OSDN Git Service

[Refactor] #38844 leave_bldg フラグを player_type 構造体に移動。
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17
18 #include "floor.h"
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "object-boost.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "monster.h"
25 #include "monsterrace-hook.h"
26 #include "melee.h"
27 #include "wild.h"
28 #include "world.h"
29 #include "sort.h"
30
31 #include "avatar.h"
32 #include "bldg.h"
33 #include "mutation.h"
34 #include "quest.h"
35 #include "artifact.h"
36 #include "cmd-spell.h"
37 #include "rumor.h"
38 #include "player-status.h"
39 #include "spells.h"
40 #include "spells-status.h"
41 #include "realm-hex.h"
42 #include "dungeon-file.h"
43
44 #include "files.h"
45 #include "player-effects.h"
46 #include "scores.h"
47 #include "shoot.h"
48 #include "view-mainwindow.h"
49
50 /*!
51  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
52  */
53 const arena_type arena_info[MAX_ARENA_MONS + 2] =
54 {
55         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
56         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
57         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
58         { MON_LION_HEART,    0,         0                             },
59         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
60         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
61         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
62         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
63         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
64         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
65         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
66         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
67         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
68         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
69         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
70         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
71         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
72         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
73         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
74         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
75         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
76         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
77         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
78         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
79         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
80         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
81         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
82         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
83         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
84         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
85         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
86         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
87         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
88         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
89         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
90         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
91         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
92         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
93         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
94         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
95         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
96         { 0,                 0,         0                             }, /* Victory prizing */
97         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
98 };
99
100 /*!
101  * @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。
102  * @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、
103  * 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。
104  * @param bldg 施設構造体の参照ポインタ
105  * @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。
106  */
107 static bool is_owner(building_type *bldg)
108 {
109         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
110         {
111                 return (TRUE);
112         }
113
114         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
115         {
116                 return (TRUE);
117         }
118
119         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
120                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
121         {
122                 return (TRUE);
123         }
124
125         return (FALSE);
126 }
127
128 /*!
129  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
130  (スペルマスターの特別判定つき)
131  * @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、
132  * 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。
133  * @param bldg 施設構造体の参照ポインタ
134  * @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。
135  * @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。
136  */
137 static bool is_member(building_type *bldg)
138 {
139         if (bldg->member_class[p_ptr->pclass])
140         {
141                 return (TRUE);
142         }
143
144         if (bldg->member_race[p_ptr->prace])
145         {
146                 return (TRUE);
147         }
148
149         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
150             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
151         {
152                 return (TRUE);
153         }
154
155
156         if (p_ptr->pclass == CLASS_SORCERER)
157         {
158                 int i;
159                 bool OK = FALSE;
160                 for (i = 0; i < MAX_MAGIC; i++)
161                 {
162                         if (bldg->member_realm[i+1]) OK = TRUE;
163                 }
164                 return OK;
165         }
166         return (FALSE);
167 }
168
169 /*!
170  * @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
171  * @details 消去は行毎にヌル文字列で行われる。
172  * @param min_row 開始行番号
173  * @param max_row 末尾行番号
174  * @return なし
175  */
176 void clear_bldg(int min_row, int max_row)
177 {
178         int   i;
179
180         for (i = min_row; i <= max_row; i++)
181                 prt("", i, 0);
182 }
183
184 /*!
185  * @brief 所持金を表示する。
186  * @return なし
187  */
188 static void building_prt_gold(void)
189 {
190         char tmp_str[80];
191         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
192         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
193         prt(tmp_str, 23, 68);
194 }
195
196 /*!
197  * @brief 施設のサービス一覧を表示する / Display a building.
198  * @param bldg 施設構造体の参照ポインタ
199  * @return なし
200  */
201 static void show_building(building_type* bldg)
202 {
203         char buff[20];
204         int i;
205         byte action_color;
206         char tmp_str[80];
207
208         Term_clear();
209         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
210         prt(tmp_str, 2, 1);
211
212
213         for (i = 0; i < 8; i++)
214         {
215                 if (bldg->letters[i])
216                 {
217                         if (bldg->action_restr[i] == 0)
218                         {
219                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
220                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
221                                 {
222                                         action_color = TERM_WHITE;
223                                         buff[0] = '\0';
224                                 }
225                                 else if (is_owner(bldg))
226                                 {
227                                         action_color = TERM_YELLOW;
228                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
229                                 }
230                                 else
231                                 {
232                                         action_color = TERM_YELLOW;
233                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
234                         }
235                         else if (bldg->action_restr[i] == 1)
236                         {
237                                 if (!is_member(bldg))
238                                 {
239                                         action_color = TERM_L_DARK;
240                                         strcpy(buff, _("(閉店)", "(closed)"));
241                                 }
242                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
243                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
244                                 {
245                                         action_color = TERM_WHITE;
246                                         buff[0] = '\0';
247                                 }
248                                 else if (is_owner(bldg))
249                                 {
250                                         action_color = TERM_YELLOW;
251                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
252                                 }
253                                 else
254                                 {
255                                         action_color = TERM_YELLOW;
256                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
257                                 }
258                         }
259                         else
260                         {
261                                 if (!is_owner(bldg))
262                                 {
263                                         action_color = TERM_L_DARK;
264                                         strcpy(buff, _("(閉店)", "(closed)"));
265                                 }
266                                 else if (bldg->member_costs[i] != 0)
267                                 {
268                                         action_color = TERM_YELLOW;
269                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
270                                 }
271                                 else
272                                 {
273                                         action_color = TERM_WHITE;
274                                         buff[0] = '\0';
275                                 }
276                         }
277
278                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
279                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
280                 }
281         }
282         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
283 }
284
285 /*!
286  * @brief 闘技場に入るコマンドの処理 / arena commands
287  * @param cmd 闘技場処理のID
288  * @return なし
289  */
290 static void arena_comm(int cmd)
291 {
292         monster_race    *r_ptr;
293         concptr            name;
294
295
296         switch (cmd)
297         {
298                 case BACT_ARENA:
299                         if (p_ptr->arena_number == MAX_ARENA_MONS)
300                         {
301                                 clear_bldg(5, 19);
302                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
303                                 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);
304                                 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);
305
306                                 prt("", 10, 0);
307                                 prt("", 11, 0);
308                                 p_ptr->au += 1000000L;
309                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
310                                 msg_print(NULL);
311                                 p_ptr->arena_number++;
312                         }
313                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
314                         {
315                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
316                                 {
317                                         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."));
318                                         msg_print(NULL);
319                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
320                                         {       
321                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
322                                                 msg_print(NULL);
323                                         
324                                                 p_ptr->exit_bldg = FALSE;
325                                                 reset_tim_flags();
326
327                                                 /* Save the surface floor as saved floor */
328                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
329
330                                                 p_ptr->inside_arena = TRUE;
331                                                 p_ptr->leaving = TRUE;
332                                                 p_ptr->leave_bldg = TRUE;
333                                         }
334                                         else
335                                         {
336                                                 msg_print(_("残念だ。", "We are disappointed."));
337                                         }
338                                 }
339                                 else
340                                 {
341                                         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。",
342                                                                 "You enter the arena briefly and bask in your glory."));
343                                         msg_print(NULL);
344                                 }
345                         }
346                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
347                         {
348                                 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。",
349                                                         "You don't have permission to enter with pet."));
350                                 msg_print(NULL);
351                         }
352                         else
353                         {
354                                 p_ptr->exit_bldg = FALSE;
355                                 reset_tim_flags();
356
357                                 /* Save the surface floor as saved floor */
358                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
359
360                                 p_ptr->inside_arena = TRUE;
361                                 p_ptr->leaving = TRUE;
362                                 p_ptr->leave_bldg = TRUE;
363                         }
364                         break;
365                 case BACT_POSTER:
366                         if (p_ptr->arena_number == MAX_ARENA_MONS)
367                                 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。",
368                                                         "You are victorious. Enter the arena for the ceremony."));
369
370                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
371                         {
372                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
373                         }
374                         else
375                         {
376                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
377                                 name = (r_name + r_ptr->name);
378                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
379
380                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
381                                 p_ptr->window |= (PW_MONSTER);
382                                 handle_stuff();
383
384                         }
385                         break;
386                 case BACT_ARENA_RULES:
387                         screen_save();
388
389                         /* Peruse the arena help file */
390                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
391                         screen_load();
392
393                         break;
394         }
395 }
396
397 /*!
398  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
399  * @param row シンボルを表示する行の上端
400  * @param col シンボルを表示する行の左端
401  * @param fruit 表示するシンボルID
402  * @return なし
403  */
404 static void display_fruit(int row, int col, int fruit)
405 {
406         switch (fruit)
407         {
408                 case 0: /* lemon */
409                         c_put_str(TERM_YELLOW, "   ####.", row, col);
410                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
411                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
412                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
413                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
414                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
415                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
416                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
417                         prt(                 _(" レモン ",
418                                                            " Lemon  "), row + 8, col);
419                         break;
420                 case 1: /* orange */
421                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
422                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
423                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
424                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
425                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
426                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
427                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
428                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
429                         prt(                 _("オレンジ",
430                                                                    " Orange "), row + 8, col);
431                         break;
432                 case 2: /* sword */
433                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
434                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
435                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
436                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
437                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
438                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
439                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
440                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
441                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
442                         break;
443                 case 3: /* shield */
444                         c_put_str(TERM_SLATE, " ###### ", row, col);
445                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
446                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
447                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
448                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
449                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
450                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
451                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
452                         prt(                _("   盾   ",
453                                                                   " Shield "), row + 8, col);
454                         break;
455                 case 4: /* plum */
456                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
457                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
458                         c_put_str(TERM_VIOLET, "########", row + 2, col);
459                         c_put_str(TERM_VIOLET, "########", row + 3, col);
460                         c_put_str(TERM_VIOLET, "########", row + 4, col);
461                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
462                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
463                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
464                         prt(                 _(" プラム ",
465                                                                    "  Plum  "), row + 8, col);
466                         break;
467                 case 5: /* cherry */
468                         c_put_str(TERM_RED, "      ##", row, col);
469                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
470                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
471                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
472                         c_put_str(TERM_RED, " ###### ", row + 4, col);
473                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
474                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
475                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
476                         prt(              _("チェリー",
477                                                                 " Cherry "), row + 8, col);
478                         break;
479         }
480 }
481
482 /*! @note
483  * kpoker no (tyuto-hannpa na)pakuri desu...
484  * joker ha shineru node haitte masen.
485  *
486  * TODO: donataka! tsukutte!
487  *  - agatta yaku no kiroku (like DQ).
488  *  - kakkoii card no e.
489  *  - sousa-sei no koujyo.
490  *  - code wo wakariyasuku.
491  *  - double up.
492  *  - Joker... -- done.
493  *
494  * 9/13/2000 --Koka
495  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
496  */
497
498 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
499 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
500 #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 */
501
502 static int cards[5]; /*!< ポーカーの現在の手札ID */
503
504 /*!
505  * @brief ポーカーの山札を切る。
506  * @param deck デッキの配列
507  * @return なし
508  */
509 static void reset_deck(int deck[])
510 {
511         int i;
512         for (i = 0; i < 53; i++) deck[i] = i;
513
514         /* shuffle cards */
515         for (i = 0; i < 53; i++){
516                 int tmp1 = randint0(53 - i) + i;
517                 int tmp2 = deck[i];
518                 deck[i] = deck[tmp1];
519                 deck[tmp1] = tmp2;
520         }
521 }
522
523 /*!
524  * @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。
525  * @return ジョーカーを持っているか。
526  */
527 static bool have_joker(void)
528 {
529         int i;
530
531         for (i = 0; i < 5; i++){
532           if(IS_JOKER(cards[i])) return TRUE;
533         }
534         return FALSE;
535 }
536
537 /*!
538  * @brief ポーカーの手札に該当の番号の札があるかを返す。
539  * @param num 探したいカードの番号。
540  * @return 該当の番号が手札にあるか。
541  */
542 static bool find_card_num(int num)
543 {
544         int i;
545         for (i = 0; i < 5; i++)
546                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
547         return FALSE;
548 }
549
550 /*!
551  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
552  * @return 役の判定結果
553  */
554 static bool yaku_check_flush(void)
555 {
556         int i, suit;
557         bool joker_is_used = FALSE;
558
559         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
560         for (i = 0; i < 5; i++){
561                 if (SUIT_OF(cards[i]) != suit){
562                   if(have_joker() && !joker_is_used)
563                     joker_is_used = TRUE;
564                   else
565                     return FALSE;
566                 }
567         }
568
569         return TRUE;
570 }
571
572 /*!
573  * @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。
574  * @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
575  */
576 static int yaku_check_straight(void)
577 {
578         int i, lowest = 99;
579         bool joker_is_used = FALSE;
580         bool straight = FALSE;
581
582         /* get lowest */
583         for (i = 0; i < 5; i++)
584         {
585                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
586                         lowest = NUM_OF(cards[i]);
587         }
588         
589         /* Check Royal Straight Flush */
590         if (yaku_check_flush())
591         {
592           if( lowest == 0 ){
593                 for (i = 0; i < 4; i++)
594                 {
595                         if (!find_card_num(9 + i)){
596                                 if( have_joker() && !joker_is_used )
597                                   joker_is_used = TRUE;
598                                 else
599                                   break;
600                         }
601                 }
602                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
603           }
604           if(lowest == 9){
605                 for (i = 0; i < 3; i++)
606                 {
607                         if (!find_card_num(10 + i))
608                                 break;
609                 }
610                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
611           }
612         }
613
614         joker_is_used = FALSE;
615
616         /* Straight Only Check */
617
618         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
619                 for (i = 0; i < 4; i++)
620                 {
621                         if (!find_card_num(9 + i)) {
622                                 if (have_joker() && !joker_is_used)
623                                         joker_is_used = TRUE;
624                                 else
625                                         break; /* None */
626                         }
627                 }
628                 if(i == 4) straight = TRUE;
629         }
630
631         joker_is_used = FALSE;
632
633         for (i = 0; i < 5; i++)
634         {
635                 if(!find_card_num(lowest + i)){
636                         if( have_joker() && !joker_is_used )
637                                 joker_is_used = TRUE;
638                         else
639                                 break; /* None */
640                 }
641         }
642         if(i == 5) straight = TRUE;
643         
644         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
645         else if(straight) return 1; /* Only Straight */
646         else return 0;
647 }
648
649 /*!
650  * @brief ポーカーのペア役の状態を返す。
651  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
652  */
653 static int yaku_check_pair(void)
654 {
655         int i, i2, matching = 0;
656
657         for (i = 0; i < 5; i++)
658         {
659                 for (i2 = i+1; i2 < 5; i2++)
660                 {
661                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
662                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
663                                 matching++;
664                 }
665         }
666
667         if(have_joker()){
668           switch(matching){
669           case 0:
670             matching = 1;
671             break;
672           case 1:
673             matching = 3;
674             break;
675           case 2:
676             matching = 4;
677             break;
678           case 3:
679             matching = 6;
680             break;
681           case 6:
682             matching = 7;
683             break;
684           default:
685             /* don't reach */
686             break;
687           }
688         }
689
690         return matching;
691 }
692
693 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
694 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
695 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
696 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
697 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
698 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
699 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
700 #define ODDS_ST 4 /*!< ストレートの役倍率 */
701 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
702 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
703
704 /*!
705  * @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。
706  * @return 役のID
707  */
708 static int yaku_check(void)
709 {
710         prt("                            ", 4, 3);
711
712         switch(yaku_check_straight()){
713         case 3: /* RF! */
714                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
715                 return ODDS_RF;
716         case 2: /* SF! */
717                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
718                 return ODDS_SF;
719         case 1:
720                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
721                 return ODDS_ST;
722         default:
723                 /* Not straight -- fall through */
724                 break;
725         }
726
727         if (yaku_check_flush())
728         {
729                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
730                 return ODDS_FL;
731         }
732
733         switch (yaku_check_pair())
734         {
735         case 1:
736                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
737                 return 0;
738         case 2:
739                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
740                 return ODDS_2P;
741         case 3:
742                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
743                 return ODDS_3C;
744         case 4:
745                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
746                 return ODDS_FH;
747         case 6:
748                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
749                 return ODDS_4C;
750         case 7:
751                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
752                 {
753                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
754                         return ODDS_5A;
755                 }
756                 else
757                 {
758                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
759                         return ODDS_5C;
760                 }
761         default:
762                 break;
763         }
764         return 0;
765 }
766
767 /*!
768  * @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。
769  * @param hoge カーソルの現在位置
770  * @param kaeruka カードの捨てる/残すフラグ配列
771  * @return なし
772  */
773 static void display_kaeruka(int hoge, int kaeruka[])
774 {
775         int i;
776         char col = TERM_WHITE;
777         for (i = 0; i < 5; i++)
778         {
779                 if (i == hoge) col = TERM_YELLOW;
780                 else if(kaeruka[i]) col = TERM_WHITE;
781                 else col = TERM_L_BLUE;
782                 
783                 if(kaeruka[i])
784                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
785                 else
786                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
787         }
788         if (hoge > 4) col = TERM_YELLOW;
789         else col = TERM_WHITE;
790         c_put_str(col, _("決定", "Sure"), 16,  38);
791
792         /* Hilite current option */
793         if (hoge < 5) move_cursor(14, 5+hoge*16);
794         else move_cursor(16, 38);
795 }
796
797 /*!
798  * @brief ポーカーの手札を表示する。
799  * @return なし
800  */
801 static void display_cards(void)
802 {
803         int i, j;
804         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
805 #ifdef JP
806         concptr suit[4] = {"★", "●", "¶", "†"};
807         concptr card_grph[13][7] = {{"A   %s     ",
808                                   "     変     ",
809                                   "     愚     ",
810                                   "     蛮     ",
811                                   "     怒     ",
812                                   "     %s     ",
813                                   "          A"},
814                                  {"2          ",
815                                   "     %s     ",
816                                   "            ",
817                                   "            ",
818                                   "            ",
819                                   "     %s     ",
820                                   "          2"},
821                                  {"3          ",
822                                   "     %s     ",
823                                   "            ",
824                                   "     %s     ",
825                                   "            ",
826                                   "     %s     ",
827                                   "          3"},
828                                  {"4          ",
829                                   "   %s  %s   ",
830                                   "            ",
831                                   "            ",
832                                   "            ",
833                                   "   %s  %s   ",
834                                   "          4"},
835                                  {"5          ",
836                                   "   %s  %s   ",
837                                   "            ",
838                                   "     %s     ",
839                                   "            ",
840                                   "   %s  %s   ",
841                                   "          5"},
842                                  {"6          ",
843                                   "   %s  %s   ",
844                                   "            ",
845                                   "   %s  %s   ",
846                                   "            ",
847                                   "   %s  %s   ",
848                                   "          6"},
849                                  {"7          ",
850                                   "   %s  %s   ",
851                                   "     %s     ",
852                                   "   %s  %s   ",
853                                   "            ",
854                                   "   %s  %s   ",
855                                   "          7"},
856                                  {"8          ",
857                                   "   %s  %s   ",
858                                   "     %s     ",
859                                   "   %s  %s   ",
860                                   "     %s     ",
861                                   "   %s  %s   ",
862                                   "          8"},
863                                  {"9 %s  %s   ",
864                                   "            ",
865                                   "   %s  %s   ",
866                                   "     %s     ",
867                                   "   %s  %s   ",
868                                   "            ",
869                                   "   %s  %s 9"},
870                                  {"10 %s  %s   ",
871                                   "     %s     ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s 10"},
877                                  {"J   Λ     ",
878                                   "%s   ||     ",
879                                   "     ||     ",
880                                   "     ||     ",
881                                   "     ||     ",
882                                   "   |=亜=| %s",
883                                   "     目   J"},
884                                  {"Q ######   ",
885                                   "%s#      #  ",
886                                   "  # ++++ #  ",
887                                   "  # +==+ #  ",
888                                   "   # ++ #   ",
889                                   "    #  #  %s",
890                                   "     ##   Q"},
891                                  {"K          ",
892                                   "%s `⌒´   ",
893                                   "  γγγλ  ",
894                                   "  ο ο ι  ",
895                                   "   υ    ∂ ",
896                                   "    σ ノ %s",
897                                   "          K"}};
898         concptr joker_grph[7] = {    "            ",
899                                   "     J     ",
900                                   "     O     ",
901                                   "     K     ",
902                                   "     E     ",
903                                   "     R     ",
904                                   "            "};
905
906 #else
907
908         concptr suit[4] = {"[]", "qp", "<>", "db"};
909         concptr card_grph[13][7] = {{"A    %s     ",
910                                   "     He     ",
911                                   "     ng     ",
912                                   "     ba     ",
913                                   "     nd     ",
914                                   "     %s     ",
915                                   "           A"},
916                                  {"2           ",
917                                   "     %s     ",
918                                   "            ",
919                                   "            ",
920                                   "            ",
921                                   "     %s     ",
922                                   "           2"},
923                                  {"3           ",
924                                   "     %s     ",
925                                   "            ",
926                                   "     %s     ",
927                                   "            ",
928                                   "     %s     ",
929                                   "           3"},
930                                  {"4           ",
931                                   "   %s  %s   ",
932                                   "            ",
933                                   "            ",
934                                   "            ",
935                                   "   %s  %s   ",
936                                   "           4"},
937                                  {"5           ",
938                                   "   %s  %s   ",
939                                   "            ",
940                                   "     %s     ",
941                                   "            ",
942                                   "   %s  %s   ",
943                                   "           5"},
944                                  {"6           ",
945                                   "   %s  %s   ",
946                                   "            ",
947                                   "   %s  %s   ",
948                                   "            ",
949                                   "   %s  %s   ",
950                                   "           6"},
951                                  {"7           ",
952                                   "   %s  %s   ",
953                                   "     %s     ",
954                                   "   %s  %s   ",
955                                   "            ",
956                                   "   %s  %s   ",
957                                   "           7"},
958                                  {"8           ",
959                                   "   %s  %s   ",
960                                   "     %s     ",
961                                   "   %s  %s   ",
962                                   "     %s     ",
963                                   "   %s  %s   ",
964                                   "           8"},
965                                  {"9  %s  %s   ",
966                                   "            ",
967                                   "   %s  %s   ",
968                                   "     %s     ",
969                                   "   %s  %s   ",
970                                   "            ",
971                                   "   %s  %s  9"},
972                                  {"10 %s  %s   ",
973                                   "     %s     ",
974                                   "   %s  %s   ",
975                                   "            ",
976                                   "   %s  %s   ",
977                                   "     %s     ",
978                                   "   %s  %s 10"},
979                                  {"J    /\\     ",
980                                   "%s   ||     ",
981                                   "     ||     ",
982                                   "     ||     ",
983                                   "     ||     ",
984                                   "   |=HH=| %s",
985                                   "     ][    J"},
986                                  {"Q  ######   ",
987                                   "%s#      #  ",
988                                   "  # ++++ #  ",
989                                   "  # +==+ #  ",
990                                   "   # ++ #   ",
991                                   "    #  #  %s",
992                                   "     ##    Q"},
993                                  {"K           ",
994                                   "%s _'~~`_   ",
995                                   "   jjjjj$&  ",
996                                   "   q q uu   ",
997                                   "   c    &   ",
998                                   "    v__/  %s",
999                                   "           K"}};
1000         concptr joker_grph[7] = {    "            ",
1001                                   "     J      ",
1002                                   "     O      ",
1003                                   "     K      ",
1004                                   "     E      ",
1005                                   "     R      ",
1006                                   "            "};
1007 #endif
1008
1009         for (i = 0; i < 5; i++)
1010         {
1011                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1012         }
1013
1014         for (i = 0; i < 5; i++)
1015         {
1016                 for (j = 0; j < 7; j++)
1017                 {
1018                         prt(_("┃", " |"),  j+6,  i*16);
1019                         if(IS_JOKER(cards[i]))
1020                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1021                         else
1022                                 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);
1023                         prt(_("┃", "| "),  j+6,  i*16+14);
1024                 }
1025         }
1026         for (i = 0; i < 5; i++)
1027         {
1028                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1029         }
1030 }
1031
1032 /*!
1033  * @brief ポーカーの1プレイルーチン。
1034  * @return 1プレイの役の結果
1035  */
1036 static int do_poker(void)
1037 {
1038         int i, k = 2;
1039         char cmd;
1040         int deck[53]; /* yamafuda : 0...52 */
1041         int deck_ptr = 0;
1042         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1043
1044         bool done = FALSE;
1045         bool kettei = TRUE;
1046         bool kakikae = TRUE;
1047
1048         reset_deck(deck);
1049
1050         for (i = 0; i < 5; i++)
1051         {
1052                 cards[i] = deck[deck_ptr++];
1053                 kaeruka[i] = 0; /* default:nokosu */
1054         }
1055
1056         /* suteruno wo kimeru */
1057         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);
1058
1059         display_cards();
1060         yaku_check();
1061
1062         while (!done)
1063         {
1064                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1065                 kakikae = FALSE;
1066                 cmd = inkey();
1067                 switch (cmd)
1068                 {
1069                 case '6': case 'l': case 'L': case KTRL('F'):
1070                         if (!kettei) k = (k+1)%5;
1071                         else {k = 0;kettei = FALSE;}
1072                         kakikae = TRUE;
1073                         break;
1074                 case '4': case 'h': case 'H': case KTRL('B'):
1075                         if (!kettei) k = (k+4)%5;
1076                         else {k = 4;kettei = FALSE;}
1077                         kakikae = TRUE;
1078                         break;
1079                 case '2': case 'j': case 'J': case KTRL('N'):
1080                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1081                         break;
1082                 case '8': case 'k': case 'K': case KTRL('P'):
1083                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1084                         break;
1085                 case ' ': case '\r':
1086                         if (kettei) done = TRUE;
1087                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1088                         break;
1089                 default:
1090                         break;
1091                 }
1092         }
1093         
1094         prt("",0,0);
1095
1096         for (i = 0; i < 5; i++)
1097                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1098
1099         display_cards();
1100         
1101         return yaku_check();
1102 }
1103 #undef SUIT_OF
1104 #undef NUM_OF
1105 #undef IS_JOKER
1106 /* end of poker codes --Koka */
1107
1108 /*!
1109  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1110  * @param cmd プレイするゲームID
1111  * @return なし
1112  */
1113 static bool gamble_comm(int cmd)
1114 {
1115         int i;
1116         int roll1, roll2, roll3, choice, odds, win;
1117         s32b wager;
1118         s32b maxbet;
1119         s32b oldgold;
1120
1121         char out_val[160], tmp_str[80], again;
1122         concptr p;
1123
1124         screen_save();
1125
1126         if (cmd == BACT_GAMBLE_RULES)
1127         {
1128                 /* Peruse the gambling help file */
1129                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1130         }
1131         else
1132         {
1133                 /* No money */
1134                 if (p_ptr->au < 1)
1135                 {
1136                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1137                                                 "Hey! You don't have gold - get out of here!"));
1138                         msg_print(NULL);
1139                         screen_load();
1140                         return FALSE;
1141                 }
1142
1143                 clear_bldg(5, 23);
1144
1145                 maxbet = p_ptr->lev * 200;
1146
1147                 /* We can't bet more than we have */
1148                 maxbet = MIN(maxbet, p_ptr->au);
1149
1150                 /* Get the wager */
1151                 strcpy(out_val, "");
1152                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1153
1154
1155                 /*
1156                  * Use get_string() because we may need more than
1157                  * the s16b value returned by get_quantity().
1158                  */
1159                 if (get_string(tmp_str, out_val, 32))
1160                 {
1161                         /* Strip spaces */
1162                         for (p = out_val; *p == ' '; p++);
1163
1164                         /* Get the wager */
1165                         wager = atol(p);
1166
1167                         if (wager > p_ptr->au)
1168                         {
1169                                 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!"));
1170                                 msg_print(NULL);
1171                                 screen_load();
1172                                 return (FALSE);
1173                         }
1174                         else if (wager > maxbet)
1175                         {
1176                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1177                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1178                                 wager = maxbet;
1179                         }
1180                         else if (wager < 1)
1181                         {
1182                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1183                                 wager = 1;
1184                         }
1185                         msg_print(NULL);
1186                         win = FALSE;
1187                         odds = 0;
1188                         oldgold = p_ptr->au;
1189
1190                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1191                         prt(tmp_str, 20, 2);
1192                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1193                         prt(tmp_str, 21, 2);
1194
1195                         do
1196                         {
1197                                 p_ptr->au -= wager;
1198                                 switch (cmd)
1199                                 {
1200                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1201                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1202
1203                                         odds = 4;
1204                                         win = FALSE;
1205                                         roll1 = randint1(10);
1206                                         roll2 = randint1(10);
1207                                         choice = randint1(10);
1208                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1209
1210                                         prt(tmp_str, 8, 3);
1211                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1212
1213                                         prt(tmp_str, 11, 14);
1214                                         if (((choice > roll1) && (choice < roll2)) ||
1215                                                 ((choice < roll1) && (choice > roll2)))
1216                                                 win = TRUE;
1217                                         break;
1218                                 case BACT_CRAPS:  /* Game of Craps */
1219                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1220
1221                                         win = 3;
1222                                         odds = 2;
1223                                         roll1 = randint1(6);
1224                                         roll2 = randint1(6);
1225                                         roll3 = roll1 +  roll2;
1226                                         choice = roll3;
1227                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1228                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1229                                         prt(tmp_str, 7, 5);
1230                                         if ((roll3 == 7) || (roll3 == 11))
1231                                                 win = TRUE;
1232                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1233                                                 win = FALSE;
1234                                         else
1235                                                 do
1236                                                 {
1237                                                         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"));
1238
1239                                                         msg_print(NULL);
1240                                                         roll1 = randint1(6);
1241                                                         roll2 = randint1(6);
1242                                                         roll3 = roll1 +  roll2;
1243                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1244                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1245                                                         prt(tmp_str, 8, 5);
1246                                                         if (roll3 == choice)
1247                                                                 win = TRUE;
1248                                                         else if (roll3 == 7)
1249                                                                 win = FALSE;
1250                                                 } while ((win != TRUE) && (win != FALSE));
1251                                         break;
1252
1253                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1254                                         win = FALSE;
1255                                         odds = 9;
1256                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1257
1258                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1259                                         prt("--------------------------------", 8, 3);
1260                                         strcpy(out_val, "");
1261                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1262
1263                                         for (p = out_val; iswspace(*p); p++);
1264                                         choice = atol(p);
1265                                         if (choice < 0)
1266                                         {
1267                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1268                                                 choice = 0;
1269                                         }
1270                                         else if (choice > 9)
1271                                         {
1272                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1273                                                 choice = 9;
1274                                         }
1275                                         msg_print(NULL);
1276                                         roll1 = randint0(10);
1277                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1278                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1279                                         prt(tmp_str, 13, 3);
1280                                         prt("", 9, 0);
1281                                         prt("*", 9, (3 * roll1 + 5));
1282                                         if (roll1 == choice)
1283                                                 win = TRUE;
1284                                         break;
1285
1286                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1287                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1288                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1289                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1290                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1291                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1292                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1293                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1294                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1295                                         
1296                                         win = FALSE;
1297                                         roll1 = randint1(21);
1298                                         for (i=6;i>0;i--)
1299                                         {
1300                                                 if ((roll1-i) < 1)
1301                                                 {
1302                                                         roll1 = 7-i;
1303                                                         break;
1304                                                 }
1305                                                 roll1 -= i;
1306                                         }
1307                                         roll2 = randint1(21);
1308                                         for (i=6;i>0;i--)
1309                                         {
1310                                                 if ((roll2-i) < 1)
1311                                                 {
1312                                                         roll2 = 7-i;
1313                                                         break;
1314                                                 }
1315                                                 roll2 -= i;
1316                                         }
1317                                         choice = randint1(21);
1318                                         for (i=6;i>0;i--)
1319                                         {
1320                                                 if ((choice-i) < 1)
1321                                                 {
1322                                                         choice = 7-i;
1323                                                         break;
1324                                                 }
1325                                                 choice -= i;
1326                                         }
1327                                         put_str("/--------------------------\\", 7, 2);
1328                                         prt("\\--------------------------/", 17, 2);
1329                                         display_fruit(8,  3, roll1 - 1);
1330                                         display_fruit(8, 12, roll2 - 1);
1331                                         display_fruit(8, 21, choice - 1);
1332                                         if ((roll1 == roll2) && (roll2 == choice))
1333                                         {
1334                                                 win = TRUE;
1335                                                 switch(roll1)
1336                                                 {
1337                                                 case 1:
1338                                                         odds = 5;break;
1339                                                 case 2:
1340                                                         odds = 10;break;
1341                                                 case 3:
1342                                                         odds = 20;break;
1343                                                 case 4:
1344                                                         odds = 50;break;
1345                                                 case 5:
1346                                                         odds = 200;break;
1347                                                 case 6:
1348                                                         odds = 1000;break;
1349                                                 }
1350                                         }
1351                                         else if ((roll1 == 1) && (roll2 == 1))
1352                                         {
1353                                                 win = TRUE;
1354                                                 odds = 2;
1355                                         }
1356                                         break;
1357                                 case BACT_POKER:
1358                                         win = FALSE;
1359                                         odds = do_poker();
1360                                         if (odds) win = TRUE;
1361                                         break;
1362                                 }
1363
1364                                 if (win)
1365                                 {
1366                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1367
1368                                         p_ptr->au += odds * wager;
1369                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1370
1371                                         prt(tmp_str, 17, 37);
1372                                 }
1373                                 else
1374                                 {
1375                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1376                                         prt("", 17, 37);
1377                                 }
1378                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1379
1380                                 prt(tmp_str, 22, 2);
1381                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1382
1383                                 move_cursor(18, 52);
1384                                 again = inkey();
1385                                 prt("", 16, 37);
1386                                 prt("", 17, 37);
1387                                 prt("", 18, 37);
1388                                 if (wager > p_ptr->au)
1389                                 {
1390                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1391                                                                 "Hey! You don't have the gold - get out of here!"));
1392                                         msg_print(NULL);
1393
1394                                         /* Get out here */
1395                                         break;
1396                                 }
1397                         } while ((again == 'y') || (again == 'Y'));
1398
1399                         prt("", 18, 37);
1400                         if (p_ptr->au >= oldgold)
1401                         {
1402                                 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!」",
1403                                                         "You came out a winner! We'll win next time, I'm sure."));
1404                                 chg_virtue(V_CHANCE, 3);
1405                         }
1406                         else
1407                         {
1408                                 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."));
1409                                 chg_virtue(V_CHANCE, -3);
1410                         }
1411                 }
1412                 msg_print(NULL);
1413         }
1414         screen_load();
1415         return (TRUE);
1416 }
1417
1418 /*!
1419  * @brief モンスター闘技場に参加するモンスターを更新する。
1420  * @return なし
1421  */
1422 void update_gambling_monsters(void)
1423 {
1424         int total, i;
1425         int max_dl = 0;
1426         int mon_level;
1427         int power[4];
1428         bool tekitou;
1429         bool old_inside_battle = p_ptr->inside_battle;
1430
1431         for (i = 0; i < max_d_idx; i++)
1432                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1433
1434         mon_level = randint1(MIN(max_dl, 122)) + 5;
1435         if (randint0(100) < 60)
1436         {
1437                 i = randint1(MIN(max_dl, 122)) + 5;
1438                 mon_level = MAX(i, mon_level);
1439         }
1440         if (randint0(100) < 30)
1441         {
1442                 i = randint1(MIN(max_dl, 122)) + 5;
1443                 mon_level = MAX(i, mon_level);
1444         }
1445
1446         while (1)
1447         {
1448                 total = 0;
1449                 tekitou = FALSE;
1450                 for (i = 0; i < 4; i++)
1451                 {
1452                         MONRACE_IDX r_idx;
1453                         int j;
1454                         while (1)
1455                         {
1456                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1457                                 p_ptr->inside_battle = TRUE;
1458                                 r_idx = get_mon_num(mon_level);
1459                                 p_ptr->inside_battle = old_inside_battle;
1460                                 if (!r_idx) continue;
1461
1462                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1463                                 {
1464                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1465                                 }
1466
1467                                 for (j = 0; j < i; j++)
1468                                         if (r_idx == battle_mon[j]) break;
1469                                 if (j < i) continue;
1470
1471                                 break;
1472                         }
1473                         battle_mon[i] = r_idx;
1474                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1475                 }
1476
1477                 for (i = 0; i < 4; i++)
1478                 {
1479                         monster_race *r_ptr = &r_info[battle_mon[i]];
1480                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1481
1482                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1483                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1484                         else
1485                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1486                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1487                         if (r_ptr->speed > 110)
1488                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1489                         if (r_ptr->speed < 110)
1490                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1491                         if (num_taisei > 2)
1492                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1493                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1494                                 power[i] = power[i] * 4 / 3;
1495                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1496                                 power[i] = power[i] * 4 / 3;
1497                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1498                                 power[i] = power[i] * 11 / 10;
1499                         if (r_ptr->flags1 & RF1_RAND_25)
1500                                 power[i] = power[i] * 9 / 10;
1501                         if (r_ptr->flags1 & RF1_RAND_50)
1502                                 power[i] = power[i] * 9 / 10;
1503                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1504                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1505
1506
1507                         total += power[i];
1508                 }
1509                 for (i = 0; i < 4; i++)
1510                 {
1511                         power[i] = total * 60 / power[i];
1512                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1513                         if ((power[i] < 160) && randint0(20)) break;
1514                         if (power[i] < 101) power[i] = 100 + randint1(5);
1515                         mon_odds[i] = power[i];
1516                 }
1517                 if (i == 4) break;
1518         }
1519 }
1520
1521 /*!
1522  * @brief モンスター闘技場のメインルーチン
1523  * @return 賭けを開始したか否か
1524  */
1525 static bool kakutoujou(void)
1526 {
1527         PRICE maxbet;
1528         PRICE wager;
1529         char out_val[160], tmp_str[80];
1530         concptr p;
1531
1532         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1533         {
1534                 update_gambling_monsters();
1535                 old_battle = current_world_ptr->game_turn;
1536         }
1537
1538         screen_save();
1539
1540         /* No money */
1541         if (p_ptr->au < 1)
1542         {
1543                 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!"));
1544                 msg_print(NULL);
1545                 screen_load();
1546                 return FALSE;
1547         }
1548         else
1549         {
1550                 int i;
1551
1552                 clear_bldg(4, 10);
1553
1554                 prt(_("モンスター                                                     倍率",
1555                           "Monsters                                                       Odds"), 4, 4);
1556                 for (i=0;i<4;i++)
1557                 {
1558                         char buf[80];
1559                         monster_race *r_ptr = &r_info[battle_mon[i]];
1560
1561                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1562                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1563                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1564                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1565                         prt(buf, 5+i, 1);
1566                 }
1567                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1568                 while(1)
1569                 {
1570                         i = inkey();
1571
1572                         if (i == ESCAPE)
1573                         {
1574                                 screen_load();
1575                                 return FALSE;
1576                         }
1577                         if (i >= '1' && i <= '4')
1578                         {
1579                                 sel_monster = i-'1';
1580                                 battle_odds = mon_odds[sel_monster];
1581                                 break;
1582                         }
1583                         else bell();
1584                 }
1585
1586                 clear_bldg(4, 4);
1587                 for (i = 0; i < 4; i++)
1588                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1589
1590                 maxbet = p_ptr->lev * 200;
1591
1592                 /* We can't bet more than we have */
1593                 maxbet = MIN(maxbet, p_ptr->au);
1594
1595                 /* Get the wager */
1596                 strcpy(out_val, "");
1597                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1598                 /*
1599                  * Use get_string() because we may need more than
1600                  * the s16b value returned by get_quantity().
1601                  */
1602                 if (get_string(tmp_str, out_val, 32))
1603                 {
1604                         /* Strip spaces */
1605                         for (p = out_val; *p == ' '; p++);
1606
1607                         /* Get the wager */
1608                         wager = atol(p);
1609
1610                         if (wager > p_ptr->au)
1611                         {
1612                                 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!"));
1613
1614                                 msg_print(NULL);
1615                                 screen_load();
1616                                 return (FALSE);
1617                         }
1618                         else if (wager > maxbet)
1619                         {
1620                                 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);
1621
1622                                 wager = maxbet;
1623                         }
1624                         else if (wager < 1)
1625                         {
1626                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1627                                 wager = 1;
1628                         }
1629                         msg_print(NULL);
1630                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1631                         kakekin = wager;
1632                         p_ptr->au -= wager;
1633                         reset_tim_flags();
1634
1635                         /* Save the surface floor as saved floor */
1636                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1637
1638                         p_ptr->inside_battle = TRUE;
1639                         p_ptr->leaving = TRUE;
1640
1641                         p_ptr->leave_bldg = TRUE;
1642                         screen_load();
1643
1644                         return (TRUE);
1645                 }
1646         }
1647         screen_load();
1648
1649         return (FALSE);
1650 }
1651
1652 /*!
1653  * @brief 本日の賞金首情報を表示する。
1654  * @return なし
1655  */
1656 static void today_target(void)
1657 {
1658         char buf[160];
1659         monster_race *r_ptr = &r_info[today_mon];
1660
1661         clear_bldg(4,18);
1662         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1663         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1664         c_put_str(TERM_YELLOW, buf, 6, 10);
1665         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1666         prt(buf, 8, 10);
1667         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1668         prt(buf, 9, 10);
1669         p_ptr->today_mon = today_mon;
1670 }
1671
1672 /*!
1673  * @brief ツチノコの賞金首情報を表示する。
1674  * @return なし
1675  */
1676 static void tsuchinoko(void)
1677 {
1678         clear_bldg(4,18);
1679         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1680         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);
1681         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1682         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1683         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1684 }
1685
1686 /*!
1687  * @brief 通常の賞金首情報を表示する。
1688  * @return なし
1689  */
1690 static void shoukinkubi(void)
1691 {
1692         int i;
1693         TERM_LEN y = 0;
1694
1695         clear_bldg(4,18);
1696         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);
1697         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1698
1699         for (i = 0; i < MAX_KUBI; i++)
1700         {
1701                 byte color;
1702                 concptr done_mark;
1703                 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])];
1704
1705                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1706                 {
1707                         color = TERM_RED;
1708                         done_mark = _("(済)", "(done)");
1709                 }
1710                 else
1711                 {
1712                         color = TERM_WHITE;
1713                         done_mark = "";
1714                 }
1715
1716                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1717
1718                 y = (y+1) % 10;
1719                 if (!y && (i < MAX_KUBI -1))
1720                 {
1721                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1722                         (void)inkey();
1723                         prt("", 0, 0);
1724                         clear_bldg(7,18);
1725                 }
1726         }
1727 }
1728
1729
1730
1731 /*!
1732  * 賞金首の報酬テーブル / List of prize object
1733  */
1734 static struct {
1735         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1736         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1737 } prize_list[MAX_KUBI] = 
1738 {
1739         {TV_POTION, SV_POTION_CURING},
1740         {TV_POTION, SV_POTION_SPEED},
1741         {TV_POTION, SV_POTION_SPEED},
1742         {TV_POTION, SV_POTION_RESISTANCE},
1743         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1744
1745         {TV_POTION, SV_POTION_HEALING},
1746         {TV_POTION, SV_POTION_RESTORE_MANA},
1747         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1748         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1749         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1750
1751         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1752         {TV_POTION, SV_POTION_STAR_HEALING},
1753         {TV_POTION, SV_POTION_STAR_HEALING},
1754         {TV_POTION, SV_POTION_NEW_LIFE},
1755         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1756
1757         {TV_POTION, SV_POTION_LIFE},
1758         {TV_POTION, SV_POTION_LIFE},
1759         {TV_POTION, SV_POTION_AUGMENTATION},
1760         {TV_POTION, SV_POTION_INVULNERABILITY},
1761         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1762 };
1763
1764 /*!
1765  * @brief 賞金首の引き換え処理 / Get prize
1766  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1767  */
1768 static bool kankin(void)
1769 {
1770         INVENTORY_IDX i;
1771         int j;
1772         bool change = FALSE;
1773         GAME_TEXT o_name[MAX_NLEN];
1774         object_type *o_ptr;
1775
1776         /* Loop for inventory and right/left arm */
1777         for (i = 0; i <= INVEN_LARM; i++)
1778         {
1779                 o_ptr = &inventory[i];
1780
1781                 /* Living Tsuchinoko worthes $1000000 */
1782                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1783                 {
1784                         char buf[MAX_NLEN+20];
1785                         object_desc(o_name, o_ptr, 0);
1786                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1787                         if (get_check(buf))
1788                         {
1789                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1790                                 p_ptr->au += 1000000L * o_ptr->number;
1791                                 p_ptr->redraw |= (PR_GOLD);
1792                                 inven_item_increase(i, -o_ptr->number);
1793                                 inven_item_describe(i);
1794                                 inven_item_optimize(i);
1795                         }
1796                         change = TRUE;
1797                 }
1798         }
1799
1800         for (i = 0; i < INVEN_PACK; i++)
1801         {
1802                 o_ptr = &inventory[i];
1803
1804                 /* Corpse of Tsuchinoko worthes $200000 */
1805                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1806                 {
1807                         char buf[MAX_NLEN+20];
1808                         object_desc(o_name, o_ptr, 0);
1809                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1810                         if (get_check(buf))
1811                         {
1812                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1813                                 p_ptr->au += 200000L * o_ptr->number;
1814                                 p_ptr->redraw |= (PR_GOLD);
1815                                 inven_item_increase(i, -o_ptr->number);
1816                                 inven_item_describe(i);
1817                                 inven_item_optimize(i);
1818                         }
1819                         change = TRUE;
1820                 }
1821         }
1822
1823         for (i = 0; i < INVEN_PACK; i++)
1824         {
1825                 o_ptr = &inventory[i];
1826
1827                 /* Bones of Tsuchinoko worthes $100000 */
1828                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1829                 {
1830                         char buf[MAX_NLEN+20];
1831                         object_desc(o_name, o_ptr, 0);
1832                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1833                         if (get_check(buf))
1834                         {
1835                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1836                                 p_ptr->au += 100000L * o_ptr->number;
1837                                 p_ptr->redraw |= (PR_GOLD);
1838                                 inven_item_increase(i, -o_ptr->number);
1839                                 inven_item_describe(i);
1840                                 inven_item_optimize(i);
1841                         }
1842                         change = TRUE;
1843                 }
1844         }
1845
1846         for (i = 0; i < INVEN_PACK; i++)
1847         {
1848                 o_ptr = &inventory[i];
1849                 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)))
1850                 {
1851                         char buf[MAX_NLEN+20];
1852                         object_desc(o_name, o_ptr, 0);
1853                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1854                         if (get_check(buf))
1855                         {
1856                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1857                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1858                                 p_ptr->redraw |= (PR_GOLD);
1859                                 inven_item_increase(i, -o_ptr->number);
1860                                 inven_item_describe(i);
1861                                 inven_item_optimize(i);
1862                         }
1863                         change = TRUE;
1864                 }
1865         }
1866
1867         for (i = 0; i < INVEN_PACK; i++)
1868         {
1869                 o_ptr = &inventory[i];
1870
1871                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1872                 {
1873                         char buf[MAX_NLEN+20];
1874                         object_desc(o_name, o_ptr, 0);
1875                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1876                         if (get_check(buf))
1877                         {
1878                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1879                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1880                                 p_ptr->redraw |= (PR_GOLD);
1881                                 inven_item_increase(i, -o_ptr->number);
1882                                 inven_item_describe(i);
1883                                 inven_item_optimize(i);
1884                         }
1885                         change = TRUE;
1886                 }
1887         }
1888
1889         for (j = 0; j < MAX_KUBI; j++)
1890         {
1891                 /* Need reverse order --- Positions will be changed in the loop */
1892                 for (i = INVEN_PACK-1; i >= 0; i--)
1893                 {
1894                         o_ptr = &inventory[i];
1895                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1896                         {
1897                                 char buf[MAX_NLEN+20];
1898                                 int num, k;
1899                                 INVENTORY_IDX item_new;
1900                                 object_type forge;
1901
1902                                 object_desc(o_name, o_ptr, 0);
1903                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1904                                 if (!get_check(buf)) continue;
1905
1906 #if 0 /* Obsoleted */
1907                                 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);
1908                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1909                                 p_ptr->redraw |= (PR_GOLD);
1910                                 inven_item_increase(i, -o_ptr->number);
1911                                 inven_item_describe(i);
1912                                 inven_item_optimize(i);
1913                                 chg_virtue(V_JUSTICE, 5);
1914                                 current_world_ptr->bounty_r_idx[j] += 10000;
1915
1916                                 change = TRUE;
1917 #endif /* Obsoleted */
1918
1919                                 /* Hand it first */
1920                                 inven_item_increase(i, -o_ptr->number);
1921                                 inven_item_describe(i);
1922                                 inven_item_optimize(i);
1923
1924                                 chg_virtue(V_JUSTICE, 5);
1925                                 current_world_ptr->bounty_r_idx[j] += 10000;
1926
1927                                 /* Count number of unique corpses already handed */
1928                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1929                                 {
1930                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1931                                 }
1932                                 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" : ""));
1933
1934                                 /* Prepare to make a prize */
1935                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1936                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1937
1938                                 object_aware(&forge);
1939                                 object_known(&forge);
1940
1941                                 /*
1942                                  * Hand it --- Assume there is an empty slot.
1943                                  * Since a corpse is handed at first,
1944                                  * there is at least one empty slot.
1945                                  */
1946                                 item_new = inven_carry(&forge);
1947
1948                                 object_desc(o_name, &forge, 0);
1949                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1950
1951                                 /* Auto-inscription */
1952                                 autopick_alter_item(item_new, FALSE);
1953                                 handle_stuff();
1954
1955                                 change = TRUE;
1956                         }
1957                 }
1958         }
1959
1960         if (!change)
1961         {
1962                 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."));
1963                 msg_print(NULL);
1964                 return FALSE;
1965         }
1966         return TRUE;
1967 }
1968
1969 /*!
1970  * @brief 宿屋の利用サブルーチン
1971  * @details inn commands\n
1972  * Note that resting for the night was a perfect way to avoid player\n
1973  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1974  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1975  * will not be that useful.  I will keep it in the hopes the player\n
1976  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1977  * Resting at night is also a quick way to restock stores -KMW-\n
1978  * @param cmd 宿屋の利用施設ID
1979  * @return 施設の利用が実際に行われたか否か。
1980  */
1981 static bool inn_comm(int cmd)
1982 {
1983         switch (cmd)
1984         {
1985                 case BACT_FOOD: /* Buy food & drink */
1986                         if (p_ptr->food >= PY_FOOD_FULL)
1987                         {
1988                                 msg_print(_("今は満腹だ。", "You are full now."));
1989                                 return FALSE;
1990                         }
1991                         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."));
1992                         (void)set_food(PY_FOOD_MAX - 1);
1993                         break;
1994
1995                 case BACT_REST: /* Rest for the night */
1996                         if ((p_ptr->poisoned) || (p_ptr->cut))
1997                         {
1998                                 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."));
1999                                 msg_print(NULL);
2000                                 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."));
2001                         }
2002                         else
2003                         {
2004                                 s32b oldturn = current_world_ptr->game_turn;
2005                                 int prev_day, prev_hour, prev_min;
2006
2007                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2008                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2009                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2010                                 else
2011                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2012                                 
2013                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2014                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2015                                 {
2016                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2017                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2018                                 }
2019
2020                                 prevent_turn_overflow();
2021
2022                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2023                                 p_ptr->chp = p_ptr->mhp;
2024
2025                                 if (ironman_nightmare)
2026                                 {
2027                                         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."));
2028
2029                                         /* Have some nightmares */
2030                                         while(1)
2031                                         {
2032                                                 sanity_blast(NULL, FALSE);
2033                                                 if (!one_in_(3)) break;
2034                                         }
2035
2036                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2037                                         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."));
2038                                 }
2039                                 else
2040                                 {
2041                                         set_blind(0);
2042                                         set_confused(0);
2043                                         p_ptr->stun = 0;
2044                                         p_ptr->chp = p_ptr->mhp;
2045                                         p_ptr->csp = p_ptr->msp;
2046                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2047                                         {
2048                                                 int i;
2049                                                 for (i = 0; i < 72; i++)
2050                                                 {
2051                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2052                                                 }
2053                                                 for (; i < 108; i++)
2054                                                 {
2055                                                         p_ptr->magic_num1[i] = 0;
2056                                                 }
2057                                         }
2058
2059                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2060                                         {
2061                                                 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."));
2062                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2063                                         }
2064                                         else
2065                                         {
2066                                                 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."));
2067                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2068                                         }
2069                                 }
2070                         }
2071                         break;
2072
2073                 case BACT_RUMORS: /* Listen for rumors */
2074                         {
2075                                 display_rumor(TRUE);
2076                                 break;
2077                         }
2078         }
2079
2080         return (TRUE);
2081 }
2082
2083
2084 /*!
2085  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2086  * @param questnum クエストのID
2087  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2088  * @return なし
2089  */
2090 static void get_questinfo(IDX questnum, bool do_init)
2091 {
2092         int i;
2093         QUEST_IDX old_quest;
2094         GAME_TEXT tmp_str[80];
2095
2096         /* Clear the text */
2097         for (i = 0; i < 10; i++)
2098         {
2099                 quest_text[i][0] = '\0';
2100         }
2101
2102         quest_text_line = 0;
2103
2104         /* Set the quest number temporary */
2105         old_quest = p_ptr->inside_quest;
2106         p_ptr->inside_quest = questnum;
2107
2108         /* Get the quest text */
2109         init_flags = INIT_SHOW_TEXT;
2110         if (do_init) init_flags |= INIT_ASSIGN;
2111
2112         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2113
2114         /* Reset the old quest number */
2115         p_ptr->inside_quest = old_quest;
2116
2117         /* Print the quest info */
2118         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);
2119
2120         prt(tmp_str, 5, 0);
2121
2122         prt(quest[questnum].name, 7, 0);
2123
2124         for (i = 0; i < 10; i++)
2125         {
2126                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2127         }
2128 }
2129
2130 /*!
2131  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2132  * @return なし
2133  */
2134 static void castle_quest(void)
2135 {
2136         QUEST_IDX q_index = 0;
2137         monster_race *r_ptr;
2138         quest_type *q_ptr;
2139         concptr name;
2140
2141
2142         clear_bldg(4, 18);
2143
2144         /* Current quest of the building */
2145         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2146
2147         /* Is there a quest available at the building? */
2148         if (!q_index)
2149         {
2150                 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);
2151                 return;
2152         }
2153
2154         q_ptr = &quest[q_index];
2155
2156         /* Quest is completed */
2157         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2158         {
2159                 /* Rewarded quest */
2160                 q_ptr->status = QUEST_STATUS_REWARDED;
2161
2162                 get_questinfo(q_index, FALSE);
2163
2164                 reinit_wilderness = TRUE;
2165         }
2166         /* Failed quest */
2167         else if (q_ptr->status == QUEST_STATUS_FAILED)
2168         {
2169                 get_questinfo(q_index, FALSE);
2170
2171                 /* Mark quest as done (but failed) */
2172                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2173
2174                 reinit_wilderness = TRUE;
2175         }
2176         /* Quest is still unfinished */
2177         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2178         {
2179                 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);
2180                 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);
2181                 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);
2182         }
2183         /* No quest yet */
2184         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2185         {
2186                 q_ptr->status = QUEST_STATUS_TAKEN;
2187
2188                 reinit_wilderness = TRUE;
2189
2190                 /* Assign a new quest */
2191                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2192                 {
2193                         if (q_ptr->r_idx == 0)
2194                         {
2195                                 /* Random monster at least 5 - 10 levels out of deep */
2196                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2197                         }
2198
2199                         r_ptr = &r_info[q_ptr->r_idx];
2200
2201                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2202                         {
2203                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2204                                 r_ptr = &r_info[q_ptr->r_idx];
2205                         }
2206
2207                         if (q_ptr->max_num == 0)
2208                         {
2209                                 /* Random monster number */
2210                                 if (randint1(10) > 7)
2211                                         q_ptr->max_num = 1;
2212                                 else
2213                                         q_ptr->max_num = randint1(3) + 1;
2214                         }
2215
2216                         q_ptr->cur_num = 0;
2217                         name = (r_name + r_ptr->name);
2218                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2219                 }
2220                 else
2221                 {
2222                         get_questinfo(q_index, TRUE);
2223                 }
2224         }
2225 }
2226
2227
2228 /*!
2229  * @brief 町に関するヘルプを表示する / Display town history
2230  * @return なし
2231  */
2232 static void town_history(void)
2233 {
2234         screen_save();
2235
2236         /* Peruse the building help file */
2237         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2238         screen_load();
2239 }
2240
2241 /*!
2242  * @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
2243  * @param dam 基本ダメージ
2244  * @param mult スレイ倍率(掛け算部分)
2245  * @param div スレイ倍率(割り算部分)
2246  * @param force 理力特別計算フラグ
2247  * @return ダメージ期待値
2248  */
2249 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2250 {
2251         int tmp;
2252         if(force)
2253         {
2254                 tmp = dam * 60;
2255                 tmp *= mult * 3;
2256                 tmp /= div * 2;
2257                 tmp += dam * 60 * 2;
2258                 tmp /= 60;
2259         }
2260         else
2261         {
2262                 tmp = dam * 60;
2263                 tmp *= mult; 
2264                 tmp /= div;
2265                 tmp /= 60;
2266         }
2267         return tmp;
2268 }
2269
2270 /*!
2271  * @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)
2272  * @param dam 基本ダメージ
2273  * @param mult スレイ倍率(掛け算部分)
2274  * @param div スレイ倍率(割り算部分)
2275  * @param force 理力特別計算フラグ
2276  * @param weight 重量
2277  * @param plus 武器ダメージ修正
2278  * @param meichuu 命中値
2279  * @param dokubari 毒針処理か否か
2280  * @param vorpal_mult 切れ味倍率(掛け算部分)
2281  * @param vorpal_div 切れ味倍率(割り算部分)
2282  * @return ダメージ期待値
2283  */
2284 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)
2285 {
2286         dam = calc_slaydam(dam, mult, div, force);
2287         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2288         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2289         return dam;
2290 }
2291
2292
2293 /*!
2294  * @brief 武器の各条件毎のダメージ期待値を表示する。
2295  * @param r 表示行
2296  * @param c 表示列
2297  * @param mindice ダイス部分最小値
2298  * @param maxdice ダイス部分最大値
2299  * @param blows 攻撃回数
2300  * @param dam_bonus ダメージ修正値
2301  * @param attr 条件内容
2302  * @param color 条件内容の表示色
2303  * @details
2304  * Display the damage figure of an object\n
2305  * (used by compare_weapon_aux)\n
2306  * \n
2307  * Only accurate for the current weapon, because it includes\n
2308  * the current +dam of the player.\n
2309  * @return なし
2310  */
2311 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2312 {
2313         GAME_TEXT tmp_str[80];
2314         int mindam, maxdam;
2315         
2316         mindam = blows * (mindice + dam_bonus);
2317         maxdam = blows * (maxdice + dam_bonus);
2318
2319         /* Print the intro text */
2320         c_put_str(color, attr, r, c);
2321
2322         /* Calculate the min and max damage figures */
2323         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2324         
2325         /* Print the damage */
2326         put_str(tmp_str, r, c + 8);
2327 }
2328
2329
2330 /*!
2331  * @brief 武器一つ毎のダメージ情報を表示する。
2332  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2333  * @param col 表示する行の上端
2334  * @param r 表示する列の左端
2335  * @details
2336  * Show the damage figures for the various monster types\n
2337  * \n
2338  * Only accurate for the current weapon, because it includes\n
2339  * the current number of blows for the player.\n
2340  * @return なし
2341  */
2342 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2343 {
2344         BIT_FLAGS flgs[TR_FLAG_SIZE];
2345         int blow = p_ptr->num_blow[0];
2346         bool force = FALSE;
2347         bool dokubari = FALSE;
2348         
2349         /* Effective dices */
2350         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2351         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2352         
2353         int mindice = eff_dd;
2354         int maxdice = eff_ds * eff_dd;
2355         int mindam = 0;
2356         int maxdam = 0;
2357         int vorpal_mult = 1;
2358         int vorpal_div = 1;
2359         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2360         
2361
2362         /* Get the flags of the weapon */
2363         object_flags(o_ptr, flgs);
2364         
2365         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2366         
2367         
2368         /* Show Critical Damage*/
2369         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2370         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2371         
2372         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2373
2374         
2375         /* Vorpal Hit*/
2376         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2377         {
2378                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2379                 {
2380                         vorpal_mult = 5;
2381                         vorpal_div = 3;
2382                 }
2383                 else
2384                 {
2385                         vorpal_mult = 11;
2386                         vorpal_div = 9;
2387                 }
2388                 
2389                 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);
2390                 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);         
2391                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2392         }       
2393         
2394         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2395         {
2396                 force = TRUE;
2397                 
2398                 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);
2399                 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);
2400                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2401         }
2402                 
2403         /* Print the relevant lines */
2404         if (have_flag(flgs, TR_KILL_ANIMAL))
2405         {
2406                 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);
2407                 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);         
2408                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2409         }
2410         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2411         {
2412                 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);
2413                 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);
2414                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2415         }
2416         if (have_flag(flgs, TR_KILL_EVIL))
2417         {       
2418                 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);
2419                 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);
2420                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2421         }
2422         else if (have_flag(flgs, TR_SLAY_EVIL))
2423         {       
2424                 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);
2425                 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);         
2426                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2427         }
2428         if (have_flag(flgs, TR_KILL_HUMAN))
2429         {       
2430                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2431                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2432                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2433         }
2434         else if (have_flag(flgs, TR_SLAY_HUMAN))
2435         {       
2436                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2437                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2438                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2439         }
2440         if (have_flag(flgs, TR_KILL_UNDEAD))
2441         {
2442                 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);
2443                 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);
2444                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2445         }
2446         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2447         {
2448                 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);
2449                 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);
2450                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2451         }
2452         if (have_flag(flgs, TR_KILL_DEMON))
2453         {       
2454                 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);
2455                 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);
2456                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2457         }
2458         else if (have_flag(flgs, TR_SLAY_DEMON))
2459         {       
2460                 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);
2461                 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);
2462                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2463         }
2464         if (have_flag(flgs, TR_KILL_ORC))
2465         {
2466                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2467                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2468                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2469         }
2470         else if (have_flag(flgs, TR_SLAY_ORC))
2471         {
2472                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2473                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2475         }
2476         if (have_flag(flgs, TR_KILL_TROLL))
2477         {
2478                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2479                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2480                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2481         }
2482         else if (have_flag(flgs, TR_SLAY_TROLL))
2483         {
2484                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2485                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2486                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2487         }
2488         if (have_flag(flgs, TR_KILL_GIANT))
2489         {
2490                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2491                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2492                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2493         }
2494         else if (have_flag(flgs, TR_SLAY_GIANT))
2495         {
2496                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2497                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2499         }
2500         if (have_flag(flgs, TR_KILL_DRAGON))
2501         {
2502                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2503                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2504                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2505         }
2506         else if (have_flag(flgs, TR_SLAY_DRAGON))
2507         {               
2508                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2509                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2510                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2511         }
2512         if (have_flag(flgs, TR_BRAND_ACID))
2513         {
2514                 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);
2515                 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);
2516                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2517         }
2518         if (have_flag(flgs, TR_BRAND_ELEC))
2519         {
2520                 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);
2521                 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);
2522                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2523         }
2524         if (have_flag(flgs, TR_BRAND_FIRE))
2525         {
2526                 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);
2527                 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);
2528                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2529         }
2530         if (have_flag(flgs, TR_BRAND_COLD))
2531         {
2532                 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);
2533                 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);
2534                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2535         }
2536         if (have_flag(flgs, TR_BRAND_POIS))
2537         {
2538                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2539                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2540                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2541         }
2542 }
2543
2544 /*!
2545  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2546  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2547  * @param row 表示する列の左端
2548  * @param col 表示する行の上端
2549  * @details
2550  * Displays all info about a weapon
2551  *
2552  * Only accurate for the current weapon, because it includes
2553  * various info about the player's +to_dam and number of blows.
2554  * @return なし
2555  */
2556 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2557 {
2558         GAME_TEXT o_name[MAX_NLEN];
2559         GAME_TEXT tmp_str[80];
2560
2561         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2562         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2563         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2564
2565         /* Print the weapon name */
2566         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2567         c_put_str(TERM_YELLOW, o_name, row, col);
2568
2569         /* Print the player's number of blows */
2570         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2571         put_str(tmp_str, row+1, col);
2572
2573         /* Print to_hit and to_dam of the weapon */
2574         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2575         put_str(tmp_str, row+2, col);
2576
2577         /* Print the weapons base damage dice */
2578         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2579                 (int)hit_chance(reli, 0),
2580                 (int)hit_chance(reli, 50),
2581                 (int)hit_chance(reli, 100),
2582                 (int)hit_chance(reli, 150),
2583                 (int)hit_chance(reli, 200));
2584         put_str(tmp_str, row+3, col);
2585         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2586
2587         /* Damage for one blow (if it hits) */
2588         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2589             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2590                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2591         put_str(tmp_str, row+6, col+1);
2592
2593         /* Damage for the complete attack (if all blows hit) */
2594         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2595                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2596                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2597         put_str(tmp_str, row+7, col+1);
2598 }
2599
2600 /*!
2601  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2602  * @details 
2603  * Copies the weapons to compare into the weapon-slot and\n
2604  * compares the values for both weapons.\n
2605  * 武器1つだけで比較をしないなら費用は半額になる。
2606  * @param bcost 基本鑑定費用
2607  * @return 最終的にかかった費用
2608  */
2609 static PRICE compare_weapons(PRICE bcost)
2610 {
2611         int i, n;
2612         OBJECT_IDX item, item2;
2613         object_type *o_ptr[2];
2614         object_type orig_weapon;
2615         object_type *i_ptr;
2616         concptr q, s;
2617         TERM_LEN row = 2;
2618         TERM_LEN wid = 38, mgn = 2;
2619         bool old_character_xtra = character_xtra;
2620         char ch;
2621         PRICE total = 0;
2622         PRICE cost = 0; /* First time no price */
2623
2624         screen_save();
2625         clear_bldg(0, 22);
2626
2627         /* Store copy of original wielded weapon */
2628         i_ptr = &inventory[INVEN_RARM];
2629         object_copy(&orig_weapon, i_ptr);
2630
2631         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2632
2633         /* Get the first weapon */
2634         q = _("第一の武器は?", "What is your first weapon? ");
2635         s = _("比べるものがありません。", "You have nothing to compare.");
2636
2637         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2638         if (!o_ptr[0])
2639         {
2640                 screen_load();
2641                 return (0);
2642         }
2643
2644         n = 1;
2645         total = bcost;
2646
2647         while (TRUE)
2648         {
2649                 clear_bldg(0, 22);
2650
2651                 /* Only compare melee weapons */
2652                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2653
2654                 /* Hack -- prevent "icky" message */
2655                 character_xtra = TRUE;
2656
2657                 /* Diaplay selected weapon's infomation */
2658                 for (i = 0; i < n; i++)
2659                 {
2660                         int col = (wid * i + mgn);
2661
2662                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2663                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2664
2665                         p_ptr->update |= PU_BONUS;
2666                         handle_stuff();
2667
2668                         /* List the new values */
2669                         list_weapon(o_ptr[i], row, col);
2670                         compare_weapon_aux(o_ptr[i], col, row + 8);
2671
2672                         /* Copy back the original weapon into the weapon slot */
2673                         object_copy(i_ptr, &orig_weapon);
2674                 }
2675
2676                 /* Reset the values for the old weapon */
2677                 p_ptr->update |= PU_BONUS;
2678                 handle_stuff();
2679
2680                 character_xtra = old_character_xtra;
2681
2682 #ifdef JP
2683                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2684                 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);
2685                 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);
2686 #else
2687                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2688                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2689                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2690 #endif
2691
2692                 flush();
2693                 ch = inkey();
2694
2695                 if (ch == 's')
2696                 {
2697                         if (total + cost > p_ptr->au)
2698                         {
2699                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2700                                 msg_print(NULL);
2701                                 continue;
2702                         }
2703
2704                         q = _("第二の武器は?", "What is your second weapon? ");
2705                         s = _("比べるものがありません。", "You have nothing to compare.");
2706
2707                         /* Get the second weapon */
2708                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2709                         if (!o_ptr[1]) continue;
2710
2711                         total += cost;
2712                         cost = bcost / 2;
2713                         n = 2;
2714                 }
2715                 else
2716                 {
2717                         break;
2718                 }
2719         }
2720         screen_load();
2721
2722         return (total);
2723 }
2724
2725
2726 /*!
2727  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2728  * @details 
2729  * Calculate and display the dodge-rate and the protection-rate
2730  * based on AC
2731  * @param iAC プレイヤーのAC。
2732  * @return 常にTRUEを返す。
2733  */
2734 static bool eval_ac(ARMOUR_CLASS iAC)
2735 {
2736 #ifdef JP
2737         const char memo[] =
2738                 "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"
2739                 "何パーセント軽減するかを示します。\n"
2740                 "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"
2741                 "に対してのみ効果があります。\n \n"
2742                 "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"
2743                 "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"
2744                 "敵のレベルとあなたのACによって決定されます。\n \n"
2745                 "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"
2746                 "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";
2747 #else
2748         const char memo[] =
2749                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2750                 "Note that the Protection rate is effective only against normal "
2751                 "'attack' and 'shatter' type melee attacks, "
2752                 "and has no effect against any other types such as 'poison'.\n \n"
2753                 "'Dodge Rate' indicates the success rate on dodging the "
2754                 "monster's melee attacks.  "
2755                 "It is depend on the level of the monster and your AC.\n \n"
2756                 "'Average Damage' indicates the expected amount of damage "
2757                 "when you are attacked by normal melee attacks with power=100.";
2758 #endif
2759
2760         int protection;
2761         TERM_LEN col, row = 2;
2762         DEPTH lvl;
2763         char buf[80*20], *t;
2764
2765         /* AC lower than zero has no effect */
2766         if (iAC < 0) iAC = 0;
2767
2768         /* ダメージ軽減率を計算 */
2769         protection = 100 * MIN(iAC, 150) / 250;
2770
2771         screen_save();
2772         clear_bldg(0, 22);
2773
2774         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2775         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2776         row++;
2777
2778         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2779         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2780         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2781     
2782         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2783         {
2784                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2785                 int dodge;   /* 回避率(%) */
2786                 int average; /* ダメージ期待値 */
2787
2788                 put_str(format("%3d", lvl), row + 0, col);
2789
2790                 /* 回避率を計算 */
2791                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2792                 put_str(format("%3d%%", dodge), row + 1, col);
2793
2794                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2795                 average = (100 - dodge) * (100 - protection) / 100;
2796                 put_str(format("%3d", average), row + 2, col);
2797         }
2798
2799         /* Display note */
2800         roff_to_buf(memo, 70, buf, sizeof(buf));
2801         for (t = buf; t[0]; t += strlen(t) + 1)
2802                 put_str(t, (row++) + 4, 4);
2803
2804         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);
2805   
2806         flush();
2807         (void)inkey();
2808         screen_load();
2809
2810         return (TRUE);
2811 }
2812
2813
2814
2815 /*!
2816  * @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。
2817  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2818  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2819  * @return 修復対象になるならTRUEを返す。
2820  */
2821 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2822 {
2823         int i, n = 0;
2824         int cand[TR_FLAG_MAX];
2825         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2826         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2827
2828         object_flags(to_ptr, to_flgs);
2829         object_flags(from_ptr, from_flgs);
2830
2831         for (i = 0; i < TR_FLAG_MAX; i++)
2832         {
2833                 switch (i)
2834                 {
2835                 case TR_IGNORE_ACID:
2836                 case TR_IGNORE_ELEC:
2837                 case TR_IGNORE_FIRE:
2838                 case TR_IGNORE_COLD:
2839                 case TR_ACTIVATE:
2840                 case TR_RIDING:
2841                 case TR_THROW:
2842                 case TR_SHOW_MODS:
2843                 case TR_HIDE_TYPE:
2844                 case TR_ES_ATTACK:
2845                 case TR_ES_AC:
2846                 case TR_FULL_NAME:
2847                 case TR_FIXED_FLAVOR:
2848                         break;
2849                 default:
2850                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2851                         {
2852                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2853                         }
2854                 }
2855         }
2856
2857         if (n > 0)
2858         {
2859                 int bmax;
2860                 int tr_idx = cand[randint0(n)];
2861                 add_flag(to_ptr->art_flags, tr_idx);
2862                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2863                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2864                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2865                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2866         }
2867
2868         return;
2869 }
2870
2871 /*!
2872  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2873  * @param bcost 基本修復費用
2874  * @return 実際にかかった費用
2875  */
2876 static PRICE repair_broken_weapon_aux(PRICE bcost)
2877 {
2878         PRICE cost;
2879         OBJECT_IDX item, mater;
2880         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2881         object_kind *k_ptr;
2882         int i, dd_bonus, ds_bonus;
2883         KIND_OBJECT_IDX k_idx;
2884         char basenm[MAX_NLEN];
2885         concptr q, s;
2886         int row = 7;
2887         clear_bldg(0, 22);
2888
2889         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);
2890         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);
2891
2892         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2893         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2894
2895         /* Only forge broken weapons */
2896         item_tester_hook = item_tester_hook_broken_weapon;
2897
2898         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2899         if (!o_ptr) return (0);
2900
2901         /* It is worthless */
2902         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2903         {
2904                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2905                 return (0);
2906         }
2907
2908         /* They are too many */
2909         if (o_ptr->number > 1)
2910         {
2911                 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!"));
2912                 return (0);
2913         }
2914
2915         /* Display item name */
2916         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2917         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2918
2919         q = _("材料となる武器は?", "Which weapon for material? ");
2920         s = _("材料となる武器がありません。", "You have no material to repair.");
2921
2922         /* Only forge broken weapons */
2923         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2924
2925         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2926         if (!mo_ptr) return (0);
2927         if (mater == item)
2928         {
2929                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2930                 return (0);
2931         }
2932
2933         /* Display item name */
2934         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2935         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2936
2937         /* Get the value of one of the items (except curses) */
2938         cost = bcost + object_value_real(o_ptr) * 2;
2939
2940         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);
2941
2942         /* Check if the player has enough money */
2943         if (p_ptr->au < cost)
2944         {
2945                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2946                 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);
2947                 msg_print(NULL);
2948                 return (0);
2949         }
2950
2951         p_ptr->total_weight -= o_ptr->weight;
2952
2953         if (o_ptr->sval == SV_BROKEN_DAGGER)
2954         {
2955                 KIND_OBJECT_IDX j;
2956                 int n = 1;
2957
2958                 /* Suppress compiler warning */
2959                 k_idx = 0;
2960
2961                 for (j = 1; j < max_k_idx; j++)
2962                 {
2963                         object_kind *k_aux_ptr = &k_info[j];
2964
2965                         if (k_aux_ptr->tval != TV_SWORD) continue;
2966                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2967                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2968                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2969                         if (k_aux_ptr->weight > 99) continue;
2970
2971                         if (one_in_(n)) 
2972                         {
2973                                 k_idx = j;
2974                                 n++;
2975                         }
2976                 }
2977         }
2978         else /* TV_BROKEN_SWORD */
2979         {
2980                 /* Repair to a sword or sometimes material's type weapon */
2981                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2982
2983                 while(1)
2984                 {
2985                         object_kind *ck_ptr;
2986
2987                         k_idx = lookup_kind(tval, SV_ANY);
2988                         ck_ptr = &k_info[k_idx];
2989
2990                         if (tval == TV_SWORD)
2991                         {
2992                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2993                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
2994                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
2995                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
2996                         }
2997                         if (tval == TV_POLEARM)
2998                         {
2999                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3000                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3001                         }
3002                         if (tval == TV_HAFTED)
3003                         {
3004                                 if ((ck_ptr->sval == SV_GROND) ||
3005                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3006                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3007                         }
3008
3009                         break;
3010                 }
3011         }
3012
3013         /* Calculate dice bonuses */
3014         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3015         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3016         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3017         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3018
3019         /* Change base object */
3020         k_ptr = &k_info[k_idx];
3021         o_ptr->k_idx = k_idx;
3022         o_ptr->weight = k_ptr->weight;
3023         o_ptr->tval = k_ptr->tval;
3024         o_ptr->sval = k_ptr->sval;
3025         o_ptr->dd = k_ptr->dd;
3026         o_ptr->ds = k_ptr->ds;
3027
3028         /* Copy base object's ability */
3029         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3030         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3031         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3032
3033         /* Dice up */
3034         if (dd_bonus > 0)
3035         {
3036                 o_ptr->dd++;
3037                 for (i = 1; i < dd_bonus; i++)
3038                 {
3039                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3040                 }
3041         }
3042         if (ds_bonus > 0)
3043         {
3044                 o_ptr->ds++;
3045                 for (i = 1; i < ds_bonus; i++)
3046                 {
3047                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3048                 }
3049         }
3050
3051         if (have_flag(k_ptr->flags, TR_BLOWS))
3052         {
3053                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3054                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3055         }
3056
3057         /* Add one random ability from material weapon */
3058         give_one_ability_of_object(o_ptr, mo_ptr);
3059
3060         /* Add to-dam, to-hit and to-ac from material weapon */
3061         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3062         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3063         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3064
3065         if ((o_ptr->name1 == ART_NARSIL) ||
3066                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3067                 (object_is_ego(o_ptr) && one_in_(7)))
3068         {
3069                 /* Forge it */
3070                 if (object_is_ego(o_ptr))
3071                 {
3072                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3073                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3074                 }
3075
3076                 /* Add one random ability from material weapon */
3077                 give_one_ability_of_object(o_ptr, mo_ptr);
3078
3079                 /* Add one random activation */
3080                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3081
3082                 /* Narsil */
3083                 if (o_ptr->name1 == ART_NARSIL)
3084                 {
3085                         one_high_resistance(o_ptr);
3086                         one_ability(o_ptr);
3087                 }
3088
3089                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3090         }
3091
3092         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3093 #ifdef JP
3094         msg_format("$%dで%sに修復しました。", cost, basenm);
3095 #else
3096         msg_format("Repaired into %s for %d gold.", basenm, cost);
3097 #endif
3098         msg_print(NULL);
3099
3100         /* Remove BROKEN flag */
3101         o_ptr->ident &= ~(IDENT_BROKEN);
3102
3103         /* Add repaired flag */
3104         o_ptr->discount = 99;
3105
3106         p_ptr->total_weight += o_ptr->weight;
3107         calc_android_exp();
3108
3109         /* Decrease material object */
3110         inven_item_increase(mater, -1);
3111         inven_item_optimize(mater);
3112
3113         /* Copyback */
3114         p_ptr->update |= PU_BONUS;
3115         handle_stuff();
3116
3117         /* Something happened */
3118         return (cost);
3119 }
3120
3121 /*!
3122  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3123  * @param bcost 基本鑑定費用
3124  * @return 実際にかかった費用
3125  */
3126 static int repair_broken_weapon(PRICE bcost)
3127 {
3128         PRICE cost;
3129         screen_save();
3130         cost = repair_broken_weapon_aux(bcost);
3131         screen_load();
3132         return cost;
3133 }
3134
3135
3136 /*!
3137  * @brief アイテムの強化を行う。 / Enchant item
3138  * @param cost 1回毎の費用
3139  * @param to_hit 命中をアップさせる量
3140  * @param to_dam ダメージをアップさせる量
3141  * @param to_ac ACをアップさせる量
3142  * @return 実際に行ったらTRUE
3143  */
3144 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3145 {
3146         int i;
3147         OBJECT_IDX item;
3148         bool okay = FALSE;
3149         object_type *o_ptr;
3150         concptr q, s;
3151         int maxenchant = (p_ptr->lev / 5);
3152         char tmp_str[MAX_NLEN];
3153
3154         clear_bldg(4, 18);
3155         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3156         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3157
3158         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3159         s = _("改良できるものがありません。", "You have nothing to improve.");
3160
3161         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3162         if (!o_ptr) return (FALSE);
3163
3164         /* Check if the player has enough money */
3165         if (p_ptr->au < (cost * o_ptr->number))
3166         {
3167                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3168                 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);
3169                 return (FALSE);
3170         }
3171
3172         /* Enchant to hit */
3173         for (i = 0; i < to_hit; i++)
3174         {
3175                 if (o_ptr->to_h < maxenchant)
3176                 {
3177                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3178                         {
3179                                 okay = TRUE;
3180                                 break;
3181                         }
3182                 }
3183         }
3184
3185         /* Enchant to damage */
3186         for (i = 0; i < to_dam; i++)
3187         {
3188                 if (o_ptr->to_d < maxenchant)
3189                 {
3190                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3191                         {
3192                                 okay = TRUE;
3193                                 break;
3194                         }
3195                 }
3196         }
3197
3198         /* Enchant to AC */
3199         for (i = 0; i < to_ac; i++)
3200         {
3201                 if (o_ptr->to_a < maxenchant)
3202                 {
3203                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3204                         {
3205                                 okay = TRUE;
3206                                 break;
3207                         }
3208                 }
3209         }
3210
3211         /* Failure */
3212         if (!okay)
3213         {
3214                 if (flush_failure) flush();
3215                 msg_print(_("改良に失敗した。", "The improvement failed."));
3216                 return (FALSE);
3217         }
3218         else
3219         {
3220                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3221 #ifdef JP
3222                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3223 #else
3224                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3225 #endif
3226
3227                 /* Charge the money */
3228                 p_ptr->au -= (cost * o_ptr->number);
3229
3230                 if (item >= INVEN_RARM) calc_android_exp();
3231
3232                 /* Something happened */
3233                 return (TRUE);
3234         }
3235 }
3236
3237
3238 /*!
3239  * @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
3240  * @details
3241  * The player can select the number of charges to add\n
3242  * (up to a limit), and the recharge never fails.\n
3243  *\n
3244  * The cost for rods depends on the level of the rod. The prices\n
3245  * for recharging wands and staves are dependent on the cost of\n
3246  * the base-item.\n
3247  * @return なし
3248  */
3249 static void building_recharge(void)
3250 {
3251         OBJECT_IDX  item;
3252         DEPTH       lev;
3253         object_type *o_ptr;
3254         object_kind *k_ptr;
3255         concptr        q, s;
3256         PRICE       price;
3257         PARAMETER_VALUE charges;
3258         int         max_charges;
3259         char        tmp_str[MAX_NLEN];
3260
3261         msg_flag = FALSE;
3262
3263         /* Display some info */
3264         clear_bldg(4, 18);
3265         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);
3266
3267
3268         /* Only accept legal items */
3269         item_tester_hook = item_tester_hook_recharge;
3270
3271         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3272         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3273
3274         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3275         if (!o_ptr) return;
3276
3277         k_ptr = &k_info[o_ptr->k_idx];
3278
3279         /*
3280          * We don't want to give the player free info about
3281          * the level of the item or the number of charges.
3282          */
3283         /* The item must be "known" */
3284         if (!object_is_known(o_ptr))
3285         {
3286                 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!"));
3287                 msg_print(NULL);
3288
3289                 if ((p_ptr->au >= 50) &&
3290                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3291
3292                 {
3293                         p_ptr->au -= 50;
3294                         identify_item(o_ptr);
3295                         object_desc(tmp_str, o_ptr, 0);
3296                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3297
3298                         /* Auto-inscription */
3299                         autopick_alter_item(item, FALSE);
3300
3301                         /* Update the gold display */
3302                         building_prt_gold();
3303                 }
3304                 else
3305                 {
3306                         return;
3307                 }
3308         }
3309
3310         /* Extract the object "level" */
3311         lev = k_info[o_ptr->k_idx].level;
3312
3313         /* Price for a rod */
3314         if (o_ptr->tval == TV_ROD)
3315         {
3316                 if (o_ptr->timeout > 0)
3317                 {
3318                         /* Fully recharge */
3319                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3320                 }
3321                 else
3322                 {
3323                         /* No recharge necessary */
3324                         price = 0;
3325                         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."));
3326                         return;
3327                 }
3328         }
3329         else if (o_ptr->tval == TV_STAFF)
3330         {
3331                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3332                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3333
3334                 /* Pay at least 10 gold per charge */
3335                 price = MAX(10, price);
3336         }
3337         else
3338         {
3339                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3340                 price = (k_info[o_ptr->k_idx].cost / 10);
3341
3342                 /* Pay at least 10 gold per charge */
3343                 price = MAX(10, price);
3344         }
3345
3346         /* Limit the number of charges for wands and staffs */
3347         if (o_ptr->tval == TV_WAND
3348                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3349         {
3350                 if (o_ptr->number > 1)
3351                 {
3352                         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."));
3353                 }
3354                 else
3355                 {
3356                         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."));
3357                 }
3358                 return;
3359         }
3360         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3361         {
3362                 if (o_ptr->number > 1)
3363                 {
3364                         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."));
3365                 }
3366                 else
3367                 {
3368                         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."));
3369                 }
3370                 return;
3371         }
3372
3373         /* Check if the player has enough money */
3374         if (p_ptr->au < price)
3375         {
3376                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3377 #ifdef JP
3378                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3379 #else
3380                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3381 #endif
3382
3383                 return;
3384         }
3385
3386         if (o_ptr->tval == TV_ROD)
3387         {
3388 #ifdef JP
3389                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3390 #else
3391                 if (get_check(format("Recharge the %s for %d gold? ",
3392                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3393 #endif
3394
3395                 {
3396                         /* Recharge fully */
3397                         o_ptr->timeout = 0;
3398                 }
3399                 else
3400                 {
3401                         return;
3402                 }
3403         }
3404         else
3405         {
3406                 if (o_ptr->tval == TV_STAFF)
3407                         max_charges = k_ptr->pval - o_ptr->pval;
3408                 else
3409                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3410
3411                 /* Get the quantity for staves and wands */
3412                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3413                                         MIN(p_ptr->au / price, max_charges));
3414
3415                 /* Do nothing */
3416                 if (charges < 1) return;
3417
3418                 /* Get the new price */
3419                 price *= charges;
3420
3421                 /* Recharge */
3422                 o_ptr->pval += charges;
3423
3424                 /* We no longer think the item is empty */
3425                 o_ptr->ident &= ~(IDENT_EMPTY);
3426         }
3427
3428         /* Give feedback */
3429         object_desc(tmp_str, o_ptr, 0);
3430 #ifdef JP
3431         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3432 #else
3433         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3434 #endif
3435         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3436
3437         p_ptr->window |= (PW_INVEN);
3438
3439         /* Pay the price */
3440         p_ptr->au -= price;
3441
3442         /* Finished */
3443         return;
3444 }
3445
3446
3447 /*!
3448  * @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
3449  * @details
3450  * The player can select the number of charges to add\n
3451  * (up to a limit), and the recharge never fails.\n
3452  *\n
3453  * The cost for rods depends on the level of the rod. The prices\n
3454  * for recharging wands and staves are dependent on the cost of\n
3455  * the base-item.\n
3456  * @return なし
3457  */
3458 static void building_recharge_all(void)
3459 {
3460         INVENTORY_IDX i;
3461         DEPTH lev;
3462         object_type *o_ptr;
3463         object_kind *k_ptr;
3464         PRICE price = 0;
3465         PRICE total_cost = 0;
3466
3467
3468         /* Display some info */
3469         msg_flag = FALSE;
3470         clear_bldg(4, 18);
3471         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);
3472
3473         /* Calculate cost */
3474         for ( i = 0; i < INVEN_PACK; i++)
3475         {
3476                 o_ptr = &inventory[i];
3477                                 
3478                 /* skip non magic device */
3479                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3480
3481                 /* need identified */
3482                 if (!object_is_known(o_ptr)) total_cost += 50;
3483
3484                 /* Extract the object "level" */
3485                 lev = k_info[o_ptr->k_idx].level;
3486
3487                 k_ptr = &k_info[o_ptr->k_idx];
3488
3489                 switch (o_ptr->tval)
3490                 {
3491                 case TV_ROD:
3492                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3493                         break;
3494
3495                 case TV_STAFF:
3496                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3497                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3498
3499                         /* Pay at least 10 gold per charge */
3500                         price = MAX(10, price);
3501
3502                         /* Fully charge */
3503                         price = (k_ptr->pval - o_ptr->pval) * price;
3504                         break;
3505
3506                 case TV_WAND:
3507                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3508                         price = (k_info[o_ptr->k_idx].cost / 10);
3509
3510                         /* Pay at least 10 gold per charge */
3511                         price = MAX(10, price);
3512
3513                         /* Fully charge */
3514                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3515                         break;
3516                 }
3517
3518                 /* if price <= 0 then item have enough charge */
3519                 if (price > 0) total_cost += price;
3520         }
3521
3522         if (!total_cost)
3523         {
3524                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3525                 msg_print(NULL);
3526                 return;
3527         }
3528
3529         /* Check if the player has enough money */
3530         if (p_ptr->au < total_cost)
3531         {
3532                 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 );
3533                 msg_print(NULL);
3534                 return;
3535         }
3536         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3537         
3538         for (i = 0; i < INVEN_PACK; i++)
3539         {
3540                 o_ptr = &inventory[i];
3541                 k_ptr = &k_info[o_ptr->k_idx];
3542
3543                 /* skip non magic device */
3544                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3545
3546                 if (!object_is_known(o_ptr))
3547                 {
3548                         identify_item(o_ptr);
3549
3550                         /* Auto-inscription */
3551                         autopick_alter_item(i, FALSE);
3552                 }
3553
3554                 /* Recharge */
3555                 switch (o_ptr->tval)
3556                 {
3557                 case TV_ROD:
3558                         o_ptr->timeout = 0;
3559                         break;
3560                 case TV_STAFF:
3561                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3562                         /* We no longer think the item is empty */
3563                         o_ptr->ident &= ~(IDENT_EMPTY);
3564                         break;
3565                 case TV_WAND:
3566                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3567                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3568                         /* We no longer think the item is empty */
3569                         o_ptr->ident &= ~(IDENT_EMPTY);
3570                         break;
3571                 }
3572         }
3573
3574         /* Give feedback */
3575         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3576         msg_print(NULL);
3577         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3578
3579         p_ptr->window |= (PW_INVEN);
3580
3581         /* Pay the price */
3582         p_ptr->au -= total_cost;
3583
3584         /* Finished */
3585         return;
3586 }
3587
3588 /*!
3589  * @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-
3590  * @return 常にTRUEを返す。
3591  * @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。
3592  */
3593 static bool research_mon(void)
3594 {
3595         IDX i;
3596         int n;
3597         MONRACE_IDX r_idx;
3598         char sym, query;
3599         char buf[128];
3600         bool notpicked;
3601         bool recall = FALSE;
3602         u16b why = 0;
3603         MONSTER_IDX *who;
3604
3605         /* XTRA HACK WHATSEARCH */
3606         bool all = FALSE;
3607         bool uniq = FALSE;
3608         bool norm = FALSE;
3609         char temp[80] = "";
3610
3611         /* XTRA HACK REMEMBER_IDX */
3612         static int old_sym = '\0';
3613         static IDX old_i = 0;
3614
3615         screen_save();
3616
3617         /* Get a character, or abort */
3618         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):",
3619                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3620
3621         {
3622                 screen_load();
3623
3624                 return (FALSE);
3625         }
3626
3627         /* Find that character info, and describe it */
3628         for (i = 0; ident_info[i]; ++i)
3629         {
3630                 if (sym == ident_info[i][0]) break;
3631         }
3632
3633                 /* XTRA HACK WHATSEARCH */
3634         if (sym == KTRL('A'))
3635         {
3636                 all = TRUE;
3637                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3638         }
3639         else if (sym == KTRL('U'))
3640         {
3641                 all = uniq = TRUE;
3642                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3643         }
3644         else if (sym == KTRL('N'))
3645         {
3646                 all = norm = TRUE;
3647                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3648         }
3649         else if (sym == KTRL('M'))
3650         {
3651                 all = TRUE;
3652                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3653                 {
3654                         temp[0]=0;
3655                         screen_load();
3656
3657                         return FALSE;
3658                 }
3659                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3660         }
3661         else if (ident_info[i])
3662         {
3663                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3664         }
3665         else
3666         {
3667                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3668         }
3669
3670         /* Display the result */
3671         prt(buf, 16, 10);
3672
3673         /* Allocate the "who" array */
3674         C_MAKE(who, max_r_idx, MONRACE_IDX);
3675
3676         /* Collect matching monsters */
3677         for (n = 0, i = 1; i < max_r_idx; i++)
3678         {
3679                 monster_race *r_ptr = &r_info[i];
3680
3681                 /* Empty monster */
3682                 if (!r_ptr->name) continue;
3683
3684                 /* XTRA HACK WHATSEARCH */
3685                 /* Require non-unique monsters if needed */
3686                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3687
3688                 /* Require unique monsters if needed */
3689                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3690
3691                 /* 名前検索 */
3692                 if (temp[0])
3693                 {
3694                         int xx;
3695                         char temp2[80];
3696
3697                         for (xx = 0; temp[xx] && xx < 80; xx++)
3698                         {
3699 #ifdef JP
3700                                 if (iskanji(temp[xx]))
3701                                 {
3702                                         xx++;
3703                                         continue;
3704                                 }
3705 #endif
3706                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3707                         }
3708   
3709 #ifdef JP
3710                         strcpy(temp2, r_name + r_ptr->E_name);
3711 #else
3712                         strcpy(temp2, r_name + r_ptr->name);
3713 #endif
3714                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3715                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3716
3717 #ifdef JP
3718                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3719 #else
3720                         if (my_strstr(temp2, temp))
3721 #endif
3722                                 who[n++] = i;
3723                 }
3724                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3725         }
3726
3727         /* Nothing to recall */
3728         if (!n)
3729         {
3730                 /* Free the "who" array */
3731                 C_KILL(who, max_r_idx, MONRACE_IDX);
3732                 screen_load();
3733
3734                 return (FALSE);
3735         }
3736
3737         /* Sort by level */
3738         why = 2;
3739         query = 'y';
3740
3741         /* Sort if needed */
3742         if (why)
3743         {
3744                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3745         }
3746
3747
3748         /* Start at the end */
3749         /* XTRA HACK REMEMBER_IDX */
3750         if (old_sym == sym && old_i < n) i = old_i;
3751         else i = n - 1;
3752
3753         notpicked = TRUE;
3754
3755         /* Scan the monster memory */
3756         while (notpicked)
3757         {
3758                 /* Extract a race */
3759                 r_idx = who[i];
3760
3761                 /* Hack -- Begin the prompt */
3762                 roff_top(r_idx);
3763
3764                 /* Hack -- Complete the prompt */
3765                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3766
3767                 /* Interact */
3768                 while (1)
3769                 {
3770                         /* Recall */
3771                         if (recall)
3772                         {
3773                                 /*** Recall on screen ***/
3774
3775                                 /* Get maximal info about this monster */
3776                                 lore_do_probe(r_idx);
3777
3778                                 /* Save this monster ID */
3779                                 monster_race_track(r_idx);
3780                                 handle_stuff();
3781
3782                                 /* know every thing mode */
3783                                 screen_roff(r_idx, 0x01);
3784                                 notpicked = FALSE;
3785
3786                                 /* XTRA HACK REMEMBER_IDX */
3787                                 old_sym = sym;
3788                                 old_i = i;
3789                         }
3790
3791                         /* Command */
3792                         query = inkey();
3793
3794                         /* Normal commands */
3795                         if (query != 'r') break;
3796
3797                         /* Toggle recall */
3798                         recall = !recall;
3799                 }
3800
3801                 /* Stop scanning */
3802                 if (query == ESCAPE) break;
3803
3804                 /* Move to "prev" monster */
3805                 if (query == '-')
3806                 {
3807                         if (++i == n)
3808                         {
3809                                 i = 0;
3810                                 if (!expand_list) break;
3811                         }
3812                 }
3813
3814                 /* Move to "next" monster */
3815                 else
3816                 {
3817                         if (i-- == 0)
3818                         {
3819                                 i = n - 1;
3820                                 if (!expand_list) break;
3821                         }
3822                 }
3823         }
3824
3825
3826         /* Re-display the identity */
3827         /* prt(buf, 5, 5);*/
3828
3829         /* Free the "who" array */
3830         C_KILL(who, max_r_idx, MONRACE_IDX);
3831         screen_load();
3832
3833         return (!notpicked);
3834 }
3835
3836
3837 /*!
3838  * @brief 施設の処理実行メインルーチン / Execute a building command
3839  * @param bldg 施設構造体の参照ポインタ
3840  * @param i 実行したい施設のサービステーブルの添字
3841  * @return なし
3842  */
3843 static void bldg_process_command(building_type *bldg, int i)
3844 {
3845         BACT_IDX bact = bldg->actions[i];
3846         PRICE bcost;
3847         bool paid = FALSE;
3848
3849         msg_flag = FALSE;
3850         msg_erase();
3851
3852         if (is_owner(bldg))
3853                 bcost = bldg->member_costs[i];
3854         else
3855                 bcost = bldg->other_costs[i];
3856
3857         /* action restrictions */
3858         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3859             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3860         {
3861                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3862                 return;
3863         }
3864
3865         /* check gold (HACK - Recharge uses variable costs) */
3866         if ((bact != BACT_RECHARGE) &&
3867             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3868              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3869         {
3870                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3871                 return;
3872         }
3873
3874         switch (bact)
3875         {
3876         case BACT_NOTHING:
3877                 /* Do nothing */
3878                 break;
3879         case BACT_RESEARCH_ITEM:
3880                 paid = identify_fully(FALSE);
3881                 break;
3882         case BACT_TOWN_HISTORY:
3883                 town_history();
3884                 break;
3885         case BACT_RACE_LEGENDS:
3886                 race_legends();
3887                 break;
3888         case BACT_QUEST:
3889                 castle_quest();
3890                 break;
3891         case BACT_KING_LEGENDS:
3892         case BACT_ARENA_LEGENDS:
3893         case BACT_LEGENDS:
3894                 show_highclass();
3895                 break;
3896         case BACT_POSTER:
3897         case BACT_ARENA_RULES:
3898         case BACT_ARENA:
3899                 arena_comm(bact);
3900                 break;
3901         case BACT_IN_BETWEEN:
3902         case BACT_CRAPS:
3903         case BACT_SPIN_WHEEL:
3904         case BACT_DICE_SLOTS:
3905         case BACT_GAMBLE_RULES:
3906         case BACT_POKER:
3907                 gamble_comm(bact);
3908                 break;
3909         case BACT_REST:
3910         case BACT_RUMORS:
3911         case BACT_FOOD:
3912                 paid = inn_comm(bact);
3913                 break;
3914         case BACT_RESEARCH_MONSTER:
3915                 paid = research_mon();
3916                 break;
3917         case BACT_COMPARE_WEAPONS:
3918                 paid = TRUE;
3919                 bcost = compare_weapons(bcost);
3920                 break;
3921         case BACT_ENCHANT_WEAPON:
3922                 item_tester_hook = object_allow_enchant_melee_weapon;
3923                 enchant_item(bcost, 1, 1, 0);
3924                 break;
3925         case BACT_ENCHANT_ARMOR:
3926                 item_tester_hook = object_is_armour;
3927                 enchant_item(bcost, 0, 0, 1);
3928                 break;
3929         case BACT_RECHARGE:
3930                 building_recharge();
3931                 break;
3932         case BACT_RECHARGE_ALL:
3933                 building_recharge_all();
3934                 break;
3935         case BACT_IDENTS: /* needs work */
3936                 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;
3937                 identify_pack();
3938                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3939                 paid = TRUE;
3940                 break;
3941         case BACT_IDENT_ONE: /* needs work */
3942                 paid = ident_spell(FALSE);
3943                 break;
3944         case BACT_LEARN:
3945                 do_cmd_study();
3946                 break;
3947         case BACT_HEALING: /* needs work */
3948                 paid = cure_critical_wounds(200);
3949                 break;
3950         case BACT_RESTORE: /* needs work */
3951                 paid = restore_all_status();
3952                 break;
3953         case BACT_ENCHANT_ARROWS:
3954                 item_tester_hook = item_tester_hook_ammo;
3955                 enchant_item(bcost, 1, 1, 0);
3956                 break;
3957         case BACT_ENCHANT_BOW:
3958                 item_tester_tval = TV_BOW;
3959                 enchant_item(bcost, 1, 1, 0);
3960                 break;
3961
3962         case BACT_RECALL:
3963                 if (recall_player(p_ptr, 1)) paid = TRUE;
3964                 break;
3965
3966         case BACT_TELEPORT_LEVEL:
3967                 clear_bldg(4, 20);
3968                 paid = free_level_recall(p_ptr);
3969                 break;
3970
3971         case BACT_LOSE_MUTATION:
3972                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3973                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3974                 {
3975                         while(!lose_mutation(0));
3976                         paid = TRUE;
3977                 }
3978                 else
3979                 {
3980                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3981                         msg_print(NULL);
3982                 }
3983                 break;
3984
3985         case BACT_BATTLE:
3986                 kakutoujou();
3987                 break;
3988
3989         case BACT_TSUCHINOKO:
3990                 tsuchinoko();
3991                 break;
3992
3993         case BACT_KUBI:
3994                 shoukinkubi();
3995                 break;
3996
3997         case BACT_TARGET:
3998                 today_target();
3999                 break;
4000
4001         case BACT_KANKIN:
4002                 kankin();
4003                 break;
4004
4005         case BACT_HEIKOUKA:
4006                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4007                 set_virtue(V_COMPASSION, 0);
4008                 set_virtue(V_HONOUR, 0);
4009                 set_virtue(V_JUSTICE, 0);
4010                 set_virtue(V_SACRIFICE, 0);
4011                 set_virtue(V_KNOWLEDGE, 0);
4012                 set_virtue(V_FAITH, 0);
4013                 set_virtue(V_ENLIGHTEN, 0);
4014                 set_virtue(V_ENCHANT, 0);
4015                 set_virtue(V_CHANCE, 0);
4016                 set_virtue(V_NATURE, 0);
4017                 set_virtue(V_HARMONY, 0);
4018                 set_virtue(V_VITALITY, 0);
4019                 set_virtue(V_UNLIFE, 0);
4020                 set_virtue(V_PATIENCE, 0);
4021                 set_virtue(V_TEMPERANCE, 0);
4022                 set_virtue(V_DILIGENCE, 0);
4023                 set_virtue(V_VALOUR, 0);
4024                 set_virtue(V_INDIVIDUALISM, 0);
4025                 get_virtues();
4026                 paid = TRUE;
4027                 break;
4028
4029         case BACT_TELE_TOWN:
4030                 paid = tele_town();
4031                 break;
4032
4033         case BACT_EVAL_AC:
4034                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4035                 break;
4036
4037         case BACT_BROKEN_WEAPON:
4038                 paid = TRUE;
4039                 bcost = repair_broken_weapon(bcost);
4040                 break;
4041         }
4042
4043         if (paid)
4044         {
4045                 p_ptr->au -= bcost;
4046         }
4047 }
4048
4049 /*!
4050  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4051  * @return なし
4052  */
4053 void do_cmd_bldg(void)
4054 {
4055         int             i, which;
4056         char            command;
4057         bool            validcmd;
4058         building_type   *bldg;
4059
4060         if(p_ptr->wild_mode) return;
4061
4062         take_turn(p_ptr, 100);
4063
4064         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4065         {
4066                 msg_print(_("ここには建物はない。", "You see no building here."));
4067                 return;
4068         }
4069
4070         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4071
4072         bldg = &building[which];
4073
4074         /* Don't re-init the wilderness */
4075         reinit_wilderness = FALSE;
4076
4077         if ((which == 2) && (p_ptr->arena_number < 0))
4078         {
4079                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4080                 return;
4081         }
4082         else if ((which == 2) && p_ptr->inside_arena)
4083         {
4084                 if (!p_ptr->exit_bldg && m_cnt > 0)
4085                 {
4086                         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);
4087                 }
4088                 else
4089                 {
4090                         /* Don't save the arena as saved floor */
4091                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4092
4093                         p_ptr->inside_arena = FALSE;
4094                         p_ptr->leaving = TRUE;
4095
4096                         /* Re-enter the arena */
4097                         command_new = SPECIAL_KEY_BUILDING;
4098
4099                         /* No energy needed to re-enter the arena */
4100                         free_turn(p_ptr);
4101                 }
4102
4103                 return;
4104         }
4105         else if (p_ptr->inside_battle)
4106         {
4107                 /* Don't save the arena as saved floor */
4108                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4109
4110                 p_ptr->leaving = TRUE;
4111                 p_ptr->inside_battle = FALSE;
4112
4113                 /* Re-enter the monster arena */
4114                 command_new = SPECIAL_KEY_BUILDING;
4115
4116                 /* No energy needed to re-enter the arena */
4117                 free_turn(p_ptr);
4118
4119                 return;
4120         }
4121         else
4122         {
4123                 p_ptr->oldpy = p_ptr->y;
4124                 p_ptr->oldpx = p_ptr->x;
4125         }
4126
4127         forget_lite();
4128         forget_view();
4129
4130         /* Hack -- Increase "icky" depth */
4131         character_icky++;
4132
4133         command_arg = 0;
4134         command_rep = 0;
4135         command_new = 0;
4136
4137         show_building(bldg);
4138         p_ptr->leave_bldg = FALSE;
4139
4140         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4141
4142         while (!p_ptr->leave_bldg)
4143         {
4144                 validcmd = FALSE;
4145                 prt("", 1, 0);
4146
4147                 building_prt_gold();
4148
4149                 command = inkey();
4150
4151                 if (command == ESCAPE)
4152                 {
4153                         p_ptr->leave_bldg = TRUE;
4154                         p_ptr->inside_arena = FALSE;
4155                         p_ptr->inside_battle = FALSE;
4156                         break;
4157                 }
4158
4159                 for (i = 0; i < 8; i++)
4160                 {
4161                         if (bldg->letters[i])
4162                         {
4163                                 if (bldg->letters[i] == command)
4164                                 {
4165                                         validcmd = TRUE;
4166                                         break;
4167                                 }
4168                         }
4169                 }
4170
4171                 if(validcmd) bldg_process_command(bldg, i);
4172
4173                 handle_stuff();
4174         }
4175
4176         select_floor_music();
4177
4178         msg_flag = FALSE;
4179         msg_erase();
4180
4181         /* Reinit wilderness to activate quests ... */
4182         if (reinit_wilderness)
4183         {
4184                 p_ptr->leaving = TRUE;
4185         }
4186
4187         /* Hack -- Decrease "icky" depth */
4188         character_icky--;
4189
4190         Term_clear();
4191
4192         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4193         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4194         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4195 }