OSDN Git Service

[Refactor] #39321 do_cmd_write_nikki() を exe_write_diary() に改名.
[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 "scores.h"
57 #include "shoot.h"
58 #include "view-mainwindow.h"
59 #include "monsterrace.h"
60 #include "autopick.h"
61
62
63 /*
64  * Buildings
65  */
66 building_type building[MAX_BLDG];
67
68 MONRACE_IDX battle_mon[4];
69 u32b mon_odds[4];
70 int battle_odds;
71 PRICE kakekin;
72 int sel_monster;
73
74 bool reinit_wilderness = FALSE;
75 MONSTER_IDX today_mon;
76
77 /*!
78  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
79  */
80 const arena_type arena_info[MAX_ARENA_MONS + 2] =
81 {
82         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
83         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
84         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
85         { MON_LION_HEART,    0,         0                             },
86         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
87         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
88         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
89         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
90         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
91         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
92         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
93         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
94         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
95         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
96         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
97         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
98         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
99         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
100         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
101         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
102         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
103         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
104         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
105         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
106         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
107         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
108         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
109         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
110         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
111         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
112         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
113         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
114         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
115         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
116         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
117         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
118         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
119         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
120         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
121         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
122         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
123         { 0,                 0,         0                             }, /* Victory prizing */
124         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
125 };
126
127 /*!
128  * @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。
129  * @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、
130  * 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。
131  * @param bldg 施設構造体の参照ポインタ
132  * @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。
133  */
134 static bool is_owner(building_type *bldg)
135 {
136         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
137         {
138                 return (TRUE);
139         }
140
141         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
142         {
143                 return (TRUE);
144         }
145
146         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
147                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
148         {
149                 return (TRUE);
150         }
151
152         return (FALSE);
153 }
154
155 /*!
156  * @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。
157  (スペルマスターの特別判定つき)
158  * @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、
159  * 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。
160  * @param bldg 施設構造体の参照ポインタ
161  * @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。
162  * @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。
163  */
164 static bool is_member(building_type *bldg)
165 {
166         if (bldg->member_class[p_ptr->pclass])
167         {
168                 return (TRUE);
169         }
170
171         if (bldg->member_race[p_ptr->prace])
172         {
173                 return (TRUE);
174         }
175
176         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
177             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
178         {
179                 return (TRUE);
180         }
181
182
183         if (p_ptr->pclass == CLASS_SORCERER)
184         {
185                 int i;
186                 bool OK = FALSE;
187                 for (i = 0; i < MAX_MAGIC; i++)
188                 {
189                         if (bldg->member_realm[i+1]) OK = TRUE;
190                 }
191                 return OK;
192         }
193         return (FALSE);
194 }
195
196 /*!
197  * @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
198  * @details 消去は行毎にヌル文字列で行われる。
199  * @param min_row 開始行番号
200  * @param max_row 末尾行番号
201  * @return なし
202  */
203 void clear_bldg(int min_row, int max_row)
204 {
205         int   i;
206
207         for (i = min_row; i <= max_row; i++)
208                 prt("", i, 0);
209 }
210
211 /*!
212  * @brief 所持金を表示する。
213  * @return なし
214  */
215 static void building_prt_gold(void)
216 {
217         char tmp_str[80];
218         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
219         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
220         prt(tmp_str, 23, 68);
221 }
222
223 /*!
224  * @brief 施設のサービス一覧を表示する / Display a building.
225  * @param bldg 施設構造体の参照ポインタ
226  * @return なし
227  */
228 static void show_building(building_type* bldg)
229 {
230         char buff[20];
231         int i;
232         byte action_color;
233         char tmp_str[80];
234
235         Term_clear();
236         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
237         prt(tmp_str, 2, 1);
238
239
240         for (i = 0; i < 8; i++)
241         {
242                 if (bldg->letters[i])
243                 {
244                         if (bldg->action_restr[i] == 0)
245                         {
246                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
247                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
248                                 {
249                                         action_color = TERM_WHITE;
250                                         buff[0] = '\0';
251                                 }
252                                 else if (is_owner(bldg))
253                                 {
254                                         action_color = TERM_YELLOW;
255                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
256                                 }
257                                 else
258                                 {
259                                         action_color = TERM_YELLOW;
260                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
261                         }
262                         else if (bldg->action_restr[i] == 1)
263                         {
264                                 if (!is_member(bldg))
265                                 {
266                                         action_color = TERM_L_DARK;
267                                         strcpy(buff, _("(閉店)", "(closed)"));
268                                 }
269                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
270                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
271                                 {
272                                         action_color = TERM_WHITE;
273                                         buff[0] = '\0';
274                                 }
275                                 else if (is_owner(bldg))
276                                 {
277                                         action_color = TERM_YELLOW;
278                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
279                                 }
280                                 else
281                                 {
282                                         action_color = TERM_YELLOW;
283                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
284                                 }
285                         }
286                         else
287                         {
288                                 if (!is_owner(bldg))
289                                 {
290                                         action_color = TERM_L_DARK;
291                                         strcpy(buff, _("(閉店)", "(closed)"));
292                                 }
293                                 else if (bldg->member_costs[i] != 0)
294                                 {
295                                         action_color = TERM_YELLOW;
296                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
297                                 }
298                                 else
299                                 {
300                                         action_color = TERM_WHITE;
301                                         buff[0] = '\0';
302                                 }
303                         }
304
305                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
306                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
307                 }
308         }
309         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
310 }
311
312 /*!
313  * @brief 闘技場に入るコマンドの処理 / arena commands
314  * @param cmd 闘技場処理のID
315  * @return なし
316  */
317 static void arena_comm(int cmd)
318 {
319         monster_race    *r_ptr;
320         concptr            name;
321
322
323         switch (cmd)
324         {
325                 case BACT_ARENA:
326                         if (p_ptr->arena_number == MAX_ARENA_MONS)
327                         {
328                                 clear_bldg(5, 19);
329                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
330                                 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);
331                                 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);
332
333                                 prt("", 10, 0);
334                                 prt("", 11, 0);
335                                 p_ptr->au += 1000000L;
336                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
337                                 msg_print(NULL);
338                                 p_ptr->arena_number++;
339                         }
340                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
341                         {
342                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
343                                 {
344                                         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."));
345                                         msg_print(NULL);
346                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
347                                         {       
348                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
349                                                 msg_print(NULL);
350                                         
351                                                 p_ptr->exit_bldg = FALSE;
352                                                 reset_tim_flags(p_ptr);
353
354                                                 /* Save the surface floor as saved floor */
355                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
356
357                                                 p_ptr->inside_arena = TRUE;
358                                                 p_ptr->leaving = TRUE;
359                                                 p_ptr->leave_bldg = TRUE;
360                                         }
361                                         else
362                                         {
363                                                 msg_print(_("残念だ。", "We are disappointed."));
364                                         }
365                                 }
366                                 else
367                                 {
368                                         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。",
369                                                                 "You enter the arena briefly and bask in your glory."));
370                                         msg_print(NULL);
371                                 }
372                         }
373                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
374                         {
375                                 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。",
376                                                         "You don't have permission to enter with pet."));
377                                 msg_print(NULL);
378                         }
379                         else
380                         {
381                                 p_ptr->exit_bldg = FALSE;
382                                 reset_tim_flags(p_ptr);
383
384                                 /* Save the surface floor as saved floor */
385                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
386
387                                 p_ptr->inside_arena = TRUE;
388                                 p_ptr->leaving = TRUE;
389                                 p_ptr->leave_bldg = TRUE;
390                         }
391                         break;
392                 case BACT_POSTER:
393                         if (p_ptr->arena_number == MAX_ARENA_MONS)
394                                 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。",
395                                                         "You are victorious. Enter the arena for the ceremony."));
396
397                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
398                         {
399                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
400                         }
401                         else
402                         {
403                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
404                                 name = (r_name + r_ptr->name);
405                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
406
407                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
408                                 p_ptr->window |= (PW_MONSTER);
409                                 handle_stuff();
410
411                         }
412                         break;
413                 case BACT_ARENA_RULES:
414                         screen_save();
415
416                         /* Peruse the arena help file */
417                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
418                         screen_load();
419
420                         break;
421         }
422 }
423
424 /*!
425  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
426  * @param row シンボルを表示する行の上端
427  * @param col シンボルを表示する行の左端
428  * @param fruit 表示するシンボルID
429  * @return なし
430  */
431 static void display_fruit(int row, int col, int fruit)
432 {
433         switch (fruit)
434         {
435                 case 0: /* lemon */
436                         c_put_str(TERM_YELLOW, "   ####.", row, col);
437                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
438                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
439                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
440                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
441                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
442                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
443                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
444                         prt(                 _(" レモン ",
445                                                            " Lemon  "), row + 8, col);
446                         break;
447                 case 1: /* orange */
448                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
449                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
450                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
451                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
452                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
453                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
454                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
455                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
456                         prt(                 _("オレンジ",
457                                                                    " Orange "), row + 8, col);
458                         break;
459                 case 2: /* sword */
460                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
461                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
462                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
463                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
464                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
465                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
466                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
467                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
468                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
469                         break;
470                 case 3: /* shield */
471                         c_put_str(TERM_SLATE, " ###### ", row, col);
472                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
473                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
474                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
475                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
476                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
477                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
478                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
479                         prt(                _("   盾   ",
480                                                                   " Shield "), row + 8, col);
481                         break;
482                 case 4: /* plum */
483                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
484                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
485                         c_put_str(TERM_VIOLET, "########", row + 2, col);
486                         c_put_str(TERM_VIOLET, "########", row + 3, col);
487                         c_put_str(TERM_VIOLET, "########", row + 4, col);
488                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
489                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
490                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
491                         prt(                 _(" プラム ",
492                                                                    "  Plum  "), row + 8, col);
493                         break;
494                 case 5: /* cherry */
495                         c_put_str(TERM_RED, "      ##", row, col);
496                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
497                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
498                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
499                         c_put_str(TERM_RED, " ###### ", row + 4, col);
500                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
501                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
502                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
503                         prt(              _("チェリー",
504                                                                 " Cherry "), row + 8, col);
505                         break;
506         }
507 }
508
509 /*! @note
510  * kpoker no (tyuto-hannpa na)pakuri desu...
511  * joker ha shineru node haitte masen.
512  *
513  * TODO: donataka! tsukutte!
514  *  - agatta yaku no kiroku (like DQ).
515  *  - kakkoii card no e.
516  *  - sousa-sei no koujyo.
517  *  - code wo wakariyasuku.
518  *  - double up.
519  *  - Joker... -- done.
520  *
521  * 9/13/2000 --Koka
522  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
523  */
524
525 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
526 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
527 #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 */
528
529 static int cards[5]; /*!< ポーカーの現在の手札ID */
530
531 /*!
532  * @brief ポーカーの山札を切る。
533  * @param deck デッキの配列
534  * @return なし
535  */
536 static void reset_deck(int deck[])
537 {
538         int i;
539         for (i = 0; i < 53; i++) deck[i] = i;
540
541         /* shuffle cards */
542         for (i = 0; i < 53; i++){
543                 int tmp1 = randint0(53 - i) + i;
544                 int tmp2 = deck[i];
545                 deck[i] = deck[tmp1];
546                 deck[tmp1] = tmp2;
547         }
548 }
549
550 /*!
551  * @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。
552  * @return ジョーカーを持っているか。
553  */
554 static bool have_joker(void)
555 {
556         int i;
557
558         for (i = 0; i < 5; i++){
559           if(IS_JOKER(cards[i])) return TRUE;
560         }
561         return FALSE;
562 }
563
564 /*!
565  * @brief ポーカーの手札に該当の番号の札があるかを返す。
566  * @param num 探したいカードの番号。
567  * @return 該当の番号が手札にあるか。
568  */
569 static bool find_card_num(int num)
570 {
571         int i;
572         for (i = 0; i < 5; i++)
573                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
574         return FALSE;
575 }
576
577 /*!
578  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
579  * @return 役の判定結果
580  */
581 static bool yaku_check_flush(void)
582 {
583         int i, suit;
584         bool joker_is_used = FALSE;
585
586         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
587         for (i = 0; i < 5; i++){
588                 if (SUIT_OF(cards[i]) != suit){
589                   if(have_joker() && !joker_is_used)
590                     joker_is_used = TRUE;
591                   else
592                     return FALSE;
593                 }
594         }
595
596         return TRUE;
597 }
598
599 /*!
600  * @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。
601  * @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
602  */
603 static int yaku_check_straight(void)
604 {
605         int i, lowest = 99;
606         bool joker_is_used = FALSE;
607         bool straight = FALSE;
608
609         /* get lowest */
610         for (i = 0; i < 5; i++)
611         {
612                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
613                         lowest = NUM_OF(cards[i]);
614         }
615         
616         /* Check Royal Straight Flush */
617         if (yaku_check_flush())
618         {
619           if( lowest == 0 ){
620                 for (i = 0; i < 4; i++)
621                 {
622                         if (!find_card_num(9 + i)){
623                                 if( have_joker() && !joker_is_used )
624                                   joker_is_used = TRUE;
625                                 else
626                                   break;
627                         }
628                 }
629                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
630           }
631           if(lowest == 9){
632                 for (i = 0; i < 3; i++)
633                 {
634                         if (!find_card_num(10 + i))
635                                 break;
636                 }
637                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
638           }
639         }
640
641         joker_is_used = FALSE;
642
643         /* Straight Only Check */
644
645         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
646                 for (i = 0; i < 4; i++)
647                 {
648                         if (!find_card_num(9 + i)) {
649                                 if (have_joker() && !joker_is_used)
650                                         joker_is_used = TRUE;
651                                 else
652                                         break; /* None */
653                         }
654                 }
655                 if(i == 4) straight = TRUE;
656         }
657
658         joker_is_used = FALSE;
659
660         for (i = 0; i < 5; i++)
661         {
662                 if(!find_card_num(lowest + i)){
663                         if( have_joker() && !joker_is_used )
664                                 joker_is_used = TRUE;
665                         else
666                                 break; /* None */
667                 }
668         }
669         if(i == 5) straight = TRUE;
670         
671         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
672         else if(straight) return 1; /* Only Straight */
673         else return 0;
674 }
675
676 /*!
677  * @brief ポーカーのペア役の状態を返す。
678  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
679  */
680 static int yaku_check_pair(void)
681 {
682         int i, i2, matching = 0;
683
684         for (i = 0; i < 5; i++)
685         {
686                 for (i2 = i+1; i2 < 5; i2++)
687                 {
688                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
689                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
690                                 matching++;
691                 }
692         }
693
694         if(have_joker()){
695           switch(matching){
696           case 0:
697             matching = 1;
698             break;
699           case 1:
700             matching = 3;
701             break;
702           case 2:
703             matching = 4;
704             break;
705           case 3:
706             matching = 6;
707             break;
708           case 6:
709             matching = 7;
710             break;
711           default:
712             /* don't reach */
713             break;
714           }
715         }
716
717         return matching;
718 }
719
720 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
721 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
722 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
723 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
724 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
725 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
726 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
727 #define ODDS_ST 4 /*!< ストレートの役倍率 */
728 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
729 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
730
731 /*!
732  * @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。
733  * @return 役のID
734  */
735 static int yaku_check(void)
736 {
737         prt("                            ", 4, 3);
738
739         switch(yaku_check_straight()){
740         case 3: /* RF! */
741                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
742                 return ODDS_RF;
743         case 2: /* SF! */
744                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
745                 return ODDS_SF;
746         case 1:
747                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
748                 return ODDS_ST;
749         default:
750                 /* Not straight -- fall through */
751                 break;
752         }
753
754         if (yaku_check_flush())
755         {
756                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
757                 return ODDS_FL;
758         }
759
760         switch (yaku_check_pair())
761         {
762         case 1:
763                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
764                 return 0;
765         case 2:
766                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
767                 return ODDS_2P;
768         case 3:
769                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
770                 return ODDS_3C;
771         case 4:
772                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
773                 return ODDS_FH;
774         case 6:
775                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
776                 return ODDS_4C;
777         case 7:
778                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
779                 {
780                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
781                         return ODDS_5A;
782                 }
783                 else
784                 {
785                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
786                         return ODDS_5C;
787                 }
788         default:
789                 break;
790         }
791         return 0;
792 }
793
794 /*!
795  * @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。
796  * @param hoge カーソルの現在位置
797  * @param kaeruka カードの捨てる/残すフラグ配列
798  * @return なし
799  */
800 static void display_kaeruka(int hoge, int kaeruka[])
801 {
802         int i;
803         char col = TERM_WHITE;
804         for (i = 0; i < 5; i++)
805         {
806                 if (i == hoge) col = TERM_YELLOW;
807                 else if(kaeruka[i]) col = TERM_WHITE;
808                 else col = TERM_L_BLUE;
809                 
810                 if(kaeruka[i])
811                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
812                 else
813                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
814         }
815         if (hoge > 4) col = TERM_YELLOW;
816         else col = TERM_WHITE;
817         c_put_str(col, _("決定", "Sure"), 16,  38);
818
819         /* Hilite current option */
820         if (hoge < 5) move_cursor(14, 5+hoge*16);
821         else move_cursor(16, 38);
822 }
823
824 /*!
825  * @brief ポーカーの手札を表示する。
826  * @return なし
827  */
828 static void display_cards(void)
829 {
830         int i, j;
831         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
832 #ifdef JP
833         concptr suit[4] = {"★", "●", "¶", "†"};
834         concptr card_grph[13][7] = {{"A   %s     ",
835                                   "     変     ",
836                                   "     愚     ",
837                                   "     蛮     ",
838                                   "     怒     ",
839                                   "     %s     ",
840                                   "          A"},
841                                  {"2          ",
842                                   "     %s     ",
843                                   "            ",
844                                   "            ",
845                                   "            ",
846                                   "     %s     ",
847                                   "          2"},
848                                  {"3          ",
849                                   "     %s     ",
850                                   "            ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "          3"},
855                                  {"4          ",
856                                   "   %s  %s   ",
857                                   "            ",
858                                   "            ",
859                                   "            ",
860                                   "   %s  %s   ",
861                                   "          4"},
862                                  {"5          ",
863                                   "   %s  %s   ",
864                                   "            ",
865                                   "     %s     ",
866                                   "            ",
867                                   "   %s  %s   ",
868                                   "          5"},
869                                  {"6          ",
870                                   "   %s  %s   ",
871                                   "            ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "          6"},
876                                  {"7          ",
877                                   "   %s  %s   ",
878                                   "     %s     ",
879                                   "   %s  %s   ",
880                                   "            ",
881                                   "   %s  %s   ",
882                                   "          7"},
883                                  {"8          ",
884                                   "   %s  %s   ",
885                                   "     %s     ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "          8"},
890                                  {"9 %s  %s   ",
891                                   "            ",
892                                   "   %s  %s   ",
893                                   "     %s     ",
894                                   "   %s  %s   ",
895                                   "            ",
896                                   "   %s  %s 9"},
897                                  {"10 %s  %s   ",
898                                   "     %s     ",
899                                   "   %s  %s   ",
900                                   "            ",
901                                   "   %s  %s   ",
902                                   "     %s     ",
903                                   "   %s  %s 10"},
904                                  {"J   Λ     ",
905                                   "%s   ||     ",
906                                   "     ||     ",
907                                   "     ||     ",
908                                   "     ||     ",
909                                   "   |=亜=| %s",
910                                   "     目   J"},
911                                  {"Q ######   ",
912                                   "%s#      #  ",
913                                   "  # ++++ #  ",
914                                   "  # +==+ #  ",
915                                   "   # ++ #   ",
916                                   "    #  #  %s",
917                                   "     ##   Q"},
918                                  {"K          ",
919                                   "%s `⌒´   ",
920                                   "  γγγλ  ",
921                                   "  ο ο ι  ",
922                                   "   υ    ∂ ",
923                                   "    σ ノ %s",
924                                   "          K"}};
925         concptr joker_grph[7] = {    "            ",
926                                   "     J     ",
927                                   "     O     ",
928                                   "     K     ",
929                                   "     E     ",
930                                   "     R     ",
931                                   "            "};
932
933 #else
934
935         concptr suit[4] = {"[]", "qp", "<>", "db"};
936         concptr card_grph[13][7] = {{"A    %s     ",
937                                   "     He     ",
938                                   "     ng     ",
939                                   "     ba     ",
940                                   "     nd     ",
941                                   "     %s     ",
942                                   "           A"},
943                                  {"2           ",
944                                   "     %s     ",
945                                   "            ",
946                                   "            ",
947                                   "            ",
948                                   "     %s     ",
949                                   "           2"},
950                                  {"3           ",
951                                   "     %s     ",
952                                   "            ",
953                                   "     %s     ",
954                                   "            ",
955                                   "     %s     ",
956                                   "           3"},
957                                  {"4           ",
958                                   "   %s  %s   ",
959                                   "            ",
960                                   "            ",
961                                   "            ",
962                                   "   %s  %s   ",
963                                   "           4"},
964                                  {"5           ",
965                                   "   %s  %s   ",
966                                   "            ",
967                                   "     %s     ",
968                                   "            ",
969                                   "   %s  %s   ",
970                                   "           5"},
971                                  {"6           ",
972                                   "   %s  %s   ",
973                                   "            ",
974                                   "   %s  %s   ",
975                                   "            ",
976                                   "   %s  %s   ",
977                                   "           6"},
978                                  {"7           ",
979                                   "   %s  %s   ",
980                                   "     %s     ",
981                                   "   %s  %s   ",
982                                   "            ",
983                                   "   %s  %s   ",
984                                   "           7"},
985                                  {"8           ",
986                                   "   %s  %s   ",
987                                   "     %s     ",
988                                   "   %s  %s   ",
989                                   "     %s     ",
990                                   "   %s  %s   ",
991                                   "           8"},
992                                  {"9  %s  %s   ",
993                                   "            ",
994                                   "   %s  %s   ",
995                                   "     %s     ",
996                                   "   %s  %s   ",
997                                   "            ",
998                                   "   %s  %s  9"},
999                                  {"10 %s  %s   ",
1000                                   "     %s     ",
1001                                   "   %s  %s   ",
1002                                   "            ",
1003                                   "   %s  %s   ",
1004                                   "     %s     ",
1005                                   "   %s  %s 10"},
1006                                  {"J    /\\     ",
1007                                   "%s   ||     ",
1008                                   "     ||     ",
1009                                   "     ||     ",
1010                                   "     ||     ",
1011                                   "   |=HH=| %s",
1012                                   "     ][    J"},
1013                                  {"Q  ######   ",
1014                                   "%s#      #  ",
1015                                   "  # ++++ #  ",
1016                                   "  # +==+ #  ",
1017                                   "   # ++ #   ",
1018                                   "    #  #  %s",
1019                                   "     ##    Q"},
1020                                  {"K           ",
1021                                   "%s _'~~`_   ",
1022                                   "   jjjjj$&  ",
1023                                   "   q q uu   ",
1024                                   "   c    &   ",
1025                                   "    v__/  %s",
1026                                   "           K"}};
1027         concptr joker_grph[7] = {    "            ",
1028                                   "     J      ",
1029                                   "     O      ",
1030                                   "     K      ",
1031                                   "     E      ",
1032                                   "     R      ",
1033                                   "            "};
1034 #endif
1035
1036         for (i = 0; i < 5; i++)
1037         {
1038                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1039         }
1040
1041         for (i = 0; i < 5; i++)
1042         {
1043                 for (j = 0; j < 7; j++)
1044                 {
1045                         prt(_("┃", " |"),  j+6,  i*16);
1046                         if(IS_JOKER(cards[i]))
1047                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1048                         else
1049                                 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);
1050                         prt(_("┃", "| "),  j+6,  i*16+14);
1051                 }
1052         }
1053         for (i = 0; i < 5; i++)
1054         {
1055                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1056         }
1057 }
1058
1059 /*!
1060  * @brief ポーカーの1プレイルーチン。
1061  * @return 1プレイの役の結果
1062  */
1063 static int do_poker(void)
1064 {
1065         int i, k = 2;
1066         char cmd;
1067         int deck[53]; /* yamafuda : 0...52 */
1068         int deck_ptr = 0;
1069         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1070
1071         bool done = FALSE;
1072         bool kettei = TRUE;
1073         bool kakikae = TRUE;
1074
1075         reset_deck(deck);
1076
1077         for (i = 0; i < 5; i++)
1078         {
1079                 cards[i] = deck[deck_ptr++];
1080                 kaeruka[i] = 0; /* default:nokosu */
1081         }
1082
1083         /* suteruno wo kimeru */
1084         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);
1085
1086         display_cards();
1087         yaku_check();
1088
1089         while (!done)
1090         {
1091                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1092                 kakikae = FALSE;
1093                 cmd = inkey();
1094                 switch (cmd)
1095                 {
1096                 case '6': case 'l': case 'L': case KTRL('F'):
1097                         if (!kettei) k = (k+1)%5;
1098                         else {k = 0;kettei = FALSE;}
1099                         kakikae = TRUE;
1100                         break;
1101                 case '4': case 'h': case 'H': case KTRL('B'):
1102                         if (!kettei) k = (k+4)%5;
1103                         else {k = 4;kettei = FALSE;}
1104                         kakikae = TRUE;
1105                         break;
1106                 case '2': case 'j': case 'J': case KTRL('N'):
1107                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1108                         break;
1109                 case '8': case 'k': case 'K': case KTRL('P'):
1110                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1111                         break;
1112                 case ' ': case '\r':
1113                         if (kettei) done = TRUE;
1114                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1115                         break;
1116                 default:
1117                         break;
1118                 }
1119         }
1120         
1121         prt("",0,0);
1122
1123         for (i = 0; i < 5; i++)
1124                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1125
1126         display_cards();
1127         
1128         return yaku_check();
1129 }
1130 #undef SUIT_OF
1131 #undef NUM_OF
1132 #undef IS_JOKER
1133 /* end of poker codes --Koka */
1134
1135 /*!
1136  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1137  * @param cmd プレイするゲームID
1138  * @return なし
1139  */
1140 static bool gamble_comm(int cmd)
1141 {
1142         int i;
1143         int roll1, roll2, roll3, choice, odds, win;
1144         s32b wager;
1145         s32b maxbet;
1146         s32b oldgold;
1147
1148         char out_val[160], tmp_str[80], again;
1149         concptr p;
1150
1151         screen_save();
1152
1153         if (cmd == BACT_GAMBLE_RULES)
1154         {
1155                 /* Peruse the gambling help file */
1156                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1157         }
1158         else
1159         {
1160                 /* No money */
1161                 if (p_ptr->au < 1)
1162                 {
1163                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1164                                                 "Hey! You don't have gold - get out of here!"));
1165                         msg_print(NULL);
1166                         screen_load();
1167                         return FALSE;
1168                 }
1169
1170                 clear_bldg(5, 23);
1171
1172                 maxbet = p_ptr->lev * 200;
1173
1174                 /* We can't bet more than we have */
1175                 maxbet = MIN(maxbet, p_ptr->au);
1176
1177                 /* Get the wager */
1178                 strcpy(out_val, "");
1179                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1180
1181
1182                 /*
1183                  * Use get_string() because we may need more than
1184                  * the s16b value returned by get_quantity().
1185                  */
1186                 if (get_string(tmp_str, out_val, 32))
1187                 {
1188                         /* Strip spaces */
1189                         for (p = out_val; *p == ' '; p++);
1190
1191                         /* Get the wager */
1192                         wager = atol(p);
1193
1194                         if (wager > p_ptr->au)
1195                         {
1196                                 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!"));
1197                                 msg_print(NULL);
1198                                 screen_load();
1199                                 return (FALSE);
1200                         }
1201                         else if (wager > maxbet)
1202                         {
1203                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1204                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1205                                 wager = maxbet;
1206                         }
1207                         else if (wager < 1)
1208                         {
1209                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1210                                 wager = 1;
1211                         }
1212                         msg_print(NULL);
1213                         win = FALSE;
1214                         odds = 0;
1215                         oldgold = p_ptr->au;
1216
1217                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1218                         prt(tmp_str, 20, 2);
1219                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1220                         prt(tmp_str, 21, 2);
1221
1222                         do
1223                         {
1224                                 p_ptr->au -= wager;
1225                                 switch (cmd)
1226                                 {
1227                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1228                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1229
1230                                         odds = 4;
1231                                         win = FALSE;
1232                                         roll1 = randint1(10);
1233                                         roll2 = randint1(10);
1234                                         choice = randint1(10);
1235                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1236
1237                                         prt(tmp_str, 8, 3);
1238                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1239
1240                                         prt(tmp_str, 11, 14);
1241                                         if (((choice > roll1) && (choice < roll2)) ||
1242                                                 ((choice < roll1) && (choice > roll2)))
1243                                                 win = TRUE;
1244                                         break;
1245                                 case BACT_CRAPS:  /* Game of Craps */
1246                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1247
1248                                         win = 3;
1249                                         odds = 2;
1250                                         roll1 = randint1(6);
1251                                         roll2 = randint1(6);
1252                                         roll3 = roll1 +  roll2;
1253                                         choice = roll3;
1254                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1255                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1256                                         prt(tmp_str, 7, 5);
1257                                         if ((roll3 == 7) || (roll3 == 11))
1258                                                 win = TRUE;
1259                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1260                                                 win = FALSE;
1261                                         else
1262                                                 do
1263                                                 {
1264                                                         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"));
1265
1266                                                         msg_print(NULL);
1267                                                         roll1 = randint1(6);
1268                                                         roll2 = randint1(6);
1269                                                         roll3 = roll1 +  roll2;
1270                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1271                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1272                                                         prt(tmp_str, 8, 5);
1273                                                         if (roll3 == choice)
1274                                                                 win = TRUE;
1275                                                         else if (roll3 == 7)
1276                                                                 win = FALSE;
1277                                                 } while ((win != TRUE) && (win != FALSE));
1278                                         break;
1279
1280                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1281                                         win = FALSE;
1282                                         odds = 9;
1283                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1284
1285                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1286                                         prt("--------------------------------", 8, 3);
1287                                         strcpy(out_val, "");
1288                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1289
1290                                         for (p = out_val; iswspace(*p); p++);
1291                                         choice = atol(p);
1292                                         if (choice < 0)
1293                                         {
1294                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1295                                                 choice = 0;
1296                                         }
1297                                         else if (choice > 9)
1298                                         {
1299                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1300                                                 choice = 9;
1301                                         }
1302                                         msg_print(NULL);
1303                                         roll1 = randint0(10);
1304                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1305                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1306                                         prt(tmp_str, 13, 3);
1307                                         prt("", 9, 0);
1308                                         prt("*", 9, (3 * roll1 + 5));
1309                                         if (roll1 == choice)
1310                                                 win = TRUE;
1311                                         break;
1312
1313                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1314                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1315                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1316                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1317                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1318                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1319                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1320                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1321                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1322                                         
1323                                         win = FALSE;
1324                                         roll1 = randint1(21);
1325                                         for (i=6;i>0;i--)
1326                                         {
1327                                                 if ((roll1-i) < 1)
1328                                                 {
1329                                                         roll1 = 7-i;
1330                                                         break;
1331                                                 }
1332                                                 roll1 -= i;
1333                                         }
1334                                         roll2 = randint1(21);
1335                                         for (i=6;i>0;i--)
1336                                         {
1337                                                 if ((roll2-i) < 1)
1338                                                 {
1339                                                         roll2 = 7-i;
1340                                                         break;
1341                                                 }
1342                                                 roll2 -= i;
1343                                         }
1344                                         choice = randint1(21);
1345                                         for (i=6;i>0;i--)
1346                                         {
1347                                                 if ((choice-i) < 1)
1348                                                 {
1349                                                         choice = 7-i;
1350                                                         break;
1351                                                 }
1352                                                 choice -= i;
1353                                         }
1354                                         put_str("/--------------------------\\", 7, 2);
1355                                         prt("\\--------------------------/", 17, 2);
1356                                         display_fruit(8,  3, roll1 - 1);
1357                                         display_fruit(8, 12, roll2 - 1);
1358                                         display_fruit(8, 21, choice - 1);
1359                                         if ((roll1 == roll2) && (roll2 == choice))
1360                                         {
1361                                                 win = TRUE;
1362                                                 switch(roll1)
1363                                                 {
1364                                                 case 1:
1365                                                         odds = 5;break;
1366                                                 case 2:
1367                                                         odds = 10;break;
1368                                                 case 3:
1369                                                         odds = 20;break;
1370                                                 case 4:
1371                                                         odds = 50;break;
1372                                                 case 5:
1373                                                         odds = 200;break;
1374                                                 case 6:
1375                                                         odds = 1000;break;
1376                                                 }
1377                                         }
1378                                         else if ((roll1 == 1) && (roll2 == 1))
1379                                         {
1380                                                 win = TRUE;
1381                                                 odds = 2;
1382                                         }
1383                                         break;
1384                                 case BACT_POKER:
1385                                         win = FALSE;
1386                                         odds = do_poker();
1387                                         if (odds) win = TRUE;
1388                                         break;
1389                                 }
1390
1391                                 if (win)
1392                                 {
1393                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1394
1395                                         p_ptr->au += odds * wager;
1396                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1397
1398                                         prt(tmp_str, 17, 37);
1399                                 }
1400                                 else
1401                                 {
1402                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1403                                         prt("", 17, 37);
1404                                 }
1405                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1406
1407                                 prt(tmp_str, 22, 2);
1408                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1409
1410                                 move_cursor(18, 52);
1411                                 again = inkey();
1412                                 prt("", 16, 37);
1413                                 prt("", 17, 37);
1414                                 prt("", 18, 37);
1415                                 if (wager > p_ptr->au)
1416                                 {
1417                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1418                                                                 "Hey! You don't have the gold - get out of here!"));
1419                                         msg_print(NULL);
1420
1421                                         /* Get out here */
1422                                         break;
1423                                 }
1424                         } while ((again == 'y') || (again == 'Y'));
1425
1426                         prt("", 18, 37);
1427                         if (p_ptr->au >= oldgold)
1428                         {
1429                                 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!」",
1430                                                         "You came out a winner! We'll win next time, I'm sure."));
1431                                 chg_virtue(p_ptr, V_CHANCE, 3);
1432                         }
1433                         else
1434                         {
1435                                 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."));
1436                                 chg_virtue(p_ptr, V_CHANCE, -3);
1437                         }
1438                 }
1439                 msg_print(NULL);
1440         }
1441         screen_load();
1442         return (TRUE);
1443 }
1444
1445 /*!
1446  * @brief モンスター闘技場に参加するモンスターを更新する。
1447  * @return なし
1448  */
1449 void update_gambling_monsters(void)
1450 {
1451         int total, i;
1452         int max_dl = 0;
1453         int mon_level;
1454         int power[4];
1455         bool tekitou;
1456         bool old_inside_battle = p_ptr->phase_out;
1457
1458         for (i = 0; i < max_d_idx; i++)
1459                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1460
1461         mon_level = randint1(MIN(max_dl, 122)) + 5;
1462         if (randint0(100) < 60)
1463         {
1464                 i = randint1(MIN(max_dl, 122)) + 5;
1465                 mon_level = MAX(i, mon_level);
1466         }
1467         if (randint0(100) < 30)
1468         {
1469                 i = randint1(MIN(max_dl, 122)) + 5;
1470                 mon_level = MAX(i, mon_level);
1471         }
1472
1473         while (1)
1474         {
1475                 total = 0;
1476                 tekitou = FALSE;
1477                 for (i = 0; i < 4; i++)
1478                 {
1479                         MONRACE_IDX r_idx;
1480                         int j;
1481                         while (1)
1482                         {
1483                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1484                                 p_ptr->phase_out = TRUE;
1485                                 r_idx = get_mon_num(mon_level);
1486                                 p_ptr->phase_out = old_inside_battle;
1487                                 if (!r_idx) continue;
1488
1489                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1490                                 {
1491                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1492                                 }
1493
1494                                 for (j = 0; j < i; j++)
1495                                         if (r_idx == battle_mon[j]) break;
1496                                 if (j < i) continue;
1497
1498                                 break;
1499                         }
1500                         battle_mon[i] = r_idx;
1501                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1502                 }
1503
1504                 for (i = 0; i < 4; i++)
1505                 {
1506                         monster_race *r_ptr = &r_info[battle_mon[i]];
1507                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1508
1509                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1510                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1511                         else
1512                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1513                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1514                         if (r_ptr->speed > 110)
1515                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1516                         if (r_ptr->speed < 110)
1517                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1518                         if (num_taisei > 2)
1519                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1520                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1521                                 power[i] = power[i] * 4 / 3;
1522                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1523                                 power[i] = power[i] * 4 / 3;
1524                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1525                                 power[i] = power[i] * 11 / 10;
1526                         if (r_ptr->flags1 & RF1_RAND_25)
1527                                 power[i] = power[i] * 9 / 10;
1528                         if (r_ptr->flags1 & RF1_RAND_50)
1529                                 power[i] = power[i] * 9 / 10;
1530                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1531                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1532
1533
1534                         total += power[i];
1535                 }
1536                 for (i = 0; i < 4; i++)
1537                 {
1538                         power[i] = total * 60 / power[i];
1539                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1540                         if ((power[i] < 160) && randint0(20)) break;
1541                         if (power[i] < 101) power[i] = 100 + randint1(5);
1542                         mon_odds[i] = power[i];
1543                 }
1544                 if (i == 4) break;
1545         }
1546 }
1547
1548 /*!
1549  * @brief モンスター闘技場のメインルーチン
1550  * @return 賭けを開始したか否か
1551  */
1552 static bool kakutoujou(void)
1553 {
1554         PRICE maxbet;
1555         PRICE wager;
1556         char out_val[160], tmp_str[80];
1557         concptr p;
1558
1559         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1560         {
1561                 update_gambling_monsters();
1562                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1563         }
1564
1565         screen_save();
1566
1567         /* No money */
1568         if (p_ptr->au < 1)
1569         {
1570                 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!"));
1571                 msg_print(NULL);
1572                 screen_load();
1573                 return FALSE;
1574         }
1575         else
1576         {
1577                 int i;
1578
1579                 clear_bldg(4, 10);
1580
1581                 prt(_("モンスター                                                     倍率",
1582                           "Monsters                                                       Odds"), 4, 4);
1583                 for (i=0;i<4;i++)
1584                 {
1585                         char buf[80];
1586                         monster_race *r_ptr = &r_info[battle_mon[i]];
1587
1588                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1589                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1590                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1591                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1592                         prt(buf, 5+i, 1);
1593                 }
1594                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1595                 while(1)
1596                 {
1597                         i = inkey();
1598
1599                         if (i == ESCAPE)
1600                         {
1601                                 screen_load();
1602                                 return FALSE;
1603                         }
1604                         if (i >= '1' && i <= '4')
1605                         {
1606                                 sel_monster = i-'1';
1607                                 battle_odds = mon_odds[sel_monster];
1608                                 break;
1609                         }
1610                         else bell();
1611                 }
1612
1613                 clear_bldg(4, 4);
1614                 for (i = 0; i < 4; i++)
1615                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1616
1617                 maxbet = p_ptr->lev * 200;
1618
1619                 /* We can't bet more than we have */
1620                 maxbet = MIN(maxbet, p_ptr->au);
1621
1622                 /* Get the wager */
1623                 strcpy(out_val, "");
1624                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1625                 /*
1626                  * Use get_string() because we may need more than
1627                  * the s16b value returned by get_quantity().
1628                  */
1629                 if (get_string(tmp_str, out_val, 32))
1630                 {
1631                         /* Strip spaces */
1632                         for (p = out_val; *p == ' '; p++);
1633
1634                         /* Get the wager */
1635                         wager = atol(p);
1636
1637                         if (wager > p_ptr->au)
1638                         {
1639                                 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!"));
1640
1641                                 msg_print(NULL);
1642                                 screen_load();
1643                                 return (FALSE);
1644                         }
1645                         else if (wager > maxbet)
1646                         {
1647                                 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);
1648
1649                                 wager = maxbet;
1650                         }
1651                         else if (wager < 1)
1652                         {
1653                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1654                                 wager = 1;
1655                         }
1656                         msg_print(NULL);
1657                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1658                         kakekin = wager;
1659                         p_ptr->au -= wager;
1660                         reset_tim_flags(p_ptr);
1661
1662                         /* Save the surface floor as saved floor */
1663                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1664
1665                         p_ptr->phase_out = TRUE;
1666                         p_ptr->leaving = TRUE;
1667                         p_ptr->leave_bldg = TRUE;
1668
1669                         screen_load();
1670
1671                         return (TRUE);
1672                 }
1673         }
1674         screen_load();
1675
1676         return (FALSE);
1677 }
1678
1679 /*!
1680  * @brief 本日の賞金首情報を表示する。
1681  * @return なし
1682  */
1683 static void today_target(void)
1684 {
1685         char buf[160];
1686         monster_race *r_ptr = &r_info[today_mon];
1687
1688         clear_bldg(4,18);
1689         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1690         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1691         c_put_str(TERM_YELLOW, buf, 6, 10);
1692         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1693         prt(buf, 8, 10);
1694         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1695         prt(buf, 9, 10);
1696         p_ptr->today_mon = today_mon;
1697 }
1698
1699 /*!
1700  * @brief ツチノコの賞金首情報を表示する。
1701  * @return なし
1702  */
1703 static void tsuchinoko(void)
1704 {
1705         clear_bldg(4,18);
1706         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1707         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);
1708         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1709         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1710         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1711 }
1712
1713 /*!
1714  * @brief 通常の賞金首情報を表示する。
1715  * @return なし
1716  */
1717 static void shoukinkubi(void)
1718 {
1719         int i;
1720         TERM_LEN y = 0;
1721
1722         clear_bldg(4,18);
1723         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);
1724         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1725
1726         for (i = 0; i < MAX_KUBI; i++)
1727         {
1728                 byte color;
1729                 concptr done_mark;
1730                 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])];
1731
1732                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1733                 {
1734                         color = TERM_RED;
1735                         done_mark = _("(済)", "(done)");
1736                 }
1737                 else
1738                 {
1739                         color = TERM_WHITE;
1740                         done_mark = "";
1741                 }
1742
1743                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1744
1745                 y = (y+1) % 10;
1746                 if (!y && (i < MAX_KUBI -1))
1747                 {
1748                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1749                         (void)inkey();
1750                         prt("", 0, 0);
1751                         clear_bldg(7,18);
1752                 }
1753         }
1754 }
1755
1756
1757
1758 /*!
1759  * 賞金首の報酬テーブル / List of prize object
1760  */
1761 static struct {
1762         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1763         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1764 } prize_list[MAX_KUBI] = 
1765 {
1766         {TV_POTION, SV_POTION_CURING},
1767         {TV_POTION, SV_POTION_SPEED},
1768         {TV_POTION, SV_POTION_SPEED},
1769         {TV_POTION, SV_POTION_RESISTANCE},
1770         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1771
1772         {TV_POTION, SV_POTION_HEALING},
1773         {TV_POTION, SV_POTION_RESTORE_MANA},
1774         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1775         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1776         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1777
1778         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1779         {TV_POTION, SV_POTION_STAR_HEALING},
1780         {TV_POTION, SV_POTION_STAR_HEALING},
1781         {TV_POTION, SV_POTION_NEW_LIFE},
1782         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1783
1784         {TV_POTION, SV_POTION_LIFE},
1785         {TV_POTION, SV_POTION_LIFE},
1786         {TV_POTION, SV_POTION_AUGMENTATION},
1787         {TV_POTION, SV_POTION_INVULNERABILITY},
1788         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1789 };
1790
1791 /*!
1792  * @brief 賞金首の引き換え処理 / Get prize
1793  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1794  */
1795 static bool kankin(void)
1796 {
1797         INVENTORY_IDX i;
1798         int j;
1799         bool change = FALSE;
1800         GAME_TEXT o_name[MAX_NLEN];
1801         object_type *o_ptr;
1802
1803         /* Loop for p_ptr->inventory_list and right/left arm */
1804         for (i = 0; i <= INVEN_LARM; i++)
1805         {
1806                 o_ptr = &p_ptr->inventory_list[i];
1807
1808                 /* Living Tsuchinoko worthes $1000000 */
1809                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1810                 {
1811                         char buf[MAX_NLEN+20];
1812                         object_desc(o_name, o_ptr, 0);
1813                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1814                         if (get_check(buf))
1815                         {
1816                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1817                                 p_ptr->au += 1000000L * o_ptr->number;
1818                                 p_ptr->redraw |= (PR_GOLD);
1819                                 inven_item_increase(i, -o_ptr->number);
1820                                 inven_item_describe(i);
1821                                 inven_item_optimize(i);
1822                         }
1823                         change = TRUE;
1824                 }
1825         }
1826
1827         for (i = 0; i < INVEN_PACK; i++)
1828         {
1829                 o_ptr = &p_ptr->inventory_list[i];
1830
1831                 /* Corpse of Tsuchinoko worthes $200000 */
1832                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1833                 {
1834                         char buf[MAX_NLEN+20];
1835                         object_desc(o_name, o_ptr, 0);
1836                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1837                         if (get_check(buf))
1838                         {
1839                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1840                                 p_ptr->au += 200000L * o_ptr->number;
1841                                 p_ptr->redraw |= (PR_GOLD);
1842                                 inven_item_increase(i, -o_ptr->number);
1843                                 inven_item_describe(i);
1844                                 inven_item_optimize(i);
1845                         }
1846                         change = TRUE;
1847                 }
1848         }
1849
1850         for (i = 0; i < INVEN_PACK; i++)
1851         {
1852                 o_ptr = &p_ptr->inventory_list[i];
1853
1854                 /* Bones of Tsuchinoko worthes $100000 */
1855                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1856                 {
1857                         char buf[MAX_NLEN+20];
1858                         object_desc(o_name, o_ptr, 0);
1859                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1860                         if (get_check(buf))
1861                         {
1862                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1863                                 p_ptr->au += 100000L * o_ptr->number;
1864                                 p_ptr->redraw |= (PR_GOLD);
1865                                 inven_item_increase(i, -o_ptr->number);
1866                                 inven_item_describe(i);
1867                                 inven_item_optimize(i);
1868                         }
1869                         change = TRUE;
1870                 }
1871         }
1872
1873         for (i = 0; i < INVEN_PACK; i++)
1874         {
1875                 o_ptr = &p_ptr->inventory_list[i];
1876                 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)))
1877                 {
1878                         char buf[MAX_NLEN+20];
1879                         object_desc(o_name, o_ptr, 0);
1880                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1881                         if (get_check(buf))
1882                         {
1883                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1884                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1885                                 p_ptr->redraw |= (PR_GOLD);
1886                                 inven_item_increase(i, -o_ptr->number);
1887                                 inven_item_describe(i);
1888                                 inven_item_optimize(i);
1889                         }
1890                         change = TRUE;
1891                 }
1892         }
1893
1894         for (i = 0; i < INVEN_PACK; i++)
1895         {
1896                 o_ptr = &p_ptr->inventory_list[i];
1897
1898                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1899                 {
1900                         char buf[MAX_NLEN+20];
1901                         object_desc(o_name, o_ptr, 0);
1902                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1903                         if (get_check(buf))
1904                         {
1905                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1906                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1907                                 p_ptr->redraw |= (PR_GOLD);
1908                                 inven_item_increase(i, -o_ptr->number);
1909                                 inven_item_describe(i);
1910                                 inven_item_optimize(i);
1911                         }
1912                         change = TRUE;
1913                 }
1914         }
1915
1916         for (j = 0; j < MAX_KUBI; j++)
1917         {
1918                 /* Need reverse order --- Positions will be changed in the loop */
1919                 for (i = INVEN_PACK-1; i >= 0; i--)
1920                 {
1921                         o_ptr = &p_ptr->inventory_list[i];
1922                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1923                         {
1924                                 char buf[MAX_NLEN+20];
1925                                 int num, k;
1926                                 INVENTORY_IDX item_new;
1927                                 object_type forge;
1928
1929                                 object_desc(o_name, o_ptr, 0);
1930                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1931                                 if (!get_check(buf)) continue;
1932
1933 #if 0 /* Obsoleted */
1934                                 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);
1935                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1936                                 p_ptr->redraw |= (PR_GOLD);
1937                                 inven_item_increase(i, -o_ptr->number);
1938                                 inven_item_describe(i);
1939                                 inven_item_optimize(i);
1940                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1941                                 current_world_ptr->bounty_r_idx[j] += 10000;
1942
1943                                 change = TRUE;
1944 #endif /* Obsoleted */
1945
1946                                 /* Hand it first */
1947                                 inven_item_increase(i, -o_ptr->number);
1948                                 inven_item_describe(i);
1949                                 inven_item_optimize(i);
1950
1951                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1952                                 current_world_ptr->bounty_r_idx[j] += 10000;
1953
1954                                 /* Count number of unique corpses already handed */
1955                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1956                                 {
1957                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1958                                 }
1959                                 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" : ""));
1960
1961                                 /* Prepare to make a prize */
1962                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1963                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1964
1965                                 object_aware(&forge);
1966                                 object_known(&forge);
1967
1968                                 /*
1969                                  * Hand it --- Assume there is an empty slot.
1970                                  * Since a corpse is handed at first,
1971                                  * there is at least one empty slot.
1972                                  */
1973                                 item_new = inven_carry(&forge);
1974
1975                                 object_desc(o_name, &forge, 0);
1976                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1977
1978                                 /* Auto-inscription */
1979                                 autopick_alter_item(item_new, FALSE);
1980                                 handle_stuff();
1981
1982                                 change = TRUE;
1983                         }
1984                 }
1985         }
1986
1987         if (!change)
1988         {
1989                 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."));
1990                 msg_print(NULL);
1991                 return FALSE;
1992         }
1993         return TRUE;
1994 }
1995
1996 /*!
1997  * @brief 宿屋の利用サブルーチン
1998  * @details inn commands\n
1999  * Note that resting for the night was a perfect way to avoid player\n
2000  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2001  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2002  * will not be that useful.  I will keep it in the hopes the player\n
2003  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2004  * Resting at night is also a quick way to restock stores -KMW-\n
2005  * @param cmd 宿屋の利用施設ID
2006  * @return 施設の利用が実際に行われたか否か。
2007  */
2008 static bool inn_comm(int cmd)
2009 {
2010         switch (cmd)
2011         {
2012                 case BACT_FOOD: /* Buy food & drink */
2013                         if (p_ptr->food >= PY_FOOD_FULL)
2014                         {
2015                                 msg_print(_("今は満腹だ。", "You are full now."));
2016                                 return FALSE;
2017                         }
2018                         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."));
2019                         (void)set_food(p_ptr, PY_FOOD_MAX - 1);
2020                         break;
2021
2022                 case BACT_REST: /* Rest for the night */
2023                         if ((p_ptr->poisoned) || (p_ptr->cut))
2024                         {
2025                                 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."));
2026                                 msg_print(NULL);
2027                                 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."));
2028                         }
2029                         else
2030                         {
2031                                 s32b oldturn = current_world_ptr->game_turn;
2032                                 int prev_day, prev_hour, prev_min;
2033
2034                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2035                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2036                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2037                                 else
2038                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2039                                 
2040                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2041                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2042                                 {
2043                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2044                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2045                                 }
2046
2047                                 prevent_turn_overflow();
2048
2049                                 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
2050                                 p_ptr->chp = p_ptr->mhp;
2051
2052                                 if (ironman_nightmare)
2053                                 {
2054                                         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."));
2055
2056                                         /* Have some nightmares */
2057                                         while(1)
2058                                         {
2059                                                 sanity_blast(p_ptr, NULL, FALSE);
2060                                                 if (!one_in_(3)) break;
2061                                         }
2062
2063                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2064                                         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."));
2065                                 }
2066                                 else
2067                                 {
2068                                         set_blind(p_ptr, 0);
2069                                         set_confused(p_ptr, 0);
2070                                         p_ptr->stun = 0;
2071                                         p_ptr->chp = p_ptr->mhp;
2072                                         p_ptr->csp = p_ptr->msp;
2073                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2074                                         {
2075                                                 int i;
2076                                                 for (i = 0; i < 72; i++)
2077                                                 {
2078                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2079                                                 }
2080                                                 for (; i < 108; i++)
2081                                                 {
2082                                                         p_ptr->magic_num1[i] = 0;
2083                                                 }
2084                                         }
2085
2086                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2087                                         {
2088                                                 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."));
2089                                                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2090                                         }
2091                                         else
2092                                         {
2093                                                 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."));
2094                                                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2095                                         }
2096                                 }
2097                         }
2098                         break;
2099
2100                 case BACT_RUMORS: /* Listen for rumors */
2101                         {
2102                                 display_rumor(TRUE);
2103                                 break;
2104                         }
2105         }
2106
2107         return (TRUE);
2108 }
2109
2110
2111 /*!
2112  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2113  * @param questnum クエストのID
2114  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2115  * @return なし
2116  */
2117 static void get_questinfo(IDX questnum, bool do_init)
2118 {
2119         int i;
2120         QUEST_IDX old_quest;
2121         GAME_TEXT tmp_str[80];
2122
2123         /* Clear the text */
2124         for (i = 0; i < 10; i++)
2125         {
2126                 quest_text[i][0] = '\0';
2127         }
2128
2129         quest_text_line = 0;
2130
2131         /* Set the quest number temporary */
2132         old_quest = p_ptr->inside_quest;
2133         p_ptr->inside_quest = questnum;
2134
2135         /* Get the quest text */
2136         init_flags = INIT_SHOW_TEXT;
2137         if (do_init) init_flags |= INIT_ASSIGN;
2138
2139         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2140
2141         /* Reset the old quest number */
2142         p_ptr->inside_quest = old_quest;
2143
2144         /* Print the quest info */
2145         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);
2146
2147         prt(tmp_str, 5, 0);
2148
2149         prt(quest[questnum].name, 7, 0);
2150
2151         for (i = 0; i < 10; i++)
2152         {
2153                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2154         }
2155 }
2156
2157 /*!
2158  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2159  * @return なし
2160  */
2161 static void castle_quest(void)
2162 {
2163         QUEST_IDX q_index = 0;
2164         monster_race *r_ptr;
2165         quest_type *q_ptr;
2166         concptr name;
2167
2168
2169         clear_bldg(4, 18);
2170
2171         /* Current quest of the building */
2172         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2173
2174         /* Is there a quest available at the building? */
2175         if (!q_index)
2176         {
2177                 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);
2178                 return;
2179         }
2180
2181         q_ptr = &quest[q_index];
2182
2183         /* Quest is completed */
2184         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2185         {
2186                 /* Rewarded quest */
2187                 q_ptr->status = QUEST_STATUS_REWARDED;
2188
2189                 get_questinfo(q_index, FALSE);
2190
2191                 reinit_wilderness = TRUE;
2192         }
2193         /* Failed quest */
2194         else if (q_ptr->status == QUEST_STATUS_FAILED)
2195         {
2196                 get_questinfo(q_index, FALSE);
2197
2198                 /* Mark quest as done (but failed) */
2199                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2200
2201                 reinit_wilderness = TRUE;
2202         }
2203         /* Quest is still unfinished */
2204         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2205         {
2206                 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);
2207                 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);
2208                 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);
2209         }
2210         /* No quest yet */
2211         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2212         {
2213                 q_ptr->status = QUEST_STATUS_TAKEN;
2214
2215                 reinit_wilderness = TRUE;
2216
2217                 /* Assign a new quest */
2218                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2219                 {
2220                         if (q_ptr->r_idx == 0)
2221                         {
2222                                 /* Random monster at least 5 - 10 levels out of deep */
2223                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2224                         }
2225
2226                         r_ptr = &r_info[q_ptr->r_idx];
2227
2228                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2229                         {
2230                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2231                                 r_ptr = &r_info[q_ptr->r_idx];
2232                         }
2233
2234                         if (q_ptr->max_num == 0)
2235                         {
2236                                 /* Random monster number */
2237                                 if (randint1(10) > 7)
2238                                         q_ptr->max_num = 1;
2239                                 else
2240                                         q_ptr->max_num = randint1(3) + 1;
2241                         }
2242
2243                         q_ptr->cur_num = 0;
2244                         name = (r_name + r_ptr->name);
2245                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2246                 }
2247                 else
2248                 {
2249                         get_questinfo(q_index, TRUE);
2250                 }
2251         }
2252 }
2253
2254
2255 /*!
2256  * @brief 町に関するヘルプを表示する / Display town history
2257  * @return なし
2258  */
2259 static void town_history(void)
2260 {
2261         screen_save();
2262
2263         /* Peruse the building help file */
2264         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2265         screen_load();
2266 }
2267
2268 /*!
2269  * @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
2270  * @param dam 基本ダメージ
2271  * @param mult スレイ倍率(掛け算部分)
2272  * @param div スレイ倍率(割り算部分)
2273  * @param force 理力特別計算フラグ
2274  * @return ダメージ期待値
2275  */
2276 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2277 {
2278         int tmp;
2279         if(force)
2280         {
2281                 tmp = dam * 60;
2282                 tmp *= mult * 3;
2283                 tmp /= div * 2;
2284                 tmp += dam * 60 * 2;
2285                 tmp /= 60;
2286         }
2287         else
2288         {
2289                 tmp = dam * 60;
2290                 tmp *= mult; 
2291                 tmp /= div;
2292                 tmp /= 60;
2293         }
2294         return tmp;
2295 }
2296
2297 /*!
2298  * @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)
2299  * @param dam 基本ダメージ
2300  * @param mult スレイ倍率(掛け算部分)
2301  * @param div スレイ倍率(割り算部分)
2302  * @param force 理力特別計算フラグ
2303  * @param weight 重量
2304  * @param plus 武器ダメージ修正
2305  * @param meichuu 命中値
2306  * @param dokubari 毒針処理か否か
2307  * @param vorpal_mult 切れ味倍率(掛け算部分)
2308  * @param vorpal_div 切れ味倍率(割り算部分)
2309  * @return ダメージ期待値
2310  */
2311 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)
2312 {
2313         dam = calc_slaydam(dam, mult, div, force);
2314         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2315         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2316         return dam;
2317 }
2318
2319
2320 /*!
2321  * @brief 武器の各条件毎のダメージ期待値を表示する。
2322  * @param r 表示行
2323  * @param c 表示列
2324  * @param mindice ダイス部分最小値
2325  * @param maxdice ダイス部分最大値
2326  * @param blows 攻撃回数
2327  * @param dam_bonus ダメージ修正値
2328  * @param attr 条件内容
2329  * @param color 条件内容の表示色
2330  * @details
2331  * Display the damage figure of an object\n
2332  * (used by compare_weapon_aux)\n
2333  * \n
2334  * Only accurate for the current weapon, because it includes\n
2335  * the current +dam of the player.\n
2336  * @return なし
2337  */
2338 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2339 {
2340         GAME_TEXT tmp_str[80];
2341         int mindam, maxdam;
2342         
2343         mindam = blows * (mindice + dam_bonus);
2344         maxdam = blows * (maxdice + dam_bonus);
2345
2346         /* Print the intro text */
2347         c_put_str(color, attr, r, c);
2348
2349         /* Calculate the min and max damage figures */
2350         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2351         
2352         /* Print the damage */
2353         put_str(tmp_str, r, c + 8);
2354 }
2355
2356
2357 /*!
2358  * @brief 武器一つ毎のダメージ情報を表示する。
2359  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2360  * @param col 表示する行の上端
2361  * @param r 表示する列の左端
2362  * @details
2363  * Show the damage figures for the various monster types\n
2364  * \n
2365  * Only accurate for the current weapon, because it includes\n
2366  * the current number of blows for the player.\n
2367  * @return なし
2368  */
2369 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2370 {
2371         BIT_FLAGS flgs[TR_FLAG_SIZE];
2372         int blow = p_ptr->num_blow[0];
2373         bool force = FALSE;
2374         bool dokubari = FALSE;
2375         
2376         /* Effective dices */
2377         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2378         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2379         
2380         int mindice = eff_dd;
2381         int maxdice = eff_ds * eff_dd;
2382         int mindam = 0;
2383         int maxdam = 0;
2384         int vorpal_mult = 1;
2385         int vorpal_div = 1;
2386         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2387         
2388
2389         /* Get the flags of the weapon */
2390         object_flags(o_ptr, flgs);
2391         
2392         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2393         
2394         
2395         /* Show Critical Damage*/
2396         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2397         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2398         
2399         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2400
2401         
2402         /* Vorpal Hit*/
2403         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2404         {
2405                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2406                 {
2407                         vorpal_mult = 5;
2408                         vorpal_div = 3;
2409                 }
2410                 else
2411                 {
2412                         vorpal_mult = 11;
2413                         vorpal_div = 9;
2414                 }
2415                 
2416                 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);
2417                 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);         
2418                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2419         }       
2420         
2421         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2422         {
2423                 force = TRUE;
2424                 
2425                 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);
2426                 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);
2427                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2428         }
2429                 
2430         /* Print the relevant lines */
2431         if (have_flag(flgs, TR_KILL_ANIMAL))
2432         {
2433                 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);
2434                 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);         
2435                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2436         }
2437         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2438         {
2439                 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);
2440                 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);
2441                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2442         }
2443         if (have_flag(flgs, TR_KILL_EVIL))
2444         {       
2445                 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);
2446                 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);
2447                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2448         }
2449         else if (have_flag(flgs, TR_SLAY_EVIL))
2450         {       
2451                 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);
2452                 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);         
2453                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2454         }
2455         if (have_flag(flgs, TR_KILL_HUMAN))
2456         {       
2457                 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);
2458                 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);
2459                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2460         }
2461         else if (have_flag(flgs, TR_SLAY_HUMAN))
2462         {       
2463                 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);
2464                 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);
2465                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2466         }
2467         if (have_flag(flgs, TR_KILL_UNDEAD))
2468         {
2469                 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);
2470                 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);
2471                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2472         }
2473         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2474         {
2475                 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);
2476                 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);
2477                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2478         }
2479         if (have_flag(flgs, TR_KILL_DEMON))
2480         {       
2481                 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);
2482                 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);
2483                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2484         }
2485         else if (have_flag(flgs, TR_SLAY_DEMON))
2486         {       
2487                 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);
2488                 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);
2489                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2490         }
2491         if (have_flag(flgs, TR_KILL_ORC))
2492         {
2493                 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);
2494                 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);
2495                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2496         }
2497         else if (have_flag(flgs, TR_SLAY_ORC))
2498         {
2499                 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);
2500                 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);
2501                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2502         }
2503         if (have_flag(flgs, TR_KILL_TROLL))
2504         {
2505                 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);
2506                 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);
2507                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2508         }
2509         else if (have_flag(flgs, TR_SLAY_TROLL))
2510         {
2511                 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);
2512                 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);
2513                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2514         }
2515         if (have_flag(flgs, TR_KILL_GIANT))
2516         {
2517                 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);
2518                 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);
2519                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2520         }
2521         else if (have_flag(flgs, TR_SLAY_GIANT))
2522         {
2523                 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);
2524                 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);
2525                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2526         }
2527         if (have_flag(flgs, TR_KILL_DRAGON))
2528         {
2529                 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);
2530                 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);
2531                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2532         }
2533         else if (have_flag(flgs, TR_SLAY_DRAGON))
2534         {               
2535                 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);
2536                 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);
2537                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2538         }
2539         if (have_flag(flgs, TR_BRAND_ACID))
2540         {
2541                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2544         }
2545         if (have_flag(flgs, TR_BRAND_ELEC))
2546         {
2547                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2550         }
2551         if (have_flag(flgs, TR_BRAND_FIRE))
2552         {
2553                 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);
2554                 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);
2555                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2556         }
2557         if (have_flag(flgs, TR_BRAND_COLD))
2558         {
2559                 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);
2560                 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);
2561                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2562         }
2563         if (have_flag(flgs, TR_BRAND_POIS))
2564         {
2565                 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);
2566                 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);
2567                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2568         }
2569 }
2570
2571 /*!
2572  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2573  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2574  * @param row 表示する列の左端
2575  * @param col 表示する行の上端
2576  * @details
2577  * Displays all info about a weapon
2578  *
2579  * Only accurate for the current weapon, because it includes
2580  * various info about the player's +to_dam and number of blows.
2581  * @return なし
2582  */
2583 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2584 {
2585         GAME_TEXT o_name[MAX_NLEN];
2586         GAME_TEXT tmp_str[80];
2587
2588         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2589         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2590         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2591
2592         /* Print the weapon name */
2593         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2594         c_put_str(TERM_YELLOW, o_name, row, col);
2595
2596         /* Print the player's number of blows */
2597         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2598         put_str(tmp_str, row+1, col);
2599
2600         /* Print to_hit and to_dam of the weapon */
2601         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2602         put_str(tmp_str, row+2, col);
2603
2604         /* Print the weapons base damage dice */
2605         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2606                 (int)hit_chance(reli, 0),
2607                 (int)hit_chance(reli, 50),
2608                 (int)hit_chance(reli, 100),
2609                 (int)hit_chance(reli, 150),
2610                 (int)hit_chance(reli, 200));
2611         put_str(tmp_str, row+3, col);
2612         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2613
2614         /* Damage for one blow (if it hits) */
2615         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2616             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2617                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2618         put_str(tmp_str, row+6, col+1);
2619
2620         /* Damage for the complete attack (if all blows hit) */
2621         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2622                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2623                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2624         put_str(tmp_str, row+7, col+1);
2625 }
2626
2627 /*!
2628  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2629  * @details 
2630  * Copies the weapons to compare into the weapon-slot and\n
2631  * compares the values for both weapons.\n
2632  * 武器1つだけで比較をしないなら費用は半額になる。
2633  * @param bcost 基本鑑定費用
2634  * @return 最終的にかかった費用
2635  */
2636 static PRICE compare_weapons(PRICE bcost)
2637 {
2638         int i, n;
2639         OBJECT_IDX item, item2;
2640         object_type *o_ptr[2];
2641         object_type orig_weapon;
2642         object_type *i_ptr;
2643         concptr q, s;
2644         TERM_LEN row = 2;
2645         TERM_LEN wid = 38, mgn = 2;
2646         bool old_character_xtra = current_world_ptr->character_xtra;
2647         char ch;
2648         PRICE total = 0;
2649         PRICE cost = 0; /* First time no price */
2650
2651         screen_save();
2652         clear_bldg(0, 22);
2653
2654         /* Store copy of original wielded weapon */
2655         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2656         object_copy(&orig_weapon, i_ptr);
2657
2658         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2659
2660         /* Get the first weapon */
2661         q = _("第一の武器は?", "What is your first weapon? ");
2662         s = _("比べるものがありません。", "You have nothing to compare.");
2663
2664         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2665         if (!o_ptr[0])
2666         {
2667                 screen_load();
2668                 return (0);
2669         }
2670
2671         n = 1;
2672         total = bcost;
2673
2674         while (TRUE)
2675         {
2676                 clear_bldg(0, 22);
2677
2678                 /* Only compare melee weapons */
2679                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2680
2681                 /* Hack -- prevent "icky" message */
2682                 current_world_ptr->character_xtra = TRUE;
2683
2684                 /* Diaplay selected weapon's infomation */
2685                 for (i = 0; i < n; i++)
2686                 {
2687                         int col = (wid * i + mgn);
2688
2689                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2690                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2691
2692                         p_ptr->update |= PU_BONUS;
2693                         handle_stuff();
2694
2695                         /* List the new values */
2696                         list_weapon(o_ptr[i], row, col);
2697                         compare_weapon_aux(o_ptr[i], col, row + 8);
2698
2699                         /* Copy back the original weapon into the weapon slot */
2700                         object_copy(i_ptr, &orig_weapon);
2701                 }
2702
2703                 /* Reset the values for the old weapon */
2704                 p_ptr->update |= PU_BONUS;
2705                 handle_stuff();
2706
2707                 current_world_ptr->character_xtra = old_character_xtra;
2708
2709 #ifdef JP
2710                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2711                 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);
2712                 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);
2713 #else
2714                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2715                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2716                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2717 #endif
2718
2719                 flush();
2720                 ch = inkey();
2721
2722                 if (ch == 's')
2723                 {
2724                         if (total + cost > p_ptr->au)
2725                         {
2726                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2727                                 msg_print(NULL);
2728                                 continue;
2729                         }
2730
2731                         q = _("第二の武器は?", "What is your second weapon? ");
2732                         s = _("比べるものがありません。", "You have nothing to compare.");
2733
2734                         /* Get the second weapon */
2735                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2736                         if (!o_ptr[1]) continue;
2737
2738                         total += cost;
2739                         cost = bcost / 2;
2740                         n = 2;
2741                 }
2742                 else
2743                 {
2744                         break;
2745                 }
2746         }
2747         screen_load();
2748
2749         return (total);
2750 }
2751
2752
2753 /*!
2754  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2755  * @details 
2756  * Calculate and display the dodge-rate and the protection-rate
2757  * based on AC
2758  * @param iAC プレイヤーのAC。
2759  * @return 常にTRUEを返す。
2760  */
2761 static bool eval_ac(ARMOUR_CLASS iAC)
2762 {
2763 #ifdef JP
2764         const char memo[] =
2765                 "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"
2766                 "何パーセント軽減するかを示します。\n"
2767                 "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"
2768                 "に対してのみ効果があります。\n \n"
2769                 "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"
2770                 "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"
2771                 "敵のレベルとあなたのACによって決定されます。\n \n"
2772                 "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"
2773                 "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";
2774 #else
2775         const char memo[] =
2776                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2777                 "Note that the Protection rate is effective only against normal "
2778                 "'attack' and 'shatter' type melee attacks, "
2779                 "and has no effect against any other types such as 'poison'.\n \n"
2780                 "'Dodge Rate' indicates the success rate on dodging the "
2781                 "monster's melee attacks.  "
2782                 "It is depend on the level of the monster and your AC.\n \n"
2783                 "'Average Damage' indicates the expected amount of damage "
2784                 "when you are attacked by normal melee attacks with power=100.";
2785 #endif
2786
2787         int protection;
2788         TERM_LEN col, row = 2;
2789         DEPTH lvl;
2790         char buf[80*20], *t;
2791
2792         /* AC lower than zero has no effect */
2793         if (iAC < 0) iAC = 0;
2794
2795         /* ダメージ軽減率を計算 */
2796         protection = 100 * MIN(iAC, 150) / 250;
2797
2798         screen_save();
2799         clear_bldg(0, 22);
2800
2801         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2802         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2803         row++;
2804
2805         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2806         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2807         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2808     
2809         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2810         {
2811                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2812                 int dodge;   /* 回避率(%) */
2813                 int average; /* ダメージ期待値 */
2814
2815                 put_str(format("%3d", lvl), row + 0, col);
2816
2817                 /* 回避率を計算 */
2818                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2819                 put_str(format("%3d%%", dodge), row + 1, col);
2820
2821                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2822                 average = (100 - dodge) * (100 - protection) / 100;
2823                 put_str(format("%3d", average), row + 2, col);
2824         }
2825
2826         /* Display note */
2827         roff_to_buf(memo, 70, buf, sizeof(buf));
2828         for (t = buf; t[0]; t += strlen(t) + 1)
2829                 put_str(t, (row++) + 4, 4);
2830
2831         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);
2832   
2833         flush();
2834         (void)inkey();
2835         screen_load();
2836
2837         return (TRUE);
2838 }
2839
2840
2841
2842 /*!
2843  * @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。
2844  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2845  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2846  * @return 修復対象になるならTRUEを返す。
2847  */
2848 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2849 {
2850         int i, n = 0;
2851         int cand[TR_FLAG_MAX];
2852         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2853         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2854
2855         object_flags(to_ptr, to_flgs);
2856         object_flags(from_ptr, from_flgs);
2857
2858         for (i = 0; i < TR_FLAG_MAX; i++)
2859         {
2860                 switch (i)
2861                 {
2862                 case TR_IGNORE_ACID:
2863                 case TR_IGNORE_ELEC:
2864                 case TR_IGNORE_FIRE:
2865                 case TR_IGNORE_COLD:
2866                 case TR_ACTIVATE:
2867                 case TR_RIDING:
2868                 case TR_THROW:
2869                 case TR_SHOW_MODS:
2870                 case TR_HIDE_TYPE:
2871                 case TR_ES_ATTACK:
2872                 case TR_ES_AC:
2873                 case TR_FULL_NAME:
2874                 case TR_FIXED_FLAVOR:
2875                         break;
2876                 default:
2877                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2878                         {
2879                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2880                         }
2881                 }
2882         }
2883
2884         if (n > 0)
2885         {
2886                 int bmax;
2887                 int tr_idx = cand[randint0(n)];
2888                 add_flag(to_ptr->art_flags, tr_idx);
2889                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2890                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2891                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2892                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2893         }
2894
2895         return;
2896 }
2897
2898 /*!
2899  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2900  * @param bcost 基本修復費用
2901  * @return 実際にかかった費用
2902  */
2903 static PRICE repair_broken_weapon_aux(PRICE bcost)
2904 {
2905         PRICE cost;
2906         OBJECT_IDX item, mater;
2907         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2908         object_kind *k_ptr;
2909         int i, dd_bonus, ds_bonus;
2910         KIND_OBJECT_IDX k_idx;
2911         char basenm[MAX_NLEN];
2912         concptr q, s;
2913         int row = 7;
2914         clear_bldg(0, 22);
2915
2916         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);
2917         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);
2918
2919         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2920         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2921
2922         /* Only forge broken weapons */
2923         item_tester_hook = item_tester_hook_broken_weapon;
2924
2925         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP), 0);
2926         if (!o_ptr) return (0);
2927
2928         /* It is worthless */
2929         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2930         {
2931                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2932                 return (0);
2933         }
2934
2935         /* They are too many */
2936         if (o_ptr->number > 1)
2937         {
2938                 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!"));
2939                 return (0);
2940         }
2941
2942         /* Display item name */
2943         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2944         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2945
2946         q = _("材料となる武器は?", "Which weapon for material? ");
2947         s = _("材料となる武器がありません。", "You have no material to repair.");
2948
2949         /* Only forge broken weapons */
2950         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2951
2952         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2953         if (!mo_ptr) return (0);
2954         if (mater == item)
2955         {
2956                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2957                 return (0);
2958         }
2959
2960         /* Display item name */
2961         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2962         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2963
2964         /* Get the value of one of the items (except curses) */
2965         cost = bcost + object_value_real(o_ptr) * 2;
2966
2967         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);
2968
2969         /* Check if the player has enough money */
2970         if (p_ptr->au < cost)
2971         {
2972                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2973                 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);
2974                 msg_print(NULL);
2975                 return (0);
2976         }
2977
2978         p_ptr->total_weight -= o_ptr->weight;
2979
2980         if (o_ptr->sval == SV_BROKEN_DAGGER)
2981         {
2982                 KIND_OBJECT_IDX j;
2983                 int n = 1;
2984
2985                 /* Suppress compiler warning */
2986                 k_idx = 0;
2987
2988                 for (j = 1; j < max_k_idx; j++)
2989                 {
2990                         object_kind *k_aux_ptr = &k_info[j];
2991
2992                         if (k_aux_ptr->tval != TV_SWORD) continue;
2993                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2994                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2995                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2996                         if (k_aux_ptr->weight > 99) continue;
2997
2998                         if (one_in_(n)) 
2999                         {
3000                                 k_idx = j;
3001                                 n++;
3002                         }
3003                 }
3004         }
3005         else /* TV_BROKEN_SWORD */
3006         {
3007                 /* Repair to a sword or sometimes material's type weapon */
3008                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3009
3010                 while(1)
3011                 {
3012                         object_kind *ck_ptr;
3013
3014                         k_idx = lookup_kind(tval, SV_ANY);
3015                         ck_ptr = &k_info[k_idx];
3016
3017                         if (tval == TV_SWORD)
3018                         {
3019                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3020                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3021                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3022                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3023                         }
3024                         if (tval == TV_POLEARM)
3025                         {
3026                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3027                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3028                         }
3029                         if (tval == TV_HAFTED)
3030                         {
3031                                 if ((ck_ptr->sval == SV_GROND) ||
3032                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3033                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3034                         }
3035
3036                         break;
3037                 }
3038         }
3039
3040         /* Calculate dice bonuses */
3041         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3042         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3043         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3044         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3045
3046         /* Change base object */
3047         k_ptr = &k_info[k_idx];
3048         o_ptr->k_idx = k_idx;
3049         o_ptr->weight = k_ptr->weight;
3050         o_ptr->tval = k_ptr->tval;
3051         o_ptr->sval = k_ptr->sval;
3052         o_ptr->dd = k_ptr->dd;
3053         o_ptr->ds = k_ptr->ds;
3054
3055         /* Copy base object's ability */
3056         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3057         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3058         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3059
3060         /* Dice up */
3061         if (dd_bonus > 0)
3062         {
3063                 o_ptr->dd++;
3064                 for (i = 1; i < dd_bonus; i++)
3065                 {
3066                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3067                 }
3068         }
3069         if (ds_bonus > 0)
3070         {
3071                 o_ptr->ds++;
3072                 for (i = 1; i < ds_bonus; i++)
3073                 {
3074                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3075                 }
3076         }
3077
3078         if (have_flag(k_ptr->flags, TR_BLOWS))
3079         {
3080                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3081                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3082         }
3083
3084         /* Add one random ability from material weapon */
3085         give_one_ability_of_object(o_ptr, mo_ptr);
3086
3087         /* Add to-dam, to-hit and to-ac from material weapon */
3088         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3089         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3090         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3091
3092         if ((o_ptr->name1 == ART_NARSIL) ||
3093                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3094                 (object_is_ego(o_ptr) && one_in_(7)))
3095         {
3096                 /* Forge it */
3097                 if (object_is_ego(o_ptr))
3098                 {
3099                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3100                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3101                 }
3102
3103                 /* Add one random ability from material weapon */
3104                 give_one_ability_of_object(o_ptr, mo_ptr);
3105
3106                 /* Add one random activation */
3107                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3108
3109                 /* Narsil */
3110                 if (o_ptr->name1 == ART_NARSIL)
3111                 {
3112                         one_high_resistance(o_ptr);
3113                         one_ability(o_ptr);
3114                 }
3115
3116                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3117         }
3118
3119         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3120 #ifdef JP
3121         msg_format("$%dで%sに修復しました。", cost, basenm);
3122 #else
3123         msg_format("Repaired into %s for %d gold.", basenm, cost);
3124 #endif
3125         msg_print(NULL);
3126
3127         /* Remove BROKEN flag */
3128         o_ptr->ident &= ~(IDENT_BROKEN);
3129
3130         /* Add repaired flag */
3131         o_ptr->discount = 99;
3132
3133         p_ptr->total_weight += o_ptr->weight;
3134         calc_android_exp(p_ptr);
3135
3136         /* Decrease material object */
3137         inven_item_increase(mater, -1);
3138         inven_item_optimize(mater);
3139
3140         /* Copyback */
3141         p_ptr->update |= PU_BONUS;
3142         handle_stuff();
3143
3144         /* Something happened */
3145         return (cost);
3146 }
3147
3148 /*!
3149  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3150  * @param bcost 基本鑑定費用
3151  * @return 実際にかかった費用
3152  */
3153 static int repair_broken_weapon(PRICE bcost)
3154 {
3155         PRICE cost;
3156         screen_save();
3157         cost = repair_broken_weapon_aux(bcost);
3158         screen_load();
3159         return cost;
3160 }
3161
3162
3163 /*!
3164  * @brief アイテムの強化を行う。 / Enchant item
3165  * @param cost 1回毎の費用
3166  * @param to_hit 命中をアップさせる量
3167  * @param to_dam ダメージをアップさせる量
3168  * @param to_ac ACをアップさせる量
3169  * @return 実際に行ったらTRUE
3170  */
3171 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3172 {
3173         int i;
3174         OBJECT_IDX item;
3175         bool okay = FALSE;
3176         object_type *o_ptr;
3177         concptr q, s;
3178         int maxenchant = (p_ptr->lev / 5);
3179         char tmp_str[MAX_NLEN];
3180
3181         clear_bldg(4, 18);
3182         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3183         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3184
3185         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3186         s = _("改良できるものがありません。", "You have nothing to improve.");
3187
3188         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3189         if (!o_ptr) return (FALSE);
3190
3191         /* Check if the player has enough money */
3192         if (p_ptr->au < (cost * o_ptr->number))
3193         {
3194                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3195                 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);
3196                 return (FALSE);
3197         }
3198
3199         /* Enchant to hit */
3200         for (i = 0; i < to_hit; i++)
3201         {
3202                 if (o_ptr->to_h < maxenchant)
3203                 {
3204                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3205                         {
3206                                 okay = TRUE;
3207                                 break;
3208                         }
3209                 }
3210         }
3211
3212         /* Enchant to damage */
3213         for (i = 0; i < to_dam; i++)
3214         {
3215                 if (o_ptr->to_d < maxenchant)
3216                 {
3217                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3218                         {
3219                                 okay = TRUE;
3220                                 break;
3221                         }
3222                 }
3223         }
3224
3225         /* Enchant to AC */
3226         for (i = 0; i < to_ac; i++)
3227         {
3228                 if (o_ptr->to_a < maxenchant)
3229                 {
3230                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3231                         {
3232                                 okay = TRUE;
3233                                 break;
3234                         }
3235                 }
3236         }
3237
3238         /* Failure */
3239         if (!okay)
3240         {
3241                 if (flush_failure) flush();
3242                 msg_print(_("改良に失敗した。", "The improvement failed."));
3243                 return (FALSE);
3244         }
3245         else
3246         {
3247                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3248 #ifdef JP
3249                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3250 #else
3251                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3252 #endif
3253
3254                 /* Charge the money */
3255                 p_ptr->au -= (cost * o_ptr->number);
3256
3257                 if (item >= INVEN_RARM) calc_android_exp(p_ptr);
3258
3259                 /* Something happened */
3260                 return (TRUE);
3261         }
3262 }
3263
3264
3265 /*!
3266  * @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
3267  * @details
3268  * The player can select the number of charges to add\n
3269  * (up to a limit), and the recharge never fails.\n
3270  *\n
3271  * The cost for rods depends on the level of the rod. The prices\n
3272  * for recharging wands and staves are dependent on the cost of\n
3273  * the base-item.\n
3274  * @return なし
3275  */
3276 static void building_recharge(void)
3277 {
3278         OBJECT_IDX  item;
3279         DEPTH       lev;
3280         object_type *o_ptr;
3281         object_kind *k_ptr;
3282         concptr        q, s;
3283         PRICE       price;
3284         PARAMETER_VALUE charges;
3285         int         max_charges;
3286         char        tmp_str[MAX_NLEN];
3287
3288         msg_flag = FALSE;
3289
3290         /* Display some info */
3291         clear_bldg(4, 18);
3292         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);
3293
3294
3295         /* Only accept legal items */
3296         item_tester_hook = item_tester_hook_recharge;
3297
3298         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3299         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3300
3301         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
3302         if (!o_ptr) return;
3303
3304         k_ptr = &k_info[o_ptr->k_idx];
3305
3306         /*
3307          * We don't want to give the player free info about
3308          * the level of the item or the number of charges.
3309          */
3310         /* The item must be "known" */
3311         if (!object_is_known(o_ptr))
3312         {
3313                 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!"));
3314                 msg_print(NULL);
3315
3316                 if ((p_ptr->au >= 50) &&
3317                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3318
3319                 {
3320                         p_ptr->au -= 50;
3321                         identify_item(o_ptr);
3322                         object_desc(tmp_str, o_ptr, 0);
3323                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3324
3325                         /* Auto-inscription */
3326                         autopick_alter_item(item, FALSE);
3327
3328                         /* Update the gold display */
3329                         building_prt_gold();
3330                 }
3331                 else
3332                 {
3333                         return;
3334                 }
3335         }
3336
3337         /* Extract the object "level" */
3338         lev = k_info[o_ptr->k_idx].level;
3339
3340         /* Price for a rod */
3341         if (o_ptr->tval == TV_ROD)
3342         {
3343                 if (o_ptr->timeout > 0)
3344                 {
3345                         /* Fully recharge */
3346                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3347                 }
3348                 else
3349                 {
3350                         /* No recharge necessary */
3351                         price = 0;
3352                         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."));
3353                         return;
3354                 }
3355         }
3356         else if (o_ptr->tval == TV_STAFF)
3357         {
3358                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3359                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3360
3361                 /* Pay at least 10 gold per charge */
3362                 price = MAX(10, price);
3363         }
3364         else
3365         {
3366                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3367                 price = (k_info[o_ptr->k_idx].cost / 10);
3368
3369                 /* Pay at least 10 gold per charge */
3370                 price = MAX(10, price);
3371         }
3372
3373         /* Limit the number of charges for wands and staffs */
3374         if (o_ptr->tval == TV_WAND
3375                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3376         {
3377                 if (o_ptr->number > 1)
3378                 {
3379                         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."));
3380                 }
3381                 else
3382                 {
3383                         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."));
3384                 }
3385                 return;
3386         }
3387         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3388         {
3389                 if (o_ptr->number > 1)
3390                 {
3391                         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."));
3392                 }
3393                 else
3394                 {
3395                         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."));
3396                 }
3397                 return;
3398         }
3399
3400         /* Check if the player has enough money */
3401         if (p_ptr->au < price)
3402         {
3403                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3404 #ifdef JP
3405                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3406 #else
3407                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3408 #endif
3409
3410                 return;
3411         }
3412
3413         if (o_ptr->tval == TV_ROD)
3414         {
3415 #ifdef JP
3416                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3417 #else
3418                 if (get_check(format("Recharge the %s for %d gold? ",
3419                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3420 #endif
3421
3422                 {
3423                         /* Recharge fully */
3424                         o_ptr->timeout = 0;
3425                 }
3426                 else
3427                 {
3428                         return;
3429                 }
3430         }
3431         else
3432         {
3433                 if (o_ptr->tval == TV_STAFF)
3434                         max_charges = k_ptr->pval - o_ptr->pval;
3435                 else
3436                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3437
3438                 /* Get the quantity for staves and wands */
3439                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3440                                         MIN(p_ptr->au / price, max_charges));
3441
3442                 /* Do nothing */
3443                 if (charges < 1) return;
3444
3445                 /* Get the new price */
3446                 price *= charges;
3447
3448                 /* Recharge */
3449                 o_ptr->pval += charges;
3450
3451                 /* We no longer think the item is empty */
3452                 o_ptr->ident &= ~(IDENT_EMPTY);
3453         }
3454
3455         /* Give feedback */
3456         object_desc(tmp_str, o_ptr, 0);
3457 #ifdef JP
3458         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3459 #else
3460         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3461 #endif
3462         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3463
3464         p_ptr->window |= (PW_INVEN);
3465
3466         /* Pay the price */
3467         p_ptr->au -= price;
3468
3469         /* Finished */
3470         return;
3471 }
3472
3473
3474 /*!
3475  * @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
3476  * @details
3477  * The player can select the number of charges to add\n
3478  * (up to a limit), and the recharge never fails.\n
3479  *\n
3480  * The cost for rods depends on the level of the rod. The prices\n
3481  * for recharging wands and staves are dependent on the cost of\n
3482  * the base-item.\n
3483  * @return なし
3484  */
3485 static void building_recharge_all(void)
3486 {
3487         INVENTORY_IDX i;
3488         DEPTH lev;
3489         object_type *o_ptr;
3490         object_kind *k_ptr;
3491         PRICE price = 0;
3492         PRICE total_cost = 0;
3493
3494
3495         /* Display some info */
3496         msg_flag = FALSE;
3497         clear_bldg(4, 18);
3498         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);
3499
3500         /* Calculate cost */
3501         for ( i = 0; i < INVEN_PACK; i++)
3502         {
3503                 o_ptr = &p_ptr->inventory_list[i];
3504                                 
3505                 /* skip non magic device */
3506                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3507
3508                 /* need identified */
3509                 if (!object_is_known(o_ptr)) total_cost += 50;
3510
3511                 /* Extract the object "level" */
3512                 lev = k_info[o_ptr->k_idx].level;
3513
3514                 k_ptr = &k_info[o_ptr->k_idx];
3515
3516                 switch (o_ptr->tval)
3517                 {
3518                 case TV_ROD:
3519                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3520                         break;
3521
3522                 case TV_STAFF:
3523                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3524                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3525
3526                         /* Pay at least 10 gold per charge */
3527                         price = MAX(10, price);
3528
3529                         /* Fully charge */
3530                         price = (k_ptr->pval - o_ptr->pval) * price;
3531                         break;
3532
3533                 case TV_WAND:
3534                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3535                         price = (k_info[o_ptr->k_idx].cost / 10);
3536
3537                         /* Pay at least 10 gold per charge */
3538                         price = MAX(10, price);
3539
3540                         /* Fully charge */
3541                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3542                         break;
3543                 }
3544
3545                 /* if price <= 0 then item have enough charge */
3546                 if (price > 0) total_cost += price;
3547         }
3548
3549         if (!total_cost)
3550         {
3551                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3552                 msg_print(NULL);
3553                 return;
3554         }
3555
3556         /* Check if the player has enough money */
3557         if (p_ptr->au < total_cost)
3558         {
3559                 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 );
3560                 msg_print(NULL);
3561                 return;
3562         }
3563         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3564         
3565         for (i = 0; i < INVEN_PACK; i++)
3566         {
3567                 o_ptr = &p_ptr->inventory_list[i];
3568                 k_ptr = &k_info[o_ptr->k_idx];
3569
3570                 /* skip non magic device */
3571                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3572
3573                 if (!object_is_known(o_ptr))
3574                 {
3575                         identify_item(o_ptr);
3576
3577                         /* Auto-inscription */
3578                         autopick_alter_item(i, FALSE);
3579                 }
3580
3581                 /* Recharge */
3582                 switch (o_ptr->tval)
3583                 {
3584                 case TV_ROD:
3585                         o_ptr->timeout = 0;
3586                         break;
3587                 case TV_STAFF:
3588                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3589                         /* We no longer think the item is empty */
3590                         o_ptr->ident &= ~(IDENT_EMPTY);
3591                         break;
3592                 case TV_WAND:
3593                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3594                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3595                         /* We no longer think the item is empty */
3596                         o_ptr->ident &= ~(IDENT_EMPTY);
3597                         break;
3598                 }
3599         }
3600
3601         /* Give feedback */
3602         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3603         msg_print(NULL);
3604         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3605
3606         p_ptr->window |= (PW_INVEN);
3607
3608         /* Pay the price */
3609         p_ptr->au -= total_cost;
3610
3611         /* Finished */
3612         return;
3613 }
3614
3615 /*!
3616  * @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-
3617  * @return 常にTRUEを返す。
3618  * @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。
3619  */
3620 static bool research_mon(void)
3621 {
3622         IDX i;
3623         int n;
3624         MONRACE_IDX r_idx;
3625         char sym, query;
3626         char buf[128];
3627         bool notpicked;
3628         bool recall = FALSE;
3629         u16b why = 0;
3630         MONSTER_IDX *who;
3631
3632         /* XTRA HACK WHATSEARCH */
3633         bool all = FALSE;
3634         bool uniq = FALSE;
3635         bool norm = FALSE;
3636         char temp[80] = "";
3637
3638         /* XTRA HACK REMEMBER_IDX */
3639         static int old_sym = '\0';
3640         static IDX old_i = 0;
3641
3642         screen_save();
3643
3644         /* Get a character, or abort */
3645         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):",
3646                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3647
3648         {
3649                 screen_load();
3650
3651                 return (FALSE);
3652         }
3653
3654         /* Find that character info, and describe it */
3655         for (i = 0; ident_info[i]; ++i)
3656         {
3657                 if (sym == ident_info[i][0]) break;
3658         }
3659
3660                 /* XTRA HACK WHATSEARCH */
3661         if (sym == KTRL('A'))
3662         {
3663                 all = TRUE;
3664                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3665         }
3666         else if (sym == KTRL('U'))
3667         {
3668                 all = uniq = TRUE;
3669                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3670         }
3671         else if (sym == KTRL('N'))
3672         {
3673                 all = norm = TRUE;
3674                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3675         }
3676         else if (sym == KTRL('M'))
3677         {
3678                 all = TRUE;
3679                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3680                 {
3681                         temp[0]=0;
3682                         screen_load();
3683
3684                         return FALSE;
3685                 }
3686                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3687         }
3688         else if (ident_info[i])
3689         {
3690                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3691         }
3692         else
3693         {
3694                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3695         }
3696
3697         /* Display the result */
3698         prt(buf, 16, 10);
3699
3700         /* Allocate the "who" array */
3701         C_MAKE(who, max_r_idx, MONRACE_IDX);
3702
3703         /* Collect matching monsters */
3704         for (n = 0, i = 1; i < max_r_idx; i++)
3705         {
3706                 monster_race *r_ptr = &r_info[i];
3707
3708                 /* Empty monster */
3709                 if (!r_ptr->name) continue;
3710
3711                 /* XTRA HACK WHATSEARCH */
3712                 /* Require non-unique monsters if needed */
3713                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3714
3715                 /* Require unique monsters if needed */
3716                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3717
3718                 /* 名前検索 */
3719                 if (temp[0])
3720                 {
3721                         int xx;
3722                         char temp2[80];
3723
3724                         for (xx = 0; temp[xx] && xx < 80; xx++)
3725                         {
3726 #ifdef JP
3727                                 if (iskanji(temp[xx]))
3728                                 {
3729                                         xx++;
3730                                         continue;
3731                                 }
3732 #endif
3733                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3734                         }
3735   
3736 #ifdef JP
3737                         strcpy(temp2, r_name + r_ptr->E_name);
3738 #else
3739                         strcpy(temp2, r_name + r_ptr->name);
3740 #endif
3741                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3742                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3743
3744 #ifdef JP
3745                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3746 #else
3747                         if (my_strstr(temp2, temp))
3748 #endif
3749                                 who[n++] = i;
3750                 }
3751                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3752         }
3753
3754         /* Nothing to recall */
3755         if (!n)
3756         {
3757                 /* Free the "who" array */
3758                 C_KILL(who, max_r_idx, MONRACE_IDX);
3759                 screen_load();
3760
3761                 return (FALSE);
3762         }
3763
3764         /* Sort by level */
3765         why = 2;
3766         query = 'y';
3767
3768         /* Sort if needed */
3769         if (why)
3770         {
3771                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3772         }
3773
3774
3775         /* Start at the end */
3776         /* XTRA HACK REMEMBER_IDX */
3777         if (old_sym == sym && old_i < n) i = old_i;
3778         else i = n - 1;
3779
3780         notpicked = TRUE;
3781
3782         /* Scan the monster memory */
3783         while (notpicked)
3784         {
3785                 r_idx = who[i];
3786
3787                 /* Hack -- Begin the prompt */
3788                 roff_top(r_idx);
3789
3790                 /* Hack -- Complete the prompt */
3791                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3792
3793                 /* Interact */
3794                 while (1)
3795                 {
3796                         if (recall)
3797                         {
3798                                 /*** Recall on screen ***/
3799
3800                                 /* Get maximal info about this monster */
3801                                 lore_do_probe(r_idx);
3802
3803                                 /* Save this monster ID */
3804                                 monster_race_track(r_idx);
3805                                 handle_stuff();
3806
3807                                 /* know every thing mode */
3808                                 screen_roff(r_idx, 0x01);
3809                                 notpicked = FALSE;
3810
3811                                 /* XTRA HACK REMEMBER_IDX */
3812                                 old_sym = sym;
3813                                 old_i = i;
3814                         }
3815
3816                         query = inkey();
3817
3818                         /* Normal commands */
3819                         if (query != 'r') break;
3820
3821                         recall = !recall;
3822                 }
3823
3824                 /* Stop scanning */
3825                 if (query == ESCAPE) break;
3826
3827                 /* Move to "prev" monster */
3828                 if (query == '-')
3829                 {
3830                         if (++i == n)
3831                         {
3832                                 i = 0;
3833                                 if (!expand_list) break;
3834                         }
3835                 }
3836
3837                 /* Move to "next" monster */
3838                 else
3839                 {
3840                         if (i-- == 0)
3841                         {
3842                                 i = n - 1;
3843                                 if (!expand_list) break;
3844                         }
3845                 }
3846         }
3847
3848
3849         /* Re-display the identity */
3850         /* prt(buf, 5, 5);*/
3851
3852         /* Free the "who" array */
3853         C_KILL(who, max_r_idx, MONRACE_IDX);
3854         screen_load();
3855
3856         return (!notpicked);
3857 }
3858
3859
3860 /*!
3861  * @brief 施設の処理実行メインルーチン / Execute a building command
3862  * @param bldg 施設構造体の参照ポインタ
3863  * @param i 実行したい施設のサービステーブルの添字
3864  * @return なし
3865  */
3866 static void bldg_process_command(building_type *bldg, int i)
3867 {
3868         BACT_IDX bact = bldg->actions[i];
3869         PRICE bcost;
3870         bool paid = FALSE;
3871
3872         msg_flag = FALSE;
3873         msg_erase();
3874
3875         if (is_owner(bldg))
3876                 bcost = bldg->member_costs[i];
3877         else
3878                 bcost = bldg->other_costs[i];
3879
3880         /* action restrictions */
3881         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3882             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3883         {
3884                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3885                 return;
3886         }
3887
3888         /* check gold (HACK - Recharge uses variable costs) */
3889         if ((bact != BACT_RECHARGE) &&
3890             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3891              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3892         {
3893                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3894                 return;
3895         }
3896
3897         switch (bact)
3898         {
3899         case BACT_NOTHING:
3900                 /* Do nothing */
3901                 break;
3902         case BACT_RESEARCH_ITEM:
3903                 paid = identify_fully(FALSE);
3904                 break;
3905         case BACT_TOWN_HISTORY:
3906                 town_history();
3907                 break;
3908         case BACT_RACE_LEGENDS:
3909                 race_legends();
3910                 break;
3911         case BACT_QUEST:
3912                 castle_quest();
3913                 break;
3914         case BACT_KING_LEGENDS:
3915         case BACT_ARENA_LEGENDS:
3916         case BACT_LEGENDS:
3917                 show_highclass();
3918                 break;
3919         case BACT_POSTER:
3920         case BACT_ARENA_RULES:
3921         case BACT_ARENA:
3922                 arena_comm(bact);
3923                 break;
3924         case BACT_IN_BETWEEN:
3925         case BACT_CRAPS:
3926         case BACT_SPIN_WHEEL:
3927         case BACT_DICE_SLOTS:
3928         case BACT_GAMBLE_RULES:
3929         case BACT_POKER:
3930                 gamble_comm(bact);
3931                 break;
3932         case BACT_REST:
3933         case BACT_RUMORS:
3934         case BACT_FOOD:
3935                 paid = inn_comm(bact);
3936                 break;
3937         case BACT_RESEARCH_MONSTER:
3938                 paid = research_mon();
3939                 break;
3940         case BACT_COMPARE_WEAPONS:
3941                 paid = TRUE;
3942                 bcost = compare_weapons(bcost);
3943                 break;
3944         case BACT_ENCHANT_WEAPON:
3945                 item_tester_hook = object_allow_enchant_melee_weapon;
3946                 enchant_item(bcost, 1, 1, 0);
3947                 break;
3948         case BACT_ENCHANT_ARMOR:
3949                 item_tester_hook = object_is_armour;
3950                 enchant_item(bcost, 0, 0, 1);
3951                 break;
3952         case BACT_RECHARGE:
3953                 building_recharge();
3954                 break;
3955         case BACT_RECHARGE_ALL:
3956                 building_recharge_all();
3957                 break;
3958         case BACT_IDENTS: /* needs work */
3959                 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;
3960                 identify_pack();
3961                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3962                 paid = TRUE;
3963                 break;
3964         case BACT_IDENT_ONE: /* needs work */
3965                 paid = ident_spell(FALSE);
3966                 break;
3967         case BACT_LEARN:
3968                 do_cmd_study();
3969                 break;
3970         case BACT_HEALING: /* needs work */
3971                 paid = cure_critical_wounds(200);
3972                 break;
3973         case BACT_RESTORE: /* needs work */
3974                 paid = restore_all_status();
3975                 break;
3976         case BACT_ENCHANT_ARROWS:
3977                 item_tester_hook = item_tester_hook_ammo;
3978                 enchant_item(bcost, 1, 1, 0);
3979                 break;
3980         case BACT_ENCHANT_BOW:
3981                 item_tester_tval = TV_BOW;
3982                 enchant_item(bcost, 1, 1, 0);
3983                 break;
3984
3985         case BACT_RECALL:
3986                 if (recall_player(p_ptr, 1)) paid = TRUE;
3987                 break;
3988
3989         case BACT_TELEPORT_LEVEL:
3990                 clear_bldg(4, 20);
3991                 paid = free_level_recall(p_ptr);
3992                 break;
3993
3994         case BACT_LOSE_MUTATION:
3995                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3996                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3997                 {
3998                         while(!lose_mutation(p_ptr, 0));
3999                         paid = TRUE;
4000                 }
4001                 else
4002                 {
4003                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4004                         msg_print(NULL);
4005                 }
4006                 break;
4007
4008         case BACT_BATTLE:
4009                 kakutoujou();
4010                 break;
4011
4012         case BACT_TSUCHINOKO:
4013                 tsuchinoko();
4014                 break;
4015
4016         case BACT_KUBI:
4017                 shoukinkubi();
4018                 break;
4019
4020         case BACT_TARGET:
4021                 today_target();
4022                 break;
4023
4024         case BACT_KANKIN:
4025                 kankin();
4026                 break;
4027
4028         case BACT_HEIKOUKA:
4029                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4030                 set_virtue(p_ptr, V_COMPASSION, 0);
4031                 set_virtue(p_ptr, V_HONOUR, 0);
4032                 set_virtue(p_ptr, V_JUSTICE, 0);
4033                 set_virtue(p_ptr, V_SACRIFICE, 0);
4034                 set_virtue(p_ptr, V_KNOWLEDGE, 0);
4035                 set_virtue(p_ptr, V_FAITH, 0);
4036                 set_virtue(p_ptr, V_ENLIGHTEN, 0);
4037                 set_virtue(p_ptr, V_ENCHANT, 0);
4038                 set_virtue(p_ptr, V_CHANCE, 0);
4039                 set_virtue(p_ptr, V_NATURE, 0);
4040                 set_virtue(p_ptr, V_HARMONY, 0);
4041                 set_virtue(p_ptr, V_VITALITY, 0);
4042                 set_virtue(p_ptr, V_UNLIFE, 0);
4043                 set_virtue(p_ptr, V_PATIENCE, 0);
4044                 set_virtue(p_ptr, V_TEMPERANCE, 0);
4045                 set_virtue(p_ptr, V_DILIGENCE, 0);
4046                 set_virtue(p_ptr, V_VALOUR, 0);
4047                 set_virtue(p_ptr, V_INDIVIDUALISM, 0);
4048                 get_virtues(p_ptr);
4049                 paid = TRUE;
4050                 break;
4051
4052         case BACT_TELE_TOWN:
4053                 paid = tele_town();
4054                 break;
4055
4056         case BACT_EVAL_AC:
4057                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4058                 break;
4059
4060         case BACT_BROKEN_WEAPON:
4061                 paid = TRUE;
4062                 bcost = repair_broken_weapon(bcost);
4063                 break;
4064         }
4065
4066         if (paid)
4067         {
4068                 p_ptr->au -= bcost;
4069         }
4070 }
4071
4072 /*!
4073  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4074  * @return なし
4075  */
4076 void do_cmd_bldg(void)
4077 {
4078         int             i, which;
4079         char            command;
4080         bool            validcmd;
4081         building_type   *bldg;
4082
4083         if(p_ptr->wild_mode) return;
4084
4085         take_turn(p_ptr, 100);
4086
4087         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4088         {
4089                 msg_print(_("ここには建物はない。", "You see no building here."));
4090                 return;
4091         }
4092
4093         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4094
4095         bldg = &building[which];
4096
4097         /* Don't re-init the wilderness */
4098         reinit_wilderness = FALSE;
4099
4100         if ((which == 2) && (p_ptr->arena_number < 0))
4101         {
4102                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4103                 return;
4104         }
4105         else if ((which == 2) && p_ptr->inside_arena)
4106         {
4107                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4108                 {
4109                         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);
4110                 }
4111                 else
4112                 {
4113                         /* Don't save the arena as saved floor */
4114                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4115
4116                         p_ptr->inside_arena = FALSE;
4117                         p_ptr->leaving = TRUE;
4118
4119                         /* Re-enter the arena */
4120                         command_new = SPECIAL_KEY_BUILDING;
4121
4122                         /* No energy needed to re-enter the arena */
4123                         free_turn(p_ptr);
4124                 }
4125
4126                 return;
4127         }
4128         else if (p_ptr->phase_out)
4129         {
4130                 /* Don't save the arena as saved floor */
4131                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4132
4133                 p_ptr->leaving = TRUE;
4134                 p_ptr->phase_out = FALSE;
4135
4136                 /* Re-enter the monster arena */
4137                 command_new = SPECIAL_KEY_BUILDING;
4138
4139                 /* No energy needed to re-enter the arena */
4140                 free_turn(p_ptr);
4141
4142                 return;
4143         }
4144         else
4145         {
4146                 p_ptr->oldpy = p_ptr->y;
4147                 p_ptr->oldpx = p_ptr->x;
4148         }
4149
4150         forget_lite();
4151         forget_view();
4152
4153         /* Hack -- Increase "icky" depth */
4154         current_world_ptr->character_icky++;
4155
4156         command_arg = 0;
4157         command_rep = 0;
4158         command_new = 0;
4159
4160         show_building(bldg);
4161         p_ptr->leave_bldg = FALSE;
4162
4163         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4164
4165         while (!p_ptr->leave_bldg)
4166         {
4167                 validcmd = FALSE;
4168                 prt("", 1, 0);
4169
4170                 building_prt_gold();
4171
4172                 command = inkey();
4173
4174                 if (command == ESCAPE)
4175                 {
4176                         p_ptr->leave_bldg = TRUE;
4177                         p_ptr->inside_arena = FALSE;
4178                         p_ptr->phase_out = FALSE;
4179                         break;
4180                 }
4181
4182                 for (i = 0; i < 8; i++)
4183                 {
4184                         if (bldg->letters[i])
4185                         {
4186                                 if (bldg->letters[i] == command)
4187                                 {
4188                                         validcmd = TRUE;
4189                                         break;
4190                                 }
4191                         }
4192                 }
4193
4194                 if(validcmd) bldg_process_command(bldg, i);
4195
4196                 handle_stuff();
4197         }
4198
4199         select_floor_music();
4200
4201         msg_flag = FALSE;
4202         msg_erase();
4203
4204         /* Reinit wilderness to activate quests ... */
4205         if (reinit_wilderness)
4206         {
4207                 p_ptr->leaving = TRUE;
4208         }
4209
4210         /* Hack -- Decrease "icky" depth */
4211         current_world_ptr->character_icky--;
4212
4213         Term_clear();
4214
4215         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4216         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4217         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4218 }
4219
4220
4221 /*!
4222  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4223  * @return なし
4224  * @note conv_old is used if loaded 0.0.3 or older save file
4225  */
4226 void determine_today_mon(bool conv_old)
4227 {
4228         int max_dl = 3, i;
4229         bool old_inside_battle = p_ptr->phase_out;
4230         monster_race *r_ptr;
4231
4232         if (!conv_old)
4233         {
4234                 for (i = 0; i < max_d_idx; i++)
4235                 {
4236                         if (max_dlv[i] < d_info[i].mindepth) continue;
4237                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4238                 }
4239         }
4240         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4241
4242         p_ptr->phase_out = TRUE;
4243         get_mon_num_prep(NULL, NULL);
4244
4245         while (1)
4246         {
4247                 today_mon = get_mon_num(max_dl);
4248                 r_ptr = &r_info[today_mon];
4249
4250                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4251                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4252                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4253                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4254                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4255                 if (r_ptr->rarity > 10) continue;
4256                 break;
4257         }
4258
4259         p_ptr->today_mon = 0;
4260         p_ptr->phase_out = old_inside_battle;
4261 }
4262
4263
4264
4265 /*!
4266  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4267  * @return なし
4268  */
4269 void determine_bounty_uniques(void)
4270 {
4271         int i, j;
4272         MONRACE_IDX tmp;
4273         monster_race *r_ptr;
4274
4275         get_mon_num_prep(NULL, NULL);
4276         for (i = 0; i < MAX_KUBI; i++)
4277         {
4278                 while (1)
4279                 {
4280                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4281                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4282
4283                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4284
4285                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4286
4287                         if (r_ptr->rarity > 100) continue;
4288
4289                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4290
4291                         for (j = 0; j < i; j++)
4292                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4293
4294                         if (j == i) break;
4295                 }
4296         }
4297
4298         /* Sort them */
4299         for (i = 0; i < MAX_KUBI - 1; i++)
4300         {
4301                 for (j = i; j < MAX_KUBI; j++)
4302                 {
4303                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4304                         {
4305                                 tmp = current_world_ptr->bounty_r_idx[i];
4306                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4307                                 current_world_ptr->bounty_r_idx[j] = tmp;
4308                         }
4309                 }
4310         }
4311 }