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[Refactor] #37353 object-kind.c/h を作成して関連構造体と変数を移動.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17
18 #include "floor.h"
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "objectkind.h"
22 #include "object-boost.h"
23 #include "object-flavor.h"
24 #include "object-hook.h"
25 #include "monster.h"
26 #include "monsterrace-hook.h"
27 #include "melee.h"
28 #include "wild.h"
29 #include "world.h"
30 #include "sort.h"
31
32 #include "avatar.h"
33 #include "bldg.h"
34 #include "dungeon.h"
35 #include "mutation.h"
36 #include "quest.h"
37 #include "artifact.h"
38 #include "cmd-spell.h"
39 #include "rumor.h"
40 #include "player-status.h"
41 #include "spells.h"
42 #include "spells-status.h"
43 #include "realm-hex.h"
44 #include "dungeon-file.h"
45
46 #include "files.h"
47 #include "player-effects.h"
48 #include "scores.h"
49 #include "shoot.h"
50 #include "view-mainwindow.h"
51
52
53 /*
54  * Buildings
55  */
56 building_type building[MAX_BLDG];
57
58
59 /*!
60  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
61  */
62 const arena_type arena_info[MAX_ARENA_MONS + 2] =
63 {
64         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
65         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
66         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
67         { MON_LION_HEART,    0,         0                             },
68         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
69         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
70         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
71         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
72         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
73         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
74         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
75         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
76         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
77         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
78         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
79         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
80         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
81         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
82         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
83         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
84         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
85         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
86         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
87         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
88         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
89         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
90         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
91         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
92         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
93         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
94         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
95         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
96         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
97         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
98         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
99         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
100         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
101         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
102         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
103         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
104         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
105         { 0,                 0,         0                             }, /* Victory prizing */
106         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
107 };
108
109 /*!
110  * @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。
111  * @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、
112  * 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。
113  * @param bldg 施設構造体の参照ポインタ
114  * @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。
115  */
116 static bool is_owner(building_type *bldg)
117 {
118         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
119         {
120                 return (TRUE);
121         }
122
123         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
124         {
125                 return (TRUE);
126         }
127
128         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
129                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
130         {
131                 return (TRUE);
132         }
133
134         return (FALSE);
135 }
136
137 /*!
138  * @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。
139  (スペルマスターの特別判定つき)
140  * @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、
141  * 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。
142  * @param bldg 施設構造体の参照ポインタ
143  * @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。
144  * @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。
145  */
146 static bool is_member(building_type *bldg)
147 {
148         if (bldg->member_class[p_ptr->pclass])
149         {
150                 return (TRUE);
151         }
152
153         if (bldg->member_race[p_ptr->prace])
154         {
155                 return (TRUE);
156         }
157
158         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
159             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
160         {
161                 return (TRUE);
162         }
163
164
165         if (p_ptr->pclass == CLASS_SORCERER)
166         {
167                 int i;
168                 bool OK = FALSE;
169                 for (i = 0; i < MAX_MAGIC; i++)
170                 {
171                         if (bldg->member_realm[i+1]) OK = TRUE;
172                 }
173                 return OK;
174         }
175         return (FALSE);
176 }
177
178 /*!
179  * @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
180  * @details 消去は行毎にヌル文字列で行われる。
181  * @param min_row 開始行番号
182  * @param max_row 末尾行番号
183  * @return なし
184  */
185 void clear_bldg(int min_row, int max_row)
186 {
187         int   i;
188
189         for (i = min_row; i <= max_row; i++)
190                 prt("", i, 0);
191 }
192
193 /*!
194  * @brief 所持金を表示する。
195  * @return なし
196  */
197 static void building_prt_gold(void)
198 {
199         char tmp_str[80];
200         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
201         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
202         prt(tmp_str, 23, 68);
203 }
204
205 /*!
206  * @brief 施設のサービス一覧を表示する / Display a building.
207  * @param bldg 施設構造体の参照ポインタ
208  * @return なし
209  */
210 static void show_building(building_type* bldg)
211 {
212         char buff[20];
213         int i;
214         byte action_color;
215         char tmp_str[80];
216
217         Term_clear();
218         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
219         prt(tmp_str, 2, 1);
220
221
222         for (i = 0; i < 8; i++)
223         {
224                 if (bldg->letters[i])
225                 {
226                         if (bldg->action_restr[i] == 0)
227                         {
228                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
229                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
230                                 {
231                                         action_color = TERM_WHITE;
232                                         buff[0] = '\0';
233                                 }
234                                 else if (is_owner(bldg))
235                                 {
236                                         action_color = TERM_YELLOW;
237                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
238                                 }
239                                 else
240                                 {
241                                         action_color = TERM_YELLOW;
242                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
243                         }
244                         else if (bldg->action_restr[i] == 1)
245                         {
246                                 if (!is_member(bldg))
247                                 {
248                                         action_color = TERM_L_DARK;
249                                         strcpy(buff, _("(閉店)", "(closed)"));
250                                 }
251                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
252                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
253                                 {
254                                         action_color = TERM_WHITE;
255                                         buff[0] = '\0';
256                                 }
257                                 else if (is_owner(bldg))
258                                 {
259                                         action_color = TERM_YELLOW;
260                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
261                                 }
262                                 else
263                                 {
264                                         action_color = TERM_YELLOW;
265                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
266                                 }
267                         }
268                         else
269                         {
270                                 if (!is_owner(bldg))
271                                 {
272                                         action_color = TERM_L_DARK;
273                                         strcpy(buff, _("(閉店)", "(closed)"));
274                                 }
275                                 else if (bldg->member_costs[i] != 0)
276                                 {
277                                         action_color = TERM_YELLOW;
278                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
279                                 }
280                                 else
281                                 {
282                                         action_color = TERM_WHITE;
283                                         buff[0] = '\0';
284                                 }
285                         }
286
287                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
288                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
289                 }
290         }
291         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
292 }
293
294 /*!
295  * @brief 闘技場に入るコマンドの処理 / arena commands
296  * @param cmd 闘技場処理のID
297  * @return なし
298  */
299 static void arena_comm(int cmd)
300 {
301         monster_race    *r_ptr;
302         concptr            name;
303
304
305         switch (cmd)
306         {
307                 case BACT_ARENA:
308                         if (p_ptr->arena_number == MAX_ARENA_MONS)
309                         {
310                                 clear_bldg(5, 19);
311                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
312                                 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);
313                                 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);
314
315                                 prt("", 10, 0);
316                                 prt("", 11, 0);
317                                 p_ptr->au += 1000000L;
318                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
319                                 msg_print(NULL);
320                                 p_ptr->arena_number++;
321                         }
322                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
323                         {
324                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
325                                 {
326                                         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."));
327                                         msg_print(NULL);
328                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
329                                         {       
330                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
331                                                 msg_print(NULL);
332                                         
333                                                 p_ptr->exit_bldg = FALSE;
334                                                 reset_tim_flags();
335
336                                                 /* Save the surface floor as saved floor */
337                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
338
339                                                 p_ptr->inside_arena = TRUE;
340                                                 p_ptr->leaving = TRUE;
341                                                 p_ptr->leave_bldg = TRUE;
342                                         }
343                                         else
344                                         {
345                                                 msg_print(_("残念だ。", "We are disappointed."));
346                                         }
347                                 }
348                                 else
349                                 {
350                                         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。",
351                                                                 "You enter the arena briefly and bask in your glory."));
352                                         msg_print(NULL);
353                                 }
354                         }
355                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
356                         {
357                                 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。",
358                                                         "You don't have permission to enter with pet."));
359                                 msg_print(NULL);
360                         }
361                         else
362                         {
363                                 p_ptr->exit_bldg = FALSE;
364                                 reset_tim_flags();
365
366                                 /* Save the surface floor as saved floor */
367                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
368
369                                 p_ptr->inside_arena = TRUE;
370                                 p_ptr->leaving = TRUE;
371                                 p_ptr->leave_bldg = TRUE;
372                         }
373                         break;
374                 case BACT_POSTER:
375                         if (p_ptr->arena_number == MAX_ARENA_MONS)
376                                 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。",
377                                                         "You are victorious. Enter the arena for the ceremony."));
378
379                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
380                         {
381                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
382                         }
383                         else
384                         {
385                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
386                                 name = (r_name + r_ptr->name);
387                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
388
389                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
390                                 p_ptr->window |= (PW_MONSTER);
391                                 handle_stuff();
392
393                         }
394                         break;
395                 case BACT_ARENA_RULES:
396                         screen_save();
397
398                         /* Peruse the arena help file */
399                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
400                         screen_load();
401
402                         break;
403         }
404 }
405
406 /*!
407  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
408  * @param row シンボルを表示する行の上端
409  * @param col シンボルを表示する行の左端
410  * @param fruit 表示するシンボルID
411  * @return なし
412  */
413 static void display_fruit(int row, int col, int fruit)
414 {
415         switch (fruit)
416         {
417                 case 0: /* lemon */
418                         c_put_str(TERM_YELLOW, "   ####.", row, col);
419                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
420                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
421                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
422                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
423                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
424                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
425                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
426                         prt(                 _(" レモン ",
427                                                            " Lemon  "), row + 8, col);
428                         break;
429                 case 1: /* orange */
430                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
431                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
432                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
433                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
434                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
435                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
436                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
437                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
438                         prt(                 _("オレンジ",
439                                                                    " Orange "), row + 8, col);
440                         break;
441                 case 2: /* sword */
442                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
443                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
444                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
445                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
446                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
447                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
448                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
449                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
450                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
451                         break;
452                 case 3: /* shield */
453                         c_put_str(TERM_SLATE, " ###### ", row, col);
454                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
455                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
456                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
457                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
458                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
459                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
460                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
461                         prt(                _("   盾   ",
462                                                                   " Shield "), row + 8, col);
463                         break;
464                 case 4: /* plum */
465                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
466                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
467                         c_put_str(TERM_VIOLET, "########", row + 2, col);
468                         c_put_str(TERM_VIOLET, "########", row + 3, col);
469                         c_put_str(TERM_VIOLET, "########", row + 4, col);
470                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
471                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
472                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
473                         prt(                 _(" プラム ",
474                                                                    "  Plum  "), row + 8, col);
475                         break;
476                 case 5: /* cherry */
477                         c_put_str(TERM_RED, "      ##", row, col);
478                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
479                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
480                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
481                         c_put_str(TERM_RED, " ###### ", row + 4, col);
482                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
483                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
484                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
485                         prt(              _("チェリー",
486                                                                 " Cherry "), row + 8, col);
487                         break;
488         }
489 }
490
491 /*! @note
492  * kpoker no (tyuto-hannpa na)pakuri desu...
493  * joker ha shineru node haitte masen.
494  *
495  * TODO: donataka! tsukutte!
496  *  - agatta yaku no kiroku (like DQ).
497  *  - kakkoii card no e.
498  *  - sousa-sei no koujyo.
499  *  - code wo wakariyasuku.
500  *  - double up.
501  *  - Joker... -- done.
502  *
503  * 9/13/2000 --Koka
504  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
505  */
506
507 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
508 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
509 #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 */
510
511 static int cards[5]; /*!< ポーカーの現在の手札ID */
512
513 /*!
514  * @brief ポーカーの山札を切る。
515  * @param deck デッキの配列
516  * @return なし
517  */
518 static void reset_deck(int deck[])
519 {
520         int i;
521         for (i = 0; i < 53; i++) deck[i] = i;
522
523         /* shuffle cards */
524         for (i = 0; i < 53; i++){
525                 int tmp1 = randint0(53 - i) + i;
526                 int tmp2 = deck[i];
527                 deck[i] = deck[tmp1];
528                 deck[tmp1] = tmp2;
529         }
530 }
531
532 /*!
533  * @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。
534  * @return ジョーカーを持っているか。
535  */
536 static bool have_joker(void)
537 {
538         int i;
539
540         for (i = 0; i < 5; i++){
541           if(IS_JOKER(cards[i])) return TRUE;
542         }
543         return FALSE;
544 }
545
546 /*!
547  * @brief ポーカーの手札に該当の番号の札があるかを返す。
548  * @param num 探したいカードの番号。
549  * @return 該当の番号が手札にあるか。
550  */
551 static bool find_card_num(int num)
552 {
553         int i;
554         for (i = 0; i < 5; i++)
555                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
556         return FALSE;
557 }
558
559 /*!
560  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
561  * @return 役の判定結果
562  */
563 static bool yaku_check_flush(void)
564 {
565         int i, suit;
566         bool joker_is_used = FALSE;
567
568         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
569         for (i = 0; i < 5; i++){
570                 if (SUIT_OF(cards[i]) != suit){
571                   if(have_joker() && !joker_is_used)
572                     joker_is_used = TRUE;
573                   else
574                     return FALSE;
575                 }
576         }
577
578         return TRUE;
579 }
580
581 /*!
582  * @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。
583  * @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
584  */
585 static int yaku_check_straight(void)
586 {
587         int i, lowest = 99;
588         bool joker_is_used = FALSE;
589         bool straight = FALSE;
590
591         /* get lowest */
592         for (i = 0; i < 5; i++)
593         {
594                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
595                         lowest = NUM_OF(cards[i]);
596         }
597         
598         /* Check Royal Straight Flush */
599         if (yaku_check_flush())
600         {
601           if( lowest == 0 ){
602                 for (i = 0; i < 4; i++)
603                 {
604                         if (!find_card_num(9 + i)){
605                                 if( have_joker() && !joker_is_used )
606                                   joker_is_used = TRUE;
607                                 else
608                                   break;
609                         }
610                 }
611                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
612           }
613           if(lowest == 9){
614                 for (i = 0; i < 3; i++)
615                 {
616                         if (!find_card_num(10 + i))
617                                 break;
618                 }
619                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
620           }
621         }
622
623         joker_is_used = FALSE;
624
625         /* Straight Only Check */
626
627         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
628                 for (i = 0; i < 4; i++)
629                 {
630                         if (!find_card_num(9 + i)) {
631                                 if (have_joker() && !joker_is_used)
632                                         joker_is_used = TRUE;
633                                 else
634                                         break; /* None */
635                         }
636                 }
637                 if(i == 4) straight = TRUE;
638         }
639
640         joker_is_used = FALSE;
641
642         for (i = 0; i < 5; i++)
643         {
644                 if(!find_card_num(lowest + i)){
645                         if( have_joker() && !joker_is_used )
646                                 joker_is_used = TRUE;
647                         else
648                                 break; /* None */
649                 }
650         }
651         if(i == 5) straight = TRUE;
652         
653         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
654         else if(straight) return 1; /* Only Straight */
655         else return 0;
656 }
657
658 /*!
659  * @brief ポーカーのペア役の状態を返す。
660  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
661  */
662 static int yaku_check_pair(void)
663 {
664         int i, i2, matching = 0;
665
666         for (i = 0; i < 5; i++)
667         {
668                 for (i2 = i+1; i2 < 5; i2++)
669                 {
670                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
671                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
672                                 matching++;
673                 }
674         }
675
676         if(have_joker()){
677           switch(matching){
678           case 0:
679             matching = 1;
680             break;
681           case 1:
682             matching = 3;
683             break;
684           case 2:
685             matching = 4;
686             break;
687           case 3:
688             matching = 6;
689             break;
690           case 6:
691             matching = 7;
692             break;
693           default:
694             /* don't reach */
695             break;
696           }
697         }
698
699         return matching;
700 }
701
702 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
703 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
704 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
705 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
706 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
707 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
708 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
709 #define ODDS_ST 4 /*!< ストレートの役倍率 */
710 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
711 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
712
713 /*!
714  * @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。
715  * @return 役のID
716  */
717 static int yaku_check(void)
718 {
719         prt("                            ", 4, 3);
720
721         switch(yaku_check_straight()){
722         case 3: /* RF! */
723                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
724                 return ODDS_RF;
725         case 2: /* SF! */
726                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
727                 return ODDS_SF;
728         case 1:
729                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
730                 return ODDS_ST;
731         default:
732                 /* Not straight -- fall through */
733                 break;
734         }
735
736         if (yaku_check_flush())
737         {
738                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
739                 return ODDS_FL;
740         }
741
742         switch (yaku_check_pair())
743         {
744         case 1:
745                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
746                 return 0;
747         case 2:
748                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
749                 return ODDS_2P;
750         case 3:
751                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
752                 return ODDS_3C;
753         case 4:
754                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
755                 return ODDS_FH;
756         case 6:
757                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
758                 return ODDS_4C;
759         case 7:
760                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
761                 {
762                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
763                         return ODDS_5A;
764                 }
765                 else
766                 {
767                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
768                         return ODDS_5C;
769                 }
770         default:
771                 break;
772         }
773         return 0;
774 }
775
776 /*!
777  * @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。
778  * @param hoge カーソルの現在位置
779  * @param kaeruka カードの捨てる/残すフラグ配列
780  * @return なし
781  */
782 static void display_kaeruka(int hoge, int kaeruka[])
783 {
784         int i;
785         char col = TERM_WHITE;
786         for (i = 0; i < 5; i++)
787         {
788                 if (i == hoge) col = TERM_YELLOW;
789                 else if(kaeruka[i]) col = TERM_WHITE;
790                 else col = TERM_L_BLUE;
791                 
792                 if(kaeruka[i])
793                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
794                 else
795                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
796         }
797         if (hoge > 4) col = TERM_YELLOW;
798         else col = TERM_WHITE;
799         c_put_str(col, _("決定", "Sure"), 16,  38);
800
801         /* Hilite current option */
802         if (hoge < 5) move_cursor(14, 5+hoge*16);
803         else move_cursor(16, 38);
804 }
805
806 /*!
807  * @brief ポーカーの手札を表示する。
808  * @return なし
809  */
810 static void display_cards(void)
811 {
812         int i, j;
813         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
814 #ifdef JP
815         concptr suit[4] = {"★", "●", "¶", "†"};
816         concptr card_grph[13][7] = {{"A   %s     ",
817                                   "     変     ",
818                                   "     愚     ",
819                                   "     蛮     ",
820                                   "     怒     ",
821                                   "     %s     ",
822                                   "          A"},
823                                  {"2          ",
824                                   "     %s     ",
825                                   "            ",
826                                   "            ",
827                                   "            ",
828                                   "     %s     ",
829                                   "          2"},
830                                  {"3          ",
831                                   "     %s     ",
832                                   "            ",
833                                   "     %s     ",
834                                   "            ",
835                                   "     %s     ",
836                                   "          3"},
837                                  {"4          ",
838                                   "   %s  %s   ",
839                                   "            ",
840                                   "            ",
841                                   "            ",
842                                   "   %s  %s   ",
843                                   "          4"},
844                                  {"5          ",
845                                   "   %s  %s   ",
846                                   "            ",
847                                   "     %s     ",
848                                   "            ",
849                                   "   %s  %s   ",
850                                   "          5"},
851                                  {"6          ",
852                                   "   %s  %s   ",
853                                   "            ",
854                                   "   %s  %s   ",
855                                   "            ",
856                                   "   %s  %s   ",
857                                   "          6"},
858                                  {"7          ",
859                                   "   %s  %s   ",
860                                   "     %s     ",
861                                   "   %s  %s   ",
862                                   "            ",
863                                   "   %s  %s   ",
864                                   "          7"},
865                                  {"8          ",
866                                   "   %s  %s   ",
867                                   "     %s     ",
868                                   "   %s  %s   ",
869                                   "     %s     ",
870                                   "   %s  %s   ",
871                                   "          8"},
872                                  {"9 %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s 9"},
879                                  {"10 %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "     %s     ",
885                                   "   %s  %s 10"},
886                                  {"J   Λ     ",
887                                   "%s   ||     ",
888                                   "     ||     ",
889                                   "     ||     ",
890                                   "     ||     ",
891                                   "   |=亜=| %s",
892                                   "     目   J"},
893                                  {"Q ######   ",
894                                   "%s#      #  ",
895                                   "  # ++++ #  ",
896                                   "  # +==+ #  ",
897                                   "   # ++ #   ",
898                                   "    #  #  %s",
899                                   "     ##   Q"},
900                                  {"K          ",
901                                   "%s `⌒´   ",
902                                   "  γγγλ  ",
903                                   "  ο ο ι  ",
904                                   "   υ    ∂ ",
905                                   "    σ ノ %s",
906                                   "          K"}};
907         concptr joker_grph[7] = {    "            ",
908                                   "     J     ",
909                                   "     O     ",
910                                   "     K     ",
911                                   "     E     ",
912                                   "     R     ",
913                                   "            "};
914
915 #else
916
917         concptr suit[4] = {"[]", "qp", "<>", "db"};
918         concptr card_grph[13][7] = {{"A    %s     ",
919                                   "     He     ",
920                                   "     ng     ",
921                                   "     ba     ",
922                                   "     nd     ",
923                                   "     %s     ",
924                                   "           A"},
925                                  {"2           ",
926                                   "     %s     ",
927                                   "            ",
928                                   "            ",
929                                   "            ",
930                                   "     %s     ",
931                                   "           2"},
932                                  {"3           ",
933                                   "     %s     ",
934                                   "            ",
935                                   "     %s     ",
936                                   "            ",
937                                   "     %s     ",
938                                   "           3"},
939                                  {"4           ",
940                                   "   %s  %s   ",
941                                   "            ",
942                                   "            ",
943                                   "            ",
944                                   "   %s  %s   ",
945                                   "           4"},
946                                  {"5           ",
947                                   "   %s  %s   ",
948                                   "            ",
949                                   "     %s     ",
950                                   "            ",
951                                   "   %s  %s   ",
952                                   "           5"},
953                                  {"6           ",
954                                   "   %s  %s   ",
955                                   "            ",
956                                   "   %s  %s   ",
957                                   "            ",
958                                   "   %s  %s   ",
959                                   "           6"},
960                                  {"7           ",
961                                   "   %s  %s   ",
962                                   "     %s     ",
963                                   "   %s  %s   ",
964                                   "            ",
965                                   "   %s  %s   ",
966                                   "           7"},
967                                  {"8           ",
968                                   "   %s  %s   ",
969                                   "     %s     ",
970                                   "   %s  %s   ",
971                                   "     %s     ",
972                                   "   %s  %s   ",
973                                   "           8"},
974                                  {"9  %s  %s   ",
975                                   "            ",
976                                   "   %s  %s   ",
977                                   "     %s     ",
978                                   "   %s  %s   ",
979                                   "            ",
980                                   "   %s  %s  9"},
981                                  {"10 %s  %s   ",
982                                   "     %s     ",
983                                   "   %s  %s   ",
984                                   "            ",
985                                   "   %s  %s   ",
986                                   "     %s     ",
987                                   "   %s  %s 10"},
988                                  {"J    /\\     ",
989                                   "%s   ||     ",
990                                   "     ||     ",
991                                   "     ||     ",
992                                   "     ||     ",
993                                   "   |=HH=| %s",
994                                   "     ][    J"},
995                                  {"Q  ######   ",
996                                   "%s#      #  ",
997                                   "  # ++++ #  ",
998                                   "  # +==+ #  ",
999                                   "   # ++ #   ",
1000                                   "    #  #  %s",
1001                                   "     ##    Q"},
1002                                  {"K           ",
1003                                   "%s _'~~`_   ",
1004                                   "   jjjjj$&  ",
1005                                   "   q q uu   ",
1006                                   "   c    &   ",
1007                                   "    v__/  %s",
1008                                   "           K"}};
1009         concptr joker_grph[7] = {    "            ",
1010                                   "     J      ",
1011                                   "     O      ",
1012                                   "     K      ",
1013                                   "     E      ",
1014                                   "     R      ",
1015                                   "            "};
1016 #endif
1017
1018         for (i = 0; i < 5; i++)
1019         {
1020                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1021         }
1022
1023         for (i = 0; i < 5; i++)
1024         {
1025                 for (j = 0; j < 7; j++)
1026                 {
1027                         prt(_("┃", " |"),  j+6,  i*16);
1028                         if(IS_JOKER(cards[i]))
1029                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1030                         else
1031                                 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);
1032                         prt(_("┃", "| "),  j+6,  i*16+14);
1033                 }
1034         }
1035         for (i = 0; i < 5; i++)
1036         {
1037                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1038         }
1039 }
1040
1041 /*!
1042  * @brief ポーカーの1プレイルーチン。
1043  * @return 1プレイの役の結果
1044  */
1045 static int do_poker(void)
1046 {
1047         int i, k = 2;
1048         char cmd;
1049         int deck[53]; /* yamafuda : 0...52 */
1050         int deck_ptr = 0;
1051         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1052
1053         bool done = FALSE;
1054         bool kettei = TRUE;
1055         bool kakikae = TRUE;
1056
1057         reset_deck(deck);
1058
1059         for (i = 0; i < 5; i++)
1060         {
1061                 cards[i] = deck[deck_ptr++];
1062                 kaeruka[i] = 0; /* default:nokosu */
1063         }
1064
1065         /* suteruno wo kimeru */
1066         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);
1067
1068         display_cards();
1069         yaku_check();
1070
1071         while (!done)
1072         {
1073                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1074                 kakikae = FALSE;
1075                 cmd = inkey();
1076                 switch (cmd)
1077                 {
1078                 case '6': case 'l': case 'L': case KTRL('F'):
1079                         if (!kettei) k = (k+1)%5;
1080                         else {k = 0;kettei = FALSE;}
1081                         kakikae = TRUE;
1082                         break;
1083                 case '4': case 'h': case 'H': case KTRL('B'):
1084                         if (!kettei) k = (k+4)%5;
1085                         else {k = 4;kettei = FALSE;}
1086                         kakikae = TRUE;
1087                         break;
1088                 case '2': case 'j': case 'J': case KTRL('N'):
1089                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1090                         break;
1091                 case '8': case 'k': case 'K': case KTRL('P'):
1092                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1093                         break;
1094                 case ' ': case '\r':
1095                         if (kettei) done = TRUE;
1096                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1097                         break;
1098                 default:
1099                         break;
1100                 }
1101         }
1102         
1103         prt("",0,0);
1104
1105         for (i = 0; i < 5; i++)
1106                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1107
1108         display_cards();
1109         
1110         return yaku_check();
1111 }
1112 #undef SUIT_OF
1113 #undef NUM_OF
1114 #undef IS_JOKER
1115 /* end of poker codes --Koka */
1116
1117 /*!
1118  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1119  * @param cmd プレイするゲームID
1120  * @return なし
1121  */
1122 static bool gamble_comm(int cmd)
1123 {
1124         int i;
1125         int roll1, roll2, roll3, choice, odds, win;
1126         s32b wager;
1127         s32b maxbet;
1128         s32b oldgold;
1129
1130         char out_val[160], tmp_str[80], again;
1131         concptr p;
1132
1133         screen_save();
1134
1135         if (cmd == BACT_GAMBLE_RULES)
1136         {
1137                 /* Peruse the gambling help file */
1138                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1139         }
1140         else
1141         {
1142                 /* No money */
1143                 if (p_ptr->au < 1)
1144                 {
1145                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1146                                                 "Hey! You don't have gold - get out of here!"));
1147                         msg_print(NULL);
1148                         screen_load();
1149                         return FALSE;
1150                 }
1151
1152                 clear_bldg(5, 23);
1153
1154                 maxbet = p_ptr->lev * 200;
1155
1156                 /* We can't bet more than we have */
1157                 maxbet = MIN(maxbet, p_ptr->au);
1158
1159                 /* Get the wager */
1160                 strcpy(out_val, "");
1161                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1162
1163
1164                 /*
1165                  * Use get_string() because we may need more than
1166                  * the s16b value returned by get_quantity().
1167                  */
1168                 if (get_string(tmp_str, out_val, 32))
1169                 {
1170                         /* Strip spaces */
1171                         for (p = out_val; *p == ' '; p++);
1172
1173                         /* Get the wager */
1174                         wager = atol(p);
1175
1176                         if (wager > p_ptr->au)
1177                         {
1178                                 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!"));
1179                                 msg_print(NULL);
1180                                 screen_load();
1181                                 return (FALSE);
1182                         }
1183                         else if (wager > maxbet)
1184                         {
1185                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1186                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1187                                 wager = maxbet;
1188                         }
1189                         else if (wager < 1)
1190                         {
1191                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1192                                 wager = 1;
1193                         }
1194                         msg_print(NULL);
1195                         win = FALSE;
1196                         odds = 0;
1197                         oldgold = p_ptr->au;
1198
1199                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1200                         prt(tmp_str, 20, 2);
1201                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1202                         prt(tmp_str, 21, 2);
1203
1204                         do
1205                         {
1206                                 p_ptr->au -= wager;
1207                                 switch (cmd)
1208                                 {
1209                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1210                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1211
1212                                         odds = 4;
1213                                         win = FALSE;
1214                                         roll1 = randint1(10);
1215                                         roll2 = randint1(10);
1216                                         choice = randint1(10);
1217                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1218
1219                                         prt(tmp_str, 8, 3);
1220                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1221
1222                                         prt(tmp_str, 11, 14);
1223                                         if (((choice > roll1) && (choice < roll2)) ||
1224                                                 ((choice < roll1) && (choice > roll2)))
1225                                                 win = TRUE;
1226                                         break;
1227                                 case BACT_CRAPS:  /* Game of Craps */
1228                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1229
1230                                         win = 3;
1231                                         odds = 2;
1232                                         roll1 = randint1(6);
1233                                         roll2 = randint1(6);
1234                                         roll3 = roll1 +  roll2;
1235                                         choice = roll3;
1236                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1237                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1238                                         prt(tmp_str, 7, 5);
1239                                         if ((roll3 == 7) || (roll3 == 11))
1240                                                 win = TRUE;
1241                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1242                                                 win = FALSE;
1243                                         else
1244                                                 do
1245                                                 {
1246                                                         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"));
1247
1248                                                         msg_print(NULL);
1249                                                         roll1 = randint1(6);
1250                                                         roll2 = randint1(6);
1251                                                         roll3 = roll1 +  roll2;
1252                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1253                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1254                                                         prt(tmp_str, 8, 5);
1255                                                         if (roll3 == choice)
1256                                                                 win = TRUE;
1257                                                         else if (roll3 == 7)
1258                                                                 win = FALSE;
1259                                                 } while ((win != TRUE) && (win != FALSE));
1260                                         break;
1261
1262                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1263                                         win = FALSE;
1264                                         odds = 9;
1265                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1266
1267                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1268                                         prt("--------------------------------", 8, 3);
1269                                         strcpy(out_val, "");
1270                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1271
1272                                         for (p = out_val; iswspace(*p); p++);
1273                                         choice = atol(p);
1274                                         if (choice < 0)
1275                                         {
1276                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1277                                                 choice = 0;
1278                                         }
1279                                         else if (choice > 9)
1280                                         {
1281                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1282                                                 choice = 9;
1283                                         }
1284                                         msg_print(NULL);
1285                                         roll1 = randint0(10);
1286                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1287                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1288                                         prt(tmp_str, 13, 3);
1289                                         prt("", 9, 0);
1290                                         prt("*", 9, (3 * roll1 + 5));
1291                                         if (roll1 == choice)
1292                                                 win = TRUE;
1293                                         break;
1294
1295                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1296                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1297                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1298                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1299                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1300                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1301                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1302                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1303                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1304                                         
1305                                         win = FALSE;
1306                                         roll1 = randint1(21);
1307                                         for (i=6;i>0;i--)
1308                                         {
1309                                                 if ((roll1-i) < 1)
1310                                                 {
1311                                                         roll1 = 7-i;
1312                                                         break;
1313                                                 }
1314                                                 roll1 -= i;
1315                                         }
1316                                         roll2 = randint1(21);
1317                                         for (i=6;i>0;i--)
1318                                         {
1319                                                 if ((roll2-i) < 1)
1320                                                 {
1321                                                         roll2 = 7-i;
1322                                                         break;
1323                                                 }
1324                                                 roll2 -= i;
1325                                         }
1326                                         choice = randint1(21);
1327                                         for (i=6;i>0;i--)
1328                                         {
1329                                                 if ((choice-i) < 1)
1330                                                 {
1331                                                         choice = 7-i;
1332                                                         break;
1333                                                 }
1334                                                 choice -= i;
1335                                         }
1336                                         put_str("/--------------------------\\", 7, 2);
1337                                         prt("\\--------------------------/", 17, 2);
1338                                         display_fruit(8,  3, roll1 - 1);
1339                                         display_fruit(8, 12, roll2 - 1);
1340                                         display_fruit(8, 21, choice - 1);
1341                                         if ((roll1 == roll2) && (roll2 == choice))
1342                                         {
1343                                                 win = TRUE;
1344                                                 switch(roll1)
1345                                                 {
1346                                                 case 1:
1347                                                         odds = 5;break;
1348                                                 case 2:
1349                                                         odds = 10;break;
1350                                                 case 3:
1351                                                         odds = 20;break;
1352                                                 case 4:
1353                                                         odds = 50;break;
1354                                                 case 5:
1355                                                         odds = 200;break;
1356                                                 case 6:
1357                                                         odds = 1000;break;
1358                                                 }
1359                                         }
1360                                         else if ((roll1 == 1) && (roll2 == 1))
1361                                         {
1362                                                 win = TRUE;
1363                                                 odds = 2;
1364                                         }
1365                                         break;
1366                                 case BACT_POKER:
1367                                         win = FALSE;
1368                                         odds = do_poker();
1369                                         if (odds) win = TRUE;
1370                                         break;
1371                                 }
1372
1373                                 if (win)
1374                                 {
1375                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1376
1377                                         p_ptr->au += odds * wager;
1378                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1379
1380                                         prt(tmp_str, 17, 37);
1381                                 }
1382                                 else
1383                                 {
1384                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1385                                         prt("", 17, 37);
1386                                 }
1387                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1388
1389                                 prt(tmp_str, 22, 2);
1390                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1391
1392                                 move_cursor(18, 52);
1393                                 again = inkey();
1394                                 prt("", 16, 37);
1395                                 prt("", 17, 37);
1396                                 prt("", 18, 37);
1397                                 if (wager > p_ptr->au)
1398                                 {
1399                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1400                                                                 "Hey! You don't have the gold - get out of here!"));
1401                                         msg_print(NULL);
1402
1403                                         /* Get out here */
1404                                         break;
1405                                 }
1406                         } while ((again == 'y') || (again == 'Y'));
1407
1408                         prt("", 18, 37);
1409                         if (p_ptr->au >= oldgold)
1410                         {
1411                                 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!」",
1412                                                         "You came out a winner! We'll win next time, I'm sure."));
1413                                 chg_virtue(V_CHANCE, 3);
1414                         }
1415                         else
1416                         {
1417                                 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."));
1418                                 chg_virtue(V_CHANCE, -3);
1419                         }
1420                 }
1421                 msg_print(NULL);
1422         }
1423         screen_load();
1424         return (TRUE);
1425 }
1426
1427 /*!
1428  * @brief モンスター闘技場に参加するモンスターを更新する。
1429  * @return なし
1430  */
1431 void update_gambling_monsters(void)
1432 {
1433         int total, i;
1434         int max_dl = 0;
1435         int mon_level;
1436         int power[4];
1437         bool tekitou;
1438         bool old_inside_battle = p_ptr->inside_battle;
1439
1440         for (i = 0; i < max_d_idx; i++)
1441                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1442
1443         mon_level = randint1(MIN(max_dl, 122)) + 5;
1444         if (randint0(100) < 60)
1445         {
1446                 i = randint1(MIN(max_dl, 122)) + 5;
1447                 mon_level = MAX(i, mon_level);
1448         }
1449         if (randint0(100) < 30)
1450         {
1451                 i = randint1(MIN(max_dl, 122)) + 5;
1452                 mon_level = MAX(i, mon_level);
1453         }
1454
1455         while (1)
1456         {
1457                 total = 0;
1458                 tekitou = FALSE;
1459                 for (i = 0; i < 4; i++)
1460                 {
1461                         MONRACE_IDX r_idx;
1462                         int j;
1463                         while (1)
1464                         {
1465                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1466                                 p_ptr->inside_battle = TRUE;
1467                                 r_idx = get_mon_num(mon_level);
1468                                 p_ptr->inside_battle = old_inside_battle;
1469                                 if (!r_idx) continue;
1470
1471                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1472                                 {
1473                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1474                                 }
1475
1476                                 for (j = 0; j < i; j++)
1477                                         if (r_idx == battle_mon[j]) break;
1478                                 if (j < i) continue;
1479
1480                                 break;
1481                         }
1482                         battle_mon[i] = r_idx;
1483                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1484                 }
1485
1486                 for (i = 0; i < 4; i++)
1487                 {
1488                         monster_race *r_ptr = &r_info[battle_mon[i]];
1489                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1490
1491                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1492                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1493                         else
1494                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1495                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1496                         if (r_ptr->speed > 110)
1497                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1498                         if (r_ptr->speed < 110)
1499                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1500                         if (num_taisei > 2)
1501                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1502                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1503                                 power[i] = power[i] * 4 / 3;
1504                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1505                                 power[i] = power[i] * 4 / 3;
1506                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1507                                 power[i] = power[i] * 11 / 10;
1508                         if (r_ptr->flags1 & RF1_RAND_25)
1509                                 power[i] = power[i] * 9 / 10;
1510                         if (r_ptr->flags1 & RF1_RAND_50)
1511                                 power[i] = power[i] * 9 / 10;
1512                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1513                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1514
1515
1516                         total += power[i];
1517                 }
1518                 for (i = 0; i < 4; i++)
1519                 {
1520                         power[i] = total * 60 / power[i];
1521                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1522                         if ((power[i] < 160) && randint0(20)) break;
1523                         if (power[i] < 101) power[i] = 100 + randint1(5);
1524                         mon_odds[i] = power[i];
1525                 }
1526                 if (i == 4) break;
1527         }
1528 }
1529
1530 /*!
1531  * @brief モンスター闘技場のメインルーチン
1532  * @return 賭けを開始したか否か
1533  */
1534 static bool kakutoujou(void)
1535 {
1536         PRICE maxbet;
1537         PRICE wager;
1538         char out_val[160], tmp_str[80];
1539         concptr p;
1540
1541         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1542         {
1543                 update_gambling_monsters();
1544                 old_battle = current_world_ptr->game_turn;
1545         }
1546
1547         screen_save();
1548
1549         /* No money */
1550         if (p_ptr->au < 1)
1551         {
1552                 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!"));
1553                 msg_print(NULL);
1554                 screen_load();
1555                 return FALSE;
1556         }
1557         else
1558         {
1559                 int i;
1560
1561                 clear_bldg(4, 10);
1562
1563                 prt(_("モンスター                                                     倍率",
1564                           "Monsters                                                       Odds"), 4, 4);
1565                 for (i=0;i<4;i++)
1566                 {
1567                         char buf[80];
1568                         monster_race *r_ptr = &r_info[battle_mon[i]];
1569
1570                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1571                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1572                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1573                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1574                         prt(buf, 5+i, 1);
1575                 }
1576                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1577                 while(1)
1578                 {
1579                         i = inkey();
1580
1581                         if (i == ESCAPE)
1582                         {
1583                                 screen_load();
1584                                 return FALSE;
1585                         }
1586                         if (i >= '1' && i <= '4')
1587                         {
1588                                 sel_monster = i-'1';
1589                                 battle_odds = mon_odds[sel_monster];
1590                                 break;
1591                         }
1592                         else bell();
1593                 }
1594
1595                 clear_bldg(4, 4);
1596                 for (i = 0; i < 4; i++)
1597                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1598
1599                 maxbet = p_ptr->lev * 200;
1600
1601                 /* We can't bet more than we have */
1602                 maxbet = MIN(maxbet, p_ptr->au);
1603
1604                 /* Get the wager */
1605                 strcpy(out_val, "");
1606                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1607                 /*
1608                  * Use get_string() because we may need more than
1609                  * the s16b value returned by get_quantity().
1610                  */
1611                 if (get_string(tmp_str, out_val, 32))
1612                 {
1613                         /* Strip spaces */
1614                         for (p = out_val; *p == ' '; p++);
1615
1616                         /* Get the wager */
1617                         wager = atol(p);
1618
1619                         if (wager > p_ptr->au)
1620                         {
1621                                 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!"));
1622
1623                                 msg_print(NULL);
1624                                 screen_load();
1625                                 return (FALSE);
1626                         }
1627                         else if (wager > maxbet)
1628                         {
1629                                 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);
1630
1631                                 wager = maxbet;
1632                         }
1633                         else if (wager < 1)
1634                         {
1635                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1636                                 wager = 1;
1637                         }
1638                         msg_print(NULL);
1639                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1640                         kakekin = wager;
1641                         p_ptr->au -= wager;
1642                         reset_tim_flags();
1643
1644                         /* Save the surface floor as saved floor */
1645                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1646
1647                         p_ptr->inside_battle = TRUE;
1648                         p_ptr->leaving = TRUE;
1649
1650                         p_ptr->leave_bldg = TRUE;
1651                         screen_load();
1652
1653                         return (TRUE);
1654                 }
1655         }
1656         screen_load();
1657
1658         return (FALSE);
1659 }
1660
1661 /*!
1662  * @brief 本日の賞金首情報を表示する。
1663  * @return なし
1664  */
1665 static void today_target(void)
1666 {
1667         char buf[160];
1668         monster_race *r_ptr = &r_info[today_mon];
1669
1670         clear_bldg(4,18);
1671         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1672         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1673         c_put_str(TERM_YELLOW, buf, 6, 10);
1674         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1675         prt(buf, 8, 10);
1676         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1677         prt(buf, 9, 10);
1678         p_ptr->today_mon = today_mon;
1679 }
1680
1681 /*!
1682  * @brief ツチノコの賞金首情報を表示する。
1683  * @return なし
1684  */
1685 static void tsuchinoko(void)
1686 {
1687         clear_bldg(4,18);
1688         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1689         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);
1690         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1691         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1692         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1693 }
1694
1695 /*!
1696  * @brief 通常の賞金首情報を表示する。
1697  * @return なし
1698  */
1699 static void shoukinkubi(void)
1700 {
1701         int i;
1702         TERM_LEN y = 0;
1703
1704         clear_bldg(4,18);
1705         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);
1706         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1707
1708         for (i = 0; i < MAX_KUBI; i++)
1709         {
1710                 byte color;
1711                 concptr done_mark;
1712                 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])];
1713
1714                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1715                 {
1716                         color = TERM_RED;
1717                         done_mark = _("(済)", "(done)");
1718                 }
1719                 else
1720                 {
1721                         color = TERM_WHITE;
1722                         done_mark = "";
1723                 }
1724
1725                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1726
1727                 y = (y+1) % 10;
1728                 if (!y && (i < MAX_KUBI -1))
1729                 {
1730                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1731                         (void)inkey();
1732                         prt("", 0, 0);
1733                         clear_bldg(7,18);
1734                 }
1735         }
1736 }
1737
1738
1739
1740 /*!
1741  * 賞金首の報酬テーブル / List of prize object
1742  */
1743 static struct {
1744         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1745         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1746 } prize_list[MAX_KUBI] = 
1747 {
1748         {TV_POTION, SV_POTION_CURING},
1749         {TV_POTION, SV_POTION_SPEED},
1750         {TV_POTION, SV_POTION_SPEED},
1751         {TV_POTION, SV_POTION_RESISTANCE},
1752         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1753
1754         {TV_POTION, SV_POTION_HEALING},
1755         {TV_POTION, SV_POTION_RESTORE_MANA},
1756         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1757         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1758         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1759
1760         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1761         {TV_POTION, SV_POTION_STAR_HEALING},
1762         {TV_POTION, SV_POTION_STAR_HEALING},
1763         {TV_POTION, SV_POTION_NEW_LIFE},
1764         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1765
1766         {TV_POTION, SV_POTION_LIFE},
1767         {TV_POTION, SV_POTION_LIFE},
1768         {TV_POTION, SV_POTION_AUGMENTATION},
1769         {TV_POTION, SV_POTION_INVULNERABILITY},
1770         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1771 };
1772
1773 /*!
1774  * @brief 賞金首の引き換え処理 / Get prize
1775  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1776  */
1777 static bool kankin(void)
1778 {
1779         INVENTORY_IDX i;
1780         int j;
1781         bool change = FALSE;
1782         GAME_TEXT o_name[MAX_NLEN];
1783         object_type *o_ptr;
1784
1785         /* Loop for p_ptr->inventory_list and right/left arm */
1786         for (i = 0; i <= INVEN_LARM; i++)
1787         {
1788                 o_ptr = &p_ptr->inventory_list[i];
1789
1790                 /* Living Tsuchinoko worthes $1000000 */
1791                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1792                 {
1793                         char buf[MAX_NLEN+20];
1794                         object_desc(o_name, o_ptr, 0);
1795                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1796                         if (get_check(buf))
1797                         {
1798                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1799                                 p_ptr->au += 1000000L * o_ptr->number;
1800                                 p_ptr->redraw |= (PR_GOLD);
1801                                 inven_item_increase(i, -o_ptr->number);
1802                                 inven_item_describe(i);
1803                                 inven_item_optimize(i);
1804                         }
1805                         change = TRUE;
1806                 }
1807         }
1808
1809         for (i = 0; i < INVEN_PACK; i++)
1810         {
1811                 o_ptr = &p_ptr->inventory_list[i];
1812
1813                 /* Corpse of Tsuchinoko worthes $200000 */
1814                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1815                 {
1816                         char buf[MAX_NLEN+20];
1817                         object_desc(o_name, o_ptr, 0);
1818                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1819                         if (get_check(buf))
1820                         {
1821                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1822                                 p_ptr->au += 200000L * o_ptr->number;
1823                                 p_ptr->redraw |= (PR_GOLD);
1824                                 inven_item_increase(i, -o_ptr->number);
1825                                 inven_item_describe(i);
1826                                 inven_item_optimize(i);
1827                         }
1828                         change = TRUE;
1829                 }
1830         }
1831
1832         for (i = 0; i < INVEN_PACK; i++)
1833         {
1834                 o_ptr = &p_ptr->inventory_list[i];
1835
1836                 /* Bones of Tsuchinoko worthes $100000 */
1837                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1838                 {
1839                         char buf[MAX_NLEN+20];
1840                         object_desc(o_name, o_ptr, 0);
1841                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1842                         if (get_check(buf))
1843                         {
1844                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1845                                 p_ptr->au += 100000L * o_ptr->number;
1846                                 p_ptr->redraw |= (PR_GOLD);
1847                                 inven_item_increase(i, -o_ptr->number);
1848                                 inven_item_describe(i);
1849                                 inven_item_optimize(i);
1850                         }
1851                         change = TRUE;
1852                 }
1853         }
1854
1855         for (i = 0; i < INVEN_PACK; i++)
1856         {
1857                 o_ptr = &p_ptr->inventory_list[i];
1858                 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)))
1859                 {
1860                         char buf[MAX_NLEN+20];
1861                         object_desc(o_name, o_ptr, 0);
1862                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1863                         if (get_check(buf))
1864                         {
1865                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1866                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1867                                 p_ptr->redraw |= (PR_GOLD);
1868                                 inven_item_increase(i, -o_ptr->number);
1869                                 inven_item_describe(i);
1870                                 inven_item_optimize(i);
1871                         }
1872                         change = TRUE;
1873                 }
1874         }
1875
1876         for (i = 0; i < INVEN_PACK; i++)
1877         {
1878                 o_ptr = &p_ptr->inventory_list[i];
1879
1880                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1881                 {
1882                         char buf[MAX_NLEN+20];
1883                         object_desc(o_name, o_ptr, 0);
1884                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1885                         if (get_check(buf))
1886                         {
1887                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1888                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1889                                 p_ptr->redraw |= (PR_GOLD);
1890                                 inven_item_increase(i, -o_ptr->number);
1891                                 inven_item_describe(i);
1892                                 inven_item_optimize(i);
1893                         }
1894                         change = TRUE;
1895                 }
1896         }
1897
1898         for (j = 0; j < MAX_KUBI; j++)
1899         {
1900                 /* Need reverse order --- Positions will be changed in the loop */
1901                 for (i = INVEN_PACK-1; i >= 0; i--)
1902                 {
1903                         o_ptr = &p_ptr->inventory_list[i];
1904                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1905                         {
1906                                 char buf[MAX_NLEN+20];
1907                                 int num, k;
1908                                 INVENTORY_IDX item_new;
1909                                 object_type forge;
1910
1911                                 object_desc(o_name, o_ptr, 0);
1912                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1913                                 if (!get_check(buf)) continue;
1914
1915 #if 0 /* Obsoleted */
1916                                 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);
1917                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1918                                 p_ptr->redraw |= (PR_GOLD);
1919                                 inven_item_increase(i, -o_ptr->number);
1920                                 inven_item_describe(i);
1921                                 inven_item_optimize(i);
1922                                 chg_virtue(V_JUSTICE, 5);
1923                                 current_world_ptr->bounty_r_idx[j] += 10000;
1924
1925                                 change = TRUE;
1926 #endif /* Obsoleted */
1927
1928                                 /* Hand it first */
1929                                 inven_item_increase(i, -o_ptr->number);
1930                                 inven_item_describe(i);
1931                                 inven_item_optimize(i);
1932
1933                                 chg_virtue(V_JUSTICE, 5);
1934                                 current_world_ptr->bounty_r_idx[j] += 10000;
1935
1936                                 /* Count number of unique corpses already handed */
1937                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1938                                 {
1939                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1940                                 }
1941                                 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" : ""));
1942
1943                                 /* Prepare to make a prize */
1944                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1945                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1946
1947                                 object_aware(&forge);
1948                                 object_known(&forge);
1949
1950                                 /*
1951                                  * Hand it --- Assume there is an empty slot.
1952                                  * Since a corpse is handed at first,
1953                                  * there is at least one empty slot.
1954                                  */
1955                                 item_new = inven_carry(&forge);
1956
1957                                 object_desc(o_name, &forge, 0);
1958                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1959
1960                                 /* Auto-inscription */
1961                                 autopick_alter_item(item_new, FALSE);
1962                                 handle_stuff();
1963
1964                                 change = TRUE;
1965                         }
1966                 }
1967         }
1968
1969         if (!change)
1970         {
1971                 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."));
1972                 msg_print(NULL);
1973                 return FALSE;
1974         }
1975         return TRUE;
1976 }
1977
1978 /*!
1979  * @brief 宿屋の利用サブルーチン
1980  * @details inn commands\n
1981  * Note that resting for the night was a perfect way to avoid player\n
1982  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1983  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1984  * will not be that useful.  I will keep it in the hopes the player\n
1985  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1986  * Resting at night is also a quick way to restock stores -KMW-\n
1987  * @param cmd 宿屋の利用施設ID
1988  * @return 施設の利用が実際に行われたか否か。
1989  */
1990 static bool inn_comm(int cmd)
1991 {
1992         switch (cmd)
1993         {
1994                 case BACT_FOOD: /* Buy food & drink */
1995                         if (p_ptr->food >= PY_FOOD_FULL)
1996                         {
1997                                 msg_print(_("今は満腹だ。", "You are full now."));
1998                                 return FALSE;
1999                         }
2000                         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."));
2001                         (void)set_food(PY_FOOD_MAX - 1);
2002                         break;
2003
2004                 case BACT_REST: /* Rest for the night */
2005                         if ((p_ptr->poisoned) || (p_ptr->cut))
2006                         {
2007                                 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."));
2008                                 msg_print(NULL);
2009                                 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."));
2010                         }
2011                         else
2012                         {
2013                                 s32b oldturn = current_world_ptr->game_turn;
2014                                 int prev_day, prev_hour, prev_min;
2015
2016                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2017                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2018                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2019                                 else
2020                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2021                                 
2022                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2023                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2024                                 {
2025                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2026                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2027                                 }
2028
2029                                 prevent_turn_overflow();
2030
2031                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2032                                 p_ptr->chp = p_ptr->mhp;
2033
2034                                 if (ironman_nightmare)
2035                                 {
2036                                         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."));
2037
2038                                         /* Have some nightmares */
2039                                         while(1)
2040                                         {
2041                                                 sanity_blast(NULL, FALSE);
2042                                                 if (!one_in_(3)) break;
2043                                         }
2044
2045                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2046                                         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."));
2047                                 }
2048                                 else
2049                                 {
2050                                         set_blind(0);
2051                                         set_confused(0);
2052                                         p_ptr->stun = 0;
2053                                         p_ptr->chp = p_ptr->mhp;
2054                                         p_ptr->csp = p_ptr->msp;
2055                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2056                                         {
2057                                                 int i;
2058                                                 for (i = 0; i < 72; i++)
2059                                                 {
2060                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2061                                                 }
2062                                                 for (; i < 108; i++)
2063                                                 {
2064                                                         p_ptr->magic_num1[i] = 0;
2065                                                 }
2066                                         }
2067
2068                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2069                                         {
2070                                                 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."));
2071                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2072                                         }
2073                                         else
2074                                         {
2075                                                 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."));
2076                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2077                                         }
2078                                 }
2079                         }
2080                         break;
2081
2082                 case BACT_RUMORS: /* Listen for rumors */
2083                         {
2084                                 display_rumor(TRUE);
2085                                 break;
2086                         }
2087         }
2088
2089         return (TRUE);
2090 }
2091
2092
2093 /*!
2094  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2095  * @param questnum クエストのID
2096  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2097  * @return なし
2098  */
2099 static void get_questinfo(IDX questnum, bool do_init)
2100 {
2101         int i;
2102         QUEST_IDX old_quest;
2103         GAME_TEXT tmp_str[80];
2104
2105         /* Clear the text */
2106         for (i = 0; i < 10; i++)
2107         {
2108                 quest_text[i][0] = '\0';
2109         }
2110
2111         quest_text_line = 0;
2112
2113         /* Set the quest number temporary */
2114         old_quest = p_ptr->inside_quest;
2115         p_ptr->inside_quest = questnum;
2116
2117         /* Get the quest text */
2118         init_flags = INIT_SHOW_TEXT;
2119         if (do_init) init_flags |= INIT_ASSIGN;
2120
2121         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2122
2123         /* Reset the old quest number */
2124         p_ptr->inside_quest = old_quest;
2125
2126         /* Print the quest info */
2127         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);
2128
2129         prt(tmp_str, 5, 0);
2130
2131         prt(quest[questnum].name, 7, 0);
2132
2133         for (i = 0; i < 10; i++)
2134         {
2135                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2136         }
2137 }
2138
2139 /*!
2140  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2141  * @return なし
2142  */
2143 static void castle_quest(void)
2144 {
2145         QUEST_IDX q_index = 0;
2146         monster_race *r_ptr;
2147         quest_type *q_ptr;
2148         concptr name;
2149
2150
2151         clear_bldg(4, 18);
2152
2153         /* Current quest of the building */
2154         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2155
2156         /* Is there a quest available at the building? */
2157         if (!q_index)
2158         {
2159                 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);
2160                 return;
2161         }
2162
2163         q_ptr = &quest[q_index];
2164
2165         /* Quest is completed */
2166         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2167         {
2168                 /* Rewarded quest */
2169                 q_ptr->status = QUEST_STATUS_REWARDED;
2170
2171                 get_questinfo(q_index, FALSE);
2172
2173                 reinit_wilderness = TRUE;
2174         }
2175         /* Failed quest */
2176         else if (q_ptr->status == QUEST_STATUS_FAILED)
2177         {
2178                 get_questinfo(q_index, FALSE);
2179
2180                 /* Mark quest as done (but failed) */
2181                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2182
2183                 reinit_wilderness = TRUE;
2184         }
2185         /* Quest is still unfinished */
2186         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2187         {
2188                 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);
2189                 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);
2190                 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);
2191         }
2192         /* No quest yet */
2193         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2194         {
2195                 q_ptr->status = QUEST_STATUS_TAKEN;
2196
2197                 reinit_wilderness = TRUE;
2198
2199                 /* Assign a new quest */
2200                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2201                 {
2202                         if (q_ptr->r_idx == 0)
2203                         {
2204                                 /* Random monster at least 5 - 10 levels out of deep */
2205                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2206                         }
2207
2208                         r_ptr = &r_info[q_ptr->r_idx];
2209
2210                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2211                         {
2212                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2213                                 r_ptr = &r_info[q_ptr->r_idx];
2214                         }
2215
2216                         if (q_ptr->max_num == 0)
2217                         {
2218                                 /* Random monster number */
2219                                 if (randint1(10) > 7)
2220                                         q_ptr->max_num = 1;
2221                                 else
2222                                         q_ptr->max_num = randint1(3) + 1;
2223                         }
2224
2225                         q_ptr->cur_num = 0;
2226                         name = (r_name + r_ptr->name);
2227                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2228                 }
2229                 else
2230                 {
2231                         get_questinfo(q_index, TRUE);
2232                 }
2233         }
2234 }
2235
2236
2237 /*!
2238  * @brief 町に関するヘルプを表示する / Display town history
2239  * @return なし
2240  */
2241 static void town_history(void)
2242 {
2243         screen_save();
2244
2245         /* Peruse the building help file */
2246         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2247         screen_load();
2248 }
2249
2250 /*!
2251  * @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
2252  * @param dam 基本ダメージ
2253  * @param mult スレイ倍率(掛け算部分)
2254  * @param div スレイ倍率(割り算部分)
2255  * @param force 理力特別計算フラグ
2256  * @return ダメージ期待値
2257  */
2258 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2259 {
2260         int tmp;
2261         if(force)
2262         {
2263                 tmp = dam * 60;
2264                 tmp *= mult * 3;
2265                 tmp /= div * 2;
2266                 tmp += dam * 60 * 2;
2267                 tmp /= 60;
2268         }
2269         else
2270         {
2271                 tmp = dam * 60;
2272                 tmp *= mult; 
2273                 tmp /= div;
2274                 tmp /= 60;
2275         }
2276         return tmp;
2277 }
2278
2279 /*!
2280  * @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)
2281  * @param dam 基本ダメージ
2282  * @param mult スレイ倍率(掛け算部分)
2283  * @param div スレイ倍率(割り算部分)
2284  * @param force 理力特別計算フラグ
2285  * @param weight 重量
2286  * @param plus 武器ダメージ修正
2287  * @param meichuu 命中値
2288  * @param dokubari 毒針処理か否か
2289  * @param vorpal_mult 切れ味倍率(掛け算部分)
2290  * @param vorpal_div 切れ味倍率(割り算部分)
2291  * @return ダメージ期待値
2292  */
2293 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)
2294 {
2295         dam = calc_slaydam(dam, mult, div, force);
2296         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2297         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2298         return dam;
2299 }
2300
2301
2302 /*!
2303  * @brief 武器の各条件毎のダメージ期待値を表示する。
2304  * @param r 表示行
2305  * @param c 表示列
2306  * @param mindice ダイス部分最小値
2307  * @param maxdice ダイス部分最大値
2308  * @param blows 攻撃回数
2309  * @param dam_bonus ダメージ修正値
2310  * @param attr 条件内容
2311  * @param color 条件内容の表示色
2312  * @details
2313  * Display the damage figure of an object\n
2314  * (used by compare_weapon_aux)\n
2315  * \n
2316  * Only accurate for the current weapon, because it includes\n
2317  * the current +dam of the player.\n
2318  * @return なし
2319  */
2320 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2321 {
2322         GAME_TEXT tmp_str[80];
2323         int mindam, maxdam;
2324         
2325         mindam = blows * (mindice + dam_bonus);
2326         maxdam = blows * (maxdice + dam_bonus);
2327
2328         /* Print the intro text */
2329         c_put_str(color, attr, r, c);
2330
2331         /* Calculate the min and max damage figures */
2332         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2333         
2334         /* Print the damage */
2335         put_str(tmp_str, r, c + 8);
2336 }
2337
2338
2339 /*!
2340  * @brief 武器一つ毎のダメージ情報を表示する。
2341  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2342  * @param col 表示する行の上端
2343  * @param r 表示する列の左端
2344  * @details
2345  * Show the damage figures for the various monster types\n
2346  * \n
2347  * Only accurate for the current weapon, because it includes\n
2348  * the current number of blows for the player.\n
2349  * @return なし
2350  */
2351 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2352 {
2353         BIT_FLAGS flgs[TR_FLAG_SIZE];
2354         int blow = p_ptr->num_blow[0];
2355         bool force = FALSE;
2356         bool dokubari = FALSE;
2357         
2358         /* Effective dices */
2359         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2360         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2361         
2362         int mindice = eff_dd;
2363         int maxdice = eff_ds * eff_dd;
2364         int mindam = 0;
2365         int maxdam = 0;
2366         int vorpal_mult = 1;
2367         int vorpal_div = 1;
2368         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2369         
2370
2371         /* Get the flags of the weapon */
2372         object_flags(o_ptr, flgs);
2373         
2374         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2375         
2376         
2377         /* Show Critical Damage*/
2378         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2379         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2380         
2381         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2382
2383         
2384         /* Vorpal Hit*/
2385         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2386         {
2387                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2388                 {
2389                         vorpal_mult = 5;
2390                         vorpal_div = 3;
2391                 }
2392                 else
2393                 {
2394                         vorpal_mult = 11;
2395                         vorpal_div = 9;
2396                 }
2397                 
2398                 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);
2399                 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);         
2400                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2401         }       
2402         
2403         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2404         {
2405                 force = TRUE;
2406                 
2407                 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);
2408                 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);
2409                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2410         }
2411                 
2412         /* Print the relevant lines */
2413         if (have_flag(flgs, TR_KILL_ANIMAL))
2414         {
2415                 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);
2416                 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);         
2417                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2418         }
2419         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2420         {
2421                 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);
2422                 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);
2423                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2424         }
2425         if (have_flag(flgs, TR_KILL_EVIL))
2426         {       
2427                 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);
2428                 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);
2429                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2430         }
2431         else if (have_flag(flgs, TR_SLAY_EVIL))
2432         {       
2433                 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);
2434                 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);         
2435                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2436         }
2437         if (have_flag(flgs, TR_KILL_HUMAN))
2438         {       
2439                 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);
2440                 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);
2441                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2442         }
2443         else if (have_flag(flgs, TR_SLAY_HUMAN))
2444         {       
2445                 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);
2446                 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);
2447                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2448         }
2449         if (have_flag(flgs, TR_KILL_UNDEAD))
2450         {
2451                 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);
2452                 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);
2453                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2454         }
2455         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2456         {
2457                 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);
2458                 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);
2459                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2460         }
2461         if (have_flag(flgs, TR_KILL_DEMON))
2462         {       
2463                 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);
2464                 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);
2465                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2466         }
2467         else if (have_flag(flgs, TR_SLAY_DEMON))
2468         {       
2469                 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);
2470                 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);
2471                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2472         }
2473         if (have_flag(flgs, TR_KILL_ORC))
2474         {
2475                 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);
2476                 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);
2477                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2478         }
2479         else if (have_flag(flgs, TR_SLAY_ORC))
2480         {
2481                 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);
2482                 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);
2483                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2484         }
2485         if (have_flag(flgs, TR_KILL_TROLL))
2486         {
2487                 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);
2488                 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);
2489                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2490         }
2491         else if (have_flag(flgs, TR_SLAY_TROLL))
2492         {
2493                 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);
2494                 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);
2495                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2496         }
2497         if (have_flag(flgs, TR_KILL_GIANT))
2498         {
2499                 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);
2500                 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);
2501                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2502         }
2503         else if (have_flag(flgs, TR_SLAY_GIANT))
2504         {
2505                 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);
2506                 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);
2507                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2508         }
2509         if (have_flag(flgs, TR_KILL_DRAGON))
2510         {
2511                 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);
2512                 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);
2513                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2514         }
2515         else if (have_flag(flgs, TR_SLAY_DRAGON))
2516         {               
2517                 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);
2518                 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);
2519                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2520         }
2521         if (have_flag(flgs, TR_BRAND_ACID))
2522         {
2523                 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);
2524                 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);
2525                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2526         }
2527         if (have_flag(flgs, TR_BRAND_ELEC))
2528         {
2529                 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);
2530                 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);
2531                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2532         }
2533         if (have_flag(flgs, TR_BRAND_FIRE))
2534         {
2535                 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);
2536                 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);
2537                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2538         }
2539         if (have_flag(flgs, TR_BRAND_COLD))
2540         {
2541                 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);
2542                 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);
2543                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2544         }
2545         if (have_flag(flgs, TR_BRAND_POIS))
2546         {
2547                 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);
2548                 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);
2549                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2550         }
2551 }
2552
2553 /*!
2554  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2555  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2556  * @param row 表示する列の左端
2557  * @param col 表示する行の上端
2558  * @details
2559  * Displays all info about a weapon
2560  *
2561  * Only accurate for the current weapon, because it includes
2562  * various info about the player's +to_dam and number of blows.
2563  * @return なし
2564  */
2565 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2566 {
2567         GAME_TEXT o_name[MAX_NLEN];
2568         GAME_TEXT tmp_str[80];
2569
2570         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2571         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2572         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2573
2574         /* Print the weapon name */
2575         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2576         c_put_str(TERM_YELLOW, o_name, row, col);
2577
2578         /* Print the player's number of blows */
2579         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2580         put_str(tmp_str, row+1, col);
2581
2582         /* Print to_hit and to_dam of the weapon */
2583         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2584         put_str(tmp_str, row+2, col);
2585
2586         /* Print the weapons base damage dice */
2587         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2588                 (int)hit_chance(reli, 0),
2589                 (int)hit_chance(reli, 50),
2590                 (int)hit_chance(reli, 100),
2591                 (int)hit_chance(reli, 150),
2592                 (int)hit_chance(reli, 200));
2593         put_str(tmp_str, row+3, col);
2594         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2595
2596         /* Damage for one blow (if it hits) */
2597         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2598             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2599                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2600         put_str(tmp_str, row+6, col+1);
2601
2602         /* Damage for the complete attack (if all blows hit) */
2603         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2604                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2605                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2606         put_str(tmp_str, row+7, col+1);
2607 }
2608
2609 /*!
2610  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2611  * @details 
2612  * Copies the weapons to compare into the weapon-slot and\n
2613  * compares the values for both weapons.\n
2614  * 武器1つだけで比較をしないなら費用は半額になる。
2615  * @param bcost 基本鑑定費用
2616  * @return 最終的にかかった費用
2617  */
2618 static PRICE compare_weapons(PRICE bcost)
2619 {
2620         int i, n;
2621         OBJECT_IDX item, item2;
2622         object_type *o_ptr[2];
2623         object_type orig_weapon;
2624         object_type *i_ptr;
2625         concptr q, s;
2626         TERM_LEN row = 2;
2627         TERM_LEN wid = 38, mgn = 2;
2628         bool old_character_xtra = character_xtra;
2629         char ch;
2630         PRICE total = 0;
2631         PRICE cost = 0; /* First time no price */
2632
2633         screen_save();
2634         clear_bldg(0, 22);
2635
2636         /* Store copy of original wielded weapon */
2637         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2638         object_copy(&orig_weapon, i_ptr);
2639
2640         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2641
2642         /* Get the first weapon */
2643         q = _("第一の武器は?", "What is your first weapon? ");
2644         s = _("比べるものがありません。", "You have nothing to compare.");
2645
2646         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2647         if (!o_ptr[0])
2648         {
2649                 screen_load();
2650                 return (0);
2651         }
2652
2653         n = 1;
2654         total = bcost;
2655
2656         while (TRUE)
2657         {
2658                 clear_bldg(0, 22);
2659
2660                 /* Only compare melee weapons */
2661                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2662
2663                 /* Hack -- prevent "icky" message */
2664                 character_xtra = TRUE;
2665
2666                 /* Diaplay selected weapon's infomation */
2667                 for (i = 0; i < n; i++)
2668                 {
2669                         int col = (wid * i + mgn);
2670
2671                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2672                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2673
2674                         p_ptr->update |= PU_BONUS;
2675                         handle_stuff();
2676
2677                         /* List the new values */
2678                         list_weapon(o_ptr[i], row, col);
2679                         compare_weapon_aux(o_ptr[i], col, row + 8);
2680
2681                         /* Copy back the original weapon into the weapon slot */
2682                         object_copy(i_ptr, &orig_weapon);
2683                 }
2684
2685                 /* Reset the values for the old weapon */
2686                 p_ptr->update |= PU_BONUS;
2687                 handle_stuff();
2688
2689                 character_xtra = old_character_xtra;
2690
2691 #ifdef JP
2692                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2693                 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);
2694                 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);
2695 #else
2696                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2697                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2698                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2699 #endif
2700
2701                 flush();
2702                 ch = inkey();
2703
2704                 if (ch == 's')
2705                 {
2706                         if (total + cost > p_ptr->au)
2707                         {
2708                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2709                                 msg_print(NULL);
2710                                 continue;
2711                         }
2712
2713                         q = _("第二の武器は?", "What is your second weapon? ");
2714                         s = _("比べるものがありません。", "You have nothing to compare.");
2715
2716                         /* Get the second weapon */
2717                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2718                         if (!o_ptr[1]) continue;
2719
2720                         total += cost;
2721                         cost = bcost / 2;
2722                         n = 2;
2723                 }
2724                 else
2725                 {
2726                         break;
2727                 }
2728         }
2729         screen_load();
2730
2731         return (total);
2732 }
2733
2734
2735 /*!
2736  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2737  * @details 
2738  * Calculate and display the dodge-rate and the protection-rate
2739  * based on AC
2740  * @param iAC プレイヤーのAC。
2741  * @return 常にTRUEを返す。
2742  */
2743 static bool eval_ac(ARMOUR_CLASS iAC)
2744 {
2745 #ifdef JP
2746         const char memo[] =
2747                 "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"
2748                 "何パーセント軽減するかを示します。\n"
2749                 "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"
2750                 "に対してのみ効果があります。\n \n"
2751                 "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"
2752                 "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"
2753                 "敵のレベルとあなたのACによって決定されます。\n \n"
2754                 "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"
2755                 "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";
2756 #else
2757         const char memo[] =
2758                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2759                 "Note that the Protection rate is effective only against normal "
2760                 "'attack' and 'shatter' type melee attacks, "
2761                 "and has no effect against any other types such as 'poison'.\n \n"
2762                 "'Dodge Rate' indicates the success rate on dodging the "
2763                 "monster's melee attacks.  "
2764                 "It is depend on the level of the monster and your AC.\n \n"
2765                 "'Average Damage' indicates the expected amount of damage "
2766                 "when you are attacked by normal melee attacks with power=100.";
2767 #endif
2768
2769         int protection;
2770         TERM_LEN col, row = 2;
2771         DEPTH lvl;
2772         char buf[80*20], *t;
2773
2774         /* AC lower than zero has no effect */
2775         if (iAC < 0) iAC = 0;
2776
2777         /* ダメージ軽減率を計算 */
2778         protection = 100 * MIN(iAC, 150) / 250;
2779
2780         screen_save();
2781         clear_bldg(0, 22);
2782
2783         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2784         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2785         row++;
2786
2787         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2788         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2789         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2790     
2791         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2792         {
2793                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2794                 int dodge;   /* 回避率(%) */
2795                 int average; /* ダメージ期待値 */
2796
2797                 put_str(format("%3d", lvl), row + 0, col);
2798
2799                 /* 回避率を計算 */
2800                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2801                 put_str(format("%3d%%", dodge), row + 1, col);
2802
2803                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2804                 average = (100 - dodge) * (100 - protection) / 100;
2805                 put_str(format("%3d", average), row + 2, col);
2806         }
2807
2808         /* Display note */
2809         roff_to_buf(memo, 70, buf, sizeof(buf));
2810         for (t = buf; t[0]; t += strlen(t) + 1)
2811                 put_str(t, (row++) + 4, 4);
2812
2813         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);
2814   
2815         flush();
2816         (void)inkey();
2817         screen_load();
2818
2819         return (TRUE);
2820 }
2821
2822
2823
2824 /*!
2825  * @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。
2826  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2827  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2828  * @return 修復対象になるならTRUEを返す。
2829  */
2830 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2831 {
2832         int i, n = 0;
2833         int cand[TR_FLAG_MAX];
2834         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2835         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2836
2837         object_flags(to_ptr, to_flgs);
2838         object_flags(from_ptr, from_flgs);
2839
2840         for (i = 0; i < TR_FLAG_MAX; i++)
2841         {
2842                 switch (i)
2843                 {
2844                 case TR_IGNORE_ACID:
2845                 case TR_IGNORE_ELEC:
2846                 case TR_IGNORE_FIRE:
2847                 case TR_IGNORE_COLD:
2848                 case TR_ACTIVATE:
2849                 case TR_RIDING:
2850                 case TR_THROW:
2851                 case TR_SHOW_MODS:
2852                 case TR_HIDE_TYPE:
2853                 case TR_ES_ATTACK:
2854                 case TR_ES_AC:
2855                 case TR_FULL_NAME:
2856                 case TR_FIXED_FLAVOR:
2857                         break;
2858                 default:
2859                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2860                         {
2861                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2862                         }
2863                 }
2864         }
2865
2866         if (n > 0)
2867         {
2868                 int bmax;
2869                 int tr_idx = cand[randint0(n)];
2870                 add_flag(to_ptr->art_flags, tr_idx);
2871                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2872                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2873                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2874                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2875         }
2876
2877         return;
2878 }
2879
2880 /*!
2881  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2882  * @param bcost 基本修復費用
2883  * @return 実際にかかった費用
2884  */
2885 static PRICE repair_broken_weapon_aux(PRICE bcost)
2886 {
2887         PRICE cost;
2888         OBJECT_IDX item, mater;
2889         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2890         object_kind *k_ptr;
2891         int i, dd_bonus, ds_bonus;
2892         KIND_OBJECT_IDX k_idx;
2893         char basenm[MAX_NLEN];
2894         concptr q, s;
2895         int row = 7;
2896         clear_bldg(0, 22);
2897
2898         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);
2899         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);
2900
2901         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2902         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2903
2904         /* Only forge broken weapons */
2905         item_tester_hook = item_tester_hook_broken_weapon;
2906
2907         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2908         if (!o_ptr) return (0);
2909
2910         /* It is worthless */
2911         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2912         {
2913                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2914                 return (0);
2915         }
2916
2917         /* They are too many */
2918         if (o_ptr->number > 1)
2919         {
2920                 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!"));
2921                 return (0);
2922         }
2923
2924         /* Display item name */
2925         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2926         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2927
2928         q = _("材料となる武器は?", "Which weapon for material? ");
2929         s = _("材料となる武器がありません。", "You have no material to repair.");
2930
2931         /* Only forge broken weapons */
2932         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2933
2934         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2935         if (!mo_ptr) return (0);
2936         if (mater == item)
2937         {
2938                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2939                 return (0);
2940         }
2941
2942         /* Display item name */
2943         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2944         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2945
2946         /* Get the value of one of the items (except curses) */
2947         cost = bcost + object_value_real(o_ptr) * 2;
2948
2949         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);
2950
2951         /* Check if the player has enough money */
2952         if (p_ptr->au < cost)
2953         {
2954                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2955                 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);
2956                 msg_print(NULL);
2957                 return (0);
2958         }
2959
2960         p_ptr->total_weight -= o_ptr->weight;
2961
2962         if (o_ptr->sval == SV_BROKEN_DAGGER)
2963         {
2964                 KIND_OBJECT_IDX j;
2965                 int n = 1;
2966
2967                 /* Suppress compiler warning */
2968                 k_idx = 0;
2969
2970                 for (j = 1; j < max_k_idx; j++)
2971                 {
2972                         object_kind *k_aux_ptr = &k_info[j];
2973
2974                         if (k_aux_ptr->tval != TV_SWORD) continue;
2975                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2976                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2977                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2978                         if (k_aux_ptr->weight > 99) continue;
2979
2980                         if (one_in_(n)) 
2981                         {
2982                                 k_idx = j;
2983                                 n++;
2984                         }
2985                 }
2986         }
2987         else /* TV_BROKEN_SWORD */
2988         {
2989                 /* Repair to a sword or sometimes material's type weapon */
2990                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2991
2992                 while(1)
2993                 {
2994                         object_kind *ck_ptr;
2995
2996                         k_idx = lookup_kind(tval, SV_ANY);
2997                         ck_ptr = &k_info[k_idx];
2998
2999                         if (tval == TV_SWORD)
3000                         {
3001                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3002                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3003                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3004                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3005                         }
3006                         if (tval == TV_POLEARM)
3007                         {
3008                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3009                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3010                         }
3011                         if (tval == TV_HAFTED)
3012                         {
3013                                 if ((ck_ptr->sval == SV_GROND) ||
3014                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3015                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3016                         }
3017
3018                         break;
3019                 }
3020         }
3021
3022         /* Calculate dice bonuses */
3023         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3024         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3025         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3026         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3027
3028         /* Change base object */
3029         k_ptr = &k_info[k_idx];
3030         o_ptr->k_idx = k_idx;
3031         o_ptr->weight = k_ptr->weight;
3032         o_ptr->tval = k_ptr->tval;
3033         o_ptr->sval = k_ptr->sval;
3034         o_ptr->dd = k_ptr->dd;
3035         o_ptr->ds = k_ptr->ds;
3036
3037         /* Copy base object's ability */
3038         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3039         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3040         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3041
3042         /* Dice up */
3043         if (dd_bonus > 0)
3044         {
3045                 o_ptr->dd++;
3046                 for (i = 1; i < dd_bonus; i++)
3047                 {
3048                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3049                 }
3050         }
3051         if (ds_bonus > 0)
3052         {
3053                 o_ptr->ds++;
3054                 for (i = 1; i < ds_bonus; i++)
3055                 {
3056                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3057                 }
3058         }
3059
3060         if (have_flag(k_ptr->flags, TR_BLOWS))
3061         {
3062                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3063                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3064         }
3065
3066         /* Add one random ability from material weapon */
3067         give_one_ability_of_object(o_ptr, mo_ptr);
3068
3069         /* Add to-dam, to-hit and to-ac from material weapon */
3070         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3071         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3072         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3073
3074         if ((o_ptr->name1 == ART_NARSIL) ||
3075                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3076                 (object_is_ego(o_ptr) && one_in_(7)))
3077         {
3078                 /* Forge it */
3079                 if (object_is_ego(o_ptr))
3080                 {
3081                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3082                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3083                 }
3084
3085                 /* Add one random ability from material weapon */
3086                 give_one_ability_of_object(o_ptr, mo_ptr);
3087
3088                 /* Add one random activation */
3089                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3090
3091                 /* Narsil */
3092                 if (o_ptr->name1 == ART_NARSIL)
3093                 {
3094                         one_high_resistance(o_ptr);
3095                         one_ability(o_ptr);
3096                 }
3097
3098                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3099         }
3100
3101         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3102 #ifdef JP
3103         msg_format("$%dで%sに修復しました。", cost, basenm);
3104 #else
3105         msg_format("Repaired into %s for %d gold.", basenm, cost);
3106 #endif
3107         msg_print(NULL);
3108
3109         /* Remove BROKEN flag */
3110         o_ptr->ident &= ~(IDENT_BROKEN);
3111
3112         /* Add repaired flag */
3113         o_ptr->discount = 99;
3114
3115         p_ptr->total_weight += o_ptr->weight;
3116         calc_android_exp();
3117
3118         /* Decrease material object */
3119         inven_item_increase(mater, -1);
3120         inven_item_optimize(mater);
3121
3122         /* Copyback */
3123         p_ptr->update |= PU_BONUS;
3124         handle_stuff();
3125
3126         /* Something happened */
3127         return (cost);
3128 }
3129
3130 /*!
3131  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3132  * @param bcost 基本鑑定費用
3133  * @return 実際にかかった費用
3134  */
3135 static int repair_broken_weapon(PRICE bcost)
3136 {
3137         PRICE cost;
3138         screen_save();
3139         cost = repair_broken_weapon_aux(bcost);
3140         screen_load();
3141         return cost;
3142 }
3143
3144
3145 /*!
3146  * @brief アイテムの強化を行う。 / Enchant item
3147  * @param cost 1回毎の費用
3148  * @param to_hit 命中をアップさせる量
3149  * @param to_dam ダメージをアップさせる量
3150  * @param to_ac ACをアップさせる量
3151  * @return 実際に行ったらTRUE
3152  */
3153 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3154 {
3155         int i;
3156         OBJECT_IDX item;
3157         bool okay = FALSE;
3158         object_type *o_ptr;
3159         concptr q, s;
3160         int maxenchant = (p_ptr->lev / 5);
3161         char tmp_str[MAX_NLEN];
3162
3163         clear_bldg(4, 18);
3164         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3165         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3166
3167         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3168         s = _("改良できるものがありません。", "You have nothing to improve.");
3169
3170         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3171         if (!o_ptr) return (FALSE);
3172
3173         /* Check if the player has enough money */
3174         if (p_ptr->au < (cost * o_ptr->number))
3175         {
3176                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3177                 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);
3178                 return (FALSE);
3179         }
3180
3181         /* Enchant to hit */
3182         for (i = 0; i < to_hit; i++)
3183         {
3184                 if (o_ptr->to_h < maxenchant)
3185                 {
3186                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3187                         {
3188                                 okay = TRUE;
3189                                 break;
3190                         }
3191                 }
3192         }
3193
3194         /* Enchant to damage */
3195         for (i = 0; i < to_dam; i++)
3196         {
3197                 if (o_ptr->to_d < maxenchant)
3198                 {
3199                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3200                         {
3201                                 okay = TRUE;
3202                                 break;
3203                         }
3204                 }
3205         }
3206
3207         /* Enchant to AC */
3208         for (i = 0; i < to_ac; i++)
3209         {
3210                 if (o_ptr->to_a < maxenchant)
3211                 {
3212                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3213                         {
3214                                 okay = TRUE;
3215                                 break;
3216                         }
3217                 }
3218         }
3219
3220         /* Failure */
3221         if (!okay)
3222         {
3223                 if (flush_failure) flush();
3224                 msg_print(_("改良に失敗した。", "The improvement failed."));
3225                 return (FALSE);
3226         }
3227         else
3228         {
3229                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3230 #ifdef JP
3231                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3232 #else
3233                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3234 #endif
3235
3236                 /* Charge the money */
3237                 p_ptr->au -= (cost * o_ptr->number);
3238
3239                 if (item >= INVEN_RARM) calc_android_exp();
3240
3241                 /* Something happened */
3242                 return (TRUE);
3243         }
3244 }
3245
3246
3247 /*!
3248  * @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
3249  * @details
3250  * The player can select the number of charges to add\n
3251  * (up to a limit), and the recharge never fails.\n
3252  *\n
3253  * The cost for rods depends on the level of the rod. The prices\n
3254  * for recharging wands and staves are dependent on the cost of\n
3255  * the base-item.\n
3256  * @return なし
3257  */
3258 static void building_recharge(void)
3259 {
3260         OBJECT_IDX  item;
3261         DEPTH       lev;
3262         object_type *o_ptr;
3263         object_kind *k_ptr;
3264         concptr        q, s;
3265         PRICE       price;
3266         PARAMETER_VALUE charges;
3267         int         max_charges;
3268         char        tmp_str[MAX_NLEN];
3269
3270         msg_flag = FALSE;
3271
3272         /* Display some info */
3273         clear_bldg(4, 18);
3274         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);
3275
3276
3277         /* Only accept legal items */
3278         item_tester_hook = item_tester_hook_recharge;
3279
3280         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3281         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3282
3283         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3284         if (!o_ptr) return;
3285
3286         k_ptr = &k_info[o_ptr->k_idx];
3287
3288         /*
3289          * We don't want to give the player free info about
3290          * the level of the item or the number of charges.
3291          */
3292         /* The item must be "known" */
3293         if (!object_is_known(o_ptr))
3294         {
3295                 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!"));
3296                 msg_print(NULL);
3297
3298                 if ((p_ptr->au >= 50) &&
3299                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3300
3301                 {
3302                         p_ptr->au -= 50;
3303                         identify_item(o_ptr);
3304                         object_desc(tmp_str, o_ptr, 0);
3305                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3306
3307                         /* Auto-inscription */
3308                         autopick_alter_item(item, FALSE);
3309
3310                         /* Update the gold display */
3311                         building_prt_gold();
3312                 }
3313                 else
3314                 {
3315                         return;
3316                 }
3317         }
3318
3319         /* Extract the object "level" */
3320         lev = k_info[o_ptr->k_idx].level;
3321
3322         /* Price for a rod */
3323         if (o_ptr->tval == TV_ROD)
3324         {
3325                 if (o_ptr->timeout > 0)
3326                 {
3327                         /* Fully recharge */
3328                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3329                 }
3330                 else
3331                 {
3332                         /* No recharge necessary */
3333                         price = 0;
3334                         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."));
3335                         return;
3336                 }
3337         }
3338         else if (o_ptr->tval == TV_STAFF)
3339         {
3340                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3341                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3342
3343                 /* Pay at least 10 gold per charge */
3344                 price = MAX(10, price);
3345         }
3346         else
3347         {
3348                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3349                 price = (k_info[o_ptr->k_idx].cost / 10);
3350
3351                 /* Pay at least 10 gold per charge */
3352                 price = MAX(10, price);
3353         }
3354
3355         /* Limit the number of charges for wands and staffs */
3356         if (o_ptr->tval == TV_WAND
3357                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3358         {
3359                 if (o_ptr->number > 1)
3360                 {
3361                         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."));
3362                 }
3363                 else
3364                 {
3365                         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."));
3366                 }
3367                 return;
3368         }
3369         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3370         {
3371                 if (o_ptr->number > 1)
3372                 {
3373                         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."));
3374                 }
3375                 else
3376                 {
3377                         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."));
3378                 }
3379                 return;
3380         }
3381
3382         /* Check if the player has enough money */
3383         if (p_ptr->au < price)
3384         {
3385                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3386 #ifdef JP
3387                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3388 #else
3389                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3390 #endif
3391
3392                 return;
3393         }
3394
3395         if (o_ptr->tval == TV_ROD)
3396         {
3397 #ifdef JP
3398                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3399 #else
3400                 if (get_check(format("Recharge the %s for %d gold? ",
3401                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3402 #endif
3403
3404                 {
3405                         /* Recharge fully */
3406                         o_ptr->timeout = 0;
3407                 }
3408                 else
3409                 {
3410                         return;
3411                 }
3412         }
3413         else
3414         {
3415                 if (o_ptr->tval == TV_STAFF)
3416                         max_charges = k_ptr->pval - o_ptr->pval;
3417                 else
3418                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3419
3420                 /* Get the quantity for staves and wands */
3421                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3422                                         MIN(p_ptr->au / price, max_charges));
3423
3424                 /* Do nothing */
3425                 if (charges < 1) return;
3426
3427                 /* Get the new price */
3428                 price *= charges;
3429
3430                 /* Recharge */
3431                 o_ptr->pval += charges;
3432
3433                 /* We no longer think the item is empty */
3434                 o_ptr->ident &= ~(IDENT_EMPTY);
3435         }
3436
3437         /* Give feedback */
3438         object_desc(tmp_str, o_ptr, 0);
3439 #ifdef JP
3440         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3441 #else
3442         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3443 #endif
3444         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3445
3446         p_ptr->window |= (PW_INVEN);
3447
3448         /* Pay the price */
3449         p_ptr->au -= price;
3450
3451         /* Finished */
3452         return;
3453 }
3454
3455
3456 /*!
3457  * @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
3458  * @details
3459  * The player can select the number of charges to add\n
3460  * (up to a limit), and the recharge never fails.\n
3461  *\n
3462  * The cost for rods depends on the level of the rod. The prices\n
3463  * for recharging wands and staves are dependent on the cost of\n
3464  * the base-item.\n
3465  * @return なし
3466  */
3467 static void building_recharge_all(void)
3468 {
3469         INVENTORY_IDX i;
3470         DEPTH lev;
3471         object_type *o_ptr;
3472         object_kind *k_ptr;
3473         PRICE price = 0;
3474         PRICE total_cost = 0;
3475
3476
3477         /* Display some info */
3478         msg_flag = FALSE;
3479         clear_bldg(4, 18);
3480         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);
3481
3482         /* Calculate cost */
3483         for ( i = 0; i < INVEN_PACK; i++)
3484         {
3485                 o_ptr = &p_ptr->inventory_list[i];
3486                                 
3487                 /* skip non magic device */
3488                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3489
3490                 /* need identified */
3491                 if (!object_is_known(o_ptr)) total_cost += 50;
3492
3493                 /* Extract the object "level" */
3494                 lev = k_info[o_ptr->k_idx].level;
3495
3496                 k_ptr = &k_info[o_ptr->k_idx];
3497
3498                 switch (o_ptr->tval)
3499                 {
3500                 case TV_ROD:
3501                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3502                         break;
3503
3504                 case TV_STAFF:
3505                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3506                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3507
3508                         /* Pay at least 10 gold per charge */
3509                         price = MAX(10, price);
3510
3511                         /* Fully charge */
3512                         price = (k_ptr->pval - o_ptr->pval) * price;
3513                         break;
3514
3515                 case TV_WAND:
3516                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3517                         price = (k_info[o_ptr->k_idx].cost / 10);
3518
3519                         /* Pay at least 10 gold per charge */
3520                         price = MAX(10, price);
3521
3522                         /* Fully charge */
3523                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3524                         break;
3525                 }
3526
3527                 /* if price <= 0 then item have enough charge */
3528                 if (price > 0) total_cost += price;
3529         }
3530
3531         if (!total_cost)
3532         {
3533                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3534                 msg_print(NULL);
3535                 return;
3536         }
3537
3538         /* Check if the player has enough money */
3539         if (p_ptr->au < total_cost)
3540         {
3541                 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 );
3542                 msg_print(NULL);
3543                 return;
3544         }
3545         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3546         
3547         for (i = 0; i < INVEN_PACK; i++)
3548         {
3549                 o_ptr = &p_ptr->inventory_list[i];
3550                 k_ptr = &k_info[o_ptr->k_idx];
3551
3552                 /* skip non magic device */
3553                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3554
3555                 if (!object_is_known(o_ptr))
3556                 {
3557                         identify_item(o_ptr);
3558
3559                         /* Auto-inscription */
3560                         autopick_alter_item(i, FALSE);
3561                 }
3562
3563                 /* Recharge */
3564                 switch (o_ptr->tval)
3565                 {
3566                 case TV_ROD:
3567                         o_ptr->timeout = 0;
3568                         break;
3569                 case TV_STAFF:
3570                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3571                         /* We no longer think the item is empty */
3572                         o_ptr->ident &= ~(IDENT_EMPTY);
3573                         break;
3574                 case TV_WAND:
3575                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3576                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3577                         /* We no longer think the item is empty */
3578                         o_ptr->ident &= ~(IDENT_EMPTY);
3579                         break;
3580                 }
3581         }
3582
3583         /* Give feedback */
3584         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3585         msg_print(NULL);
3586         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3587
3588         p_ptr->window |= (PW_INVEN);
3589
3590         /* Pay the price */
3591         p_ptr->au -= total_cost;
3592
3593         /* Finished */
3594         return;
3595 }
3596
3597 /*!
3598  * @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-
3599  * @return 常にTRUEを返す。
3600  * @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。
3601  */
3602 static bool research_mon(void)
3603 {
3604         IDX i;
3605         int n;
3606         MONRACE_IDX r_idx;
3607         char sym, query;
3608         char buf[128];
3609         bool notpicked;
3610         bool recall = FALSE;
3611         u16b why = 0;
3612         MONSTER_IDX *who;
3613
3614         /* XTRA HACK WHATSEARCH */
3615         bool all = FALSE;
3616         bool uniq = FALSE;
3617         bool norm = FALSE;
3618         char temp[80] = "";
3619
3620         /* XTRA HACK REMEMBER_IDX */
3621         static int old_sym = '\0';
3622         static IDX old_i = 0;
3623
3624         screen_save();
3625
3626         /* Get a character, or abort */
3627         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):",
3628                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3629
3630         {
3631                 screen_load();
3632
3633                 return (FALSE);
3634         }
3635
3636         /* Find that character info, and describe it */
3637         for (i = 0; ident_info[i]; ++i)
3638         {
3639                 if (sym == ident_info[i][0]) break;
3640         }
3641
3642                 /* XTRA HACK WHATSEARCH */
3643         if (sym == KTRL('A'))
3644         {
3645                 all = TRUE;
3646                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3647         }
3648         else if (sym == KTRL('U'))
3649         {
3650                 all = uniq = TRUE;
3651                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3652         }
3653         else if (sym == KTRL('N'))
3654         {
3655                 all = norm = TRUE;
3656                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3657         }
3658         else if (sym == KTRL('M'))
3659         {
3660                 all = TRUE;
3661                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3662                 {
3663                         temp[0]=0;
3664                         screen_load();
3665
3666                         return FALSE;
3667                 }
3668                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3669         }
3670         else if (ident_info[i])
3671         {
3672                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3673         }
3674         else
3675         {
3676                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3677         }
3678
3679         /* Display the result */
3680         prt(buf, 16, 10);
3681
3682         /* Allocate the "who" array */
3683         C_MAKE(who, max_r_idx, MONRACE_IDX);
3684
3685         /* Collect matching monsters */
3686         for (n = 0, i = 1; i < max_r_idx; i++)
3687         {
3688                 monster_race *r_ptr = &r_info[i];
3689
3690                 /* Empty monster */
3691                 if (!r_ptr->name) continue;
3692
3693                 /* XTRA HACK WHATSEARCH */
3694                 /* Require non-unique monsters if needed */
3695                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3696
3697                 /* Require unique monsters if needed */
3698                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3699
3700                 /* 名前検索 */
3701                 if (temp[0])
3702                 {
3703                         int xx;
3704                         char temp2[80];
3705
3706                         for (xx = 0; temp[xx] && xx < 80; xx++)
3707                         {
3708 #ifdef JP
3709                                 if (iskanji(temp[xx]))
3710                                 {
3711                                         xx++;
3712                                         continue;
3713                                 }
3714 #endif
3715                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3716                         }
3717   
3718 #ifdef JP
3719                         strcpy(temp2, r_name + r_ptr->E_name);
3720 #else
3721                         strcpy(temp2, r_name + r_ptr->name);
3722 #endif
3723                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3724                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3725
3726 #ifdef JP
3727                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3728 #else
3729                         if (my_strstr(temp2, temp))
3730 #endif
3731                                 who[n++] = i;
3732                 }
3733                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3734         }
3735
3736         /* Nothing to recall */
3737         if (!n)
3738         {
3739                 /* Free the "who" array */
3740                 C_KILL(who, max_r_idx, MONRACE_IDX);
3741                 screen_load();
3742
3743                 return (FALSE);
3744         }
3745
3746         /* Sort by level */
3747         why = 2;
3748         query = 'y';
3749
3750         /* Sort if needed */
3751         if (why)
3752         {
3753                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3754         }
3755
3756
3757         /* Start at the end */
3758         /* XTRA HACK REMEMBER_IDX */
3759         if (old_sym == sym && old_i < n) i = old_i;
3760         else i = n - 1;
3761
3762         notpicked = TRUE;
3763
3764         /* Scan the monster memory */
3765         while (notpicked)
3766         {
3767                 /* Extract a race */
3768                 r_idx = who[i];
3769
3770                 /* Hack -- Begin the prompt */
3771                 roff_top(r_idx);
3772
3773                 /* Hack -- Complete the prompt */
3774                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3775
3776                 /* Interact */
3777                 while (1)
3778                 {
3779                         /* Recall */
3780                         if (recall)
3781                         {
3782                                 /*** Recall on screen ***/
3783
3784                                 /* Get maximal info about this monster */
3785                                 lore_do_probe(r_idx);
3786
3787                                 /* Save this monster ID */
3788                                 monster_race_track(r_idx);
3789                                 handle_stuff();
3790
3791                                 /* know every thing mode */
3792                                 screen_roff(r_idx, 0x01);
3793                                 notpicked = FALSE;
3794
3795                                 /* XTRA HACK REMEMBER_IDX */
3796                                 old_sym = sym;
3797                                 old_i = i;
3798                         }
3799
3800                         /* Command */
3801                         query = inkey();
3802
3803                         /* Normal commands */
3804                         if (query != 'r') break;
3805
3806                         /* Toggle recall */
3807                         recall = !recall;
3808                 }
3809
3810                 /* Stop scanning */
3811                 if (query == ESCAPE) break;
3812
3813                 /* Move to "prev" monster */
3814                 if (query == '-')
3815                 {
3816                         if (++i == n)
3817                         {
3818                                 i = 0;
3819                                 if (!expand_list) break;
3820                         }
3821                 }
3822
3823                 /* Move to "next" monster */
3824                 else
3825                 {
3826                         if (i-- == 0)
3827                         {
3828                                 i = n - 1;
3829                                 if (!expand_list) break;
3830                         }
3831                 }
3832         }
3833
3834
3835         /* Re-display the identity */
3836         /* prt(buf, 5, 5);*/
3837
3838         /* Free the "who" array */
3839         C_KILL(who, max_r_idx, MONRACE_IDX);
3840         screen_load();
3841
3842         return (!notpicked);
3843 }
3844
3845
3846 /*!
3847  * @brief 施設の処理実行メインルーチン / Execute a building command
3848  * @param bldg 施設構造体の参照ポインタ
3849  * @param i 実行したい施設のサービステーブルの添字
3850  * @return なし
3851  */
3852 static void bldg_process_command(building_type *bldg, int i)
3853 {
3854         BACT_IDX bact = bldg->actions[i];
3855         PRICE bcost;
3856         bool paid = FALSE;
3857
3858         msg_flag = FALSE;
3859         msg_erase();
3860
3861         if (is_owner(bldg))
3862                 bcost = bldg->member_costs[i];
3863         else
3864                 bcost = bldg->other_costs[i];
3865
3866         /* action restrictions */
3867         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3868             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3869         {
3870                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3871                 return;
3872         }
3873
3874         /* check gold (HACK - Recharge uses variable costs) */
3875         if ((bact != BACT_RECHARGE) &&
3876             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3877              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3878         {
3879                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3880                 return;
3881         }
3882
3883         switch (bact)
3884         {
3885         case BACT_NOTHING:
3886                 /* Do nothing */
3887                 break;
3888         case BACT_RESEARCH_ITEM:
3889                 paid = identify_fully(FALSE);
3890                 break;
3891         case BACT_TOWN_HISTORY:
3892                 town_history();
3893                 break;
3894         case BACT_RACE_LEGENDS:
3895                 race_legends();
3896                 break;
3897         case BACT_QUEST:
3898                 castle_quest();
3899                 break;
3900         case BACT_KING_LEGENDS:
3901         case BACT_ARENA_LEGENDS:
3902         case BACT_LEGENDS:
3903                 show_highclass();
3904                 break;
3905         case BACT_POSTER:
3906         case BACT_ARENA_RULES:
3907         case BACT_ARENA:
3908                 arena_comm(bact);
3909                 break;
3910         case BACT_IN_BETWEEN:
3911         case BACT_CRAPS:
3912         case BACT_SPIN_WHEEL:
3913         case BACT_DICE_SLOTS:
3914         case BACT_GAMBLE_RULES:
3915         case BACT_POKER:
3916                 gamble_comm(bact);
3917                 break;
3918         case BACT_REST:
3919         case BACT_RUMORS:
3920         case BACT_FOOD:
3921                 paid = inn_comm(bact);
3922                 break;
3923         case BACT_RESEARCH_MONSTER:
3924                 paid = research_mon();
3925                 break;
3926         case BACT_COMPARE_WEAPONS:
3927                 paid = TRUE;
3928                 bcost = compare_weapons(bcost);
3929                 break;
3930         case BACT_ENCHANT_WEAPON:
3931                 item_tester_hook = object_allow_enchant_melee_weapon;
3932                 enchant_item(bcost, 1, 1, 0);
3933                 break;
3934         case BACT_ENCHANT_ARMOR:
3935                 item_tester_hook = object_is_armour;
3936                 enchant_item(bcost, 0, 0, 1);
3937                 break;
3938         case BACT_RECHARGE:
3939                 building_recharge();
3940                 break;
3941         case BACT_RECHARGE_ALL:
3942                 building_recharge_all();
3943                 break;
3944         case BACT_IDENTS: /* needs work */
3945                 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;
3946                 identify_pack();
3947                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3948                 paid = TRUE;
3949                 break;
3950         case BACT_IDENT_ONE: /* needs work */
3951                 paid = ident_spell(FALSE);
3952                 break;
3953         case BACT_LEARN:
3954                 do_cmd_study();
3955                 break;
3956         case BACT_HEALING: /* needs work */
3957                 paid = cure_critical_wounds(200);
3958                 break;
3959         case BACT_RESTORE: /* needs work */
3960                 paid = restore_all_status();
3961                 break;
3962         case BACT_ENCHANT_ARROWS:
3963                 item_tester_hook = item_tester_hook_ammo;
3964                 enchant_item(bcost, 1, 1, 0);
3965                 break;
3966         case BACT_ENCHANT_BOW:
3967                 item_tester_tval = TV_BOW;
3968                 enchant_item(bcost, 1, 1, 0);
3969                 break;
3970
3971         case BACT_RECALL:
3972                 if (recall_player(p_ptr, 1)) paid = TRUE;
3973                 break;
3974
3975         case BACT_TELEPORT_LEVEL:
3976                 clear_bldg(4, 20);
3977                 paid = free_level_recall(p_ptr);
3978                 break;
3979
3980         case BACT_LOSE_MUTATION:
3981                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3982                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3983                 {
3984                         while(!lose_mutation(0));
3985                         paid = TRUE;
3986                 }
3987                 else
3988                 {
3989                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3990                         msg_print(NULL);
3991                 }
3992                 break;
3993
3994         case BACT_BATTLE:
3995                 kakutoujou();
3996                 break;
3997
3998         case BACT_TSUCHINOKO:
3999                 tsuchinoko();
4000                 break;
4001
4002         case BACT_KUBI:
4003                 shoukinkubi();
4004                 break;
4005
4006         case BACT_TARGET:
4007                 today_target();
4008                 break;
4009
4010         case BACT_KANKIN:
4011                 kankin();
4012                 break;
4013
4014         case BACT_HEIKOUKA:
4015                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4016                 set_virtue(V_COMPASSION, 0);
4017                 set_virtue(V_HONOUR, 0);
4018                 set_virtue(V_JUSTICE, 0);
4019                 set_virtue(V_SACRIFICE, 0);
4020                 set_virtue(V_KNOWLEDGE, 0);
4021                 set_virtue(V_FAITH, 0);
4022                 set_virtue(V_ENLIGHTEN, 0);
4023                 set_virtue(V_ENCHANT, 0);
4024                 set_virtue(V_CHANCE, 0);
4025                 set_virtue(V_NATURE, 0);
4026                 set_virtue(V_HARMONY, 0);
4027                 set_virtue(V_VITALITY, 0);
4028                 set_virtue(V_UNLIFE, 0);
4029                 set_virtue(V_PATIENCE, 0);
4030                 set_virtue(V_TEMPERANCE, 0);
4031                 set_virtue(V_DILIGENCE, 0);
4032                 set_virtue(V_VALOUR, 0);
4033                 set_virtue(V_INDIVIDUALISM, 0);
4034                 get_virtues();
4035                 paid = TRUE;
4036                 break;
4037
4038         case BACT_TELE_TOWN:
4039                 paid = tele_town();
4040                 break;
4041
4042         case BACT_EVAL_AC:
4043                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4044                 break;
4045
4046         case BACT_BROKEN_WEAPON:
4047                 paid = TRUE;
4048                 bcost = repair_broken_weapon(bcost);
4049                 break;
4050         }
4051
4052         if (paid)
4053         {
4054                 p_ptr->au -= bcost;
4055         }
4056 }
4057
4058 /*!
4059  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4060  * @return なし
4061  */
4062 void do_cmd_bldg(void)
4063 {
4064         int             i, which;
4065         char            command;
4066         bool            validcmd;
4067         building_type   *bldg;
4068
4069         if(p_ptr->wild_mode) return;
4070
4071         take_turn(p_ptr, 100);
4072
4073         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4074         {
4075                 msg_print(_("ここには建物はない。", "You see no building here."));
4076                 return;
4077         }
4078
4079         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4080
4081         bldg = &building[which];
4082
4083         /* Don't re-init the wilderness */
4084         reinit_wilderness = FALSE;
4085
4086         if ((which == 2) && (p_ptr->arena_number < 0))
4087         {
4088                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4089                 return;
4090         }
4091         else if ((which == 2) && p_ptr->inside_arena)
4092         {
4093                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4094                 {
4095                         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);
4096                 }
4097                 else
4098                 {
4099                         /* Don't save the arena as saved floor */
4100                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4101
4102                         p_ptr->inside_arena = FALSE;
4103                         p_ptr->leaving = TRUE;
4104
4105                         /* Re-enter the arena */
4106                         command_new = SPECIAL_KEY_BUILDING;
4107
4108                         /* No energy needed to re-enter the arena */
4109                         free_turn(p_ptr);
4110                 }
4111
4112                 return;
4113         }
4114         else if (p_ptr->inside_battle)
4115         {
4116                 /* Don't save the arena as saved floor */
4117                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4118
4119                 p_ptr->leaving = TRUE;
4120                 p_ptr->inside_battle = FALSE;
4121
4122                 /* Re-enter the monster arena */
4123                 command_new = SPECIAL_KEY_BUILDING;
4124
4125                 /* No energy needed to re-enter the arena */
4126                 free_turn(p_ptr);
4127
4128                 return;
4129         }
4130         else
4131         {
4132                 p_ptr->oldpy = p_ptr->y;
4133                 p_ptr->oldpx = p_ptr->x;
4134         }
4135
4136         forget_lite();
4137         forget_view();
4138
4139         /* Hack -- Increase "icky" depth */
4140         character_icky++;
4141
4142         command_arg = 0;
4143         command_rep = 0;
4144         command_new = 0;
4145
4146         show_building(bldg);
4147         p_ptr->leave_bldg = FALSE;
4148
4149         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4150
4151         while (!p_ptr->leave_bldg)
4152         {
4153                 validcmd = FALSE;
4154                 prt("", 1, 0);
4155
4156                 building_prt_gold();
4157
4158                 command = inkey();
4159
4160                 if (command == ESCAPE)
4161                 {
4162                         p_ptr->leave_bldg = TRUE;
4163                         p_ptr->inside_arena = FALSE;
4164                         p_ptr->inside_battle = FALSE;
4165                         break;
4166                 }
4167
4168                 for (i = 0; i < 8; i++)
4169                 {
4170                         if (bldg->letters[i])
4171                         {
4172                                 if (bldg->letters[i] == command)
4173                                 {
4174                                         validcmd = TRUE;
4175                                         break;
4176                                 }
4177                         }
4178                 }
4179
4180                 if(validcmd) bldg_process_command(bldg, i);
4181
4182                 handle_stuff();
4183         }
4184
4185         select_floor_music();
4186
4187         msg_flag = FALSE;
4188         msg_erase();
4189
4190         /* Reinit wilderness to activate quests ... */
4191         if (reinit_wilderness)
4192         {
4193                 p_ptr->leaving = TRUE;
4194         }
4195
4196         /* Hack -- Decrease "icky" depth */
4197         character_icky--;
4198
4199         Term_clear();
4200
4201         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4202         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4203         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4204 }
4205
4206
4207 /*!
4208  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4209  * @return なし
4210  * @note conv_old is used if loaded 0.0.3 or older save file
4211  */
4212 void determine_today_mon(bool conv_old)
4213 {
4214         int max_dl = 3, i;
4215         bool old_inside_battle = p_ptr->inside_battle;
4216         monster_race *r_ptr;
4217
4218         if (!conv_old)
4219         {
4220                 for (i = 0; i < max_d_idx; i++)
4221                 {
4222                         if (max_dlv[i] < d_info[i].mindepth) continue;
4223                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4224                 }
4225         }
4226         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4227
4228         p_ptr->inside_battle = TRUE;
4229         get_mon_num_prep(NULL, NULL);
4230
4231         while (1)
4232         {
4233                 today_mon = get_mon_num(max_dl);
4234                 r_ptr = &r_info[today_mon];
4235
4236                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4237                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4238                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4239                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4240                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4241                 if (r_ptr->rarity > 10) continue;
4242                 break;
4243         }
4244
4245         p_ptr->today_mon = 0;
4246         p_ptr->inside_battle = old_inside_battle;
4247 }
4248
4249
4250
4251 /*!
4252  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4253  * @return なし
4254  */
4255 void determine_bounty_uniques(void)
4256 {
4257         int i, j;
4258         MONRACE_IDX tmp;
4259         monster_race *r_ptr;
4260
4261         get_mon_num_prep(NULL, NULL);
4262         for (i = 0; i < MAX_KUBI; i++)
4263         {
4264                 while (1)
4265                 {
4266                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4267                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4268
4269                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4270
4271                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4272
4273                         if (r_ptr->rarity > 100) continue;
4274
4275                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4276
4277                         for (j = 0; j < i; j++)
4278                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4279
4280                         if (j == i) break;
4281                 }
4282         }
4283
4284         /* Sort them */
4285         for (i = 0; i < MAX_KUBI - 1; i++)
4286         {
4287                 for (j = i; j < MAX_KUBI; j++)
4288                 {
4289                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4290                         {
4291                                 tmp = current_world_ptr->bounty_r_idx[i];
4292                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4293                                 current_world_ptr->bounty_r_idx[j] = tmp;
4294                         }
4295                 }
4296         }
4297 }