           2"},
952                                  {"3           ",
953                                   "     %s     ",
954                                   "            ",
955                                   "     %s     ",
956                                   "            ",
957                                   "     %s     ",
958                                   "           3"},
959                                  {"4           ",
960                                   "   %s  %s   ",
961                                   "            ",
962                                   "            ",
963                                   "            ",
964                                   "   %s  %s   ",
965                                   "           4"},
966                                  {"5           ",
967                                   "   %s  %s   ",
968                                   "            ",
969                                   "     %s     ",
970                                   "            ",
971                                   "   %s  %s   ",
972                                   "           5"},
973                                  {"6           ",
974                                   "   %s  %s   ",
975                                   "            ",
976                                   "   %s  %s   ",
977                                   "            ",
978                                   "   %s  %s   ",
979                                   "           6"},
980                                  {"7           ",
981                                   "   %s  %s   ",
982                                   "     %s     ",
983                                   "   %s  %s   ",
984                                   "            ",
985                                   "   %s  %s   ",
986                                   "           7"},
987                                  {"8           ",
988                                   "   %s  %s   ",
989                                   "     %s     ",
990                                   "   %s  %s   ",
991                                   "     %s     ",
992                                   "   %s  %s   ",
993                                   "           8"},
994                                  {"9  %s  %s   ",
995                                   "            ",
996                                   "   %s  %s   ",
997                                   "     %s     ",
998                                   "   %s  %s   ",
999                                   "            ",
1000                                   "   %s  %s  9"},
1001                                  {"10 %s  %s   ",
1002                                   "     %s     ",
1003                                   "   %s  %s   ",
1004                                   "            ",
1005                                   "   %s  %s   ",
1006                                   "     %s     ",
1007                                   "   %s  %s 10"},
1008                                  {"J    /\\     ",
1009                                   "%s   ||     ",
1010                                   "     ||     ",
1011                                   "     ||     ",
1012                                   "     ||     ",
1013                                   "   |=HH=| %s",
1014                                   "     ][    J"},
1015                                  {"Q  ######   ",
1016                                   "%s#      #  ",
1017                                   "  # ++++ #  ",
1018                                   "  # +==+ #  ",
1019                                   "   # ++ #   ",
1020                                   "    #  #  %s",
1021                                   "     ##    Q"},
1022                                  {"K           ",
1023                                   "%s _'~~`_   ",
1024                                   "   jjjjj$&  ",
1025                                   "   q q uu   ",
1026                                   "   c    &   ",
1027                                   "    v__/  %s",
1028                                   "           K"}};
1029         concptr joker_grph[7] = {    "            ",
1030                                   "     J      ",
1031                                   "     O      ",
1032                                   "     K      ",
1033                                   "     E      ",
1034                                   "     R      ",
1035                                   "            "};
1036 #endif
1037
1038         for (i = 0; i < 5; i++)
1039         {
1040                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1041         }
1042
1043         for (i = 0; i < 5; i++)
1044         {
1045                 for (j = 0; j < 7; j++)
1046                 {
1047                         prt(_("┃", " |"),  j+6,  i*16);
1048                         if(IS_JOKER(cards[i]))
1049                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1050                         else
1051                                 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);
1052                         prt(_("┃", "| "),  j+6,  i*16+14);
1053                 }
1054         }
1055         for (i = 0; i < 5; i++)
1056         {
1057                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1058         }
1059 }
1060
1061 /*!
1062  * @brief ポーカーの1プレイルーチン。
1063  * @return 1プレイの役の結果
1064  */
1065 static int do_poker(void)
1066 {
1067         int i, k = 2;
1068         char cmd;
1069         int deck[53]; /* yamafuda : 0...52 */
1070         int deck_ptr = 0;
1071         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1072
1073         bool done = FALSE;
1074         bool kettei = TRUE;
1075         bool kakikae = TRUE;
1076
1077         reset_deck(deck);
1078
1079         for (i = 0; i < 5; i++)
1080         {
1081                 cards[i] = deck[deck_ptr++];
1082                 kaeruka[i] = 0; /* default:nokosu */
1083         }
1084
1085         /* suteruno wo kimeru */
1086         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);
1087
1088         display_cards();
1089         yaku_check();
1090
1091         while (!done)
1092         {
1093                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1094                 kakikae = FALSE;
1095                 cmd = inkey();
1096                 switch (cmd)
1097                 {
1098                 case '6': case 'l': case 'L': case KTRL('F'):
1099                         if (!kettei) k = (k+1)%5;
1100                         else {k = 0;kettei = FALSE;}
1101                         kakikae = TRUE;
1102                         break;
1103                 case '4': case 'h': case 'H': case KTRL('B'):
1104                         if (!kettei) k = (k+4)%5;
1105                         else {k = 4;kettei = FALSE;}
1106                         kakikae = TRUE;
1107                         break;
1108                 case '2': case 'j': case 'J': case KTRL('N'):
1109                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1110                         break;
1111                 case '8': case 'k': case 'K': case KTRL('P'):
1112                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1113                         break;
1114                 case ' ': case '\r':
1115                         if (kettei) done = TRUE;
1116                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1117                         break;
1118                 default:
1119                         break;
1120                 }
1121         }
1122         
1123         prt("",0,0);
1124
1125         for (i = 0; i < 5; i++)
1126                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1127
1128         display_cards();
1129         
1130         return yaku_check();
1131 }
1132 #undef SUIT_OF
1133 #undef NUM_OF
1134 #undef IS_JOKER
1135 /* end of poker codes --Koka */
1136
1137 /*!
1138  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1139  * @param cmd プレイするゲームID
1140  * @return なし
1141  */
1142 static bool gamble_comm(int cmd)
1143 {
1144         int i;
1145         int roll1, roll2, roll3, choice, odds, win;
1146         s32b wager;
1147         s32b maxbet;
1148         s32b oldgold;
1149
1150         char out_val[160], tmp_str[80], again;
1151         concptr p;
1152
1153         screen_save();
1154
1155         if (cmd == BACT_GAMBLE_RULES)
1156         {
1157                 /* Peruse the gambling help file */
1158                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1159         }
1160         else
1161         {
1162                 /* No money */
1163                 if (p_ptr->au < 1)
1164                 {
1165                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1166                                                 "Hey! You don't have gold - get out of here!"));
1167                         msg_print(NULL);
1168                         screen_load();
1169                         return FALSE;
1170                 }
1171
1172                 clear_bldg(5, 23);
1173
1174                 maxbet = p_ptr->lev * 200;
1175
1176                 /* We can't bet more than we have */
1177                 maxbet = MIN(maxbet, p_ptr->au);
1178
1179                 /* Get the wager */
1180                 strcpy(out_val, "");
1181                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1182
1183
1184                 /*
1185                  * Use get_string() because we may need more than
1186                  * the s16b value returned by get_quantity().
1187                  */
1188                 if (get_string(tmp_str, out_val, 32))
1189                 {
1190                         /* Strip spaces */
1191                         for (p = out_val; *p == ' '; p++);
1192
1193                         /* Get the wager */
1194                         wager = atol(p);
1195
1196                         if (wager > p_ptr->au)
1197                         {
1198                                 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!"));
1199                                 msg_print(NULL);
1200                                 screen_load();
1201                                 return (FALSE);
1202                         }
1203                         else if (wager > maxbet)
1204                         {
1205                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1206                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1207                                 wager = maxbet;
1208                         }
1209                         else if (wager < 1)
1210                         {
1211                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1212                                 wager = 1;
1213                         }
1214                         msg_print(NULL);
1215                         win = FALSE;
1216                         odds = 0;
1217                         oldgold = p_ptr->au;
1218
1219                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1220                         prt(tmp_str, 20, 2);
1221                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1222                         prt(tmp_str, 21, 2);
1223
1224                         do
1225                         {
1226                                 p_ptr->au -= wager;
1227                                 switch (cmd)
1228                                 {
1229                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1230                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1231
1232                                         odds = 4;
1233                                         win = FALSE;
1234                                         roll1 = randint1(10);
1235                                         roll2 = randint1(10);
1236                                         choice = randint1(10);
1237                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1238
1239                                         prt(tmp_str, 8, 3);
1240                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1241
1242                                         prt(tmp_str, 11, 14);
1243                                         if (((choice > roll1) && (choice < roll2)) ||
1244                                                 ((choice < roll1) && (choice > roll2)))
1245                                                 win = TRUE;
1246                                         break;
1247                                 case BACT_CRAPS:  /* Game of Craps */
1248                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1249
1250                                         win = 3;
1251                                         odds = 2;
1252                                         roll1 = randint1(6);
1253                                         roll2 = randint1(6);
1254                                         roll3 = roll1 +  roll2;
1255                                         choice = roll3;
1256                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1257                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1258                                         prt(tmp_str, 7, 5);
1259                                         if ((roll3 == 7) || (roll3 == 11))
1260                                                 win = TRUE;
1261                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1262                                                 win = FALSE;
1263                                         else
1264                                                 do
1265                                                 {
1266                                                         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"));
1267
1268                                                         msg_print(NULL);
1269                                                         roll1 = randint1(6);
1270                                                         roll2 = randint1(6);
1271                                                         roll3 = roll1 +  roll2;
1272                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1273                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1274                                                         prt(tmp_str, 8, 5);
1275                                                         if (roll3 == choice)
1276                                                                 win = TRUE;
1277                                                         else if (roll3 == 7)
1278                                                                 win = FALSE;
1279                                                 } while ((win != TRUE) && (win != FALSE));
1280                                         break;
1281
1282                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1283                                         win = FALSE;
1284                                         odds = 9;
1285                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1286
1287                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1288                                         prt("--------------------------------", 8, 3);
1289                                         strcpy(out_val, "");
1290                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1291
1292                                         for (p = out_val; iswspace(*p); p++);
1293                                         choice = atol(p);
1294                                         if (choice < 0)
1295                                         {
1296                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1297                                                 choice = 0;
1298                                         }
1299                                         else if (choice > 9)
1300                                         {
1301                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1302                                                 choice = 9;
1303                                         }
1304                                         msg_print(NULL);
1305                                         roll1 = randint0(10);
1306                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1307                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1308                                         prt(tmp_str, 13, 3);
1309                                         prt("", 9, 0);
1310                                         prt("*", 9, (3 * roll1 + 5));
1311                                         if (roll1 == choice)
1312                                                 win = TRUE;
1313                                         break;
1314
1315                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1316                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1317                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1318                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1319                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1320                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1321                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1322                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1323                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1324                                         
1325                                         win = FALSE;
1326                                         roll1 = randint1(21);
1327                                         for (i=6;i>0;i--)
1328                                         {
1329                                                 if ((roll1-i) < 1)
1330                                                 {
1331                                                         roll1 = 7-i;
1332                                                         break;
1333                                                 }
1334                                                 roll1 -= i;
1335                                         }
1336                                         roll2 = randint1(21);
1337                                         for (i=6;i>0;i--)
1338                                         {
1339                                                 if ((roll2-i) < 1)
1340                                                 {
1341                                                         roll2 = 7-i;
1342                                                         break;
1343                                                 }
1344                                                 roll2 -= i;
1345                                         }
1346                                         choice = randint1(21);
1347                                         for (i=6;i>0;i--)
1348                                         {
1349                                                 if ((choice-i) < 1)
1350                                                 {
1351                                                         choice = 7-i;
1352                                                         break;
1353                                                 }
1354                                                 choice -= i;
1355                                         }
1356                                         put_str("/--------------------------\\", 7, 2);
1357                                         prt("\\--------------------------/", 17, 2);
1358                                         display_fruit(8,  3, roll1 - 1);
1359                                         display_fruit(8, 12, roll2 - 1);
1360                                         display_fruit(8, 21, choice - 1);
1361                                         if ((roll1 == roll2) && (roll2 == choice))
1362                                         {
1363                                                 win = TRUE;
1364                                                 switch(roll1)
1365                                                 {
1366                                                 case 1:
1367                                                         odds = 5;break;
1368                                                 case 2:
1369                                                         odds = 10;break;
1370                                                 case 3:
1371                                                         odds = 20;break;
1372                                                 case 4:
1373                                                         odds = 50;break;
1374                                                 case 5:
1375                                                         odds = 200;break;
1376                                                 case 6:
1377                                                         odds = 1000;break;
1378                                                 }
1379                                         }
1380                                         else if ((roll1 == 1) && (roll2 == 1))
1381                                         {
1382                                                 win = TRUE;
1383                                                 odds = 2;
1384                                         }
1385                                         break;
1386                                 case BACT_POKER:
1387                                         win = FALSE;
1388                                         odds = do_poker();
1389                                         if (odds) win = TRUE;
1390                                         break;
1391                                 }
1392
1393                                 if (win)
1394                                 {
1395                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1396
1397                                         p_ptr->au += odds * wager;
1398                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1399
1400                                         prt(tmp_str, 17, 37);
1401                                 }
1402                                 else
1403                                 {
1404                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1405                                         prt("", 17, 37);
1406                                 }
1407                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1408
1409                                 prt(tmp_str, 22, 2);
1410                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1411
1412                                 move_cursor(18, 52);
1413                                 again = inkey();
1414                                 prt("", 16, 37);
1415                                 prt("", 17, 37);
1416                                 prt("", 18, 37);
1417                                 if (wager > p_ptr->au)
1418                                 {
1419                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1420                                                                 "Hey! You don't have the gold - get out of here!"));
1421                                         msg_print(NULL);
1422
1423                                         /* Get out here */
1424                                         break;
1425                                 }
1426                         } while ((again == 'y') || (again == 'Y'));
1427
1428                         prt("", 18, 37);
1429                         if (p_ptr->au >= oldgold)
1430                         {
1431                                 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!」",
1432                                                         "You came out a winner! We'll win next time, I'm sure."));
1433                                 chg_virtue(p_ptr, V_CHANCE, 3);
1434                         }
1435                         else
1436                         {
1437                                 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."));
1438                                 chg_virtue(p_ptr, V_CHANCE, -3);
1439                         }
1440                 }
1441                 msg_print(NULL);
1442         }
1443         screen_load();
1444         return (TRUE);
1445 }
1446
1447 /*!
1448  * @brief モンスター闘技場に参加するモンスターを更新する。
1449  * @return なし
1450  */
1451 void update_gambling_monsters(void)
1452 {
1453         int total, i;
1454         int max_dl = 0;
1455         int mon_level;
1456         int power[4];
1457         bool tekitou;
1458         bool old_inside_battle = p_ptr->phase_out;
1459
1460         for (i = 0; i < current_world_ptr->max_d_idx; i++)
1461                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1462
1463         mon_level = randint1(MIN(max_dl, 122)) + 5;
1464         if (randint0(100) < 60)
1465         {
1466                 i = randint1(MIN(max_dl, 122)) + 5;
1467                 mon_level = MAX(i, mon_level);
1468         }
1469         if (randint0(100) < 30)
1470         {
1471                 i = randint1(MIN(max_dl, 122)) + 5;
1472                 mon_level = MAX(i, mon_level);
1473         }
1474
1475         while (1)
1476         {
1477                 total = 0;
1478                 tekitou = FALSE;
1479                 for (i = 0; i < 4; i++)
1480                 {
1481                         MONRACE_IDX r_idx;
1482                         int j;
1483                         while (1)
1484                         {
1485                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1486                                 p_ptr->phase_out = TRUE;
1487                                 r_idx = get_mon_num(mon_level);
1488                                 p_ptr->phase_out = old_inside_battle;
1489                                 if (!r_idx) continue;
1490
1491                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1492                                 {
1493                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1494                                 }
1495
1496                                 for (j = 0; j < i; j++)
1497                                         if (r_idx == battle_mon[j]) break;
1498                                 if (j < i) continue;
1499
1500                                 break;
1501                         }
1502                         battle_mon[i] = r_idx;
1503                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1504                 }
1505
1506                 for (i = 0; i < 4; i++)
1507                 {
1508                         monster_race *r_ptr = &r_info[battle_mon[i]];
1509                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1510
1511                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1512                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1513                         else
1514                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1515                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1516                         if (r_ptr->speed > 110)
1517                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1518                         if (r_ptr->speed < 110)
1519                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1520                         if (num_taisei > 2)
1521                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1522                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1523                                 power[i] = power[i] * 4 / 3;
1524                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1525                                 power[i] = power[i] * 4 / 3;
1526                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1527                                 power[i] = power[i] * 11 / 10;
1528                         if (r_ptr->flags1 & RF1_RAND_25)
1529                                 power[i] = power[i] * 9 / 10;
1530                         if (r_ptr->flags1 & RF1_RAND_50)
1531                                 power[i] = power[i] * 9 / 10;
1532                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1533                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1534                         total += power[i];
1535                 }
1536                 for (i = 0; i < 4; i++)
1537                 {
1538                         if (power[i] <= 0) break;
1539                         power[i] = total * 60 / power[i];
1540                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1541                         if ((power[i] < 160) && randint0(20)) break;
1542                         if (power[i] < 101) power[i] = 100 + randint1(5);
1543                         mon_odds[i] = power[i];
1544                 }
1545                 if (i == 4) break;
1546         }
1547 }
1548
1549 /*!
1550  * @brief モンスター闘技場のメインルーチン
1551  * @param player_ptr プレーヤーへの参照ポインタ
1552  * @return 賭けを開始したか否か
1553  */
1554 static bool kakutoujou(player_type *player_ptr)
1555 {
1556         PRICE maxbet;
1557         PRICE wager;
1558         char out_val[160], tmp_str[80];
1559         concptr p;
1560
1561         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1562         {
1563                 update_gambling_monsters();
1564                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1565         }
1566
1567         screen_save();
1568
1569         /* No money */
1570         if (player_ptr->au <= 1)
1571         {
1572                 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!"));
1573                 msg_print(NULL);
1574                 screen_load();
1575                 return FALSE;
1576         }
1577         else
1578         {
1579                 int i;
1580
1581                 clear_bldg(4, 10);
1582
1583                 prt(_("モンスター                                                     倍率",
1584                           "Monsters                                                       Odds"), 4, 4);
1585                 for (i=0;i<4;i++)
1586                 {
1587                         char buf[80];
1588                         monster_race *r_ptr = &r_info[battle_mon[i]];
1589
1590                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1591                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1592                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1593                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1594                         prt(buf, 5+i, 1);
1595                 }
1596                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1597                 while(1)
1598                 {
1599                         i = inkey();
1600
1601                         if (i == ESCAPE)
1602                         {
1603                                 screen_load();
1604                                 return FALSE;
1605                         }
1606                         if (i >= '1' && i <= '4')
1607                         {
1608                                 sel_monster = i-'1';
1609                                 battle_odds = mon_odds[sel_monster];
1610                                 break;
1611                         }
1612                         else bell();
1613                 }
1614
1615                 clear_bldg(4, 4);
1616                 for (i = 0; i < 4; i++)
1617                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1618
1619                 maxbet = player_ptr->lev * 200;
1620
1621                 /* We can't bet more than we have */
1622                 maxbet = MIN(maxbet, player_ptr->au);
1623
1624                 /* Get the wager */
1625                 strcpy(out_val, "");
1626                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1627                 /*
1628                  * Use get_string() because we may need more than
1629                  * the s16b value returned by get_quantity().
1630                  */
1631                 if (get_string(tmp_str, out_val, 32))
1632                 {
1633                         /* Strip spaces */
1634                         for (p = out_val; *p == ' '; p++);
1635
1636                         /* Get the wager */
1637                         wager = atol(p);
1638
1639                         if (wager > player_ptr->au)
1640                         {
1641                                 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!"));
1642
1643                                 msg_print(NULL);
1644                                 screen_load();
1645                                 return (FALSE);
1646                         }
1647                         else if (wager > maxbet)
1648                         {
1649                                 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);
1650
1651                                 wager = maxbet;
1652                         }
1653                         else if (wager < 1)
1654                         {
1655                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1656                                 wager = 1;
1657                         }
1658                         msg_print(NULL);
1659                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1660                         kakekin = wager;
1661                         player_ptr->au -= wager;
1662                         reset_tim_flags(player_ptr);
1663
1664                         /* Save the surface floor as saved floor */
1665                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1666
1667                         player_ptr->phase_out = TRUE;
1668                         player_ptr->leaving = TRUE;
1669                         player_ptr->leave_bldg = TRUE;
1670
1671                         screen_load();
1672
1673                         return (TRUE);
1674                 }
1675         }
1676         screen_load();
1677
1678         return (FALSE);
1679 }
1680
1681 /*!
1682  * @brief 本日の賞金首情報を表示する。
1683  * @return なし
1684  */
1685 static void today_target(void)
1686 {
1687         char buf[160];
1688         monster_race *r_ptr = &r_info[today_mon];
1689
1690         clear_bldg(4,18);
1691         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1692         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1693         c_put_str(TERM_YELLOW, buf, 6, 10);
1694         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1695         prt(buf, 8, 10);
1696         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1697         prt(buf, 9, 10);
1698         p_ptr->today_mon = today_mon;
1699 }
1700
1701 /*!
1702  * @brief ツチノコの賞金首情報を表示する。
1703  * @return なし
1704  */
1705 static void tsuchinoko(void)
1706 {
1707         clear_bldg(4,18);
1708         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1709         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);
1710         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1711         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1712         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1713 }
1714
1715 /*!
1716  * @brief 通常の賞金首情報を表示する。
1717  * @return なし
1718  */
1719 static void show_bounty(void)
1720 {
1721         int i;
1722         TERM_LEN y = 0;
1723
1724         clear_bldg(4,18);
1725         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);
1726         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1727
1728         for (i = 0; i < MAX_BOUNTY; i++)
1729         {
1730                 byte color;
1731                 concptr done_mark;
1732                 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])];
1733
1734                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1735                 {
1736                         color = TERM_RED;
1737                         done_mark = _("(済)", "(done)");
1738                 }
1739                 else
1740                 {
1741                         color = TERM_WHITE;
1742                         done_mark = "";
1743                 }
1744
1745                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1746
1747                 y = (y+1) % 10;
1748                 if (!y && (i < MAX_BOUNTY -1))
1749                 {
1750                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1751                         (void)inkey();
1752                         prt("", 0, 0);
1753                         clear_bldg(7,18);
1754                 }
1755         }
1756 }
1757
1758
1759 /*!
1760  * 賞金首の報酬テーブル / List of prize object
1761  */
1762 static struct {
1763         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1764         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1765 } prize_list[MAX_BOUNTY] = 
1766 {
1767         {TV_POTION, SV_POTION_CURING},
1768         {TV_POTION, SV_POTION_SPEED},
1769         {TV_POTION, SV_POTION_SPEED},
1770         {TV_POTION, SV_POTION_RESISTANCE},
1771         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1772
1773         {TV_POTION, SV_POTION_HEALING},
1774         {TV_POTION, SV_POTION_RESTORE_MANA},
1775         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1776         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1777         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1778
1779         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1780         {TV_POTION, SV_POTION_STAR_HEALING},
1781         {TV_POTION, SV_POTION_STAR_HEALING},
1782         {TV_POTION, SV_POTION_NEW_LIFE},
1783         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1784
1785         {TV_POTION, SV_POTION_LIFE},
1786         {TV_POTION, SV_POTION_LIFE},
1787         {TV_POTION, SV_POTION_AUGMENTATION},
1788         {TV_POTION, SV_POTION_INVULNERABILITY},
1789         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1790 };
1791
1792
1793 /*!
1794  * @brief 賞金首の引き換え処理 / Get prize
1795  * @param player_ptr プレーヤーへの参照ポインタ
1796  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1797  */
1798 static bool kankin(player_type *player_ptr)
1799 {
1800         INVENTORY_IDX i;
1801         int j;
1802         bool change = FALSE;
1803         GAME_TEXT o_name[MAX_NLEN];
1804         object_type *o_ptr;
1805
1806         /* Loop for inventory and right/left arm */
1807         for (i = 0; i <= INVEN_LARM; i++)
1808         {
1809                 o_ptr = &player_ptr->inventory_list[i];
1810
1811                 /* Living Tsuchinoko worthes $1000000 */
1812                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1813                 {
1814                         char buf[MAX_NLEN+20];
1815                         object_desc(o_name, o_ptr, 0);
1816                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1817                         if (get_check(buf))
1818                         {
1819                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1820                                 player_ptr->au += 1000000L * o_ptr->number;
1821                                 player_ptr->redraw |= (PR_GOLD);
1822                                 vary_item(player_ptr, i, -o_ptr->number);
1823                         }
1824                         change = TRUE;
1825                 }
1826         }
1827
1828         for (i = 0; i < INVEN_PACK; i++)
1829         {
1830                 o_ptr = &player_ptr->inventory_list[i];
1831
1832                 /* Corpse of Tsuchinoko worthes $200000 */
1833                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1834                 {
1835                         char buf[MAX_NLEN+20];
1836                         object_desc(o_name, o_ptr, 0);
1837                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838                         if (get_check(buf))
1839                         {
1840                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1841                                 player_ptr->au += 200000L * o_ptr->number;
1842                                 player_ptr->redraw |= (PR_GOLD);
1843                                 vary_item(player_ptr, i, -o_ptr->number);
1844                         }
1845                         change = TRUE;
1846                 }
1847         }
1848
1849         for (i = 0; i < INVEN_PACK; i++)
1850         {
1851                 o_ptr = &player_ptr->inventory_list[i];
1852
1853                 /* Bones of Tsuchinoko worthes $100000 */
1854                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1855                 {
1856                         char buf[MAX_NLEN+20];
1857                         object_desc(o_name, o_ptr, 0);
1858                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1859                         if (get_check(buf))
1860                         {
1861                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1862                                 player_ptr->au += 100000L * o_ptr->number;
1863                                 player_ptr->redraw |= (PR_GOLD);
1864                                 vary_item(player_ptr, i, -o_ptr->number);
1865                         }
1866                         change = TRUE;
1867                 }
1868         }
1869
1870         for (i = 0; i < INVEN_PACK; i++)
1871         {
1872                 o_ptr = &player_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$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1881                                 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1882                                 player_ptr->redraw |= (PR_GOLD);
1883                                 vary_item(player_ptr, i, -o_ptr->number);
1884                         }
1885                         change = TRUE;
1886                 }
1887         }
1888
1889         for (i = 0; i < INVEN_PACK; i++)
1890         {
1891                 o_ptr = &player_ptr->inventory_list[i];
1892
1893                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1894                 {
1895                         char buf[MAX_NLEN+20];
1896                         object_desc(o_name, o_ptr, 0);
1897                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1898                         if (get_check(buf))
1899                         {
1900                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1901                                 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1902                                 player_ptr->redraw |= (PR_GOLD);
1903                                 vary_item(player_ptr, i, -o_ptr->number);
1904                         }
1905                         change = TRUE;
1906                 }
1907         }
1908
1909         for (j = 0; j < MAX_BOUNTY; j++)
1910         {
1911                 /* Need reverse order --- Positions will be changed in the loop */
1912                 for (i = INVEN_PACK-1; i >= 0; i--)
1913                 {
1914                         o_ptr = &player_ptr->inventory_list[i];
1915                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1916                         {
1917                                 char buf[MAX_NLEN+20];
1918                                 int num, k;
1919                                 INVENTORY_IDX item_new;
1920                                 object_type forge;
1921
1922                                 object_desc(o_name, o_ptr, 0);
1923                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1924                                 if (!get_check(buf)) continue;
1925
1926 #if 0 /* Obsoleted */
1927                                 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);
1928                                 player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1929                                 player_ptr->redraw |= (PR_GOLD);
1930                                 vary_item(i, -o_ptr->number);
1931                                 chg_virtue(player_ptr, V_JUSTICE, 5);
1932                                 current_world_ptr->bounty_r_idx[j] += 10000;
1933
1934                                 change = TRUE;
1935 #endif /* Obsoleted */
1936
1937                                 /* Hand it first */
1938                                 vary_item(player_ptr, i, -o_ptr->number);
1939
1940                                 chg_virtue(player_ptr, V_JUSTICE, 5);
1941                                 current_world_ptr->bounty_r_idx[j] += 10000;
1942
1943                                 /* Count number of unique corpses already handed */
1944                                 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1945                                 {
1946                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1947                                 }
1948                                 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" : ""));
1949
1950                                 /* Prepare to make a prize */
1951                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1952                                 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1953
1954                                 object_aware(player_ptr, &forge);
1955                                 object_known(&forge);
1956
1957                                 /*
1958                                  * Hand it --- Assume there is an empty slot.
1959                                  * Since a corpse is handed at first,
1960                                  * there is at least one empty slot.
1961                                  */
1962                                 item_new = inven_carry(player_ptr, &forge);
1963
1964                                 object_desc(o_name, &forge, 0);
1965                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1966
1967                                 /* Auto-inscription */
1968                                 autopick_alter_item(item_new, FALSE);
1969                                 handle_stuff();
1970
1971                                 change = TRUE;
1972                         }
1973                 }
1974         }
1975
1976         if (!change)
1977         {
1978                 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."));
1979                 msg_print(NULL);
1980                 return FALSE;
1981         }
1982
1983         return TRUE;
1984 }
1985
1986 /*!
1987  * @brief 宿屋の利用サブルーチン
1988  * @details inn commands\n
1989  * Note that resting for the night was a perfect way to avoid player\n
1990  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1991  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1992  * will not be that useful.  I will keep it in the hopes the player\n
1993  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1994  * Resting at night is also a quick way to restock stores -KMW-\n
1995  * @param cmd 宿屋の利用施設ID
1996  * @return 施設の利用が実際に行われたか否か。
1997  */
1998 static bool inn_comm(player_type *customer_ptr, int cmd)
1999 {
2000         switch (cmd)
2001         {
2002                 case BACT_FOOD: /* Buy food & drink */
2003                         if (customer_ptr->food >= PY_FOOD_FULL)
2004                         {
2005                                 msg_print(_("今は満腹だ。", "You are full now."));
2006                                 return FALSE;
2007                         }
2008                         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."));
2009                         (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2010                         break;
2011
2012                 case BACT_REST: /* Rest for the night */
2013                         if ((customer_ptr->poisoned) || (customer_ptr->cut))
2014                         {
2015                                 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."));
2016                                 msg_print(NULL);
2017                                 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."));
2018                         }
2019                         else
2020                         {
2021                                 s32b oldturn = current_world_ptr->game_turn;
2022                                 int prev_day, prev_hour, prev_min;
2023
2024                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2025                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2026                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2027                                 else
2028                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2029                                 
2030                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2031                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2032                                 {
2033                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2034                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2035                                 }
2036
2037                                 prevent_turn_overflow();
2038
2039                                 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
2040                                 customer_ptr->chp = customer_ptr->mhp;
2041
2042                                 if (ironman_nightmare)
2043                                 {
2044                                         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."));
2045
2046                                         /* Have some nightmares */
2047                                         while(1)
2048                                         {
2049                                                 sanity_blast(customer_ptr, NULL, FALSE);
2050                                                 if (!one_in_(3)) break;
2051                                         }
2052
2053                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2054                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2055                                 }
2056                                 else
2057                                 {
2058                                         set_blind(customer_ptr, 0);
2059                                         set_confused(customer_ptr, 0);
2060                                         customer_ptr->stun = 0;
2061                                         customer_ptr->chp = customer_ptr->mhp;
2062                                         customer_ptr->csp = customer_ptr->msp;
2063                                         if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2064                                         {
2065                                                 int i;
2066                                                 for (i = 0; i < 72; i++)
2067                                                 {
2068                                                         customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2069                                                 }
2070                                                 for (; i < 108; i++)
2071                                                 {
2072                                                         customer_ptr->magic_num1[i] = 0;
2073                                                 }
2074                                         }
2075
2076                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2077                                         {
2078                                                 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."));
2079                                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2080                                         }
2081                                         else
2082                                         {
2083                                                 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."));
2084                                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2085                                         }
2086                                 }
2087                         }
2088                         break;
2089
2090                 case BACT_RUMORS: /* Listen for rumors */
2091                         {
2092                                 display_rumor(TRUE);
2093                                 break;
2094                         }
2095         }
2096
2097         return (TRUE);
2098 }
2099
2100
2101 /*!
2102  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2103  * @param player_ptr プレーヤーへの参照ポインタ
2104  * @param questnum クエストのID
2105  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2106  * @return なし
2107  */
2108 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2109 {
2110         int i;
2111         QUEST_IDX old_quest;
2112         GAME_TEXT tmp_str[80];
2113
2114         /* Clear the text */
2115         for (i = 0; i < 10; i++)
2116         {
2117                 quest_text[i][0] = '\0';
2118         }
2119
2120         quest_text_line = 0;
2121
2122         /* Set the quest number temporary */
2123         old_quest = p_ptr->current_floor_ptr->inside_quest;
2124         p_ptr->current_floor_ptr->inside_quest = questnum;
2125
2126         /* Get the quest text */
2127         init_flags = INIT_SHOW_TEXT;
2128         if (do_init) init_flags |= INIT_ASSIGN;
2129
2130         process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2131
2132         /* Reset the old quest number */
2133         p_ptr->current_floor_ptr->inside_quest = old_quest;
2134
2135         /* Print the quest info */
2136         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);
2137
2138         prt(tmp_str, 5, 0);
2139
2140         prt(quest[questnum].name, 7, 0);
2141
2142         for (i = 0; i < 10; i++)
2143         {
2144                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2145         }
2146 }
2147
2148 /*!
2149  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2150  * @param player_ptr プレーヤーへの参照ポインタ
2151  * @return なし
2152  */
2153 static void castle_quest(player_type *player_ptr)
2154 {
2155         QUEST_IDX q_index = 0;
2156         monster_race *r_ptr;
2157         quest_type *q_ptr;
2158         concptr name;
2159
2160
2161         clear_bldg(4, 18);
2162
2163         /* Current quest of the building */
2164         q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2165
2166         /* Is there a quest available at the building? */
2167         if (!q_index)
2168         {
2169                 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);
2170                 return;
2171         }
2172
2173         q_ptr = &quest[q_index];
2174
2175         /* Quest is completed */
2176         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2177         {
2178                 /* Rewarded quest */
2179                 q_ptr->status = QUEST_STATUS_REWARDED;
2180
2181                 get_questinfo(player_ptr, q_index, FALSE);
2182
2183                 reinit_wilderness = TRUE;
2184         }
2185         /* Failed quest */
2186         else if (q_ptr->status == QUEST_STATUS_FAILED)
2187         {
2188                 get_questinfo(player_ptr, q_index, FALSE);
2189
2190                 /* Mark quest as done (but failed) */
2191                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2192
2193                 reinit_wilderness = TRUE;
2194         }
2195         /* Quest is still unfinished */
2196         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2197         {
2198                 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);
2199                 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);
2200                 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);
2201         }
2202         /* No quest yet */
2203         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2204         {
2205                 q_ptr->status = QUEST_STATUS_TAKEN;
2206
2207                 reinit_wilderness = TRUE;
2208
2209                 /* Assign a new quest */
2210                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2211                 {
2212                         if (q_ptr->r_idx == 0)
2213                         {
2214                                 /* Random monster at least 5 - 10 levels out of deep */
2215                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2216                         }
2217
2218                         r_ptr = &r_info[q_ptr->r_idx];
2219
2220                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2221                         {
2222                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2223                                 r_ptr = &r_info[q_ptr->r_idx];
2224                         }
2225
2226                         if (q_ptr->max_num == 0)
2227                         {
2228                                 /* Random monster number */
2229                                 if (randint1(10) > 7)
2230                                         q_ptr->max_num = 1;
2231                                 else
2232                                         q_ptr->max_num = randint1(3) + 1;
2233                         }
2234
2235                         q_ptr->cur_num = 0;
2236                         name = (r_name + r_ptr->name);
2237                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2238                 }
2239                 else
2240                 {
2241                         get_questinfo(player_ptr, q_index, TRUE);
2242                 }
2243         }
2244 }
2245
2246
2247 /*!
2248  * @brief 町に関するヘルプを表示する / Display town history
2249  * @return なし
2250  */
2251 static void town_history(void)
2252 {
2253         screen_save();
2254
2255         /* Peruse the building help file */
2256         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2257         screen_load();
2258 }
2259
2260 /*!
2261  * @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
2262  * @param dam 基本ダメージ
2263  * @param mult スレイ倍率(掛け算部分)
2264  * @param div スレイ倍率(割り算部分)
2265  * @param force 理力特別計算フラグ
2266  * @return ダメージ期待値
2267  */
2268 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2269 {
2270         int tmp;
2271         if(force)
2272         {
2273                 tmp = dam * 60;
2274                 tmp *= mult * 3;
2275                 tmp /= div * 2;
2276                 tmp += dam * 60 * 2;
2277                 tmp /= 60;
2278         }
2279         else
2280         {
2281                 tmp = dam * 60;
2282                 tmp *= mult; 
2283                 tmp /= div;
2284                 tmp /= 60;
2285         }
2286         return tmp;
2287 }
2288
2289 /*!
2290  * @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)
2291  * @param dam 基本ダメージ
2292  * @param mult スレイ倍率(掛け算部分)
2293  * @param div スレイ倍率(割り算部分)
2294  * @param force 理力特別計算フラグ
2295  * @param weight 重量
2296  * @param plus 武器ダメージ修正
2297  * @param meichuu 命中値
2298  * @param dokubari 毒針処理か否か
2299  * @param vorpal_mult 切れ味倍率(掛け算部分)
2300  * @param vorpal_div 切れ味倍率(割り算部分)
2301  * @return ダメージ期待値
2302  */
2303 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)
2304 {
2305         dam = calc_slaydam(dam, mult, div, force);
2306         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2307         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2308         return dam;
2309 }
2310
2311
2312 /*!
2313  * @brief 武器の各条件毎のダメージ期待値を表示する。
2314  * @param r 表示行
2315  * @param c 表示列
2316  * @param mindice ダイス部分最小値
2317  * @param maxdice ダイス部分最大値
2318  * @param blows 攻撃回数
2319  * @param dam_bonus ダメージ修正値
2320  * @param attr 条件内容
2321  * @param color 条件内容の表示色
2322  * @details
2323  * Display the damage figure of an object\n
2324  * (used by compare_weapon_aux)\n
2325  * \n
2326  * Only accurate for the current weapon, because it includes\n
2327  * the current +dam of the player.\n
2328  * @return なし
2329  */
2330 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2331 {
2332         GAME_TEXT tmp_str[80];
2333         int mindam, maxdam;
2334         
2335         mindam = blows * (mindice + dam_bonus);
2336         maxdam = blows * (maxdice + dam_bonus);
2337
2338         /* Print the intro text */
2339         c_put_str(color, attr, r, c);
2340
2341         /* Calculate the min and max damage figures */
2342         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2343         
2344         /* Print the damage */
2345         put_str(tmp_str, r, c + 8);
2346 }
2347
2348
2349 /*!
2350  * @brief 武器一つ毎のダメージ情報を表示する。
2351  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2352  * @param col 表示する行の上端
2353  * @param r 表示する列の左端
2354  * @details
2355  * Show the damage figures for the various monster types\n
2356  * \n
2357  * Only accurate for the current weapon, because it includes\n
2358  * the current number of blows for the player.\n
2359  * @return なし
2360  */
2361 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2362 {
2363         BIT_FLAGS flgs[TR_FLAG_SIZE];
2364         int blow = owner_ptr->num_blow[0];
2365         bool force = FALSE;
2366         bool dokubari = FALSE;
2367         
2368         /* Effective dices */
2369         int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2370         int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2371         
2372         int mindice = eff_dd;
2373         int maxdice = eff_ds * eff_dd;
2374         int mindam = 0;
2375         int maxdam = 0;
2376         int vorpal_mult = 1;
2377         int vorpal_div = 1;
2378         int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2379         
2380
2381         /* Get the flags of the weapon */
2382         object_flags(o_ptr, flgs);
2383         
2384         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2385         
2386         
2387         /* Show Critical Damage*/
2388         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2389         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2390         
2391         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2392
2393         
2394         /* Vorpal Hit*/
2395         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2396         {
2397                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2398                 {
2399                         vorpal_mult = 5;
2400                         vorpal_div = 3;
2401                 }
2402                 else
2403                 {
2404                         vorpal_mult = 11;
2405                         vorpal_div = 9;
2406                 }
2407                 
2408                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2409                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);             
2410                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2411         }       
2412         
2413         if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2414         {
2415                 force = TRUE;
2416                 
2417                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2418                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2419                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2420         }
2421                 
2422         /* Print the relevant lines */
2423         if (have_flag(flgs, TR_KILL_ANIMAL))
2424         {
2425                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2426                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);             
2427                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2428         }
2429         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2430         {
2431                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2432                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2433                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2434         }
2435         if (have_flag(flgs, TR_KILL_EVIL))
2436         {       
2437                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2438                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2439                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2440         }
2441         else if (have_flag(flgs, TR_SLAY_EVIL))
2442         {       
2443                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2444                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);             
2445                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2446         }
2447         if (have_flag(flgs, TR_KILL_HUMAN))
2448         {       
2449                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2450                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2451                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2452         }
2453         else if (have_flag(flgs, TR_SLAY_HUMAN))
2454         {       
2455                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2456                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2457                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2458         }
2459         if (have_flag(flgs, TR_KILL_UNDEAD))
2460         {
2461                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2462                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2463                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2464         }
2465         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2466         {
2467                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2468                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2469                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2470         }
2471         if (have_flag(flgs, TR_KILL_DEMON))
2472         {       
2473                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2475                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2476         }
2477         else if (have_flag(flgs, TR_SLAY_DEMON))
2478         {       
2479                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2480                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2481                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2482         }
2483         if (have_flag(flgs, TR_KILL_ORC))
2484         {
2485                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2486                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2488         }
2489         else if (have_flag(flgs, TR_SLAY_ORC))
2490         {
2491                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2492                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2493                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2494         }
2495         if (have_flag(flgs, TR_KILL_TROLL))
2496         {
2497                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2499                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2500         }
2501         else if (have_flag(flgs, TR_SLAY_TROLL))
2502         {
2503                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2504                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2505                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2506         }
2507         if (have_flag(flgs, TR_KILL_GIANT))
2508         {
2509                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2510                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2511                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2512         }
2513         else if (have_flag(flgs, TR_SLAY_GIANT))
2514         {
2515                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2516                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2517                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2518         }
2519         if (have_flag(flgs, TR_KILL_DRAGON))
2520         {
2521                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2522                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2523                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2524         }
2525         else if (have_flag(flgs, TR_SLAY_DRAGON))
2526         {               
2527                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2528                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2529                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2530         }
2531         if (have_flag(flgs, TR_BRAND_ACID))
2532         {
2533                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2534                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2535                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2536         }
2537         if (have_flag(flgs, TR_BRAND_ELEC))
2538         {
2539                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2540                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2542         }
2543         if (have_flag(flgs, TR_BRAND_FIRE))
2544         {
2545                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2546                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2548         }
2549         if (have_flag(flgs, TR_BRAND_COLD))
2550         {
2551                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2552                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2553                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2554         }
2555         if (have_flag(flgs, TR_BRAND_POIS))
2556         {
2557                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2558                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2559                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2560         }
2561 }
2562
2563 /*!
2564  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2565  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2566  * @param row 表示する列の左端
2567  * @param col 表示する行の上端
2568  * @details
2569  * Displays all info about a weapon
2570  *
2571  * Only accurate for the current weapon, because it includes
2572  * various info about the player's +to_dam and number of blows.
2573  * @return なし
2574  */
2575 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2576 {
2577         GAME_TEXT o_name[MAX_NLEN];
2578         GAME_TEXT tmp_str[80];
2579
2580         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2581         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2582         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2583
2584         /* Print the weapon name */
2585         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2586         c_put_str(TERM_YELLOW, o_name, row, col);
2587
2588         /* Print the player's number of blows */
2589         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2590         put_str(tmp_str, row+1, col);
2591
2592         /* Print to_hit and to_dam of the weapon */
2593         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2594         put_str(tmp_str, row+2, col);
2595
2596         /* Print the weapons base damage dice */
2597         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2598                 (int)hit_chance(reli, 0),
2599                 (int)hit_chance(reli, 50),
2600                 (int)hit_chance(reli, 100),
2601                 (int)hit_chance(reli, 150),
2602                 (int)hit_chance(reli, 200));
2603         put_str(tmp_str, row+3, col);
2604         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2605
2606         /* Damage for one blow (if it hits) */
2607         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2608             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2609                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2610         put_str(tmp_str, row+6, col+1);
2611
2612         /* Damage for the complete attack (if all blows hit) */
2613         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2614                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2615                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2616         put_str(tmp_str, row+7, col+1);
2617 }
2618
2619 /*!
2620  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2621  * @details 
2622  * Copies the weapons to compare into the weapon-slot and\n
2623  * compares the values for both weapons.\n
2624  * 武器1つだけで比較をしないなら費用は半額になる。
2625  * @param bcost 基本鑑定費用
2626  * @return 最終的にかかった費用
2627  */
2628 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2629 {
2630         int i, n;
2631         OBJECT_IDX item, item2;
2632         object_type *o_ptr[2];
2633         object_type orig_weapon;
2634         object_type *i_ptr;
2635         concptr q, s;
2636         TERM_LEN row = 2;
2637         TERM_LEN wid = 38, mgn = 2;
2638         bool old_character_xtra = current_world_ptr->character_xtra;
2639         char ch;
2640         PRICE total = 0;
2641         PRICE cost = 0; /* First time no price */
2642
2643         screen_save();
2644         clear_bldg(0, 22);
2645
2646         /* Store copy of original wielded weapon */
2647         i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2648         object_copy(&orig_weapon, i_ptr);
2649
2650         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2651
2652         /* Get the first weapon */
2653         q = _("第一の武器は?", "What is your first weapon? ");
2654         s = _("比べるものがありません。", "You have nothing to compare.");
2655
2656         o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2657         if (!o_ptr[0])
2658         {
2659                 screen_load();
2660                 return (0);
2661         }
2662
2663         n = 1;
2664         total = bcost;
2665
2666         while (TRUE)
2667         {
2668                 clear_bldg(0, 22);
2669
2670                 /* Only compare melee weapons */
2671                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2672
2673                 /* Hack -- prevent "icky" message */
2674                 current_world_ptr->character_xtra = TRUE;
2675
2676                 /* Diaplay selected weapon's infomation */
2677                 for (i = 0; i < n; i++)
2678                 {
2679                         int col = (wid * i + mgn);
2680
2681                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2682                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2683
2684                         customer_ptr->update |= PU_BONUS;
2685                         handle_stuff();
2686
2687                         /* List the new values */
2688                         list_weapon(o_ptr[i], row, col);
2689                         compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2690
2691                         /* Copy back the original weapon into the weapon slot */
2692                         object_copy(i_ptr, &orig_weapon);
2693                 }
2694
2695                 /* Reset the values for the old weapon */
2696                 customer_ptr->update |= PU_BONUS;
2697                 handle_stuff();
2698
2699                 current_world_ptr->character_xtra = old_character_xtra;
2700
2701 #ifdef JP
2702                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2703                 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);
2704                 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);
2705 #else
2706                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2707                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2708                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2709 #endif
2710
2711                 flush();
2712                 ch = inkey();
2713
2714                 if (ch == 's')
2715                 {
2716                         if (total + cost > customer_ptr->au)
2717                         {
2718                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2719                                 msg_print(NULL);
2720                                 continue;
2721                         }
2722
2723                         q = _("第二の武器は?", "What is your second weapon? ");
2724                         s = _("比べるものがありません。", "You have nothing to compare.");
2725
2726                         /* Get the second weapon */
2727                         o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2728                         if (!o_ptr[1]) continue;
2729
2730                         total += cost;
2731                         cost = bcost / 2;
2732                         n = 2;
2733                 }
2734                 else
2735                 {
2736                         break;
2737                 }
2738         }
2739         screen_load();
2740
2741         return (total);
2742 }
2743
2744
2745 /*!
2746  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2747  * @details 
2748  * Calculate and display the dodge-rate and the protection-rate
2749  * based on AC
2750  * @param iAC プレイヤーのAC。
2751  * @return 常にTRUEを返す。
2752  */
2753 static bool eval_ac(ARMOUR_CLASS iAC)
2754 {
2755 #ifdef JP
2756         const char memo[] =
2757                 "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"
2758                 "何パーセント軽減するかを示します。\n"
2759                 "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"
2760                 "に対してのみ効果があります。\n \n"
2761                 "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"
2762                 "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"
2763                 "敵のレベルとあなたのACによって決定されます。\n \n"
2764                 "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"
2765                 "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";
2766 #else
2767         const char memo[] =
2768                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2769                 "Note that the Protection rate is effective only against normal "
2770                 "'attack' and 'shatter' type melee attacks, "
2771                 "and has no effect against any other types such as 'poison'.\n \n"
2772                 "'Dodge Rate' indicates the success rate on dodging the "
2773                 "monster's melee attacks.  "
2774                 "It is depend on the level of the monster and your AC.\n \n"
2775                 "'Average Damage' indicates the expected amount of damage "
2776                 "when you are attacked by normal melee attacks with power=100.";
2777 #endif
2778
2779         int protection;
2780         TERM_LEN col, row = 2;
2781         DEPTH lvl;
2782         char buf[80*20], *t;
2783
2784         /* AC lower than zero has no effect */
2785         if (iAC < 0) iAC = 0;
2786
2787         /* ダメージ軽減率を計算 */
2788         protection = 100 * MIN(iAC, 150) / 250;
2789
2790         screen_save();
2791         clear_bldg(0, 22);
2792
2793         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2794         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2795         row++;
2796
2797         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2798         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2799         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2800     
2801         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2802         {
2803                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2804                 int dodge;   /* 回避率(%) */
2805                 int average; /* ダメージ期待値 */
2806
2807                 put_str(format("%3d", lvl), row + 0, col);
2808
2809                 /* 回避率を計算 */
2810                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2811                 put_str(format("%3d%%", dodge), row + 1, col);
2812
2813                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2814                 average = (100 - dodge) * (100 - protection) / 100;
2815                 put_str(format("%3d", average), row + 2, col);
2816         }
2817
2818         /* Display note */
2819         roff_to_buf(memo, 70, buf, sizeof(buf));
2820         for (t = buf; t[0]; t += strlen(t) + 1)
2821                 put_str(t, (row++) + 4, 4);
2822
2823         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);
2824   
2825         flush();
2826         (void)inkey();
2827         screen_load();
2828
2829         return (TRUE);
2830 }
2831
2832
2833
2834 /*!
2835  * @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。
2836  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2837  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2838  * @return 修復対象になるならTRUEを返す。
2839  */
2840 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2841 {
2842         int i, n = 0;
2843         int cand[TR_FLAG_MAX];
2844         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2845         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2846
2847         object_flags(to_ptr, to_flgs);
2848         object_flags(from_ptr, from_flgs);
2849
2850         for (i = 0; i < TR_FLAG_MAX; i++)
2851         {
2852                 switch (i)
2853                 {
2854                 case TR_IGNORE_ACID:
2855                 case TR_IGNORE_ELEC:
2856                 case TR_IGNORE_FIRE:
2857                 case TR_IGNORE_COLD:
2858                 case TR_ACTIVATE:
2859                 case TR_RIDING:
2860                 case TR_THROW:
2861                 case TR_SHOW_MODS:
2862                 case TR_HIDE_TYPE:
2863                 case TR_ES_ATTACK:
2864                 case TR_ES_AC:
2865                 case TR_FULL_NAME:
2866                 case TR_FIXED_FLAVOR:
2867                         break;
2868                 default:
2869                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2870                         {
2871                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2872                         }
2873                 }
2874         }
2875
2876         if (n <= 0) return;
2877
2878         int tr_idx = cand[randint0(n)];
2879         add_flag(to_ptr->art_flags, tr_idx);
2880         if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2881         int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2882         if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2883         if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2884 }
2885
2886 /*!
2887  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2888  * @param player_ptr プレーヤーへの参照ポインタ
2889  * @param bcost 基本修復費用
2890  * @return 実際にかかった費用
2891  */
2892 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2893 {
2894         PRICE cost;
2895         OBJECT_IDX item, mater;
2896         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2897         object_kind *k_ptr;
2898         int i, dd_bonus, ds_bonus;
2899         KIND_OBJECT_IDX k_idx;
2900         char basenm[MAX_NLEN];
2901         concptr q, s;
2902         int row = 7;
2903         clear_bldg(0, 22);
2904
2905         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);
2906         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);
2907
2908         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2909         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2910
2911         /* Only forge broken weapons */
2912         item_tester_hook = item_tester_hook_broken_weapon;
2913
2914         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2915         if (!o_ptr) return (0);
2916
2917         /* It is worthless */
2918         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2919         {
2920                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2921                 return (0);
2922         }
2923
2924         /* They are too many */
2925         if (o_ptr->number > 1)
2926         {
2927                 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!"));
2928                 return (0);
2929         }
2930
2931         /* Display item name */
2932         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2933         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2934
2935         q = _("材料となる武器は?", "Which weapon for material? ");
2936         s = _("材料となる武器がありません。", "You have no material to repair.");
2937
2938         /* Only forge broken weapons */
2939         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2940
2941         mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2942         if (!mo_ptr) return (0);
2943         if (mater == item)
2944         {
2945                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2946                 return (0);
2947         }
2948
2949         /* Display item name */
2950         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2951         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2952
2953         /* Get the value of one of the items (except curses) */
2954         cost = bcost + object_value_real(o_ptr) * 2;
2955
2956         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);
2957
2958         /* Check if the player has enough money */
2959         if (p_ptr->au < cost)
2960         {
2961                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2962                 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);
2963                 msg_print(NULL);
2964                 return (0);
2965         }
2966
2967         p_ptr->total_weight -= o_ptr->weight;
2968
2969         if (o_ptr->sval == SV_BROKEN_DAGGER)
2970         {
2971                 KIND_OBJECT_IDX j;
2972                 int n = 1;
2973
2974                 /* Suppress compiler warning */
2975                 k_idx = 0;
2976
2977                 for (j = 1; j < max_k_idx; j++)
2978                 {
2979                         object_kind *k_aux_ptr = &k_info[j];
2980
2981                         if (k_aux_ptr->tval != TV_SWORD) continue;
2982                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2983                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2984                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2985                         if (k_aux_ptr->weight > 99) continue;
2986
2987                         if (one_in_(n)) 
2988                         {
2989                                 k_idx = j;
2990                                 n++;
2991                         }
2992                 }
2993         }
2994         else /* TV_BROKEN_SWORD */
2995         {
2996                 /* Repair to a sword or sometimes material's type weapon */
2997                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2998
2999                 while(1)
3000                 {
3001                         object_kind *ck_ptr;
3002
3003                         k_idx = lookup_kind(tval, SV_ANY);
3004                         ck_ptr = &k_info[k_idx];
3005
3006                         if (tval == TV_SWORD)
3007                         {
3008                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3009                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3010                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3011                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3012                         }
3013                         if (tval == TV_POLEARM)
3014                         {
3015                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3016                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3017                         }
3018                         if (tval == TV_HAFTED)
3019                         {
3020                                 if ((ck_ptr->sval == SV_GROND) ||
3021                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3022                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3023                         }
3024
3025                         break;
3026                 }
3027         }
3028
3029         /* Calculate dice bonuses */
3030         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3031         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3032         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3033         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3034
3035         /* Change base object */
3036         k_ptr = &k_info[k_idx];
3037         o_ptr->k_idx = k_idx;
3038         o_ptr->weight = k_ptr->weight;
3039         o_ptr->tval = k_ptr->tval;
3040         o_ptr->sval = k_ptr->sval;
3041         o_ptr->dd = k_ptr->dd;
3042         o_ptr->ds = k_ptr->ds;
3043
3044         /* Copy base object's ability */
3045         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3046         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3047         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3048
3049         /* Dice up */
3050         if (dd_bonus > 0)
3051         {
3052                 o_ptr->dd++;
3053                 for (i = 1; i < dd_bonus; i++)
3054                 {
3055                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3056                 }
3057         }
3058         if (ds_bonus > 0)
3059         {
3060                 o_ptr->ds++;
3061                 for (i = 1; i < ds_bonus; i++)
3062                 {
3063                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3064                 }
3065         }
3066
3067         if (have_flag(k_ptr->flags, TR_BLOWS))
3068         {
3069                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3070                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3071         }
3072
3073         /* Add one random ability from material weapon */
3074         give_one_ability_of_object(o_ptr, mo_ptr);
3075
3076         /* Add to-dam, to-hit and to-ac from material weapon */
3077         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3078         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3079         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3080
3081         if ((o_ptr->name1 == ART_NARSIL) ||
3082                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3083                 (object_is_ego(o_ptr) && one_in_(7)))
3084         {
3085                 /* Forge it */
3086                 if (object_is_ego(o_ptr))
3087                 {
3088                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3089                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3090                 }
3091
3092                 /* Add one random ability from material weapon */
3093                 give_one_ability_of_object(o_ptr, mo_ptr);
3094
3095                 /* Add one random activation */
3096                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3097
3098                 /* Narsil */
3099                 if (o_ptr->name1 == ART_NARSIL)
3100                 {
3101                         one_high_resistance(o_ptr);
3102                         one_ability(o_ptr);
3103                 }
3104
3105                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3106         }
3107
3108         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3109 #ifdef JP
3110         msg_format("$%dで%sに修復しました。", cost, basenm);
3111 #else
3112         msg_format("Repaired into %s for %d gold.", basenm, cost);
3113 #endif
3114         msg_print(NULL);
3115
3116         /* Remove BROKEN flag */
3117         o_ptr->ident &= ~(IDENT_BROKEN);
3118
3119         /* Add repaired flag */
3120         o_ptr->discount = 99;
3121
3122         p_ptr->total_weight += o_ptr->weight;
3123         calc_android_exp(p_ptr);
3124
3125         /* Decrease material object */
3126         inven_item_increase(player_ptr, mater, -1);
3127         inven_item_optimize(mater);
3128
3129         /* Copyback */
3130         p_ptr->update |= PU_BONUS;
3131         handle_stuff();
3132
3133         /* Something happened */
3134         return (cost);
3135 }
3136
3137 /*!
3138  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3139  * @param player_ptr プレーヤーへの参照ポインタ
3140  * @param bcost 基本鑑定費用
3141  * @return 実際にかかった費用
3142  */
3143 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3144 {
3145         PRICE cost;
3146         screen_save();
3147         cost = repair_broken_weapon_aux(player_ptr, bcost);
3148         screen_load();
3149         return cost;
3150 }
3151
3152
3153 /*!
3154  * @brief アイテムの強化を行う。 / Enchant item
3155  * @param player_ptr プレーヤーへの参照ポインタ
3156  * @param cost 1回毎の費用
3157  * @param to_hit 命中をアップさせる量
3158  * @param to_dam ダメージをアップさせる量
3159  * @param to_ac ACをアップさせる量
3160  * @return 実際に行ったらTRUE
3161  */
3162 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3163 {
3164         int i;
3165         OBJECT_IDX item;
3166         bool okay = FALSE;
3167         object_type *o_ptr;
3168         concptr q, s;
3169         int maxenchant = (player_ptr->lev / 5);
3170         char tmp_str[MAX_NLEN];
3171
3172         clear_bldg(4, 18);
3173         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);
3174         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);
3175
3176         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3177         s = _("改良できるものがありません。", "You have nothing to improve.");
3178
3179         o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3180         if (!o_ptr) return (FALSE);
3181
3182         /* Check if the player has enough money */
3183         if (player_ptr->au < (cost * o_ptr->number))
3184         {
3185                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3186                 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);
3187                 return (FALSE);
3188         }
3189
3190         /* Enchant to hit */
3191         for (i = 0; i < to_hit; i++)
3192         {
3193                 if (o_ptr->to_h < maxenchant)
3194                 {
3195                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3196                         {
3197                                 okay = TRUE;
3198                                 break;
3199                         }
3200                 }
3201         }
3202
3203         /* Enchant to damage */
3204         for (i = 0; i < to_dam; i++)
3205         {
3206                 if (o_ptr->to_d < maxenchant)
3207                 {
3208                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3209                         {
3210                                 okay = TRUE;
3211                                 break;
3212                         }
3213                 }
3214         }
3215
3216         /* Enchant to AC */
3217         for (i = 0; i < to_ac; i++)
3218         {
3219                 if (o_ptr->to_a < maxenchant)
3220                 {
3221                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3222                         {
3223                                 okay = TRUE;
3224                                 break;
3225                         }
3226                 }
3227         }
3228
3229         /* Failure */
3230         if (!okay)
3231         {
3232                 if (flush_failure) flush();
3233                 msg_print(_("改良に失敗した。", "The improvement failed."));
3234                 return (FALSE);
3235         }
3236         else
3237         {
3238                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3239 #ifdef JP
3240                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3241 #else
3242                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3243 #endif
3244
3245                 /* Charge the money */
3246                 player_ptr->au -= (cost * o_ptr->number);
3247
3248                 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3249
3250                 /* Something happened */
3251                 return (TRUE);
3252         }
3253 }
3254
3255
3256 /*!
3257  * @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
3258  * @details
3259  * The player can select the number of charges to add\n
3260  * (up to a limit), and the recharge never fails.\n
3261  *\n
3262  * The cost for rods depends on the level of the rod. The prices\n
3263  * for recharging wands and staves are dependent on the cost of\n
3264  * the base-item.\n
3265  * @return なし
3266  */
3267 static void building_recharge(void)
3268 {
3269         OBJECT_IDX  item;
3270         DEPTH       lev;
3271         object_type *o_ptr;
3272         object_kind *k_ptr;
3273         concptr        q, s;
3274         PRICE       price;
3275         PARAMETER_VALUE charges;
3276         int         max_charges;
3277         char        tmp_str[MAX_NLEN];
3278
3279         msg_flag = FALSE;
3280
3281         /* Display some info */
3282         clear_bldg(4, 18);
3283         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);
3284
3285
3286         /* Only accept legal items */
3287         item_tester_hook = item_tester_hook_recharge;
3288
3289         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3290         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3291
3292         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3293         if (!o_ptr) return;
3294
3295         k_ptr = &k_info[o_ptr->k_idx];
3296
3297         /*
3298          * We don't want to give the player free info about
3299          * the level of the item or the number of charges.
3300          */
3301         /* The item must be "known" */
3302         if (!object_is_known(o_ptr))
3303         {
3304                 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!"));
3305                 msg_print(NULL);
3306
3307                 if ((p_ptr->au >= 50) &&
3308                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3309
3310                 {
3311                         p_ptr->au -= 50;
3312                         identify_item(p_ptr, o_ptr);
3313                         object_desc(tmp_str, o_ptr, 0);
3314                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3315
3316                         /* Auto-inscription */
3317                         autopick_alter_item(item, FALSE);
3318
3319                         /* Update the gold display */
3320                         building_prt_gold();
3321                 }
3322                 else
3323                 {
3324                         return;
3325                 }
3326         }
3327
3328         /* Extract the object "level" */
3329         lev = k_info[o_ptr->k_idx].level;
3330
3331         /* Price for a rod */
3332         if (o_ptr->tval == TV_ROD)
3333         {
3334                 if (o_ptr->timeout > 0)
3335                 {
3336                         /* Fully recharge */
3337                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3338                 }
3339                 else
3340                 {
3341                         /* No recharge necessary */
3342                         price = 0;
3343                         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."));
3344                         return;
3345                 }
3346         }
3347         else if (o_ptr->tval == TV_STAFF)
3348         {
3349                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3350                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3351
3352                 /* Pay at least 10 gold per charge */
3353                 price = MAX(10, price);
3354         }
3355         else
3356         {
3357                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3358                 price = (k_info[o_ptr->k_idx].cost / 10);
3359
3360                 /* Pay at least 10 gold per charge */
3361                 price = MAX(10, price);
3362         }
3363
3364         /* Limit the number of charges for wands and staffs */
3365         if (o_ptr->tval == TV_WAND
3366                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3367         {
3368                 if (o_ptr->number > 1)
3369                 {
3370                         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."));
3371                 }
3372                 else
3373                 {
3374                         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."));
3375                 }
3376                 return;
3377         }
3378         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3379         {
3380                 if (o_ptr->number > 1)
3381                 {
3382                         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."));
3383                 }
3384                 else
3385                 {
3386                         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."));
3387                 }
3388                 return;
3389         }
3390
3391         /* Check if the player has enough money */
3392         if (p_ptr->au < price)
3393         {
3394                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3395 #ifdef JP
3396                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3397 #else
3398                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3399 #endif
3400
3401                 return;
3402         }
3403
3404         if (o_ptr->tval == TV_ROD)
3405         {
3406 #ifdef JP
3407                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3408 #else
3409                 if (get_check(format("Recharge the %s for %d gold? ",
3410                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3411 #endif
3412
3413                 {
3414                         /* Recharge fully */
3415                         o_ptr->timeout = 0;
3416                 }
3417                 else
3418                 {
3419                         return;
3420                 }
3421         }
3422         else
3423         {
3424                 if (o_ptr->tval == TV_STAFF)
3425                         max_charges = k_ptr->pval - o_ptr->pval;
3426                 else
3427                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3428
3429                 /* Get the quantity for staves and wands */
3430                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3431                                         MIN(p_ptr->au / price, max_charges));
3432
3433                 /* Do nothing */
3434                 if (charges < 1) return;
3435
3436                 /* Get the new price */
3437                 price *= charges;
3438
3439                 /* Recharge */
3440                 o_ptr->pval += charges;
3441
3442                 /* We no longer think the item is empty */
3443                 o_ptr->ident &= ~(IDENT_EMPTY);
3444         }
3445
3446         /* Give feedback */
3447         object_desc(tmp_str, o_ptr, 0);
3448 #ifdef JP
3449         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3450 #else
3451         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3452 #endif
3453         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3454
3455         p_ptr->window |= (PW_INVEN);
3456
3457         /* Pay the price */
3458         p_ptr->au -= price;
3459
3460         /* Finished */
3461         return;
3462 }
3463
3464
3465 /*!
3466  * @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
3467  * @details
3468  * The player can select the number of charges to add\n
3469  * (up to a limit), and the recharge never fails.\n
3470  *\n
3471  * The cost for rods depends on the level of the rod. The prices\n
3472  * for recharging wands and staves are dependent on the cost of\n
3473  * the base-item.\n
3474  * @return なし
3475  */
3476 static void building_recharge_all(void)
3477 {
3478         INVENTORY_IDX i;
3479         DEPTH lev;
3480         object_type *o_ptr;
3481         object_kind *k_ptr;
3482         PRICE price = 0;
3483         PRICE total_cost = 0;
3484
3485
3486         /* Display some info */
3487         msg_flag = FALSE;
3488         clear_bldg(4, 18);
3489         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);
3490
3491         /* Calculate cost */
3492         for ( i = 0; i < INVEN_PACK; i++)
3493         {
3494                 o_ptr = &p_ptr->inventory_list[i];
3495                                 
3496                 /* skip non magic device */
3497                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3498
3499                 /* need identified */
3500                 if (!object_is_known(o_ptr)) total_cost += 50;
3501
3502                 /* Extract the object "level" */
3503                 lev = k_info[o_ptr->k_idx].level;
3504
3505                 k_ptr = &k_info[o_ptr->k_idx];
3506
3507                 switch (o_ptr->tval)
3508                 {
3509                 case TV_ROD:
3510                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3511                         break;
3512
3513                 case TV_STAFF:
3514                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3515                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3516
3517                         /* Pay at least 10 gold per charge */
3518                         price = MAX(10, price);
3519
3520                         /* Fully charge */
3521                         price = (k_ptr->pval - o_ptr->pval) * price;
3522                         break;
3523
3524                 case TV_WAND:
3525                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3526                         price = (k_info[o_ptr->k_idx].cost / 10);
3527
3528                         /* Pay at least 10 gold per charge */
3529                         price = MAX(10, price);
3530
3531                         /* Fully charge */
3532                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3533                         break;
3534                 }
3535
3536                 /* if price <= 0 then item have enough charge */
3537                 if (price > 0) total_cost += price;
3538         }
3539
3540         if (!total_cost)
3541         {
3542                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3543                 msg_print(NULL);
3544                 return;
3545         }
3546
3547         /* Check if the player has enough money */
3548         if (p_ptr->au < total_cost)
3549         {
3550                 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 );
3551                 msg_print(NULL);
3552                 return;
3553         }
3554         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3555         
3556         for (i = 0; i < INVEN_PACK; i++)
3557         {
3558                 o_ptr = &p_ptr->inventory_list[i];
3559                 k_ptr = &k_info[o_ptr->k_idx];
3560
3561                 /* skip non magic device */
3562                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3563
3564                 if (!object_is_known(o_ptr))
3565                 {
3566                         identify_item(p_ptr, o_ptr);
3567
3568                         /* Auto-inscription */
3569                         autopick_alter_item(i, FALSE);
3570                 }
3571
3572                 /* Recharge */
3573                 switch (o_ptr->tval)
3574                 {
3575                 case TV_ROD:
3576                         o_ptr->timeout = 0;
3577                         break;
3578                 case TV_STAFF:
3579                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3580                         /* We no longer think the item is empty */
3581                         o_ptr->ident &= ~(IDENT_EMPTY);
3582                         break;
3583                 case TV_WAND:
3584                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3585                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3586                         /* We no longer think the item is empty */
3587                         o_ptr->ident &= ~(IDENT_EMPTY);
3588                         break;
3589                 }
3590         }
3591
3592         /* Give feedback */
3593         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3594         msg_print(NULL);
3595         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3596
3597         p_ptr->window |= (PW_INVEN);
3598
3599         /* Pay the price */
3600         p_ptr->au -= total_cost;
3601
3602         /* Finished */
3603         return;
3604 }
3605
3606 /*!
3607  * @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-
3608  * @return 常にTRUEを返す。
3609  * @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。
3610  */
3611 static bool research_mon(void)
3612 {
3613         IDX i;
3614         int n;
3615         MONRACE_IDX r_idx;
3616         char sym, query;
3617         char buf[128];
3618         bool notpicked;
3619         bool recall = FALSE;
3620         u16b why = 0;
3621         MONSTER_IDX *who;
3622
3623         /* XTRA HACK WHATSEARCH */
3624         bool all = FALSE;
3625         bool uniq = FALSE;
3626         bool norm = FALSE;
3627         char temp[80] = "";
3628
3629         /* XTRA HACK REMEMBER_IDX */
3630         static int old_sym = '\0';
3631         static IDX old_i = 0;
3632
3633         screen_save();
3634
3635         /* Get a character, or abort */
3636         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):",
3637                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3638
3639         {
3640                 screen_load();
3641
3642                 return (FALSE);
3643         }
3644
3645         /* Find that character info, and describe it */
3646         for (i = 0; ident_info[i]; ++i)
3647         {
3648                 if (sym == ident_info[i][0]) break;
3649         }
3650
3651                 /* XTRA HACK WHATSEARCH */
3652         if (sym == KTRL('A'))
3653         {
3654                 all = TRUE;
3655                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3656         }
3657         else if (sym == KTRL('U'))
3658         {
3659                 all = uniq = TRUE;
3660                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3661         }
3662         else if (sym == KTRL('N'))
3663         {
3664                 all = norm = TRUE;
3665                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3666         }
3667         else if (sym == KTRL('M'))
3668         {
3669                 all = TRUE;
3670                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3671                 {
3672                         temp[0]=0;
3673                         screen_load();
3674
3675                         return FALSE;
3676                 }
3677                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3678         }
3679         else if (ident_info[i])
3680         {
3681                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3682         }
3683         else
3684         {
3685                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3686         }
3687
3688         /* Display the result */
3689         prt(buf, 16, 10);
3690
3691         /* Allocate the "who" array */
3692         C_MAKE(who, max_r_idx, MONRACE_IDX);
3693
3694         /* Collect matching monsters */
3695         for (n = 0, i = 1; i < max_r_idx; i++)
3696         {
3697                 monster_race *r_ptr = &r_info[i];
3698
3699                 /* Empty monster */
3700                 if (!r_ptr->name) continue;
3701
3702                 /* XTRA HACK WHATSEARCH */
3703                 /* Require non-unique monsters if needed */
3704                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3705
3706                 /* Require unique monsters if needed */
3707                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3708
3709                 /* 名前検索 */
3710                 if (temp[0])
3711                 {
3712                         int xx;
3713                         char temp2[80];
3714
3715                         for (xx = 0; temp[xx] && xx < 80; xx++)
3716                         {
3717 #ifdef JP
3718                                 if (iskanji(temp[xx]))
3719                                 {
3720                                         xx++;
3721                                         continue;
3722                                 }
3723 #endif
3724                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3725                         }
3726   
3727 #ifdef JP
3728                         strcpy(temp2, r_name + r_ptr->E_name);
3729 #else
3730                         strcpy(temp2, r_name + r_ptr->name);
3731 #endif
3732                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3733                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3734
3735 #ifdef JP
3736                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3737 #else
3738                         if (my_strstr(temp2, temp))
3739 #endif
3740                                 who[n++] = i;
3741                 }
3742                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3743         }
3744
3745         /* Nothing to recall */
3746         if (!n)
3747         {
3748                 /* Free the "who" array */
3749                 C_KILL(who, max_r_idx, MONRACE_IDX);
3750                 screen_load();
3751
3752                 return (FALSE);
3753         }
3754
3755         /* Sort by level */
3756         why = 2;
3757         query = 'y';
3758
3759         /* Sort if needed */
3760         if (why)
3761         {
3762                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3763         }
3764
3765
3766         /* Start at the end */
3767         /* XTRA HACK REMEMBER_IDX */
3768         if (old_sym == sym && old_i < n) i = old_i;
3769         else i = n - 1;
3770
3771         notpicked = TRUE;
3772
3773         /* Scan the monster memory */
3774         while (notpicked)
3775         {
3776                 r_idx = who[i];
3777
3778                 /* Hack -- Begin the prompt */
3779                 roff_top(r_idx);
3780
3781                 /* Hack -- Complete the prompt */
3782                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3783
3784                 /* Interact */
3785                 while (1)
3786                 {
3787                         if (recall)
3788                         {
3789                                 /*** Recall on screen ***/
3790
3791                                 /* Get maximal info about this monster */
3792                                 lore_do_probe(r_idx);
3793
3794                                 /* Save this monster ID */
3795                                 monster_race_track(r_idx);
3796                                 handle_stuff();
3797
3798                                 /* know every thing mode */
3799                                 screen_roff(r_idx, 0x01);
3800                                 notpicked = FALSE;
3801
3802                                 /* XTRA HACK REMEMBER_IDX */
3803                                 old_sym = sym;
3804                                 old_i = i;
3805                         }
3806
3807                         query = inkey();
3808
3809                         /* Normal commands */
3810                         if (query != 'r') break;
3811
3812                         recall = !recall;
3813                 }
3814
3815                 /* Stop scanning */
3816                 if (query == ESCAPE) break;
3817
3818                 /* Move to "prev" monster */
3819                 if (query == '-')
3820                 {
3821                         if (++i == n)
3822                         {
3823                                 i = 0;
3824                                 if (!expand_list) break;
3825                         }
3826                 }
3827
3828                 /* Move to "next" monster */
3829                 else
3830                 {
3831                         if (i-- == 0)
3832                         {
3833                                 i = n - 1;
3834                                 if (!expand_list) break;
3835                         }
3836                 }
3837         }
3838
3839
3840         /* Re-display the identity */
3841         /* prt(buf, 5, 5);*/
3842
3843         /* Free the "who" array */
3844         C_KILL(who, max_r_idx, MONRACE_IDX);
3845         screen_load();
3846
3847         return (!notpicked);
3848 }
3849
3850
3851 /*!
3852  * @brief 施設の処理実行メインルーチン / Execute a building command
3853  * @param player_ptr プレーヤーへの参照ポインタ
3854  * @param bldg 施設構造体の参照ポインタ
3855  * @param i 実行したい施設のサービステーブルの添字
3856  * @return なし
3857  */
3858 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3859 {
3860         BACT_IDX bact = bldg->actions[i];
3861         PRICE bcost;
3862         bool paid = FALSE;
3863
3864         msg_flag = FALSE;
3865         msg_erase();
3866
3867         if (is_owner(bldg))
3868                 bcost = bldg->member_costs[i];
3869         else
3870                 bcost = bldg->other_costs[i];
3871
3872         /* action restrictions */
3873         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3874             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3875         {
3876                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3877                 return;
3878         }
3879
3880         /* check gold (HACK - Recharge uses variable costs) */
3881         if ((bact != BACT_RECHARGE) &&
3882             (((bldg->member_costs[i] > player_ptr->au) && is_owner(bldg)) ||
3883              ((bldg->other_costs[i] > player_ptr->au) && !is_owner(bldg))))
3884         {
3885                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3886                 return;
3887         }
3888
3889         switch (bact)
3890         {
3891         case BACT_NOTHING:
3892                 /* Do nothing */
3893                 break;
3894         case BACT_RESEARCH_ITEM:
3895                 paid = identify_fully(player_ptr, FALSE);
3896                 break;
3897         case BACT_TOWN_HISTORY:
3898                 town_history();
3899                 break;
3900         case BACT_RACE_LEGENDS:
3901                 race_legends(p_ptr);
3902                 break;
3903         case BACT_QUEST:
3904                 castle_quest(player_ptr);
3905                 break;
3906         case BACT_KING_LEGENDS:
3907         case BACT_ARENA_LEGENDS:
3908         case BACT_LEGENDS:
3909                 show_highclass(player_ptr);
3910                 break;
3911         case BACT_POSTER:
3912         case BACT_ARENA_RULES:
3913         case BACT_ARENA:
3914                 arena_comm(player_ptr, bact);
3915                 break;
3916         case BACT_IN_BETWEEN:
3917         case BACT_CRAPS:
3918         case BACT_SPIN_WHEEL:
3919         case BACT_DICE_SLOTS:
3920         case BACT_GAMBLE_RULES:
3921         case BACT_POKER:
3922                 gamble_comm(bact);
3923                 break;
3924         case BACT_REST:
3925         case BACT_RUMORS:
3926         case BACT_FOOD:
3927                 paid = inn_comm(player_ptr, bact);
3928                 break;
3929         case BACT_RESEARCH_MONSTER:
3930                 paid = research_mon();
3931                 break;
3932         case BACT_COMPARE_WEAPONS:
3933                 paid = TRUE;
3934                 bcost = compare_weapons(player_ptr, bcost);
3935                 break;
3936         case BACT_ENCHANT_WEAPON:
3937                 item_tester_hook = object_allow_enchant_melee_weapon;
3938                 enchant_item(player_ptr, bcost, 1, 1, 0);
3939                 break;
3940         case BACT_ENCHANT_ARMOR:
3941                 item_tester_hook = object_is_armour;
3942                 enchant_item(player_ptr, bcost, 0, 0, 1);
3943                 break;
3944         case BACT_RECHARGE:
3945                 building_recharge();
3946                 break;
3947         case BACT_RECHARGE_ALL:
3948                 building_recharge_all();
3949                 break;
3950         case BACT_IDENTS: /* needs work */
3951                 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;
3952                 identify_pack(player_ptr);
3953                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3954                 paid = TRUE;
3955                 break;
3956         case BACT_IDENT_ONE: /* needs work */
3957                 paid = ident_spell(player_ptr, FALSE);
3958                 break;
3959         case BACT_LEARN:
3960                 do_cmd_study(player_ptr);
3961                 break;
3962         case BACT_HEALING: /* needs work */
3963                 paid = cure_critical_wounds(player_ptr, 200);
3964                 break;
3965         case BACT_RESTORE: /* needs work */
3966                 paid = restore_all_status(player_ptr);
3967                 break;
3968         case BACT_ENCHANT_ARROWS:
3969                 item_tester_hook = item_tester_hook_ammo;
3970                 enchant_item(player_ptr, bcost, 1, 1, 0);
3971                 break;
3972         case BACT_ENCHANT_BOW:
3973                 item_tester_tval = TV_BOW;
3974                 enchant_item(player_ptr, bcost, 1, 1, 0);
3975                 break;
3976
3977         case BACT_RECALL:
3978                 if (recall_player(player_ptr, 1)) paid = TRUE;
3979                 break;
3980
3981         case BACT_TELEPORT_LEVEL:
3982                 clear_bldg(4, 20);
3983                 paid = free_level_recall(player_ptr);
3984                 break;
3985
3986         case BACT_LOSE_MUTATION:
3987                 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3988                         (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3989                 {
3990                         while(!lose_mutation(player_ptr, 0));
3991                         paid = TRUE;
3992                 }
3993                 else
3994                 {
3995                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3996                         msg_print(NULL);
3997                 }
3998                 break;
3999
4000         case BACT_BATTLE:
4001                 kakutoujou(player_ptr);
4002                 break;
4003
4004         case BACT_TSUCHINOKO:
4005                 tsuchinoko();
4006                 break;
4007
4008         case BACT_BOUNTY:
4009                 show_bounty();
4010                 break;
4011
4012         case BACT_TARGET:
4013                 today_target();
4014                 break;
4015
4016         case BACT_KANKIN:
4017                 kankin(player_ptr);
4018                 break;
4019
4020         case BACT_HEIKOUKA:
4021                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4022                 set_virtue(player_ptr, V_COMPASSION, 0);
4023                 set_virtue(player_ptr, V_HONOUR, 0);
4024                 set_virtue(player_ptr, V_JUSTICE, 0);
4025                 set_virtue(player_ptr, V_SACRIFICE, 0);
4026                 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4027                 set_virtue(player_ptr, V_FAITH, 0);
4028                 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4029                 set_virtue(player_ptr, V_ENCHANT, 0);
4030                 set_virtue(player_ptr, V_CHANCE, 0);
4031                 set_virtue(player_ptr, V_NATURE, 0);
4032                 set_virtue(player_ptr, V_HARMONY, 0);
4033                 set_virtue(player_ptr, V_VITALITY, 0);
4034                 set_virtue(player_ptr, V_UNLIFE, 0);
4035                 set_virtue(player_ptr, V_PATIENCE, 0);
4036                 set_virtue(player_ptr, V_TEMPERANCE, 0);
4037                 set_virtue(player_ptr, V_DILIGENCE, 0);
4038                 set_virtue(player_ptr, V_VALOUR, 0);
4039                 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4040                 get_virtues(player_ptr);
4041                 paid = TRUE;
4042                 break;
4043
4044         case BACT_TELE_TOWN:
4045                 paid = tele_town(player_ptr);
4046                 break;
4047
4048         case BACT_EVAL_AC:
4049                 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4050                 break;
4051
4052         case BACT_BROKEN_WEAPON:
4053                 paid = TRUE;
4054                 bcost = repair_broken_weapon(player_ptr, bcost);
4055                 break;
4056         }
4057
4058         if (paid) player_ptr->au -= bcost;
4059 }
4060
4061
4062 /*!
4063  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4064  * @param プレーヤーへの参照ポインタ
4065  * @return なし
4066  */
4067 void do_cmd_bldg(player_type *player_ptr)
4068 {
4069         int             i, which;
4070         char            command;
4071         bool            validcmd;
4072         building_type   *bldg;
4073
4074         if(player_ptr->wild_mode) return;
4075
4076         take_turn(player_ptr, 100);
4077
4078         if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4079         {
4080                 msg_print(_("ここには建物はない。", "You see no building here."));
4081                 return;
4082         }
4083
4084         which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4085
4086         bldg = &building[which];
4087
4088         /* Don't re-init the wilderness */
4089         reinit_wilderness = FALSE;
4090
4091         if ((which == 2) && (player_ptr->arena_number < 0))
4092         {
4093                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4094                 return;
4095         }
4096         else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4097         {
4098                 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4099                 {
4100                         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);
4101                 }
4102                 else
4103                 {
4104                         /* Don't save the arena as saved floor */
4105                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4106
4107                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4108                         player_ptr->leaving = TRUE;
4109
4110                         /* Re-enter the arena */
4111                         command_new = SPECIAL_KEY_BUILDING;
4112
4113                         /* No energy needed to re-enter the arena */
4114                         free_turn(player_ptr);
4115                 }
4116
4117                 return;
4118         }
4119         else if (player_ptr->phase_out)
4120         {
4121                 /* Don't save the arena as saved floor */
4122                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4123
4124                 player_ptr->leaving = TRUE;
4125                 player_ptr->phase_out = FALSE;
4126
4127                 /* Re-enter the monster arena */
4128                 command_new = SPECIAL_KEY_BUILDING;
4129
4130                 /* No energy needed to re-enter the arena */
4131                 free_turn(player_ptr);
4132
4133                 return;
4134         }
4135         else
4136         {
4137                 player_ptr->oldpy = player_ptr->y;
4138                 player_ptr->oldpx = player_ptr->x;
4139         }
4140
4141         forget_lite(player_ptr->current_floor_ptr);
4142         forget_view(player_ptr->current_floor_ptr);
4143
4144         /* Hack -- Increase "icky" depth */
4145         current_world_ptr->character_icky++;
4146
4147         command_arg = 0;
4148         command_rep = 0;
4149         command_new = 0;
4150
4151         show_building(bldg);
4152         player_ptr->leave_bldg = FALSE;
4153
4154         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4155
4156         while (!player_ptr->leave_bldg)
4157         {
4158                 validcmd = FALSE;
4159                 prt("", 1, 0);
4160
4161                 building_prt_gold();
4162
4163                 command = inkey();
4164
4165                 if (command == ESCAPE)
4166                 {
4167                         player_ptr->leave_bldg = TRUE;
4168                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4169                         player_ptr->phase_out = FALSE;
4170                         break;
4171                 }
4172
4173                 for (i = 0; i < 8; i++)
4174                 {
4175                         if (bldg->letters[i])
4176                         {
4177                                 if (bldg->letters[i] == command)
4178                                 {
4179                                         validcmd = TRUE;
4180                                         break;
4181                                 }
4182                         }
4183                 }
4184
4185                 if(validcmd) bldg_process_command(player_ptr, bldg, i);
4186
4187                 handle_stuff();
4188         }
4189
4190         select_floor_music(player_ptr);
4191
4192         msg_flag = FALSE;
4193         msg_erase();
4194
4195         /* Reinit wilderness to activate quests ... */
4196         if (reinit_wilderness) player_ptr->leaving = TRUE;
4197
4198         /* Hack -- Decrease "icky" depth */
4199         current_world_ptr->character_icky--;
4200
4201         Term_clear();
4202
4203         player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4204         player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4205         player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4206 }
4207
4208
4209 /*!
4210  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4211  * @return なし
4212  * @note conv_old is used if loaded 0.0.3 or older save file
4213  */
4214 void determine_today_mon(bool conv_old)
4215 {
4216         int max_dl = 3, i;
4217         bool old_inside_battle = p_ptr->phase_out;
4218         monster_race *r_ptr;
4219
4220         if (!conv_old)
4221         {
4222                 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4223                 {
4224                         if (max_dlv[i] < d_info[i].mindepth) continue;
4225                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4226                 }
4227         }
4228         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4229
4230         p_ptr->phase_out = TRUE;
4231         get_mon_num_prep(NULL, NULL);
4232
4233         while (1)
4234         {
4235                 today_mon = get_mon_num(max_dl);
4236                 r_ptr = &r_info[today_mon];
4237
4238                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4239                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4240                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4241                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4242                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4243                 if (r_ptr->rarity > 10) continue;
4244                 break;
4245         }
4246
4247         p_ptr->today_mon = 0;
4248         p_ptr->phase_out = old_inside_battle;
4249 }
4250
4251
4252
4253 /*!
4254  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4255  * @return なし
4256  */
4257 void determine_bounty_uniques(void)
4258 {
4259         int i, j;
4260         MONRACE_IDX tmp;
4261         monster_race *r_ptr;
4262
4263         get_mon_num_prep(NULL, NULL);
4264         for (i = 0; i < MAX_BOUNTY; i++)
4265         {
4266                 while (1)
4267                 {
4268                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4269                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4270
4271                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4272
4273                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4274
4275                         if (r_ptr->rarity > 100) continue;
4276
4277                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4278
4279                         for (j = 0; j < i; j++)
4280                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4281
4282                         if (j == i) break;
4283                 }
4284         }
4285
4286         /* Sort them */
4287         for (i = 0; i < MAX_BOUNTY - 1; i++)
4288         {
4289                 for (j = i; j < MAX_BOUNTY; j++)
4290                 {
4291                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4292                         {
4293                                 tmp = current_world_ptr->bounty_r_idx[i];
4294                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4295                                 current_world_ptr->bounty_r_idx[j] = tmp;
4296                         }
4297                 }
4298         }
4299 }