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[Refactor] #37353 賭け闘技場に関する定義を bldg.c/h へ移動.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17
18 #include "core.h"
19 #include "cmd-dump.h"
20 #include "floor.h"
21 #include "floor-events.h"
22 #include "floor-save.h"
23 #include "autopick.h"
24 #include "objectkind.h"
25 #include "object-boost.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
28 #include "monster.h"
29 #include "monsterrace-hook.h"
30 #include "melee.h"
31 #include "wild.h"
32 #include "world.h"
33 #include "sort.h"
34
35 #include "avatar.h"
36 #include "bldg.h"
37 #include "dungeon.h"
38 #include "mutation.h"
39 #include "quest.h"
40 #include "artifact.h"
41 #include "cmd-spell.h"
42 #include "rumor.h"
43 #include "player-status.h"
44 #include "spells.h"
45 #include "spells-status.h"
46 #include "realm-hex.h"
47 #include "dungeon-file.h"
48
49 #include "files.h"
50 #include "player-effects.h"
51 #include "scores.h"
52 #include "shoot.h"
53 #include "view-mainwindow.h"
54 #include "monsterrace.h"
55 #include "autopick.h"
56
57
58 /*
59  * Buildings
60  */
61 building_type building[MAX_BLDG];
62
63 MONRACE_IDX battle_mon[4];
64 u32b mon_odds[4];
65 int battle_odds;
66 PRICE kakekin;
67 int sel_monster;
68
69 /*!
70  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
71  */
72 const arena_type arena_info[MAX_ARENA_MONS + 2] =
73 {
74         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
75         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
76         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
77         { MON_LION_HEART,    0,         0                             },
78         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
79         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
80         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
81         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
82         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
83         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
84         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
85         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
86         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
87         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
88         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
89         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
90         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
91         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
92         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
93         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
94         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
95         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
96         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
97         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
98         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
99         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
100         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
101         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
102         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
103         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
104         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
105         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
106         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
107         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
108         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
109         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
110         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
111         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
112         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
113         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
114         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
115         { 0,                 0,         0                             }, /* Victory prizing */
116         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
117 };
118
119 /*!
120  * @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。
121  * @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、
122  * 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。
123  * @param bldg 施設構造体の参照ポインタ
124  * @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。
125  */
126 static bool is_owner(building_type *bldg)
127 {
128         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
129         {
130                 return (TRUE);
131         }
132
133         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
134         {
135                 return (TRUE);
136         }
137
138         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
139                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
140         {
141                 return (TRUE);
142         }
143
144         return (FALSE);
145 }
146
147 /*!
148  * @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。
149  (スペルマスターの特別判定つき)
150  * @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、
151  * 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。
152  * @param bldg 施設構造体の参照ポインタ
153  * @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。
154  * @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。
155  */
156 static bool is_member(building_type *bldg)
157 {
158         if (bldg->member_class[p_ptr->pclass])
159         {
160                 return (TRUE);
161         }
162
163         if (bldg->member_race[p_ptr->prace])
164         {
165                 return (TRUE);
166         }
167
168         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
169             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
170         {
171                 return (TRUE);
172         }
173
174
175         if (p_ptr->pclass == CLASS_SORCERER)
176         {
177                 int i;
178                 bool OK = FALSE;
179                 for (i = 0; i < MAX_MAGIC; i++)
180                 {
181                         if (bldg->member_realm[i+1]) OK = TRUE;
182                 }
183                 return OK;
184         }
185         return (FALSE);
186 }
187
188 /*!
189  * @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
190  * @details 消去は行毎にヌル文字列で行われる。
191  * @param min_row 開始行番号
192  * @param max_row 末尾行番号
193  * @return なし
194  */
195 void clear_bldg(int min_row, int max_row)
196 {
197         int   i;
198
199         for (i = min_row; i <= max_row; i++)
200                 prt("", i, 0);
201 }
202
203 /*!
204  * @brief 所持金を表示する。
205  * @return なし
206  */
207 static void building_prt_gold(void)
208 {
209         char tmp_str[80];
210         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
211         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
212         prt(tmp_str, 23, 68);
213 }
214
215 /*!
216  * @brief 施設のサービス一覧を表示する / Display a building.
217  * @param bldg 施設構造体の参照ポインタ
218  * @return なし
219  */
220 static void show_building(building_type* bldg)
221 {
222         char buff[20];
223         int i;
224         byte action_color;
225         char tmp_str[80];
226
227         Term_clear();
228         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
229         prt(tmp_str, 2, 1);
230
231
232         for (i = 0; i < 8; i++)
233         {
234                 if (bldg->letters[i])
235                 {
236                         if (bldg->action_restr[i] == 0)
237                         {
238                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
239                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
240                                 {
241                                         action_color = TERM_WHITE;
242                                         buff[0] = '\0';
243                                 }
244                                 else if (is_owner(bldg))
245                                 {
246                                         action_color = TERM_YELLOW;
247                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
248                                 }
249                                 else
250                                 {
251                                         action_color = TERM_YELLOW;
252                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
253                         }
254                         else if (bldg->action_restr[i] == 1)
255                         {
256                                 if (!is_member(bldg))
257                                 {
258                                         action_color = TERM_L_DARK;
259                                         strcpy(buff, _("(閉店)", "(closed)"));
260                                 }
261                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
262                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
263                                 {
264                                         action_color = TERM_WHITE;
265                                         buff[0] = '\0';
266                                 }
267                                 else if (is_owner(bldg))
268                                 {
269                                         action_color = TERM_YELLOW;
270                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
271                                 }
272                                 else
273                                 {
274                                         action_color = TERM_YELLOW;
275                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
276                                 }
277                         }
278                         else
279                         {
280                                 if (!is_owner(bldg))
281                                 {
282                                         action_color = TERM_L_DARK;
283                                         strcpy(buff, _("(閉店)", "(closed)"));
284                                 }
285                                 else if (bldg->member_costs[i] != 0)
286                                 {
287                                         action_color = TERM_YELLOW;
288                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
289                                 }
290                                 else
291                                 {
292                                         action_color = TERM_WHITE;
293                                         buff[0] = '\0';
294                                 }
295                         }
296
297                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
298                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
299                 }
300         }
301         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
302 }
303
304 /*!
305  * @brief 闘技場に入るコマンドの処理 / arena commands
306  * @param cmd 闘技場処理のID
307  * @return なし
308  */
309 static void arena_comm(int cmd)
310 {
311         monster_race    *r_ptr;
312         concptr            name;
313
314
315         switch (cmd)
316         {
317                 case BACT_ARENA:
318                         if (p_ptr->arena_number == MAX_ARENA_MONS)
319                         {
320                                 clear_bldg(5, 19);
321                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
322                                 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);
323                                 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);
324
325                                 prt("", 10, 0);
326                                 prt("", 11, 0);
327                                 p_ptr->au += 1000000L;
328                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
329                                 msg_print(NULL);
330                                 p_ptr->arena_number++;
331                         }
332                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
333                         {
334                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
335                                 {
336                                         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."));
337                                         msg_print(NULL);
338                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
339                                         {       
340                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
341                                                 msg_print(NULL);
342                                         
343                                                 p_ptr->exit_bldg = FALSE;
344                                                 reset_tim_flags();
345
346                                                 /* Save the surface floor as saved floor */
347                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
348
349                                                 p_ptr->inside_arena = TRUE;
350                                                 p_ptr->leaving = TRUE;
351                                                 p_ptr->leave_bldg = TRUE;
352                                         }
353                                         else
354                                         {
355                                                 msg_print(_("残念だ。", "We are disappointed."));
356                                         }
357                                 }
358                                 else
359                                 {
360                                         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。",
361                                                                 "You enter the arena briefly and bask in your glory."));
362                                         msg_print(NULL);
363                                 }
364                         }
365                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
366                         {
367                                 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。",
368                                                         "You don't have permission to enter with pet."));
369                                 msg_print(NULL);
370                         }
371                         else
372                         {
373                                 p_ptr->exit_bldg = FALSE;
374                                 reset_tim_flags();
375
376                                 /* Save the surface floor as saved floor */
377                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
378
379                                 p_ptr->inside_arena = TRUE;
380                                 p_ptr->leaving = TRUE;
381                                 p_ptr->leave_bldg = TRUE;
382                         }
383                         break;
384                 case BACT_POSTER:
385                         if (p_ptr->arena_number == MAX_ARENA_MONS)
386                                 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。",
387                                                         "You are victorious. Enter the arena for the ceremony."));
388
389                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
390                         {
391                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
392                         }
393                         else
394                         {
395                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
396                                 name = (r_name + r_ptr->name);
397                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
398
399                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
400                                 p_ptr->window |= (PW_MONSTER);
401                                 handle_stuff();
402
403                         }
404                         break;
405                 case BACT_ARENA_RULES:
406                         screen_save();
407
408                         /* Peruse the arena help file */
409                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
410                         screen_load();
411
412                         break;
413         }
414 }
415
416 /*!
417  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
418  * @param row シンボルを表示する行の上端
419  * @param col シンボルを表示する行の左端
420  * @param fruit 表示するシンボルID
421  * @return なし
422  */
423 static void display_fruit(int row, int col, int fruit)
424 {
425         switch (fruit)
426         {
427                 case 0: /* lemon */
428                         c_put_str(TERM_YELLOW, "   ####.", row, col);
429                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
430                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
431                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
432                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
433                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
434                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
435                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
436                         prt(                 _(" レモン ",
437                                                            " Lemon  "), row + 8, col);
438                         break;
439                 case 1: /* orange */
440                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
441                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
442                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
443                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
444                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
445                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
446                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
447                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
448                         prt(                 _("オレンジ",
449                                                                    " Orange "), row + 8, col);
450                         break;
451                 case 2: /* sword */
452                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
453                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
454                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
455                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
456                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
457                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
458                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
459                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
460                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
461                         break;
462                 case 3: /* shield */
463                         c_put_str(TERM_SLATE, " ###### ", row, col);
464                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
465                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
466                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
467                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
468                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
469                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
470                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
471                         prt(                _("   盾   ",
472                                                                   " Shield "), row + 8, col);
473                         break;
474                 case 4: /* plum */
475                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
476                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
477                         c_put_str(TERM_VIOLET, "########", row + 2, col);
478                         c_put_str(TERM_VIOLET, "########", row + 3, col);
479                         c_put_str(TERM_VIOLET, "########", row + 4, col);
480                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
481                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
482                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
483                         prt(                 _(" プラム ",
484                                                                    "  Plum  "), row + 8, col);
485                         break;
486                 case 5: /* cherry */
487                         c_put_str(TERM_RED, "      ##", row, col);
488                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
489                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
490                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
491                         c_put_str(TERM_RED, " ###### ", row + 4, col);
492                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
493                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
494                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
495                         prt(              _("チェリー",
496                                                                 " Cherry "), row + 8, col);
497                         break;
498         }
499 }
500
501 /*! @note
502  * kpoker no (tyuto-hannpa na)pakuri desu...
503  * joker ha shineru node haitte masen.
504  *
505  * TODO: donataka! tsukutte!
506  *  - agatta yaku no kiroku (like DQ).
507  *  - kakkoii card no e.
508  *  - sousa-sei no koujyo.
509  *  - code wo wakariyasuku.
510  *  - double up.
511  *  - Joker... -- done.
512  *
513  * 9/13/2000 --Koka
514  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
515  */
516
517 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
518 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
519 #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 */
520
521 static int cards[5]; /*!< ポーカーの現在の手札ID */
522
523 /*!
524  * @brief ポーカーの山札を切る。
525  * @param deck デッキの配列
526  * @return なし
527  */
528 static void reset_deck(int deck[])
529 {
530         int i;
531         for (i = 0; i < 53; i++) deck[i] = i;
532
533         /* shuffle cards */
534         for (i = 0; i < 53; i++){
535                 int tmp1 = randint0(53 - i) + i;
536                 int tmp2 = deck[i];
537                 deck[i] = deck[tmp1];
538                 deck[tmp1] = tmp2;
539         }
540 }
541
542 /*!
543  * @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。
544  * @return ジョーカーを持っているか。
545  */
546 static bool have_joker(void)
547 {
548         int i;
549
550         for (i = 0; i < 5; i++){
551           if(IS_JOKER(cards[i])) return TRUE;
552         }
553         return FALSE;
554 }
555
556 /*!
557  * @brief ポーカーの手札に該当の番号の札があるかを返す。
558  * @param num 探したいカードの番号。
559  * @return 該当の番号が手札にあるか。
560  */
561 static bool find_card_num(int num)
562 {
563         int i;
564         for (i = 0; i < 5; i++)
565                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
566         return FALSE;
567 }
568
569 /*!
570  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
571  * @return 役の判定結果
572  */
573 static bool yaku_check_flush(void)
574 {
575         int i, suit;
576         bool joker_is_used = FALSE;
577
578         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
579         for (i = 0; i < 5; i++){
580                 if (SUIT_OF(cards[i]) != suit){
581                   if(have_joker() && !joker_is_used)
582                     joker_is_used = TRUE;
583                   else
584                     return FALSE;
585                 }
586         }
587
588         return TRUE;
589 }
590
591 /*!
592  * @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。
593  * @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
594  */
595 static int yaku_check_straight(void)
596 {
597         int i, lowest = 99;
598         bool joker_is_used = FALSE;
599         bool straight = FALSE;
600
601         /* get lowest */
602         for (i = 0; i < 5; i++)
603         {
604                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
605                         lowest = NUM_OF(cards[i]);
606         }
607         
608         /* Check Royal Straight Flush */
609         if (yaku_check_flush())
610         {
611           if( lowest == 0 ){
612                 for (i = 0; i < 4; i++)
613                 {
614                         if (!find_card_num(9 + i)){
615                                 if( have_joker() && !joker_is_used )
616                                   joker_is_used = TRUE;
617                                 else
618                                   break;
619                         }
620                 }
621                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
622           }
623           if(lowest == 9){
624                 for (i = 0; i < 3; i++)
625                 {
626                         if (!find_card_num(10 + i))
627                                 break;
628                 }
629                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
630           }
631         }
632
633         joker_is_used = FALSE;
634
635         /* Straight Only Check */
636
637         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
638                 for (i = 0; i < 4; i++)
639                 {
640                         if (!find_card_num(9 + i)) {
641                                 if (have_joker() && !joker_is_used)
642                                         joker_is_used = TRUE;
643                                 else
644                                         break; /* None */
645                         }
646                 }
647                 if(i == 4) straight = TRUE;
648         }
649
650         joker_is_used = FALSE;
651
652         for (i = 0; i < 5; i++)
653         {
654                 if(!find_card_num(lowest + i)){
655                         if( have_joker() && !joker_is_used )
656                                 joker_is_used = TRUE;
657                         else
658                                 break; /* None */
659                 }
660         }
661         if(i == 5) straight = TRUE;
662         
663         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
664         else if(straight) return 1; /* Only Straight */
665         else return 0;
666 }
667
668 /*!
669  * @brief ポーカーのペア役の状態を返す。
670  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
671  */
672 static int yaku_check_pair(void)
673 {
674         int i, i2, matching = 0;
675
676         for (i = 0; i < 5; i++)
677         {
678                 for (i2 = i+1; i2 < 5; i2++)
679                 {
680                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
681                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
682                                 matching++;
683                 }
684         }
685
686         if(have_joker()){
687           switch(matching){
688           case 0:
689             matching = 1;
690             break;
691           case 1:
692             matching = 3;
693             break;
694           case 2:
695             matching = 4;
696             break;
697           case 3:
698             matching = 6;
699             break;
700           case 6:
701             matching = 7;
702             break;
703           default:
704             /* don't reach */
705             break;
706           }
707         }
708
709         return matching;
710 }
711
712 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
713 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
714 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
715 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
716 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
717 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
718 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
719 #define ODDS_ST 4 /*!< ストレートの役倍率 */
720 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
721 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
722
723 /*!
724  * @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。
725  * @return 役のID
726  */
727 static int yaku_check(void)
728 {
729         prt("                            ", 4, 3);
730
731         switch(yaku_check_straight()){
732         case 3: /* RF! */
733                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
734                 return ODDS_RF;
735         case 2: /* SF! */
736                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
737                 return ODDS_SF;
738         case 1:
739                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
740                 return ODDS_ST;
741         default:
742                 /* Not straight -- fall through */
743                 break;
744         }
745
746         if (yaku_check_flush())
747         {
748                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
749                 return ODDS_FL;
750         }
751
752         switch (yaku_check_pair())
753         {
754         case 1:
755                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
756                 return 0;
757         case 2:
758                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
759                 return ODDS_2P;
760         case 3:
761                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
762                 return ODDS_3C;
763         case 4:
764                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
765                 return ODDS_FH;
766         case 6:
767                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
768                 return ODDS_4C;
769         case 7:
770                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
771                 {
772                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
773                         return ODDS_5A;
774                 }
775                 else
776                 {
777                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
778                         return ODDS_5C;
779                 }
780         default:
781                 break;
782         }
783         return 0;
784 }
785
786 /*!
787  * @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。
788  * @param hoge カーソルの現在位置
789  * @param kaeruka カードの捨てる/残すフラグ配列
790  * @return なし
791  */
792 static void display_kaeruka(int hoge, int kaeruka[])
793 {
794         int i;
795         char col = TERM_WHITE;
796         for (i = 0; i < 5; i++)
797         {
798                 if (i == hoge) col = TERM_YELLOW;
799                 else if(kaeruka[i]) col = TERM_WHITE;
800                 else col = TERM_L_BLUE;
801                 
802                 if(kaeruka[i])
803                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
804                 else
805                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
806         }
807         if (hoge > 4) col = TERM_YELLOW;
808         else col = TERM_WHITE;
809         c_put_str(col, _("決定", "Sure"), 16,  38);
810
811         /* Hilite current option */
812         if (hoge < 5) move_cursor(14, 5+hoge*16);
813         else move_cursor(16, 38);
814 }
815
816 /*!
817  * @brief ポーカーの手札を表示する。
818  * @return なし
819  */
820 static void display_cards(void)
821 {
822         int i, j;
823         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
824 #ifdef JP
825         concptr suit[4] = {"★", "●", "¶", "†"};
826         concptr card_grph[13][7] = {{"A   %s     ",
827                                   "     変     ",
828                                   "     愚     ",
829                                   "     蛮     ",
830                                   "     怒     ",
831                                   "     %s     ",
832                                   "          A"},
833                                  {"2          ",
834                                   "     %s     ",
835                                   "            ",
836                                   "            ",
837                                   "            ",
838                                   "     %s     ",
839                                   "          2"},
840                                  {"3          ",
841                                   "     %s     ",
842                                   "            ",
843                                   "     %s     ",
844                                   "            ",
845                                   "     %s     ",
846                                   "          3"},
847                                  {"4          ",
848                                   "   %s  %s   ",
849                                   "            ",
850                                   "            ",
851                                   "            ",
852                                   "   %s  %s   ",
853                                   "          4"},
854                                  {"5          ",
855                                   "   %s  %s   ",
856                                   "            ",
857                                   "     %s     ",
858                                   "            ",
859                                   "   %s  %s   ",
860                                   "          5"},
861                                  {"6          ",
862                                   "   %s  %s   ",
863                                   "            ",
864                                   "   %s  %s   ",
865                                   "            ",
866                                   "   %s  %s   ",
867                                   "          6"},
868                                  {"7          ",
869                                   "   %s  %s   ",
870                                   "     %s     ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "          7"},
875                                  {"8          ",
876                                   "   %s  %s   ",
877                                   "     %s     ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s   ",
881                                   "          8"},
882                                  {"9 %s  %s   ",
883                                   "            ",
884                                   "   %s  %s   ",
885                                   "     %s     ",
886                                   "   %s  %s   ",
887                                   "            ",
888                                   "   %s  %s 9"},
889                                  {"10 %s  %s   ",
890                                   "     %s     ",
891                                   "   %s  %s   ",
892                                   "            ",
893                                   "   %s  %s   ",
894                                   "     %s     ",
895                                   "   %s  %s 10"},
896                                  {"J   Λ     ",
897                                   "%s   ||     ",
898                                   "     ||     ",
899                                   "     ||     ",
900                                   "     ||     ",
901                                   "   |=亜=| %s",
902                                   "     目   J"},
903                                  {"Q ######   ",
904                                   "%s#      #  ",
905                                   "  # ++++ #  ",
906                                   "  # +==+ #  ",
907                                   "   # ++ #   ",
908                                   "    #  #  %s",
909                                   "     ##   Q"},
910                                  {"K          ",
911                                   "%s `⌒´   ",
912                                   "  γγγλ  ",
913                                   "  ο ο ι  ",
914                                   "   υ    ∂ ",
915                                   "    σ ノ %s",
916                                   "          K"}};
917         concptr joker_grph[7] = {    "            ",
918                                   "     J     ",
919                                   "     O     ",
920                                   "     K     ",
921                                   "     E     ",
922                                   "     R     ",
923                                   "            "};
924
925 #else
926
927         concptr suit[4] = {"[]", "qp", "<>", "db"};
928         concptr card_grph[13][7] = {{"A    %s     ",
929                                   "     He     ",
930                                   "     ng     ",
931                                   "     ba     ",
932                                   "     nd     ",
933                                   "     %s     ",
934                                   "           A"},
935                                  {"2           ",
936                                   "     %s     ",
937                                   "            ",
938                                   "            ",
939                                   "            ",
940                                   "     %s     ",
941                                   "           2"},
942                                  {"3           ",
943                                   "     %s     ",
944                                   "            ",
945                                   "     %s     ",
946                                   "            ",
947                                   "     %s     ",
948                                   "           3"},
949                                  {"4           ",
950                                   "   %s  %s   ",
951                                   "            ",
952                                   "            ",
953                                   "            ",
954                                   "   %s  %s   ",
955                                   "           4"},
956                                  {"5           ",
957                                   "   %s  %s   ",
958                                   "            ",
959                                   "     %s     ",
960                                   "            ",
961                                   "   %s  %s   ",
962                                   "           5"},
963                                  {"6           ",
964                                   "   %s  %s   ",
965                                   "            ",
966                                   "   %s  %s   ",
967                                   "            ",
968                                   "   %s  %s   ",
969                                   "           6"},
970                                  {"7           ",
971                                   "   %s  %s   ",
972                                   "     %s     ",
973                                   "   %s  %s   ",
974                                   "            ",
975                                   "   %s  %s   ",
976                                   "           7"},
977                                  {"8           ",
978                                   "   %s  %s   ",
979                                   "     %s     ",
980                                   "   %s  %s   ",
981                                   "     %s     ",
982                                   "   %s  %s   ",
983                                   "           8"},
984                                  {"9  %s  %s   ",
985                                   "            ",
986                                   "   %s  %s   ",
987                                   "     %s     ",
988                                   "   %s  %s   ",
989                                   "            ",
990                                   "   %s  %s  9"},
991                                  {"10 %s  %s   ",
992                                   "     %s     ",
993                                   "   %s  %s   ",
994                                   "            ",
995                                   "   %s  %s   ",
996                                   "     %s     ",
997                                   "   %s  %s 10"},
998                                  {"J    /\\     ",
999                                   "%s   ||     ",
1000                                   "     ||     ",
1001                                   "     ||     ",
1002                                   "     ||     ",
1003                                   "   |=HH=| %s",
1004                                   "     ][    J"},
1005                                  {"Q  ######   ",
1006                                   "%s#      #  ",
1007                                   "  # ++++ #  ",
1008                                   "  # +==+ #  ",
1009                                   "   # ++ #   ",
1010                                   "    #  #  %s",
1011                                   "     ##    Q"},
1012                                  {"K           ",
1013                                   "%s _'~~`_   ",
1014                                   "   jjjjj$&  ",
1015                                   "   q q uu   ",
1016                                   "   c    &   ",
1017                                   "    v__/  %s",
1018                                   "           K"}};
1019         concptr joker_grph[7] = {    "            ",
1020                                   "     J      ",
1021                                   "     O      ",
1022                                   "     K      ",
1023                                   "     E      ",
1024                                   "     R      ",
1025                                   "            "};
1026 #endif
1027
1028         for (i = 0; i < 5; i++)
1029         {
1030                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1031         }
1032
1033         for (i = 0; i < 5; i++)
1034         {
1035                 for (j = 0; j < 7; j++)
1036                 {
1037                         prt(_("┃", " |"),  j+6,  i*16);
1038                         if(IS_JOKER(cards[i]))
1039                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1040                         else
1041                                 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);
1042                         prt(_("┃", "| "),  j+6,  i*16+14);
1043                 }
1044         }
1045         for (i = 0; i < 5; i++)
1046         {
1047                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1048         }
1049 }
1050
1051 /*!
1052  * @brief ポーカーの1プレイルーチン。
1053  * @return 1プレイの役の結果
1054  */
1055 static int do_poker(void)
1056 {
1057         int i, k = 2;
1058         char cmd;
1059         int deck[53]; /* yamafuda : 0...52 */
1060         int deck_ptr = 0;
1061         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1062
1063         bool done = FALSE;
1064         bool kettei = TRUE;
1065         bool kakikae = TRUE;
1066
1067         reset_deck(deck);
1068
1069         for (i = 0; i < 5; i++)
1070         {
1071                 cards[i] = deck[deck_ptr++];
1072                 kaeruka[i] = 0; /* default:nokosu */
1073         }
1074
1075         /* suteruno wo kimeru */
1076         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);
1077
1078         display_cards();
1079         yaku_check();
1080
1081         while (!done)
1082         {
1083                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1084                 kakikae = FALSE;
1085                 cmd = inkey();
1086                 switch (cmd)
1087                 {
1088                 case '6': case 'l': case 'L': case KTRL('F'):
1089                         if (!kettei) k = (k+1)%5;
1090                         else {k = 0;kettei = FALSE;}
1091                         kakikae = TRUE;
1092                         break;
1093                 case '4': case 'h': case 'H': case KTRL('B'):
1094                         if (!kettei) k = (k+4)%5;
1095                         else {k = 4;kettei = FALSE;}
1096                         kakikae = TRUE;
1097                         break;
1098                 case '2': case 'j': case 'J': case KTRL('N'):
1099                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1100                         break;
1101                 case '8': case 'k': case 'K': case KTRL('P'):
1102                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1103                         break;
1104                 case ' ': case '\r':
1105                         if (kettei) done = TRUE;
1106                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1107                         break;
1108                 default:
1109                         break;
1110                 }
1111         }
1112         
1113         prt("",0,0);
1114
1115         for (i = 0; i < 5; i++)
1116                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1117
1118         display_cards();
1119         
1120         return yaku_check();
1121 }
1122 #undef SUIT_OF
1123 #undef NUM_OF
1124 #undef IS_JOKER
1125 /* end of poker codes --Koka */
1126
1127 /*!
1128  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1129  * @param cmd プレイするゲームID
1130  * @return なし
1131  */
1132 static bool gamble_comm(int cmd)
1133 {
1134         int i;
1135         int roll1, roll2, roll3, choice, odds, win;
1136         s32b wager;
1137         s32b maxbet;
1138         s32b oldgold;
1139
1140         char out_val[160], tmp_str[80], again;
1141         concptr p;
1142
1143         screen_save();
1144
1145         if (cmd == BACT_GAMBLE_RULES)
1146         {
1147                 /* Peruse the gambling help file */
1148                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1149         }
1150         else
1151         {
1152                 /* No money */
1153                 if (p_ptr->au < 1)
1154                 {
1155                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1156                                                 "Hey! You don't have gold - get out of here!"));
1157                         msg_print(NULL);
1158                         screen_load();
1159                         return FALSE;
1160                 }
1161
1162                 clear_bldg(5, 23);
1163
1164                 maxbet = p_ptr->lev * 200;
1165
1166                 /* We can't bet more than we have */
1167                 maxbet = MIN(maxbet, p_ptr->au);
1168
1169                 /* Get the wager */
1170                 strcpy(out_val, "");
1171                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1172
1173
1174                 /*
1175                  * Use get_string() because we may need more than
1176                  * the s16b value returned by get_quantity().
1177                  */
1178                 if (get_string(tmp_str, out_val, 32))
1179                 {
1180                         /* Strip spaces */
1181                         for (p = out_val; *p == ' '; p++);
1182
1183                         /* Get the wager */
1184                         wager = atol(p);
1185
1186                         if (wager > p_ptr->au)
1187                         {
1188                                 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!"));
1189                                 msg_print(NULL);
1190                                 screen_load();
1191                                 return (FALSE);
1192                         }
1193                         else if (wager > maxbet)
1194                         {
1195                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1196                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1197                                 wager = maxbet;
1198                         }
1199                         else if (wager < 1)
1200                         {
1201                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1202                                 wager = 1;
1203                         }
1204                         msg_print(NULL);
1205                         win = FALSE;
1206                         odds = 0;
1207                         oldgold = p_ptr->au;
1208
1209                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1210                         prt(tmp_str, 20, 2);
1211                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1212                         prt(tmp_str, 21, 2);
1213
1214                         do
1215                         {
1216                                 p_ptr->au -= wager;
1217                                 switch (cmd)
1218                                 {
1219                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1220                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1221
1222                                         odds = 4;
1223                                         win = FALSE;
1224                                         roll1 = randint1(10);
1225                                         roll2 = randint1(10);
1226                                         choice = randint1(10);
1227                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1228
1229                                         prt(tmp_str, 8, 3);
1230                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1231
1232                                         prt(tmp_str, 11, 14);
1233                                         if (((choice > roll1) && (choice < roll2)) ||
1234                                                 ((choice < roll1) && (choice > roll2)))
1235                                                 win = TRUE;
1236                                         break;
1237                                 case BACT_CRAPS:  /* Game of Craps */
1238                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1239
1240                                         win = 3;
1241                                         odds = 2;
1242                                         roll1 = randint1(6);
1243                                         roll2 = randint1(6);
1244                                         roll3 = roll1 +  roll2;
1245                                         choice = roll3;
1246                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1247                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1248                                         prt(tmp_str, 7, 5);
1249                                         if ((roll3 == 7) || (roll3 == 11))
1250                                                 win = TRUE;
1251                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1252                                                 win = FALSE;
1253                                         else
1254                                                 do
1255                                                 {
1256                                                         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"));
1257
1258                                                         msg_print(NULL);
1259                                                         roll1 = randint1(6);
1260                                                         roll2 = randint1(6);
1261                                                         roll3 = roll1 +  roll2;
1262                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1263                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1264                                                         prt(tmp_str, 8, 5);
1265                                                         if (roll3 == choice)
1266                                                                 win = TRUE;
1267                                                         else if (roll3 == 7)
1268                                                                 win = FALSE;
1269                                                 } while ((win != TRUE) && (win != FALSE));
1270                                         break;
1271
1272                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1273                                         win = FALSE;
1274                                         odds = 9;
1275                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1276
1277                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1278                                         prt("--------------------------------", 8, 3);
1279                                         strcpy(out_val, "");
1280                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1281
1282                                         for (p = out_val; iswspace(*p); p++);
1283                                         choice = atol(p);
1284                                         if (choice < 0)
1285                                         {
1286                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1287                                                 choice = 0;
1288                                         }
1289                                         else if (choice > 9)
1290                                         {
1291                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1292                                                 choice = 9;
1293                                         }
1294                                         msg_print(NULL);
1295                                         roll1 = randint0(10);
1296                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1297                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1298                                         prt(tmp_str, 13, 3);
1299                                         prt("", 9, 0);
1300                                         prt("*", 9, (3 * roll1 + 5));
1301                                         if (roll1 == choice)
1302                                                 win = TRUE;
1303                                         break;
1304
1305                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1306                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1307                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1308                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1309                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1310                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1311                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1312                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1313                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1314                                         
1315                                         win = FALSE;
1316                                         roll1 = randint1(21);
1317                                         for (i=6;i>0;i--)
1318                                         {
1319                                                 if ((roll1-i) < 1)
1320                                                 {
1321                                                         roll1 = 7-i;
1322                                                         break;
1323                                                 }
1324                                                 roll1 -= i;
1325                                         }
1326                                         roll2 = randint1(21);
1327                                         for (i=6;i>0;i--)
1328                                         {
1329                                                 if ((roll2-i) < 1)
1330                                                 {
1331                                                         roll2 = 7-i;
1332                                                         break;
1333                                                 }
1334                                                 roll2 -= i;
1335                                         }
1336                                         choice = randint1(21);
1337                                         for (i=6;i>0;i--)
1338                                         {
1339                                                 if ((choice-i) < 1)
1340                                                 {
1341                                                         choice = 7-i;
1342                                                         break;
1343                                                 }
1344                                                 choice -= i;
1345                                         }
1346                                         put_str("/--------------------------\\", 7, 2);
1347                                         prt("\\--------------------------/", 17, 2);
1348                                         display_fruit(8,  3, roll1 - 1);
1349                                         display_fruit(8, 12, roll2 - 1);
1350                                         display_fruit(8, 21, choice - 1);
1351                                         if ((roll1 == roll2) && (roll2 == choice))
1352                                         {
1353                                                 win = TRUE;
1354                                                 switch(roll1)
1355                                                 {
1356                                                 case 1:
1357                                                         odds = 5;break;
1358                                                 case 2:
1359                                                         odds = 10;break;
1360                                                 case 3:
1361                                                         odds = 20;break;
1362                                                 case 4:
1363                                                         odds = 50;break;
1364                                                 case 5:
1365                                                         odds = 200;break;
1366                                                 case 6:
1367                                                         odds = 1000;break;
1368                                                 }
1369                                         }
1370                                         else if ((roll1 == 1) && (roll2 == 1))
1371                                         {
1372                                                 win = TRUE;
1373                                                 odds = 2;
1374                                         }
1375                                         break;
1376                                 case BACT_POKER:
1377                                         win = FALSE;
1378                                         odds = do_poker();
1379                                         if (odds) win = TRUE;
1380                                         break;
1381                                 }
1382
1383                                 if (win)
1384                                 {
1385                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1386
1387                                         p_ptr->au += odds * wager;
1388                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1389
1390                                         prt(tmp_str, 17, 37);
1391                                 }
1392                                 else
1393                                 {
1394                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1395                                         prt("", 17, 37);
1396                                 }
1397                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1398
1399                                 prt(tmp_str, 22, 2);
1400                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1401
1402                                 move_cursor(18, 52);
1403                                 again = inkey();
1404                                 prt("", 16, 37);
1405                                 prt("", 17, 37);
1406                                 prt("", 18, 37);
1407                                 if (wager > p_ptr->au)
1408                                 {
1409                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1410                                                                 "Hey! You don't have the gold - get out of here!"));
1411                                         msg_print(NULL);
1412
1413                                         /* Get out here */
1414                                         break;
1415                                 }
1416                         } while ((again == 'y') || (again == 'Y'));
1417
1418                         prt("", 18, 37);
1419                         if (p_ptr->au >= oldgold)
1420                         {
1421                                 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!」",
1422                                                         "You came out a winner! We'll win next time, I'm sure."));
1423                                 chg_virtue(V_CHANCE, 3);
1424                         }
1425                         else
1426                         {
1427                                 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."));
1428                                 chg_virtue(V_CHANCE, -3);
1429                         }
1430                 }
1431                 msg_print(NULL);
1432         }
1433         screen_load();
1434         return (TRUE);
1435 }
1436
1437 /*!
1438  * @brief モンスター闘技場に参加するモンスターを更新する。
1439  * @return なし
1440  */
1441 void update_gambling_monsters(void)
1442 {
1443         int total, i;
1444         int max_dl = 0;
1445         int mon_level;
1446         int power[4];
1447         bool tekitou;
1448         bool old_inside_battle = p_ptr->inside_battle;
1449
1450         for (i = 0; i < max_d_idx; i++)
1451                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1452
1453         mon_level = randint1(MIN(max_dl, 122)) + 5;
1454         if (randint0(100) < 60)
1455         {
1456                 i = randint1(MIN(max_dl, 122)) + 5;
1457                 mon_level = MAX(i, mon_level);
1458         }
1459         if (randint0(100) < 30)
1460         {
1461                 i = randint1(MIN(max_dl, 122)) + 5;
1462                 mon_level = MAX(i, mon_level);
1463         }
1464
1465         while (1)
1466         {
1467                 total = 0;
1468                 tekitou = FALSE;
1469                 for (i = 0; i < 4; i++)
1470                 {
1471                         MONRACE_IDX r_idx;
1472                         int j;
1473                         while (1)
1474                         {
1475                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1476                                 p_ptr->inside_battle = TRUE;
1477                                 r_idx = get_mon_num(mon_level);
1478                                 p_ptr->inside_battle = old_inside_battle;
1479                                 if (!r_idx) continue;
1480
1481                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1482                                 {
1483                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1484                                 }
1485
1486                                 for (j = 0; j < i; j++)
1487                                         if (r_idx == battle_mon[j]) break;
1488                                 if (j < i) continue;
1489
1490                                 break;
1491                         }
1492                         battle_mon[i] = r_idx;
1493                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1494                 }
1495
1496                 for (i = 0; i < 4; i++)
1497                 {
1498                         monster_race *r_ptr = &r_info[battle_mon[i]];
1499                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1500
1501                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1502                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1503                         else
1504                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1505                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1506                         if (r_ptr->speed > 110)
1507                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1508                         if (r_ptr->speed < 110)
1509                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1510                         if (num_taisei > 2)
1511                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1512                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1513                                 power[i] = power[i] * 4 / 3;
1514                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1515                                 power[i] = power[i] * 4 / 3;
1516                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1517                                 power[i] = power[i] * 11 / 10;
1518                         if (r_ptr->flags1 & RF1_RAND_25)
1519                                 power[i] = power[i] * 9 / 10;
1520                         if (r_ptr->flags1 & RF1_RAND_50)
1521                                 power[i] = power[i] * 9 / 10;
1522                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1523                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1524
1525
1526                         total += power[i];
1527                 }
1528                 for (i = 0; i < 4; i++)
1529                 {
1530                         power[i] = total * 60 / power[i];
1531                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1532                         if ((power[i] < 160) && randint0(20)) break;
1533                         if (power[i] < 101) power[i] = 100 + randint1(5);
1534                         mon_odds[i] = power[i];
1535                 }
1536                 if (i == 4) break;
1537         }
1538 }
1539
1540 /*!
1541  * @brief モンスター闘技場のメインルーチン
1542  * @return 賭けを開始したか否か
1543  */
1544 static bool kakutoujou(void)
1545 {
1546         PRICE maxbet;
1547         PRICE wager;
1548         char out_val[160], tmp_str[80];
1549         concptr p;
1550
1551         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1552         {
1553                 update_gambling_monsters();
1554                 old_battle = current_world_ptr->game_turn;
1555         }
1556
1557         screen_save();
1558
1559         /* No money */
1560         if (p_ptr->au < 1)
1561         {
1562                 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!"));
1563                 msg_print(NULL);
1564                 screen_load();
1565                 return FALSE;
1566         }
1567         else
1568         {
1569                 int i;
1570
1571                 clear_bldg(4, 10);
1572
1573                 prt(_("モンスター                                                     倍率",
1574                           "Monsters                                                       Odds"), 4, 4);
1575                 for (i=0;i<4;i++)
1576                 {
1577                         char buf[80];
1578                         monster_race *r_ptr = &r_info[battle_mon[i]];
1579
1580                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1581                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1582                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1583                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1584                         prt(buf, 5+i, 1);
1585                 }
1586                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1587                 while(1)
1588                 {
1589                         i = inkey();
1590
1591                         if (i == ESCAPE)
1592                         {
1593                                 screen_load();
1594                                 return FALSE;
1595                         }
1596                         if (i >= '1' && i <= '4')
1597                         {
1598                                 sel_monster = i-'1';
1599                                 battle_odds = mon_odds[sel_monster];
1600                                 break;
1601                         }
1602                         else bell();
1603                 }
1604
1605                 clear_bldg(4, 4);
1606                 for (i = 0; i < 4; i++)
1607                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1608
1609                 maxbet = p_ptr->lev * 200;
1610
1611                 /* We can't bet more than we have */
1612                 maxbet = MIN(maxbet, p_ptr->au);
1613
1614                 /* Get the wager */
1615                 strcpy(out_val, "");
1616                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1617                 /*
1618                  * Use get_string() because we may need more than
1619                  * the s16b value returned by get_quantity().
1620                  */
1621                 if (get_string(tmp_str, out_val, 32))
1622                 {
1623                         /* Strip spaces */
1624                         for (p = out_val; *p == ' '; p++);
1625
1626                         /* Get the wager */
1627                         wager = atol(p);
1628
1629                         if (wager > p_ptr->au)
1630                         {
1631                                 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!"));
1632
1633                                 msg_print(NULL);
1634                                 screen_load();
1635                                 return (FALSE);
1636                         }
1637                         else if (wager > maxbet)
1638                         {
1639                                 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);
1640
1641                                 wager = maxbet;
1642                         }
1643                         else if (wager < 1)
1644                         {
1645                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1646                                 wager = 1;
1647                         }
1648                         msg_print(NULL);
1649                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1650                         kakekin = wager;
1651                         p_ptr->au -= wager;
1652                         reset_tim_flags();
1653
1654                         /* Save the surface floor as saved floor */
1655                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1656
1657                         p_ptr->inside_battle = TRUE;
1658                         p_ptr->leaving = TRUE;
1659
1660                         p_ptr->leave_bldg = TRUE;
1661                         screen_load();
1662
1663                         return (TRUE);
1664                 }
1665         }
1666         screen_load();
1667
1668         return (FALSE);
1669 }
1670
1671 /*!
1672  * @brief 本日の賞金首情報を表示する。
1673  * @return なし
1674  */
1675 static void today_target(void)
1676 {
1677         char buf[160];
1678         monster_race *r_ptr = &r_info[today_mon];
1679
1680         clear_bldg(4,18);
1681         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1682         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1683         c_put_str(TERM_YELLOW, buf, 6, 10);
1684         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1685         prt(buf, 8, 10);
1686         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1687         prt(buf, 9, 10);
1688         p_ptr->today_mon = today_mon;
1689 }
1690
1691 /*!
1692  * @brief ツチノコの賞金首情報を表示する。
1693  * @return なし
1694  */
1695 static void tsuchinoko(void)
1696 {
1697         clear_bldg(4,18);
1698         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1699         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);
1700         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1701         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1702         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1703 }
1704
1705 /*!
1706  * @brief 通常の賞金首情報を表示する。
1707  * @return なし
1708  */
1709 static void shoukinkubi(void)
1710 {
1711         int i;
1712         TERM_LEN y = 0;
1713
1714         clear_bldg(4,18);
1715         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);
1716         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1717
1718         for (i = 0; i < MAX_KUBI; i++)
1719         {
1720                 byte color;
1721                 concptr done_mark;
1722                 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])];
1723
1724                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1725                 {
1726                         color = TERM_RED;
1727                         done_mark = _("(済)", "(done)");
1728                 }
1729                 else
1730                 {
1731                         color = TERM_WHITE;
1732                         done_mark = "";
1733                 }
1734
1735                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1736
1737                 y = (y+1) % 10;
1738                 if (!y && (i < MAX_KUBI -1))
1739                 {
1740                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1741                         (void)inkey();
1742                         prt("", 0, 0);
1743                         clear_bldg(7,18);
1744                 }
1745         }
1746 }
1747
1748
1749
1750 /*!
1751  * 賞金首の報酬テーブル / List of prize object
1752  */
1753 static struct {
1754         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1755         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1756 } prize_list[MAX_KUBI] = 
1757 {
1758         {TV_POTION, SV_POTION_CURING},
1759         {TV_POTION, SV_POTION_SPEED},
1760         {TV_POTION, SV_POTION_SPEED},
1761         {TV_POTION, SV_POTION_RESISTANCE},
1762         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1763
1764         {TV_POTION, SV_POTION_HEALING},
1765         {TV_POTION, SV_POTION_RESTORE_MANA},
1766         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1767         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1768         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1769
1770         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1771         {TV_POTION, SV_POTION_STAR_HEALING},
1772         {TV_POTION, SV_POTION_STAR_HEALING},
1773         {TV_POTION, SV_POTION_NEW_LIFE},
1774         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1775
1776         {TV_POTION, SV_POTION_LIFE},
1777         {TV_POTION, SV_POTION_LIFE},
1778         {TV_POTION, SV_POTION_AUGMENTATION},
1779         {TV_POTION, SV_POTION_INVULNERABILITY},
1780         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1781 };
1782
1783 /*!
1784  * @brief 賞金首の引き換え処理 / Get prize
1785  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1786  */
1787 static bool kankin(void)
1788 {
1789         INVENTORY_IDX i;
1790         int j;
1791         bool change = FALSE;
1792         GAME_TEXT o_name[MAX_NLEN];
1793         object_type *o_ptr;
1794
1795         /* Loop for p_ptr->inventory_list and right/left arm */
1796         for (i = 0; i <= INVEN_LARM; i++)
1797         {
1798                 o_ptr = &p_ptr->inventory_list[i];
1799
1800                 /* Living Tsuchinoko worthes $1000000 */
1801                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1802                 {
1803                         char buf[MAX_NLEN+20];
1804                         object_desc(o_name, o_ptr, 0);
1805                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1806                         if (get_check(buf))
1807                         {
1808                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1809                                 p_ptr->au += 1000000L * o_ptr->number;
1810                                 p_ptr->redraw |= (PR_GOLD);
1811                                 inven_item_increase(i, -o_ptr->number);
1812                                 inven_item_describe(i);
1813                                 inven_item_optimize(i);
1814                         }
1815                         change = TRUE;
1816                 }
1817         }
1818
1819         for (i = 0; i < INVEN_PACK; i++)
1820         {
1821                 o_ptr = &p_ptr->inventory_list[i];
1822
1823                 /* Corpse of Tsuchinoko worthes $200000 */
1824                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1825                 {
1826                         char buf[MAX_NLEN+20];
1827                         object_desc(o_name, o_ptr, 0);
1828                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1829                         if (get_check(buf))
1830                         {
1831                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1832                                 p_ptr->au += 200000L * o_ptr->number;
1833                                 p_ptr->redraw |= (PR_GOLD);
1834                                 inven_item_increase(i, -o_ptr->number);
1835                                 inven_item_describe(i);
1836                                 inven_item_optimize(i);
1837                         }
1838                         change = TRUE;
1839                 }
1840         }
1841
1842         for (i = 0; i < INVEN_PACK; i++)
1843         {
1844                 o_ptr = &p_ptr->inventory_list[i];
1845
1846                 /* Bones of Tsuchinoko worthes $100000 */
1847                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1848                 {
1849                         char buf[MAX_NLEN+20];
1850                         object_desc(o_name, o_ptr, 0);
1851                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1852                         if (get_check(buf))
1853                         {
1854                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1855                                 p_ptr->au += 100000L * o_ptr->number;
1856                                 p_ptr->redraw |= (PR_GOLD);
1857                                 inven_item_increase(i, -o_ptr->number);
1858                                 inven_item_describe(i);
1859                                 inven_item_optimize(i);
1860                         }
1861                         change = TRUE;
1862                 }
1863         }
1864
1865         for (i = 0; i < INVEN_PACK; i++)
1866         {
1867                 o_ptr = &p_ptr->inventory_list[i];
1868                 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)))
1869                 {
1870                         char buf[MAX_NLEN+20];
1871                         object_desc(o_name, o_ptr, 0);
1872                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1873                         if (get_check(buf))
1874                         {
1875                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1876                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1877                                 p_ptr->redraw |= (PR_GOLD);
1878                                 inven_item_increase(i, -o_ptr->number);
1879                                 inven_item_describe(i);
1880                                 inven_item_optimize(i);
1881                         }
1882                         change = TRUE;
1883                 }
1884         }
1885
1886         for (i = 0; i < INVEN_PACK; i++)
1887         {
1888                 o_ptr = &p_ptr->inventory_list[i];
1889
1890                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1891                 {
1892                         char buf[MAX_NLEN+20];
1893                         object_desc(o_name, o_ptr, 0);
1894                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1895                         if (get_check(buf))
1896                         {
1897                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1898                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1899                                 p_ptr->redraw |= (PR_GOLD);
1900                                 inven_item_increase(i, -o_ptr->number);
1901                                 inven_item_describe(i);
1902                                 inven_item_optimize(i);
1903                         }
1904                         change = TRUE;
1905                 }
1906         }
1907
1908         for (j = 0; j < MAX_KUBI; j++)
1909         {
1910                 /* Need reverse order --- Positions will be changed in the loop */
1911                 for (i = INVEN_PACK-1; i >= 0; i--)
1912                 {
1913                         o_ptr = &p_ptr->inventory_list[i];
1914                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1915                         {
1916                                 char buf[MAX_NLEN+20];
1917                                 int num, k;
1918                                 INVENTORY_IDX item_new;
1919                                 object_type forge;
1920
1921                                 object_desc(o_name, o_ptr, 0);
1922                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1923                                 if (!get_check(buf)) continue;
1924
1925 #if 0 /* Obsoleted */
1926                                 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);
1927                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1928                                 p_ptr->redraw |= (PR_GOLD);
1929                                 inven_item_increase(i, -o_ptr->number);
1930                                 inven_item_describe(i);
1931                                 inven_item_optimize(i);
1932                                 chg_virtue(V_JUSTICE, 5);
1933                                 current_world_ptr->bounty_r_idx[j] += 10000;
1934
1935                                 change = TRUE;
1936 #endif /* Obsoleted */
1937
1938                                 /* Hand it first */
1939                                 inven_item_increase(i, -o_ptr->number);
1940                                 inven_item_describe(i);
1941                                 inven_item_optimize(i);
1942
1943                                 chg_virtue(V_JUSTICE, 5);
1944                                 current_world_ptr->bounty_r_idx[j] += 10000;
1945
1946                                 /* Count number of unique corpses already handed */
1947                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1948                                 {
1949                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1950                                 }
1951                                 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" : ""));
1952
1953                                 /* Prepare to make a prize */
1954                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1955                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1956
1957                                 object_aware(&forge);
1958                                 object_known(&forge);
1959
1960                                 /*
1961                                  * Hand it --- Assume there is an empty slot.
1962                                  * Since a corpse is handed at first,
1963                                  * there is at least one empty slot.
1964                                  */
1965                                 item_new = inven_carry(&forge);
1966
1967                                 object_desc(o_name, &forge, 0);
1968                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1969
1970                                 /* Auto-inscription */
1971                                 autopick_alter_item(item_new, FALSE);
1972                                 handle_stuff();
1973
1974                                 change = TRUE;
1975                         }
1976                 }
1977         }
1978
1979         if (!change)
1980         {
1981                 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."));
1982                 msg_print(NULL);
1983                 return FALSE;
1984         }
1985         return TRUE;
1986 }
1987
1988 /*!
1989  * @brief 宿屋の利用サブルーチン
1990  * @details inn commands\n
1991  * Note that resting for the night was a perfect way to avoid player\n
1992  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1993  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1994  * will not be that useful.  I will keep it in the hopes the player\n
1995  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1996  * Resting at night is also a quick way to restock stores -KMW-\n
1997  * @param cmd 宿屋の利用施設ID
1998  * @return 施設の利用が実際に行われたか否か。
1999  */
2000 static bool inn_comm(int cmd)
2001 {
2002         switch (cmd)
2003         {
2004                 case BACT_FOOD: /* Buy food & drink */
2005                         if (p_ptr->food >= PY_FOOD_FULL)
2006                         {
2007                                 msg_print(_("今は満腹だ。", "You are full now."));
2008                                 return FALSE;
2009                         }
2010                         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."));
2011                         (void)set_food(PY_FOOD_MAX - 1);
2012                         break;
2013
2014                 case BACT_REST: /* Rest for the night */
2015                         if ((p_ptr->poisoned) || (p_ptr->cut))
2016                         {
2017                                 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."));
2018                                 msg_print(NULL);
2019                                 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."));
2020                         }
2021                         else
2022                         {
2023                                 s32b oldturn = current_world_ptr->game_turn;
2024                                 int prev_day, prev_hour, prev_min;
2025
2026                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2027                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2028                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2029                                 else
2030                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2031                                 
2032                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2033                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2034                                 {
2035                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2036                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2037                                 }
2038
2039                                 prevent_turn_overflow();
2040
2041                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2042                                 p_ptr->chp = p_ptr->mhp;
2043
2044                                 if (ironman_nightmare)
2045                                 {
2046                                         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."));
2047
2048                                         /* Have some nightmares */
2049                                         while(1)
2050                                         {
2051                                                 sanity_blast(NULL, FALSE);
2052                                                 if (!one_in_(3)) break;
2053                                         }
2054
2055                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2056                                         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."));
2057                                 }
2058                                 else
2059                                 {
2060                                         set_blind(0);
2061                                         set_confused(0);
2062                                         p_ptr->stun = 0;
2063                                         p_ptr->chp = p_ptr->mhp;
2064                                         p_ptr->csp = p_ptr->msp;
2065                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2066                                         {
2067                                                 int i;
2068                                                 for (i = 0; i < 72; i++)
2069                                                 {
2070                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2071                                                 }
2072                                                 for (; i < 108; i++)
2073                                                 {
2074                                                         p_ptr->magic_num1[i] = 0;
2075                                                 }
2076                                         }
2077
2078                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2079                                         {
2080                                                 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."));
2081                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2082                                         }
2083                                         else
2084                                         {
2085                                                 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."));
2086                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2087                                         }
2088                                 }
2089                         }
2090                         break;
2091
2092                 case BACT_RUMORS: /* Listen for rumors */
2093                         {
2094                                 display_rumor(TRUE);
2095                                 break;
2096                         }
2097         }
2098
2099         return (TRUE);
2100 }
2101
2102
2103 /*!
2104  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2105  * @param questnum クエストのID
2106  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2107  * @return なし
2108  */
2109 static void get_questinfo(IDX questnum, bool do_init)
2110 {
2111         int i;
2112         QUEST_IDX old_quest;
2113         GAME_TEXT tmp_str[80];
2114
2115         /* Clear the text */
2116         for (i = 0; i < 10; i++)
2117         {
2118                 quest_text[i][0] = '\0';
2119         }
2120
2121         quest_text_line = 0;
2122
2123         /* Set the quest number temporary */
2124         old_quest = p_ptr->inside_quest;
2125         p_ptr->inside_quest = questnum;
2126
2127         /* Get the quest text */
2128         init_flags = INIT_SHOW_TEXT;
2129         if (do_init) init_flags |= INIT_ASSIGN;
2130
2131         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2132
2133         /* Reset the old quest number */
2134         p_ptr->inside_quest = old_quest;
2135
2136         /* Print the quest info */
2137         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);
2138
2139         prt(tmp_str, 5, 0);
2140
2141         prt(quest[questnum].name, 7, 0);
2142
2143         for (i = 0; i < 10; i++)
2144         {
2145                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2146         }
2147 }
2148
2149 /*!
2150  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2151  * @return なし
2152  */
2153 static void castle_quest(void)
2154 {
2155         QUEST_IDX q_index = 0;
2156         monster_race *r_ptr;
2157         quest_type *q_ptr;
2158         concptr name;
2159
2160
2161         clear_bldg(4, 18);
2162
2163         /* Current quest of the building */
2164         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2165
2166         /* Is there a quest available at the building? */
2167         if (!q_index)
2168         {
2169                 put_str(_("今のところクエストはありません。", "I don't have a quest for you at the moment."), 8, 0);
2170                 return;
2171         }
2172
2173         q_ptr = &quest[q_index];
2174
2175         /* Quest is completed */
2176         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2177         {
2178                 /* Rewarded quest */
2179                 q_ptr->status = QUEST_STATUS_REWARDED;
2180
2181                 get_questinfo(q_index, FALSE);
2182
2183                 reinit_wilderness = TRUE;
2184         }
2185         /* Failed quest */
2186         else if (q_ptr->status == QUEST_STATUS_FAILED)
2187         {
2188                 get_questinfo(q_index, FALSE);
2189
2190                 /* Mark quest as done (but failed) */
2191                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2192
2193                 reinit_wilderness = TRUE;
2194         }
2195         /* Quest is still unfinished */
2196         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2197         {
2198                 put_str(_("あなたは現在のクエストを終了させていません!", "You have not completed your current quest yet!"), 8, 0);
2199                 put_str(_("CTRL-Qを使えばクエストの状態がチェックできます。", "Use CTRL-Q to check the status of your quest."), 9, 0);
2200                 put_str(_("クエストを終わらせたら戻って来て下さい。", "Return when you have completed your quest."), 12, 0);
2201         }
2202         /* No quest yet */
2203         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2204         {
2205                 q_ptr->status = QUEST_STATUS_TAKEN;
2206
2207                 reinit_wilderness = TRUE;
2208
2209                 /* Assign a new quest */
2210                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2211                 {
2212                         if (q_ptr->r_idx == 0)
2213                         {
2214                                 /* Random monster at least 5 - 10 levels out of deep */
2215                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2216                         }
2217
2218                         r_ptr = &r_info[q_ptr->r_idx];
2219
2220                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2221                         {
2222                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2223                                 r_ptr = &r_info[q_ptr->r_idx];
2224                         }
2225
2226                         if (q_ptr->max_num == 0)
2227                         {
2228                                 /* Random monster number */
2229                                 if (randint1(10) > 7)
2230                                         q_ptr->max_num = 1;
2231                                 else
2232                                         q_ptr->max_num = randint1(3) + 1;
2233                         }
2234
2235                         q_ptr->cur_num = 0;
2236                         name = (r_name + r_ptr->name);
2237                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2238                 }
2239                 else
2240                 {
2241                         get_questinfo(q_index, TRUE);
2242                 }
2243         }
2244 }
2245
2246
2247 /*!
2248  * @brief 町に関するヘルプを表示する / Display town history
2249  * @return なし
2250  */
2251 static void town_history(void)
2252 {
2253         screen_save();
2254
2255         /* Peruse the building help file */
2256         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2257         screen_load();
2258 }
2259
2260 /*!
2261  * @brief 攻撃時スレイによるダメージ期待値修正計算 / critical happens at i / 10000
2262  * @param dam 基本ダメージ
2263  * @param mult スレイ倍率(掛け算部分)
2264  * @param div スレイ倍率(割り算部分)
2265  * @param force 理力特別計算フラグ
2266  * @return ダメージ期待値
2267  */
2268 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2269 {
2270         int tmp;
2271         if(force)
2272         {
2273                 tmp = dam * 60;
2274                 tmp *= mult * 3;
2275                 tmp /= div * 2;
2276                 tmp += dam * 60 * 2;
2277                 tmp /= 60;
2278         }
2279         else
2280         {
2281                 tmp = dam * 60;
2282                 tmp *= mult; 
2283                 tmp /= div;
2284                 tmp /= 60;
2285         }
2286         return tmp;
2287 }
2288
2289 /*!
2290  * @brief 攻撃時の期待値計算(スレイ→重量クリティカル→切れ味効果)
2291  * @param dam 基本ダメージ
2292  * @param mult スレイ倍率(掛け算部分)
2293  * @param div スレイ倍率(割り算部分)
2294  * @param force 理力特別計算フラグ
2295  * @param weight 重量
2296  * @param plus 武器ダメージ修正
2297  * @param meichuu 命中値
2298  * @param dokubari 毒針処理か否か
2299  * @param vorpal_mult 切れ味倍率(掛け算部分)
2300  * @param vorpal_div 切れ味倍率(割り算部分)
2301  * @return ダメージ期待値
2302  */
2303 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2304 {
2305         dam = calc_slaydam(dam, mult, div, force);
2306         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2307         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2308         return dam;
2309 }
2310
2311
2312 /*!
2313  * @brief 武器の各条件毎のダメージ期待値を表示する。
2314  * @param r 表示行
2315  * @param c 表示列
2316  * @param mindice ダイス部分最小値
2317  * @param maxdice ダイス部分最大値
2318  * @param blows 攻撃回数
2319  * @param dam_bonus ダメージ修正値
2320  * @param attr 条件内容
2321  * @param color 条件内容の表示色
2322  * @details
2323  * Display the damage figure of an object\n
2324  * (used by compare_weapon_aux)\n
2325  * \n
2326  * Only accurate for the current weapon, because it includes\n
2327  * the current +dam of the player.\n
2328  * @return なし
2329  */
2330 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2331 {
2332         GAME_TEXT tmp_str[80];
2333         int mindam, maxdam;
2334         
2335         mindam = blows * (mindice + dam_bonus);
2336         maxdam = blows * (maxdice + dam_bonus);
2337
2338         /* Print the intro text */
2339         c_put_str(color, attr, r, c);
2340
2341         /* Calculate the min and max damage figures */
2342         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2343         
2344         /* Print the damage */
2345         put_str(tmp_str, r, c + 8);
2346 }
2347
2348
2349 /*!
2350  * @brief 武器一つ毎のダメージ情報を表示する。
2351  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2352  * @param col 表示する行の上端
2353  * @param r 表示する列の左端
2354  * @details
2355  * Show the damage figures for the various monster types\n
2356  * \n
2357  * Only accurate for the current weapon, because it includes\n
2358  * the current number of blows for the player.\n
2359  * @return なし
2360  */
2361 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2362 {
2363         BIT_FLAGS flgs[TR_FLAG_SIZE];
2364         int blow = p_ptr->num_blow[0];
2365         bool force = FALSE;
2366         bool dokubari = FALSE;
2367         
2368         /* Effective dices */
2369         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2370         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2371         
2372         int mindice = eff_dd;
2373         int maxdice = eff_ds * eff_dd;
2374         int mindam = 0;
2375         int maxdam = 0;
2376         int vorpal_mult = 1;
2377         int vorpal_div = 1;
2378         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2379         
2380
2381         /* Get the flags of the weapon */
2382         object_flags(o_ptr, flgs);
2383         
2384         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2385         
2386         
2387         /* Show Critical Damage*/
2388         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2389         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2390         
2391         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2392
2393         
2394         /* Vorpal Hit*/
2395         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2396         {
2397                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2398                 {
2399                         vorpal_mult = 5;
2400                         vorpal_div = 3;
2401                 }
2402                 else
2403                 {
2404                         vorpal_mult = 11;
2405                         vorpal_div = 9;
2406                 }
2407                 
2408                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2409                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2410                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2411         }       
2412         
2413         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2414         {
2415                 force = TRUE;
2416                 
2417                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2418                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2419                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2420         }
2421                 
2422         /* Print the relevant lines */
2423         if (have_flag(flgs, TR_KILL_ANIMAL))
2424         {
2425                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2426                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2427                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2428         }
2429         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2430         {
2431                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2432                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2433                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2434         }
2435         if (have_flag(flgs, TR_KILL_EVIL))
2436         {       
2437                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2438                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2439                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2440         }
2441         else if (have_flag(flgs, TR_SLAY_EVIL))
2442         {       
2443                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2444                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2445                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2446         }
2447         if (have_flag(flgs, TR_KILL_HUMAN))
2448         {       
2449                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2450                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2451                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2452         }
2453         else if (have_flag(flgs, TR_SLAY_HUMAN))
2454         {       
2455                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2456                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2457                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2458         }
2459         if (have_flag(flgs, TR_KILL_UNDEAD))
2460         {
2461                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2462                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2463                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2464         }
2465         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2466         {
2467                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2468                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2469                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2470         }
2471         if (have_flag(flgs, TR_KILL_DEMON))
2472         {       
2473                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2475                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2476         }
2477         else if (have_flag(flgs, TR_SLAY_DEMON))
2478         {       
2479                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2480                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2481                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2482         }
2483         if (have_flag(flgs, TR_KILL_ORC))
2484         {
2485                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2486                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2488         }
2489         else if (have_flag(flgs, TR_SLAY_ORC))
2490         {
2491                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2492                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2493                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2494         }
2495         if (have_flag(flgs, TR_KILL_TROLL))
2496         {
2497                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2499                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2500         }
2501         else if (have_flag(flgs, TR_SLAY_TROLL))
2502         {
2503                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2504                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2505                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2506         }
2507         if (have_flag(flgs, TR_KILL_GIANT))
2508         {
2509                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2510                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2511                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2512         }
2513         else if (have_flag(flgs, TR_SLAY_GIANT))
2514         {
2515                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2516                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2517                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2518         }
2519         if (have_flag(flgs, TR_KILL_DRAGON))
2520         {
2521                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2522                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2523                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2524         }
2525         else if (have_flag(flgs, TR_SLAY_DRAGON))
2526         {               
2527                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2528                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2529                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2530         }
2531         if (have_flag(flgs, TR_BRAND_ACID))
2532         {
2533                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2534                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2535                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2536         }
2537         if (have_flag(flgs, TR_BRAND_ELEC))
2538         {
2539                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2540                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2542         }
2543         if (have_flag(flgs, TR_BRAND_FIRE))
2544         {
2545                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2546                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2548         }
2549         if (have_flag(flgs, TR_BRAND_COLD))
2550         {
2551                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2552                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2553                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2554         }
2555         if (have_flag(flgs, TR_BRAND_POIS))
2556         {
2557                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2558                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2559                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2560         }
2561 }
2562
2563 /*!
2564  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2565  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2566  * @param row 表示する列の左端
2567  * @param col 表示する行の上端
2568  * @details
2569  * Displays all info about a weapon
2570  *
2571  * Only accurate for the current weapon, because it includes
2572  * various info about the player's +to_dam and number of blows.
2573  * @return なし
2574  */
2575 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2576 {
2577         GAME_TEXT o_name[MAX_NLEN];
2578         GAME_TEXT tmp_str[80];
2579
2580         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2581         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2582         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2583
2584         /* Print the weapon name */
2585         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2586         c_put_str(TERM_YELLOW, o_name, row, col);
2587
2588         /* Print the player's number of blows */
2589         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2590         put_str(tmp_str, row+1, col);
2591
2592         /* Print to_hit and to_dam of the weapon */
2593         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2594         put_str(tmp_str, row+2, col);
2595
2596         /* Print the weapons base damage dice */
2597         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2598                 (int)hit_chance(reli, 0),
2599                 (int)hit_chance(reli, 50),
2600                 (int)hit_chance(reli, 100),
2601                 (int)hit_chance(reli, 150),
2602                 (int)hit_chance(reli, 200));
2603         put_str(tmp_str, row+3, col);
2604         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2605
2606         /* Damage for one blow (if it hits) */
2607         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2608             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2609                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2610         put_str(tmp_str, row+6, col+1);
2611
2612         /* Damage for the complete attack (if all blows hit) */
2613         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2614                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2615                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2616         put_str(tmp_str, row+7, col+1);
2617 }
2618
2619 /*!
2620  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2621  * @details 
2622  * Copies the weapons to compare into the weapon-slot and\n
2623  * compares the values for both weapons.\n
2624  * 武器1つだけで比較をしないなら費用は半額になる。
2625  * @param bcost 基本鑑定費用
2626  * @return 最終的にかかった費用
2627  */
2628 static PRICE compare_weapons(PRICE bcost)
2629 {
2630         int i, n;
2631         OBJECT_IDX item, item2;
2632         object_type *o_ptr[2];
2633         object_type orig_weapon;
2634         object_type *i_ptr;
2635         concptr q, s;
2636         TERM_LEN row = 2;
2637         TERM_LEN wid = 38, mgn = 2;
2638         bool old_character_xtra = character_xtra;
2639         char ch;
2640         PRICE total = 0;
2641         PRICE cost = 0; /* First time no price */
2642
2643         screen_save();
2644         clear_bldg(0, 22);
2645
2646         /* Store copy of original wielded weapon */
2647         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2648         object_copy(&orig_weapon, i_ptr);
2649
2650         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2651
2652         /* Get the first weapon */
2653         q = _("第一の武器は?", "What is your first weapon? ");
2654         s = _("比べるものがありません。", "You have nothing to compare.");
2655
2656         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2657         if (!o_ptr[0])
2658         {
2659                 screen_load();
2660                 return (0);
2661         }
2662
2663         n = 1;
2664         total = bcost;
2665
2666         while (TRUE)
2667         {
2668                 clear_bldg(0, 22);
2669
2670                 /* Only compare melee weapons */
2671                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2672
2673                 /* Hack -- prevent "icky" message */
2674                 character_xtra = TRUE;
2675
2676                 /* Diaplay selected weapon's infomation */
2677                 for (i = 0; i < n; i++)
2678                 {
2679                         int col = (wid * i + mgn);
2680
2681                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2682                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2683
2684                         p_ptr->update |= PU_BONUS;
2685                         handle_stuff();
2686
2687                         /* List the new values */
2688                         list_weapon(o_ptr[i], row, col);
2689                         compare_weapon_aux(o_ptr[i], col, row + 8);
2690
2691                         /* Copy back the original weapon into the weapon slot */
2692                         object_copy(i_ptr, &orig_weapon);
2693                 }
2694
2695                 /* Reset the values for the old weapon */
2696                 p_ptr->update |= PU_BONUS;
2697                 handle_stuff();
2698
2699                 character_xtra = old_character_xtra;
2700
2701 #ifdef JP
2702                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2703                 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2704                 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2705 #else
2706                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2707                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2708                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2709 #endif
2710
2711                 flush();
2712                 ch = inkey();
2713
2714                 if (ch == 's')
2715                 {
2716                         if (total + cost > p_ptr->au)
2717                         {
2718                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2719                                 msg_print(NULL);
2720                                 continue;
2721                         }
2722
2723                         q = _("第二の武器は?", "What is your second weapon? ");
2724                         s = _("比べるものがありません。", "You have nothing to compare.");
2725
2726                         /* Get the second weapon */
2727                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2728                         if (!o_ptr[1]) continue;
2729
2730                         total += cost;
2731                         cost = bcost / 2;
2732                         n = 2;
2733                 }
2734                 else
2735                 {
2736                         break;
2737                 }
2738         }
2739         screen_load();
2740
2741         return (total);
2742 }
2743
2744
2745 /*!
2746  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2747  * @details 
2748  * Calculate and display the dodge-rate and the protection-rate
2749  * based on AC
2750  * @param iAC プレイヤーのAC。
2751  * @return 常にTRUEを返す。
2752  */
2753 static bool eval_ac(ARMOUR_CLASS iAC)
2754 {
2755 #ifdef JP
2756         const char memo[] =
2757                 "ダメージ軽減率とは、敵の攻撃が当たった時そのダメージを\n"
2758                 "何パーセント軽減するかを示します。\n"
2759                 "ダメージ軽減は通常の直接攻撃(種類が「攻撃する」と「粉砕する」の物)\n"
2760                 "に対してのみ効果があります。\n \n"
2761                 "敵のレベルとは、その敵が通常何階に現れるかを示します。\n \n"
2762                 "回避率は敵の直接攻撃を何パーセントの確率で避けるかを示し、\n"
2763                 "敵のレベルとあなたのACによって決定されます。\n \n"
2764                 "ダメージ期待値とは、敵の100ポイントの通常攻撃に対し、\n"
2765                 "回避率とダメージ軽減率を考慮したダメージの期待値を示します。\n";
2766 #else
2767         const char memo[] =
2768                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2769                 "Note that the Protection rate is effective only against normal "
2770                 "'attack' and 'shatter' type melee attacks, "
2771                 "and has no effect against any other types such as 'poison'.\n \n"
2772                 "'Dodge Rate' indicates the success rate on dodging the "
2773                 "monster's melee attacks.  "
2774                 "It is depend on the level of the monster and your AC.\n \n"
2775                 "'Average Damage' indicates the expected amount of damage "
2776                 "when you are attacked by normal melee attacks with power=100.";
2777 #endif
2778
2779         int protection;
2780         TERM_LEN col, row = 2;
2781         DEPTH lvl;
2782         char buf[80*20], *t;
2783
2784         /* AC lower than zero has no effect */
2785         if (iAC < 0) iAC = 0;
2786
2787         /* ダメージ軽減率を計算 */
2788         protection = 100 * MIN(iAC, 150) / 250;
2789
2790         screen_save();
2791         clear_bldg(0, 22);
2792
2793         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2794         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2795         row++;
2796
2797         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2798         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2799         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2800     
2801         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2802         {
2803                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2804                 int dodge;   /* 回避率(%) */
2805                 int average; /* ダメージ期待値 */
2806
2807                 put_str(format("%3d", lvl), row + 0, col);
2808
2809                 /* 回避率を計算 */
2810                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2811                 put_str(format("%3d%%", dodge), row + 1, col);
2812
2813                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2814                 average = (100 - dodge) * (100 - protection) / 100;
2815                 put_str(format("%3d", average), row + 2, col);
2816         }
2817
2818         /* Display note */
2819         roff_to_buf(memo, 70, buf, sizeof(buf));
2820         for (t = buf; t[0]; t += strlen(t) + 1)
2821                 put_str(t, (row++) + 4, 4);
2822
2823         prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2824   
2825         flush();
2826         (void)inkey();
2827         screen_load();
2828
2829         return (TRUE);
2830 }
2831
2832
2833
2834 /*!
2835  * @brief 修復材料のオブジェクトから修復対象に特性を移植する。
2836  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2837  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2838  * @return 修復対象になるならTRUEを返す。
2839  */
2840 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2841 {
2842         int i, n = 0;
2843         int cand[TR_FLAG_MAX];
2844         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2845         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2846
2847         object_flags(to_ptr, to_flgs);
2848         object_flags(from_ptr, from_flgs);
2849
2850         for (i = 0; i < TR_FLAG_MAX; i++)
2851         {
2852                 switch (i)
2853                 {
2854                 case TR_IGNORE_ACID:
2855                 case TR_IGNORE_ELEC:
2856                 case TR_IGNORE_FIRE:
2857                 case TR_IGNORE_COLD:
2858                 case TR_ACTIVATE:
2859                 case TR_RIDING:
2860                 case TR_THROW:
2861                 case TR_SHOW_MODS:
2862                 case TR_HIDE_TYPE:
2863                 case TR_ES_ATTACK:
2864                 case TR_ES_AC:
2865                 case TR_FULL_NAME:
2866                 case TR_FIXED_FLAVOR:
2867                         break;
2868                 default:
2869                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2870                         {
2871                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2872                         }
2873                 }
2874         }
2875
2876         if (n > 0)
2877         {
2878                 int bmax;
2879                 int tr_idx = cand[randint0(n)];
2880                 add_flag(to_ptr->art_flags, tr_idx);
2881                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2882                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2883                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2884                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2885         }
2886
2887         return;
2888 }
2889
2890 /*!
2891  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2892  * @param bcost 基本修復費用
2893  * @return 実際にかかった費用
2894  */
2895 static PRICE repair_broken_weapon_aux(PRICE bcost)
2896 {
2897         PRICE cost;
2898         OBJECT_IDX item, mater;
2899         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2900         object_kind *k_ptr;
2901         int i, dd_bonus, ds_bonus;
2902         KIND_OBJECT_IDX k_idx;
2903         char basenm[MAX_NLEN];
2904         concptr q, s;
2905         int row = 7;
2906         clear_bldg(0, 22);
2907
2908         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);
2909         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);
2910
2911         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2912         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2913
2914         /* Only forge broken weapons */
2915         item_tester_hook = item_tester_hook_broken_weapon;
2916
2917         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2918         if (!o_ptr) return (0);
2919
2920         /* It is worthless */
2921         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2922         {
2923                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2924                 return (0);
2925         }
2926
2927         /* They are too many */
2928         if (o_ptr->number > 1)
2929         {
2930                 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!"));
2931                 return (0);
2932         }
2933
2934         /* Display item name */
2935         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2936         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2937
2938         q = _("材料となる武器は?", "Which weapon for material? ");
2939         s = _("材料となる武器がありません。", "You have no material to repair.");
2940
2941         /* Only forge broken weapons */
2942         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2943
2944         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2945         if (!mo_ptr) return (0);
2946         if (mater == item)
2947         {
2948                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2949                 return (0);
2950         }
2951
2952         /* Display item name */
2953         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2954         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2955
2956         /* Get the value of one of the items (except curses) */
2957         cost = bcost + object_value_real(o_ptr) * 2;
2958
2959         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);
2960
2961         /* Check if the player has enough money */
2962         if (p_ptr->au < cost)
2963         {
2964                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2965                 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);
2966                 msg_print(NULL);
2967                 return (0);
2968         }
2969
2970         p_ptr->total_weight -= o_ptr->weight;
2971
2972         if (o_ptr->sval == SV_BROKEN_DAGGER)
2973         {
2974                 KIND_OBJECT_IDX j;
2975                 int n = 1;
2976
2977                 /* Suppress compiler warning */
2978                 k_idx = 0;
2979
2980                 for (j = 1; j < max_k_idx; j++)
2981                 {
2982                         object_kind *k_aux_ptr = &k_info[j];
2983
2984                         if (k_aux_ptr->tval != TV_SWORD) continue;
2985                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2986                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2987                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2988                         if (k_aux_ptr->weight > 99) continue;
2989
2990                         if (one_in_(n)) 
2991                         {
2992                                 k_idx = j;
2993                                 n++;
2994                         }
2995                 }
2996         }
2997         else /* TV_BROKEN_SWORD */
2998         {
2999                 /* Repair to a sword or sometimes material's type weapon */
3000                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3001
3002                 while(1)
3003                 {
3004                         object_kind *ck_ptr;
3005
3006                         k_idx = lookup_kind(tval, SV_ANY);
3007                         ck_ptr = &k_info[k_idx];
3008
3009                         if (tval == TV_SWORD)
3010                         {
3011                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3012                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3013                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3014                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3015                         }
3016                         if (tval == TV_POLEARM)
3017                         {
3018                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3019                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3020                         }
3021                         if (tval == TV_HAFTED)
3022                         {
3023                                 if ((ck_ptr->sval == SV_GROND) ||
3024                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3025                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3026                         }
3027
3028                         break;
3029                 }
3030         }
3031
3032         /* Calculate dice bonuses */
3033         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3034         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3035         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3036         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3037
3038         /* Change base object */
3039         k_ptr = &k_info[k_idx];
3040         o_ptr->k_idx = k_idx;
3041         o_ptr->weight = k_ptr->weight;
3042         o_ptr->tval = k_ptr->tval;
3043         o_ptr->sval = k_ptr->sval;
3044         o_ptr->dd = k_ptr->dd;
3045         o_ptr->ds = k_ptr->ds;
3046
3047         /* Copy base object's ability */
3048         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3049         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3050         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3051
3052         /* Dice up */
3053         if (dd_bonus > 0)
3054         {
3055                 o_ptr->dd++;
3056                 for (i = 1; i < dd_bonus; i++)
3057                 {
3058                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3059                 }
3060         }
3061         if (ds_bonus > 0)
3062         {
3063                 o_ptr->ds++;
3064                 for (i = 1; i < ds_bonus; i++)
3065                 {
3066                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3067                 }
3068         }
3069
3070         if (have_flag(k_ptr->flags, TR_BLOWS))
3071         {
3072                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3073                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3074         }
3075
3076         /* Add one random ability from material weapon */
3077         give_one_ability_of_object(o_ptr, mo_ptr);
3078
3079         /* Add to-dam, to-hit and to-ac from material weapon */
3080         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3081         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3082         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3083
3084         if ((o_ptr->name1 == ART_NARSIL) ||
3085                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3086                 (object_is_ego(o_ptr) && one_in_(7)))
3087         {
3088                 /* Forge it */
3089                 if (object_is_ego(o_ptr))
3090                 {
3091                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3092                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3093                 }
3094
3095                 /* Add one random ability from material weapon */
3096                 give_one_ability_of_object(o_ptr, mo_ptr);
3097
3098                 /* Add one random activation */
3099                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3100
3101                 /* Narsil */
3102                 if (o_ptr->name1 == ART_NARSIL)
3103                 {
3104                         one_high_resistance(o_ptr);
3105                         one_ability(o_ptr);
3106                 }
3107
3108                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3109         }
3110
3111         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3112 #ifdef JP
3113         msg_format("$%dで%sに修復しました。", cost, basenm);
3114 #else
3115         msg_format("Repaired into %s for %d gold.", basenm, cost);
3116 #endif
3117         msg_print(NULL);
3118
3119         /* Remove BROKEN flag */
3120         o_ptr->ident &= ~(IDENT_BROKEN);
3121
3122         /* Add repaired flag */
3123         o_ptr->discount = 99;
3124
3125         p_ptr->total_weight += o_ptr->weight;
3126         calc_android_exp();
3127
3128         /* Decrease material object */
3129         inven_item_increase(mater, -1);
3130         inven_item_optimize(mater);
3131
3132         /* Copyback */
3133         p_ptr->update |= PU_BONUS;
3134         handle_stuff();
3135
3136         /* Something happened */
3137         return (cost);
3138 }
3139
3140 /*!
3141  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3142  * @param bcost 基本鑑定費用
3143  * @return 実際にかかった費用
3144  */
3145 static int repair_broken_weapon(PRICE bcost)
3146 {
3147         PRICE cost;
3148         screen_save();
3149         cost = repair_broken_weapon_aux(bcost);
3150         screen_load();
3151         return cost;
3152 }
3153
3154
3155 /*!
3156  * @brief アイテムの強化を行う。 / Enchant item
3157  * @param cost 1回毎の費用
3158  * @param to_hit 命中をアップさせる量
3159  * @param to_dam ダメージをアップさせる量
3160  * @param to_ac ACをアップさせる量
3161  * @return 実際に行ったらTRUE
3162  */
3163 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3164 {
3165         int i;
3166         OBJECT_IDX item;
3167         bool okay = FALSE;
3168         object_type *o_ptr;
3169         concptr q, s;
3170         int maxenchant = (p_ptr->lev / 5);
3171         char tmp_str[MAX_NLEN];
3172
3173         clear_bldg(4, 18);
3174         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3175         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3176
3177         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3178         s = _("改良できるものがありません。", "You have nothing to improve.");
3179
3180         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3181         if (!o_ptr) return (FALSE);
3182
3183         /* Check if the player has enough money */
3184         if (p_ptr->au < (cost * o_ptr->number))
3185         {
3186                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3187                 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);
3188                 return (FALSE);
3189         }
3190
3191         /* Enchant to hit */
3192         for (i = 0; i < to_hit; i++)
3193         {
3194                 if (o_ptr->to_h < maxenchant)
3195                 {
3196                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3197                         {
3198                                 okay = TRUE;
3199                                 break;
3200                         }
3201                 }
3202         }
3203
3204         /* Enchant to damage */
3205         for (i = 0; i < to_dam; i++)
3206         {
3207                 if (o_ptr->to_d < maxenchant)
3208                 {
3209                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3210                         {
3211                                 okay = TRUE;
3212                                 break;
3213                         }
3214                 }
3215         }
3216
3217         /* Enchant to AC */
3218         for (i = 0; i < to_ac; i++)
3219         {
3220                 if (o_ptr->to_a < maxenchant)
3221                 {
3222                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3223                         {
3224                                 okay = TRUE;
3225                                 break;
3226                         }
3227                 }
3228         }
3229
3230         /* Failure */
3231         if (!okay)
3232         {
3233                 if (flush_failure) flush();
3234                 msg_print(_("改良に失敗した。", "The improvement failed."));
3235                 return (FALSE);
3236         }
3237         else
3238         {
3239                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3240 #ifdef JP
3241                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3242 #else
3243                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3244 #endif
3245
3246                 /* Charge the money */
3247                 p_ptr->au -= (cost * o_ptr->number);
3248
3249                 if (item >= INVEN_RARM) calc_android_exp();
3250
3251                 /* Something happened */
3252                 return (TRUE);
3253         }
3254 }
3255
3256
3257 /*!
3258  * @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
3259  * @details
3260  * The player can select the number of charges to add\n
3261  * (up to a limit), and the recharge never fails.\n
3262  *\n
3263  * The cost for rods depends on the level of the rod. The prices\n
3264  * for recharging wands and staves are dependent on the cost of\n
3265  * the base-item.\n
3266  * @return なし
3267  */
3268 static void building_recharge(void)
3269 {
3270         OBJECT_IDX  item;
3271         DEPTH       lev;
3272         object_type *o_ptr;
3273         object_kind *k_ptr;
3274         concptr        q, s;
3275         PRICE       price;
3276         PARAMETER_VALUE charges;
3277         int         max_charges;
3278         char        tmp_str[MAX_NLEN];
3279
3280         msg_flag = FALSE;
3281
3282         /* Display some info */
3283         clear_bldg(4, 18);
3284         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);
3285
3286
3287         /* Only accept legal items */
3288         item_tester_hook = item_tester_hook_recharge;
3289
3290         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3291         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3292
3293         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3294         if (!o_ptr) return;
3295
3296         k_ptr = &k_info[o_ptr->k_idx];
3297
3298         /*
3299          * We don't want to give the player free info about
3300          * the level of the item or the number of charges.
3301          */
3302         /* The item must be "known" */
3303         if (!object_is_known(o_ptr))
3304         {
3305                 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!"));
3306                 msg_print(NULL);
3307
3308                 if ((p_ptr->au >= 50) &&
3309                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3310
3311                 {
3312                         p_ptr->au -= 50;
3313                         identify_item(o_ptr);
3314                         object_desc(tmp_str, o_ptr, 0);
3315                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3316
3317                         /* Auto-inscription */
3318                         autopick_alter_item(item, FALSE);
3319
3320                         /* Update the gold display */
3321                         building_prt_gold();
3322                 }
3323                 else
3324                 {
3325                         return;
3326                 }
3327         }
3328
3329         /* Extract the object "level" */
3330         lev = k_info[o_ptr->k_idx].level;
3331
3332         /* Price for a rod */
3333         if (o_ptr->tval == TV_ROD)
3334         {
3335                 if (o_ptr->timeout > 0)
3336                 {
3337                         /* Fully recharge */
3338                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3339                 }
3340                 else
3341                 {
3342                         /* No recharge necessary */
3343                         price = 0;
3344                         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."));
3345                         return;
3346                 }
3347         }
3348         else if (o_ptr->tval == TV_STAFF)
3349         {
3350                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3351                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3352
3353                 /* Pay at least 10 gold per charge */
3354                 price = MAX(10, price);
3355         }
3356         else
3357         {
3358                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3359                 price = (k_info[o_ptr->k_idx].cost / 10);
3360
3361                 /* Pay at least 10 gold per charge */
3362                 price = MAX(10, price);
3363         }
3364
3365         /* Limit the number of charges for wands and staffs */
3366         if (o_ptr->tval == TV_WAND
3367                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3368         {
3369                 if (o_ptr->number > 1)
3370                 {
3371                         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."));
3372                 }
3373                 else
3374                 {
3375                         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."));
3376                 }
3377                 return;
3378         }
3379         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3380         {
3381                 if (o_ptr->number > 1)
3382                 {
3383                         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."));
3384                 }
3385                 else
3386                 {
3387                         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."));
3388                 }
3389                 return;
3390         }
3391
3392         /* Check if the player has enough money */
3393         if (p_ptr->au < price)
3394         {
3395                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3396 #ifdef JP
3397                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3398 #else
3399                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3400 #endif
3401
3402                 return;
3403         }
3404
3405         if (o_ptr->tval == TV_ROD)
3406         {
3407 #ifdef JP
3408                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3409 #else
3410                 if (get_check(format("Recharge the %s for %d gold? ",
3411                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3412 #endif
3413
3414                 {
3415                         /* Recharge fully */
3416                         o_ptr->timeout = 0;
3417                 }
3418                 else
3419                 {
3420                         return;
3421                 }
3422         }
3423         else
3424         {
3425                 if (o_ptr->tval == TV_STAFF)
3426                         max_charges = k_ptr->pval - o_ptr->pval;
3427                 else
3428                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3429
3430                 /* Get the quantity for staves and wands */
3431                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3432                                         MIN(p_ptr->au / price, max_charges));
3433
3434                 /* Do nothing */
3435                 if (charges < 1) return;
3436
3437                 /* Get the new price */
3438                 price *= charges;
3439
3440                 /* Recharge */
3441                 o_ptr->pval += charges;
3442
3443                 /* We no longer think the item is empty */
3444                 o_ptr->ident &= ~(IDENT_EMPTY);
3445         }
3446
3447         /* Give feedback */
3448         object_desc(tmp_str, o_ptr, 0);
3449 #ifdef JP
3450         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3451 #else
3452         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3453 #endif
3454         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3455
3456         p_ptr->window |= (PW_INVEN);
3457
3458         /* Pay the price */
3459         p_ptr->au -= price;
3460
3461         /* Finished */
3462         return;
3463 }
3464
3465
3466 /*!
3467  * @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
3468  * @details
3469  * The player can select the number of charges to add\n
3470  * (up to a limit), and the recharge never fails.\n
3471  *\n
3472  * The cost for rods depends on the level of the rod. The prices\n
3473  * for recharging wands and staves are dependent on the cost of\n
3474  * the base-item.\n
3475  * @return なし
3476  */
3477 static void building_recharge_all(void)
3478 {
3479         INVENTORY_IDX i;
3480         DEPTH lev;
3481         object_type *o_ptr;
3482         object_kind *k_ptr;
3483         PRICE price = 0;
3484         PRICE total_cost = 0;
3485
3486
3487         /* Display some info */
3488         msg_flag = FALSE;
3489         clear_bldg(4, 18);
3490         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);
3491
3492         /* Calculate cost */
3493         for ( i = 0; i < INVEN_PACK; i++)
3494         {
3495                 o_ptr = &p_ptr->inventory_list[i];
3496                                 
3497                 /* skip non magic device */
3498                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3499
3500                 /* need identified */
3501                 if (!object_is_known(o_ptr)) total_cost += 50;
3502
3503                 /* Extract the object "level" */
3504                 lev = k_info[o_ptr->k_idx].level;
3505
3506                 k_ptr = &k_info[o_ptr->k_idx];
3507
3508                 switch (o_ptr->tval)
3509                 {
3510                 case TV_ROD:
3511                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3512                         break;
3513
3514                 case TV_STAFF:
3515                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3516                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3517
3518                         /* Pay at least 10 gold per charge */
3519                         price = MAX(10, price);
3520
3521                         /* Fully charge */
3522                         price = (k_ptr->pval - o_ptr->pval) * price;
3523                         break;
3524
3525                 case TV_WAND:
3526                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3527                         price = (k_info[o_ptr->k_idx].cost / 10);
3528
3529                         /* Pay at least 10 gold per charge */
3530                         price = MAX(10, price);
3531
3532                         /* Fully charge */
3533                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3534                         break;
3535                 }
3536
3537                 /* if price <= 0 then item have enough charge */
3538                 if (price > 0) total_cost += price;
3539         }
3540
3541         if (!total_cost)
3542         {
3543                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3544                 msg_print(NULL);
3545                 return;
3546         }
3547
3548         /* Check if the player has enough money */
3549         if (p_ptr->au < total_cost)
3550         {
3551                 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 );
3552                 msg_print(NULL);
3553                 return;
3554         }
3555         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3556         
3557         for (i = 0; i < INVEN_PACK; i++)
3558         {
3559                 o_ptr = &p_ptr->inventory_list[i];
3560                 k_ptr = &k_info[o_ptr->k_idx];
3561
3562                 /* skip non magic device */
3563                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3564
3565                 if (!object_is_known(o_ptr))
3566                 {
3567                         identify_item(o_ptr);
3568
3569                         /* Auto-inscription */
3570                         autopick_alter_item(i, FALSE);
3571                 }
3572
3573                 /* Recharge */
3574                 switch (o_ptr->tval)
3575                 {
3576                 case TV_ROD:
3577                         o_ptr->timeout = 0;
3578                         break;
3579                 case TV_STAFF:
3580                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3581                         /* We no longer think the item is empty */
3582                         o_ptr->ident &= ~(IDENT_EMPTY);
3583                         break;
3584                 case TV_WAND:
3585                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3586                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3587                         /* We no longer think the item is empty */
3588                         o_ptr->ident &= ~(IDENT_EMPTY);
3589                         break;
3590                 }
3591         }
3592
3593         /* Give feedback */
3594         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3595         msg_print(NULL);
3596         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3597
3598         p_ptr->window |= (PW_INVEN);
3599
3600         /* Pay the price */
3601         p_ptr->au -= total_cost;
3602
3603         /* Finished */
3604         return;
3605 }
3606
3607 /*!
3608  * @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-
3609  * @return 常にTRUEを返す。
3610  * @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。
3611  */
3612 static bool research_mon(void)
3613 {
3614         IDX i;
3615         int n;
3616         MONRACE_IDX r_idx;
3617         char sym, query;
3618         char buf[128];
3619         bool notpicked;
3620         bool recall = FALSE;
3621         u16b why = 0;
3622         MONSTER_IDX *who;
3623
3624         /* XTRA HACK WHATSEARCH */
3625         bool all = FALSE;
3626         bool uniq = FALSE;
3627         bool norm = FALSE;
3628         char temp[80] = "";
3629
3630         /* XTRA HACK REMEMBER_IDX */
3631         static int old_sym = '\0';
3632         static IDX old_i = 0;
3633
3634         screen_save();
3635
3636         /* Get a character, or abort */
3637         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):",
3638                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3639
3640         {
3641                 screen_load();
3642
3643                 return (FALSE);
3644         }
3645
3646         /* Find that character info, and describe it */
3647         for (i = 0; ident_info[i]; ++i)
3648         {
3649                 if (sym == ident_info[i][0]) break;
3650         }
3651
3652                 /* XTRA HACK WHATSEARCH */
3653         if (sym == KTRL('A'))
3654         {
3655                 all = TRUE;
3656                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3657         }
3658         else if (sym == KTRL('U'))
3659         {
3660                 all = uniq = TRUE;
3661                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3662         }
3663         else if (sym == KTRL('N'))
3664         {
3665                 all = norm = TRUE;
3666                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3667         }
3668         else if (sym == KTRL('M'))
3669         {
3670                 all = TRUE;
3671                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3672                 {
3673                         temp[0]=0;
3674                         screen_load();
3675
3676                         return FALSE;
3677                 }
3678                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3679         }
3680         else if (ident_info[i])
3681         {
3682                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3683         }
3684         else
3685         {
3686                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3687         }
3688
3689         /* Display the result */
3690         prt(buf, 16, 10);
3691
3692         /* Allocate the "who" array */
3693         C_MAKE(who, max_r_idx, MONRACE_IDX);
3694
3695         /* Collect matching monsters */
3696         for (n = 0, i = 1; i < max_r_idx; i++)
3697         {
3698                 monster_race *r_ptr = &r_info[i];
3699
3700                 /* Empty monster */
3701                 if (!r_ptr->name) continue;
3702
3703                 /* XTRA HACK WHATSEARCH */
3704                 /* Require non-unique monsters if needed */
3705                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3706
3707                 /* Require unique monsters if needed */
3708                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3709
3710                 /* 名前検索 */
3711                 if (temp[0])
3712                 {
3713                         int xx;
3714                         char temp2[80];
3715
3716                         for (xx = 0; temp[xx] && xx < 80; xx++)
3717                         {
3718 #ifdef JP
3719                                 if (iskanji(temp[xx]))
3720                                 {
3721                                         xx++;
3722                                         continue;
3723                                 }
3724 #endif
3725                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3726                         }
3727   
3728 #ifdef JP
3729                         strcpy(temp2, r_name + r_ptr->E_name);
3730 #else
3731                         strcpy(temp2, r_name + r_ptr->name);
3732 #endif
3733                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3734                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3735
3736 #ifdef JP
3737                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3738 #else
3739                         if (my_strstr(temp2, temp))
3740 #endif
3741                                 who[n++] = i;
3742                 }
3743                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3744         }
3745
3746         /* Nothing to recall */
3747         if (!n)
3748         {
3749                 /* Free the "who" array */
3750                 C_KILL(who, max_r_idx, MONRACE_IDX);
3751                 screen_load();
3752
3753                 return (FALSE);
3754         }
3755
3756         /* Sort by level */
3757         why = 2;
3758         query = 'y';
3759
3760         /* Sort if needed */
3761         if (why)
3762         {
3763                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3764         }
3765
3766
3767         /* Start at the end */
3768         /* XTRA HACK REMEMBER_IDX */
3769         if (old_sym == sym && old_i < n) i = old_i;
3770         else i = n - 1;
3771
3772         notpicked = TRUE;
3773
3774         /* Scan the monster memory */
3775         while (notpicked)
3776         {
3777                 /* Extract a race */
3778                 r_idx = who[i];
3779
3780                 /* Hack -- Begin the prompt */
3781                 roff_top(r_idx);
3782
3783                 /* Hack -- Complete the prompt */
3784                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3785
3786                 /* Interact */
3787                 while (1)
3788                 {
3789                         /* Recall */
3790                         if (recall)
3791                         {
3792                                 /*** Recall on screen ***/
3793
3794                                 /* Get maximal info about this monster */
3795                                 lore_do_probe(r_idx);
3796
3797                                 /* Save this monster ID */
3798                                 monster_race_track(r_idx);
3799                                 handle_stuff();
3800
3801                                 /* know every thing mode */
3802                                 screen_roff(r_idx, 0x01);
3803                                 notpicked = FALSE;
3804
3805                                 /* XTRA HACK REMEMBER_IDX */
3806                                 old_sym = sym;
3807                                 old_i = i;
3808                         }
3809
3810                         query = inkey();
3811
3812                         /* Normal commands */
3813                         if (query != 'r') break;
3814
3815                         /* Toggle recall */
3816                         recall = !recall;
3817                 }
3818
3819                 /* Stop scanning */
3820                 if (query == ESCAPE) break;
3821
3822                 /* Move to "prev" monster */
3823                 if (query == '-')
3824                 {
3825                         if (++i == n)
3826                         {
3827                                 i = 0;
3828                                 if (!expand_list) break;
3829                         }
3830                 }
3831
3832                 /* Move to "next" monster */
3833                 else
3834                 {
3835                         if (i-- == 0)
3836                         {
3837                                 i = n - 1;
3838                                 if (!expand_list) break;
3839                         }
3840                 }
3841         }
3842
3843
3844         /* Re-display the identity */
3845         /* prt(buf, 5, 5);*/
3846
3847         /* Free the "who" array */
3848         C_KILL(who, max_r_idx, MONRACE_IDX);
3849         screen_load();
3850
3851         return (!notpicked);
3852 }
3853
3854
3855 /*!
3856  * @brief 施設の処理実行メインルーチン / Execute a building command
3857  * @param bldg 施設構造体の参照ポインタ
3858  * @param i 実行したい施設のサービステーブルの添字
3859  * @return なし
3860  */
3861 static void bldg_process_command(building_type *bldg, int i)
3862 {
3863         BACT_IDX bact = bldg->actions[i];
3864         PRICE bcost;
3865         bool paid = FALSE;
3866
3867         msg_flag = FALSE;
3868         msg_erase();
3869
3870         if (is_owner(bldg))
3871                 bcost = bldg->member_costs[i];
3872         else
3873                 bcost = bldg->other_costs[i];
3874
3875         /* action restrictions */
3876         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3877             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3878         {
3879                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3880                 return;
3881         }
3882
3883         /* check gold (HACK - Recharge uses variable costs) */
3884         if ((bact != BACT_RECHARGE) &&
3885             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3886              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3887         {
3888                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3889                 return;
3890         }
3891
3892         switch (bact)
3893         {
3894         case BACT_NOTHING:
3895                 /* Do nothing */
3896                 break;
3897         case BACT_RESEARCH_ITEM:
3898                 paid = identify_fully(FALSE);
3899                 break;
3900         case BACT_TOWN_HISTORY:
3901                 town_history();
3902                 break;
3903         case BACT_RACE_LEGENDS:
3904                 race_legends();
3905                 break;
3906         case BACT_QUEST:
3907                 castle_quest();
3908                 break;
3909         case BACT_KING_LEGENDS:
3910         case BACT_ARENA_LEGENDS:
3911         case BACT_LEGENDS:
3912                 show_highclass();
3913                 break;
3914         case BACT_POSTER:
3915         case BACT_ARENA_RULES:
3916         case BACT_ARENA:
3917                 arena_comm(bact);
3918                 break;
3919         case BACT_IN_BETWEEN:
3920         case BACT_CRAPS:
3921         case BACT_SPIN_WHEEL:
3922         case BACT_DICE_SLOTS:
3923         case BACT_GAMBLE_RULES:
3924         case BACT_POKER:
3925                 gamble_comm(bact);
3926                 break;
3927         case BACT_REST:
3928         case BACT_RUMORS:
3929         case BACT_FOOD:
3930                 paid = inn_comm(bact);
3931                 break;
3932         case BACT_RESEARCH_MONSTER:
3933                 paid = research_mon();
3934                 break;
3935         case BACT_COMPARE_WEAPONS:
3936                 paid = TRUE;
3937                 bcost = compare_weapons(bcost);
3938                 break;
3939         case BACT_ENCHANT_WEAPON:
3940                 item_tester_hook = object_allow_enchant_melee_weapon;
3941                 enchant_item(bcost, 1, 1, 0);
3942                 break;
3943         case BACT_ENCHANT_ARMOR:
3944                 item_tester_hook = object_is_armour;
3945                 enchant_item(bcost, 0, 0, 1);
3946                 break;
3947         case BACT_RECHARGE:
3948                 building_recharge();
3949                 break;
3950         case BACT_RECHARGE_ALL:
3951                 building_recharge_all();
3952                 break;
3953         case BACT_IDENTS: /* needs work */
3954                 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;
3955                 identify_pack();
3956                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3957                 paid = TRUE;
3958                 break;
3959         case BACT_IDENT_ONE: /* needs work */
3960                 paid = ident_spell(FALSE);
3961                 break;
3962         case BACT_LEARN:
3963                 do_cmd_study();
3964                 break;
3965         case BACT_HEALING: /* needs work */
3966                 paid = cure_critical_wounds(200);
3967                 break;
3968         case BACT_RESTORE: /* needs work */
3969                 paid = restore_all_status();
3970                 break;
3971         case BACT_ENCHANT_ARROWS:
3972                 item_tester_hook = item_tester_hook_ammo;
3973                 enchant_item(bcost, 1, 1, 0);
3974                 break;
3975         case BACT_ENCHANT_BOW:
3976                 item_tester_tval = TV_BOW;
3977                 enchant_item(bcost, 1, 1, 0);
3978                 break;
3979
3980         case BACT_RECALL:
3981                 if (recall_player(p_ptr, 1)) paid = TRUE;
3982                 break;
3983
3984         case BACT_TELEPORT_LEVEL:
3985                 clear_bldg(4, 20);
3986                 paid = free_level_recall(p_ptr);
3987                 break;
3988
3989         case BACT_LOSE_MUTATION:
3990                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3991                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3992                 {
3993                         while(!lose_mutation(0));
3994                         paid = TRUE;
3995                 }
3996                 else
3997                 {
3998                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3999                         msg_print(NULL);
4000                 }
4001                 break;
4002
4003         case BACT_BATTLE:
4004                 kakutoujou();
4005                 break;
4006
4007         case BACT_TSUCHINOKO:
4008                 tsuchinoko();
4009                 break;
4010
4011         case BACT_KUBI:
4012                 shoukinkubi();
4013                 break;
4014
4015         case BACT_TARGET:
4016                 today_target();
4017                 break;
4018
4019         case BACT_KANKIN:
4020                 kankin();
4021                 break;
4022
4023         case BACT_HEIKOUKA:
4024                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4025                 set_virtue(V_COMPASSION, 0);
4026                 set_virtue(V_HONOUR, 0);
4027                 set_virtue(V_JUSTICE, 0);
4028                 set_virtue(V_SACRIFICE, 0);
4029                 set_virtue(V_KNOWLEDGE, 0);
4030                 set_virtue(V_FAITH, 0);
4031                 set_virtue(V_ENLIGHTEN, 0);
4032                 set_virtue(V_ENCHANT, 0);
4033                 set_virtue(V_CHANCE, 0);
4034                 set_virtue(V_NATURE, 0);
4035                 set_virtue(V_HARMONY, 0);
4036                 set_virtue(V_VITALITY, 0);
4037                 set_virtue(V_UNLIFE, 0);
4038                 set_virtue(V_PATIENCE, 0);
4039                 set_virtue(V_TEMPERANCE, 0);
4040                 set_virtue(V_DILIGENCE, 0);
4041                 set_virtue(V_VALOUR, 0);
4042                 set_virtue(V_INDIVIDUALISM, 0);
4043                 get_virtues();
4044                 paid = TRUE;
4045                 break;
4046
4047         case BACT_TELE_TOWN:
4048                 paid = tele_town();
4049                 break;
4050
4051         case BACT_EVAL_AC:
4052                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4053                 break;
4054
4055         case BACT_BROKEN_WEAPON:
4056                 paid = TRUE;
4057                 bcost = repair_broken_weapon(bcost);
4058                 break;
4059         }
4060
4061         if (paid)
4062         {
4063                 p_ptr->au -= bcost;
4064         }
4065 }
4066
4067 /*!
4068  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4069  * @return なし
4070  */
4071 void do_cmd_bldg(void)
4072 {
4073         int             i, which;
4074         char            command;
4075         bool            validcmd;
4076         building_type   *bldg;
4077
4078         if(p_ptr->wild_mode) return;
4079
4080         take_turn(p_ptr, 100);
4081
4082         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4083         {
4084                 msg_print(_("ここには建物はない。", "You see no building here."));
4085                 return;
4086         }
4087
4088         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4089
4090         bldg = &building[which];
4091
4092         /* Don't re-init the wilderness */
4093         reinit_wilderness = FALSE;
4094
4095         if ((which == 2) && (p_ptr->arena_number < 0))
4096         {
4097                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4098                 return;
4099         }
4100         else if ((which == 2) && p_ptr->inside_arena)
4101         {
4102                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4103                 {
4104                         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);
4105                 }
4106                 else
4107                 {
4108                         /* Don't save the arena as saved floor */
4109                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4110
4111                         p_ptr->inside_arena = FALSE;
4112                         p_ptr->leaving = TRUE;
4113
4114                         /* Re-enter the arena */
4115                         command_new = SPECIAL_KEY_BUILDING;
4116
4117                         /* No energy needed to re-enter the arena */
4118                         free_turn(p_ptr);
4119                 }
4120
4121                 return;
4122         }
4123         else if (p_ptr->inside_battle)
4124         {
4125                 /* Don't save the arena as saved floor */
4126                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4127
4128                 p_ptr->leaving = TRUE;
4129                 p_ptr->inside_battle = FALSE;
4130
4131                 /* Re-enter the monster arena */
4132                 command_new = SPECIAL_KEY_BUILDING;
4133
4134                 /* No energy needed to re-enter the arena */
4135                 free_turn(p_ptr);
4136
4137                 return;
4138         }
4139         else
4140         {
4141                 p_ptr->oldpy = p_ptr->y;
4142                 p_ptr->oldpx = p_ptr->x;
4143         }
4144
4145         forget_lite();
4146         forget_view();
4147
4148         /* Hack -- Increase "icky" depth */
4149         character_icky++;
4150
4151         command_arg = 0;
4152         command_rep = 0;
4153         command_new = 0;
4154
4155         show_building(bldg);
4156         p_ptr->leave_bldg = FALSE;
4157
4158         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4159
4160         while (!p_ptr->leave_bldg)
4161         {
4162                 validcmd = FALSE;
4163                 prt("", 1, 0);
4164
4165                 building_prt_gold();
4166
4167                 command = inkey();
4168
4169                 if (command == ESCAPE)
4170                 {
4171                         p_ptr->leave_bldg = TRUE;
4172                         p_ptr->inside_arena = FALSE;
4173                         p_ptr->inside_battle = FALSE;
4174                         break;
4175                 }
4176
4177                 for (i = 0; i < 8; i++)
4178                 {
4179                         if (bldg->letters[i])
4180                         {
4181                                 if (bldg->letters[i] == command)
4182                                 {
4183                                         validcmd = TRUE;
4184                                         break;
4185                                 }
4186                         }
4187                 }
4188
4189                 if(validcmd) bldg_process_command(bldg, i);
4190
4191                 handle_stuff();
4192         }
4193
4194         select_floor_music();
4195
4196         msg_flag = FALSE;
4197         msg_erase();
4198
4199         /* Reinit wilderness to activate quests ... */
4200         if (reinit_wilderness)
4201         {
4202                 p_ptr->leaving = TRUE;
4203         }
4204
4205         /* Hack -- Decrease "icky" depth */
4206         character_icky--;
4207
4208         Term_clear();
4209
4210         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4211         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4212         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4213 }
4214
4215
4216 /*!
4217  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4218  * @return なし
4219  * @note conv_old is used if loaded 0.0.3 or older save file
4220  */
4221 void determine_today_mon(bool conv_old)
4222 {
4223         int max_dl = 3, i;
4224         bool old_inside_battle = p_ptr->inside_battle;
4225         monster_race *r_ptr;
4226
4227         if (!conv_old)
4228         {
4229                 for (i = 0; i < max_d_idx; i++)
4230                 {
4231                         if (max_dlv[i] < d_info[i].mindepth) continue;
4232                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4233                 }
4234         }
4235         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4236
4237         p_ptr->inside_battle = TRUE;
4238         get_mon_num_prep(NULL, NULL);
4239
4240         while (1)
4241         {
4242                 today_mon = get_mon_num(max_dl);
4243                 r_ptr = &r_info[today_mon];
4244
4245                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4246                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4247                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4248                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4249                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4250                 if (r_ptr->rarity > 10) continue;
4251                 break;
4252         }
4253
4254         p_ptr->today_mon = 0;
4255         p_ptr->inside_battle = old_inside_battle;
4256 }
4257
4258
4259
4260 /*!
4261  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4262  * @return なし
4263  */
4264 void determine_bounty_uniques(void)
4265 {
4266         int i, j;
4267         MONRACE_IDX tmp;
4268         monster_race *r_ptr;
4269
4270         get_mon_num_prep(NULL, NULL);
4271         for (i = 0; i < MAX_KUBI; i++)
4272         {
4273                 while (1)
4274                 {
4275                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4276                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4277
4278                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4279
4280                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4281
4282                         if (r_ptr->rarity > 100) continue;
4283
4284                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4285
4286                         for (j = 0; j < i; j++)
4287                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4288
4289                         if (j == i) break;
4290                 }
4291         }
4292
4293         /* Sort them */
4294         for (i = 0; i < MAX_KUBI - 1; i++)
4295         {
4296                 for (j = i; j < MAX_KUBI; j++)
4297                 {
4298                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4299                         {
4300                                 tmp = current_world_ptr->bounty_r_idx[i];
4301                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4302                                 current_world_ptr->bounty_r_idx[j] = tmp;
4303                         }
4304                 }
4305         }
4306 }