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[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17 #include "term.h"
18
19 #include "core.h"
20 #include "cmd-dump.h"
21 #include "cmd-magiceat.h"
22 #include "floor.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
25 #include "autopick.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "monster.h"
31 #include "monsterrace-hook.h"
32 #include "melee.h"
33 #include "wild.h"
34 #include "world.h"
35 #include "sort.h"
36
37 #include "avatar.h"
38 #include "bldg.h"
39 #include "dungeon.h"
40 #include "mutation.h"
41 #include "quest.h"
42 #include "artifact.h"
43 #include "cmd-spell.h"
44 #include "rumor.h"
45 #include "spells.h"
46 #include "spells-status.h"
47 #include "realm-hex.h"
48 #include "dungeon-file.h"
49
50 #include "files.h"
51 #include "player-status.h"
52 #include "player-effects.h"
53 #include "player-class.h"
54 #include "player-personality.h"
55 #include "scores.h"
56 #include "shoot.h"
57 #include "view-mainwindow.h"
58 #include "monsterrace.h"
59 #include "autopick.h"
60
61
62 /*
63  * Buildings
64  */
65 building_type building[MAX_BLDG];
66
67 MONRACE_IDX battle_mon[4];
68 u32b mon_odds[4];
69 int battle_odds;
70 PRICE kakekin;
71 int sel_monster;
72
73 bool reinit_wilderness = FALSE;
74 MONSTER_IDX today_mon;
75
76 /*!
77  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
78  */
79 const arena_type arena_info[MAX_ARENA_MONS + 2] =
80 {
81         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
82         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
83         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
84         { MON_LION_HEART,    0,         0                             },
85         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
86         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
87         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
88         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
89         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
90         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
91         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
92         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
93         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
94         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
95         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
96         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
97         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
98         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
99         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
100         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
101         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
102         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
103         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
104         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
105         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
106         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
107         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
108         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
109         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
110         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
111         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
112         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
113         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
114         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
115         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
116         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
117         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
118         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
119         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
120         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
121         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
122         { 0,                 0,         0                             }, /* Victory prizing */
123         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
124 };
125
126 /*!
127  * @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。
128  * @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、
129  * 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。
130  * @param bldg 施設構造体の参照ポインタ
131  * @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。
132  */
133 static bool is_owner(building_type *bldg)
134 {
135         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
136         {
137                 return (TRUE);
138         }
139
140         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
141         {
142                 return (TRUE);
143         }
144
145         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
146                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
147         {
148                 return (TRUE);
149         }
150
151         return (FALSE);
152 }
153
154 /*!
155  * @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。
156  (スペルマスターの特別判定つき)
157  * @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、
158  * 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。
159  * @param bldg 施設構造体の参照ポインタ
160  * @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。
161  * @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。
162  */
163 static bool is_member(building_type *bldg)
164 {
165         if (bldg->member_class[p_ptr->pclass])
166         {
167                 return (TRUE);
168         }
169
170         if (bldg->member_race[p_ptr->prace])
171         {
172                 return (TRUE);
173         }
174
175         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
176             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
177         {
178                 return (TRUE);
179         }
180
181
182         if (p_ptr->pclass == CLASS_SORCERER)
183         {
184                 int i;
185                 bool OK = FALSE;
186                 for (i = 0; i < MAX_MAGIC; i++)
187                 {
188                         if (bldg->member_realm[i+1]) OK = TRUE;
189                 }
190                 return OK;
191         }
192         return (FALSE);
193 }
194
195 /*!
196  * @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
197  * @details 消去は行毎にヌル文字列で行われる。
198  * @param min_row 開始行番号
199  * @param max_row 末尾行番号
200  * @return なし
201  */
202 void clear_bldg(int min_row, int max_row)
203 {
204         int   i;
205
206         for (i = min_row; i <= max_row; i++)
207                 prt("", i, 0);
208 }
209
210 /*!
211  * @brief 所持金を表示する。
212  * @return なし
213  */
214 static void building_prt_gold(void)
215 {
216         char tmp_str[80];
217         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
218         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
219         prt(tmp_str, 23, 68);
220 }
221
222 /*!
223  * @brief 施設のサービス一覧を表示する / Display a building.
224  * @param bldg 施設構造体の参照ポインタ
225  * @return なし
226  */
227 static void show_building(building_type* bldg)
228 {
229         char buff[20];
230         int i;
231         byte action_color;
232         char tmp_str[80];
233
234         Term_clear();
235         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
236         prt(tmp_str, 2, 1);
237
238
239         for (i = 0; i < 8; i++)
240         {
241                 if (bldg->letters[i])
242                 {
243                         if (bldg->action_restr[i] == 0)
244                         {
245                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
246                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
247                                 {
248                                         action_color = TERM_WHITE;
249                                         buff[0] = '\0';
250                                 }
251                                 else if (is_owner(bldg))
252                                 {
253                                         action_color = TERM_YELLOW;
254                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
255                                 }
256                                 else
257                                 {
258                                         action_color = TERM_YELLOW;
259                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
260                         }
261                         else if (bldg->action_restr[i] == 1)
262                         {
263                                 if (!is_member(bldg))
264                                 {
265                                         action_color = TERM_L_DARK;
266                                         strcpy(buff, _("(閉店)", "(closed)"));
267                                 }
268                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
269                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
270                                 {
271                                         action_color = TERM_WHITE;
272                                         buff[0] = '\0';
273                                 }
274                                 else if (is_owner(bldg))
275                                 {
276                                         action_color = TERM_YELLOW;
277                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
278                                 }
279                                 else
280                                 {
281                                         action_color = TERM_YELLOW;
282                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
283                                 }
284                         }
285                         else
286                         {
287                                 if (!is_owner(bldg))
288                                 {
289                                         action_color = TERM_L_DARK;
290                                         strcpy(buff, _("(閉店)", "(closed)"));
291                                 }
292                                 else if (bldg->member_costs[i] != 0)
293                                 {
294                                         action_color = TERM_YELLOW;
295                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
296                                 }
297                                 else
298                                 {
299                                         action_color = TERM_WHITE;
300                                         buff[0] = '\0';
301                                 }
302                         }
303
304                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
305                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
306                 }
307         }
308         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
309 }
310
311 /*!
312  * @brief 闘技場に入るコマンドの処理 / arena commands
313  * @param cmd 闘技場処理のID
314  * @return なし
315  */
316 static void arena_comm(int cmd)
317 {
318         monster_race    *r_ptr;
319         concptr            name;
320
321
322         switch (cmd)
323         {
324                 case BACT_ARENA:
325                         if (p_ptr->arena_number == MAX_ARENA_MONS)
326                         {
327                                 clear_bldg(5, 19);
328                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
329                                 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);
330                                 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);
331
332                                 prt("", 10, 0);
333                                 prt("", 11, 0);
334                                 p_ptr->au += 1000000L;
335                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
336                                 msg_print(NULL);
337                                 p_ptr->arena_number++;
338                         }
339                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
340                         {
341                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
342                                 {
343                                         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."));
344                                         msg_print(NULL);
345                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
346                                         {       
347                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
348                                                 msg_print(NULL);
349                                         
350                                                 p_ptr->exit_bldg = FALSE;
351                                                 reset_tim_flags();
352
353                                                 /* Save the surface floor as saved floor */
354                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
355
356                                                 p_ptr->inside_arena = TRUE;
357                                                 p_ptr->leaving = TRUE;
358                                                 p_ptr->leave_bldg = TRUE;
359                                         }
360                                         else
361                                         {
362                                                 msg_print(_("残念だ。", "We are disappointed."));
363                                         }
364                                 }
365                                 else
366                                 {
367                                         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。",
368                                                                 "You enter the arena briefly and bask in your glory."));
369                                         msg_print(NULL);
370                                 }
371                         }
372                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
373                         {
374                                 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。",
375                                                         "You don't have permission to enter with pet."));
376                                 msg_print(NULL);
377                         }
378                         else
379                         {
380                                 p_ptr->exit_bldg = FALSE;
381                                 reset_tim_flags();
382
383                                 /* Save the surface floor as saved floor */
384                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
385
386                                 p_ptr->inside_arena = TRUE;
387                                 p_ptr->leaving = TRUE;
388                                 p_ptr->leave_bldg = TRUE;
389                         }
390                         break;
391                 case BACT_POSTER:
392                         if (p_ptr->arena_number == MAX_ARENA_MONS)
393                                 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。",
394                                                         "You are victorious. Enter the arena for the ceremony."));
395
396                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
397                         {
398                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
399                         }
400                         else
401                         {
402                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
403                                 name = (r_name + r_ptr->name);
404                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
405
406                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
407                                 p_ptr->window |= (PW_MONSTER);
408                                 handle_stuff();
409
410                         }
411                         break;
412                 case BACT_ARENA_RULES:
413                         screen_save();
414
415                         /* Peruse the arena help file */
416                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
417                         screen_load();
418
419                         break;
420         }
421 }
422
423 /*!
424  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
425  * @param row シンボルを表示する行の上端
426  * @param col シンボルを表示する行の左端
427  * @param fruit 表示するシンボルID
428  * @return なし
429  */
430 static void display_fruit(int row, int col, int fruit)
431 {
432         switch (fruit)
433         {
434                 case 0: /* lemon */
435                         c_put_str(TERM_YELLOW, "   ####.", row, col);
436                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
437                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
438                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
439                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
440                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
441                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
442                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
443                         prt(                 _(" レモン ",
444                                                            " Lemon  "), row + 8, col);
445                         break;
446                 case 1: /* orange */
447                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
448                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
449                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
450                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
451                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
452                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
453                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
454                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
455                         prt(                 _("オレンジ",
456                                                                    " Orange "), row + 8, col);
457                         break;
458                 case 2: /* sword */
459                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
460                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
461                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
462                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
463                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
464                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
465                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
466                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
467                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
468                         break;
469                 case 3: /* shield */
470                         c_put_str(TERM_SLATE, " ###### ", row, col);
471                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
472                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
473                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
474                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
475                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
476                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
477                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
478                         prt(                _("   盾   ",
479                                                                   " Shield "), row + 8, col);
480                         break;
481                 case 4: /* plum */
482                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
483                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
484                         c_put_str(TERM_VIOLET, "########", row + 2, col);
485                         c_put_str(TERM_VIOLET, "########", row + 3, col);
486                         c_put_str(TERM_VIOLET, "########", row + 4, col);
487                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
488                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
489                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
490                         prt(                 _(" プラム ",
491                                                                    "  Plum  "), row + 8, col);
492                         break;
493                 case 5: /* cherry */
494                         c_put_str(TERM_RED, "      ##", row, col);
495                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
496                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
497                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
498                         c_put_str(TERM_RED, " ###### ", row + 4, col);
499                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
500                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
501                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
502                         prt(              _("チェリー",
503                                                                 " Cherry "), row + 8, col);
504                         break;
505         }
506 }
507
508 /*! @note
509  * kpoker no (tyuto-hannpa na)pakuri desu...
510  * joker ha shineru node haitte masen.
511  *
512  * TODO: donataka! tsukutte!
513  *  - agatta yaku no kiroku (like DQ).
514  *  - kakkoii card no e.
515  *  - sousa-sei no koujyo.
516  *  - code wo wakariyasuku.
517  *  - double up.
518  *  - Joker... -- done.
519  *
520  * 9/13/2000 --Koka
521  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
522  */
523
524 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
525 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
526 #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 */
527
528 static int cards[5]; /*!< ポーカーの現在の手札ID */
529
530 /*!
531  * @brief ポーカーの山札を切る。
532  * @param deck デッキの配列
533  * @return なし
534  */
535 static void reset_deck(int deck[])
536 {
537         int i;
538         for (i = 0; i < 53; i++) deck[i] = i;
539
540         /* shuffle cards */
541         for (i = 0; i < 53; i++){
542                 int tmp1 = randint0(53 - i) + i;
543                 int tmp2 = deck[i];
544                 deck[i] = deck[tmp1];
545                 deck[tmp1] = tmp2;
546         }
547 }
548
549 /*!
550  * @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。
551  * @return ジョーカーを持っているか。
552  */
553 static bool have_joker(void)
554 {
555         int i;
556
557         for (i = 0; i < 5; i++){
558           if(IS_JOKER(cards[i])) return TRUE;
559         }
560         return FALSE;
561 }
562
563 /*!
564  * @brief ポーカーの手札に該当の番号の札があるかを返す。
565  * @param num 探したいカードの番号。
566  * @return 該当の番号が手札にあるか。
567  */
568 static bool find_card_num(int num)
569 {
570         int i;
571         for (i = 0; i < 5; i++)
572                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
573         return FALSE;
574 }
575
576 /*!
577  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
578  * @return 役の判定結果
579  */
580 static bool yaku_check_flush(void)
581 {
582         int i, suit;
583         bool joker_is_used = FALSE;
584
585         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
586         for (i = 0; i < 5; i++){
587                 if (SUIT_OF(cards[i]) != suit){
588                   if(have_joker() && !joker_is_used)
589                     joker_is_used = TRUE;
590                   else
591                     return FALSE;
592                 }
593         }
594
595         return TRUE;
596 }
597
598 /*!
599  * @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。
600  * @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
601  */
602 static int yaku_check_straight(void)
603 {
604         int i, lowest = 99;
605         bool joker_is_used = FALSE;
606         bool straight = FALSE;
607
608         /* get lowest */
609         for (i = 0; i < 5; i++)
610         {
611                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
612                         lowest = NUM_OF(cards[i]);
613         }
614         
615         /* Check Royal Straight Flush */
616         if (yaku_check_flush())
617         {
618           if( lowest == 0 ){
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;
626                         }
627                 }
628                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
629           }
630           if(lowest == 9){
631                 for (i = 0; i < 3; i++)
632                 {
633                         if (!find_card_num(10 + i))
634                                 break;
635                 }
636                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
637           }
638         }
639
640         joker_is_used = FALSE;
641
642         /* Straight Only Check */
643
644         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
645                 for (i = 0; i < 4; i++)
646                 {
647                         if (!find_card_num(9 + i)) {
648                                 if (have_joker() && !joker_is_used)
649                                         joker_is_used = TRUE;
650                                 else
651                                         break; /* None */
652                         }
653                 }
654                 if(i == 4) straight = TRUE;
655         }
656
657         joker_is_used = FALSE;
658
659         for (i = 0; i < 5; i++)
660         {
661                 if(!find_card_num(lowest + i)){
662                         if( have_joker() && !joker_is_used )
663                                 joker_is_used = TRUE;
664                         else
665                                 break; /* None */
666                 }
667         }
668         if(i == 5) straight = TRUE;
669         
670         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
671         else if(straight) return 1; /* Only Straight */
672         else return 0;
673 }
674
675 /*!
676  * @brief ポーカーのペア役の状態を返す。
677  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
678  */
679 static int yaku_check_pair(void)
680 {
681         int i, i2, matching = 0;
682
683         for (i = 0; i < 5; i++)
684         {
685                 for (i2 = i+1; i2 < 5; i2++)
686                 {
687                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
688                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
689                                 matching++;
690                 }
691         }
692
693         if(have_joker()){
694           switch(matching){
695           case 0:
696             matching = 1;
697             break;
698           case 1:
699             matching = 3;
700             break;
701           case 2:
702             matching = 4;
703             break;
704           case 3:
705             matching = 6;
706             break;
707           case 6:
708             matching = 7;
709             break;
710           default:
711             /* don't reach */
712             break;
713           }
714         }
715
716         return matching;
717 }
718
719 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
720 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
721 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
722 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
723 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
724 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
725 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
726 #define ODDS_ST 4 /*!< ストレートの役倍率 */
727 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
728 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
729
730 /*!
731  * @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。
732  * @return 役のID
733  */
734 static int yaku_check(void)
735 {
736         prt("                            ", 4, 3);
737
738         switch(yaku_check_straight()){
739         case 3: /* RF! */
740                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
741                 return ODDS_RF;
742         case 2: /* SF! */
743                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
744                 return ODDS_SF;
745         case 1:
746                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
747                 return ODDS_ST;
748         default:
749                 /* Not straight -- fall through */
750                 break;
751         }
752
753         if (yaku_check_flush())
754         {
755                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
756                 return ODDS_FL;
757         }
758
759         switch (yaku_check_pair())
760         {
761         case 1:
762                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
763                 return 0;
764         case 2:
765                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
766                 return ODDS_2P;
767         case 3:
768                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
769                 return ODDS_3C;
770         case 4:
771                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
772                 return ODDS_FH;
773         case 6:
774                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
775                 return ODDS_4C;
776         case 7:
777                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
778                 {
779                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
780                         return ODDS_5A;
781                 }
782                 else
783                 {
784                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
785                         return ODDS_5C;
786                 }
787         default:
788                 break;
789         }
790         return 0;
791 }
792
793 /*!
794  * @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。
795  * @param hoge カーソルの現在位置
796  * @param kaeruka カードの捨てる/残すフラグ配列
797  * @return なし
798  */
799 static void display_kaeruka(int hoge, int kaeruka[])
800 {
801         int i;
802         char col = TERM_WHITE;
803         for (i = 0; i < 5; i++)
804         {
805                 if (i == hoge) col = TERM_YELLOW;
806                 else if(kaeruka[i]) col = TERM_WHITE;
807                 else col = TERM_L_BLUE;
808                 
809                 if(kaeruka[i])
810                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
811                 else
812                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
813         }
814         if (hoge > 4) col = TERM_YELLOW;
815         else col = TERM_WHITE;
816         c_put_str(col, _("決定", "Sure"), 16,  38);
817
818         /* Hilite current option */
819         if (hoge < 5) move_cursor(14, 5+hoge*16);
820         else move_cursor(16, 38);
821 }
822
823 /*!
824  * @brief ポーカーの手札を表示する。
825  * @return なし
826  */
827 static void display_cards(void)
828 {
829         int i, j;
830         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
831 #ifdef JP
832         concptr suit[4] = {"★", "●", "¶", "†"};
833         concptr card_grph[13][7] = {{"A   %s     ",
834                                   "     変     ",
835                                   "     愚     ",
836                                   "     蛮     ",
837                                   "     怒     ",
838                                   "     %s     ",
839                                   "          A"},
840                                  {"2          ",
841                                   "     %s     ",
842                                   "            ",
843                                   "            ",
844                                   "            ",
845                                   "     %s     ",
846                                   "          2"},
847                                  {"3          ",
848                                   "     %s     ",
849                                   "            ",
850                                   "     %s     ",
851                                   "            ",
852                                   "     %s     ",
853                                   "          3"},
854                                  {"4          ",
855                                   "   %s  %s   ",
856                                   "            ",
857                                   "            ",
858                                   "            ",
859                                   "   %s  %s   ",
860                                   "          4"},
861                                  {"5          ",
862                                   "   %s  %s   ",
863                                   "            ",
864                                   "     %s     ",
865                                   "            ",
866                                   "   %s  %s   ",
867                                   "          5"},
868                                  {"6          ",
869                                   "   %s  %s   ",
870                                   "            ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "          6"},
875                                  {"7          ",
876                                   "   %s  %s   ",
877                                   "     %s     ",
878                                   "   %s  %s   ",
879                                   "            ",
880                                   "   %s  %s   ",
881                                   "          7"},
882                                  {"8          ",
883                                   "   %s  %s   ",
884                                   "     %s     ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "          8"},
889                                  {"9 %s  %s   ",
890                                   "            ",
891                                   "   %s  %s   ",
892                                   "     %s     ",
893                                   "   %s  %s   ",
894                                   "            ",
895                                   "   %s  %s 9"},
896                                  {"10 %s  %s   ",
897                                   "     %s     ",
898                                   "   %s  %s   ",
899                                   "            ",
900                                   "   %s  %s   ",
901                                   "     %s     ",
902                                   "   %s  %s 10"},
903                                  {"J   Λ     ",
904                                   "%s   ||     ",
905                                   "     ||     ",
906                                   "     ||     ",
907                                   "     ||     ",
908                                   "   |=亜=| %s",
909                                   "     目   J"},
910                                  {"Q ######   ",
911                                   "%s#      #  ",
912                                   "  # ++++ #  ",
913                                   "  # +==+ #  ",
914                                   "   # ++ #   ",
915                                   "    #  #  %s",
916                                   "     ##   Q"},
917                                  {"K          ",
918                                   "%s `⌒´   ",
919                                   "  γγγλ  ",
920                                   "  ο ο ι  ",
921                                   "   υ    ∂ ",
922                                   "    σ ノ %s",
923                                   "          K"}};
924         concptr joker_grph[7] = {    "            ",
925                                   "     J     ",
926                                   "     O     ",
927                                   "     K     ",
928                                   "     E     ",
929                                   "     R     ",
930                                   "            "};
931
932 #else
933
934         concptr suit[4] = {"[]", "qp", "<>", "db"};
935         concptr card_grph[13][7] = {{"A    %s     ",
936                                   "     He     ",
937                                   "     ng     ",
938                                   "     ba     ",
939                                   "     nd     ",
940                                   "     %s     ",
941                                   "           A"},
942                                  {"2           ",
943                                   "     %s     ",
944                                   "            ",
945                                   "            ",
946                                   "            ",
947                                   "     %s     ",
948                                   "           2"},
949                                  {"3           ",
950                                   "     %s     ",
951                                   "            ",
952                                   "     %s     ",
953                                   "            ",
954                                   "     %s     ",
955                                   "           3"},
956                                  {"4           ",
957                                   "   %s  %s   ",
958                                   "            ",
959                                   "            ",
960                                   "            ",
961                                   "   %s  %s   ",
962                                   "           4"},
963                                  {"5           ",
964                                   "   %s  %s   ",
965                                   "            ",
966                                   "     %s     ",
967                                   "            ",
968                                   "   %s  %s   ",
969                                   "           5"},
970                                  {"6           ",
971                                   "   %s  %s   ",
972                                   "            ",
973                                   "   %s  %s   ",
974                                   "            ",
975                                   "   %s  %s   ",
976                                   "           6"},
977                                  {"7           ",
978                                   "   %s  %s   ",
979                                   "     %s     ",
980                                   "   %s  %s   ",
981                                   "            ",
982                                   "   %s  %s   ",
983                                   "           7"},
984                                  {"8           ",
985                                   "   %s  %s   ",
986                                   "     %s     ",
987                                   "   %s  %s   ",
988                                   "     %s     ",
989                                   "   %s  %s   ",
990                                   "           8"},
991                                  {"9  %s  %s   ",
992                                   "            ",
993                                   "   %s  %s   ",
994                                   "     %s     ",
995                                   "   %s  %s   ",
996                                   "            ",
997                                   "   %s  %s  9"},
998                                  {"10 %s  %s   ",
999                                   "     %s     ",
1000                                   "   %s  %s   ",
1001                                   "            ",
1002                                   "   %s  %s   ",
1003                                   "     %s     ",
1004                                   "   %s  %s 10"},
1005                                  {"J    /\\     ",
1006                                   "%s   ||     ",
1007                                   "     ||     ",
1008                                   "     ||     ",
1009                                   "     ||     ",
1010                                   "   |=HH=| %s",
1011                                   "     ][    J"},
1012                                  {"Q  ######   ",
1013                                   "%s#      #  ",
1014                                   "  # ++++ #  ",
1015                                   "  # +==+ #  ",
1016                                   "   # ++ #   ",
1017                                   "    #  #  %s",
1018                                   "     ##    Q"},
1019                                  {"K           ",
1020                                   "%s _'~~`_   ",
1021                                   "   jjjjj$&  ",
1022                                   "   q q uu   ",
1023                                   "   c    &   ",
1024                                   "    v__/  %s",
1025                                   "           K"}};
1026         concptr joker_grph[7] = {    "            ",
1027                                   "     J      ",
1028                                   "     O      ",
1029                                   "     K      ",
1030                                   "     E      ",
1031                                   "     R      ",
1032                                   "            "};
1033 #endif
1034
1035         for (i = 0; i < 5; i++)
1036         {
1037                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1038         }
1039
1040         for (i = 0; i < 5; i++)
1041         {
1042                 for (j = 0; j < 7; j++)
1043                 {
1044                         prt(_("┃", " |"),  j+6,  i*16);
1045                         if(IS_JOKER(cards[i]))
1046                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1047                         else
1048                                 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);
1049                         prt(_("┃", "| "),  j+6,  i*16+14);
1050                 }
1051         }
1052         for (i = 0; i < 5; i++)
1053         {
1054                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1055         }
1056 }
1057
1058 /*!
1059  * @brief ポーカーの1プレイルーチン。
1060  * @return 1プレイの役の結果
1061  */
1062 static int do_poker(void)
1063 {
1064         int i, k = 2;
1065         char cmd;
1066         int deck[53]; /* yamafuda : 0...52 */
1067         int deck_ptr = 0;
1068         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1069
1070         bool done = FALSE;
1071         bool kettei = TRUE;
1072         bool kakikae = TRUE;
1073
1074         reset_deck(deck);
1075
1076         for (i = 0; i < 5; i++)
1077         {
1078                 cards[i] = deck[deck_ptr++];
1079                 kaeruka[i] = 0; /* default:nokosu */
1080         }
1081
1082         /* suteruno wo kimeru */
1083         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);
1084
1085         display_cards();
1086         yaku_check();
1087
1088         while (!done)
1089         {
1090                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1091                 kakikae = FALSE;
1092                 cmd = inkey();
1093                 switch (cmd)
1094                 {
1095                 case '6': case 'l': case 'L': case KTRL('F'):
1096                         if (!kettei) k = (k+1)%5;
1097                         else {k = 0;kettei = FALSE;}
1098                         kakikae = TRUE;
1099                         break;
1100                 case '4': case 'h': case 'H': case KTRL('B'):
1101                         if (!kettei) k = (k+4)%5;
1102                         else {k = 4;kettei = FALSE;}
1103                         kakikae = TRUE;
1104                         break;
1105                 case '2': case 'j': case 'J': case KTRL('N'):
1106                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1107                         break;
1108                 case '8': case 'k': case 'K': case KTRL('P'):
1109                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1110                         break;
1111                 case ' ': case '\r':
1112                         if (kettei) done = TRUE;
1113                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1114                         break;
1115                 default:
1116                         break;
1117                 }
1118         }
1119         
1120         prt("",0,0);
1121
1122         for (i = 0; i < 5; i++)
1123                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1124
1125         display_cards();
1126         
1127         return yaku_check();
1128 }
1129 #undef SUIT_OF
1130 #undef NUM_OF
1131 #undef IS_JOKER
1132 /* end of poker codes --Koka */
1133
1134 /*!
1135  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1136  * @param cmd プレイするゲームID
1137  * @return なし
1138  */
1139 static bool gamble_comm(int cmd)
1140 {
1141         int i;
1142         int roll1, roll2, roll3, choice, odds, win;
1143         s32b wager;
1144         s32b maxbet;
1145         s32b oldgold;
1146
1147         char out_val[160], tmp_str[80], again;
1148         concptr p;
1149
1150         screen_save();
1151
1152         if (cmd == BACT_GAMBLE_RULES)
1153         {
1154                 /* Peruse the gambling help file */
1155                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1156         }
1157         else
1158         {
1159                 /* No money */
1160                 if (p_ptr->au < 1)
1161                 {
1162                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1163                                                 "Hey! You don't have gold - get out of here!"));
1164                         msg_print(NULL);
1165                         screen_load();
1166                         return FALSE;
1167                 }
1168
1169                 clear_bldg(5, 23);
1170
1171                 maxbet = p_ptr->lev * 200;
1172
1173                 /* We can't bet more than we have */
1174                 maxbet = MIN(maxbet, p_ptr->au);
1175
1176                 /* Get the wager */
1177                 strcpy(out_val, "");
1178                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1179
1180
1181                 /*
1182                  * Use get_string() because we may need more than
1183                  * the s16b value returned by get_quantity().
1184                  */
1185                 if (get_string(tmp_str, out_val, 32))
1186                 {
1187                         /* Strip spaces */
1188                         for (p = out_val; *p == ' '; p++);
1189
1190                         /* Get the wager */
1191                         wager = atol(p);
1192
1193                         if (wager > p_ptr->au)
1194                         {
1195                                 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!"));
1196                                 msg_print(NULL);
1197                                 screen_load();
1198                                 return (FALSE);
1199                         }
1200                         else if (wager > maxbet)
1201                         {
1202                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1203                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1204                                 wager = maxbet;
1205                         }
1206                         else if (wager < 1)
1207                         {
1208                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1209                                 wager = 1;
1210                         }
1211                         msg_print(NULL);
1212                         win = FALSE;
1213                         odds = 0;
1214                         oldgold = p_ptr->au;
1215
1216                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1217                         prt(tmp_str, 20, 2);
1218                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1219                         prt(tmp_str, 21, 2);
1220
1221                         do
1222                         {
1223                                 p_ptr->au -= wager;
1224                                 switch (cmd)
1225                                 {
1226                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1227                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1228
1229                                         odds = 4;
1230                                         win = FALSE;
1231                                         roll1 = randint1(10);
1232                                         roll2 = randint1(10);
1233                                         choice = randint1(10);
1234                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1235
1236                                         prt(tmp_str, 8, 3);
1237                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1238
1239                                         prt(tmp_str, 11, 14);
1240                                         if (((choice > roll1) && (choice < roll2)) ||
1241                                                 ((choice < roll1) && (choice > roll2)))
1242                                                 win = TRUE;
1243                                         break;
1244                                 case BACT_CRAPS:  /* Game of Craps */
1245                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1246
1247                                         win = 3;
1248                                         odds = 2;
1249                                         roll1 = randint1(6);
1250                                         roll2 = randint1(6);
1251                                         roll3 = roll1 +  roll2;
1252                                         choice = roll3;
1253                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1254                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1255                                         prt(tmp_str, 7, 5);
1256                                         if ((roll3 == 7) || (roll3 == 11))
1257                                                 win = TRUE;
1258                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1259                                                 win = FALSE;
1260                                         else
1261                                                 do
1262                                                 {
1263                                                         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"));
1264
1265                                                         msg_print(NULL);
1266                                                         roll1 = randint1(6);
1267                                                         roll2 = randint1(6);
1268                                                         roll3 = roll1 +  roll2;
1269                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1270                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1271                                                         prt(tmp_str, 8, 5);
1272                                                         if (roll3 == choice)
1273                                                                 win = TRUE;
1274                                                         else if (roll3 == 7)
1275                                                                 win = FALSE;
1276                                                 } while ((win != TRUE) && (win != FALSE));
1277                                         break;
1278
1279                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1280                                         win = FALSE;
1281                                         odds = 9;
1282                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1283
1284                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1285                                         prt("--------------------------------", 8, 3);
1286                                         strcpy(out_val, "");
1287                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1288
1289                                         for (p = out_val; iswspace(*p); p++);
1290                                         choice = atol(p);
1291                                         if (choice < 0)
1292                                         {
1293                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1294                                                 choice = 0;
1295                                         }
1296                                         else if (choice > 9)
1297                                         {
1298                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1299                                                 choice = 9;
1300                                         }
1301                                         msg_print(NULL);
1302                                         roll1 = randint0(10);
1303                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1304                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1305                                         prt(tmp_str, 13, 3);
1306                                         prt("", 9, 0);
1307                                         prt("*", 9, (3 * roll1 + 5));
1308                                         if (roll1 == choice)
1309                                                 win = TRUE;
1310                                         break;
1311
1312                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1313                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1314                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1315                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1316                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1317                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1318                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1319                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1320                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1321                                         
1322                                         win = FALSE;
1323                                         roll1 = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((roll1-i) < 1)
1327                                                 {
1328                                                         roll1 = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 roll1 -= i;
1332                                         }
1333                                         roll2 = randint1(21);
1334                                         for (i=6;i>0;i--)
1335                                         {
1336                                                 if ((roll2-i) < 1)
1337                                                 {
1338                                                         roll2 = 7-i;
1339                                                         break;
1340                                                 }
1341                                                 roll2 -= i;
1342                                         }
1343                                         choice = randint1(21);
1344                                         for (i=6;i>0;i--)
1345                                         {
1346                                                 if ((choice-i) < 1)
1347                                                 {
1348                                                         choice = 7-i;
1349                                                         break;
1350                                                 }
1351                                                 choice -= i;
1352                                         }
1353                                         put_str("/--------------------------\\", 7, 2);
1354                                         prt("\\--------------------------/", 17, 2);
1355                                         display_fruit(8,  3, roll1 - 1);
1356                                         display_fruit(8, 12, roll2 - 1);
1357                                         display_fruit(8, 21, choice - 1);
1358                                         if ((roll1 == roll2) && (roll2 == choice))
1359                                         {
1360                                                 win = TRUE;
1361                                                 switch(roll1)
1362                                                 {
1363                                                 case 1:
1364                                                         odds = 5;break;
1365                                                 case 2:
1366                                                         odds = 10;break;
1367                                                 case 3:
1368                                                         odds = 20;break;
1369                                                 case 4:
1370                                                         odds = 50;break;
1371                                                 case 5:
1372                                                         odds = 200;break;
1373                                                 case 6:
1374                                                         odds = 1000;break;
1375                                                 }
1376                                         }
1377                                         else if ((roll1 == 1) && (roll2 == 1))
1378                                         {
1379                                                 win = TRUE;
1380                                                 odds = 2;
1381                                         }
1382                                         break;
1383                                 case BACT_POKER:
1384                                         win = FALSE;
1385                                         odds = do_poker();
1386                                         if (odds) win = TRUE;
1387                                         break;
1388                                 }
1389
1390                                 if (win)
1391                                 {
1392                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1393
1394                                         p_ptr->au += odds * wager;
1395                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1396
1397                                         prt(tmp_str, 17, 37);
1398                                 }
1399                                 else
1400                                 {
1401                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1402                                         prt("", 17, 37);
1403                                 }
1404                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1405
1406                                 prt(tmp_str, 22, 2);
1407                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1408
1409                                 move_cursor(18, 52);
1410                                 again = inkey();
1411                                 prt("", 16, 37);
1412                                 prt("", 17, 37);
1413                                 prt("", 18, 37);
1414                                 if (wager > p_ptr->au)
1415                                 {
1416                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1417                                                                 "Hey! You don't have the gold - get out of here!"));
1418                                         msg_print(NULL);
1419
1420                                         /* Get out here */
1421                                         break;
1422                                 }
1423                         } while ((again == 'y') || (again == 'Y'));
1424
1425                         prt("", 18, 37);
1426                         if (p_ptr->au >= oldgold)
1427                         {
1428                                 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!」",
1429                                                         "You came out a winner! We'll win next time, I'm sure."));
1430                                 chg_virtue(V_CHANCE, 3);
1431                         }
1432                         else
1433                         {
1434                                 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."));
1435                                 chg_virtue(V_CHANCE, -3);
1436                         }
1437                 }
1438                 msg_print(NULL);
1439         }
1440         screen_load();
1441         return (TRUE);
1442 }
1443
1444 /*!
1445  * @brief モンスター闘技場に参加するモンスターを更新する。
1446  * @return なし
1447  */
1448 void update_gambling_monsters(void)
1449 {
1450         int total, i;
1451         int max_dl = 0;
1452         int mon_level;
1453         int power[4];
1454         bool tekitou;
1455         bool old_inside_battle = p_ptr->inside_battle;
1456
1457         for (i = 0; i < max_d_idx; i++)
1458                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1459
1460         mon_level = randint1(MIN(max_dl, 122)) + 5;
1461         if (randint0(100) < 60)
1462         {
1463                 i = randint1(MIN(max_dl, 122)) + 5;
1464                 mon_level = MAX(i, mon_level);
1465         }
1466         if (randint0(100) < 30)
1467         {
1468                 i = randint1(MIN(max_dl, 122)) + 5;
1469                 mon_level = MAX(i, mon_level);
1470         }
1471
1472         while (1)
1473         {
1474                 total = 0;
1475                 tekitou = FALSE;
1476                 for (i = 0; i < 4; i++)
1477                 {
1478                         MONRACE_IDX r_idx;
1479                         int j;
1480                         while (1)
1481                         {
1482                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1483                                 p_ptr->inside_battle = TRUE;
1484                                 r_idx = get_mon_num(mon_level);
1485                                 p_ptr->inside_battle = old_inside_battle;
1486                                 if (!r_idx) continue;
1487
1488                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1489                                 {
1490                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1491                                 }
1492
1493                                 for (j = 0; j < i; j++)
1494                                         if (r_idx == battle_mon[j]) break;
1495                                 if (j < i) continue;
1496
1497                                 break;
1498                         }
1499                         battle_mon[i] = r_idx;
1500                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1501                 }
1502
1503                 for (i = 0; i < 4; i++)
1504                 {
1505                         monster_race *r_ptr = &r_info[battle_mon[i]];
1506                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1507
1508                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1509                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1510                         else
1511                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1512                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1513                         if (r_ptr->speed > 110)
1514                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1515                         if (r_ptr->speed < 110)
1516                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1517                         if (num_taisei > 2)
1518                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1519                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1520                                 power[i] = power[i] * 4 / 3;
1521                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1522                                 power[i] = power[i] * 4 / 3;
1523                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1524                                 power[i] = power[i] * 11 / 10;
1525                         if (r_ptr->flags1 & RF1_RAND_25)
1526                                 power[i] = power[i] * 9 / 10;
1527                         if (r_ptr->flags1 & RF1_RAND_50)
1528                                 power[i] = power[i] * 9 / 10;
1529                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1530                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1531
1532
1533                         total += power[i];
1534                 }
1535                 for (i = 0; i < 4; i++)
1536                 {
1537                         power[i] = total * 60 / power[i];
1538                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1539                         if ((power[i] < 160) && randint0(20)) break;
1540                         if (power[i] < 101) power[i] = 100 + randint1(5);
1541                         mon_odds[i] = power[i];
1542                 }
1543                 if (i == 4) break;
1544         }
1545 }
1546
1547 /*!
1548  * @brief モンスター闘技場のメインルーチン
1549  * @return 賭けを開始したか否か
1550  */
1551 static bool kakutoujou(void)
1552 {
1553         PRICE maxbet;
1554         PRICE wager;
1555         char out_val[160], tmp_str[80];
1556         concptr p;
1557
1558         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1559         {
1560                 update_gambling_monsters();
1561                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1562         }
1563
1564         screen_save();
1565
1566         /* No money */
1567         if (p_ptr->au < 1)
1568         {
1569                 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!"));
1570                 msg_print(NULL);
1571                 screen_load();
1572                 return FALSE;
1573         }
1574         else
1575         {
1576                 int i;
1577
1578                 clear_bldg(4, 10);
1579
1580                 prt(_("モンスター                                                     倍率",
1581                           "Monsters                                                       Odds"), 4, 4);
1582                 for (i=0;i<4;i++)
1583                 {
1584                         char buf[80];
1585                         monster_race *r_ptr = &r_info[battle_mon[i]];
1586
1587                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1588                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1589                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1590                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1591                         prt(buf, 5+i, 1);
1592                 }
1593                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1594                 while(1)
1595                 {
1596                         i = inkey();
1597
1598                         if (i == ESCAPE)
1599                         {
1600                                 screen_load();
1601                                 return FALSE;
1602                         }
1603                         if (i >= '1' && i <= '4')
1604                         {
1605                                 sel_monster = i-'1';
1606                                 battle_odds = mon_odds[sel_monster];
1607                                 break;
1608                         }
1609                         else bell();
1610                 }
1611
1612                 clear_bldg(4, 4);
1613                 for (i = 0; i < 4; i++)
1614                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1615
1616                 maxbet = p_ptr->lev * 200;
1617
1618                 /* We can't bet more than we have */
1619                 maxbet = MIN(maxbet, p_ptr->au);
1620
1621                 /* Get the wager */
1622                 strcpy(out_val, "");
1623                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1624                 /*
1625                  * Use get_string() because we may need more than
1626                  * the s16b value returned by get_quantity().
1627                  */
1628                 if (get_string(tmp_str, out_val, 32))
1629                 {
1630                         /* Strip spaces */
1631                         for (p = out_val; *p == ' '; p++);
1632
1633                         /* Get the wager */
1634                         wager = atol(p);
1635
1636                         if (wager > p_ptr->au)
1637                         {
1638                                 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!"));
1639
1640                                 msg_print(NULL);
1641                                 screen_load();
1642                                 return (FALSE);
1643                         }
1644                         else if (wager > maxbet)
1645                         {
1646                                 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);
1647
1648                                 wager = maxbet;
1649                         }
1650                         else if (wager < 1)
1651                         {
1652                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1653                                 wager = 1;
1654                         }
1655                         msg_print(NULL);
1656                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1657                         kakekin = wager;
1658                         p_ptr->au -= wager;
1659                         reset_tim_flags();
1660
1661                         /* Save the surface floor as saved floor */
1662                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1663
1664                         p_ptr->inside_battle = TRUE;
1665                         p_ptr->leaving = TRUE;
1666
1667                         p_ptr->leave_bldg = TRUE;
1668                         screen_load();
1669
1670                         return (TRUE);
1671                 }
1672         }
1673         screen_load();
1674
1675         return (FALSE);
1676 }
1677
1678 /*!
1679  * @brief 本日の賞金首情報を表示する。
1680  * @return なし
1681  */
1682 static void today_target(void)
1683 {
1684         char buf[160];
1685         monster_race *r_ptr = &r_info[today_mon];
1686
1687         clear_bldg(4,18);
1688         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1689         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1690         c_put_str(TERM_YELLOW, buf, 6, 10);
1691         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1692         prt(buf, 8, 10);
1693         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1694         prt(buf, 9, 10);
1695         p_ptr->today_mon = today_mon;
1696 }
1697
1698 /*!
1699  * @brief ツチノコの賞金首情報を表示する。
1700  * @return なし
1701  */
1702 static void tsuchinoko(void)
1703 {
1704         clear_bldg(4,18);
1705         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1706         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);
1707         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1708         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1709         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1710 }
1711
1712 /*!
1713  * @brief 通常の賞金首情報を表示する。
1714  * @return なし
1715  */
1716 static void shoukinkubi(void)
1717 {
1718         int i;
1719         TERM_LEN y = 0;
1720
1721         clear_bldg(4,18);
1722         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);
1723         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1724
1725         for (i = 0; i < MAX_KUBI; i++)
1726         {
1727                 byte color;
1728                 concptr done_mark;
1729                 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])];
1730
1731                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1732                 {
1733                         color = TERM_RED;
1734                         done_mark = _("(済)", "(done)");
1735                 }
1736                 else
1737                 {
1738                         color = TERM_WHITE;
1739                         done_mark = "";
1740                 }
1741
1742                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1743
1744                 y = (y+1) % 10;
1745                 if (!y && (i < MAX_KUBI -1))
1746                 {
1747                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1748                         (void)inkey();
1749                         prt("", 0, 0);
1750                         clear_bldg(7,18);
1751                 }
1752         }
1753 }
1754
1755
1756
1757 /*!
1758  * 賞金首の報酬テーブル / List of prize object
1759  */
1760 static struct {
1761         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1762         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1763 } prize_list[MAX_KUBI] = 
1764 {
1765         {TV_POTION, SV_POTION_CURING},
1766         {TV_POTION, SV_POTION_SPEED},
1767         {TV_POTION, SV_POTION_SPEED},
1768         {TV_POTION, SV_POTION_RESISTANCE},
1769         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1770
1771         {TV_POTION, SV_POTION_HEALING},
1772         {TV_POTION, SV_POTION_RESTORE_MANA},
1773         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1774         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1775         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1776
1777         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1778         {TV_POTION, SV_POTION_STAR_HEALING},
1779         {TV_POTION, SV_POTION_STAR_HEALING},
1780         {TV_POTION, SV_POTION_NEW_LIFE},
1781         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1782
1783         {TV_POTION, SV_POTION_LIFE},
1784         {TV_POTION, SV_POTION_LIFE},
1785         {TV_POTION, SV_POTION_AUGMENTATION},
1786         {TV_POTION, SV_POTION_INVULNERABILITY},
1787         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1788 };
1789
1790 /*!
1791  * @brief 賞金首の引き換え処理 / Get prize
1792  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1793  */
1794 static bool kankin(void)
1795 {
1796         INVENTORY_IDX i;
1797         int j;
1798         bool change = FALSE;
1799         GAME_TEXT o_name[MAX_NLEN];
1800         object_type *o_ptr;
1801
1802         /* Loop for p_ptr->inventory_list and right/left arm */
1803         for (i = 0; i <= INVEN_LARM; i++)
1804         {
1805                 o_ptr = &p_ptr->inventory_list[i];
1806
1807                 /* Living Tsuchinoko worthes $1000000 */
1808                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1809                 {
1810                         char buf[MAX_NLEN+20];
1811                         object_desc(o_name, o_ptr, 0);
1812                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1813                         if (get_check(buf))
1814                         {
1815                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1816                                 p_ptr->au += 1000000L * o_ptr->number;
1817                                 p_ptr->redraw |= (PR_GOLD);
1818                                 inven_item_increase(i, -o_ptr->number);
1819                                 inven_item_describe(i);
1820                                 inven_item_optimize(i);
1821                         }
1822                         change = TRUE;
1823                 }
1824         }
1825
1826         for (i = 0; i < INVEN_PACK; i++)
1827         {
1828                 o_ptr = &p_ptr->inventory_list[i];
1829
1830                 /* Corpse of Tsuchinoko worthes $200000 */
1831                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1832                 {
1833                         char buf[MAX_NLEN+20];
1834                         object_desc(o_name, o_ptr, 0);
1835                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1836                         if (get_check(buf))
1837                         {
1838                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1839                                 p_ptr->au += 200000L * o_ptr->number;
1840                                 p_ptr->redraw |= (PR_GOLD);
1841                                 inven_item_increase(i, -o_ptr->number);
1842                                 inven_item_describe(i);
1843                                 inven_item_optimize(i);
1844                         }
1845                         change = TRUE;
1846                 }
1847         }
1848
1849         for (i = 0; i < INVEN_PACK; i++)
1850         {
1851                 o_ptr = &p_ptr->inventory_list[i];
1852
1853                 /* Bones of Tsuchinoko worthes $100000 */
1854                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1855                 {
1856                         char buf[MAX_NLEN+20];
1857                         object_desc(o_name, o_ptr, 0);
1858                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1859                         if (get_check(buf))
1860                         {
1861                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1862                                 p_ptr->au += 100000L * o_ptr->number;
1863                                 p_ptr->redraw |= (PR_GOLD);
1864                                 inven_item_increase(i, -o_ptr->number);
1865                                 inven_item_describe(i);
1866                                 inven_item_optimize(i);
1867                         }
1868                         change = TRUE;
1869                 }
1870         }
1871
1872         for (i = 0; i < INVEN_PACK; i++)
1873         {
1874                 o_ptr = &p_ptr->inventory_list[i];
1875                 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)))
1876                 {
1877                         char buf[MAX_NLEN+20];
1878                         object_desc(o_name, o_ptr, 0);
1879                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1880                         if (get_check(buf))
1881                         {
1882                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1883                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1884                                 p_ptr->redraw |= (PR_GOLD);
1885                                 inven_item_increase(i, -o_ptr->number);
1886                                 inven_item_describe(i);
1887                                 inven_item_optimize(i);
1888                         }
1889                         change = TRUE;
1890                 }
1891         }
1892
1893         for (i = 0; i < INVEN_PACK; i++)
1894         {
1895                 o_ptr = &p_ptr->inventory_list[i];
1896
1897                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1898                 {
1899                         char buf[MAX_NLEN+20];
1900                         object_desc(o_name, o_ptr, 0);
1901                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1902                         if (get_check(buf))
1903                         {
1904                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1905                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1906                                 p_ptr->redraw |= (PR_GOLD);
1907                                 inven_item_increase(i, -o_ptr->number);
1908                                 inven_item_describe(i);
1909                                 inven_item_optimize(i);
1910                         }
1911                         change = TRUE;
1912                 }
1913         }
1914
1915         for (j = 0; j < MAX_KUBI; j++)
1916         {
1917                 /* Need reverse order --- Positions will be changed in the loop */
1918                 for (i = INVEN_PACK-1; i >= 0; i--)
1919                 {
1920                         o_ptr = &p_ptr->inventory_list[i];
1921                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1922                         {
1923                                 char buf[MAX_NLEN+20];
1924                                 int num, k;
1925                                 INVENTORY_IDX item_new;
1926                                 object_type forge;
1927
1928                                 object_desc(o_name, o_ptr, 0);
1929                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1930                                 if (!get_check(buf)) continue;
1931
1932 #if 0 /* Obsoleted */
1933                                 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);
1934                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1935                                 p_ptr->redraw |= (PR_GOLD);
1936                                 inven_item_increase(i, -o_ptr->number);
1937                                 inven_item_describe(i);
1938                                 inven_item_optimize(i);
1939                                 chg_virtue(V_JUSTICE, 5);
1940                                 current_world_ptr->bounty_r_idx[j] += 10000;
1941
1942                                 change = TRUE;
1943 #endif /* Obsoleted */
1944
1945                                 /* Hand it first */
1946                                 inven_item_increase(i, -o_ptr->number);
1947                                 inven_item_describe(i);
1948                                 inven_item_optimize(i);
1949
1950                                 chg_virtue(V_JUSTICE, 5);
1951                                 current_world_ptr->bounty_r_idx[j] += 10000;
1952
1953                                 /* Count number of unique corpses already handed */
1954                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1955                                 {
1956                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1957                                 }
1958                                 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" : ""));
1959
1960                                 /* Prepare to make a prize */
1961                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1962                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1963
1964                                 object_aware(&forge);
1965                                 object_known(&forge);
1966
1967                                 /*
1968                                  * Hand it --- Assume there is an empty slot.
1969                                  * Since a corpse is handed at first,
1970                                  * there is at least one empty slot.
1971                                  */
1972                                 item_new = inven_carry(&forge);
1973
1974                                 object_desc(o_name, &forge, 0);
1975                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1976
1977                                 /* Auto-inscription */
1978                                 autopick_alter_item(item_new, FALSE);
1979                                 handle_stuff();
1980
1981                                 change = TRUE;
1982                         }
1983                 }
1984         }
1985
1986         if (!change)
1987         {
1988                 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."));
1989                 msg_print(NULL);
1990                 return FALSE;
1991         }
1992         return TRUE;
1993 }
1994
1995 /*!
1996  * @brief 宿屋の利用サブルーチン
1997  * @details inn commands\n
1998  * Note that resting for the night was a perfect way to avoid player\n
1999  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2000  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2001  * will not be that useful.  I will keep it in the hopes the player\n
2002  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2003  * Resting at night is also a quick way to restock stores -KMW-\n
2004  * @param cmd 宿屋の利用施設ID
2005  * @return 施設の利用が実際に行われたか否か。
2006  */
2007 static bool inn_comm(int cmd)
2008 {
2009         switch (cmd)
2010         {
2011                 case BACT_FOOD: /* Buy food & drink */
2012                         if (p_ptr->food >= PY_FOOD_FULL)
2013                         {
2014                                 msg_print(_("今は満腹だ。", "You are full now."));
2015                                 return FALSE;
2016                         }
2017                         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."));
2018                         (void)set_food(PY_FOOD_MAX - 1);
2019                         break;
2020
2021                 case BACT_REST: /* Rest for the night */
2022                         if ((p_ptr->poisoned) || (p_ptr->cut))
2023                         {
2024                                 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."));
2025                                 msg_print(NULL);
2026                                 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."));
2027                         }
2028                         else
2029                         {
2030                                 s32b oldturn = current_world_ptr->game_turn;
2031                                 int prev_day, prev_hour, prev_min;
2032
2033                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2034                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2035                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2036                                 else
2037                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2038                                 
2039                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2040                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2041                                 {
2042                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2043                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2044                                 }
2045
2046                                 prevent_turn_overflow();
2047
2048                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2049                                 p_ptr->chp = p_ptr->mhp;
2050
2051                                 if (ironman_nightmare)
2052                                 {
2053                                         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."));
2054
2055                                         /* Have some nightmares */
2056                                         while(1)
2057                                         {
2058                                                 sanity_blast(NULL, FALSE);
2059                                                 if (!one_in_(3)) break;
2060                                         }
2061
2062                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2063                                         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."));
2064                                 }
2065                                 else
2066                                 {
2067                                         set_blind(0);
2068                                         set_confused(0);
2069                                         p_ptr->stun = 0;
2070                                         p_ptr->chp = p_ptr->mhp;
2071                                         p_ptr->csp = p_ptr->msp;
2072                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2073                                         {
2074                                                 int i;
2075                                                 for (i = 0; i < 72; i++)
2076                                                 {
2077                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2078                                                 }
2079                                                 for (; i < 108; i++)
2080                                                 {
2081                                                         p_ptr->magic_num1[i] = 0;
2082                                                 }
2083                                         }
2084
2085                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2086                                         {
2087                                                 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."));
2088                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2089                                         }
2090                                         else
2091                                         {
2092                                                 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."));
2093                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2094                                         }
2095                                 }
2096                         }
2097                         break;
2098
2099                 case BACT_RUMORS: /* Listen for rumors */
2100                         {
2101                                 display_rumor(TRUE);
2102                                 break;
2103                         }
2104         }
2105
2106         return (TRUE);
2107 }
2108
2109
2110 /*!
2111  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2112  * @param questnum クエストのID
2113  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2114  * @return なし
2115  */
2116 static void get_questinfo(IDX questnum, bool do_init)
2117 {
2118         int i;
2119         QUEST_IDX old_quest;
2120         GAME_TEXT tmp_str[80];
2121
2122         /* Clear the text */
2123         for (i = 0; i < 10; i++)
2124         {
2125                 quest_text[i][0] = '\0';
2126         }
2127
2128         quest_text_line = 0;
2129
2130         /* Set the quest number temporary */
2131         old_quest = p_ptr->inside_quest;
2132         p_ptr->inside_quest = questnum;
2133
2134         /* Get the quest text */
2135         init_flags = INIT_SHOW_TEXT;
2136         if (do_init) init_flags |= INIT_ASSIGN;
2137
2138         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2139
2140         /* Reset the old quest number */
2141         p_ptr->inside_quest = old_quest;
2142
2143         /* Print the quest info */
2144         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);
2145
2146         prt(tmp_str, 5, 0);
2147
2148         prt(quest[questnum].name, 7, 0);
2149
2150         for (i = 0; i < 10; i++)
2151         {
2152                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2153         }
2154 }
2155
2156 /*!
2157  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2158  * @return なし
2159  */
2160 static void castle_quest(void)
2161 {
2162         QUEST_IDX q_index = 0;
2163         monster_race *r_ptr;
2164         quest_type *q_ptr;
2165         concptr name;
2166
2167
2168         clear_bldg(4, 18);
2169
2170         /* Current quest of the building */
2171         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2172
2173         /* Is there a quest available at the building? */
2174         if (!q_index)
2175         {
2176                 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);
2177                 return;
2178         }
2179
2180         q_ptr = &quest[q_index];
2181
2182         /* Quest is completed */
2183         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2184         {
2185                 /* Rewarded quest */
2186                 q_ptr->status = QUEST_STATUS_REWARDED;
2187
2188                 get_questinfo(q_index, FALSE);
2189
2190                 reinit_wilderness = TRUE;
2191         }
2192         /* Failed quest */
2193         else if (q_ptr->status == QUEST_STATUS_FAILED)
2194         {
2195                 get_questinfo(q_index, FALSE);
2196
2197                 /* Mark quest as done (but failed) */
2198                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2199
2200                 reinit_wilderness = TRUE;
2201         }
2202         /* Quest is still unfinished */
2203         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2204         {
2205                 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);
2206                 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);
2207                 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);
2208         }
2209         /* No quest yet */
2210         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2211         {
2212                 q_ptr->status = QUEST_STATUS_TAKEN;
2213
2214                 reinit_wilderness = TRUE;
2215
2216                 /* Assign a new quest */
2217                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2218                 {
2219                         if (q_ptr->r_idx == 0)
2220                         {
2221                                 /* Random monster at least 5 - 10 levels out of deep */
2222                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2223                         }
2224
2225                         r_ptr = &r_info[q_ptr->r_idx];
2226
2227                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2228                         {
2229                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2230                                 r_ptr = &r_info[q_ptr->r_idx];
2231                         }
2232
2233                         if (q_ptr->max_num == 0)
2234                         {
2235                                 /* Random monster number */
2236                                 if (randint1(10) > 7)
2237                                         q_ptr->max_num = 1;
2238                                 else
2239                                         q_ptr->max_num = randint1(3) + 1;
2240                         }
2241
2242                         q_ptr->cur_num = 0;
2243                         name = (r_name + r_ptr->name);
2244                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2245                 }
2246                 else
2247                 {
2248                         get_questinfo(q_index, TRUE);
2249                 }
2250         }
2251 }
2252
2253
2254 /*!
2255  * @brief 町に関するヘルプを表示する / Display town history
2256  * @return なし
2257  */
2258 static void town_history(void)
2259 {
2260         screen_save();
2261
2262         /* Peruse the building help file */
2263         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2264         screen_load();
2265 }
2266
2267 /*!
2268  * @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
2269  * @param dam 基本ダメージ
2270  * @param mult スレイ倍率(掛け算部分)
2271  * @param div スレイ倍率(割り算部分)
2272  * @param force 理力特別計算フラグ
2273  * @return ダメージ期待値
2274  */
2275 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2276 {
2277         int tmp;
2278         if(force)
2279         {
2280                 tmp = dam * 60;
2281                 tmp *= mult * 3;
2282                 tmp /= div * 2;
2283                 tmp += dam * 60 * 2;
2284                 tmp /= 60;
2285         }
2286         else
2287         {
2288                 tmp = dam * 60;
2289                 tmp *= mult; 
2290                 tmp /= div;
2291                 tmp /= 60;
2292         }
2293         return tmp;
2294 }
2295
2296 /*!
2297  * @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)
2298  * @param dam 基本ダメージ
2299  * @param mult スレイ倍率(掛け算部分)
2300  * @param div スレイ倍率(割り算部分)
2301  * @param force 理力特別計算フラグ
2302  * @param weight 重量
2303  * @param plus 武器ダメージ修正
2304  * @param meichuu 命中値
2305  * @param dokubari 毒針処理か否か
2306  * @param vorpal_mult 切れ味倍率(掛け算部分)
2307  * @param vorpal_div 切れ味倍率(割り算部分)
2308  * @return ダメージ期待値
2309  */
2310 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)
2311 {
2312         dam = calc_slaydam(dam, mult, div, force);
2313         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2314         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2315         return dam;
2316 }
2317
2318
2319 /*!
2320  * @brief 武器の各条件毎のダメージ期待値を表示する。
2321  * @param r 表示行
2322  * @param c 表示列
2323  * @param mindice ダイス部分最小値
2324  * @param maxdice ダイス部分最大値
2325  * @param blows 攻撃回数
2326  * @param dam_bonus ダメージ修正値
2327  * @param attr 条件内容
2328  * @param color 条件内容の表示色
2329  * @details
2330  * Display the damage figure of an object\n
2331  * (used by compare_weapon_aux)\n
2332  * \n
2333  * Only accurate for the current weapon, because it includes\n
2334  * the current +dam of the player.\n
2335  * @return なし
2336  */
2337 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2338 {
2339         GAME_TEXT tmp_str[80];
2340         int mindam, maxdam;
2341         
2342         mindam = blows * (mindice + dam_bonus);
2343         maxdam = blows * (maxdice + dam_bonus);
2344
2345         /* Print the intro text */
2346         c_put_str(color, attr, r, c);
2347
2348         /* Calculate the min and max damage figures */
2349         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2350         
2351         /* Print the damage */
2352         put_str(tmp_str, r, c + 8);
2353 }
2354
2355
2356 /*!
2357  * @brief 武器一つ毎のダメージ情報を表示する。
2358  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2359  * @param col 表示する行の上端
2360  * @param r 表示する列の左端
2361  * @details
2362  * Show the damage figures for the various monster types\n
2363  * \n
2364  * Only accurate for the current weapon, because it includes\n
2365  * the current number of blows for the player.\n
2366  * @return なし
2367  */
2368 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2369 {
2370         BIT_FLAGS flgs[TR_FLAG_SIZE];
2371         int blow = p_ptr->num_blow[0];
2372         bool force = FALSE;
2373         bool dokubari = FALSE;
2374         
2375         /* Effective dices */
2376         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2377         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2378         
2379         int mindice = eff_dd;
2380         int maxdice = eff_ds * eff_dd;
2381         int mindam = 0;
2382         int maxdam = 0;
2383         int vorpal_mult = 1;
2384         int vorpal_div = 1;
2385         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2386         
2387
2388         /* Get the flags of the weapon */
2389         object_flags(o_ptr, flgs);
2390         
2391         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2392         
2393         
2394         /* Show Critical Damage*/
2395         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2396         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2397         
2398         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2399
2400         
2401         /* Vorpal Hit*/
2402         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2403         {
2404                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2405                 {
2406                         vorpal_mult = 5;
2407                         vorpal_div = 3;
2408                 }
2409                 else
2410                 {
2411                         vorpal_mult = 11;
2412                         vorpal_div = 9;
2413                 }
2414                 
2415                 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);
2416                 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);         
2417                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2418         }       
2419         
2420         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2421         {
2422                 force = TRUE;
2423                 
2424                 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);
2425                 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);
2426                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2427         }
2428                 
2429         /* Print the relevant lines */
2430         if (have_flag(flgs, TR_KILL_ANIMAL))
2431         {
2432                 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);
2433                 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);         
2434                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2435         }
2436         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2437         {
2438                 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);
2439                 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);
2440                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2441         }
2442         if (have_flag(flgs, TR_KILL_EVIL))
2443         {       
2444                 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);
2445                 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);
2446                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2447         }
2448         else if (have_flag(flgs, TR_SLAY_EVIL))
2449         {       
2450                 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);
2451                 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);         
2452                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2453         }
2454         if (have_flag(flgs, TR_KILL_HUMAN))
2455         {       
2456                 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);
2457                 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);
2458                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2459         }
2460         else if (have_flag(flgs, TR_SLAY_HUMAN))
2461         {       
2462                 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);
2463                 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);
2464                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2465         }
2466         if (have_flag(flgs, TR_KILL_UNDEAD))
2467         {
2468                 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);
2469                 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);
2470                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2471         }
2472         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2473         {
2474                 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);
2475                 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);
2476                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2477         }
2478         if (have_flag(flgs, TR_KILL_DEMON))
2479         {       
2480                 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);
2481                 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);
2482                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2483         }
2484         else if (have_flag(flgs, TR_SLAY_DEMON))
2485         {       
2486                 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);
2487                 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);
2488                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2489         }
2490         if (have_flag(flgs, TR_KILL_ORC))
2491         {
2492                 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);
2493                 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);
2494                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2495         }
2496         else if (have_flag(flgs, TR_SLAY_ORC))
2497         {
2498                 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);
2499                 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);
2500                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2501         }
2502         if (have_flag(flgs, TR_KILL_TROLL))
2503         {
2504                 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);
2505                 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);
2506                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2507         }
2508         else if (have_flag(flgs, TR_SLAY_TROLL))
2509         {
2510                 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);
2511                 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);
2512                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2513         }
2514         if (have_flag(flgs, TR_KILL_GIANT))
2515         {
2516                 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);
2517                 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);
2518                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2519         }
2520         else if (have_flag(flgs, TR_SLAY_GIANT))
2521         {
2522                 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);
2523                 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);
2524                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2525         }
2526         if (have_flag(flgs, TR_KILL_DRAGON))
2527         {
2528                 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);
2529                 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);
2530                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2531         }
2532         else if (have_flag(flgs, TR_SLAY_DRAGON))
2533         {               
2534                 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);
2535                 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);
2536                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2537         }
2538         if (have_flag(flgs, TR_BRAND_ACID))
2539         {
2540                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2543         }
2544         if (have_flag(flgs, TR_BRAND_ELEC))
2545         {
2546                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2549         }
2550         if (have_flag(flgs, TR_BRAND_FIRE))
2551         {
2552                 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);
2553                 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);
2554                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2555         }
2556         if (have_flag(flgs, TR_BRAND_COLD))
2557         {
2558                 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);
2559                 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);
2560                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2561         }
2562         if (have_flag(flgs, TR_BRAND_POIS))
2563         {
2564                 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);
2565                 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);
2566                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2567         }
2568 }
2569
2570 /*!
2571  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2572  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2573  * @param row 表示する列の左端
2574  * @param col 表示する行の上端
2575  * @details
2576  * Displays all info about a weapon
2577  *
2578  * Only accurate for the current weapon, because it includes
2579  * various info about the player's +to_dam and number of blows.
2580  * @return なし
2581  */
2582 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2583 {
2584         GAME_TEXT o_name[MAX_NLEN];
2585         GAME_TEXT tmp_str[80];
2586
2587         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2588         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2589         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2590
2591         /* Print the weapon name */
2592         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2593         c_put_str(TERM_YELLOW, o_name, row, col);
2594
2595         /* Print the player's number of blows */
2596         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2597         put_str(tmp_str, row+1, col);
2598
2599         /* Print to_hit and to_dam of the weapon */
2600         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2601         put_str(tmp_str, row+2, col);
2602
2603         /* Print the weapons base damage dice */
2604         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2605                 (int)hit_chance(reli, 0),
2606                 (int)hit_chance(reli, 50),
2607                 (int)hit_chance(reli, 100),
2608                 (int)hit_chance(reli, 150),
2609                 (int)hit_chance(reli, 200));
2610         put_str(tmp_str, row+3, col);
2611         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2612
2613         /* Damage for one blow (if it hits) */
2614         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2615             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2616                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2617         put_str(tmp_str, row+6, col+1);
2618
2619         /* Damage for the complete attack (if all blows hit) */
2620         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2621                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2622                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2623         put_str(tmp_str, row+7, col+1);
2624 }
2625
2626 /*!
2627  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2628  * @details 
2629  * Copies the weapons to compare into the weapon-slot and\n
2630  * compares the values for both weapons.\n
2631  * 武器1つだけで比較をしないなら費用は半額になる。
2632  * @param bcost 基本鑑定費用
2633  * @return 最終的にかかった費用
2634  */
2635 static PRICE compare_weapons(PRICE bcost)
2636 {
2637         int i, n;
2638         OBJECT_IDX item, item2;
2639         object_type *o_ptr[2];
2640         object_type orig_weapon;
2641         object_type *i_ptr;
2642         concptr q, s;
2643         TERM_LEN row = 2;
2644         TERM_LEN wid = 38, mgn = 2;
2645         bool old_character_xtra = current_world_ptr->character_xtra;
2646         char ch;
2647         PRICE total = 0;
2648         PRICE cost = 0; /* First time no price */
2649
2650         screen_save();
2651         clear_bldg(0, 22);
2652
2653         /* Store copy of original wielded weapon */
2654         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2655         object_copy(&orig_weapon, i_ptr);
2656
2657         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2658
2659         /* Get the first weapon */
2660         q = _("第一の武器は?", "What is your first weapon? ");
2661         s = _("比べるものがありません。", "You have nothing to compare.");
2662
2663         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2664         if (!o_ptr[0])
2665         {
2666                 screen_load();
2667                 return (0);
2668         }
2669
2670         n = 1;
2671         total = bcost;
2672
2673         while (TRUE)
2674         {
2675                 clear_bldg(0, 22);
2676
2677                 /* Only compare melee weapons */
2678                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2679
2680                 /* Hack -- prevent "icky" message */
2681                 current_world_ptr->character_xtra = TRUE;
2682
2683                 /* Diaplay selected weapon's infomation */
2684                 for (i = 0; i < n; i++)
2685                 {
2686                         int col = (wid * i + mgn);
2687
2688                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2689                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2690
2691                         p_ptr->update |= PU_BONUS;
2692                         handle_stuff();
2693
2694                         /* List the new values */
2695                         list_weapon(o_ptr[i], row, col);
2696                         compare_weapon_aux(o_ptr[i], col, row + 8);
2697
2698                         /* Copy back the original weapon into the weapon slot */
2699                         object_copy(i_ptr, &orig_weapon);
2700                 }
2701
2702                 /* Reset the values for the old weapon */
2703                 p_ptr->update |= PU_BONUS;
2704                 handle_stuff();
2705
2706                 current_world_ptr->character_xtra = old_character_xtra;
2707
2708 #ifdef JP
2709                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2710                 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);
2711                 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);
2712 #else
2713                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2714                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2715                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2716 #endif
2717
2718                 flush();
2719                 ch = inkey();
2720
2721                 if (ch == 's')
2722                 {
2723                         if (total + cost > p_ptr->au)
2724                         {
2725                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2726                                 msg_print(NULL);
2727                                 continue;
2728                         }
2729
2730                         q = _("第二の武器は?", "What is your second weapon? ");
2731                         s = _("比べるものがありません。", "You have nothing to compare.");
2732
2733                         /* Get the second weapon */
2734                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2735                         if (!o_ptr[1]) continue;
2736
2737                         total += cost;
2738                         cost = bcost / 2;
2739                         n = 2;
2740                 }
2741                 else
2742                 {
2743                         break;
2744                 }
2745         }
2746         screen_load();
2747
2748         return (total);
2749 }
2750
2751
2752 /*!
2753  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2754  * @details 
2755  * Calculate and display the dodge-rate and the protection-rate
2756  * based on AC
2757  * @param iAC プレイヤーのAC。
2758  * @return 常にTRUEを返す。
2759  */
2760 static bool eval_ac(ARMOUR_CLASS iAC)
2761 {
2762 #ifdef JP
2763         const char memo[] =
2764                 "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"
2765                 "何パーセント軽減するかを示します。\n"
2766                 "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"
2767                 "に対してのみ効果があります。\n \n"
2768                 "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"
2769                 "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"
2770                 "敵のレベルとあなたのACによって決定されます。\n \n"
2771                 "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"
2772                 "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";
2773 #else
2774         const char memo[] =
2775                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2776                 "Note that the Protection rate is effective only against normal "
2777                 "'attack' and 'shatter' type melee attacks, "
2778                 "and has no effect against any other types such as 'poison'.\n \n"
2779                 "'Dodge Rate' indicates the success rate on dodging the "
2780                 "monster's melee attacks.  "
2781                 "It is depend on the level of the monster and your AC.\n \n"
2782                 "'Average Damage' indicates the expected amount of damage "
2783                 "when you are attacked by normal melee attacks with power=100.";
2784 #endif
2785
2786         int protection;
2787         TERM_LEN col, row = 2;
2788         DEPTH lvl;
2789         char buf[80*20], *t;
2790
2791         /* AC lower than zero has no effect */
2792         if (iAC < 0) iAC = 0;
2793
2794         /* ダメージ軽減率を計算 */
2795         protection = 100 * MIN(iAC, 150) / 250;
2796
2797         screen_save();
2798         clear_bldg(0, 22);
2799
2800         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2801         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2802         row++;
2803
2804         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2805         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2806         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2807     
2808         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2809         {
2810                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2811                 int dodge;   /* 回避率(%) */
2812                 int average; /* ダメージ期待値 */
2813
2814                 put_str(format("%3d", lvl), row + 0, col);
2815
2816                 /* 回避率を計算 */
2817                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2818                 put_str(format("%3d%%", dodge), row + 1, col);
2819
2820                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2821                 average = (100 - dodge) * (100 - protection) / 100;
2822                 put_str(format("%3d", average), row + 2, col);
2823         }
2824
2825         /* Display note */
2826         roff_to_buf(memo, 70, buf, sizeof(buf));
2827         for (t = buf; t[0]; t += strlen(t) + 1)
2828                 put_str(t, (row++) + 4, 4);
2829
2830         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);
2831   
2832         flush();
2833         (void)inkey();
2834         screen_load();
2835
2836         return (TRUE);
2837 }
2838
2839
2840
2841 /*!
2842  * @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。
2843  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2844  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2845  * @return 修復対象になるならTRUEを返す。
2846  */
2847 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2848 {
2849         int i, n = 0;
2850         int cand[TR_FLAG_MAX];
2851         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2852         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2853
2854         object_flags(to_ptr, to_flgs);
2855         object_flags(from_ptr, from_flgs);
2856
2857         for (i = 0; i < TR_FLAG_MAX; i++)
2858         {
2859                 switch (i)
2860                 {
2861                 case TR_IGNORE_ACID:
2862                 case TR_IGNORE_ELEC:
2863                 case TR_IGNORE_FIRE:
2864                 case TR_IGNORE_COLD:
2865                 case TR_ACTIVATE:
2866                 case TR_RIDING:
2867                 case TR_THROW:
2868                 case TR_SHOW_MODS:
2869                 case TR_HIDE_TYPE:
2870                 case TR_ES_ATTACK:
2871                 case TR_ES_AC:
2872                 case TR_FULL_NAME:
2873                 case TR_FIXED_FLAVOR:
2874                         break;
2875                 default:
2876                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2877                         {
2878                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2879                         }
2880                 }
2881         }
2882
2883         if (n > 0)
2884         {
2885                 int bmax;
2886                 int tr_idx = cand[randint0(n)];
2887                 add_flag(to_ptr->art_flags, tr_idx);
2888                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2889                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2890                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2891                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2892         }
2893
2894         return;
2895 }
2896
2897 /*!
2898  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2899  * @param bcost 基本修復費用
2900  * @return 実際にかかった費用
2901  */
2902 static PRICE repair_broken_weapon_aux(PRICE bcost)
2903 {
2904         PRICE cost;
2905         OBJECT_IDX item, mater;
2906         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2907         object_kind *k_ptr;
2908         int i, dd_bonus, ds_bonus;
2909         KIND_OBJECT_IDX k_idx;
2910         char basenm[MAX_NLEN];
2911         concptr q, s;
2912         int row = 7;
2913         clear_bldg(0, 22);
2914
2915         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);
2916         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);
2917
2918         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2919         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2920
2921         /* Only forge broken weapons */
2922         item_tester_hook = item_tester_hook_broken_weapon;
2923
2924         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP), 0);
2925         if (!o_ptr) return (0);
2926
2927         /* It is worthless */
2928         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2929         {
2930                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2931                 return (0);
2932         }
2933
2934         /* They are too many */
2935         if (o_ptr->number > 1)
2936         {
2937                 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!"));
2938                 return (0);
2939         }
2940
2941         /* Display item name */
2942         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2943         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2944
2945         q = _("材料となる武器は?", "Which weapon for material? ");
2946         s = _("材料となる武器がありません。", "You have no material to repair.");
2947
2948         /* Only forge broken weapons */
2949         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2950
2951         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2952         if (!mo_ptr) return (0);
2953         if (mater == item)
2954         {
2955                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2956                 return (0);
2957         }
2958
2959         /* Display item name */
2960         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2961         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2962
2963         /* Get the value of one of the items (except curses) */
2964         cost = bcost + object_value_real(o_ptr) * 2;
2965
2966         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);
2967
2968         /* Check if the player has enough money */
2969         if (p_ptr->au < cost)
2970         {
2971                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2972                 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);
2973                 msg_print(NULL);
2974                 return (0);
2975         }
2976
2977         p_ptr->total_weight -= o_ptr->weight;
2978
2979         if (o_ptr->sval == SV_BROKEN_DAGGER)
2980         {
2981                 KIND_OBJECT_IDX j;
2982                 int n = 1;
2983
2984                 /* Suppress compiler warning */
2985                 k_idx = 0;
2986
2987                 for (j = 1; j < max_k_idx; j++)
2988                 {
2989                         object_kind *k_aux_ptr = &k_info[j];
2990
2991                         if (k_aux_ptr->tval != TV_SWORD) continue;
2992                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2993                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2994                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2995                         if (k_aux_ptr->weight > 99) continue;
2996
2997                         if (one_in_(n)) 
2998                         {
2999                                 k_idx = j;
3000                                 n++;
3001                         }
3002                 }
3003         }
3004         else /* TV_BROKEN_SWORD */
3005         {
3006                 /* Repair to a sword or sometimes material's type weapon */
3007                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3008
3009                 while(1)
3010                 {
3011                         object_kind *ck_ptr;
3012
3013                         k_idx = lookup_kind(tval, SV_ANY);
3014                         ck_ptr = &k_info[k_idx];
3015
3016                         if (tval == TV_SWORD)
3017                         {
3018                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3019                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3020                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3021                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3022                         }
3023                         if (tval == TV_POLEARM)
3024                         {
3025                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3026                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3027                         }
3028                         if (tval == TV_HAFTED)
3029                         {
3030                                 if ((ck_ptr->sval == SV_GROND) ||
3031                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3032                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3033                         }
3034
3035                         break;
3036                 }
3037         }
3038
3039         /* Calculate dice bonuses */
3040         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3041         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3042         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3043         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3044
3045         /* Change base object */
3046         k_ptr = &k_info[k_idx];
3047         o_ptr->k_idx = k_idx;
3048         o_ptr->weight = k_ptr->weight;
3049         o_ptr->tval = k_ptr->tval;
3050         o_ptr->sval = k_ptr->sval;
3051         o_ptr->dd = k_ptr->dd;
3052         o_ptr->ds = k_ptr->ds;
3053
3054         /* Copy base object's ability */
3055         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3056         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3057         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3058
3059         /* Dice up */
3060         if (dd_bonus > 0)
3061         {
3062                 o_ptr->dd++;
3063                 for (i = 1; i < dd_bonus; i++)
3064                 {
3065                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3066                 }
3067         }
3068         if (ds_bonus > 0)
3069         {
3070                 o_ptr->ds++;
3071                 for (i = 1; i < ds_bonus; i++)
3072                 {
3073                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3074                 }
3075         }
3076
3077         if (have_flag(k_ptr->flags, TR_BLOWS))
3078         {
3079                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3080                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3081         }
3082
3083         /* Add one random ability from material weapon */
3084         give_one_ability_of_object(o_ptr, mo_ptr);
3085
3086         /* Add to-dam, to-hit and to-ac from material weapon */
3087         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3088         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3089         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3090
3091         if ((o_ptr->name1 == ART_NARSIL) ||
3092                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3093                 (object_is_ego(o_ptr) && one_in_(7)))
3094         {
3095                 /* Forge it */
3096                 if (object_is_ego(o_ptr))
3097                 {
3098                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3099                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3100                 }
3101
3102                 /* Add one random ability from material weapon */
3103                 give_one_ability_of_object(o_ptr, mo_ptr);
3104
3105                 /* Add one random activation */
3106                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3107
3108                 /* Narsil */
3109                 if (o_ptr->name1 == ART_NARSIL)
3110                 {
3111                         one_high_resistance(o_ptr);
3112                         one_ability(o_ptr);
3113                 }
3114
3115                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3116         }
3117
3118         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3119 #ifdef JP
3120         msg_format("$%dで%sに修復しました。", cost, basenm);
3121 #else
3122         msg_format("Repaired into %s for %d gold.", basenm, cost);
3123 #endif
3124         msg_print(NULL);
3125
3126         /* Remove BROKEN flag */
3127         o_ptr->ident &= ~(IDENT_BROKEN);
3128
3129         /* Add repaired flag */
3130         o_ptr->discount = 99;
3131
3132         p_ptr->total_weight += o_ptr->weight;
3133         calc_android_exp();
3134
3135         /* Decrease material object */
3136         inven_item_increase(mater, -1);
3137         inven_item_optimize(mater);
3138
3139         /* Copyback */
3140         p_ptr->update |= PU_BONUS;
3141         handle_stuff();
3142
3143         /* Something happened */
3144         return (cost);
3145 }
3146
3147 /*!
3148  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3149  * @param bcost 基本鑑定費用
3150  * @return 実際にかかった費用
3151  */
3152 static int repair_broken_weapon(PRICE bcost)
3153 {
3154         PRICE cost;
3155         screen_save();
3156         cost = repair_broken_weapon_aux(bcost);
3157         screen_load();
3158         return cost;
3159 }
3160
3161
3162 /*!
3163  * @brief アイテムの強化を行う。 / Enchant item
3164  * @param cost 1回毎の費用
3165  * @param to_hit 命中をアップさせる量
3166  * @param to_dam ダメージをアップさせる量
3167  * @param to_ac ACをアップさせる量
3168  * @return 実際に行ったらTRUE
3169  */
3170 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3171 {
3172         int i;
3173         OBJECT_IDX item;
3174         bool okay = FALSE;
3175         object_type *o_ptr;
3176         concptr q, s;
3177         int maxenchant = (p_ptr->lev / 5);
3178         char tmp_str[MAX_NLEN];
3179
3180         clear_bldg(4, 18);
3181         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3182         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3183
3184         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3185         s = _("改良できるものがありません。", "You have nothing to improve.");
3186
3187         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3188         if (!o_ptr) return (FALSE);
3189
3190         /* Check if the player has enough money */
3191         if (p_ptr->au < (cost * o_ptr->number))
3192         {
3193                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3194                 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);
3195                 return (FALSE);
3196         }
3197
3198         /* Enchant to hit */
3199         for (i = 0; i < to_hit; i++)
3200         {
3201                 if (o_ptr->to_h < maxenchant)
3202                 {
3203                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3204                         {
3205                                 okay = TRUE;
3206                                 break;
3207                         }
3208                 }
3209         }
3210
3211         /* Enchant to damage */
3212         for (i = 0; i < to_dam; i++)
3213         {
3214                 if (o_ptr->to_d < maxenchant)
3215                 {
3216                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3217                         {
3218                                 okay = TRUE;
3219                                 break;
3220                         }
3221                 }
3222         }
3223
3224         /* Enchant to AC */
3225         for (i = 0; i < to_ac; i++)
3226         {
3227                 if (o_ptr->to_a < maxenchant)
3228                 {
3229                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3230                         {
3231                                 okay = TRUE;
3232                                 break;
3233                         }
3234                 }
3235         }
3236
3237         /* Failure */
3238         if (!okay)
3239         {
3240                 if (flush_failure) flush();
3241                 msg_print(_("改良に失敗した。", "The improvement failed."));
3242                 return (FALSE);
3243         }
3244         else
3245         {
3246                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3247 #ifdef JP
3248                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3249 #else
3250                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3251 #endif
3252
3253                 /* Charge the money */
3254                 p_ptr->au -= (cost * o_ptr->number);
3255
3256                 if (item >= INVEN_RARM) calc_android_exp();
3257
3258                 /* Something happened */
3259                 return (TRUE);
3260         }
3261 }
3262
3263
3264 /*!
3265  * @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
3266  * @details
3267  * The player can select the number of charges to add\n
3268  * (up to a limit), and the recharge never fails.\n
3269  *\n
3270  * The cost for rods depends on the level of the rod. The prices\n
3271  * for recharging wands and staves are dependent on the cost of\n
3272  * the base-item.\n
3273  * @return なし
3274  */
3275 static void building_recharge(void)
3276 {
3277         OBJECT_IDX  item;
3278         DEPTH       lev;
3279         object_type *o_ptr;
3280         object_kind *k_ptr;
3281         concptr        q, s;
3282         PRICE       price;
3283         PARAMETER_VALUE charges;
3284         int         max_charges;
3285         char        tmp_str[MAX_NLEN];
3286
3287         msg_flag = FALSE;
3288
3289         /* Display some info */
3290         clear_bldg(4, 18);
3291         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);
3292
3293
3294         /* Only accept legal items */
3295         item_tester_hook = item_tester_hook_recharge;
3296
3297         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3298         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3299
3300         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
3301         if (!o_ptr) return;
3302
3303         k_ptr = &k_info[o_ptr->k_idx];
3304
3305         /*
3306          * We don't want to give the player free info about
3307          * the level of the item or the number of charges.
3308          */
3309         /* The item must be "known" */
3310         if (!object_is_known(o_ptr))
3311         {
3312                 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!"));
3313                 msg_print(NULL);
3314
3315                 if ((p_ptr->au >= 50) &&
3316                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3317
3318                 {
3319                         p_ptr->au -= 50;
3320                         identify_item(o_ptr);
3321                         object_desc(tmp_str, o_ptr, 0);
3322                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3323
3324                         /* Auto-inscription */
3325                         autopick_alter_item(item, FALSE);
3326
3327                         /* Update the gold display */
3328                         building_prt_gold();
3329                 }
3330                 else
3331                 {
3332                         return;
3333                 }
3334         }
3335
3336         /* Extract the object "level" */
3337         lev = k_info[o_ptr->k_idx].level;
3338
3339         /* Price for a rod */
3340         if (o_ptr->tval == TV_ROD)
3341         {
3342                 if (o_ptr->timeout > 0)
3343                 {
3344                         /* Fully recharge */
3345                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3346                 }
3347                 else
3348                 {
3349                         /* No recharge necessary */
3350                         price = 0;
3351                         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."));
3352                         return;
3353                 }
3354         }
3355         else if (o_ptr->tval == TV_STAFF)
3356         {
3357                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3358                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3359
3360                 /* Pay at least 10 gold per charge */
3361                 price = MAX(10, price);
3362         }
3363         else
3364         {
3365                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3366                 price = (k_info[o_ptr->k_idx].cost / 10);
3367
3368                 /* Pay at least 10 gold per charge */
3369                 price = MAX(10, price);
3370         }
3371
3372         /* Limit the number of charges for wands and staffs */
3373         if (o_ptr->tval == TV_WAND
3374                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3375         {
3376                 if (o_ptr->number > 1)
3377                 {
3378                         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."));
3379                 }
3380                 else
3381                 {
3382                         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."));
3383                 }
3384                 return;
3385         }
3386         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3387         {
3388                 if (o_ptr->number > 1)
3389                 {
3390                         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."));
3391                 }
3392                 else
3393                 {
3394                         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."));
3395                 }
3396                 return;
3397         }
3398
3399         /* Check if the player has enough money */
3400         if (p_ptr->au < price)
3401         {
3402                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3403 #ifdef JP
3404                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3405 #else
3406                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3407 #endif
3408
3409                 return;
3410         }
3411
3412         if (o_ptr->tval == TV_ROD)
3413         {
3414 #ifdef JP
3415                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3416 #else
3417                 if (get_check(format("Recharge the %s for %d gold? ",
3418                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3419 #endif
3420
3421                 {
3422                         /* Recharge fully */
3423                         o_ptr->timeout = 0;
3424                 }
3425                 else
3426                 {
3427                         return;
3428                 }
3429         }
3430         else
3431         {
3432                 if (o_ptr->tval == TV_STAFF)
3433                         max_charges = k_ptr->pval - o_ptr->pval;
3434                 else
3435                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3436
3437                 /* Get the quantity for staves and wands */
3438                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3439                                         MIN(p_ptr->au / price, max_charges));
3440
3441                 /* Do nothing */
3442                 if (charges < 1) return;
3443
3444                 /* Get the new price */
3445                 price *= charges;
3446
3447                 /* Recharge */
3448                 o_ptr->pval += charges;
3449
3450                 /* We no longer think the item is empty */
3451                 o_ptr->ident &= ~(IDENT_EMPTY);
3452         }
3453
3454         /* Give feedback */
3455         object_desc(tmp_str, o_ptr, 0);
3456 #ifdef JP
3457         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3458 #else
3459         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3460 #endif
3461         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3462
3463         p_ptr->window |= (PW_INVEN);
3464
3465         /* Pay the price */
3466         p_ptr->au -= price;
3467
3468         /* Finished */
3469         return;
3470 }
3471
3472
3473 /*!
3474  * @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
3475  * @details
3476  * The player can select the number of charges to add\n
3477  * (up to a limit), and the recharge never fails.\n
3478  *\n
3479  * The cost for rods depends on the level of the rod. The prices\n
3480  * for recharging wands and staves are dependent on the cost of\n
3481  * the base-item.\n
3482  * @return なし
3483  */
3484 static void building_recharge_all(void)
3485 {
3486         INVENTORY_IDX i;
3487         DEPTH lev;
3488         object_type *o_ptr;
3489         object_kind *k_ptr;
3490         PRICE price = 0;
3491         PRICE total_cost = 0;
3492
3493
3494         /* Display some info */
3495         msg_flag = FALSE;
3496         clear_bldg(4, 18);
3497         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);
3498
3499         /* Calculate cost */
3500         for ( i = 0; i < INVEN_PACK; i++)
3501         {
3502                 o_ptr = &p_ptr->inventory_list[i];
3503                                 
3504                 /* skip non magic device */
3505                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3506
3507                 /* need identified */
3508                 if (!object_is_known(o_ptr)) total_cost += 50;
3509
3510                 /* Extract the object "level" */
3511                 lev = k_info[o_ptr->k_idx].level;
3512
3513                 k_ptr = &k_info[o_ptr->k_idx];
3514
3515                 switch (o_ptr->tval)
3516                 {
3517                 case TV_ROD:
3518                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3519                         break;
3520
3521                 case TV_STAFF:
3522                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3523                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3524
3525                         /* Pay at least 10 gold per charge */
3526                         price = MAX(10, price);
3527
3528                         /* Fully charge */
3529                         price = (k_ptr->pval - o_ptr->pval) * price;
3530                         break;
3531
3532                 case TV_WAND:
3533                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3534                         price = (k_info[o_ptr->k_idx].cost / 10);
3535
3536                         /* Pay at least 10 gold per charge */
3537                         price = MAX(10, price);
3538
3539                         /* Fully charge */
3540                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3541                         break;
3542                 }
3543
3544                 /* if price <= 0 then item have enough charge */
3545                 if (price > 0) total_cost += price;
3546         }
3547
3548         if (!total_cost)
3549         {
3550                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3551                 msg_print(NULL);
3552                 return;
3553         }
3554
3555         /* Check if the player has enough money */
3556         if (p_ptr->au < total_cost)
3557         {
3558                 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 );
3559                 msg_print(NULL);
3560                 return;
3561         }
3562         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3563         
3564         for (i = 0; i < INVEN_PACK; i++)
3565         {
3566                 o_ptr = &p_ptr->inventory_list[i];
3567                 k_ptr = &k_info[o_ptr->k_idx];
3568
3569                 /* skip non magic device */
3570                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3571
3572                 if (!object_is_known(o_ptr))
3573                 {
3574                         identify_item(o_ptr);
3575
3576                         /* Auto-inscription */
3577                         autopick_alter_item(i, FALSE);
3578                 }
3579
3580                 /* Recharge */
3581                 switch (o_ptr->tval)
3582                 {
3583                 case TV_ROD:
3584                         o_ptr->timeout = 0;
3585                         break;
3586                 case TV_STAFF:
3587                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3588                         /* We no longer think the item is empty */
3589                         o_ptr->ident &= ~(IDENT_EMPTY);
3590                         break;
3591                 case TV_WAND:
3592                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3593                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3594                         /* We no longer think the item is empty */
3595                         o_ptr->ident &= ~(IDENT_EMPTY);
3596                         break;
3597                 }
3598         }
3599
3600         /* Give feedback */
3601         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3602         msg_print(NULL);
3603         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3604
3605         p_ptr->window |= (PW_INVEN);
3606
3607         /* Pay the price */
3608         p_ptr->au -= total_cost;
3609
3610         /* Finished */
3611         return;
3612 }
3613
3614 /*!
3615  * @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-
3616  * @return 常にTRUEを返す。
3617  * @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。
3618  */
3619 static bool research_mon(void)
3620 {
3621         IDX i;
3622         int n;
3623         MONRACE_IDX r_idx;
3624         char sym, query;
3625         char buf[128];
3626         bool notpicked;
3627         bool recall = FALSE;
3628         u16b why = 0;
3629         MONSTER_IDX *who;
3630
3631         /* XTRA HACK WHATSEARCH */
3632         bool all = FALSE;
3633         bool uniq = FALSE;
3634         bool norm = FALSE;
3635         char temp[80] = "";
3636
3637         /* XTRA HACK REMEMBER_IDX */
3638         static int old_sym = '\0';
3639         static IDX old_i = 0;
3640
3641         screen_save();
3642
3643         /* Get a character, or abort */
3644         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):",
3645                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3646
3647         {
3648                 screen_load();
3649
3650                 return (FALSE);
3651         }
3652
3653         /* Find that character info, and describe it */
3654         for (i = 0; ident_info[i]; ++i)
3655         {
3656                 if (sym == ident_info[i][0]) break;
3657         }
3658
3659                 /* XTRA HACK WHATSEARCH */
3660         if (sym == KTRL('A'))
3661         {
3662                 all = TRUE;
3663                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3664         }
3665         else if (sym == KTRL('U'))
3666         {
3667                 all = uniq = TRUE;
3668                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3669         }
3670         else if (sym == KTRL('N'))
3671         {
3672                 all = norm = TRUE;
3673                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3674         }
3675         else if (sym == KTRL('M'))
3676         {
3677                 all = TRUE;
3678                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3679                 {
3680                         temp[0]=0;
3681                         screen_load();
3682
3683                         return FALSE;
3684                 }
3685                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3686         }
3687         else if (ident_info[i])
3688         {
3689                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3690         }
3691         else
3692         {
3693                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3694         }
3695
3696         /* Display the result */
3697         prt(buf, 16, 10);
3698
3699         /* Allocate the "who" array */
3700         C_MAKE(who, max_r_idx, MONRACE_IDX);
3701
3702         /* Collect matching monsters */
3703         for (n = 0, i = 1; i < max_r_idx; i++)
3704         {
3705                 monster_race *r_ptr = &r_info[i];
3706
3707                 /* Empty monster */
3708                 if (!r_ptr->name) continue;
3709
3710                 /* XTRA HACK WHATSEARCH */
3711                 /* Require non-unique monsters if needed */
3712                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3713
3714                 /* Require unique monsters if needed */
3715                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3716
3717                 /* 名前検索 */
3718                 if (temp[0])
3719                 {
3720                         int xx;
3721                         char temp2[80];
3722
3723                         for (xx = 0; temp[xx] && xx < 80; xx++)
3724                         {
3725 #ifdef JP
3726                                 if (iskanji(temp[xx]))
3727                                 {
3728                                         xx++;
3729                                         continue;
3730                                 }
3731 #endif
3732                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3733                         }
3734   
3735 #ifdef JP
3736                         strcpy(temp2, r_name + r_ptr->E_name);
3737 #else
3738                         strcpy(temp2, r_name + r_ptr->name);
3739 #endif
3740                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3741                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3742
3743 #ifdef JP
3744                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3745 #else
3746                         if (my_strstr(temp2, temp))
3747 #endif
3748                                 who[n++] = i;
3749                 }
3750                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3751         }
3752
3753         /* Nothing to recall */
3754         if (!n)
3755         {
3756                 /* Free the "who" array */
3757                 C_KILL(who, max_r_idx, MONRACE_IDX);
3758                 screen_load();
3759
3760                 return (FALSE);
3761         }
3762
3763         /* Sort by level */
3764         why = 2;
3765         query = 'y';
3766
3767         /* Sort if needed */
3768         if (why)
3769         {
3770                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3771         }
3772
3773
3774         /* Start at the end */
3775         /* XTRA HACK REMEMBER_IDX */
3776         if (old_sym == sym && old_i < n) i = old_i;
3777         else i = n - 1;
3778
3779         notpicked = TRUE;
3780
3781         /* Scan the monster memory */
3782         while (notpicked)
3783         {
3784                 /* Extract a race */
3785                 r_idx = who[i];
3786
3787                 /* Hack -- Begin the prompt */
3788                 roff_top(r_idx);
3789
3790                 /* Hack -- Complete the prompt */
3791                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3792
3793                 /* Interact */
3794                 while (1)
3795                 {
3796                         /* Recall */
3797                         if (recall)
3798                         {
3799                                 /*** Recall on screen ***/
3800
3801                                 /* Get maximal info about this monster */
3802                                 lore_do_probe(r_idx);
3803
3804                                 /* Save this monster ID */
3805                                 monster_race_track(r_idx);
3806                                 handle_stuff();
3807
3808                                 /* know every thing mode */
3809                                 screen_roff(r_idx, 0x01);
3810                                 notpicked = FALSE;
3811
3812                                 /* XTRA HACK REMEMBER_IDX */
3813                                 old_sym = sym;
3814                                 old_i = i;
3815                         }
3816
3817                         query = inkey();
3818
3819                         /* Normal commands */
3820                         if (query != 'r') break;
3821
3822                         /* Toggle recall */
3823                         recall = !recall;
3824                 }
3825
3826                 /* Stop scanning */
3827                 if (query == ESCAPE) break;
3828
3829                 /* Move to "prev" monster */
3830                 if (query == '-')
3831                 {
3832                         if (++i == n)
3833                         {
3834                                 i = 0;
3835                                 if (!expand_list) break;
3836                         }
3837                 }
3838
3839                 /* Move to "next" monster */
3840                 else
3841                 {
3842                         if (i-- == 0)
3843                         {
3844                                 i = n - 1;
3845                                 if (!expand_list) break;
3846                         }
3847                 }
3848         }
3849
3850
3851         /* Re-display the identity */
3852         /* prt(buf, 5, 5);*/
3853
3854         /* Free the "who" array */
3855         C_KILL(who, max_r_idx, MONRACE_IDX);
3856         screen_load();
3857
3858         return (!notpicked);
3859 }
3860
3861
3862 /*!
3863  * @brief 施設の処理実行メインルーチン / Execute a building command
3864  * @param bldg 施設構造体の参照ポインタ
3865  * @param i 実行したい施設のサービステーブルの添字
3866  * @return なし
3867  */
3868 static void bldg_process_command(building_type *bldg, int i)
3869 {
3870         BACT_IDX bact = bldg->actions[i];
3871         PRICE bcost;
3872         bool paid = FALSE;
3873
3874         msg_flag = FALSE;
3875         msg_erase();
3876
3877         if (is_owner(bldg))
3878                 bcost = bldg->member_costs[i];
3879         else
3880                 bcost = bldg->other_costs[i];
3881
3882         /* action restrictions */
3883         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3884             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3885         {
3886                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3887                 return;
3888         }
3889
3890         /* check gold (HACK - Recharge uses variable costs) */
3891         if ((bact != BACT_RECHARGE) &&
3892             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3893              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3894         {
3895                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3896                 return;
3897         }
3898
3899         switch (bact)
3900         {
3901         case BACT_NOTHING:
3902                 /* Do nothing */
3903                 break;
3904         case BACT_RESEARCH_ITEM:
3905                 paid = identify_fully(FALSE);
3906                 break;
3907         case BACT_TOWN_HISTORY:
3908                 town_history();
3909                 break;
3910         case BACT_RACE_LEGENDS:
3911                 race_legends();
3912                 break;
3913         case BACT_QUEST:
3914                 castle_quest();
3915                 break;
3916         case BACT_KING_LEGENDS:
3917         case BACT_ARENA_LEGENDS:
3918         case BACT_LEGENDS:
3919                 show_highclass();
3920                 break;
3921         case BACT_POSTER:
3922         case BACT_ARENA_RULES:
3923         case BACT_ARENA:
3924                 arena_comm(bact);
3925                 break;
3926         case BACT_IN_BETWEEN:
3927         case BACT_CRAPS:
3928         case BACT_SPIN_WHEEL:
3929         case BACT_DICE_SLOTS:
3930         case BACT_GAMBLE_RULES:
3931         case BACT_POKER:
3932                 gamble_comm(bact);
3933                 break;
3934         case BACT_REST:
3935         case BACT_RUMORS:
3936         case BACT_FOOD:
3937                 paid = inn_comm(bact);
3938                 break;
3939         case BACT_RESEARCH_MONSTER:
3940                 paid = research_mon();
3941                 break;
3942         case BACT_COMPARE_WEAPONS:
3943                 paid = TRUE;
3944                 bcost = compare_weapons(bcost);
3945                 break;
3946         case BACT_ENCHANT_WEAPON:
3947                 item_tester_hook = object_allow_enchant_melee_weapon;
3948                 enchant_item(bcost, 1, 1, 0);
3949                 break;
3950         case BACT_ENCHANT_ARMOR:
3951                 item_tester_hook = object_is_armour;
3952                 enchant_item(bcost, 0, 0, 1);
3953                 break;
3954         case BACT_RECHARGE:
3955                 building_recharge();
3956                 break;
3957         case BACT_RECHARGE_ALL:
3958                 building_recharge_all();
3959                 break;
3960         case BACT_IDENTS: /* needs work */
3961                 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;
3962                 identify_pack();
3963                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3964                 paid = TRUE;
3965                 break;
3966         case BACT_IDENT_ONE: /* needs work */
3967                 paid = ident_spell(FALSE);
3968                 break;
3969         case BACT_LEARN:
3970                 do_cmd_study();
3971                 break;
3972         case BACT_HEALING: /* needs work */
3973                 paid = cure_critical_wounds(200);
3974                 break;
3975         case BACT_RESTORE: /* needs work */
3976                 paid = restore_all_status();
3977                 break;
3978         case BACT_ENCHANT_ARROWS:
3979                 item_tester_hook = item_tester_hook_ammo;
3980                 enchant_item(bcost, 1, 1, 0);
3981                 break;
3982         case BACT_ENCHANT_BOW:
3983                 item_tester_tval = TV_BOW;
3984                 enchant_item(bcost, 1, 1, 0);
3985                 break;
3986
3987         case BACT_RECALL:
3988                 if (recall_player(p_ptr, 1)) paid = TRUE;
3989                 break;
3990
3991         case BACT_TELEPORT_LEVEL:
3992                 clear_bldg(4, 20);
3993                 paid = free_level_recall(p_ptr);
3994                 break;
3995
3996         case BACT_LOSE_MUTATION:
3997                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3998                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3999                 {
4000                         while(!lose_mutation(0));
4001                         paid = TRUE;
4002                 }
4003                 else
4004                 {
4005                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4006                         msg_print(NULL);
4007                 }
4008                 break;
4009
4010         case BACT_BATTLE:
4011                 kakutoujou();
4012                 break;
4013
4014         case BACT_TSUCHINOKO:
4015                 tsuchinoko();
4016                 break;
4017
4018         case BACT_KUBI:
4019                 shoukinkubi();
4020                 break;
4021
4022         case BACT_TARGET:
4023                 today_target();
4024                 break;
4025
4026         case BACT_KANKIN:
4027                 kankin();
4028                 break;
4029
4030         case BACT_HEIKOUKA:
4031                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4032                 set_virtue(V_COMPASSION, 0);
4033                 set_virtue(V_HONOUR, 0);
4034                 set_virtue(V_JUSTICE, 0);
4035                 set_virtue(V_SACRIFICE, 0);
4036                 set_virtue(V_KNOWLEDGE, 0);
4037                 set_virtue(V_FAITH, 0);
4038                 set_virtue(V_ENLIGHTEN, 0);
4039                 set_virtue(V_ENCHANT, 0);
4040                 set_virtue(V_CHANCE, 0);
4041                 set_virtue(V_NATURE, 0);
4042                 set_virtue(V_HARMONY, 0);
4043                 set_virtue(V_VITALITY, 0);
4044                 set_virtue(V_UNLIFE, 0);
4045                 set_virtue(V_PATIENCE, 0);
4046                 set_virtue(V_TEMPERANCE, 0);
4047                 set_virtue(V_DILIGENCE, 0);
4048                 set_virtue(V_VALOUR, 0);
4049                 set_virtue(V_INDIVIDUALISM, 0);
4050                 get_virtues();
4051                 paid = TRUE;
4052                 break;
4053
4054         case BACT_TELE_TOWN:
4055                 paid = tele_town();
4056                 break;
4057
4058         case BACT_EVAL_AC:
4059                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4060                 break;
4061
4062         case BACT_BROKEN_WEAPON:
4063                 paid = TRUE;
4064                 bcost = repair_broken_weapon(bcost);
4065                 break;
4066         }
4067
4068         if (paid)
4069         {
4070                 p_ptr->au -= bcost;
4071         }
4072 }
4073
4074 /*!
4075  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4076  * @return なし
4077  */
4078 void do_cmd_bldg(void)
4079 {
4080         int             i, which;
4081         char            command;
4082         bool            validcmd;
4083         building_type   *bldg;
4084
4085         if(p_ptr->wild_mode) return;
4086
4087         take_turn(p_ptr, 100);
4088
4089         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4090         {
4091                 msg_print(_("ここには建物はない。", "You see no building here."));
4092                 return;
4093         }
4094
4095         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4096
4097         bldg = &building[which];
4098
4099         /* Don't re-init the wilderness */
4100         reinit_wilderness = FALSE;
4101
4102         if ((which == 2) && (p_ptr->arena_number < 0))
4103         {
4104                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4105                 return;
4106         }
4107         else if ((which == 2) && p_ptr->inside_arena)
4108         {
4109                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4110                 {
4111                         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);
4112                 }
4113                 else
4114                 {
4115                         /* Don't save the arena as saved floor */
4116                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4117
4118                         p_ptr->inside_arena = FALSE;
4119                         p_ptr->leaving = TRUE;
4120
4121                         /* Re-enter the arena */
4122                         command_new = SPECIAL_KEY_BUILDING;
4123
4124                         /* No energy needed to re-enter the arena */
4125                         free_turn(p_ptr);
4126                 }
4127
4128                 return;
4129         }
4130         else if (p_ptr->inside_battle)
4131         {
4132                 /* Don't save the arena as saved floor */
4133                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4134
4135                 p_ptr->leaving = TRUE;
4136                 p_ptr->inside_battle = FALSE;
4137
4138                 /* Re-enter the monster arena */
4139                 command_new = SPECIAL_KEY_BUILDING;
4140
4141                 /* No energy needed to re-enter the arena */
4142                 free_turn(p_ptr);
4143
4144                 return;
4145         }
4146         else
4147         {
4148                 p_ptr->oldpy = p_ptr->y;
4149                 p_ptr->oldpx = p_ptr->x;
4150         }
4151
4152         forget_lite();
4153         forget_view();
4154
4155         /* Hack -- Increase "icky" depth */
4156         current_world_ptr->character_icky++;
4157
4158         command_arg = 0;
4159         command_rep = 0;
4160         command_new = 0;
4161
4162         show_building(bldg);
4163         p_ptr->leave_bldg = FALSE;
4164
4165         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4166
4167         while (!p_ptr->leave_bldg)
4168         {
4169                 validcmd = FALSE;
4170                 prt("", 1, 0);
4171
4172                 building_prt_gold();
4173
4174                 command = inkey();
4175
4176                 if (command == ESCAPE)
4177                 {
4178                         p_ptr->leave_bldg = TRUE;
4179                         p_ptr->inside_arena = FALSE;
4180                         p_ptr->inside_battle = FALSE;
4181                         break;
4182                 }
4183
4184                 for (i = 0; i < 8; i++)
4185                 {
4186                         if (bldg->letters[i])
4187                         {
4188                                 if (bldg->letters[i] == command)
4189                                 {
4190                                         validcmd = TRUE;
4191                                         break;
4192                                 }
4193                         }
4194                 }
4195
4196                 if(validcmd) bldg_process_command(bldg, i);
4197
4198                 handle_stuff();
4199         }
4200
4201         select_floor_music();
4202
4203         msg_flag = FALSE;
4204         msg_erase();
4205
4206         /* Reinit wilderness to activate quests ... */
4207         if (reinit_wilderness)
4208         {
4209                 p_ptr->leaving = TRUE;
4210         }
4211
4212         /* Hack -- Decrease "icky" depth */
4213         current_world_ptr->character_icky--;
4214
4215         Term_clear();
4216
4217         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4218         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4219         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4220 }
4221
4222
4223 /*!
4224  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4225  * @return なし
4226  * @note conv_old is used if loaded 0.0.3 or older save file
4227  */
4228 void determine_today_mon(bool conv_old)
4229 {
4230         int max_dl = 3, i;
4231         bool old_inside_battle = p_ptr->inside_battle;
4232         monster_race *r_ptr;
4233
4234         if (!conv_old)
4235         {
4236                 for (i = 0; i < max_d_idx; i++)
4237                 {
4238                         if (max_dlv[i] < d_info[i].mindepth) continue;
4239                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4240                 }
4241         }
4242         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4243
4244         p_ptr->inside_battle = TRUE;
4245         get_mon_num_prep(NULL, NULL);
4246
4247         while (1)
4248         {
4249                 today_mon = get_mon_num(max_dl);
4250                 r_ptr = &r_info[today_mon];
4251
4252                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4253                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4254                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4255                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4256                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4257                 if (r_ptr->rarity > 10) continue;
4258                 break;
4259         }
4260
4261         p_ptr->today_mon = 0;
4262         p_ptr->inside_battle = old_inside_battle;
4263 }
4264
4265
4266
4267 /*!
4268  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4269  * @return なし
4270  */
4271 void determine_bounty_uniques(void)
4272 {
4273         int i, j;
4274         MONRACE_IDX tmp;
4275         monster_race *r_ptr;
4276
4277         get_mon_num_prep(NULL, NULL);
4278         for (i = 0; i < MAX_KUBI; i++)
4279         {
4280                 while (1)
4281                 {
4282                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4283                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4284
4285                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4286
4287                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4288
4289                         if (r_ptr->rarity > 100) continue;
4290
4291                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4292
4293                         for (j = 0; j < i; j++)
4294                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4295
4296                         if (j == i) break;
4297                 }
4298         }
4299
4300         /* Sort them */
4301         for (i = 0; i < MAX_KUBI - 1; i++)
4302         {
4303                 for (j = i; j < MAX_KUBI; j++)
4304                 {
4305                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4306                         {
4307                                 tmp = current_world_ptr->bounty_r_idx[i];
4308                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4309                                 current_world_ptr->bounty_r_idx[j] = tmp;
4310                         }
4311                 }
4312         }
4313 }