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[Refactor] #38844 max_d_idx を world_type 構造体に加える. / Move max_d_idx to world_type...
[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-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
50
51 #include "files.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
57 #include "scores.h"
58 #include "shoot.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
61 #include "autopick.h"
62
63
64 /*
65  * Buildings
66  */
67 building_type building[MAX_BLDG];
68
69 MONRACE_IDX battle_mon[4];
70 u32b mon_odds[4];
71 int battle_odds;
72 PRICE kakekin;
73 int sel_monster;
74
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
77
78 /*!
79  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
80  */
81 const arena_type arena_info[MAX_ARENA_MONS + 2] =
82 {
83         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
84         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
85         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
86         { MON_LION_HEART,    0,         0                             },
87         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
88         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
89         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
90         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
91         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
92         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
93         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
94         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
95         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
96         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
97         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
98         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
99         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
100         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
101         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
102         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
103         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
104         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
105         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
106         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
107         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
108         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
109         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
110         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
111         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
112         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
113         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
114         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
115         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
116         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
117         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
118         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
119         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
120         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
121         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
122         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
123         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
124         { 0,                 0,         0                             }, /* Victory prizing */
125         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
126 };
127
128 /*!
129  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
130  * @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、
131  * 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。
132  * @param bldg 施設構造体の参照ポインタ
133  * @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。
134  */
135 static bool is_owner(building_type *bldg)
136 {
137         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
138         {
139                 return (TRUE);
140         }
141
142         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
143         {
144                 return (TRUE);
145         }
146
147         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
148                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
149         {
150                 return (TRUE);
151         }
152
153         return (FALSE);
154 }
155
156 /*!
157  * @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。
158  (スペルマスターの特別判定つき)
159  * @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、
160  * 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。
161  * @param bldg 施設構造体の参照ポインタ
162  * @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。
163  * @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。
164  */
165 static bool is_member(building_type *bldg)
166 {
167         if (bldg->member_class[p_ptr->pclass])
168         {
169                 return (TRUE);
170         }
171
172         if (bldg->member_race[p_ptr->prace])
173         {
174                 return (TRUE);
175         }
176
177         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
178             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
179         {
180                 return (TRUE);
181         }
182
183
184         if (p_ptr->pclass == CLASS_SORCERER)
185         {
186                 int i;
187                 bool OK = FALSE;
188                 for (i = 0; i < MAX_MAGIC; i++)
189                 {
190                         if (bldg->member_realm[i+1]) OK = TRUE;
191                 }
192                 return OK;
193         }
194         return (FALSE);
195 }
196
197 /*!
198  * @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
199  * @details 消去は行毎にヌル文字列で行われる。
200  * @param min_row 開始行番号
201  * @param max_row 末尾行番号
202  * @return なし
203  */
204 void clear_bldg(int min_row, int max_row)
205 {
206         int   i;
207
208         for (i = min_row; i <= max_row; i++)
209                 prt("", i, 0);
210 }
211
212 /*!
213  * @brief 所持金を表示する。
214  * @return なし
215  */
216 static void building_prt_gold(void)
217 {
218         char tmp_str[80];
219         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
220         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
221         prt(tmp_str, 23, 68);
222 }
223
224 /*!
225  * @brief 施設のサービス一覧を表示する / Display a building.
226  * @param bldg 施設構造体の参照ポインタ
227  * @return なし
228  */
229 static void show_building(building_type* bldg)
230 {
231         char buff[20];
232         int i;
233         byte action_color;
234         char tmp_str[80];
235
236         Term_clear();
237         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
238         prt(tmp_str, 2, 1);
239
240
241         for (i = 0; i < 8; i++)
242         {
243                 if (bldg->letters[i])
244                 {
245                         if (bldg->action_restr[i] == 0)
246                         {
247                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
249                                 {
250                                         action_color = TERM_WHITE;
251                                         buff[0] = '\0';
252                                 }
253                                 else if (is_owner(bldg))
254                                 {
255                                         action_color = TERM_YELLOW;
256                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
257                                 }
258                                 else
259                                 {
260                                         action_color = TERM_YELLOW;
261                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
262                         }
263                         else if (bldg->action_restr[i] == 1)
264                         {
265                                 if (!is_member(bldg))
266                                 {
267                                         action_color = TERM_L_DARK;
268                                         strcpy(buff, _("(閉店)", "(closed)"));
269                                 }
270                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
271                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
272                                 {
273                                         action_color = TERM_WHITE;
274                                         buff[0] = '\0';
275                                 }
276                                 else if (is_owner(bldg))
277                                 {
278                                         action_color = TERM_YELLOW;
279                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
280                                 }
281                                 else
282                                 {
283                                         action_color = TERM_YELLOW;
284                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
285                                 }
286                         }
287                         else
288                         {
289                                 if (!is_owner(bldg))
290                                 {
291                                         action_color = TERM_L_DARK;
292                                         strcpy(buff, _("(閉店)", "(closed)"));
293                                 }
294                                 else if (bldg->member_costs[i] != 0)
295                                 {
296                                         action_color = TERM_YELLOW;
297                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
298                                 }
299                                 else
300                                 {
301                                         action_color = TERM_WHITE;
302                                         buff[0] = '\0';
303                                 }
304                         }
305
306                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
307                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
308                 }
309         }
310         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
311 }
312
313 /*!
314  * @brief 闘技場に入るコマンドの処理 / arena commands
315  * @param cmd 闘技場処理のID
316  * @return なし
317  */
318 static void arena_comm(int cmd)
319 {
320         monster_race    *r_ptr;
321         concptr            name;
322
323
324         switch (cmd)
325         {
326                 case BACT_ARENA:
327                         if (p_ptr->arena_number == MAX_ARENA_MONS)
328                         {
329                                 clear_bldg(5, 19);
330                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
331                                 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);
332                                 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);
333
334                                 prt("", 10, 0);
335                                 prt("", 11, 0);
336                                 p_ptr->au += 1000000L;
337                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
338                                 msg_print(NULL);
339                                 p_ptr->arena_number++;
340                         }
341                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
342                         {
343                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
344                                 {
345                                         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."));
346                                         msg_print(NULL);
347                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
348                                         {       
349                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
350                                                 msg_print(NULL);
351                                         
352                                                 p_ptr->exit_bldg = FALSE;
353                                                 reset_tim_flags(p_ptr);
354
355                                                 /* Save the surface floor as saved floor */
356                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
357
358                                                 p_ptr->inside_arena = TRUE;
359                                                 p_ptr->leaving = TRUE;
360                                                 p_ptr->leave_bldg = TRUE;
361                                         }
362                                         else
363                                         {
364                                                 msg_print(_("残念だ。", "We are disappointed."));
365                                         }
366                                 }
367                                 else
368                                 {
369                                         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。",
370                                                                 "You enter the arena briefly and bask in your glory."));
371                                         msg_print(NULL);
372                                 }
373                         }
374                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
375                         {
376                                 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。",
377                                                         "You don't have permission to enter with pet."));
378                                 msg_print(NULL);
379                         }
380                         else
381                         {
382                                 p_ptr->exit_bldg = FALSE;
383                                 reset_tim_flags(p_ptr);
384
385                                 /* Save the surface floor as saved floor */
386                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
387
388                                 p_ptr->inside_arena = TRUE;
389                                 p_ptr->leaving = TRUE;
390                                 p_ptr->leave_bldg = TRUE;
391                         }
392                         break;
393                 case BACT_POSTER:
394                         if (p_ptr->arena_number == MAX_ARENA_MONS)
395                                 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。",
396                                                         "You are victorious. Enter the arena for the ceremony."));
397
398                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
399                         {
400                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
401                         }
402                         else
403                         {
404                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
405                                 name = (r_name + r_ptr->name);
406                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
407
408                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
409                                 p_ptr->window |= (PW_MONSTER);
410                                 handle_stuff();
411
412                         }
413                         break;
414                 case BACT_ARENA_RULES:
415                         screen_save();
416
417                         /* Peruse the arena help file */
418                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
419                         screen_load();
420
421                         break;
422         }
423 }
424
425 /*!
426  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
427  * @param row シンボルを表示する行の上端
428  * @param col シンボルを表示する行の左端
429  * @param fruit 表示するシンボルID
430  * @return なし
431  */
432 static void display_fruit(int row, int col, int fruit)
433 {
434         switch (fruit)
435         {
436                 case 0: /* lemon */
437                         c_put_str(TERM_YELLOW, "   ####.", row, col);
438                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
439                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
440                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
441                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
442                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
443                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
444                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
445                         prt(                 _(" レモン ",
446                                                            " Lemon  "), row + 8, col);
447                         break;
448                 case 1: /* orange */
449                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
450                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
451                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
452                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
453                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
454                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
455                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
456                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
457                         prt(                 _("オレンジ",
458                                                                    " Orange "), row + 8, col);
459                         break;
460                 case 2: /* sword */
461                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
462                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
463                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
464                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
465                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
466                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
467                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
468                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
469                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
470                         break;
471                 case 3: /* shield */
472                         c_put_str(TERM_SLATE, " ###### ", row, col);
473                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
474                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
475                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
476                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
477                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
478                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
479                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
480                         prt(                _("   盾   ",
481                                                                   " Shield "), row + 8, col);
482                         break;
483                 case 4: /* plum */
484                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
485                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
486                         c_put_str(TERM_VIOLET, "########", row + 2, col);
487                         c_put_str(TERM_VIOLET, "########", row + 3, col);
488                         c_put_str(TERM_VIOLET, "########", row + 4, col);
489                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
490                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
491                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
492                         prt(                 _(" プラム ",
493                                                                    "  Plum  "), row + 8, col);
494                         break;
495                 case 5: /* cherry */
496                         c_put_str(TERM_RED, "      ##", row, col);
497                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
498                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
499                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
500                         c_put_str(TERM_RED, " ###### ", row + 4, col);
501                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
502                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
503                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
504                         prt(              _("チェリー",
505                                                                 " Cherry "), row + 8, col);
506                         break;
507         }
508 }
509
510 /*! @note
511  * kpoker no (tyuto-hannpa na)pakuri desu...
512  * joker ha shineru node haitte masen.
513  *
514  * TODO: donataka! tsukutte!
515  *  - agatta yaku no kiroku (like DQ).
516  *  - kakkoii card no e.
517  *  - sousa-sei no koujyo.
518  *  - code wo wakariyasuku.
519  *  - double up.
520  *  - Joker... -- done.
521  *
522  * 9/13/2000 --Koka
523  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
524  */
525
526 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
527 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
528 #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 */
529
530 static int cards[5]; /*!< ポーカーの現在の手札ID */
531
532 /*!
533  * @brief ポーカーの山札を切る。
534  * @param deck デッキの配列
535  * @return なし
536  */
537 static void reset_deck(int deck[])
538 {
539         int i;
540         for (i = 0; i < 53; i++) deck[i] = i;
541
542         /* shuffle cards */
543         for (i = 0; i < 53; i++){
544                 int tmp1 = randint0(53 - i) + i;
545                 int tmp2 = deck[i];
546                 deck[i] = deck[tmp1];
547                 deck[tmp1] = tmp2;
548         }
549 }
550
551 /*!
552  * @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。
553  * @return ジョーカーを持っているか。
554  */
555 static bool have_joker(void)
556 {
557         int i;
558
559         for (i = 0; i < 5; i++){
560           if(IS_JOKER(cards[i])) return TRUE;
561         }
562         return FALSE;
563 }
564
565 /*!
566  * @brief ポーカーの手札に該当の番号の札があるかを返す。
567  * @param num 探したいカードの番号。
568  * @return 該当の番号が手札にあるか。
569  */
570 static bool find_card_num(int num)
571 {
572         int i;
573         for (i = 0; i < 5; i++)
574                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
575         return FALSE;
576 }
577
578 /*!
579  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
580  * @return 役の判定結果
581  */
582 static bool yaku_check_flush(void)
583 {
584         int i, suit;
585         bool joker_is_used = FALSE;
586
587         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
588         for (i = 0; i < 5; i++){
589                 if (SUIT_OF(cards[i]) != suit){
590                   if(have_joker() && !joker_is_used)
591                     joker_is_used = TRUE;
592                   else
593                     return FALSE;
594                 }
595         }
596
597         return TRUE;
598 }
599
600 /*!
601  * @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。
602  * @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
603  */
604 static int yaku_check_straight(void)
605 {
606         int i, lowest = 99;
607         bool joker_is_used = FALSE;
608         bool straight = FALSE;
609
610         /* get lowest */
611         for (i = 0; i < 5; i++)
612         {
613                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
614                         lowest = NUM_OF(cards[i]);
615         }
616         
617         /* Check Royal Straight Flush */
618         if (yaku_check_flush())
619         {
620           if( lowest == 0 ){
621                 for (i = 0; i < 4; i++)
622                 {
623                         if (!find_card_num(9 + i)){
624                                 if( have_joker() && !joker_is_used )
625                                   joker_is_used = TRUE;
626                                 else
627                                   break;
628                         }
629                 }
630                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
631           }
632           if(lowest == 9){
633                 for (i = 0; i < 3; i++)
634                 {
635                         if (!find_card_num(10 + i))
636                                 break;
637                 }
638                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
639           }
640         }
641
642         joker_is_used = FALSE;
643
644         /* Straight Only Check */
645
646         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
647                 for (i = 0; i < 4; i++)
648                 {
649                         if (!find_card_num(9 + i)) {
650                                 if (have_joker() && !joker_is_used)
651                                         joker_is_used = TRUE;
652                                 else
653                                         break; /* None */
654                         }
655                 }
656                 if(i == 4) straight = TRUE;
657         }
658
659         joker_is_used = FALSE;
660
661         for (i = 0; i < 5; i++)
662         {
663                 if(!find_card_num(lowest + i)){
664                         if( have_joker() && !joker_is_used )
665                                 joker_is_used = TRUE;
666                         else
667                                 break; /* None */
668                 }
669         }
670         if(i == 5) straight = TRUE;
671         
672         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
673         else if(straight) return 1; /* Only Straight */
674         else return 0;
675 }
676
677 /*!
678  * @brief ポーカーのペア役の状態を返す。
679  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
680  */
681 static int yaku_check_pair(void)
682 {
683         int i, i2, matching = 0;
684
685         for (i = 0; i < 5; i++)
686         {
687                 for (i2 = i+1; i2 < 5; i2++)
688                 {
689                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
690                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
691                                 matching++;
692                 }
693         }
694
695         if(have_joker()){
696           switch(matching){
697           case 0:
698             matching = 1;
699             break;
700           case 1:
701             matching = 3;
702             break;
703           case 2:
704             matching = 4;
705             break;
706           case 3:
707             matching = 6;
708             break;
709           case 6:
710             matching = 7;
711             break;
712           default:
713             /* don't reach */
714             break;
715           }
716         }
717
718         return matching;
719 }
720
721 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
722 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
723 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
724 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
725 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
726 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
727 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
728 #define ODDS_ST 4 /*!< ストレートの役倍率 */
729 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
730 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
731
732 /*!
733  * @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。
734  * @return 役のID
735  */
736 static int yaku_check(void)
737 {
738         prt("                            ", 4, 3);
739
740         switch(yaku_check_straight()){
741         case 3: /* RF! */
742                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
743                 return ODDS_RF;
744         case 2: /* SF! */
745                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
746                 return ODDS_SF;
747         case 1:
748                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
749                 return ODDS_ST;
750         default:
751                 /* Not straight -- fall through */
752                 break;
753         }
754
755         if (yaku_check_flush())
756         {
757                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
758                 return ODDS_FL;
759         }
760
761         switch (yaku_check_pair())
762         {
763         case 1:
764                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
765                 return 0;
766         case 2:
767                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
768                 return ODDS_2P;
769         case 3:
770                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
771                 return ODDS_3C;
772         case 4:
773                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
774                 return ODDS_FH;
775         case 6:
776                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
777                 return ODDS_4C;
778         case 7:
779                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
780                 {
781                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
782                         return ODDS_5A;
783                 }
784                 else
785                 {
786                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
787                         return ODDS_5C;
788                 }
789         default:
790                 break;
791         }
792         return 0;
793 }
794
795 /*!
796  * @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。
797  * @param hoge カーソルの現在位置
798  * @param kaeruka カードの捨てる/残すフラグ配列
799  * @return なし
800  */
801 static void display_kaeruka(int hoge, int kaeruka[])
802 {
803         int i;
804         char col = TERM_WHITE;
805         for (i = 0; i < 5; i++)
806         {
807                 if (i == hoge) col = TERM_YELLOW;
808                 else if(kaeruka[i]) col = TERM_WHITE;
809                 else col = TERM_L_BLUE;
810                 
811                 if(kaeruka[i])
812                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
813                 else
814                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
815         }
816         if (hoge > 4) col = TERM_YELLOW;
817         else col = TERM_WHITE;
818         c_put_str(col, _("決定", "Sure"), 16,  38);
819
820         /* Hilite current option */
821         if (hoge < 5) move_cursor(14, 5+hoge*16);
822         else move_cursor(16, 38);
823 }
824
825 /*!
826  * @brief ポーカーの手札を表示する。
827  * @return なし
828  */
829 static void display_cards(void)
830 {
831         int i, j;
832         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
833 #ifdef JP
834         concptr suit[4] = {"★", "●", "¶", "†"};
835         concptr card_grph[13][7] = {{"A   %s     ",
836                                   "     変     ",
837                                   "     愚     ",
838                                   "     蛮     ",
839                                   "     怒     ",
840                                   "     %s     ",
841                                   "          A"},
842                                  {"2          ",
843                                   "     %s     ",
844                                   "            ",
845                                   "            ",
846                                   "            ",
847                                   "     %s     ",
848                                   "          2"},
849                                  {"3          ",
850                                   "     %s     ",
851                                   "            ",
852                                   "     %s     ",
853                                   "            ",
854                                   "     %s     ",
855                                   "          3"},
856                                  {"4          ",
857                                   "   %s  %s   ",
858                                   "            ",
859                                   "            ",
860                                   "            ",
861                                   "   %s  %s   ",
862                                   "          4"},
863                                  {"5          ",
864                                   "   %s  %s   ",
865                                   "            ",
866                                   "     %s     ",
867                                   "            ",
868                                   "   %s  %s   ",
869                                   "          5"},
870                                  {"6          ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "            ",
875                                   "   %s  %s   ",
876                                   "          6"},
877                                  {"7          ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s   ",
881                                   "            ",
882                                   "   %s  %s   ",
883                                   "          7"},
884                                  {"8          ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "     %s     ",
889                                   "   %s  %s   ",
890                                   "          8"},
891                                  {"9 %s  %s   ",
892                                   "            ",
893                                   "   %s  %s   ",
894                                   "     %s     ",
895                                   "   %s  %s   ",
896                                   "            ",
897                                   "   %s  %s 9"},
898                                  {"10 %s  %s   ",
899                                   "     %s     ",
900                                   "   %s  %s   ",
901                                   "            ",
902                                   "   %s  %s   ",
903                                   "     %s     ",
904                                   "   %s  %s 10"},
905                                  {"J   Λ     ",
906                                   "%s   ||     ",
907                                   "     ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "   |=亜=| %s",
911                                   "     目   J"},
912                                  {"Q ######   ",
913                                   "%s#      #  ",
914                                   "  # ++++ #  ",
915                                   "  # +==+ #  ",
916                                   "   # ++ #   ",
917                                   "    #  #  %s",
918                                   "     ##   Q"},
919                                  {"K          ",
920                                   "%s `⌒´   ",
921                                   "  γγγλ  ",
922                                   "  ο ο ι  ",
923                                   "   υ    ∂ ",
924                                   "    σ ノ %s",
925                                   "          K"}};
926         concptr joker_grph[7] = {    "            ",
927                                   "     J     ",
928                                   "     O     ",
929                                   "     K     ",
930                                   "     E     ",
931                                   "     R     ",
932                                   "            "};
933
934 #else
935
936         concptr suit[4] = {"[]", "qp", "<>", "db"};
937         concptr card_grph[13][7] = {{"A    %s     ",
938                                   "     He     ",
939                                   "     ng     ",
940                                   "     ba     ",
941                                   "     nd     ",
942                                   "     %s     ",
943                                   "           A"},
944                                  {"2           ",
945                                   "     %s     ",
946                                   "            ",
947                                   "            ",
948                                   "            ",
949                                   "     %s     ",
950                                   "           2"},
951                                  {"3           ",
952                                   "     %s     ",
953                                   "            ",
954                                   "     %s     ",
955                                   "            ",
956                                   "     %s     ",
957                                   "           3"},
958                                  {"4           ",
959                                   "   %s  %s   ",
960                                   "            ",
961                                   "            ",
962                                   "            ",
963                                   "   %s  %s   ",
964                                   "           4"},
965                                  {"5           ",
966                                   "   %s  %s   ",
967                                   "            ",
968                                   "     %s     ",
969                                   "            ",
970                                   "   %s  %s   ",
971                                   "           5"},
972                                  {"6           ",
973                                   "   %s  %s   ",
974                                   "            ",
975                                   "   %s  %s   ",
976                                   "            ",
977                                   "   %s  %s   ",
978                                   "           6"},
979                                  {"7           ",
980                                   "   %s  %s   ",
981                                   "     %s     ",
982                                   "   %s  %s   ",
983                                   "            ",
984                                   "   %s  %s   ",
985                                   "           7"},
986                                  {"8           ",
987                                   "   %s  %s   ",
988                                   "     %s     ",
989                                   "   %s  %s   ",
990                                   "     %s     ",
991                                   "   %s  %s   ",
992                                   "           8"},
993                                  {"9  %s  %s   ",
994                                   "            ",
995                                   "   %s  %s   ",
996                                   "     %s     ",
997                                   "   %s  %s   ",
998                                   "            ",
999                                   "   %s  %s  9"},
1000                                  {"10 %s  %s   ",
1001                                   "     %s     ",
1002                                   "   %s  %s   ",
1003                                   "            ",
1004                                   "   %s  %s   ",
1005                                   "     %s     ",
1006                                   "   %s  %s 10"},
1007                                  {"J    /\\     ",
1008                                   "%s   ||     ",
1009                                   "     ||     ",
1010                                   "     ||     ",
1011                                   "     ||     ",
1012                                   "   |=HH=| %s",
1013                                   "     ][    J"},
1014                                  {"Q  ######   ",
1015                                   "%s#      #  ",
1016                                   "  # ++++ #  ",
1017                                   "  # +==+ #  ",
1018                                   "   # ++ #   ",
1019                                   "    #  #  %s",
1020                                   "     ##    Q"},
1021                                  {"K           ",
1022                                   "%s _'~~`_   ",
1023                                   "   jjjjj$&  ",
1024                                   "   q q uu   ",
1025                                   "   c    &   ",
1026                                   "    v__/  %s",
1027                                   "           K"}};
1028         concptr joker_grph[7] = {    "            ",
1029                                   "     J      ",
1030                                   "     O      ",
1031                                   "     K      ",
1032                                   "     E      ",
1033                                   "     R      ",
1034                                   "            "};
1035 #endif
1036
1037         for (i = 0; i < 5; i++)
1038         {
1039                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1040         }
1041
1042         for (i = 0; i < 5; i++)
1043         {
1044                 for (j = 0; j < 7; j++)
1045                 {
1046                         prt(_("┃", " |"),  j+6,  i*16);
1047                         if(IS_JOKER(cards[i]))
1048                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1049                         else
1050                                 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);
1051                         prt(_("┃", "| "),  j+6,  i*16+14);
1052                 }
1053         }
1054         for (i = 0; i < 5; i++)
1055         {
1056                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1057         }
1058 }
1059
1060 /*!
1061  * @brief ポーカーの1プレイルーチン。
1062  * @return 1プレイの役の結果
1063  */
1064 static int do_poker(void)
1065 {
1066         int i, k = 2;
1067         char cmd;
1068         int deck[53]; /* yamafuda : 0...52 */
1069         int deck_ptr = 0;
1070         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1071
1072         bool done = FALSE;
1073         bool kettei = TRUE;
1074         bool kakikae = TRUE;
1075
1076         reset_deck(deck);
1077
1078         for (i = 0; i < 5; i++)
1079         {
1080                 cards[i] = deck[deck_ptr++];
1081                 kaeruka[i] = 0; /* default:nokosu */
1082         }
1083
1084         /* suteruno wo kimeru */
1085         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);
1086
1087         display_cards();
1088         yaku_check();
1089
1090         while (!done)
1091         {
1092                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1093                 kakikae = FALSE;
1094                 cmd = inkey();
1095                 switch (cmd)
1096                 {
1097                 case '6': case 'l': case 'L': case KTRL('F'):
1098                         if (!kettei) k = (k+1)%5;
1099                         else {k = 0;kettei = FALSE;}
1100                         kakikae = TRUE;
1101                         break;
1102                 case '4': case 'h': case 'H': case KTRL('B'):
1103                         if (!kettei) k = (k+4)%5;
1104                         else {k = 4;kettei = FALSE;}
1105                         kakikae = TRUE;
1106                         break;
1107                 case '2': case 'j': case 'J': case KTRL('N'):
1108                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1109                         break;
1110                 case '8': case 'k': case 'K': case KTRL('P'):
1111                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1112                         break;
1113                 case ' ': case '\r':
1114                         if (kettei) done = TRUE;
1115                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1116                         break;
1117                 default:
1118                         break;
1119                 }
1120         }
1121         
1122         prt("",0,0);
1123
1124         for (i = 0; i < 5; i++)
1125                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1126
1127         display_cards();
1128         
1129         return yaku_check();
1130 }
1131 #undef SUIT_OF
1132 #undef NUM_OF
1133 #undef IS_JOKER
1134 /* end of poker codes --Koka */
1135
1136 /*!
1137  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1138  * @param cmd プレイするゲームID
1139  * @return なし
1140  */
1141 static bool gamble_comm(int cmd)
1142 {
1143         int i;
1144         int roll1, roll2, roll3, choice, odds, win;
1145         s32b wager;
1146         s32b maxbet;
1147         s32b oldgold;
1148
1149         char out_val[160], tmp_str[80], again;
1150         concptr p;
1151
1152         screen_save();
1153
1154         if (cmd == BACT_GAMBLE_RULES)
1155         {
1156                 /* Peruse the gambling help file */
1157                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1158         }
1159         else
1160         {
1161                 /* No money */
1162                 if (p_ptr->au < 1)
1163                 {
1164                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1165                                                 "Hey! You don't have gold - get out of here!"));
1166                         msg_print(NULL);
1167                         screen_load();
1168                         return FALSE;
1169                 }
1170
1171                 clear_bldg(5, 23);
1172
1173                 maxbet = p_ptr->lev * 200;
1174
1175                 /* We can't bet more than we have */
1176                 maxbet = MIN(maxbet, p_ptr->au);
1177
1178                 /* Get the wager */
1179                 strcpy(out_val, "");
1180                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1181
1182
1183                 /*
1184                  * Use get_string() because we may need more than
1185                  * the s16b value returned by get_quantity().
1186                  */
1187                 if (get_string(tmp_str, out_val, 32))
1188                 {
1189                         /* Strip spaces */
1190                         for (p = out_val; *p == ' '; p++);
1191
1192                         /* Get the wager */
1193                         wager = atol(p);
1194
1195                         if (wager > p_ptr->au)
1196                         {
1197                                 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!"));
1198                                 msg_print(NULL);
1199                                 screen_load();
1200                                 return (FALSE);
1201                         }
1202                         else if (wager > maxbet)
1203                         {
1204                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1205                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1206                                 wager = maxbet;
1207                         }
1208                         else if (wager < 1)
1209                         {
1210                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1211                                 wager = 1;
1212                         }
1213                         msg_print(NULL);
1214                         win = FALSE;
1215                         odds = 0;
1216                         oldgold = p_ptr->au;
1217
1218                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1219                         prt(tmp_str, 20, 2);
1220                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1221                         prt(tmp_str, 21, 2);
1222
1223                         do
1224                         {
1225                                 p_ptr->au -= wager;
1226                                 switch (cmd)
1227                                 {
1228                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1229                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1230
1231                                         odds = 4;
1232                                         win = FALSE;
1233                                         roll1 = randint1(10);
1234                                         roll2 = randint1(10);
1235                                         choice = randint1(10);
1236                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1237
1238                                         prt(tmp_str, 8, 3);
1239                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1240
1241                                         prt(tmp_str, 11, 14);
1242                                         if (((choice > roll1) && (choice < roll2)) ||
1243                                                 ((choice < roll1) && (choice > roll2)))
1244                                                 win = TRUE;
1245                                         break;
1246                                 case BACT_CRAPS:  /* Game of Craps */
1247                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1248
1249                                         win = 3;
1250                                         odds = 2;
1251                                         roll1 = randint1(6);
1252                                         roll2 = randint1(6);
1253                                         roll3 = roll1 +  roll2;
1254                                         choice = roll3;
1255                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1256                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1257                                         prt(tmp_str, 7, 5);
1258                                         if ((roll3 == 7) || (roll3 == 11))
1259                                                 win = TRUE;
1260                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1261                                                 win = FALSE;
1262                                         else
1263                                                 do
1264                                                 {
1265                                                         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"));
1266
1267                                                         msg_print(NULL);
1268                                                         roll1 = randint1(6);
1269                                                         roll2 = randint1(6);
1270                                                         roll3 = roll1 +  roll2;
1271                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1272                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1273                                                         prt(tmp_str, 8, 5);
1274                                                         if (roll3 == choice)
1275                                                                 win = TRUE;
1276                                                         else if (roll3 == 7)
1277                                                                 win = FALSE;
1278                                                 } while ((win != TRUE) && (win != FALSE));
1279                                         break;
1280
1281                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1282                                         win = FALSE;
1283                                         odds = 9;
1284                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1285
1286                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1287                                         prt("--------------------------------", 8, 3);
1288                                         strcpy(out_val, "");
1289                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1290
1291                                         for (p = out_val; iswspace(*p); p++);
1292                                         choice = atol(p);
1293                                         if (choice < 0)
1294                                         {
1295                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1296                                                 choice = 0;
1297                                         }
1298                                         else if (choice > 9)
1299                                         {
1300                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1301                                                 choice = 9;
1302                                         }
1303                                         msg_print(NULL);
1304                                         roll1 = randint0(10);
1305                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1306                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1307                                         prt(tmp_str, 13, 3);
1308                                         prt("", 9, 0);
1309                                         prt("*", 9, (3 * roll1 + 5));
1310                                         if (roll1 == choice)
1311                                                 win = TRUE;
1312                                         break;
1313
1314                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1315                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1316                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1317                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1318                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1319                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1320                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1321                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1322                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1323                                         
1324                                         win = FALSE;
1325                                         roll1 = randint1(21);
1326                                         for (i=6;i>0;i--)
1327                                         {
1328                                                 if ((roll1-i) < 1)
1329                                                 {
1330                                                         roll1 = 7-i;
1331                                                         break;
1332                                                 }
1333                                                 roll1 -= i;
1334                                         }
1335                                         roll2 = randint1(21);
1336                                         for (i=6;i>0;i--)
1337                                         {
1338                                                 if ((roll2-i) < 1)
1339                                                 {
1340                                                         roll2 = 7-i;
1341                                                         break;
1342                                                 }
1343                                                 roll2 -= i;
1344                                         }
1345                                         choice = randint1(21);
1346                                         for (i=6;i>0;i--)
1347                                         {
1348                                                 if ((choice-i) < 1)
1349                                                 {
1350                                                         choice = 7-i;
1351                                                         break;
1352                                                 }
1353                                                 choice -= i;
1354                                         }
1355                                         put_str("/--------------------------\\", 7, 2);
1356                                         prt("\\--------------------------/", 17, 2);
1357                                         display_fruit(8,  3, roll1 - 1);
1358                                         display_fruit(8, 12, roll2 - 1);
1359                                         display_fruit(8, 21, choice - 1);
1360                                         if ((roll1 == roll2) && (roll2 == choice))
1361                                         {
1362                                                 win = TRUE;
1363                                                 switch(roll1)
1364                                                 {
1365                                                 case 1:
1366                                                         odds = 5;break;
1367                                                 case 2:
1368                                                         odds = 10;break;
1369                                                 case 3:
1370                                                         odds = 20;break;
1371                                                 case 4:
1372                                                         odds = 50;break;
1373                                                 case 5:
1374                                                         odds = 200;break;
1375                                                 case 6:
1376                                                         odds = 1000;break;
1377                                                 }
1378                                         }
1379                                         else if ((roll1 == 1) && (roll2 == 1))
1380                                         {
1381                                                 win = TRUE;
1382                                                 odds = 2;
1383                                         }
1384                                         break;
1385                                 case BACT_POKER:
1386                                         win = FALSE;
1387                                         odds = do_poker();
1388                                         if (odds) win = TRUE;
1389                                         break;
1390                                 }
1391
1392                                 if (win)
1393                                 {
1394                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1395
1396                                         p_ptr->au += odds * wager;
1397                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1398
1399                                         prt(tmp_str, 17, 37);
1400                                 }
1401                                 else
1402                                 {
1403                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1404                                         prt("", 17, 37);
1405                                 }
1406                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1407
1408                                 prt(tmp_str, 22, 2);
1409                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1410
1411                                 move_cursor(18, 52);
1412                                 again = inkey();
1413                                 prt("", 16, 37);
1414                                 prt("", 17, 37);
1415                                 prt("", 18, 37);
1416                                 if (wager > p_ptr->au)
1417                                 {
1418                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1419                                                                 "Hey! You don't have the gold - get out of here!"));
1420                                         msg_print(NULL);
1421
1422                                         /* Get out here */
1423                                         break;
1424                                 }
1425                         } while ((again == 'y') || (again == 'Y'));
1426
1427                         prt("", 18, 37);
1428                         if (p_ptr->au >= oldgold)
1429                         {
1430                                 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!」",
1431                                                         "You came out a winner! We'll win next time, I'm sure."));
1432                                 chg_virtue(p_ptr, V_CHANCE, 3);
1433                         }
1434                         else
1435                         {
1436                                 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."));
1437                                 chg_virtue(p_ptr, V_CHANCE, -3);
1438                         }
1439                 }
1440                 msg_print(NULL);
1441         }
1442         screen_load();
1443         return (TRUE);
1444 }
1445
1446 /*!
1447  * @brief モンスター闘技場に参加するモンスターを更新する。
1448  * @return なし
1449  */
1450 void update_gambling_monsters(void)
1451 {
1452         int total, i;
1453         int max_dl = 0;
1454         int mon_level;
1455         int power[4];
1456         bool tekitou;
1457         bool old_inside_battle = p_ptr->phase_out;
1458
1459         for (i = 0; i < current_world_ptr->max_d_idx; i++)
1460                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1461
1462         mon_level = randint1(MIN(max_dl, 122)) + 5;
1463         if (randint0(100) < 60)
1464         {
1465                 i = randint1(MIN(max_dl, 122)) + 5;
1466                 mon_level = MAX(i, mon_level);
1467         }
1468         if (randint0(100) < 30)
1469         {
1470                 i = randint1(MIN(max_dl, 122)) + 5;
1471                 mon_level = MAX(i, mon_level);
1472         }
1473
1474         while (1)
1475         {
1476                 total = 0;
1477                 tekitou = FALSE;
1478                 for (i = 0; i < 4; i++)
1479                 {
1480                         MONRACE_IDX r_idx;
1481                         int j;
1482                         while (1)
1483                         {
1484                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1485                                 p_ptr->phase_out = TRUE;
1486                                 r_idx = get_mon_num(mon_level);
1487                                 p_ptr->phase_out = old_inside_battle;
1488                                 if (!r_idx) continue;
1489
1490                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1491                                 {
1492                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1493                                 }
1494
1495                                 for (j = 0; j < i; j++)
1496                                         if (r_idx == battle_mon[j]) break;
1497                                 if (j < i) continue;
1498
1499                                 break;
1500                         }
1501                         battle_mon[i] = r_idx;
1502                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1503                 }
1504
1505                 for (i = 0; i < 4; i++)
1506                 {
1507                         monster_race *r_ptr = &r_info[battle_mon[i]];
1508                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1509
1510                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1511                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1512                         else
1513                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1514                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1515                         if (r_ptr->speed > 110)
1516                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1517                         if (r_ptr->speed < 110)
1518                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1519                         if (num_taisei > 2)
1520                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1521                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1522                                 power[i] = power[i] * 4 / 3;
1523                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1524                                 power[i] = power[i] * 4 / 3;
1525                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1526                                 power[i] = power[i] * 11 / 10;
1527                         if (r_ptr->flags1 & RF1_RAND_25)
1528                                 power[i] = power[i] * 9 / 10;
1529                         if (r_ptr->flags1 & RF1_RAND_50)
1530                                 power[i] = power[i] * 9 / 10;
1531                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1532                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1533
1534
1535                         total += power[i];
1536                 }
1537                 for (i = 0; i < 4; i++)
1538                 {
1539                         power[i] = total * 60 / power[i];
1540                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1541                         if ((power[i] < 160) && randint0(20)) break;
1542                         if (power[i] < 101) power[i] = 100 + randint1(5);
1543                         mon_odds[i] = power[i];
1544                 }
1545                 if (i == 4) break;
1546         }
1547 }
1548
1549 /*!
1550  * @brief モンスター闘技場のメインルーチン
1551  * @return 賭けを開始したか否か
1552  */
1553 static bool kakutoujou(void)
1554 {
1555         PRICE maxbet;
1556         PRICE wager;
1557         char out_val[160], tmp_str[80];
1558         concptr p;
1559
1560         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1561         {
1562                 update_gambling_monsters();
1563                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1564         }
1565
1566         screen_save();
1567
1568         /* No money */
1569         if (p_ptr->au < 1)
1570         {
1571                 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!"));
1572                 msg_print(NULL);
1573                 screen_load();
1574                 return FALSE;
1575         }
1576         else
1577         {
1578                 int i;
1579
1580                 clear_bldg(4, 10);
1581
1582                 prt(_("モンスター                                                     倍率",
1583                           "Monsters                                                       Odds"), 4, 4);
1584                 for (i=0;i<4;i++)
1585                 {
1586                         char buf[80];
1587                         monster_race *r_ptr = &r_info[battle_mon[i]];
1588
1589                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1590                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1591                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1592                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1593                         prt(buf, 5+i, 1);
1594                 }
1595                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1596                 while(1)
1597                 {
1598                         i = inkey();
1599
1600                         if (i == ESCAPE)
1601                         {
1602                                 screen_load();
1603                                 return FALSE;
1604                         }
1605                         if (i >= '1' && i <= '4')
1606                         {
1607                                 sel_monster = i-'1';
1608                                 battle_odds = mon_odds[sel_monster];
1609                                 break;
1610                         }
1611                         else bell();
1612                 }
1613
1614                 clear_bldg(4, 4);
1615                 for (i = 0; i < 4; i++)
1616                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1617
1618                 maxbet = p_ptr->lev * 200;
1619
1620                 /* We can't bet more than we have */
1621                 maxbet = MIN(maxbet, p_ptr->au);
1622
1623                 /* Get the wager */
1624                 strcpy(out_val, "");
1625                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1626                 /*
1627                  * Use get_string() because we may need more than
1628                  * the s16b value returned by get_quantity().
1629                  */
1630                 if (get_string(tmp_str, out_val, 32))
1631                 {
1632                         /* Strip spaces */
1633                         for (p = out_val; *p == ' '; p++);
1634
1635                         /* Get the wager */
1636                         wager = atol(p);
1637
1638                         if (wager > p_ptr->au)
1639                         {
1640                                 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!"));
1641
1642                                 msg_print(NULL);
1643                                 screen_load();
1644                                 return (FALSE);
1645                         }
1646                         else if (wager > maxbet)
1647                         {
1648                                 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);
1649
1650                                 wager = maxbet;
1651                         }
1652                         else if (wager < 1)
1653                         {
1654                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1655                                 wager = 1;
1656                         }
1657                         msg_print(NULL);
1658                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1659                         kakekin = wager;
1660                         p_ptr->au -= wager;
1661                         reset_tim_flags(p_ptr);
1662
1663                         /* Save the surface floor as saved floor */
1664                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1665
1666                         p_ptr->phase_out = TRUE;
1667                         p_ptr->leaving = TRUE;
1668                         p_ptr->leave_bldg = TRUE;
1669
1670                         screen_load();
1671
1672                         return (TRUE);
1673                 }
1674         }
1675         screen_load();
1676
1677         return (FALSE);
1678 }
1679
1680 /*!
1681  * @brief 本日の賞金首情報を表示する。
1682  * @return なし
1683  */
1684 static void today_target(void)
1685 {
1686         char buf[160];
1687         monster_race *r_ptr = &r_info[today_mon];
1688
1689         clear_bldg(4,18);
1690         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1691         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1692         c_put_str(TERM_YELLOW, buf, 6, 10);
1693         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1694         prt(buf, 8, 10);
1695         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1696         prt(buf, 9, 10);
1697         p_ptr->today_mon = today_mon;
1698 }
1699
1700 /*!
1701  * @brief ツチノコの賞金首情報を表示する。
1702  * @return なし
1703  */
1704 static void tsuchinoko(void)
1705 {
1706         clear_bldg(4,18);
1707         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1708         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);
1709         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1710         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1711         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1712 }
1713
1714 /*!
1715  * @brief 通常の賞金首情報を表示する。
1716  * @return なし
1717  */
1718 static void shoukinkubi(void)
1719 {
1720         int i;
1721         TERM_LEN y = 0;
1722
1723         clear_bldg(4,18);
1724         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);
1725         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1726
1727         for (i = 0; i < MAX_KUBI; i++)
1728         {
1729                 byte color;
1730                 concptr done_mark;
1731                 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])];
1732
1733                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1734                 {
1735                         color = TERM_RED;
1736                         done_mark = _("(済)", "(done)");
1737                 }
1738                 else
1739                 {
1740                         color = TERM_WHITE;
1741                         done_mark = "";
1742                 }
1743
1744                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1745
1746                 y = (y+1) % 10;
1747                 if (!y && (i < MAX_KUBI -1))
1748                 {
1749                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1750                         (void)inkey();
1751                         prt("", 0, 0);
1752                         clear_bldg(7,18);
1753                 }
1754         }
1755 }
1756
1757
1758
1759 /*!
1760  * 賞金首の報酬テーブル / List of prize object
1761  */
1762 static struct {
1763         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1764         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1765 } prize_list[MAX_KUBI] = 
1766 {
1767         {TV_POTION, SV_POTION_CURING},
1768         {TV_POTION, SV_POTION_SPEED},
1769         {TV_POTION, SV_POTION_SPEED},
1770         {TV_POTION, SV_POTION_RESISTANCE},
1771         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1772
1773         {TV_POTION, SV_POTION_HEALING},
1774         {TV_POTION, SV_POTION_RESTORE_MANA},
1775         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1776         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1777         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1778
1779         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1780         {TV_POTION, SV_POTION_STAR_HEALING},
1781         {TV_POTION, SV_POTION_STAR_HEALING},
1782         {TV_POTION, SV_POTION_NEW_LIFE},
1783         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1784
1785         {TV_POTION, SV_POTION_LIFE},
1786         {TV_POTION, SV_POTION_LIFE},
1787         {TV_POTION, SV_POTION_AUGMENTATION},
1788         {TV_POTION, SV_POTION_INVULNERABILITY},
1789         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1790 };
1791
1792 /*!
1793  * @brief 賞金首の引き換え処理 / Get prize
1794  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1795  */
1796 static bool kankin(void)
1797 {
1798         INVENTORY_IDX i;
1799         int j;
1800         bool change = FALSE;
1801         GAME_TEXT o_name[MAX_NLEN];
1802         object_type *o_ptr;
1803
1804         /* Loop for p_ptr->inventory_list and right/left arm */
1805         for (i = 0; i <= INVEN_LARM; i++)
1806         {
1807                 o_ptr = &p_ptr->inventory_list[i];
1808
1809                 /* Living Tsuchinoko worthes $1000000 */
1810                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1811                 {
1812                         char buf[MAX_NLEN+20];
1813                         object_desc(o_name, o_ptr, 0);
1814                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1815                         if (get_check(buf))
1816                         {
1817                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1818                                 p_ptr->au += 1000000L * o_ptr->number;
1819                                 p_ptr->redraw |= (PR_GOLD);
1820                                 inven_item_increase(i, -o_ptr->number);
1821                                 inven_item_describe(i);
1822                                 inven_item_optimize(i);
1823                         }
1824                         change = TRUE;
1825                 }
1826         }
1827
1828         for (i = 0; i < INVEN_PACK; i++)
1829         {
1830                 o_ptr = &p_ptr->inventory_list[i];
1831
1832                 /* Corpse of Tsuchinoko worthes $200000 */
1833                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1834                 {
1835                         char buf[MAX_NLEN+20];
1836                         object_desc(o_name, o_ptr, 0);
1837                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838                         if (get_check(buf))
1839                         {
1840                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1841                                 p_ptr->au += 200000L * o_ptr->number;
1842                                 p_ptr->redraw |= (PR_GOLD);
1843                                 inven_item_increase(i, -o_ptr->number);
1844                                 inven_item_describe(i);
1845                                 inven_item_optimize(i);
1846                         }
1847                         change = TRUE;
1848                 }
1849         }
1850
1851         for (i = 0; i < INVEN_PACK; i++)
1852         {
1853                 o_ptr = &p_ptr->inventory_list[i];
1854
1855                 /* Bones of Tsuchinoko worthes $100000 */
1856                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1857                 {
1858                         char buf[MAX_NLEN+20];
1859                         object_desc(o_name, o_ptr, 0);
1860                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1861                         if (get_check(buf))
1862                         {
1863                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1864                                 p_ptr->au += 100000L * o_ptr->number;
1865                                 p_ptr->redraw |= (PR_GOLD);
1866                                 inven_item_increase(i, -o_ptr->number);
1867                                 inven_item_describe(i);
1868                                 inven_item_optimize(i);
1869                         }
1870                         change = TRUE;
1871                 }
1872         }
1873
1874         for (i = 0; i < INVEN_PACK; i++)
1875         {
1876                 o_ptr = &p_ptr->inventory_list[i];
1877                 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)))
1878                 {
1879                         char buf[MAX_NLEN+20];
1880                         object_desc(o_name, o_ptr, 0);
1881                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1882                         if (get_check(buf))
1883                         {
1884                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1885                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1886                                 p_ptr->redraw |= (PR_GOLD);
1887                                 inven_item_increase(i, -o_ptr->number);
1888                                 inven_item_describe(i);
1889                                 inven_item_optimize(i);
1890                         }
1891                         change = TRUE;
1892                 }
1893         }
1894
1895         for (i = 0; i < INVEN_PACK; i++)
1896         {
1897                 o_ptr = &p_ptr->inventory_list[i];
1898
1899                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1900                 {
1901                         char buf[MAX_NLEN+20];
1902                         object_desc(o_name, o_ptr, 0);
1903                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1904                         if (get_check(buf))
1905                         {
1906                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1907                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1908                                 p_ptr->redraw |= (PR_GOLD);
1909                                 inven_item_increase(i, -o_ptr->number);
1910                                 inven_item_describe(i);
1911                                 inven_item_optimize(i);
1912                         }
1913                         change = TRUE;
1914                 }
1915         }
1916
1917         for (j = 0; j < MAX_KUBI; j++)
1918         {
1919                 /* Need reverse order --- Positions will be changed in the loop */
1920                 for (i = INVEN_PACK-1; i >= 0; i--)
1921                 {
1922                         o_ptr = &p_ptr->inventory_list[i];
1923                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1924                         {
1925                                 char buf[MAX_NLEN+20];
1926                                 int num, k;
1927                                 INVENTORY_IDX item_new;
1928                                 object_type forge;
1929
1930                                 object_desc(o_name, o_ptr, 0);
1931                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1932                                 if (!get_check(buf)) continue;
1933
1934 #if 0 /* Obsoleted */
1935                                 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);
1936                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1937                                 p_ptr->redraw |= (PR_GOLD);
1938                                 inven_item_increase(i, -o_ptr->number);
1939                                 inven_item_describe(i);
1940                                 inven_item_optimize(i);
1941                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1942                                 current_world_ptr->bounty_r_idx[j] += 10000;
1943
1944                                 change = TRUE;
1945 #endif /* Obsoleted */
1946
1947                                 /* Hand it first */
1948                                 inven_item_increase(i, -o_ptr->number);
1949                                 inven_item_describe(i);
1950                                 inven_item_optimize(i);
1951
1952                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1953                                 current_world_ptr->bounty_r_idx[j] += 10000;
1954
1955                                 /* Count number of unique corpses already handed */
1956                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1957                                 {
1958                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1959                                 }
1960                                 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" : ""));
1961
1962                                 /* Prepare to make a prize */
1963                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1964                                 apply_magic(&forge, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1965
1966                                 object_aware(&forge);
1967                                 object_known(&forge);
1968
1969                                 /*
1970                                  * Hand it --- Assume there is an empty slot.
1971                                  * Since a corpse is handed at first,
1972                                  * there is at least one empty slot.
1973                                  */
1974                                 item_new = inven_carry(&forge);
1975
1976                                 object_desc(o_name, &forge, 0);
1977                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1978
1979                                 /* Auto-inscription */
1980                                 autopick_alter_item(item_new, FALSE);
1981                                 handle_stuff();
1982
1983                                 change = TRUE;
1984                         }
1985                 }
1986         }
1987
1988         if (!change)
1989         {
1990                 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."));
1991                 msg_print(NULL);
1992                 return FALSE;
1993         }
1994         return TRUE;
1995 }
1996
1997 /*!
1998  * @brief 宿屋の利用サブルーチン
1999  * @details inn commands\n
2000  * Note that resting for the night was a perfect way to avoid player\n
2001  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2002  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2003  * will not be that useful.  I will keep it in the hopes the player\n
2004  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2005  * Resting at night is also a quick way to restock stores -KMW-\n
2006  * @param cmd 宿屋の利用施設ID
2007  * @return 施設の利用が実際に行われたか否か。
2008  */
2009 static bool inn_comm(int cmd)
2010 {
2011         switch (cmd)
2012         {
2013                 case BACT_FOOD: /* Buy food & drink */
2014                         if (p_ptr->food >= PY_FOOD_FULL)
2015                         {
2016                                 msg_print(_("今は満腹だ。", "You are full now."));
2017                                 return FALSE;
2018                         }
2019                         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."));
2020                         (void)set_food(p_ptr, PY_FOOD_MAX - 1);
2021                         break;
2022
2023                 case BACT_REST: /* Rest for the night */
2024                         if ((p_ptr->poisoned) || (p_ptr->cut))
2025                         {
2026                                 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."));
2027                                 msg_print(NULL);
2028                                 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."));
2029                         }
2030                         else
2031                         {
2032                                 s32b oldturn = current_world_ptr->game_turn;
2033                                 int prev_day, prev_hour, prev_min;
2034
2035                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2036                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2037                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2038                                 else
2039                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2040                                 
2041                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2042                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2043                                 {
2044                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2045                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2046                                 }
2047
2048                                 prevent_turn_overflow();
2049
2050                                 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
2051                                 p_ptr->chp = p_ptr->mhp;
2052
2053                                 if (ironman_nightmare)
2054                                 {
2055                                         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."));
2056
2057                                         /* Have some nightmares */
2058                                         while(1)
2059                                         {
2060                                                 sanity_blast(p_ptr, NULL, FALSE);
2061                                                 if (!one_in_(3)) break;
2062                                         }
2063
2064                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2065                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2066                                 }
2067                                 else
2068                                 {
2069                                         set_blind(p_ptr, 0);
2070                                         set_confused(p_ptr, 0);
2071                                         p_ptr->stun = 0;
2072                                         p_ptr->chp = p_ptr->mhp;
2073                                         p_ptr->csp = p_ptr->msp;
2074                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2075                                         {
2076                                                 int i;
2077                                                 for (i = 0; i < 72; i++)
2078                                                 {
2079                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2080                                                 }
2081                                                 for (; i < 108; i++)
2082                                                 {
2083                                                         p_ptr->magic_num1[i] = 0;
2084                                                 }
2085                                         }
2086
2087                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2088                                         {
2089                                                 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."));
2090                                                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2091                                         }
2092                                         else
2093                                         {
2094                                                 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."));
2095                                                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2096                                         }
2097                                 }
2098                         }
2099                         break;
2100
2101                 case BACT_RUMORS: /* Listen for rumors */
2102                         {
2103                                 display_rumor(TRUE);
2104                                 break;
2105                         }
2106         }
2107
2108         return (TRUE);
2109 }
2110
2111
2112 /*!
2113  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2114  * @param questnum クエストのID
2115  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2116  * @return なし
2117  */
2118 static void get_questinfo(IDX questnum, bool do_init)
2119 {
2120         int i;
2121         QUEST_IDX old_quest;
2122         GAME_TEXT tmp_str[80];
2123
2124         /* Clear the text */
2125         for (i = 0; i < 10; i++)
2126         {
2127                 quest_text[i][0] = '\0';
2128         }
2129
2130         quest_text_line = 0;
2131
2132         /* Set the quest number temporary */
2133         old_quest = p_ptr->inside_quest;
2134         p_ptr->inside_quest = questnum;
2135
2136         /* Get the quest text */
2137         init_flags = INIT_SHOW_TEXT;
2138         if (do_init) init_flags |= INIT_ASSIGN;
2139
2140         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2141
2142         /* Reset the old quest number */
2143         p_ptr->inside_quest = old_quest;
2144
2145         /* Print the quest info */
2146         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);
2147
2148         prt(tmp_str, 5, 0);
2149
2150         prt(quest[questnum].name, 7, 0);
2151
2152         for (i = 0; i < 10; i++)
2153         {
2154                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2155         }
2156 }
2157
2158 /*!
2159  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2160  * @return なし
2161  */
2162 static void castle_quest(void)
2163 {
2164         QUEST_IDX q_index = 0;
2165         monster_race *r_ptr;
2166         quest_type *q_ptr;
2167         concptr name;
2168
2169
2170         clear_bldg(4, 18);
2171
2172         /* Current quest of the building */
2173         q_index = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2174
2175         /* Is there a quest available at the building? */
2176         if (!q_index)
2177         {
2178                 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);
2179                 return;
2180         }
2181
2182         q_ptr = &quest[q_index];
2183
2184         /* Quest is completed */
2185         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2186         {
2187                 /* Rewarded quest */
2188                 q_ptr->status = QUEST_STATUS_REWARDED;
2189
2190                 get_questinfo(q_index, FALSE);
2191
2192                 reinit_wilderness = TRUE;
2193         }
2194         /* Failed quest */
2195         else if (q_ptr->status == QUEST_STATUS_FAILED)
2196         {
2197                 get_questinfo(q_index, FALSE);
2198
2199                 /* Mark quest as done (but failed) */
2200                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2201
2202                 reinit_wilderness = TRUE;
2203         }
2204         /* Quest is still unfinished */
2205         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2206         {
2207                 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);
2208                 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);
2209                 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);
2210         }
2211         /* No quest yet */
2212         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2213         {
2214                 q_ptr->status = QUEST_STATUS_TAKEN;
2215
2216                 reinit_wilderness = TRUE;
2217
2218                 /* Assign a new quest */
2219                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2220                 {
2221                         if (q_ptr->r_idx == 0)
2222                         {
2223                                 /* Random monster at least 5 - 10 levels out of deep */
2224                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2225                         }
2226
2227                         r_ptr = &r_info[q_ptr->r_idx];
2228
2229                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2230                         {
2231                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2232                                 r_ptr = &r_info[q_ptr->r_idx];
2233                         }
2234
2235                         if (q_ptr->max_num == 0)
2236                         {
2237                                 /* Random monster number */
2238                                 if (randint1(10) > 7)
2239                                         q_ptr->max_num = 1;
2240                                 else
2241                                         q_ptr->max_num = randint1(3) + 1;
2242                         }
2243
2244                         q_ptr->cur_num = 0;
2245                         name = (r_name + r_ptr->name);
2246                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2247                 }
2248                 else
2249                 {
2250                         get_questinfo(q_index, TRUE);
2251                 }
2252         }
2253 }
2254
2255
2256 /*!
2257  * @brief 町に関するヘルプを表示する / Display town history
2258  * @return なし
2259  */
2260 static void town_history(void)
2261 {
2262         screen_save();
2263
2264         /* Peruse the building help file */
2265         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2266         screen_load();
2267 }
2268
2269 /*!
2270  * @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
2271  * @param dam 基本ダメージ
2272  * @param mult スレイ倍率(掛け算部分)
2273  * @param div スレイ倍率(割り算部分)
2274  * @param force 理力特別計算フラグ
2275  * @return ダメージ期待値
2276  */
2277 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2278 {
2279         int tmp;
2280         if(force)
2281         {
2282                 tmp = dam * 60;
2283                 tmp *= mult * 3;
2284                 tmp /= div * 2;
2285                 tmp += dam * 60 * 2;
2286                 tmp /= 60;
2287         }
2288         else
2289         {
2290                 tmp = dam * 60;
2291                 tmp *= mult; 
2292                 tmp /= div;
2293                 tmp /= 60;
2294         }
2295         return tmp;
2296 }
2297
2298 /*!
2299  * @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)
2300  * @param dam 基本ダメージ
2301  * @param mult スレイ倍率(掛け算部分)
2302  * @param div スレイ倍率(割り算部分)
2303  * @param force 理力特別計算フラグ
2304  * @param weight 重量
2305  * @param plus 武器ダメージ修正
2306  * @param meichuu 命中値
2307  * @param dokubari 毒針処理か否か
2308  * @param vorpal_mult 切れ味倍率(掛け算部分)
2309  * @param vorpal_div 切れ味倍率(割り算部分)
2310  * @return ダメージ期待値
2311  */
2312 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)
2313 {
2314         dam = calc_slaydam(dam, mult, div, force);
2315         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2316         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2317         return dam;
2318 }
2319
2320
2321 /*!
2322  * @brief 武器の各条件毎のダメージ期待値を表示する。
2323  * @param r 表示行
2324  * @param c 表示列
2325  * @param mindice ダイス部分最小値
2326  * @param maxdice ダイス部分最大値
2327  * @param blows 攻撃回数
2328  * @param dam_bonus ダメージ修正値
2329  * @param attr 条件内容
2330  * @param color 条件内容の表示色
2331  * @details
2332  * Display the damage figure of an object\n
2333  * (used by compare_weapon_aux)\n
2334  * \n
2335  * Only accurate for the current weapon, because it includes\n
2336  * the current +dam of the player.\n
2337  * @return なし
2338  */
2339 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2340 {
2341         GAME_TEXT tmp_str[80];
2342         int mindam, maxdam;
2343         
2344         mindam = blows * (mindice + dam_bonus);
2345         maxdam = blows * (maxdice + dam_bonus);
2346
2347         /* Print the intro text */
2348         c_put_str(color, attr, r, c);
2349
2350         /* Calculate the min and max damage figures */
2351         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2352         
2353         /* Print the damage */
2354         put_str(tmp_str, r, c + 8);
2355 }
2356
2357
2358 /*!
2359  * @brief 武器一つ毎のダメージ情報を表示する。
2360  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2361  * @param col 表示する行の上端
2362  * @param r 表示する列の左端
2363  * @details
2364  * Show the damage figures for the various monster types\n
2365  * \n
2366  * Only accurate for the current weapon, because it includes\n
2367  * the current number of blows for the player.\n
2368  * @return なし
2369  */
2370 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2371 {
2372         BIT_FLAGS flgs[TR_FLAG_SIZE];
2373         int blow = p_ptr->num_blow[0];
2374         bool force = FALSE;
2375         bool dokubari = FALSE;
2376         
2377         /* Effective dices */
2378         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2379         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2380         
2381         int mindice = eff_dd;
2382         int maxdice = eff_ds * eff_dd;
2383         int mindam = 0;
2384         int maxdam = 0;
2385         int vorpal_mult = 1;
2386         int vorpal_div = 1;
2387         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2388         
2389
2390         /* Get the flags of the weapon */
2391         object_flags(o_ptr, flgs);
2392         
2393         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2394         
2395         
2396         /* Show Critical Damage*/
2397         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2398         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2399         
2400         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2401
2402         
2403         /* Vorpal Hit*/
2404         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2405         {
2406                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2407                 {
2408                         vorpal_mult = 5;
2409                         vorpal_div = 3;
2410                 }
2411                 else
2412                 {
2413                         vorpal_mult = 11;
2414                         vorpal_div = 9;
2415                 }
2416                 
2417                 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);
2418                 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);         
2419                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2420         }       
2421         
2422         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2423         {
2424                 force = TRUE;
2425                 
2426                 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);
2427                 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);
2428                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2429         }
2430                 
2431         /* Print the relevant lines */
2432         if (have_flag(flgs, TR_KILL_ANIMAL))
2433         {
2434                 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);
2435                 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);         
2436                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2437         }
2438         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2439         {
2440                 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);
2441                 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);
2442                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2443         }
2444         if (have_flag(flgs, TR_KILL_EVIL))
2445         {       
2446                 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);
2447                 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);
2448                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2449         }
2450         else if (have_flag(flgs, TR_SLAY_EVIL))
2451         {       
2452                 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);
2453                 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);         
2454                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2455         }
2456         if (have_flag(flgs, TR_KILL_HUMAN))
2457         {       
2458                 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);
2459                 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);
2460                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2461         }
2462         else if (have_flag(flgs, TR_SLAY_HUMAN))
2463         {       
2464                 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);
2465                 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);
2466                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2467         }
2468         if (have_flag(flgs, TR_KILL_UNDEAD))
2469         {
2470                 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);
2471                 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);
2472                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2473         }
2474         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2475         {
2476                 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);
2477                 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);
2478                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2479         }
2480         if (have_flag(flgs, TR_KILL_DEMON))
2481         {       
2482                 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);
2483                 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);
2484                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2485         }
2486         else if (have_flag(flgs, TR_SLAY_DEMON))
2487         {       
2488                 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);
2489                 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);
2490                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2491         }
2492         if (have_flag(flgs, TR_KILL_ORC))
2493         {
2494                 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);
2495                 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);
2496                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2497         }
2498         else if (have_flag(flgs, TR_SLAY_ORC))
2499         {
2500                 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);
2501                 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);
2502                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2503         }
2504         if (have_flag(flgs, TR_KILL_TROLL))
2505         {
2506                 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);
2507                 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);
2508                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2509         }
2510         else if (have_flag(flgs, TR_SLAY_TROLL))
2511         {
2512                 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);
2513                 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);
2514                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2515         }
2516         if (have_flag(flgs, TR_KILL_GIANT))
2517         {
2518                 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);
2519                 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);
2520                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2521         }
2522         else if (have_flag(flgs, TR_SLAY_GIANT))
2523         {
2524                 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);
2525                 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);
2526                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2527         }
2528         if (have_flag(flgs, TR_KILL_DRAGON))
2529         {
2530                 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);
2531                 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);
2532                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2533         }
2534         else if (have_flag(flgs, TR_SLAY_DRAGON))
2535         {               
2536                 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);
2537                 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);
2538                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2539         }
2540         if (have_flag(flgs, TR_BRAND_ACID))
2541         {
2542                 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);
2543                 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);
2544                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2545         }
2546         if (have_flag(flgs, TR_BRAND_ELEC))
2547         {
2548                 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);
2549                 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);
2550                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2551         }
2552         if (have_flag(flgs, TR_BRAND_FIRE))
2553         {
2554                 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);
2555                 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);
2556                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2557         }
2558         if (have_flag(flgs, TR_BRAND_COLD))
2559         {
2560                 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);
2561                 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);
2562                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2563         }
2564         if (have_flag(flgs, TR_BRAND_POIS))
2565         {
2566                 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);
2567                 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);
2568                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2569         }
2570 }
2571
2572 /*!
2573  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2574  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2575  * @param row 表示する列の左端
2576  * @param col 表示する行の上端
2577  * @details
2578  * Displays all info about a weapon
2579  *
2580  * Only accurate for the current weapon, because it includes
2581  * various info about the player's +to_dam and number of blows.
2582  * @return なし
2583  */
2584 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2585 {
2586         GAME_TEXT o_name[MAX_NLEN];
2587         GAME_TEXT tmp_str[80];
2588
2589         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2590         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2591         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2592
2593         /* Print the weapon name */
2594         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2595         c_put_str(TERM_YELLOW, o_name, row, col);
2596
2597         /* Print the player's number of blows */
2598         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2599         put_str(tmp_str, row+1, col);
2600
2601         /* Print to_hit and to_dam of the weapon */
2602         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2603         put_str(tmp_str, row+2, col);
2604
2605         /* Print the weapons base damage dice */
2606         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2607                 (int)hit_chance(reli, 0),
2608                 (int)hit_chance(reli, 50),
2609                 (int)hit_chance(reli, 100),
2610                 (int)hit_chance(reli, 150),
2611                 (int)hit_chance(reli, 200));
2612         put_str(tmp_str, row+3, col);
2613         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2614
2615         /* Damage for one blow (if it hits) */
2616         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2617             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2618                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2619         put_str(tmp_str, row+6, col+1);
2620
2621         /* Damage for the complete attack (if all blows hit) */
2622         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2623                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2624                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2625         put_str(tmp_str, row+7, col+1);
2626 }
2627
2628 /*!
2629  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2630  * @details 
2631  * Copies the weapons to compare into the weapon-slot and\n
2632  * compares the values for both weapons.\n
2633  * 武器1つだけで比較をしないなら費用は半額になる。
2634  * @param bcost 基本鑑定費用
2635  * @return 最終的にかかった費用
2636  */
2637 static PRICE compare_weapons(PRICE bcost)
2638 {
2639         int i, n;
2640         OBJECT_IDX item, item2;
2641         object_type *o_ptr[2];
2642         object_type orig_weapon;
2643         object_type *i_ptr;
2644         concptr q, s;
2645         TERM_LEN row = 2;
2646         TERM_LEN wid = 38, mgn = 2;
2647         bool old_character_xtra = current_world_ptr->character_xtra;
2648         char ch;
2649         PRICE total = 0;
2650         PRICE cost = 0; /* First time no price */
2651
2652         screen_save();
2653         clear_bldg(0, 22);
2654
2655         /* Store copy of original wielded weapon */
2656         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2657         object_copy(&orig_weapon, i_ptr);
2658
2659         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2660
2661         /* Get the first weapon */
2662         q = _("第一の武器は?", "What is your first weapon? ");
2663         s = _("比べるものがありません。", "You have nothing to compare.");
2664
2665         o_ptr[0] = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2666         if (!o_ptr[0])
2667         {
2668                 screen_load();
2669                 return (0);
2670         }
2671
2672         n = 1;
2673         total = bcost;
2674
2675         while (TRUE)
2676         {
2677                 clear_bldg(0, 22);
2678
2679                 /* Only compare melee weapons */
2680                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2681
2682                 /* Hack -- prevent "icky" message */
2683                 current_world_ptr->character_xtra = TRUE;
2684
2685                 /* Diaplay selected weapon's infomation */
2686                 for (i = 0; i < n; i++)
2687                 {
2688                         int col = (wid * i + mgn);
2689
2690                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2691                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2692
2693                         p_ptr->update |= PU_BONUS;
2694                         handle_stuff();
2695
2696                         /* List the new values */
2697                         list_weapon(o_ptr[i], row, col);
2698                         compare_weapon_aux(o_ptr[i], col, row + 8);
2699
2700                         /* Copy back the original weapon into the weapon slot */
2701                         object_copy(i_ptr, &orig_weapon);
2702                 }
2703
2704                 /* Reset the values for the old weapon */
2705                 p_ptr->update |= PU_BONUS;
2706                 handle_stuff();
2707
2708                 current_world_ptr->character_xtra = old_character_xtra;
2709
2710 #ifdef JP
2711                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2712                 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);
2713                 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);
2714 #else
2715                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2716                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2717                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2718 #endif
2719
2720                 flush();
2721                 ch = inkey();
2722
2723                 if (ch == 's')
2724                 {
2725                         if (total + cost > p_ptr->au)
2726                         {
2727                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2728                                 msg_print(NULL);
2729                                 continue;
2730                         }
2731
2732                         q = _("第二の武器は?", "What is your second weapon? ");
2733                         s = _("比べるものがありません。", "You have nothing to compare.");
2734
2735                         /* Get the second weapon */
2736                         o_ptr[1] = choose_object(p_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2737                         if (!o_ptr[1]) continue;
2738
2739                         total += cost;
2740                         cost = bcost / 2;
2741                         n = 2;
2742                 }
2743                 else
2744                 {
2745                         break;
2746                 }
2747         }
2748         screen_load();
2749
2750         return (total);
2751 }
2752
2753
2754 /*!
2755  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2756  * @details 
2757  * Calculate and display the dodge-rate and the protection-rate
2758  * based on AC
2759  * @param iAC プレイヤーのAC。
2760  * @return 常にTRUEを返す。
2761  */
2762 static bool eval_ac(ARMOUR_CLASS iAC)
2763 {
2764 #ifdef JP
2765         const char memo[] =
2766                 "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"
2767                 "何パーセント軽減するかを示します。\n"
2768                 "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"
2769                 "に対してのみ効果があります。\n \n"
2770                 "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"
2771                 "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"
2772                 "敵のレベルとあなたのACによって決定されます。\n \n"
2773                 "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"
2774                 "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";
2775 #else
2776         const char memo[] =
2777                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2778                 "Note that the Protection rate is effective only against normal "
2779                 "'attack' and 'shatter' type melee attacks, "
2780                 "and has no effect against any other types such as 'poison'.\n \n"
2781                 "'Dodge Rate' indicates the success rate on dodging the "
2782                 "monster's melee attacks.  "
2783                 "It is depend on the level of the monster and your AC.\n \n"
2784                 "'Average Damage' indicates the expected amount of damage "
2785                 "when you are attacked by normal melee attacks with power=100.";
2786 #endif
2787
2788         int protection;
2789         TERM_LEN col, row = 2;
2790         DEPTH lvl;
2791         char buf[80*20], *t;
2792
2793         /* AC lower than zero has no effect */
2794         if (iAC < 0) iAC = 0;
2795
2796         /* ダメージ軽減率を計算 */
2797         protection = 100 * MIN(iAC, 150) / 250;
2798
2799         screen_save();
2800         clear_bldg(0, 22);
2801
2802         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2803         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2804         row++;
2805
2806         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2807         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2808         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2809     
2810         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2811         {
2812                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2813                 int dodge;   /* 回避率(%) */
2814                 int average; /* ダメージ期待値 */
2815
2816                 put_str(format("%3d", lvl), row + 0, col);
2817
2818                 /* 回避率を計算 */
2819                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2820                 put_str(format("%3d%%", dodge), row + 1, col);
2821
2822                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2823                 average = (100 - dodge) * (100 - protection) / 100;
2824                 put_str(format("%3d", average), row + 2, col);
2825         }
2826
2827         /* Display note */
2828         roff_to_buf(memo, 70, buf, sizeof(buf));
2829         for (t = buf; t[0]; t += strlen(t) + 1)
2830                 put_str(t, (row++) + 4, 4);
2831
2832         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);
2833   
2834         flush();
2835         (void)inkey();
2836         screen_load();
2837
2838         return (TRUE);
2839 }
2840
2841
2842
2843 /*!
2844  * @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。
2845  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2846  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2847  * @return 修復対象になるならTRUEを返す。
2848  */
2849 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2850 {
2851         int i, n = 0;
2852         int cand[TR_FLAG_MAX];
2853         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2854         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2855
2856         object_flags(to_ptr, to_flgs);
2857         object_flags(from_ptr, from_flgs);
2858
2859         for (i = 0; i < TR_FLAG_MAX; i++)
2860         {
2861                 switch (i)
2862                 {
2863                 case TR_IGNORE_ACID:
2864                 case TR_IGNORE_ELEC:
2865                 case TR_IGNORE_FIRE:
2866                 case TR_IGNORE_COLD:
2867                 case TR_ACTIVATE:
2868                 case TR_RIDING:
2869                 case TR_THROW:
2870                 case TR_SHOW_MODS:
2871                 case TR_HIDE_TYPE:
2872                 case TR_ES_ATTACK:
2873                 case TR_ES_AC:
2874                 case TR_FULL_NAME:
2875                 case TR_FIXED_FLAVOR:
2876                         break;
2877                 default:
2878                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2879                         {
2880                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2881                         }
2882                 }
2883         }
2884
2885         if (n > 0)
2886         {
2887                 int bmax;
2888                 int tr_idx = cand[randint0(n)];
2889                 add_flag(to_ptr->art_flags, tr_idx);
2890                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2891                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2892                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2893                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2894         }
2895
2896         return;
2897 }
2898
2899 /*!
2900  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2901  * @param bcost 基本修復費用
2902  * @return 実際にかかった費用
2903  */
2904 static PRICE repair_broken_weapon_aux(PRICE bcost)
2905 {
2906         PRICE cost;
2907         OBJECT_IDX item, mater;
2908         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2909         object_kind *k_ptr;
2910         int i, dd_bonus, ds_bonus;
2911         KIND_OBJECT_IDX k_idx;
2912         char basenm[MAX_NLEN];
2913         concptr q, s;
2914         int row = 7;
2915         clear_bldg(0, 22);
2916
2917         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);
2918         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);
2919
2920         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2921         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2922
2923         /* Only forge broken weapons */
2924         item_tester_hook = item_tester_hook_broken_weapon;
2925
2926         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2927         if (!o_ptr) return (0);
2928
2929         /* It is worthless */
2930         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2931         {
2932                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2933                 return (0);
2934         }
2935
2936         /* They are too many */
2937         if (o_ptr->number > 1)
2938         {
2939                 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!"));
2940                 return (0);
2941         }
2942
2943         /* Display item name */
2944         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2945         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2946
2947         q = _("材料となる武器は?", "Which weapon for material? ");
2948         s = _("材料となる武器がありません。", "You have no material to repair.");
2949
2950         /* Only forge broken weapons */
2951         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2952
2953         mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2954         if (!mo_ptr) return (0);
2955         if (mater == item)
2956         {
2957                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2958                 return (0);
2959         }
2960
2961         /* Display item name */
2962         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2963         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2964
2965         /* Get the value of one of the items (except curses) */
2966         cost = bcost + object_value_real(o_ptr) * 2;
2967
2968         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);
2969
2970         /* Check if the player has enough money */
2971         if (p_ptr->au < cost)
2972         {
2973                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2974                 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);
2975                 msg_print(NULL);
2976                 return (0);
2977         }
2978
2979         p_ptr->total_weight -= o_ptr->weight;
2980
2981         if (o_ptr->sval == SV_BROKEN_DAGGER)
2982         {
2983                 KIND_OBJECT_IDX j;
2984                 int n = 1;
2985
2986                 /* Suppress compiler warning */
2987                 k_idx = 0;
2988
2989                 for (j = 1; j < max_k_idx; j++)
2990                 {
2991                         object_kind *k_aux_ptr = &k_info[j];
2992
2993                         if (k_aux_ptr->tval != TV_SWORD) continue;
2994                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2995                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2996                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2997                         if (k_aux_ptr->weight > 99) continue;
2998
2999                         if (one_in_(n)) 
3000                         {
3001                                 k_idx = j;
3002                                 n++;
3003                         }
3004                 }
3005         }
3006         else /* TV_BROKEN_SWORD */
3007         {
3008                 /* Repair to a sword or sometimes material's type weapon */
3009                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3010
3011                 while(1)
3012                 {
3013                         object_kind *ck_ptr;
3014
3015                         k_idx = lookup_kind(tval, SV_ANY);
3016                         ck_ptr = &k_info[k_idx];
3017
3018                         if (tval == TV_SWORD)
3019                         {
3020                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3021                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3022                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3023                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3024                         }
3025                         if (tval == TV_POLEARM)
3026                         {
3027                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3028                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3029                         }
3030                         if (tval == TV_HAFTED)
3031                         {
3032                                 if ((ck_ptr->sval == SV_GROND) ||
3033                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3034                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3035                         }
3036
3037                         break;
3038                 }
3039         }
3040
3041         /* Calculate dice bonuses */
3042         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3043         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3044         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3045         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3046
3047         /* Change base object */
3048         k_ptr = &k_info[k_idx];
3049         o_ptr->k_idx = k_idx;
3050         o_ptr->weight = k_ptr->weight;
3051         o_ptr->tval = k_ptr->tval;
3052         o_ptr->sval = k_ptr->sval;
3053         o_ptr->dd = k_ptr->dd;
3054         o_ptr->ds = k_ptr->ds;
3055
3056         /* Copy base object's ability */
3057         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3058         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3059         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3060
3061         /* Dice up */
3062         if (dd_bonus > 0)
3063         {
3064                 o_ptr->dd++;
3065                 for (i = 1; i < dd_bonus; i++)
3066                 {
3067                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3068                 }
3069         }
3070         if (ds_bonus > 0)
3071         {
3072                 o_ptr->ds++;
3073                 for (i = 1; i < ds_bonus; i++)
3074                 {
3075                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3076                 }
3077         }
3078
3079         if (have_flag(k_ptr->flags, TR_BLOWS))
3080         {
3081                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3082                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3083         }
3084
3085         /* Add one random ability from material weapon */
3086         give_one_ability_of_object(o_ptr, mo_ptr);
3087
3088         /* Add to-dam, to-hit and to-ac from material weapon */
3089         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3090         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3091         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3092
3093         if ((o_ptr->name1 == ART_NARSIL) ||
3094                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3095                 (object_is_ego(o_ptr) && one_in_(7)))
3096         {
3097                 /* Forge it */
3098                 if (object_is_ego(o_ptr))
3099                 {
3100                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3101                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3102                 }
3103
3104                 /* Add one random ability from material weapon */
3105                 give_one_ability_of_object(o_ptr, mo_ptr);
3106
3107                 /* Add one random activation */
3108                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3109
3110                 /* Narsil */
3111                 if (o_ptr->name1 == ART_NARSIL)
3112                 {
3113                         one_high_resistance(o_ptr);
3114                         one_ability(o_ptr);
3115                 }
3116
3117                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3118         }
3119
3120         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3121 #ifdef JP
3122         msg_format("$%dで%sに修復しました。", cost, basenm);
3123 #else
3124         msg_format("Repaired into %s for %d gold.", basenm, cost);
3125 #endif
3126         msg_print(NULL);
3127
3128         /* Remove BROKEN flag */
3129         o_ptr->ident &= ~(IDENT_BROKEN);
3130
3131         /* Add repaired flag */
3132         o_ptr->discount = 99;
3133
3134         p_ptr->total_weight += o_ptr->weight;
3135         calc_android_exp(p_ptr);
3136
3137         /* Decrease material object */
3138         inven_item_increase(mater, -1);
3139         inven_item_optimize(mater);
3140
3141         /* Copyback */
3142         p_ptr->update |= PU_BONUS;
3143         handle_stuff();
3144
3145         /* Something happened */
3146         return (cost);
3147 }
3148
3149 /*!
3150  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3151  * @param bcost 基本鑑定費用
3152  * @return 実際にかかった費用
3153  */
3154 static int repair_broken_weapon(PRICE bcost)
3155 {
3156         PRICE cost;
3157         screen_save();
3158         cost = repair_broken_weapon_aux(bcost);
3159         screen_load();
3160         return cost;
3161 }
3162
3163
3164 /*!
3165  * @brief アイテムの強化を行う。 / Enchant item
3166  * @param cost 1回毎の費用
3167  * @param to_hit 命中をアップさせる量
3168  * @param to_dam ダメージをアップさせる量
3169  * @param to_ac ACをアップさせる量
3170  * @return 実際に行ったらTRUE
3171  */
3172 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3173 {
3174         int i;
3175         OBJECT_IDX item;
3176         bool okay = FALSE;
3177         object_type *o_ptr;
3178         concptr q, s;
3179         int maxenchant = (p_ptr->lev / 5);
3180         char tmp_str[MAX_NLEN];
3181
3182         clear_bldg(4, 18);
3183         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3184         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3185
3186         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3187         s = _("改良できるものがありません。", "You have nothing to improve.");
3188
3189         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3190         if (!o_ptr) return (FALSE);
3191
3192         /* Check if the player has enough money */
3193         if (p_ptr->au < (cost * o_ptr->number))
3194         {
3195                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3196                 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);
3197                 return (FALSE);
3198         }
3199
3200         /* Enchant to hit */
3201         for (i = 0; i < to_hit; i++)
3202         {
3203                 if (o_ptr->to_h < maxenchant)
3204                 {
3205                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3206                         {
3207                                 okay = TRUE;
3208                                 break;
3209                         }
3210                 }
3211         }
3212
3213         /* Enchant to damage */
3214         for (i = 0; i < to_dam; i++)
3215         {
3216                 if (o_ptr->to_d < maxenchant)
3217                 {
3218                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3219                         {
3220                                 okay = TRUE;
3221                                 break;
3222                         }
3223                 }
3224         }
3225
3226         /* Enchant to AC */
3227         for (i = 0; i < to_ac; i++)
3228         {
3229                 if (o_ptr->to_a < maxenchant)
3230                 {
3231                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3232                         {
3233                                 okay = TRUE;
3234                                 break;
3235                         }
3236                 }
3237         }
3238
3239         /* Failure */
3240         if (!okay)
3241         {
3242                 if (flush_failure) flush();
3243                 msg_print(_("改良に失敗した。", "The improvement failed."));
3244                 return (FALSE);
3245         }
3246         else
3247         {
3248                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3249 #ifdef JP
3250                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3251 #else
3252                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3253 #endif
3254
3255                 /* Charge the money */
3256                 p_ptr->au -= (cost * o_ptr->number);
3257
3258                 if (item >= INVEN_RARM) calc_android_exp(p_ptr);
3259
3260                 /* Something happened */
3261                 return (TRUE);
3262         }
3263 }
3264
3265
3266 /*!
3267  * @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
3268  * @details
3269  * The player can select the number of charges to add\n
3270  * (up to a limit), and the recharge never fails.\n
3271  *\n
3272  * The cost for rods depends on the level of the rod. The prices\n
3273  * for recharging wands and staves are dependent on the cost of\n
3274  * the base-item.\n
3275  * @return なし
3276  */
3277 static void building_recharge(void)
3278 {
3279         OBJECT_IDX  item;
3280         DEPTH       lev;
3281         object_type *o_ptr;
3282         object_kind *k_ptr;
3283         concptr        q, s;
3284         PRICE       price;
3285         PARAMETER_VALUE charges;
3286         int         max_charges;
3287         char        tmp_str[MAX_NLEN];
3288
3289         msg_flag = FALSE;
3290
3291         /* Display some info */
3292         clear_bldg(4, 18);
3293         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);
3294
3295
3296         /* Only accept legal items */
3297         item_tester_hook = item_tester_hook_recharge;
3298
3299         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3300         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3301
3302         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3303         if (!o_ptr) return;
3304
3305         k_ptr = &k_info[o_ptr->k_idx];
3306
3307         /*
3308          * We don't want to give the player free info about
3309          * the level of the item or the number of charges.
3310          */
3311         /* The item must be "known" */
3312         if (!object_is_known(o_ptr))
3313         {
3314                 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!"));
3315                 msg_print(NULL);
3316
3317                 if ((p_ptr->au >= 50) &&
3318                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3319
3320                 {
3321                         p_ptr->au -= 50;
3322                         identify_item(o_ptr);
3323                         object_desc(tmp_str, o_ptr, 0);
3324                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3325
3326                         /* Auto-inscription */
3327                         autopick_alter_item(item, FALSE);
3328
3329                         /* Update the gold display */
3330                         building_prt_gold();
3331                 }
3332                 else
3333                 {
3334                         return;
3335                 }
3336         }
3337
3338         /* Extract the object "level" */
3339         lev = k_info[o_ptr->k_idx].level;
3340
3341         /* Price for a rod */
3342         if (o_ptr->tval == TV_ROD)
3343         {
3344                 if (o_ptr->timeout > 0)
3345                 {
3346                         /* Fully recharge */
3347                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3348                 }
3349                 else
3350                 {
3351                         /* No recharge necessary */
3352                         price = 0;
3353                         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."));
3354                         return;
3355                 }
3356         }
3357         else if (o_ptr->tval == TV_STAFF)
3358         {
3359                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3360                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3361
3362                 /* Pay at least 10 gold per charge */
3363                 price = MAX(10, price);
3364         }
3365         else
3366         {
3367                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3368                 price = (k_info[o_ptr->k_idx].cost / 10);
3369
3370                 /* Pay at least 10 gold per charge */
3371                 price = MAX(10, price);
3372         }
3373
3374         /* Limit the number of charges for wands and staffs */
3375         if (o_ptr->tval == TV_WAND
3376                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3377         {
3378                 if (o_ptr->number > 1)
3379                 {
3380                         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."));
3381                 }
3382                 else
3383                 {
3384                         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."));
3385                 }
3386                 return;
3387         }
3388         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3389         {
3390                 if (o_ptr->number > 1)
3391                 {
3392                         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."));
3393                 }
3394                 else
3395                 {
3396                         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."));
3397                 }
3398                 return;
3399         }
3400
3401         /* Check if the player has enough money */
3402         if (p_ptr->au < price)
3403         {
3404                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3405 #ifdef JP
3406                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3407 #else
3408                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3409 #endif
3410
3411                 return;
3412         }
3413
3414         if (o_ptr->tval == TV_ROD)
3415         {
3416 #ifdef JP
3417                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3418 #else
3419                 if (get_check(format("Recharge the %s for %d gold? ",
3420                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3421 #endif
3422
3423                 {
3424                         /* Recharge fully */
3425                         o_ptr->timeout = 0;
3426                 }
3427                 else
3428                 {
3429                         return;
3430                 }
3431         }
3432         else
3433         {
3434                 if (o_ptr->tval == TV_STAFF)
3435                         max_charges = k_ptr->pval - o_ptr->pval;
3436                 else
3437                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3438
3439                 /* Get the quantity for staves and wands */
3440                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3441                                         MIN(p_ptr->au / price, max_charges));
3442
3443                 /* Do nothing */
3444                 if (charges < 1) return;
3445
3446                 /* Get the new price */
3447                 price *= charges;
3448
3449                 /* Recharge */
3450                 o_ptr->pval += charges;
3451
3452                 /* We no longer think the item is empty */
3453                 o_ptr->ident &= ~(IDENT_EMPTY);
3454         }
3455
3456         /* Give feedback */
3457         object_desc(tmp_str, o_ptr, 0);
3458 #ifdef JP
3459         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3460 #else
3461         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3462 #endif
3463         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3464
3465         p_ptr->window |= (PW_INVEN);
3466
3467         /* Pay the price */
3468         p_ptr->au -= price;
3469
3470         /* Finished */
3471         return;
3472 }
3473
3474
3475 /*!
3476  * @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
3477  * @details
3478  * The player can select the number of charges to add\n
3479  * (up to a limit), and the recharge never fails.\n
3480  *\n
3481  * The cost for rods depends on the level of the rod. The prices\n
3482  * for recharging wands and staves are dependent on the cost of\n
3483  * the base-item.\n
3484  * @return なし
3485  */
3486 static void building_recharge_all(void)
3487 {
3488         INVENTORY_IDX i;
3489         DEPTH lev;
3490         object_type *o_ptr;
3491         object_kind *k_ptr;
3492         PRICE price = 0;
3493         PRICE total_cost = 0;
3494
3495
3496         /* Display some info */
3497         msg_flag = FALSE;
3498         clear_bldg(4, 18);
3499         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);
3500
3501         /* Calculate cost */
3502         for ( i = 0; i < INVEN_PACK; i++)
3503         {
3504                 o_ptr = &p_ptr->inventory_list[i];
3505                                 
3506                 /* skip non magic device */
3507                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3508
3509                 /* need identified */
3510                 if (!object_is_known(o_ptr)) total_cost += 50;
3511
3512                 /* Extract the object "level" */
3513                 lev = k_info[o_ptr->k_idx].level;
3514
3515                 k_ptr = &k_info[o_ptr->k_idx];
3516
3517                 switch (o_ptr->tval)
3518                 {
3519                 case TV_ROD:
3520                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3521                         break;
3522
3523                 case TV_STAFF:
3524                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3525                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3526
3527                         /* Pay at least 10 gold per charge */
3528                         price = MAX(10, price);
3529
3530                         /* Fully charge */
3531                         price = (k_ptr->pval - o_ptr->pval) * price;
3532                         break;
3533
3534                 case TV_WAND:
3535                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3536                         price = (k_info[o_ptr->k_idx].cost / 10);
3537
3538                         /* Pay at least 10 gold per charge */
3539                         price = MAX(10, price);
3540
3541                         /* Fully charge */
3542                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3543                         break;
3544                 }
3545
3546                 /* if price <= 0 then item have enough charge */
3547                 if (price > 0) total_cost += price;
3548         }
3549
3550         if (!total_cost)
3551         {
3552                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3553                 msg_print(NULL);
3554                 return;
3555         }
3556
3557         /* Check if the player has enough money */
3558         if (p_ptr->au < total_cost)
3559         {
3560                 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 );
3561                 msg_print(NULL);
3562                 return;
3563         }
3564         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3565         
3566         for (i = 0; i < INVEN_PACK; i++)
3567         {
3568                 o_ptr = &p_ptr->inventory_list[i];
3569                 k_ptr = &k_info[o_ptr->k_idx];
3570
3571                 /* skip non magic device */
3572                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3573
3574                 if (!object_is_known(o_ptr))
3575                 {
3576                         identify_item(o_ptr);
3577
3578                         /* Auto-inscription */
3579                         autopick_alter_item(i, FALSE);
3580                 }
3581
3582                 /* Recharge */
3583                 switch (o_ptr->tval)
3584                 {
3585                 case TV_ROD:
3586                         o_ptr->timeout = 0;
3587                         break;
3588                 case TV_STAFF:
3589                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3590                         /* We no longer think the item is empty */
3591                         o_ptr->ident &= ~(IDENT_EMPTY);
3592                         break;
3593                 case TV_WAND:
3594                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3595                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3596                         /* We no longer think the item is empty */
3597                         o_ptr->ident &= ~(IDENT_EMPTY);
3598                         break;
3599                 }
3600         }
3601
3602         /* Give feedback */
3603         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3604         msg_print(NULL);
3605         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3606
3607         p_ptr->window |= (PW_INVEN);
3608
3609         /* Pay the price */
3610         p_ptr->au -= total_cost;
3611
3612         /* Finished */
3613         return;
3614 }
3615
3616 /*!
3617  * @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-
3618  * @return 常にTRUEを返す。
3619  * @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。
3620  */
3621 static bool research_mon(void)
3622 {
3623         IDX i;
3624         int n;
3625         MONRACE_IDX r_idx;
3626         char sym, query;
3627         char buf[128];
3628         bool notpicked;
3629         bool recall = FALSE;
3630         u16b why = 0;
3631         MONSTER_IDX *who;
3632
3633         /* XTRA HACK WHATSEARCH */
3634         bool all = FALSE;
3635         bool uniq = FALSE;
3636         bool norm = FALSE;
3637         char temp[80] = "";
3638
3639         /* XTRA HACK REMEMBER_IDX */
3640         static int old_sym = '\0';
3641         static IDX old_i = 0;
3642
3643         screen_save();
3644
3645         /* Get a character, or abort */
3646         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):",
3647                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3648
3649         {
3650                 screen_load();
3651
3652                 return (FALSE);
3653         }
3654
3655         /* Find that character info, and describe it */
3656         for (i = 0; ident_info[i]; ++i)
3657         {
3658                 if (sym == ident_info[i][0]) break;
3659         }
3660
3661                 /* XTRA HACK WHATSEARCH */
3662         if (sym == KTRL('A'))
3663         {
3664                 all = TRUE;
3665                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3666         }
3667         else if (sym == KTRL('U'))
3668         {
3669                 all = uniq = TRUE;
3670                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3671         }
3672         else if (sym == KTRL('N'))
3673         {
3674                 all = norm = TRUE;
3675                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3676         }
3677         else if (sym == KTRL('M'))
3678         {
3679                 all = TRUE;
3680                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3681                 {
3682                         temp[0]=0;
3683                         screen_load();
3684
3685                         return FALSE;
3686                 }
3687                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3688         }
3689         else if (ident_info[i])
3690         {
3691                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3692         }
3693         else
3694         {
3695                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3696         }
3697
3698         /* Display the result */
3699         prt(buf, 16, 10);
3700
3701         /* Allocate the "who" array */
3702         C_MAKE(who, max_r_idx, MONRACE_IDX);
3703
3704         /* Collect matching monsters */
3705         for (n = 0, i = 1; i < max_r_idx; i++)
3706         {
3707                 monster_race *r_ptr = &r_info[i];
3708
3709                 /* Empty monster */
3710                 if (!r_ptr->name) continue;
3711
3712                 /* XTRA HACK WHATSEARCH */
3713                 /* Require non-unique monsters if needed */
3714                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3715
3716                 /* Require unique monsters if needed */
3717                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3718
3719                 /* 名前検索 */
3720                 if (temp[0])
3721                 {
3722                         int xx;
3723                         char temp2[80];
3724
3725                         for (xx = 0; temp[xx] && xx < 80; xx++)
3726                         {
3727 #ifdef JP
3728                                 if (iskanji(temp[xx]))
3729                                 {
3730                                         xx++;
3731                                         continue;
3732                                 }
3733 #endif
3734                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3735                         }
3736   
3737 #ifdef JP
3738                         strcpy(temp2, r_name + r_ptr->E_name);
3739 #else
3740                         strcpy(temp2, r_name + r_ptr->name);
3741 #endif
3742                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3743                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3744
3745 #ifdef JP
3746                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3747 #else
3748                         if (my_strstr(temp2, temp))
3749 #endif
3750                                 who[n++] = i;
3751                 }
3752                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3753         }
3754
3755         /* Nothing to recall */
3756         if (!n)
3757         {
3758                 /* Free the "who" array */
3759                 C_KILL(who, max_r_idx, MONRACE_IDX);
3760                 screen_load();
3761
3762                 return (FALSE);
3763         }
3764
3765         /* Sort by level */
3766         why = 2;
3767         query = 'y';
3768
3769         /* Sort if needed */
3770         if (why)
3771         {
3772                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3773         }
3774
3775
3776         /* Start at the end */
3777         /* XTRA HACK REMEMBER_IDX */
3778         if (old_sym == sym && old_i < n) i = old_i;
3779         else i = n - 1;
3780
3781         notpicked = TRUE;
3782
3783         /* Scan the monster memory */
3784         while (notpicked)
3785         {
3786                 r_idx = who[i];
3787
3788                 /* Hack -- Begin the prompt */
3789                 roff_top(r_idx);
3790
3791                 /* Hack -- Complete the prompt */
3792                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3793
3794                 /* Interact */
3795                 while (1)
3796                 {
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                         recall = !recall;
3823                 }
3824
3825                 /* Stop scanning */
3826                 if (query == ESCAPE) break;
3827
3828                 /* Move to "prev" monster */
3829                 if (query == '-')
3830                 {
3831                         if (++i == n)
3832                         {
3833                                 i = 0;
3834                                 if (!expand_list) break;
3835                         }
3836                 }
3837
3838                 /* Move to "next" monster */
3839                 else
3840                 {
3841                         if (i-- == 0)
3842                         {
3843                                 i = n - 1;
3844                                 if (!expand_list) break;
3845                         }
3846                 }
3847         }
3848
3849
3850         /* Re-display the identity */
3851         /* prt(buf, 5, 5);*/
3852
3853         /* Free the "who" array */
3854         C_KILL(who, max_r_idx, MONRACE_IDX);
3855         screen_load();
3856
3857         return (!notpicked);
3858 }
3859
3860
3861 /*!
3862  * @brief 施設の処理実行メインルーチン / Execute a building command
3863  * @param bldg 施設構造体の参照ポインタ
3864  * @param i 実行したい施設のサービステーブルの添字
3865  * @return なし
3866  */
3867 static void bldg_process_command(building_type *bldg, int i)
3868 {
3869         BACT_IDX bact = bldg->actions[i];
3870         PRICE bcost;
3871         bool paid = FALSE;
3872
3873         msg_flag = FALSE;
3874         msg_erase();
3875
3876         if (is_owner(bldg))
3877                 bcost = bldg->member_costs[i];
3878         else
3879                 bcost = bldg->other_costs[i];
3880
3881         /* action restrictions */
3882         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3883             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3884         {
3885                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3886                 return;
3887         }
3888
3889         /* check gold (HACK - Recharge uses variable costs) */
3890         if ((bact != BACT_RECHARGE) &&
3891             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3892              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3893         {
3894                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3895                 return;
3896         }
3897
3898         switch (bact)
3899         {
3900         case BACT_NOTHING:
3901                 /* Do nothing */
3902                 break;
3903         case BACT_RESEARCH_ITEM:
3904                 paid = identify_fully(FALSE);
3905                 break;
3906         case BACT_TOWN_HISTORY:
3907                 town_history();
3908                 break;
3909         case BACT_RACE_LEGENDS:
3910                 race_legends();
3911                 break;
3912         case BACT_QUEST:
3913                 castle_quest();
3914                 break;
3915         case BACT_KING_LEGENDS:
3916         case BACT_ARENA_LEGENDS:
3917         case BACT_LEGENDS:
3918                 show_highclass();
3919                 break;
3920         case BACT_POSTER:
3921         case BACT_ARENA_RULES:
3922         case BACT_ARENA:
3923                 arena_comm(bact);
3924                 break;
3925         case BACT_IN_BETWEEN:
3926         case BACT_CRAPS:
3927         case BACT_SPIN_WHEEL:
3928         case BACT_DICE_SLOTS:
3929         case BACT_GAMBLE_RULES:
3930         case BACT_POKER:
3931                 gamble_comm(bact);
3932                 break;
3933         case BACT_REST:
3934         case BACT_RUMORS:
3935         case BACT_FOOD:
3936                 paid = inn_comm(bact);
3937                 break;
3938         case BACT_RESEARCH_MONSTER:
3939                 paid = research_mon();
3940                 break;
3941         case BACT_COMPARE_WEAPONS:
3942                 paid = TRUE;
3943                 bcost = compare_weapons(bcost);
3944                 break;
3945         case BACT_ENCHANT_WEAPON:
3946                 item_tester_hook = object_allow_enchant_melee_weapon;
3947                 enchant_item(bcost, 1, 1, 0);
3948                 break;
3949         case BACT_ENCHANT_ARMOR:
3950                 item_tester_hook = object_is_armour;
3951                 enchant_item(bcost, 0, 0, 1);
3952                 break;
3953         case BACT_RECHARGE:
3954                 building_recharge();
3955                 break;
3956         case BACT_RECHARGE_ALL:
3957                 building_recharge_all();
3958                 break;
3959         case BACT_IDENTS: /* needs work */
3960                 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;
3961                 identify_pack();
3962                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3963                 paid = TRUE;
3964                 break;
3965         case BACT_IDENT_ONE: /* needs work */
3966                 paid = ident_spell(FALSE);
3967                 break;
3968         case BACT_LEARN:
3969                 do_cmd_study(p_ptr);
3970                 break;
3971         case BACT_HEALING: /* needs work */
3972                 paid = cure_critical_wounds(p_ptr, 200);
3973                 break;
3974         case BACT_RESTORE: /* needs work */
3975                 paid = restore_all_status();
3976                 break;
3977         case BACT_ENCHANT_ARROWS:
3978                 item_tester_hook = item_tester_hook_ammo;
3979                 enchant_item(bcost, 1, 1, 0);
3980                 break;
3981         case BACT_ENCHANT_BOW:
3982                 item_tester_tval = TV_BOW;
3983                 enchant_item(bcost, 1, 1, 0);
3984                 break;
3985
3986         case BACT_RECALL:
3987                 if (recall_player(p_ptr, 1)) paid = TRUE;
3988                 break;
3989
3990         case BACT_TELEPORT_LEVEL:
3991                 clear_bldg(4, 20);
3992                 paid = free_level_recall(p_ptr);
3993                 break;
3994
3995         case BACT_LOSE_MUTATION:
3996                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3997                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3998                 {
3999                         while(!lose_mutation(p_ptr, 0));
4000                         paid = TRUE;
4001                 }
4002                 else
4003                 {
4004                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4005                         msg_print(NULL);
4006                 }
4007                 break;
4008
4009         case BACT_BATTLE:
4010                 kakutoujou();
4011                 break;
4012
4013         case BACT_TSUCHINOKO:
4014                 tsuchinoko();
4015                 break;
4016
4017         case BACT_KUBI:
4018                 shoukinkubi();
4019                 break;
4020
4021         case BACT_TARGET:
4022                 today_target();
4023                 break;
4024
4025         case BACT_KANKIN:
4026                 kankin();
4027                 break;
4028
4029         case BACT_HEIKOUKA:
4030                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4031                 set_virtue(p_ptr, V_COMPASSION, 0);
4032                 set_virtue(p_ptr, V_HONOUR, 0);
4033                 set_virtue(p_ptr, V_JUSTICE, 0);
4034                 set_virtue(p_ptr, V_SACRIFICE, 0);
4035                 set_virtue(p_ptr, V_KNOWLEDGE, 0);
4036                 set_virtue(p_ptr, V_FAITH, 0);
4037                 set_virtue(p_ptr, V_ENLIGHTEN, 0);
4038                 set_virtue(p_ptr, V_ENCHANT, 0);
4039                 set_virtue(p_ptr, V_CHANCE, 0);
4040                 set_virtue(p_ptr, V_NATURE, 0);
4041                 set_virtue(p_ptr, V_HARMONY, 0);
4042                 set_virtue(p_ptr, V_VITALITY, 0);
4043                 set_virtue(p_ptr, V_UNLIFE, 0);
4044                 set_virtue(p_ptr, V_PATIENCE, 0);
4045                 set_virtue(p_ptr, V_TEMPERANCE, 0);
4046                 set_virtue(p_ptr, V_DILIGENCE, 0);
4047                 set_virtue(p_ptr, V_VALOUR, 0);
4048                 set_virtue(p_ptr, V_INDIVIDUALISM, 0);
4049                 get_virtues(p_ptr);
4050                 paid = TRUE;
4051                 break;
4052
4053         case BACT_TELE_TOWN:
4054                 paid = tele_town();
4055                 break;
4056
4057         case BACT_EVAL_AC:
4058                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4059                 break;
4060
4061         case BACT_BROKEN_WEAPON:
4062                 paid = TRUE;
4063                 bcost = repair_broken_weapon(bcost);
4064                 break;
4065         }
4066
4067         if (paid)
4068         {
4069                 p_ptr->au -= bcost;
4070         }
4071 }
4072
4073 /*!
4074  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4075  * @return なし
4076  */
4077 void do_cmd_bldg(void)
4078 {
4079         int             i, which;
4080         char            command;
4081         bool            validcmd;
4082         building_type   *bldg;
4083
4084         if(p_ptr->wild_mode) return;
4085
4086         take_turn(p_ptr, 100);
4087
4088         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4089         {
4090                 msg_print(_("ここには建物はない。", "You see no building here."));
4091                 return;
4092         }
4093
4094         which = f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4095
4096         bldg = &building[which];
4097
4098         /* Don't re-init the wilderness */
4099         reinit_wilderness = FALSE;
4100
4101         if ((which == 2) && (p_ptr->arena_number < 0))
4102         {
4103                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4104                 return;
4105         }
4106         else if ((which == 2) && p_ptr->inside_arena)
4107         {
4108                 if (!p_ptr->exit_bldg && p_ptr->current_floor_ptr->m_cnt > 0)
4109                 {
4110                         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);
4111                 }
4112                 else
4113                 {
4114                         /* Don't save the arena as saved floor */
4115                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4116
4117                         p_ptr->inside_arena = FALSE;
4118                         p_ptr->leaving = TRUE;
4119
4120                         /* Re-enter the arena */
4121                         command_new = SPECIAL_KEY_BUILDING;
4122
4123                         /* No energy needed to re-enter the arena */
4124                         free_turn(p_ptr);
4125                 }
4126
4127                 return;
4128         }
4129         else if (p_ptr->phase_out)
4130         {
4131                 /* Don't save the arena as saved floor */
4132                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4133
4134                 p_ptr->leaving = TRUE;
4135                 p_ptr->phase_out = FALSE;
4136
4137                 /* Re-enter the monster arena */
4138                 command_new = SPECIAL_KEY_BUILDING;
4139
4140                 /* No energy needed to re-enter the arena */
4141                 free_turn(p_ptr);
4142
4143                 return;
4144         }
4145         else
4146         {
4147                 p_ptr->oldpy = p_ptr->y;
4148                 p_ptr->oldpx = p_ptr->x;
4149         }
4150
4151         forget_lite(p_ptr->current_floor_ptr);
4152         forget_view();
4153
4154         /* Hack -- Increase "icky" depth */
4155         current_world_ptr->character_icky++;
4156
4157         command_arg = 0;
4158         command_rep = 0;
4159         command_new = 0;
4160
4161         show_building(bldg);
4162         p_ptr->leave_bldg = FALSE;
4163
4164         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4165
4166         while (!p_ptr->leave_bldg)
4167         {
4168                 validcmd = FALSE;
4169                 prt("", 1, 0);
4170
4171                 building_prt_gold();
4172
4173                 command = inkey();
4174
4175                 if (command == ESCAPE)
4176                 {
4177                         p_ptr->leave_bldg = TRUE;
4178                         p_ptr->inside_arena = FALSE;
4179                         p_ptr->phase_out = FALSE;
4180                         break;
4181                 }
4182
4183                 for (i = 0; i < 8; i++)
4184                 {
4185                         if (bldg->letters[i])
4186                         {
4187                                 if (bldg->letters[i] == command)
4188                                 {
4189                                         validcmd = TRUE;
4190                                         break;
4191                                 }
4192                         }
4193                 }
4194
4195                 if(validcmd) bldg_process_command(bldg, i);
4196
4197                 handle_stuff();
4198         }
4199
4200         select_floor_music(p_ptr);
4201
4202         msg_flag = FALSE;
4203         msg_erase();
4204
4205         /* Reinit wilderness to activate quests ... */
4206         if (reinit_wilderness)
4207         {
4208                 p_ptr->leaving = TRUE;
4209         }
4210
4211         /* Hack -- Decrease "icky" depth */
4212         current_world_ptr->character_icky--;
4213
4214         Term_clear();
4215
4216         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4217         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4218         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4219 }
4220
4221
4222 /*!
4223  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4224  * @return なし
4225  * @note conv_old is used if loaded 0.0.3 or older save file
4226  */
4227 void determine_today_mon(bool conv_old)
4228 {
4229         int max_dl = 3, i;
4230         bool old_inside_battle = p_ptr->phase_out;
4231         monster_race *r_ptr;
4232
4233         if (!conv_old)
4234         {
4235                 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4236                 {
4237                         if (max_dlv[i] < d_info[i].mindepth) continue;
4238                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4239                 }
4240         }
4241         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4242
4243         p_ptr->phase_out = TRUE;
4244         get_mon_num_prep(NULL, NULL);
4245
4246         while (1)
4247         {
4248                 today_mon = get_mon_num(max_dl);
4249                 r_ptr = &r_info[today_mon];
4250
4251                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4252                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4253                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4254                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4255                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4256                 if (r_ptr->rarity > 10) continue;
4257                 break;
4258         }
4259
4260         p_ptr->today_mon = 0;
4261         p_ptr->phase_out = old_inside_battle;
4262 }
4263
4264
4265
4266 /*!
4267  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4268  * @return なし
4269  */
4270 void determine_bounty_uniques(void)
4271 {
4272         int i, j;
4273         MONRACE_IDX tmp;
4274         monster_race *r_ptr;
4275
4276         get_mon_num_prep(NULL, NULL);
4277         for (i = 0; i < MAX_KUBI; i++)
4278         {
4279                 while (1)
4280                 {
4281                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4282                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4283
4284                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4285
4286                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4287
4288                         if (r_ptr->rarity > 100) continue;
4289
4290                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4291
4292                         for (j = 0; j < i; j++)
4293                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4294
4295                         if (j == i) break;
4296                 }
4297         }
4298
4299         /* Sort them */
4300         for (i = 0; i < MAX_KUBI - 1; i++)
4301         {
4302                 for (j = i; j < MAX_KUBI; j++)
4303                 {
4304                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4305                         {
4306                                 tmp = current_world_ptr->bounty_r_idx[i];
4307                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4308                                 current_world_ptr->bounty_r_idx[j] = tmp;
4309                         }
4310                 }
4311         }
4312 }