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[Refactor] #38993 m_cnt, m_max を floor_type 構造体に取り込み.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17
18 #include "floor.h"
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "object-boost.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "monster.h"
25 #include "monsterrace-hook.h"
26 #include "melee.h"
27 #include "wild.h"
28 #include "world.h"
29 #include "sort.h"
30
31 #include "avatar.h"
32 #include "bldg.h"
33 #include "dungeon.h"
34 #include "mutation.h"
35 #include "quest.h"
36 #include "artifact.h"
37 #include "cmd-spell.h"
38 #include "rumor.h"
39 #include "player-status.h"
40 #include "spells.h"
41 #include "spells-status.h"
42 #include "realm-hex.h"
43 #include "dungeon-file.h"
44
45 #include "files.h"
46 #include "player-effects.h"
47 #include "scores.h"
48 #include "shoot.h"
49 #include "view-mainwindow.h"
50
51
52 /*
53  * Buildings
54  */
55 building_type building[MAX_BLDG];
56
57
58 /*!
59  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
60  */
61 const arena_type arena_info[MAX_ARENA_MONS + 2] =
62 {
63         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
64         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
65         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
66         { MON_LION_HEART,    0,         0                             },
67         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
68         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
69         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
70         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
71         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
72         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
73         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
74         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
75         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
76         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
77         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
78         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
79         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
80         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
81         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
82         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
83         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
84         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
85         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
86         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
87         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
88         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
89         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
90         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
91         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
92         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
93         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
94         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
95         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
96         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
97         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
98         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
99         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
100         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
101         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
102         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
103         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
104         { 0,                 0,         0                             }, /* Victory prizing */
105         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
106 };
107
108 /*!
109  * @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。
110  * @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、
111  * 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。
112  * @param bldg 施設構造体の参照ポインタ
113  * @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。
114  */
115 static bool is_owner(building_type *bldg)
116 {
117         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
118         {
119                 return (TRUE);
120         }
121
122         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
123         {
124                 return (TRUE);
125         }
126
127         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
128                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
129         {
130                 return (TRUE);
131         }
132
133         return (FALSE);
134 }
135
136 /*!
137  * @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。
138  (スペルマスターの特別判定つき)
139  * @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、
140  * 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。
141  * @param bldg 施設構造体の参照ポインタ
142  * @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。
143  * @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。
144  */
145 static bool is_member(building_type *bldg)
146 {
147         if (bldg->member_class[p_ptr->pclass])
148         {
149                 return (TRUE);
150         }
151
152         if (bldg->member_race[p_ptr->prace])
153         {
154                 return (TRUE);
155         }
156
157         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
158             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
159         {
160                 return (TRUE);
161         }
162
163
164         if (p_ptr->pclass == CLASS_SORCERER)
165         {
166                 int i;
167                 bool OK = FALSE;
168                 for (i = 0; i < MAX_MAGIC; i++)
169                 {
170                         if (bldg->member_realm[i+1]) OK = TRUE;
171                 }
172                 return OK;
173         }
174         return (FALSE);
175 }
176
177 /*!
178  * @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
179  * @details 消去は行毎にヌル文字列で行われる。
180  * @param min_row 開始行番号
181  * @param max_row 末尾行番号
182  * @return なし
183  */
184 void clear_bldg(int min_row, int max_row)
185 {
186         int   i;
187
188         for (i = min_row; i <= max_row; i++)
189                 prt("", i, 0);
190 }
191
192 /*!
193  * @brief 所持金を表示する。
194  * @return なし
195  */
196 static void building_prt_gold(void)
197 {
198         char tmp_str[80];
199         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
200         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
201         prt(tmp_str, 23, 68);
202 }
203
204 /*!
205  * @brief 施設のサービス一覧を表示する / Display a building.
206  * @param bldg 施設構造体の参照ポインタ
207  * @return なし
208  */
209 static void show_building(building_type* bldg)
210 {
211         char buff[20];
212         int i;
213         byte action_color;
214         char tmp_str[80];
215
216         Term_clear();
217         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
218         prt(tmp_str, 2, 1);
219
220
221         for (i = 0; i < 8; i++)
222         {
223                 if (bldg->letters[i])
224                 {
225                         if (bldg->action_restr[i] == 0)
226                         {
227                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
228                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
229                                 {
230                                         action_color = TERM_WHITE;
231                                         buff[0] = '\0';
232                                 }
233                                 else if (is_owner(bldg))
234                                 {
235                                         action_color = TERM_YELLOW;
236                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
237                                 }
238                                 else
239                                 {
240                                         action_color = TERM_YELLOW;
241                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
242                         }
243                         else if (bldg->action_restr[i] == 1)
244                         {
245                                 if (!is_member(bldg))
246                                 {
247                                         action_color = TERM_L_DARK;
248                                         strcpy(buff, _("(閉店)", "(closed)"));
249                                 }
250                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
251                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
252                                 {
253                                         action_color = TERM_WHITE;
254                                         buff[0] = '\0';
255                                 }
256                                 else if (is_owner(bldg))
257                                 {
258                                         action_color = TERM_YELLOW;
259                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
260                                 }
261                                 else
262                                 {
263                                         action_color = TERM_YELLOW;
264                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
265                                 }
266                         }
267                         else
268                         {
269                                 if (!is_owner(bldg))
270                                 {
271                                         action_color = TERM_L_DARK;
272                                         strcpy(buff, _("(閉店)", "(closed)"));
273                                 }
274                                 else if (bldg->member_costs[i] != 0)
275                                 {
276                                         action_color = TERM_YELLOW;
277                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
278                                 }
279                                 else
280                                 {
281                                         action_color = TERM_WHITE;
282                                         buff[0] = '\0';
283                                 }
284                         }
285
286                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
287                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
288                 }
289         }
290         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
291 }
292
293 /*!
294  * @brief 闘技場に入るコマンドの処理 / arena commands
295  * @param cmd 闘技場処理のID
296  * @return なし
297  */
298 static void arena_comm(int cmd)
299 {
300         monster_race    *r_ptr;
301         concptr            name;
302
303
304         switch (cmd)
305         {
306                 case BACT_ARENA:
307                         if (p_ptr->arena_number == MAX_ARENA_MONS)
308                         {
309                                 clear_bldg(5, 19);
310                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
311                                 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);
312                                 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);
313
314                                 prt("", 10, 0);
315                                 prt("", 11, 0);
316                                 p_ptr->au += 1000000L;
317                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
318                                 msg_print(NULL);
319                                 p_ptr->arena_number++;
320                         }
321                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
322                         {
323                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
324                                 {
325                                         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."));
326                                         msg_print(NULL);
327                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
328                                         {       
329                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
330                                                 msg_print(NULL);
331                                         
332                                                 p_ptr->exit_bldg = FALSE;
333                                                 reset_tim_flags();
334
335                                                 /* Save the surface floor as saved floor */
336                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
337
338                                                 p_ptr->inside_arena = TRUE;
339                                                 p_ptr->leaving = TRUE;
340                                                 p_ptr->leave_bldg = TRUE;
341                                         }
342                                         else
343                                         {
344                                                 msg_print(_("残念だ。", "We are disappointed."));
345                                         }
346                                 }
347                                 else
348                                 {
349                                         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。",
350                                                                 "You enter the arena briefly and bask in your glory."));
351                                         msg_print(NULL);
352                                 }
353                         }
354                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
355                         {
356                                 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。",
357                                                         "You don't have permission to enter with pet."));
358                                 msg_print(NULL);
359                         }
360                         else
361                         {
362                                 p_ptr->exit_bldg = FALSE;
363                                 reset_tim_flags();
364
365                                 /* Save the surface floor as saved floor */
366                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
367
368                                 p_ptr->inside_arena = TRUE;
369                                 p_ptr->leaving = TRUE;
370                                 p_ptr->leave_bldg = TRUE;
371                         }
372                         break;
373                 case BACT_POSTER:
374                         if (p_ptr->arena_number == MAX_ARENA_MONS)
375                                 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。",
376                                                         "You are victorious. Enter the arena for the ceremony."));
377
378                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
379                         {
380                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
381                         }
382                         else
383                         {
384                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
385                                 name = (r_name + r_ptr->name);
386                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
387
388                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
389                                 p_ptr->window |= (PW_MONSTER);
390                                 handle_stuff();
391
392                         }
393                         break;
394                 case BACT_ARENA_RULES:
395                         screen_save();
396
397                         /* Peruse the arena help file */
398                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
399                         screen_load();
400
401                         break;
402         }
403 }
404
405 /*!
406  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
407  * @param row シンボルを表示する行の上端
408  * @param col シンボルを表示する行の左端
409  * @param fruit 表示するシンボルID
410  * @return なし
411  */
412 static void display_fruit(int row, int col, int fruit)
413 {
414         switch (fruit)
415         {
416                 case 0: /* lemon */
417                         c_put_str(TERM_YELLOW, "   ####.", row, col);
418                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
419                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
420                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
421                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
422                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
423                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
424                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
425                         prt(                 _(" レモン ",
426                                                            " Lemon  "), row + 8, col);
427                         break;
428                 case 1: /* orange */
429                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
430                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
431                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
432                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
433                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
434                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
435                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
436                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
437                         prt(                 _("オレンジ",
438                                                                    " Orange "), row + 8, col);
439                         break;
440                 case 2: /* sword */
441                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
442                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
443                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
444                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
445                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
446                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
447                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
448                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
449                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
450                         break;
451                 case 3: /* shield */
452                         c_put_str(TERM_SLATE, " ###### ", row, col);
453                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
454                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
455                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
456                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
457                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
458                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
459                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
460                         prt(                _("   盾   ",
461                                                                   " Shield "), row + 8, col);
462                         break;
463                 case 4: /* plum */
464                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
465                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
466                         c_put_str(TERM_VIOLET, "########", row + 2, col);
467                         c_put_str(TERM_VIOLET, "########", row + 3, col);
468                         c_put_str(TERM_VIOLET, "########", row + 4, col);
469                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
470                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
471                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
472                         prt(                 _(" プラム ",
473                                                                    "  Plum  "), row + 8, col);
474                         break;
475                 case 5: /* cherry */
476                         c_put_str(TERM_RED, "      ##", row, col);
477                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
478                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
479                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
480                         c_put_str(TERM_RED, " ###### ", row + 4, col);
481                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
482                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
483                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
484                         prt(              _("チェリー",
485                                                                 " Cherry "), row + 8, col);
486                         break;
487         }
488 }
489
490 /*! @note
491  * kpoker no (tyuto-hannpa na)pakuri desu...
492  * joker ha shineru node haitte masen.
493  *
494  * TODO: donataka! tsukutte!
495  *  - agatta yaku no kiroku (like DQ).
496  *  - kakkoii card no e.
497  *  - sousa-sei no koujyo.
498  *  - code wo wakariyasuku.
499  *  - double up.
500  *  - Joker... -- done.
501  *
502  * 9/13/2000 --Koka
503  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
504  */
505
506 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
507 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
508 #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 */
509
510 static int cards[5]; /*!< ポーカーの現在の手札ID */
511
512 /*!
513  * @brief ポーカーの山札を切る。
514  * @param deck デッキの配列
515  * @return なし
516  */
517 static void reset_deck(int deck[])
518 {
519         int i;
520         for (i = 0; i < 53; i++) deck[i] = i;
521
522         /* shuffle cards */
523         for (i = 0; i < 53; i++){
524                 int tmp1 = randint0(53 - i) + i;
525                 int tmp2 = deck[i];
526                 deck[i] = deck[tmp1];
527                 deck[tmp1] = tmp2;
528         }
529 }
530
531 /*!
532  * @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。
533  * @return ジョーカーを持っているか。
534  */
535 static bool have_joker(void)
536 {
537         int i;
538
539         for (i = 0; i < 5; i++){
540           if(IS_JOKER(cards[i])) return TRUE;
541         }
542         return FALSE;
543 }
544
545 /*!
546  * @brief ポーカーの手札に該当の番号の札があるかを返す。
547  * @param num 探したいカードの番号。
548  * @return 該当の番号が手札にあるか。
549  */
550 static bool find_card_num(int num)
551 {
552         int i;
553         for (i = 0; i < 5; i++)
554                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
555         return FALSE;
556 }
557
558 /*!
559  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
560  * @return 役の判定結果
561  */
562 static bool yaku_check_flush(void)
563 {
564         int i, suit;
565         bool joker_is_used = FALSE;
566
567         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
568         for (i = 0; i < 5; i++){
569                 if (SUIT_OF(cards[i]) != suit){
570                   if(have_joker() && !joker_is_used)
571                     joker_is_used = TRUE;
572                   else
573                     return FALSE;
574                 }
575         }
576
577         return TRUE;
578 }
579
580 /*!
581  * @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。
582  * @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
583  */
584 static int yaku_check_straight(void)
585 {
586         int i, lowest = 99;
587         bool joker_is_used = FALSE;
588         bool straight = FALSE;
589
590         /* get lowest */
591         for (i = 0; i < 5; i++)
592         {
593                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
594                         lowest = NUM_OF(cards[i]);
595         }
596         
597         /* Check Royal Straight Flush */
598         if (yaku_check_flush())
599         {
600           if( lowest == 0 ){
601                 for (i = 0; i < 4; i++)
602                 {
603                         if (!find_card_num(9 + i)){
604                                 if( have_joker() && !joker_is_used )
605                                   joker_is_used = TRUE;
606                                 else
607                                   break;
608                         }
609                 }
610                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
611           }
612           if(lowest == 9){
613                 for (i = 0; i < 3; i++)
614                 {
615                         if (!find_card_num(10 + i))
616                                 break;
617                 }
618                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
619           }
620         }
621
622         joker_is_used = FALSE;
623
624         /* Straight Only Check */
625
626         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
627                 for (i = 0; i < 4; i++)
628                 {
629                         if (!find_card_num(9 + i)) {
630                                 if (have_joker() && !joker_is_used)
631                                         joker_is_used = TRUE;
632                                 else
633                                         break; /* None */
634                         }
635                 }
636                 if(i == 4) straight = TRUE;
637         }
638
639         joker_is_used = FALSE;
640
641         for (i = 0; i < 5; i++)
642         {
643                 if(!find_card_num(lowest + i)){
644                         if( have_joker() && !joker_is_used )
645                                 joker_is_used = TRUE;
646                         else
647                                 break; /* None */
648                 }
649         }
650         if(i == 5) straight = TRUE;
651         
652         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
653         else if(straight) return 1; /* Only Straight */
654         else return 0;
655 }
656
657 /*!
658  * @brief ポーカーのペア役の状態を返す。
659  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
660  */
661 static int yaku_check_pair(void)
662 {
663         int i, i2, matching = 0;
664
665         for (i = 0; i < 5; i++)
666         {
667                 for (i2 = i+1; i2 < 5; i2++)
668                 {
669                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
670                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
671                                 matching++;
672                 }
673         }
674
675         if(have_joker()){
676           switch(matching){
677           case 0:
678             matching = 1;
679             break;
680           case 1:
681             matching = 3;
682             break;
683           case 2:
684             matching = 4;
685             break;
686           case 3:
687             matching = 6;
688             break;
689           case 6:
690             matching = 7;
691             break;
692           default:
693             /* don't reach */
694             break;
695           }
696         }
697
698         return matching;
699 }
700
701 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
702 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
703 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
704 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
705 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
706 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
707 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
708 #define ODDS_ST 4 /*!< ストレートの役倍率 */
709 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
710 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
711
712 /*!
713  * @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。
714  * @return 役のID
715  */
716 static int yaku_check(void)
717 {
718         prt("                            ", 4, 3);
719
720         switch(yaku_check_straight()){
721         case 3: /* RF! */
722                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
723                 return ODDS_RF;
724         case 2: /* SF! */
725                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
726                 return ODDS_SF;
727         case 1:
728                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
729                 return ODDS_ST;
730         default:
731                 /* Not straight -- fall through */
732                 break;
733         }
734
735         if (yaku_check_flush())
736         {
737                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
738                 return ODDS_FL;
739         }
740
741         switch (yaku_check_pair())
742         {
743         case 1:
744                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
745                 return 0;
746         case 2:
747                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
748                 return ODDS_2P;
749         case 3:
750                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
751                 return ODDS_3C;
752         case 4:
753                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
754                 return ODDS_FH;
755         case 6:
756                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
757                 return ODDS_4C;
758         case 7:
759                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
760                 {
761                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
762                         return ODDS_5A;
763                 }
764                 else
765                 {
766                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
767                         return ODDS_5C;
768                 }
769         default:
770                 break;
771         }
772         return 0;
773 }
774
775 /*!
776  * @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。
777  * @param hoge カーソルの現在位置
778  * @param kaeruka カードの捨てる/残すフラグ配列
779  * @return なし
780  */
781 static void display_kaeruka(int hoge, int kaeruka[])
782 {
783         int i;
784         char col = TERM_WHITE;
785         for (i = 0; i < 5; i++)
786         {
787                 if (i == hoge) col = TERM_YELLOW;
788                 else if(kaeruka[i]) col = TERM_WHITE;
789                 else col = TERM_L_BLUE;
790                 
791                 if(kaeruka[i])
792                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
793                 else
794                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
795         }
796         if (hoge > 4) col = TERM_YELLOW;
797         else col = TERM_WHITE;
798         c_put_str(col, _("決定", "Sure"), 16,  38);
799
800         /* Hilite current option */
801         if (hoge < 5) move_cursor(14, 5+hoge*16);
802         else move_cursor(16, 38);
803 }
804
805 /*!
806  * @brief ポーカーの手札を表示する。
807  * @return なし
808  */
809 static void display_cards(void)
810 {
811         int i, j;
812         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
813 #ifdef JP
814         concptr suit[4] = {"★", "●", "¶", "†"};
815         concptr card_grph[13][7] = {{"A   %s     ",
816                                   "     変     ",
817                                   "     愚     ",
818                                   "     蛮     ",
819                                   "     怒     ",
820                                   "     %s     ",
821                                   "          A"},
822                                  {"2          ",
823                                   "     %s     ",
824                                   "            ",
825                                   "            ",
826                                   "            ",
827                                   "     %s     ",
828                                   "          2"},
829                                  {"3          ",
830                                   "     %s     ",
831                                   "            ",
832                                   "     %s     ",
833                                   "            ",
834                                   "     %s     ",
835                                   "          3"},
836                                  {"4          ",
837                                   "   %s  %s   ",
838                                   "            ",
839                                   "            ",
840                                   "            ",
841                                   "   %s  %s   ",
842                                   "          4"},
843                                  {"5          ",
844                                   "   %s  %s   ",
845                                   "            ",
846                                   "     %s     ",
847                                   "            ",
848                                   "   %s  %s   ",
849                                   "          5"},
850                                  {"6          ",
851                                   "   %s  %s   ",
852                                   "            ",
853                                   "   %s  %s   ",
854                                   "            ",
855                                   "   %s  %s   ",
856                                   "          6"},
857                                  {"7          ",
858                                   "   %s  %s   ",
859                                   "     %s     ",
860                                   "   %s  %s   ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "          7"},
864                                  {"8          ",
865                                   "   %s  %s   ",
866                                   "     %s     ",
867                                   "   %s  %s   ",
868                                   "     %s     ",
869                                   "   %s  %s   ",
870                                   "          8"},
871                                  {"9 %s  %s   ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "     %s     ",
875                                   "   %s  %s   ",
876                                   "            ",
877                                   "   %s  %s 9"},
878                                  {"10 %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s   ",
881                                   "            ",
882                                   "   %s  %s   ",
883                                   "     %s     ",
884                                   "   %s  %s 10"},
885                                  {"J   Λ     ",
886                                   "%s   ||     ",
887                                   "     ||     ",
888                                   "     ||     ",
889                                   "     ||     ",
890                                   "   |=亜=| %s",
891                                   "     目   J"},
892                                  {"Q ######   ",
893                                   "%s#      #  ",
894                                   "  # ++++ #  ",
895                                   "  # +==+ #  ",
896                                   "   # ++ #   ",
897                                   "    #  #  %s",
898                                   "     ##   Q"},
899                                  {"K          ",
900                                   "%s `⌒´   ",
901                                   "  γγγλ  ",
902                                   "  ο ο ι  ",
903                                   "   υ    ∂ ",
904                                   "    σ ノ %s",
905                                   "          K"}};
906         concptr joker_grph[7] = {    "            ",
907                                   "     J     ",
908                                   "     O     ",
909                                   "     K     ",
910                                   "     E     ",
911                                   "     R     ",
912                                   "            "};
913
914 #else
915
916         concptr suit[4] = {"[]", "qp", "<>", "db"};
917         concptr card_grph[13][7] = {{"A    %s     ",
918                                   "     He     ",
919                                   "     ng     ",
920                                   "     ba     ",
921                                   "     nd     ",
922                                   "     %s     ",
923                                   "           A"},
924                                  {"2           ",
925                                   "     %s     ",
926                                   "            ",
927                                   "            ",
928                                   "            ",
929                                   "     %s     ",
930                                   "           2"},
931                                  {"3           ",
932                                   "     %s     ",
933                                   "            ",
934                                   "     %s     ",
935                                   "            ",
936                                   "     %s     ",
937                                   "           3"},
938                                  {"4           ",
939                                   "   %s  %s   ",
940                                   "            ",
941                                   "            ",
942                                   "            ",
943                                   "   %s  %s   ",
944                                   "           4"},
945                                  {"5           ",
946                                   "   %s  %s   ",
947                                   "            ",
948                                   "     %s     ",
949                                   "            ",
950                                   "   %s  %s   ",
951                                   "           5"},
952                                  {"6           ",
953                                   "   %s  %s   ",
954                                   "            ",
955                                   "   %s  %s   ",
956                                   "            ",
957                                   "   %s  %s   ",
958                                   "           6"},
959                                  {"7           ",
960                                   "   %s  %s   ",
961                                   "     %s     ",
962                                   "   %s  %s   ",
963                                   "            ",
964                                   "   %s  %s   ",
965                                   "           7"},
966                                  {"8           ",
967                                   "   %s  %s   ",
968                                   "     %s     ",
969                                   "   %s  %s   ",
970                                   "     %s     ",
971                                   "   %s  %s   ",
972                                   "           8"},
973                                  {"9  %s  %s   ",
974                                   "            ",
975                                   "   %s  %s   ",
976                                   "     %s     ",
977                                   "   %s  %s   ",
978                                   "            ",
979                                   "   %s  %s  9"},
980                                  {"10 %s  %s   ",
981                                   "     %s     ",
982                                   "   %s  %s   ",
983                                   "            ",
984                                   "   %s  %s   ",
985                                   "     %s     ",
986                                   "   %s  %s 10"},
987                                  {"J    /\\     ",
988                                   "%s   ||     ",
989                                   "     ||     ",
990                                   "     ||     ",
991                                   "     ||     ",
992                                   "   |=HH=| %s",
993                                   "     ][    J"},
994                                  {"Q  ######   ",
995                                   "%s#      #  ",
996                                   "  # ++++ #  ",
997                                   "  # +==+ #  ",
998                                   "   # ++ #   ",
999                                   "    #  #  %s",
1000                                   "     ##    Q"},
1001                                  {"K           ",
1002                                   "%s _'~~`_   ",
1003                                   "   jjjjj$&  ",
1004                                   "   q q uu   ",
1005                                   "   c    &   ",
1006                                   "    v__/  %s",
1007                                   "           K"}};
1008         concptr joker_grph[7] = {    "            ",
1009                                   "     J      ",
1010                                   "     O      ",
1011                                   "     K      ",
1012                                   "     E      ",
1013                                   "     R      ",
1014                                   "            "};
1015 #endif
1016
1017         for (i = 0; i < 5; i++)
1018         {
1019                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1020         }
1021
1022         for (i = 0; i < 5; i++)
1023         {
1024                 for (j = 0; j < 7; j++)
1025                 {
1026                         prt(_("┃", " |"),  j+6,  i*16);
1027                         if(IS_JOKER(cards[i]))
1028                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1029                         else
1030                                 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);
1031                         prt(_("┃", "| "),  j+6,  i*16+14);
1032                 }
1033         }
1034         for (i = 0; i < 5; i++)
1035         {
1036                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1037         }
1038 }
1039
1040 /*!
1041  * @brief ポーカーの1プレイルーチン。
1042  * @return 1プレイの役の結果
1043  */
1044 static int do_poker(void)
1045 {
1046         int i, k = 2;
1047         char cmd;
1048         int deck[53]; /* yamafuda : 0...52 */
1049         int deck_ptr = 0;
1050         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1051
1052         bool done = FALSE;
1053         bool kettei = TRUE;
1054         bool kakikae = TRUE;
1055
1056         reset_deck(deck);
1057
1058         for (i = 0; i < 5; i++)
1059         {
1060                 cards[i] = deck[deck_ptr++];
1061                 kaeruka[i] = 0; /* default:nokosu */
1062         }
1063
1064         /* suteruno wo kimeru */
1065         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);
1066
1067         display_cards();
1068         yaku_check();
1069
1070         while (!done)
1071         {
1072                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1073                 kakikae = FALSE;
1074                 cmd = inkey();
1075                 switch (cmd)
1076                 {
1077                 case '6': case 'l': case 'L': case KTRL('F'):
1078                         if (!kettei) k = (k+1)%5;
1079                         else {k = 0;kettei = FALSE;}
1080                         kakikae = TRUE;
1081                         break;
1082                 case '4': case 'h': case 'H': case KTRL('B'):
1083                         if (!kettei) k = (k+4)%5;
1084                         else {k = 4;kettei = FALSE;}
1085                         kakikae = TRUE;
1086                         break;
1087                 case '2': case 'j': case 'J': case KTRL('N'):
1088                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1089                         break;
1090                 case '8': case 'k': case 'K': case KTRL('P'):
1091                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1092                         break;
1093                 case ' ': case '\r':
1094                         if (kettei) done = TRUE;
1095                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1096                         break;
1097                 default:
1098                         break;
1099                 }
1100         }
1101         
1102         prt("",0,0);
1103
1104         for (i = 0; i < 5; i++)
1105                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1106
1107         display_cards();
1108         
1109         return yaku_check();
1110 }
1111 #undef SUIT_OF
1112 #undef NUM_OF
1113 #undef IS_JOKER
1114 /* end of poker codes --Koka */
1115
1116 /*!
1117  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1118  * @param cmd プレイするゲームID
1119  * @return なし
1120  */
1121 static bool gamble_comm(int cmd)
1122 {
1123         int i;
1124         int roll1, roll2, roll3, choice, odds, win;
1125         s32b wager;
1126         s32b maxbet;
1127         s32b oldgold;
1128
1129         char out_val[160], tmp_str[80], again;
1130         concptr p;
1131
1132         screen_save();
1133
1134         if (cmd == BACT_GAMBLE_RULES)
1135         {
1136                 /* Peruse the gambling help file */
1137                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1138         }
1139         else
1140         {
1141                 /* No money */
1142                 if (p_ptr->au < 1)
1143                 {
1144                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1145                                                 "Hey! You don't have gold - get out of here!"));
1146                         msg_print(NULL);
1147                         screen_load();
1148                         return FALSE;
1149                 }
1150
1151                 clear_bldg(5, 23);
1152
1153                 maxbet = p_ptr->lev * 200;
1154
1155                 /* We can't bet more than we have */
1156                 maxbet = MIN(maxbet, p_ptr->au);
1157
1158                 /* Get the wager */
1159                 strcpy(out_val, "");
1160                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1161
1162
1163                 /*
1164                  * Use get_string() because we may need more than
1165                  * the s16b value returned by get_quantity().
1166                  */
1167                 if (get_string(tmp_str, out_val, 32))
1168                 {
1169                         /* Strip spaces */
1170                         for (p = out_val; *p == ' '; p++);
1171
1172                         /* Get the wager */
1173                         wager = atol(p);
1174
1175                         if (wager > p_ptr->au)
1176                         {
1177                                 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!"));
1178                                 msg_print(NULL);
1179                                 screen_load();
1180                                 return (FALSE);
1181                         }
1182                         else if (wager > maxbet)
1183                         {
1184                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1185                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1186                                 wager = maxbet;
1187                         }
1188                         else if (wager < 1)
1189                         {
1190                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1191                                 wager = 1;
1192                         }
1193                         msg_print(NULL);
1194                         win = FALSE;
1195                         odds = 0;
1196                         oldgold = p_ptr->au;
1197
1198                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1199                         prt(tmp_str, 20, 2);
1200                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1201                         prt(tmp_str, 21, 2);
1202
1203                         do
1204                         {
1205                                 p_ptr->au -= wager;
1206                                 switch (cmd)
1207                                 {
1208                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1209                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1210
1211                                         odds = 4;
1212                                         win = FALSE;
1213                                         roll1 = randint1(10);
1214                                         roll2 = randint1(10);
1215                                         choice = randint1(10);
1216                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1217
1218                                         prt(tmp_str, 8, 3);
1219                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1220
1221                                         prt(tmp_str, 11, 14);
1222                                         if (((choice > roll1) && (choice < roll2)) ||
1223                                                 ((choice < roll1) && (choice > roll2)))
1224                                                 win = TRUE;
1225                                         break;
1226                                 case BACT_CRAPS:  /* Game of Craps */
1227                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1228
1229                                         win = 3;
1230                                         odds = 2;
1231                                         roll1 = randint1(6);
1232                                         roll2 = randint1(6);
1233                                         roll3 = roll1 +  roll2;
1234                                         choice = roll3;
1235                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1236                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1237                                         prt(tmp_str, 7, 5);
1238                                         if ((roll3 == 7) || (roll3 == 11))
1239                                                 win = TRUE;
1240                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1241                                                 win = FALSE;
1242                                         else
1243                                                 do
1244                                                 {
1245                                                         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"));
1246
1247                                                         msg_print(NULL);
1248                                                         roll1 = randint1(6);
1249                                                         roll2 = randint1(6);
1250                                                         roll3 = roll1 +  roll2;
1251                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1252                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1253                                                         prt(tmp_str, 8, 5);
1254                                                         if (roll3 == choice)
1255                                                                 win = TRUE;
1256                                                         else if (roll3 == 7)
1257                                                                 win = FALSE;
1258                                                 } while ((win != TRUE) && (win != FALSE));
1259                                         break;
1260
1261                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1262                                         win = FALSE;
1263                                         odds = 9;
1264                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1265
1266                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1267                                         prt("--------------------------------", 8, 3);
1268                                         strcpy(out_val, "");
1269                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1270
1271                                         for (p = out_val; iswspace(*p); p++);
1272                                         choice = atol(p);
1273                                         if (choice < 0)
1274                                         {
1275                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1276                                                 choice = 0;
1277                                         }
1278                                         else if (choice > 9)
1279                                         {
1280                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1281                                                 choice = 9;
1282                                         }
1283                                         msg_print(NULL);
1284                                         roll1 = randint0(10);
1285                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1286                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1287                                         prt(tmp_str, 13, 3);
1288                                         prt("", 9, 0);
1289                                         prt("*", 9, (3 * roll1 + 5));
1290                                         if (roll1 == choice)
1291                                                 win = TRUE;
1292                                         break;
1293
1294                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1295                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1296                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1297                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1298                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1299                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1300                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1301                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1302                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1303                                         
1304                                         win = FALSE;
1305                                         roll1 = randint1(21);
1306                                         for (i=6;i>0;i--)
1307                                         {
1308                                                 if ((roll1-i) < 1)
1309                                                 {
1310                                                         roll1 = 7-i;
1311                                                         break;
1312                                                 }
1313                                                 roll1 -= i;
1314                                         }
1315                                         roll2 = randint1(21);
1316                                         for (i=6;i>0;i--)
1317                                         {
1318                                                 if ((roll2-i) < 1)
1319                                                 {
1320                                                         roll2 = 7-i;
1321                                                         break;
1322                                                 }
1323                                                 roll2 -= i;
1324                                         }
1325                                         choice = randint1(21);
1326                                         for (i=6;i>0;i--)
1327                                         {
1328                                                 if ((choice-i) < 1)
1329                                                 {
1330                                                         choice = 7-i;
1331                                                         break;
1332                                                 }
1333                                                 choice -= i;
1334                                         }
1335                                         put_str("/--------------------------\\", 7, 2);
1336                                         prt("\\--------------------------/", 17, 2);
1337                                         display_fruit(8,  3, roll1 - 1);
1338                                         display_fruit(8, 12, roll2 - 1);
1339                                         display_fruit(8, 21, choice - 1);
1340                                         if ((roll1 == roll2) && (roll2 == choice))
1341                                         {
1342                                                 win = TRUE;
1343                                                 switch(roll1)
1344                                                 {
1345                                                 case 1:
1346                                                         odds = 5;break;
1347                                                 case 2:
1348                                                         odds = 10;break;
1349                                                 case 3:
1350                                                         odds = 20;break;
1351                                                 case 4:
1352                                                         odds = 50;break;
1353                                                 case 5:
1354                                                         odds = 200;break;
1355                                                 case 6:
1356                                                         odds = 1000;break;
1357                                                 }
1358                                         }
1359                                         else if ((roll1 == 1) && (roll2 == 1))
1360                                         {
1361                                                 win = TRUE;
1362                                                 odds = 2;
1363                                         }
1364                                         break;
1365                                 case BACT_POKER:
1366                                         win = FALSE;
1367                                         odds = do_poker();
1368                                         if (odds) win = TRUE;
1369                                         break;
1370                                 }
1371
1372                                 if (win)
1373                                 {
1374                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1375
1376                                         p_ptr->au += odds * wager;
1377                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1378
1379                                         prt(tmp_str, 17, 37);
1380                                 }
1381                                 else
1382                                 {
1383                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1384                                         prt("", 17, 37);
1385                                 }
1386                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1387
1388                                 prt(tmp_str, 22, 2);
1389                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1390
1391                                 move_cursor(18, 52);
1392                                 again = inkey();
1393                                 prt("", 16, 37);
1394                                 prt("", 17, 37);
1395                                 prt("", 18, 37);
1396                                 if (wager > p_ptr->au)
1397                                 {
1398                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1399                                                                 "Hey! You don't have the gold - get out of here!"));
1400                                         msg_print(NULL);
1401
1402                                         /* Get out here */
1403                                         break;
1404                                 }
1405                         } while ((again == 'y') || (again == 'Y'));
1406
1407                         prt("", 18, 37);
1408                         if (p_ptr->au >= oldgold)
1409                         {
1410                                 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!」",
1411                                                         "You came out a winner! We'll win next time, I'm sure."));
1412                                 chg_virtue(V_CHANCE, 3);
1413                         }
1414                         else
1415                         {
1416                                 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."));
1417                                 chg_virtue(V_CHANCE, -3);
1418                         }
1419                 }
1420                 msg_print(NULL);
1421         }
1422         screen_load();
1423         return (TRUE);
1424 }
1425
1426 /*!
1427  * @brief モンスター闘技場に参加するモンスターを更新する。
1428  * @return なし
1429  */
1430 void update_gambling_monsters(void)
1431 {
1432         int total, i;
1433         int max_dl = 0;
1434         int mon_level;
1435         int power[4];
1436         bool tekitou;
1437         bool old_inside_battle = p_ptr->inside_battle;
1438
1439         for (i = 0; i < max_d_idx; i++)
1440                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1441
1442         mon_level = randint1(MIN(max_dl, 122)) + 5;
1443         if (randint0(100) < 60)
1444         {
1445                 i = randint1(MIN(max_dl, 122)) + 5;
1446                 mon_level = MAX(i, mon_level);
1447         }
1448         if (randint0(100) < 30)
1449         {
1450                 i = randint1(MIN(max_dl, 122)) + 5;
1451                 mon_level = MAX(i, mon_level);
1452         }
1453
1454         while (1)
1455         {
1456                 total = 0;
1457                 tekitou = FALSE;
1458                 for (i = 0; i < 4; i++)
1459                 {
1460                         MONRACE_IDX r_idx;
1461                         int j;
1462                         while (1)
1463                         {
1464                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1465                                 p_ptr->inside_battle = TRUE;
1466                                 r_idx = get_mon_num(mon_level);
1467                                 p_ptr->inside_battle = old_inside_battle;
1468                                 if (!r_idx) continue;
1469
1470                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1471                                 {
1472                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1473                                 }
1474
1475                                 for (j = 0; j < i; j++)
1476                                         if (r_idx == battle_mon[j]) break;
1477                                 if (j < i) continue;
1478
1479                                 break;
1480                         }
1481                         battle_mon[i] = r_idx;
1482                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1483                 }
1484
1485                 for (i = 0; i < 4; i++)
1486                 {
1487                         monster_race *r_ptr = &r_info[battle_mon[i]];
1488                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1489
1490                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1491                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1492                         else
1493                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1494                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1495                         if (r_ptr->speed > 110)
1496                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1497                         if (r_ptr->speed < 110)
1498                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1499                         if (num_taisei > 2)
1500                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1501                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1502                                 power[i] = power[i] * 4 / 3;
1503                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1504                                 power[i] = power[i] * 4 / 3;
1505                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1506                                 power[i] = power[i] * 11 / 10;
1507                         if (r_ptr->flags1 & RF1_RAND_25)
1508                                 power[i] = power[i] * 9 / 10;
1509                         if (r_ptr->flags1 & RF1_RAND_50)
1510                                 power[i] = power[i] * 9 / 10;
1511                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1512                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1513
1514
1515                         total += power[i];
1516                 }
1517                 for (i = 0; i < 4; i++)
1518                 {
1519                         power[i] = total * 60 / power[i];
1520                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1521                         if ((power[i] < 160) && randint0(20)) break;
1522                         if (power[i] < 101) power[i] = 100 + randint1(5);
1523                         mon_odds[i] = power[i];
1524                 }
1525                 if (i == 4) break;
1526         }
1527 }
1528
1529 /*!
1530  * @brief モンスター闘技場のメインルーチン
1531  * @return 賭けを開始したか否か
1532  */
1533 static bool kakutoujou(void)
1534 {
1535         PRICE maxbet;
1536         PRICE wager;
1537         char out_val[160], tmp_str[80];
1538         concptr p;
1539
1540         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1541         {
1542                 update_gambling_monsters();
1543                 old_battle = current_world_ptr->game_turn;
1544         }
1545
1546         screen_save();
1547
1548         /* No money */
1549         if (p_ptr->au < 1)
1550         {
1551                 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!"));
1552                 msg_print(NULL);
1553                 screen_load();
1554                 return FALSE;
1555         }
1556         else
1557         {
1558                 int i;
1559
1560                 clear_bldg(4, 10);
1561
1562                 prt(_("モンスター                                                     倍率",
1563                           "Monsters                                                       Odds"), 4, 4);
1564                 for (i=0;i<4;i++)
1565                 {
1566                         char buf[80];
1567                         monster_race *r_ptr = &r_info[battle_mon[i]];
1568
1569                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1570                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1571                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1572                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1573                         prt(buf, 5+i, 1);
1574                 }
1575                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1576                 while(1)
1577                 {
1578                         i = inkey();
1579
1580                         if (i == ESCAPE)
1581                         {
1582                                 screen_load();
1583                                 return FALSE;
1584                         }
1585                         if (i >= '1' && i <= '4')
1586                         {
1587                                 sel_monster = i-'1';
1588                                 battle_odds = mon_odds[sel_monster];
1589                                 break;
1590                         }
1591                         else bell();
1592                 }
1593
1594                 clear_bldg(4, 4);
1595                 for (i = 0; i < 4; i++)
1596                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1597
1598                 maxbet = p_ptr->lev * 200;
1599
1600                 /* We can't bet more than we have */
1601                 maxbet = MIN(maxbet, p_ptr->au);
1602
1603                 /* Get the wager */
1604                 strcpy(out_val, "");
1605                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1606                 /*
1607                  * Use get_string() because we may need more than
1608                  * the s16b value returned by get_quantity().
1609                  */
1610                 if (get_string(tmp_str, out_val, 32))
1611                 {
1612                         /* Strip spaces */
1613                         for (p = out_val; *p == ' '; p++);
1614
1615                         /* Get the wager */
1616                         wager = atol(p);
1617
1618                         if (wager > p_ptr->au)
1619                         {
1620                                 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!"));
1621
1622                                 msg_print(NULL);
1623                                 screen_load();
1624                                 return (FALSE);
1625                         }
1626                         else if (wager > maxbet)
1627                         {
1628                                 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);
1629
1630                                 wager = maxbet;
1631                         }
1632                         else if (wager < 1)
1633                         {
1634                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1635                                 wager = 1;
1636                         }
1637                         msg_print(NULL);
1638                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1639                         kakekin = wager;
1640                         p_ptr->au -= wager;
1641                         reset_tim_flags();
1642
1643                         /* Save the surface floor as saved floor */
1644                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1645
1646                         p_ptr->inside_battle = TRUE;
1647                         p_ptr->leaving = TRUE;
1648
1649                         p_ptr->leave_bldg = TRUE;
1650                         screen_load();
1651
1652                         return (TRUE);
1653                 }
1654         }
1655         screen_load();
1656
1657         return (FALSE);
1658 }
1659
1660 /*!
1661  * @brief 本日の賞金首情報を表示する。
1662  * @return なし
1663  */
1664 static void today_target(void)
1665 {
1666         char buf[160];
1667         monster_race *r_ptr = &r_info[today_mon];
1668
1669         clear_bldg(4,18);
1670         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1671         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1672         c_put_str(TERM_YELLOW, buf, 6, 10);
1673         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1674         prt(buf, 8, 10);
1675         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1676         prt(buf, 9, 10);
1677         p_ptr->today_mon = today_mon;
1678 }
1679
1680 /*!
1681  * @brief ツチノコの賞金首情報を表示する。
1682  * @return なし
1683  */
1684 static void tsuchinoko(void)
1685 {
1686         clear_bldg(4,18);
1687         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1688         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);
1689         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1690         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1691         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1692 }
1693
1694 /*!
1695  * @brief 通常の賞金首情報を表示する。
1696  * @return なし
1697  */
1698 static void shoukinkubi(void)
1699 {
1700         int i;
1701         TERM_LEN y = 0;
1702
1703         clear_bldg(4,18);
1704         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);
1705         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1706
1707         for (i = 0; i < MAX_KUBI; i++)
1708         {
1709                 byte color;
1710                 concptr done_mark;
1711                 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])];
1712
1713                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1714                 {
1715                         color = TERM_RED;
1716                         done_mark = _("(済)", "(done)");
1717                 }
1718                 else
1719                 {
1720                         color = TERM_WHITE;
1721                         done_mark = "";
1722                 }
1723
1724                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1725
1726                 y = (y+1) % 10;
1727                 if (!y && (i < MAX_KUBI -1))
1728                 {
1729                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1730                         (void)inkey();
1731                         prt("", 0, 0);
1732                         clear_bldg(7,18);
1733                 }
1734         }
1735 }
1736
1737
1738
1739 /*!
1740  * 賞金首の報酬テーブル / List of prize object
1741  */
1742 static struct {
1743         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1744         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1745 } prize_list[MAX_KUBI] = 
1746 {
1747         {TV_POTION, SV_POTION_CURING},
1748         {TV_POTION, SV_POTION_SPEED},
1749         {TV_POTION, SV_POTION_SPEED},
1750         {TV_POTION, SV_POTION_RESISTANCE},
1751         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1752
1753         {TV_POTION, SV_POTION_HEALING},
1754         {TV_POTION, SV_POTION_RESTORE_MANA},
1755         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1756         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1757         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1758
1759         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1760         {TV_POTION, SV_POTION_STAR_HEALING},
1761         {TV_POTION, SV_POTION_STAR_HEALING},
1762         {TV_POTION, SV_POTION_NEW_LIFE},
1763         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1764
1765         {TV_POTION, SV_POTION_LIFE},
1766         {TV_POTION, SV_POTION_LIFE},
1767         {TV_POTION, SV_POTION_AUGMENTATION},
1768         {TV_POTION, SV_POTION_INVULNERABILITY},
1769         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1770 };
1771
1772 /*!
1773  * @brief 賞金首の引き換え処理 / Get prize
1774  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1775  */
1776 static bool kankin(void)
1777 {
1778         INVENTORY_IDX i;
1779         int j;
1780         bool change = FALSE;
1781         GAME_TEXT o_name[MAX_NLEN];
1782         object_type *o_ptr;
1783
1784         /* Loop for p_ptr->inventory_list and right/left arm */
1785         for (i = 0; i <= INVEN_LARM; i++)
1786         {
1787                 o_ptr = &p_ptr->inventory_list[i];
1788
1789                 /* Living Tsuchinoko worthes $1000000 */
1790                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1791                 {
1792                         char buf[MAX_NLEN+20];
1793                         object_desc(o_name, o_ptr, 0);
1794                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1795                         if (get_check(buf))
1796                         {
1797                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1798                                 p_ptr->au += 1000000L * o_ptr->number;
1799                                 p_ptr->redraw |= (PR_GOLD);
1800                                 inven_item_increase(i, -o_ptr->number);
1801                                 inven_item_describe(i);
1802                                 inven_item_optimize(i);
1803                         }
1804                         change = TRUE;
1805                 }
1806         }
1807
1808         for (i = 0; i < INVEN_PACK; i++)
1809         {
1810                 o_ptr = &p_ptr->inventory_list[i];
1811
1812                 /* Corpse of Tsuchinoko worthes $200000 */
1813                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1814                 {
1815                         char buf[MAX_NLEN+20];
1816                         object_desc(o_name, o_ptr, 0);
1817                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1818                         if (get_check(buf))
1819                         {
1820                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1821                                 p_ptr->au += 200000L * o_ptr->number;
1822                                 p_ptr->redraw |= (PR_GOLD);
1823                                 inven_item_increase(i, -o_ptr->number);
1824                                 inven_item_describe(i);
1825                                 inven_item_optimize(i);
1826                         }
1827                         change = TRUE;
1828                 }
1829         }
1830
1831         for (i = 0; i < INVEN_PACK; i++)
1832         {
1833                 o_ptr = &p_ptr->inventory_list[i];
1834
1835                 /* Bones of Tsuchinoko worthes $100000 */
1836                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1837                 {
1838                         char buf[MAX_NLEN+20];
1839                         object_desc(o_name, o_ptr, 0);
1840                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1841                         if (get_check(buf))
1842                         {
1843                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1844                                 p_ptr->au += 100000L * o_ptr->number;
1845                                 p_ptr->redraw |= (PR_GOLD);
1846                                 inven_item_increase(i, -o_ptr->number);
1847                                 inven_item_describe(i);
1848                                 inven_item_optimize(i);
1849                         }
1850                         change = TRUE;
1851                 }
1852         }
1853
1854         for (i = 0; i < INVEN_PACK; i++)
1855         {
1856                 o_ptr = &p_ptr->inventory_list[i];
1857                 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)))
1858                 {
1859                         char buf[MAX_NLEN+20];
1860                         object_desc(o_name, o_ptr, 0);
1861                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1862                         if (get_check(buf))
1863                         {
1864                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1865                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1866                                 p_ptr->redraw |= (PR_GOLD);
1867                                 inven_item_increase(i, -o_ptr->number);
1868                                 inven_item_describe(i);
1869                                 inven_item_optimize(i);
1870                         }
1871                         change = TRUE;
1872                 }
1873         }
1874
1875         for (i = 0; i < INVEN_PACK; i++)
1876         {
1877                 o_ptr = &p_ptr->inventory_list[i];
1878
1879                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1880                 {
1881                         char buf[MAX_NLEN+20];
1882                         object_desc(o_name, o_ptr, 0);
1883                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1884                         if (get_check(buf))
1885                         {
1886                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1887                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1888                                 p_ptr->redraw |= (PR_GOLD);
1889                                 inven_item_increase(i, -o_ptr->number);
1890                                 inven_item_describe(i);
1891                                 inven_item_optimize(i);
1892                         }
1893                         change = TRUE;
1894                 }
1895         }
1896
1897         for (j = 0; j < MAX_KUBI; j++)
1898         {
1899                 /* Need reverse order --- Positions will be changed in the loop */
1900                 for (i = INVEN_PACK-1; i >= 0; i--)
1901                 {
1902                         o_ptr = &p_ptr->inventory_list[i];
1903                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1904                         {
1905                                 char buf[MAX_NLEN+20];
1906                                 int num, k;
1907                                 INVENTORY_IDX item_new;
1908                                 object_type forge;
1909
1910                                 object_desc(o_name, o_ptr, 0);
1911                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1912                                 if (!get_check(buf)) continue;
1913
1914 #if 0 /* Obsoleted */
1915                                 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);
1916                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1917                                 p_ptr->redraw |= (PR_GOLD);
1918                                 inven_item_increase(i, -o_ptr->number);
1919                                 inven_item_describe(i);
1920                                 inven_item_optimize(i);
1921                                 chg_virtue(V_JUSTICE, 5);
1922                                 current_world_ptr->bounty_r_idx[j] += 10000;
1923
1924                                 change = TRUE;
1925 #endif /* Obsoleted */
1926
1927                                 /* Hand it first */
1928                                 inven_item_increase(i, -o_ptr->number);
1929                                 inven_item_describe(i);
1930                                 inven_item_optimize(i);
1931
1932                                 chg_virtue(V_JUSTICE, 5);
1933                                 current_world_ptr->bounty_r_idx[j] += 10000;
1934
1935                                 /* Count number of unique corpses already handed */
1936                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1937                                 {
1938                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1939                                 }
1940                                 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" : ""));
1941
1942                                 /* Prepare to make a prize */
1943                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1944                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1945
1946                                 object_aware(&forge);
1947                                 object_known(&forge);
1948
1949                                 /*
1950                                  * Hand it --- Assume there is an empty slot.
1951                                  * Since a corpse is handed at first,
1952                                  * there is at least one empty slot.
1953                                  */
1954                                 item_new = inven_carry(&forge);
1955
1956                                 object_desc(o_name, &forge, 0);
1957                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1958
1959                                 /* Auto-inscription */
1960                                 autopick_alter_item(item_new, FALSE);
1961                                 handle_stuff();
1962
1963                                 change = TRUE;
1964                         }
1965                 }
1966         }
1967
1968         if (!change)
1969         {
1970                 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."));
1971                 msg_print(NULL);
1972                 return FALSE;
1973         }
1974         return TRUE;
1975 }
1976
1977 /*!
1978  * @brief 宿屋の利用サブルーチン
1979  * @details inn commands\n
1980  * Note that resting for the night was a perfect way to avoid player\n
1981  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1982  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1983  * will not be that useful.  I will keep it in the hopes the player\n
1984  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1985  * Resting at night is also a quick way to restock stores -KMW-\n
1986  * @param cmd 宿屋の利用施設ID
1987  * @return 施設の利用が実際に行われたか否か。
1988  */
1989 static bool inn_comm(int cmd)
1990 {
1991         switch (cmd)
1992         {
1993                 case BACT_FOOD: /* Buy food & drink */
1994                         if (p_ptr->food >= PY_FOOD_FULL)
1995                         {
1996                                 msg_print(_("今は満腹だ。", "You are full now."));
1997                                 return FALSE;
1998                         }
1999                         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."));
2000                         (void)set_food(PY_FOOD_MAX - 1);
2001                         break;
2002
2003                 case BACT_REST: /* Rest for the night */
2004                         if ((p_ptr->poisoned) || (p_ptr->cut))
2005                         {
2006                                 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."));
2007                                 msg_print(NULL);
2008                                 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."));
2009                         }
2010                         else
2011                         {
2012                                 s32b oldturn = current_world_ptr->game_turn;
2013                                 int prev_day, prev_hour, prev_min;
2014
2015                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2016                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2017                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2018                                 else
2019                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2020                                 
2021                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2022                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2023                                 {
2024                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2025                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2026                                 }
2027
2028                                 prevent_turn_overflow();
2029
2030                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2031                                 p_ptr->chp = p_ptr->mhp;
2032
2033                                 if (ironman_nightmare)
2034                                 {
2035                                         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."));
2036
2037                                         /* Have some nightmares */
2038                                         while(1)
2039                                         {
2040                                                 sanity_blast(NULL, FALSE);
2041                                                 if (!one_in_(3)) break;
2042                                         }
2043
2044                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2045                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2046                                 }
2047                                 else
2048                                 {
2049                                         set_blind(0);
2050                                         set_confused(0);
2051                                         p_ptr->stun = 0;
2052                                         p_ptr->chp = p_ptr->mhp;
2053                                         p_ptr->csp = p_ptr->msp;
2054                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2055                                         {
2056                                                 int i;
2057                                                 for (i = 0; i < 72; i++)
2058                                                 {
2059                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2060                                                 }
2061                                                 for (; i < 108; i++)
2062                                                 {
2063                                                         p_ptr->magic_num1[i] = 0;
2064                                                 }
2065                                         }
2066
2067                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2068                                         {
2069                                                 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."));
2070                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2071                                         }
2072                                         else
2073                                         {
2074                                                 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."));
2075                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2076                                         }
2077                                 }
2078                         }
2079                         break;
2080
2081                 case BACT_RUMORS: /* Listen for rumors */
2082                         {
2083                                 display_rumor(TRUE);
2084                                 break;
2085                         }
2086         }
2087
2088         return (TRUE);
2089 }
2090
2091
2092 /*!
2093  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2094  * @param questnum クエストのID
2095  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2096  * @return なし
2097  */
2098 static void get_questinfo(IDX questnum, bool do_init)
2099 {
2100         int i;
2101         QUEST_IDX old_quest;
2102         GAME_TEXT tmp_str[80];
2103
2104         /* Clear the text */
2105         for (i = 0; i < 10; i++)
2106         {
2107                 quest_text[i][0] = '\0';
2108         }
2109
2110         quest_text_line = 0;
2111
2112         /* Set the quest number temporary */
2113         old_quest = p_ptr->inside_quest;
2114         p_ptr->inside_quest = questnum;
2115
2116         /* Get the quest text */
2117         init_flags = INIT_SHOW_TEXT;
2118         if (do_init) init_flags |= INIT_ASSIGN;
2119
2120         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2121
2122         /* Reset the old quest number */
2123         p_ptr->inside_quest = old_quest;
2124
2125         /* Print the quest info */
2126         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);
2127
2128         prt(tmp_str, 5, 0);
2129
2130         prt(quest[questnum].name, 7, 0);
2131
2132         for (i = 0; i < 10; i++)
2133         {
2134                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2135         }
2136 }
2137
2138 /*!
2139  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2140  * @return なし
2141  */
2142 static void castle_quest(void)
2143 {
2144         QUEST_IDX q_index = 0;
2145         monster_race *r_ptr;
2146         quest_type *q_ptr;
2147         concptr name;
2148
2149
2150         clear_bldg(4, 18);
2151
2152         /* Current quest of the building */
2153         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2154
2155         /* Is there a quest available at the building? */
2156         if (!q_index)
2157         {
2158                 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);
2159                 return;
2160         }
2161
2162         q_ptr = &quest[q_index];
2163
2164         /* Quest is completed */
2165         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2166         {
2167                 /* Rewarded quest */
2168                 q_ptr->status = QUEST_STATUS_REWARDED;
2169
2170                 get_questinfo(q_index, FALSE);
2171
2172                 reinit_wilderness = TRUE;
2173         }
2174         /* Failed quest */
2175         else if (q_ptr->status == QUEST_STATUS_FAILED)
2176         {
2177                 get_questinfo(q_index, FALSE);
2178
2179                 /* Mark quest as done (but failed) */
2180                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2181
2182                 reinit_wilderness = TRUE;
2183         }
2184         /* Quest is still unfinished */
2185         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2186         {
2187                 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);
2188                 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);
2189                 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);
2190         }
2191         /* No quest yet */
2192         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2193         {
2194                 q_ptr->status = QUEST_STATUS_TAKEN;
2195
2196                 reinit_wilderness = TRUE;
2197
2198                 /* Assign a new quest */
2199                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2200                 {
2201                         if (q_ptr->r_idx == 0)
2202                         {
2203                                 /* Random monster at least 5 - 10 levels out of deep */
2204                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2205                         }
2206
2207                         r_ptr = &r_info[q_ptr->r_idx];
2208
2209                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2210                         {
2211                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2212                                 r_ptr = &r_info[q_ptr->r_idx];
2213                         }
2214
2215                         if (q_ptr->max_num == 0)
2216                         {
2217                                 /* Random monster number */
2218                                 if (randint1(10) > 7)
2219                                         q_ptr->max_num = 1;
2220                                 else
2221                                         q_ptr->max_num = randint1(3) + 1;
2222                         }
2223
2224                         q_ptr->cur_num = 0;
2225                         name = (r_name + r_ptr->name);
2226                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2227                 }
2228                 else
2229                 {
2230                         get_questinfo(q_index, TRUE);
2231                 }
2232         }
2233 }
2234
2235
2236 /*!
2237  * @brief 町に関するヘルプを表示する / Display town history
2238  * @return なし
2239  */
2240 static void town_history(void)
2241 {
2242         screen_save();
2243
2244         /* Peruse the building help file */
2245         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2246         screen_load();
2247 }
2248
2249 /*!
2250  * @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
2251  * @param dam 基本ダメージ
2252  * @param mult スレイ倍率(掛け算部分)
2253  * @param div スレイ倍率(割り算部分)
2254  * @param force 理力特別計算フラグ
2255  * @return ダメージ期待値
2256  */
2257 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2258 {
2259         int tmp;
2260         if(force)
2261         {
2262                 tmp = dam * 60;
2263                 tmp *= mult * 3;
2264                 tmp /= div * 2;
2265                 tmp += dam * 60 * 2;
2266                 tmp /= 60;
2267         }
2268         else
2269         {
2270                 tmp = dam * 60;
2271                 tmp *= mult; 
2272                 tmp /= div;
2273                 tmp /= 60;
2274         }
2275         return tmp;
2276 }
2277
2278 /*!
2279  * @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)
2280  * @param dam 基本ダメージ
2281  * @param mult スレイ倍率(掛け算部分)
2282  * @param div スレイ倍率(割り算部分)
2283  * @param force 理力特別計算フラグ
2284  * @param weight 重量
2285  * @param plus 武器ダメージ修正
2286  * @param meichuu 命中値
2287  * @param dokubari 毒針処理か否か
2288  * @param vorpal_mult 切れ味倍率(掛け算部分)
2289  * @param vorpal_div 切れ味倍率(割り算部分)
2290  * @return ダメージ期待値
2291  */
2292 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)
2293 {
2294         dam = calc_slaydam(dam, mult, div, force);
2295         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2296         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2297         return dam;
2298 }
2299
2300
2301 /*!
2302  * @brief 武器の各条件毎のダメージ期待値を表示する。
2303  * @param r 表示行
2304  * @param c 表示列
2305  * @param mindice ダイス部分最小値
2306  * @param maxdice ダイス部分最大値
2307  * @param blows 攻撃回数
2308  * @param dam_bonus ダメージ修正値
2309  * @param attr 条件内容
2310  * @param color 条件内容の表示色
2311  * @details
2312  * Display the damage figure of an object\n
2313  * (used by compare_weapon_aux)\n
2314  * \n
2315  * Only accurate for the current weapon, because it includes\n
2316  * the current +dam of the player.\n
2317  * @return なし
2318  */
2319 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2320 {
2321         GAME_TEXT tmp_str[80];
2322         int mindam, maxdam;
2323         
2324         mindam = blows * (mindice + dam_bonus);
2325         maxdam = blows * (maxdice + dam_bonus);
2326
2327         /* Print the intro text */
2328         c_put_str(color, attr, r, c);
2329
2330         /* Calculate the min and max damage figures */
2331         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2332         
2333         /* Print the damage */
2334         put_str(tmp_str, r, c + 8);
2335 }
2336
2337
2338 /*!
2339  * @brief 武器一つ毎のダメージ情報を表示する。
2340  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2341  * @param col 表示する行の上端
2342  * @param r 表示する列の左端
2343  * @details
2344  * Show the damage figures for the various monster types\n
2345  * \n
2346  * Only accurate for the current weapon, because it includes\n
2347  * the current number of blows for the player.\n
2348  * @return なし
2349  */
2350 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2351 {
2352         BIT_FLAGS flgs[TR_FLAG_SIZE];
2353         int blow = p_ptr->num_blow[0];
2354         bool force = FALSE;
2355         bool dokubari = FALSE;
2356         
2357         /* Effective dices */
2358         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2359         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2360         
2361         int mindice = eff_dd;
2362         int maxdice = eff_ds * eff_dd;
2363         int mindam = 0;
2364         int maxdam = 0;
2365         int vorpal_mult = 1;
2366         int vorpal_div = 1;
2367         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2368         
2369
2370         /* Get the flags of the weapon */
2371         object_flags(o_ptr, flgs);
2372         
2373         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2374         
2375         
2376         /* Show Critical Damage*/
2377         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2378         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2379         
2380         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2381
2382         
2383         /* Vorpal Hit*/
2384         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2385         {
2386                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2387                 {
2388                         vorpal_mult = 5;
2389                         vorpal_div = 3;
2390                 }
2391                 else
2392                 {
2393                         vorpal_mult = 11;
2394                         vorpal_div = 9;
2395                 }
2396                 
2397                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2398                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2399                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2400         }       
2401         
2402         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2403         {
2404                 force = TRUE;
2405                 
2406                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2407                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2408                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2409         }
2410                 
2411         /* Print the relevant lines */
2412         if (have_flag(flgs, TR_KILL_ANIMAL))
2413         {
2414                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2415                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2416                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2417         }
2418         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2419         {
2420                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2421                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2422                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2423         }
2424         if (have_flag(flgs, TR_KILL_EVIL))
2425         {       
2426                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2427                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2428                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2429         }
2430         else if (have_flag(flgs, TR_SLAY_EVIL))
2431         {       
2432                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2433                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2434                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2435         }
2436         if (have_flag(flgs, TR_KILL_HUMAN))
2437         {       
2438                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2439                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2440                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2441         }
2442         else if (have_flag(flgs, TR_SLAY_HUMAN))
2443         {       
2444                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2445                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2446                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2447         }
2448         if (have_flag(flgs, TR_KILL_UNDEAD))
2449         {
2450                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2451                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2452                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2453         }
2454         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2455         {
2456                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2457                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2458                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2459         }
2460         if (have_flag(flgs, TR_KILL_DEMON))
2461         {       
2462                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2463                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2464                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2465         }
2466         else if (have_flag(flgs, TR_SLAY_DEMON))
2467         {       
2468                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2469                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2470                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2471         }
2472         if (have_flag(flgs, TR_KILL_ORC))
2473         {
2474                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2475                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2476                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2477         }
2478         else if (have_flag(flgs, TR_SLAY_ORC))
2479         {
2480                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2481                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2482                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2483         }
2484         if (have_flag(flgs, TR_KILL_TROLL))
2485         {
2486                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2488                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2489         }
2490         else if (have_flag(flgs, TR_SLAY_TROLL))
2491         {
2492                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2493                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2494                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2495         }
2496         if (have_flag(flgs, TR_KILL_GIANT))
2497         {
2498                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2499                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2500                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2501         }
2502         else if (have_flag(flgs, TR_SLAY_GIANT))
2503         {
2504                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2505                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2506                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2507         }
2508         if (have_flag(flgs, TR_KILL_DRAGON))
2509         {
2510                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2511                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2512                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2513         }
2514         else if (have_flag(flgs, TR_SLAY_DRAGON))
2515         {               
2516                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2517                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2518                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2519         }
2520         if (have_flag(flgs, TR_BRAND_ACID))
2521         {
2522                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2523                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2524                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2525         }
2526         if (have_flag(flgs, TR_BRAND_ELEC))
2527         {
2528                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2529                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2530                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2531         }
2532         if (have_flag(flgs, TR_BRAND_FIRE))
2533         {
2534                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2535                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2536                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2537         }
2538         if (have_flag(flgs, TR_BRAND_COLD))
2539         {
2540                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2543         }
2544         if (have_flag(flgs, TR_BRAND_POIS))
2545         {
2546                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2549         }
2550 }
2551
2552 /*!
2553  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2554  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2555  * @param row 表示する列の左端
2556  * @param col 表示する行の上端
2557  * @details
2558  * Displays all info about a weapon
2559  *
2560  * Only accurate for the current weapon, because it includes
2561  * various info about the player's +to_dam and number of blows.
2562  * @return なし
2563  */
2564 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2565 {
2566         GAME_TEXT o_name[MAX_NLEN];
2567         GAME_TEXT tmp_str[80];
2568
2569         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2570         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2571         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2572
2573         /* Print the weapon name */
2574         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2575         c_put_str(TERM_YELLOW, o_name, row, col);
2576
2577         /* Print the player's number of blows */
2578         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2579         put_str(tmp_str, row+1, col);
2580
2581         /* Print to_hit and to_dam of the weapon */
2582         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2583         put_str(tmp_str, row+2, col);
2584
2585         /* Print the weapons base damage dice */
2586         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2587                 (int)hit_chance(reli, 0),
2588                 (int)hit_chance(reli, 50),
2589                 (int)hit_chance(reli, 100),
2590                 (int)hit_chance(reli, 150),
2591                 (int)hit_chance(reli, 200));
2592         put_str(tmp_str, row+3, col);
2593         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2594
2595         /* Damage for one blow (if it hits) */
2596         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2597             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2598                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2599         put_str(tmp_str, row+6, col+1);
2600
2601         /* Damage for the complete attack (if all blows hit) */
2602         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2603                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2604                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2605         put_str(tmp_str, row+7, col+1);
2606 }
2607
2608 /*!
2609  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2610  * @details 
2611  * Copies the weapons to compare into the weapon-slot and\n
2612  * compares the values for both weapons.\n
2613  * 武器1つだけで比較をしないなら費用は半額になる。
2614  * @param bcost 基本鑑定費用
2615  * @return 最終的にかかった費用
2616  */
2617 static PRICE compare_weapons(PRICE bcost)
2618 {
2619         int i, n;
2620         OBJECT_IDX item, item2;
2621         object_type *o_ptr[2];
2622         object_type orig_weapon;
2623         object_type *i_ptr;
2624         concptr q, s;
2625         TERM_LEN row = 2;
2626         TERM_LEN wid = 38, mgn = 2;
2627         bool old_character_xtra = character_xtra;
2628         char ch;
2629         PRICE total = 0;
2630         PRICE cost = 0; /* First time no price */
2631
2632         screen_save();
2633         clear_bldg(0, 22);
2634
2635         /* Store copy of original wielded weapon */
2636         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2637         object_copy(&orig_weapon, i_ptr);
2638
2639         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2640
2641         /* Get the first weapon */
2642         q = _("第一の武器は?", "What is your first weapon? ");
2643         s = _("比べるものがありません。", "You have nothing to compare.");
2644
2645         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2646         if (!o_ptr[0])
2647         {
2648                 screen_load();
2649                 return (0);
2650         }
2651
2652         n = 1;
2653         total = bcost;
2654
2655         while (TRUE)
2656         {
2657                 clear_bldg(0, 22);
2658
2659                 /* Only compare melee weapons */
2660                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2661
2662                 /* Hack -- prevent "icky" message */
2663                 character_xtra = TRUE;
2664
2665                 /* Diaplay selected weapon's infomation */
2666                 for (i = 0; i < n; i++)
2667                 {
2668                         int col = (wid * i + mgn);
2669
2670                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2671                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2672
2673                         p_ptr->update |= PU_BONUS;
2674                         handle_stuff();
2675
2676                         /* List the new values */
2677                         list_weapon(o_ptr[i], row, col);
2678                         compare_weapon_aux(o_ptr[i], col, row + 8);
2679
2680                         /* Copy back the original weapon into the weapon slot */
2681                         object_copy(i_ptr, &orig_weapon);
2682                 }
2683
2684                 /* Reset the values for the old weapon */
2685                 p_ptr->update |= PU_BONUS;
2686                 handle_stuff();
2687
2688                 character_xtra = old_character_xtra;
2689
2690 #ifdef JP
2691                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2692                 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);
2693                 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);
2694 #else
2695                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2696                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2697                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2698 #endif
2699
2700                 flush();
2701                 ch = inkey();
2702
2703                 if (ch == 's')
2704                 {
2705                         if (total + cost > p_ptr->au)
2706                         {
2707                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2708                                 msg_print(NULL);
2709                                 continue;
2710                         }
2711
2712                         q = _("第二の武器は?", "What is your second weapon? ");
2713                         s = _("比べるものがありません。", "You have nothing to compare.");
2714
2715                         /* Get the second weapon */
2716                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2717                         if (!o_ptr[1]) continue;
2718
2719                         total += cost;
2720                         cost = bcost / 2;
2721                         n = 2;
2722                 }
2723                 else
2724                 {
2725                         break;
2726                 }
2727         }
2728         screen_load();
2729
2730         return (total);
2731 }
2732
2733
2734 /*!
2735  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2736  * @details 
2737  * Calculate and display the dodge-rate and the protection-rate
2738  * based on AC
2739  * @param iAC プレイヤーのAC。
2740  * @return 常にTRUEを返す。
2741  */
2742 static bool eval_ac(ARMOUR_CLASS iAC)
2743 {
2744 #ifdef JP
2745         const char memo[] =
2746                 "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"
2747                 "何パーセント軽減するかを示します。\n"
2748                 "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"
2749                 "に対してのみ効果があります。\n \n"
2750                 "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"
2751                 "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"
2752                 "敵のレベルとあなたのACによって決定されます。\n \n"
2753                 "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"
2754                 "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";
2755 #else
2756         const char memo[] =
2757                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2758                 "Note that the Protection rate is effective only against normal "
2759                 "'attack' and 'shatter' type melee attacks, "
2760                 "and has no effect against any other types such as 'poison'.\n \n"
2761                 "'Dodge Rate' indicates the success rate on dodging the "
2762                 "monster's melee attacks.  "
2763                 "It is depend on the level of the monster and your AC.\n \n"
2764                 "'Average Damage' indicates the expected amount of damage "
2765                 "when you are attacked by normal melee attacks with power=100.";
2766 #endif
2767
2768         int protection;
2769         TERM_LEN col, row = 2;
2770         DEPTH lvl;
2771         char buf[80*20], *t;
2772
2773         /* AC lower than zero has no effect */
2774         if (iAC < 0) iAC = 0;
2775
2776         /* ダメージ軽減率を計算 */
2777         protection = 100 * MIN(iAC, 150) / 250;
2778
2779         screen_save();
2780         clear_bldg(0, 22);
2781
2782         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2783         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2784         row++;
2785
2786         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2787         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2788         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2789     
2790         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2791         {
2792                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2793                 int dodge;   /* 回避率(%) */
2794                 int average; /* ダメージ期待値 */
2795
2796                 put_str(format("%3d", lvl), row + 0, col);
2797
2798                 /* 回避率を計算 */
2799                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2800                 put_str(format("%3d%%", dodge), row + 1, col);
2801
2802                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2803                 average = (100 - dodge) * (100 - protection) / 100;
2804                 put_str(format("%3d", average), row + 2, col);
2805         }
2806
2807         /* Display note */
2808         roff_to_buf(memo, 70, buf, sizeof(buf));
2809         for (t = buf; t[0]; t += strlen(t) + 1)
2810                 put_str(t, (row++) + 4, 4);
2811
2812         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);
2813   
2814         flush();
2815         (void)inkey();
2816         screen_load();
2817
2818         return (TRUE);
2819 }
2820
2821
2822
2823 /*!
2824  * @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。
2825  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2826  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2827  * @return 修復対象になるならTRUEを返す。
2828  */
2829 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2830 {
2831         int i, n = 0;
2832         int cand[TR_FLAG_MAX];
2833         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2834         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2835
2836         object_flags(to_ptr, to_flgs);
2837         object_flags(from_ptr, from_flgs);
2838
2839         for (i = 0; i < TR_FLAG_MAX; i++)
2840         {
2841                 switch (i)
2842                 {
2843                 case TR_IGNORE_ACID:
2844                 case TR_IGNORE_ELEC:
2845                 case TR_IGNORE_FIRE:
2846                 case TR_IGNORE_COLD:
2847                 case TR_ACTIVATE:
2848                 case TR_RIDING:
2849                 case TR_THROW:
2850                 case TR_SHOW_MODS:
2851                 case TR_HIDE_TYPE:
2852                 case TR_ES_ATTACK:
2853                 case TR_ES_AC:
2854                 case TR_FULL_NAME:
2855                 case TR_FIXED_FLAVOR:
2856                         break;
2857                 default:
2858                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2859                         {
2860                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2861                         }
2862                 }
2863         }
2864
2865         if (n > 0)
2866         {
2867                 int bmax;
2868                 int tr_idx = cand[randint0(n)];
2869                 add_flag(to_ptr->art_flags, tr_idx);
2870                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2871                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2872                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2873                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2874         }
2875
2876         return;
2877 }
2878
2879 /*!
2880  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2881  * @param bcost 基本修復費用
2882  * @return 実際にかかった費用
2883  */
2884 static PRICE repair_broken_weapon_aux(PRICE bcost)
2885 {
2886         PRICE cost;
2887         OBJECT_IDX item, mater;
2888         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2889         object_kind *k_ptr;
2890         int i, dd_bonus, ds_bonus;
2891         KIND_OBJECT_IDX k_idx;
2892         char basenm[MAX_NLEN];
2893         concptr q, s;
2894         int row = 7;
2895         clear_bldg(0, 22);
2896
2897         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);
2898         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);
2899
2900         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2901         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2902
2903         /* Only forge broken weapons */
2904         item_tester_hook = item_tester_hook_broken_weapon;
2905
2906         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2907         if (!o_ptr) return (0);
2908
2909         /* It is worthless */
2910         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2911         {
2912                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2913                 return (0);
2914         }
2915
2916         /* They are too many */
2917         if (o_ptr->number > 1)
2918         {
2919                 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!"));
2920                 return (0);
2921         }
2922
2923         /* Display item name */
2924         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2925         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2926
2927         q = _("材料となる武器は?", "Which weapon for material? ");
2928         s = _("材料となる武器がありません。", "You have no material to repair.");
2929
2930         /* Only forge broken weapons */
2931         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2932
2933         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2934         if (!mo_ptr) return (0);
2935         if (mater == item)
2936         {
2937                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2938                 return (0);
2939         }
2940
2941         /* Display item name */
2942         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2943         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2944
2945         /* Get the value of one of the items (except curses) */
2946         cost = bcost + object_value_real(o_ptr) * 2;
2947
2948         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);
2949
2950         /* Check if the player has enough money */
2951         if (p_ptr->au < cost)
2952         {
2953                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2954                 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);
2955                 msg_print(NULL);
2956                 return (0);
2957         }
2958
2959         p_ptr->total_weight -= o_ptr->weight;
2960
2961         if (o_ptr->sval == SV_BROKEN_DAGGER)
2962         {
2963                 KIND_OBJECT_IDX j;
2964                 int n = 1;
2965
2966                 /* Suppress compiler warning */
2967                 k_idx = 0;
2968
2969                 for (j = 1; j < max_k_idx; j++)
2970                 {
2971                         object_kind *k_aux_ptr = &k_info[j];
2972
2973                         if (k_aux_ptr->tval != TV_SWORD) continue;
2974                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2975                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2976                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2977                         if (k_aux_ptr->weight > 99) continue;
2978
2979                         if (one_in_(n)) 
2980                         {
2981                                 k_idx = j;
2982                                 n++;
2983                         }
2984                 }
2985         }
2986         else /* TV_BROKEN_SWORD */
2987         {
2988                 /* Repair to a sword or sometimes material's type weapon */
2989                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2990
2991                 while(1)
2992                 {
2993                         object_kind *ck_ptr;
2994
2995                         k_idx = lookup_kind(tval, SV_ANY);
2996                         ck_ptr = &k_info[k_idx];
2997
2998                         if (tval == TV_SWORD)
2999                         {
3000                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3001                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3002                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3003                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3004                         }
3005                         if (tval == TV_POLEARM)
3006                         {
3007                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3008                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3009                         }
3010                         if (tval == TV_HAFTED)
3011                         {
3012                                 if ((ck_ptr->sval == SV_GROND) ||
3013                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3014                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3015                         }
3016
3017                         break;
3018                 }
3019         }
3020
3021         /* Calculate dice bonuses */
3022         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3023         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3024         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3025         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3026
3027         /* Change base object */
3028         k_ptr = &k_info[k_idx];
3029         o_ptr->k_idx = k_idx;
3030         o_ptr->weight = k_ptr->weight;
3031         o_ptr->tval = k_ptr->tval;
3032         o_ptr->sval = k_ptr->sval;
3033         o_ptr->dd = k_ptr->dd;
3034         o_ptr->ds = k_ptr->ds;
3035
3036         /* Copy base object's ability */
3037         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3038         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3039         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3040
3041         /* Dice up */
3042         if (dd_bonus > 0)
3043         {
3044                 o_ptr->dd++;
3045                 for (i = 1; i < dd_bonus; i++)
3046                 {
3047                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3048                 }
3049         }
3050         if (ds_bonus > 0)
3051         {
3052                 o_ptr->ds++;
3053                 for (i = 1; i < ds_bonus; i++)
3054                 {
3055                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3056                 }
3057         }
3058
3059         if (have_flag(k_ptr->flags, TR_BLOWS))
3060         {
3061                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3062                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3063         }
3064
3065         /* Add one random ability from material weapon */
3066         give_one_ability_of_object(o_ptr, mo_ptr);
3067
3068         /* Add to-dam, to-hit and to-ac from material weapon */
3069         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3070         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3071         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3072
3073         if ((o_ptr->name1 == ART_NARSIL) ||
3074                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3075                 (object_is_ego(o_ptr) && one_in_(7)))
3076         {
3077                 /* Forge it */
3078                 if (object_is_ego(o_ptr))
3079                 {
3080                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3081                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3082                 }
3083
3084                 /* Add one random ability from material weapon */
3085                 give_one_ability_of_object(o_ptr, mo_ptr);
3086
3087                 /* Add one random activation */
3088                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3089
3090                 /* Narsil */
3091                 if (o_ptr->name1 == ART_NARSIL)
3092                 {
3093                         one_high_resistance(o_ptr);
3094                         one_ability(o_ptr);
3095                 }
3096
3097                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3098         }
3099
3100         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3101 #ifdef JP
3102         msg_format("$%dで%sに修復しました。", cost, basenm);
3103 #else
3104         msg_format("Repaired into %s for %d gold.", basenm, cost);
3105 #endif
3106         msg_print(NULL);
3107
3108         /* Remove BROKEN flag */
3109         o_ptr->ident &= ~(IDENT_BROKEN);
3110
3111         /* Add repaired flag */
3112         o_ptr->discount = 99;
3113
3114         p_ptr->total_weight += o_ptr->weight;
3115         calc_android_exp();
3116
3117         /* Decrease material object */
3118         inven_item_increase(mater, -1);
3119         inven_item_optimize(mater);
3120
3121         /* Copyback */
3122         p_ptr->update |= PU_BONUS;
3123         handle_stuff();
3124
3125         /* Something happened */
3126         return (cost);
3127 }
3128
3129 /*!
3130  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3131  * @param bcost 基本鑑定費用
3132  * @return 実際にかかった費用
3133  */
3134 static int repair_broken_weapon(PRICE bcost)
3135 {
3136         PRICE cost;
3137         screen_save();
3138         cost = repair_broken_weapon_aux(bcost);
3139         screen_load();
3140         return cost;
3141 }
3142
3143
3144 /*!
3145  * @brief アイテムの強化を行う。 / Enchant item
3146  * @param cost 1回毎の費用
3147  * @param to_hit 命中をアップさせる量
3148  * @param to_dam ダメージをアップさせる量
3149  * @param to_ac ACをアップさせる量
3150  * @return 実際に行ったらTRUE
3151  */
3152 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3153 {
3154         int i;
3155         OBJECT_IDX item;
3156         bool okay = FALSE;
3157         object_type *o_ptr;
3158         concptr q, s;
3159         int maxenchant = (p_ptr->lev / 5);
3160         char tmp_str[MAX_NLEN];
3161
3162         clear_bldg(4, 18);
3163         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3164         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3165
3166         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3167         s = _("改良できるものがありません。", "You have nothing to improve.");
3168
3169         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3170         if (!o_ptr) return (FALSE);
3171
3172         /* Check if the player has enough money */
3173         if (p_ptr->au < (cost * o_ptr->number))
3174         {
3175                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3176                 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);
3177                 return (FALSE);
3178         }
3179
3180         /* Enchant to hit */
3181         for (i = 0; i < to_hit; i++)
3182         {
3183                 if (o_ptr->to_h < maxenchant)
3184                 {
3185                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3186                         {
3187                                 okay = TRUE;
3188                                 break;
3189                         }
3190                 }
3191         }
3192
3193         /* Enchant to damage */
3194         for (i = 0; i < to_dam; i++)
3195         {
3196                 if (o_ptr->to_d < maxenchant)
3197                 {
3198                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3199                         {
3200                                 okay = TRUE;
3201                                 break;
3202                         }
3203                 }
3204         }
3205
3206         /* Enchant to AC */
3207         for (i = 0; i < to_ac; i++)
3208         {
3209                 if (o_ptr->to_a < maxenchant)
3210                 {
3211                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3212                         {
3213                                 okay = TRUE;
3214                                 break;
3215                         }
3216                 }
3217         }
3218
3219         /* Failure */
3220         if (!okay)
3221         {
3222                 if (flush_failure) flush();
3223                 msg_print(_("改良に失敗した。", "The improvement failed."));
3224                 return (FALSE);
3225         }
3226         else
3227         {
3228                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3229 #ifdef JP
3230                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3231 #else
3232                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3233 #endif
3234
3235                 /* Charge the money */
3236                 p_ptr->au -= (cost * o_ptr->number);
3237
3238                 if (item >= INVEN_RARM) calc_android_exp();
3239
3240                 /* Something happened */
3241                 return (TRUE);
3242         }
3243 }
3244
3245
3246 /*!
3247  * @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
3248  * @details
3249  * The player can select the number of charges to add\n
3250  * (up to a limit), and the recharge never fails.\n
3251  *\n
3252  * The cost for rods depends on the level of the rod. The prices\n
3253  * for recharging wands and staves are dependent on the cost of\n
3254  * the base-item.\n
3255  * @return なし
3256  */
3257 static void building_recharge(void)
3258 {
3259         OBJECT_IDX  item;
3260         DEPTH       lev;
3261         object_type *o_ptr;
3262         object_kind *k_ptr;
3263         concptr        q, s;
3264         PRICE       price;
3265         PARAMETER_VALUE charges;
3266         int         max_charges;
3267         char        tmp_str[MAX_NLEN];
3268
3269         msg_flag = FALSE;
3270
3271         /* Display some info */
3272         clear_bldg(4, 18);
3273         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);
3274
3275
3276         /* Only accept legal items */
3277         item_tester_hook = item_tester_hook_recharge;
3278
3279         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3280         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3281
3282         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3283         if (!o_ptr) return;
3284
3285         k_ptr = &k_info[o_ptr->k_idx];
3286
3287         /*
3288          * We don't want to give the player free info about
3289          * the level of the item or the number of charges.
3290          */
3291         /* The item must be "known" */
3292         if (!object_is_known(o_ptr))
3293         {
3294                 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!"));
3295                 msg_print(NULL);
3296
3297                 if ((p_ptr->au >= 50) &&
3298                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3299
3300                 {
3301                         p_ptr->au -= 50;
3302                         identify_item(o_ptr);
3303                         object_desc(tmp_str, o_ptr, 0);
3304                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3305
3306                         /* Auto-inscription */
3307                         autopick_alter_item(item, FALSE);
3308
3309                         /* Update the gold display */
3310                         building_prt_gold();
3311                 }
3312                 else
3313                 {
3314                         return;
3315                 }
3316         }
3317
3318         /* Extract the object "level" */
3319         lev = k_info[o_ptr->k_idx].level;
3320
3321         /* Price for a rod */
3322         if (o_ptr->tval == TV_ROD)
3323         {
3324                 if (o_ptr->timeout > 0)
3325                 {
3326                         /* Fully recharge */
3327                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3328                 }
3329                 else
3330                 {
3331                         /* No recharge necessary */
3332                         price = 0;
3333                         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."));
3334                         return;
3335                 }
3336         }
3337         else if (o_ptr->tval == TV_STAFF)
3338         {
3339                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3340                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3341
3342                 /* Pay at least 10 gold per charge */
3343                 price = MAX(10, price);
3344         }
3345         else
3346         {
3347                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3348                 price = (k_info[o_ptr->k_idx].cost / 10);
3349
3350                 /* Pay at least 10 gold per charge */
3351                 price = MAX(10, price);
3352         }
3353
3354         /* Limit the number of charges for wands and staffs */
3355         if (o_ptr->tval == TV_WAND
3356                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3357         {
3358                 if (o_ptr->number > 1)
3359                 {
3360                         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."));
3361                 }
3362                 else
3363                 {
3364                         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."));
3365                 }
3366                 return;
3367         }
3368         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3369         {
3370                 if (o_ptr->number > 1)
3371                 {
3372                         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."));
3373                 }
3374                 else
3375                 {
3376                         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."));
3377                 }
3378                 return;
3379         }
3380
3381         /* Check if the player has enough money */
3382         if (p_ptr->au < price)
3383         {
3384                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3385 #ifdef JP
3386                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3387 #else
3388                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3389 #endif
3390
3391                 return;
3392         }
3393
3394         if (o_ptr->tval == TV_ROD)
3395         {
3396 #ifdef JP
3397                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3398 #else
3399                 if (get_check(format("Recharge the %s for %d gold? ",
3400                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3401 #endif
3402
3403                 {
3404                         /* Recharge fully */
3405                         o_ptr->timeout = 0;
3406                 }
3407                 else
3408                 {
3409                         return;
3410                 }
3411         }
3412         else
3413         {
3414                 if (o_ptr->tval == TV_STAFF)
3415                         max_charges = k_ptr->pval - o_ptr->pval;
3416                 else
3417                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3418
3419                 /* Get the quantity for staves and wands */
3420                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3421                                         MIN(p_ptr->au / price, max_charges));
3422
3423                 /* Do nothing */
3424                 if (charges < 1) return;
3425
3426                 /* Get the new price */
3427                 price *= charges;
3428
3429                 /* Recharge */
3430                 o_ptr->pval += charges;
3431
3432                 /* We no longer think the item is empty */
3433                 o_ptr->ident &= ~(IDENT_EMPTY);
3434         }
3435
3436         /* Give feedback */
3437         object_desc(tmp_str, o_ptr, 0);
3438 #ifdef JP
3439         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3440 #else
3441         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3442 #endif
3443         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3444
3445         p_ptr->window |= (PW_INVEN);
3446
3447         /* Pay the price */
3448         p_ptr->au -= price;
3449
3450         /* Finished */
3451         return;
3452 }
3453
3454
3455 /*!
3456  * @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
3457  * @details
3458  * The player can select the number of charges to add\n
3459  * (up to a limit), and the recharge never fails.\n
3460  *\n
3461  * The cost for rods depends on the level of the rod. The prices\n
3462  * for recharging wands and staves are dependent on the cost of\n
3463  * the base-item.\n
3464  * @return なし
3465  */
3466 static void building_recharge_all(void)
3467 {
3468         INVENTORY_IDX i;
3469         DEPTH lev;
3470         object_type *o_ptr;
3471         object_kind *k_ptr;
3472         PRICE price = 0;
3473         PRICE total_cost = 0;
3474
3475
3476         /* Display some info */
3477         msg_flag = FALSE;
3478         clear_bldg(4, 18);
3479         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);
3480
3481         /* Calculate cost */
3482         for ( i = 0; i < INVEN_PACK; i++)
3483         {
3484                 o_ptr = &p_ptr->inventory_list[i];
3485                                 
3486                 /* skip non magic device */
3487                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3488
3489                 /* need identified */
3490                 if (!object_is_known(o_ptr)) total_cost += 50;
3491
3492                 /* Extract the object "level" */
3493                 lev = k_info[o_ptr->k_idx].level;
3494
3495                 k_ptr = &k_info[o_ptr->k_idx];
3496
3497                 switch (o_ptr->tval)
3498                 {
3499                 case TV_ROD:
3500                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3501                         break;
3502
3503                 case TV_STAFF:
3504                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3505                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3506
3507                         /* Pay at least 10 gold per charge */
3508                         price = MAX(10, price);
3509
3510                         /* Fully charge */
3511                         price = (k_ptr->pval - o_ptr->pval) * price;
3512                         break;
3513
3514                 case TV_WAND:
3515                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3516                         price = (k_info[o_ptr->k_idx].cost / 10);
3517
3518                         /* Pay at least 10 gold per charge */
3519                         price = MAX(10, price);
3520
3521                         /* Fully charge */
3522                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3523                         break;
3524                 }
3525
3526                 /* if price <= 0 then item have enough charge */
3527                 if (price > 0) total_cost += price;
3528         }
3529
3530         if (!total_cost)
3531         {
3532                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3533                 msg_print(NULL);
3534                 return;
3535         }
3536
3537         /* Check if the player has enough money */
3538         if (p_ptr->au < total_cost)
3539         {
3540                 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 );
3541                 msg_print(NULL);
3542                 return;
3543         }
3544         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3545         
3546         for (i = 0; i < INVEN_PACK; i++)
3547         {
3548                 o_ptr = &p_ptr->inventory_list[i];
3549                 k_ptr = &k_info[o_ptr->k_idx];
3550
3551                 /* skip non magic device */
3552                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3553
3554                 if (!object_is_known(o_ptr))
3555                 {
3556                         identify_item(o_ptr);
3557
3558                         /* Auto-inscription */
3559                         autopick_alter_item(i, FALSE);
3560                 }
3561
3562                 /* Recharge */
3563                 switch (o_ptr->tval)
3564                 {
3565                 case TV_ROD:
3566                         o_ptr->timeout = 0;
3567                         break;
3568                 case TV_STAFF:
3569                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3570                         /* We no longer think the item is empty */
3571                         o_ptr->ident &= ~(IDENT_EMPTY);
3572                         break;
3573                 case TV_WAND:
3574                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3575                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3576                         /* We no longer think the item is empty */
3577                         o_ptr->ident &= ~(IDENT_EMPTY);
3578                         break;
3579                 }
3580         }
3581
3582         /* Give feedback */
3583         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3584         msg_print(NULL);
3585         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3586
3587         p_ptr->window |= (PW_INVEN);
3588
3589         /* Pay the price */
3590         p_ptr->au -= total_cost;
3591
3592         /* Finished */
3593         return;
3594 }
3595
3596 /*!
3597  * @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-
3598  * @return 常にTRUEを返す。
3599  * @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。
3600  */
3601 static bool research_mon(void)
3602 {
3603         IDX i;
3604         int n;
3605         MONRACE_IDX r_idx;
3606         char sym, query;
3607         char buf[128];
3608         bool notpicked;
3609         bool recall = FALSE;
3610         u16b why = 0;
3611         MONSTER_IDX *who;
3612
3613         /* XTRA HACK WHATSEARCH */
3614         bool all = FALSE;
3615         bool uniq = FALSE;
3616         bool norm = FALSE;
3617         char temp[80] = "";
3618
3619         /* XTRA HACK REMEMBER_IDX */
3620         static int old_sym = '\0';
3621         static IDX old_i = 0;
3622
3623         screen_save();
3624
3625         /* Get a character, or abort */
3626         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):",
3627                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3628
3629         {
3630                 screen_load();
3631
3632                 return (FALSE);
3633         }
3634
3635         /* Find that character info, and describe it */
3636         for (i = 0; ident_info[i]; ++i)
3637         {
3638                 if (sym == ident_info[i][0]) break;
3639         }
3640
3641                 /* XTRA HACK WHATSEARCH */
3642         if (sym == KTRL('A'))
3643         {
3644                 all = TRUE;
3645                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3646         }
3647         else if (sym == KTRL('U'))
3648         {
3649                 all = uniq = TRUE;
3650                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3651         }
3652         else if (sym == KTRL('N'))
3653         {
3654                 all = norm = TRUE;
3655                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3656         }
3657         else if (sym == KTRL('M'))
3658         {
3659                 all = TRUE;
3660                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3661                 {
3662                         temp[0]=0;
3663                         screen_load();
3664
3665                         return FALSE;
3666                 }
3667                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3668         }
3669         else if (ident_info[i])
3670         {
3671                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3672         }
3673         else
3674         {
3675                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3676         }
3677
3678         /* Display the result */
3679         prt(buf, 16, 10);
3680
3681         /* Allocate the "who" array */
3682         C_MAKE(who, max_r_idx, MONRACE_IDX);
3683
3684         /* Collect matching monsters */
3685         for (n = 0, i = 1; i < max_r_idx; i++)
3686         {
3687                 monster_race *r_ptr = &r_info[i];
3688
3689                 /* Empty monster */
3690                 if (!r_ptr->name) continue;
3691
3692                 /* XTRA HACK WHATSEARCH */
3693                 /* Require non-unique monsters if needed */
3694                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3695
3696                 /* Require unique monsters if needed */
3697                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3698
3699                 /* 名前検索 */
3700                 if (temp[0])
3701                 {
3702                         int xx;
3703                         char temp2[80];
3704
3705                         for (xx = 0; temp[xx] && xx < 80; xx++)
3706                         {
3707 #ifdef JP
3708                                 if (iskanji(temp[xx]))
3709                                 {
3710                                         xx++;
3711                                         continue;
3712                                 }
3713 #endif
3714                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3715                         }
3716   
3717 #ifdef JP
3718                         strcpy(temp2, r_name + r_ptr->E_name);
3719 #else
3720                         strcpy(temp2, r_name + r_ptr->name);
3721 #endif
3722                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3723                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3724
3725 #ifdef JP
3726                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3727 #else
3728                         if (my_strstr(temp2, temp))
3729 #endif
3730                                 who[n++] = i;
3731                 }
3732                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3733         }
3734
3735         /* Nothing to recall */
3736         if (!n)
3737         {
3738                 /* Free the "who" array */
3739                 C_KILL(who, max_r_idx, MONRACE_IDX);
3740                 screen_load();
3741
3742                 return (FALSE);
3743         }
3744
3745         /* Sort by level */
3746         why = 2;
3747         query = 'y';
3748
3749         /* Sort if needed */
3750         if (why)
3751         {
3752                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3753         }
3754
3755
3756         /* Start at the end */
3757         /* XTRA HACK REMEMBER_IDX */
3758         if (old_sym == sym && old_i < n) i = old_i;
3759         else i = n - 1;
3760
3761         notpicked = TRUE;
3762
3763         /* Scan the monster memory */
3764         while (notpicked)
3765         {
3766                 /* Extract a race */
3767                 r_idx = who[i];
3768
3769                 /* Hack -- Begin the prompt */
3770                 roff_top(r_idx);
3771
3772                 /* Hack -- Complete the prompt */
3773                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3774
3775                 /* Interact */
3776                 while (1)
3777                 {
3778                         /* Recall */
3779                         if (recall)
3780                         {
3781                                 /*** Recall on screen ***/
3782
3783                                 /* Get maximal info about this monster */
3784                                 lore_do_probe(r_idx);
3785
3786                                 /* Save this monster ID */
3787                                 monster_race_track(r_idx);
3788                                 handle_stuff();
3789
3790                                 /* know every thing mode */
3791                                 screen_roff(r_idx, 0x01);
3792                                 notpicked = FALSE;
3793
3794                                 /* XTRA HACK REMEMBER_IDX */
3795                                 old_sym = sym;
3796                                 old_i = i;
3797                         }
3798
3799                         /* Command */
3800                         query = inkey();
3801
3802                         /* Normal commands */
3803                         if (query != 'r') break;
3804
3805                         /* Toggle recall */
3806                         recall = !recall;
3807                 }
3808
3809                 /* Stop scanning */
3810                 if (query == ESCAPE) break;
3811
3812                 /* Move to "prev" monster */
3813                 if (query == '-')
3814                 {
3815                         if (++i == n)
3816                         {
3817                                 i = 0;
3818                                 if (!expand_list) break;
3819                         }
3820                 }
3821
3822                 /* Move to "next" monster */
3823                 else
3824                 {
3825                         if (i-- == 0)
3826                         {
3827                                 i = n - 1;
3828                                 if (!expand_list) break;
3829                         }
3830                 }
3831         }
3832
3833
3834         /* Re-display the identity */
3835         /* prt(buf, 5, 5);*/
3836
3837         /* Free the "who" array */
3838         C_KILL(who, max_r_idx, MONRACE_IDX);
3839         screen_load();
3840
3841         return (!notpicked);
3842 }
3843
3844
3845 /*!
3846  * @brief 施設の処理実行メインルーチン / Execute a building command
3847  * @param bldg 施設構造体の参照ポインタ
3848  * @param i 実行したい施設のサービステーブルの添字
3849  * @return なし
3850  */
3851 static void bldg_process_command(building_type *bldg, int i)
3852 {
3853         BACT_IDX bact = bldg->actions[i];
3854         PRICE bcost;
3855         bool paid = FALSE;
3856
3857         msg_flag = FALSE;
3858         msg_erase();
3859
3860         if (is_owner(bldg))
3861                 bcost = bldg->member_costs[i];
3862         else
3863                 bcost = bldg->other_costs[i];
3864
3865         /* action restrictions */
3866         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3867             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3868         {
3869                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3870                 return;
3871         }
3872
3873         /* check gold (HACK - Recharge uses variable costs) */
3874         if ((bact != BACT_RECHARGE) &&
3875             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3876              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3877         {
3878                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3879                 return;
3880         }
3881
3882         switch (bact)
3883         {
3884         case BACT_NOTHING:
3885                 /* Do nothing */
3886                 break;
3887         case BACT_RESEARCH_ITEM:
3888                 paid = identify_fully(FALSE);
3889                 break;
3890         case BACT_TOWN_HISTORY:
3891                 town_history();
3892                 break;
3893         case BACT_RACE_LEGENDS:
3894                 race_legends();
3895                 break;
3896         case BACT_QUEST:
3897                 castle_quest();
3898                 break;
3899         case BACT_KING_LEGENDS:
3900         case BACT_ARENA_LEGENDS:
3901         case BACT_LEGENDS:
3902                 show_highclass();
3903                 break;
3904         case BACT_POSTER:
3905         case BACT_ARENA_RULES:
3906         case BACT_ARENA:
3907                 arena_comm(bact);
3908                 break;
3909         case BACT_IN_BETWEEN:
3910         case BACT_CRAPS:
3911         case BACT_SPIN_WHEEL:
3912         case BACT_DICE_SLOTS:
3913         case BACT_GAMBLE_RULES:
3914         case BACT_POKER:
3915                 gamble_comm(bact);
3916                 break;
3917         case BACT_REST:
3918         case BACT_RUMORS:
3919         case BACT_FOOD:
3920                 paid = inn_comm(bact);
3921                 break;
3922         case BACT_RESEARCH_MONSTER:
3923                 paid = research_mon();
3924                 break;
3925         case BACT_COMPARE_WEAPONS:
3926                 paid = TRUE;
3927                 bcost = compare_weapons(bcost);
3928                 break;
3929         case BACT_ENCHANT_WEAPON:
3930                 item_tester_hook = object_allow_enchant_melee_weapon;
3931                 enchant_item(bcost, 1, 1, 0);
3932                 break;
3933         case BACT_ENCHANT_ARMOR:
3934                 item_tester_hook = object_is_armour;
3935                 enchant_item(bcost, 0, 0, 1);
3936                 break;
3937         case BACT_RECHARGE:
3938                 building_recharge();
3939                 break;
3940         case BACT_RECHARGE_ALL:
3941                 building_recharge_all();
3942                 break;
3943         case BACT_IDENTS: /* needs work */
3944                 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;
3945                 identify_pack();
3946                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3947                 paid = TRUE;
3948                 break;
3949         case BACT_IDENT_ONE: /* needs work */
3950                 paid = ident_spell(FALSE);
3951                 break;
3952         case BACT_LEARN:
3953                 do_cmd_study();
3954                 break;
3955         case BACT_HEALING: /* needs work */
3956                 paid = cure_critical_wounds(200);
3957                 break;
3958         case BACT_RESTORE: /* needs work */
3959                 paid = restore_all_status();
3960                 break;
3961         case BACT_ENCHANT_ARROWS:
3962                 item_tester_hook = item_tester_hook_ammo;
3963                 enchant_item(bcost, 1, 1, 0);
3964                 break;
3965         case BACT_ENCHANT_BOW:
3966                 item_tester_tval = TV_BOW;
3967                 enchant_item(bcost, 1, 1, 0);
3968                 break;
3969
3970         case BACT_RECALL:
3971                 if (recall_player(p_ptr, 1)) paid = TRUE;
3972                 break;
3973
3974         case BACT_TELEPORT_LEVEL:
3975                 clear_bldg(4, 20);
3976                 paid = free_level_recall(p_ptr);
3977                 break;
3978
3979         case BACT_LOSE_MUTATION:
3980                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3981                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3982                 {
3983                         while(!lose_mutation(0));
3984                         paid = TRUE;
3985                 }
3986                 else
3987                 {
3988                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3989                         msg_print(NULL);
3990                 }
3991                 break;
3992
3993         case BACT_BATTLE:
3994                 kakutoujou();
3995                 break;
3996
3997         case BACT_TSUCHINOKO:
3998                 tsuchinoko();
3999                 break;
4000
4001         case BACT_KUBI:
4002                 shoukinkubi();
4003                 break;
4004
4005         case BACT_TARGET:
4006                 today_target();
4007                 break;
4008
4009         case BACT_KANKIN:
4010                 kankin();
4011                 break;
4012
4013         case BACT_HEIKOUKA:
4014                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4015                 set_virtue(V_COMPASSION, 0);
4016                 set_virtue(V_HONOUR, 0);
4017                 set_virtue(V_JUSTICE, 0);
4018                 set_virtue(V_SACRIFICE, 0);
4019                 set_virtue(V_KNOWLEDGE, 0);
4020                 set_virtue(V_FAITH, 0);
4021                 set_virtue(V_ENLIGHTEN, 0);
4022                 set_virtue(V_ENCHANT, 0);
4023                 set_virtue(V_CHANCE, 0);
4024                 set_virtue(V_NATURE, 0);
4025                 set_virtue(V_HARMONY, 0);
4026                 set_virtue(V_VITALITY, 0);
4027                 set_virtue(V_UNLIFE, 0);
4028                 set_virtue(V_PATIENCE, 0);
4029                 set_virtue(V_TEMPERANCE, 0);
4030                 set_virtue(V_DILIGENCE, 0);
4031                 set_virtue(V_VALOUR, 0);
4032                 set_virtue(V_INDIVIDUALISM, 0);
4033                 get_virtues();
4034                 paid = TRUE;
4035                 break;
4036
4037         case BACT_TELE_TOWN:
4038                 paid = tele_town();
4039                 break;
4040
4041         case BACT_EVAL_AC:
4042                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4043                 break;
4044
4045         case BACT_BROKEN_WEAPON:
4046                 paid = TRUE;
4047                 bcost = repair_broken_weapon(bcost);
4048                 break;
4049         }
4050
4051         if (paid)
4052         {
4053                 p_ptr->au -= bcost;
4054         }
4055 }
4056
4057 /*!
4058  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4059  * @return なし
4060  */
4061 void do_cmd_bldg(void)
4062 {
4063         int             i, which;
4064         char            command;
4065         bool            validcmd;
4066         building_type   *bldg;
4067
4068         if(p_ptr->wild_mode) return;
4069
4070         take_turn(p_ptr, 100);
4071
4072         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4073         {
4074                 msg_print(_("ここには建物はない。", "You see no building here."));
4075                 return;
4076         }
4077
4078         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4079
4080         bldg = &building[which];
4081
4082         /* Don't re-init the wilderness */
4083         reinit_wilderness = FALSE;
4084
4085         if ((which == 2) && (p_ptr->arena_number < 0))
4086         {
4087                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4088                 return;
4089         }
4090         else if ((which == 2) && p_ptr->inside_arena)
4091         {
4092                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4093                 {
4094                         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);
4095                 }
4096                 else
4097                 {
4098                         /* Don't save the arena as saved floor */
4099                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4100
4101                         p_ptr->inside_arena = FALSE;
4102                         p_ptr->leaving = TRUE;
4103
4104                         /* Re-enter the arena */
4105                         command_new = SPECIAL_KEY_BUILDING;
4106
4107                         /* No energy needed to re-enter the arena */
4108                         free_turn(p_ptr);
4109                 }
4110
4111                 return;
4112         }
4113         else if (p_ptr->inside_battle)
4114         {
4115                 /* Don't save the arena as saved floor */
4116                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4117
4118                 p_ptr->leaving = TRUE;
4119                 p_ptr->inside_battle = FALSE;
4120
4121                 /* Re-enter the monster arena */
4122                 command_new = SPECIAL_KEY_BUILDING;
4123
4124                 /* No energy needed to re-enter the arena */
4125                 free_turn(p_ptr);
4126
4127                 return;
4128         }
4129         else
4130         {
4131                 p_ptr->oldpy = p_ptr->y;
4132                 p_ptr->oldpx = p_ptr->x;
4133         }
4134
4135         forget_lite();
4136         forget_view();
4137
4138         /* Hack -- Increase "icky" depth */
4139         character_icky++;
4140
4141         command_arg = 0;
4142         command_rep = 0;
4143         command_new = 0;
4144
4145         show_building(bldg);
4146         p_ptr->leave_bldg = FALSE;
4147
4148         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4149
4150         while (!p_ptr->leave_bldg)
4151         {
4152                 validcmd = FALSE;
4153                 prt("", 1, 0);
4154
4155                 building_prt_gold();
4156
4157                 command = inkey();
4158
4159                 if (command == ESCAPE)
4160                 {
4161                         p_ptr->leave_bldg = TRUE;
4162                         p_ptr->inside_arena = FALSE;
4163                         p_ptr->inside_battle = FALSE;
4164                         break;
4165                 }
4166
4167                 for (i = 0; i < 8; i++)
4168                 {
4169                         if (bldg->letters[i])
4170                         {
4171                                 if (bldg->letters[i] == command)
4172                                 {
4173                                         validcmd = TRUE;
4174                                         break;
4175                                 }
4176                         }
4177                 }
4178
4179                 if(validcmd) bldg_process_command(bldg, i);
4180
4181                 handle_stuff();
4182         }
4183
4184         select_floor_music();
4185
4186         msg_flag = FALSE;
4187         msg_erase();
4188
4189         /* Reinit wilderness to activate quests ... */
4190         if (reinit_wilderness)
4191         {
4192                 p_ptr->leaving = TRUE;
4193         }
4194
4195         /* Hack -- Decrease "icky" depth */
4196         character_icky--;
4197
4198         Term_clear();
4199
4200         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4201         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4202         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4203 }
4204
4205
4206 /*!
4207  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4208  * @return なし
4209  * @note conv_old is used if loaded 0.0.3 or older save file
4210  */
4211 void determine_today_mon(bool conv_old)
4212 {
4213         int max_dl = 3, i;
4214         bool old_inside_battle = p_ptr->inside_battle;
4215         monster_race *r_ptr;
4216
4217         if (!conv_old)
4218         {
4219                 for (i = 0; i < max_d_idx; i++)
4220                 {
4221                         if (max_dlv[i] < d_info[i].mindepth) continue;
4222                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4223                 }
4224         }
4225         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4226
4227         p_ptr->inside_battle = TRUE;
4228         get_mon_num_prep(NULL, NULL);
4229
4230         while (1)
4231         {
4232                 today_mon = get_mon_num(max_dl);
4233                 r_ptr = &r_info[today_mon];
4234
4235                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4236                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4237                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4238                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4239                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4240                 if (r_ptr->rarity > 10) continue;
4241                 break;
4242         }
4243
4244         p_ptr->today_mon = 0;
4245         p_ptr->inside_battle = old_inside_battle;
4246 }
4247
4248
4249
4250 /*!
4251  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4252  * @return なし
4253  */
4254 void determine_bounty_uniques(void)
4255 {
4256         int i, j;
4257         MONRACE_IDX tmp;
4258         monster_race *r_ptr;
4259
4260         get_mon_num_prep(NULL, NULL);
4261         for (i = 0; i < MAX_KUBI; i++)
4262         {
4263                 while (1)
4264                 {
4265                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4266                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4267
4268                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4269
4270                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4271
4272                         if (r_ptr->rarity > 100) continue;
4273
4274                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4275
4276                         for (j = 0; j < i; j++)
4277                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4278
4279                         if (j == i) break;
4280                 }
4281         }
4282
4283         /* Sort them */
4284         for (i = 0; i < MAX_KUBI - 1; i++)
4285         {
4286                 for (j = i; j < MAX_KUBI; j++)
4287                 {
4288                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4289                         {
4290                                 tmp = current_world_ptr->bounty_r_idx[i];
4291                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4292                                 current_world_ptr->bounty_r_idx[j] = tmp;
4293                         }
4294                 }
4295         }
4296 }