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[Refactor] #38844 ゲームシステム進行フラグを world_type 構造体へ移動.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17 #include "term.h"
18
19 #include "core.h"
20 #include "cmd-dump.h"
21 #include "floor.h"
22 #include "floor-events.h"
23 #include "floor-save.h"
24 #include "autopick.h"
25 #include "objectkind.h"
26 #include "object-boost.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
29 #include "monster.h"
30 #include "monsterrace-hook.h"
31 #include "melee.h"
32 #include "wild.h"
33 #include "world.h"
34 #include "sort.h"
35
36 #include "avatar.h"
37 #include "bldg.h"
38 #include "dungeon.h"
39 #include "mutation.h"
40 #include "quest.h"
41 #include "artifact.h"
42 #include "cmd-spell.h"
43 #include "rumor.h"
44 #include "player-status.h"
45 #include "spells.h"
46 #include "spells-status.h"
47 #include "realm-hex.h"
48 #include "dungeon-file.h"
49
50 #include "files.h"
51 #include "player-effects.h"
52 #include "scores.h"
53 #include "shoot.h"
54 #include "view-mainwindow.h"
55 #include "monsterrace.h"
56 #include "autopick.h"
57
58
59 /*
60  * Buildings
61  */
62 building_type building[MAX_BLDG];
63
64 MONRACE_IDX battle_mon[4];
65 u32b mon_odds[4];
66 int battle_odds;
67 PRICE kakekin;
68 int sel_monster;
69
70 /*!
71  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
72  */
73 const arena_type arena_info[MAX_ARENA_MONS + 2] =
74 {
75         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
76         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
77         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
78         { MON_LION_HEART,    0,         0                             },
79         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
80         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
81         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
82         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
83         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
84         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
85         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
86         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
87         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
88         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
89         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
90         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
91         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
92         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
93         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
94         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
95         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
96         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
97         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
98         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
99         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
100         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
101         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
102         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
103         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
104         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
105         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
106         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
107         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
108         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
109         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
110         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
111         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
112         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
113         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
114         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
115         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
116         { 0,                 0,         0                             }, /* Victory prizing */
117         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
118 };
119
120 /*!
121  * @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。
122  * @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、
123  * 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。
124  * @param bldg 施設構造体の参照ポインタ
125  * @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。
126  */
127 static bool is_owner(building_type *bldg)
128 {
129         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
130         {
131                 return (TRUE);
132         }
133
134         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
135         {
136                 return (TRUE);
137         }
138
139         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
140                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
141         {
142                 return (TRUE);
143         }
144
145         return (FALSE);
146 }
147
148 /*!
149  * @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。
150  (スペルマスターの特別判定つき)
151  * @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、
152  * 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。
153  * @param bldg 施設構造体の参照ポインタ
154  * @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。
155  * @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。
156  */
157 static bool is_member(building_type *bldg)
158 {
159         if (bldg->member_class[p_ptr->pclass])
160         {
161                 return (TRUE);
162         }
163
164         if (bldg->member_race[p_ptr->prace])
165         {
166                 return (TRUE);
167         }
168
169         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
170             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
171         {
172                 return (TRUE);
173         }
174
175
176         if (p_ptr->pclass == CLASS_SORCERER)
177         {
178                 int i;
179                 bool OK = FALSE;
180                 for (i = 0; i < MAX_MAGIC; i++)
181                 {
182                         if (bldg->member_realm[i+1]) OK = TRUE;
183                 }
184                 return OK;
185         }
186         return (FALSE);
187 }
188
189 /*!
190  * @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
191  * @details 消去は行毎にヌル文字列で行われる。
192  * @param min_row 開始行番号
193  * @param max_row 末尾行番号
194  * @return なし
195  */
196 void clear_bldg(int min_row, int max_row)
197 {
198         int   i;
199
200         for (i = min_row; i <= max_row; i++)
201                 prt("", i, 0);
202 }
203
204 /*!
205  * @brief 所持金を表示する。
206  * @return なし
207  */
208 static void building_prt_gold(void)
209 {
210         char tmp_str[80];
211         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
212         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
213         prt(tmp_str, 23, 68);
214 }
215
216 /*!
217  * @brief 施設のサービス一覧を表示する / Display a building.
218  * @param bldg 施設構造体の参照ポインタ
219  * @return なし
220  */
221 static void show_building(building_type* bldg)
222 {
223         char buff[20];
224         int i;
225         byte action_color;
226         char tmp_str[80];
227
228         Term_clear();
229         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
230         prt(tmp_str, 2, 1);
231
232
233         for (i = 0; i < 8; i++)
234         {
235                 if (bldg->letters[i])
236                 {
237                         if (bldg->action_restr[i] == 0)
238                         {
239                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
240                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
241                                 {
242                                         action_color = TERM_WHITE;
243                                         buff[0] = '\0';
244                                 }
245                                 else if (is_owner(bldg))
246                                 {
247                                         action_color = TERM_YELLOW;
248                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
249                                 }
250                                 else
251                                 {
252                                         action_color = TERM_YELLOW;
253                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
254                         }
255                         else if (bldg->action_restr[i] == 1)
256                         {
257                                 if (!is_member(bldg))
258                                 {
259                                         action_color = TERM_L_DARK;
260                                         strcpy(buff, _("(閉店)", "(closed)"));
261                                 }
262                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
263                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
264                                 {
265                                         action_color = TERM_WHITE;
266                                         buff[0] = '\0';
267                                 }
268                                 else if (is_owner(bldg))
269                                 {
270                                         action_color = TERM_YELLOW;
271                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
272                                 }
273                                 else
274                                 {
275                                         action_color = TERM_YELLOW;
276                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
277                                 }
278                         }
279                         else
280                         {
281                                 if (!is_owner(bldg))
282                                 {
283                                         action_color = TERM_L_DARK;
284                                         strcpy(buff, _("(閉店)", "(closed)"));
285                                 }
286                                 else if (bldg->member_costs[i] != 0)
287                                 {
288                                         action_color = TERM_YELLOW;
289                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
290                                 }
291                                 else
292                                 {
293                                         action_color = TERM_WHITE;
294                                         buff[0] = '\0';
295                                 }
296                         }
297
298                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
299                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
300                 }
301         }
302         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
303 }
304
305 /*!
306  * @brief 闘技場に入るコマンドの処理 / arena commands
307  * @param cmd 闘技場処理のID
308  * @return なし
309  */
310 static void arena_comm(int cmd)
311 {
312         monster_race    *r_ptr;
313         concptr            name;
314
315
316         switch (cmd)
317         {
318                 case BACT_ARENA:
319                         if (p_ptr->arena_number == MAX_ARENA_MONS)
320                         {
321                                 clear_bldg(5, 19);
322                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
323                                 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);
324                                 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);
325
326                                 prt("", 10, 0);
327                                 prt("", 11, 0);
328                                 p_ptr->au += 1000000L;
329                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
330                                 msg_print(NULL);
331                                 p_ptr->arena_number++;
332                         }
333                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
334                         {
335                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
336                                 {
337                                         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."));
338                                         msg_print(NULL);
339                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
340                                         {       
341                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
342                                                 msg_print(NULL);
343                                         
344                                                 p_ptr->exit_bldg = FALSE;
345                                                 reset_tim_flags();
346
347                                                 /* Save the surface floor as saved floor */
348                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
349
350                                                 p_ptr->inside_arena = TRUE;
351                                                 p_ptr->leaving = TRUE;
352                                                 p_ptr->leave_bldg = TRUE;
353                                         }
354                                         else
355                                         {
356                                                 msg_print(_("残念だ。", "We are disappointed."));
357                                         }
358                                 }
359                                 else
360                                 {
361                                         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。",
362                                                                 "You enter the arena briefly and bask in your glory."));
363                                         msg_print(NULL);
364                                 }
365                         }
366                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
367                         {
368                                 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。",
369                                                         "You don't have permission to enter with pet."));
370                                 msg_print(NULL);
371                         }
372                         else
373                         {
374                                 p_ptr->exit_bldg = FALSE;
375                                 reset_tim_flags();
376
377                                 /* Save the surface floor as saved floor */
378                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
379
380                                 p_ptr->inside_arena = TRUE;
381                                 p_ptr->leaving = TRUE;
382                                 p_ptr->leave_bldg = TRUE;
383                         }
384                         break;
385                 case BACT_POSTER:
386                         if (p_ptr->arena_number == MAX_ARENA_MONS)
387                                 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。",
388                                                         "You are victorious. Enter the arena for the ceremony."));
389
390                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
391                         {
392                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
393                         }
394                         else
395                         {
396                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
397                                 name = (r_name + r_ptr->name);
398                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
399
400                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
401                                 p_ptr->window |= (PW_MONSTER);
402                                 handle_stuff();
403
404                         }
405                         break;
406                 case BACT_ARENA_RULES:
407                         screen_save();
408
409                         /* Peruse the arena help file */
410                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
411                         screen_load();
412
413                         break;
414         }
415 }
416
417 /*!
418  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
419  * @param row シンボルを表示する行の上端
420  * @param col シンボルを表示する行の左端
421  * @param fruit 表示するシンボルID
422  * @return なし
423  */
424 static void display_fruit(int row, int col, int fruit)
425 {
426         switch (fruit)
427         {
428                 case 0: /* lemon */
429                         c_put_str(TERM_YELLOW, "   ####.", row, col);
430                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
431                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
432                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
433                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
434                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
435                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
436                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
437                         prt(                 _(" レモン ",
438                                                            " Lemon  "), row + 8, col);
439                         break;
440                 case 1: /* orange */
441                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
442                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
443                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
444                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
445                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
446                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
447                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
448                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
449                         prt(                 _("オレンジ",
450                                                                    " Orange "), row + 8, col);
451                         break;
452                 case 2: /* sword */
453                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
454                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
455                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
456                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
457                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
458                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
459                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
460                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
461                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
462                         break;
463                 case 3: /* shield */
464                         c_put_str(TERM_SLATE, " ###### ", row, col);
465                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
466                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
467                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
468                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
469                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
470                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
471                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
472                         prt(                _("   盾   ",
473                                                                   " Shield "), row + 8, col);
474                         break;
475                 case 4: /* plum */
476                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
477                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
478                         c_put_str(TERM_VIOLET, "########", row + 2, col);
479                         c_put_str(TERM_VIOLET, "########", row + 3, col);
480                         c_put_str(TERM_VIOLET, "########", row + 4, col);
481                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
482                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
483                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
484                         prt(                 _(" プラム ",
485                                                                    "  Plum  "), row + 8, col);
486                         break;
487                 case 5: /* cherry */
488                         c_put_str(TERM_RED, "      ##", row, col);
489                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
490                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
491                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
492                         c_put_str(TERM_RED, " ###### ", row + 4, col);
493                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
494                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
495                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
496                         prt(              _("チェリー",
497                                                                 " Cherry "), row + 8, col);
498                         break;
499         }
500 }
501
502 /*! @note
503  * kpoker no (tyuto-hannpa na)pakuri desu...
504  * joker ha shineru node haitte masen.
505  *
506  * TODO: donataka! tsukutte!
507  *  - agatta yaku no kiroku (like DQ).
508  *  - kakkoii card no e.
509  *  - sousa-sei no koujyo.
510  *  - code wo wakariyasuku.
511  *  - double up.
512  *  - Joker... -- done.
513  *
514  * 9/13/2000 --Koka
515  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
516  */
517
518 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
519 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
520 #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 */
521
522 static int cards[5]; /*!< ポーカーの現在の手札ID */
523
524 /*!
525  * @brief ポーカーの山札を切る。
526  * @param deck デッキの配列
527  * @return なし
528  */
529 static void reset_deck(int deck[])
530 {
531         int i;
532         for (i = 0; i < 53; i++) deck[i] = i;
533
534         /* shuffle cards */
535         for (i = 0; i < 53; i++){
536                 int tmp1 = randint0(53 - i) + i;
537                 int tmp2 = deck[i];
538                 deck[i] = deck[tmp1];
539                 deck[tmp1] = tmp2;
540         }
541 }
542
543 /*!
544  * @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。
545  * @return ジョーカーを持っているか。
546  */
547 static bool have_joker(void)
548 {
549         int i;
550
551         for (i = 0; i < 5; i++){
552           if(IS_JOKER(cards[i])) return TRUE;
553         }
554         return FALSE;
555 }
556
557 /*!
558  * @brief ポーカーの手札に該当の番号の札があるかを返す。
559  * @param num 探したいカードの番号。
560  * @return 該当の番号が手札にあるか。
561  */
562 static bool find_card_num(int num)
563 {
564         int i;
565         for (i = 0; i < 5; i++)
566                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
567         return FALSE;
568 }
569
570 /*!
571  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
572  * @return 役の判定結果
573  */
574 static bool yaku_check_flush(void)
575 {
576         int i, suit;
577         bool joker_is_used = FALSE;
578
579         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
580         for (i = 0; i < 5; i++){
581                 if (SUIT_OF(cards[i]) != suit){
582                   if(have_joker() && !joker_is_used)
583                     joker_is_used = TRUE;
584                   else
585                     return FALSE;
586                 }
587         }
588
589         return TRUE;
590 }
591
592 /*!
593  * @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。
594  * @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
595  */
596 static int yaku_check_straight(void)
597 {
598         int i, lowest = 99;
599         bool joker_is_used = FALSE;
600         bool straight = FALSE;
601
602         /* get lowest */
603         for (i = 0; i < 5; i++)
604         {
605                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
606                         lowest = NUM_OF(cards[i]);
607         }
608         
609         /* Check Royal Straight Flush */
610         if (yaku_check_flush())
611         {
612           if( lowest == 0 ){
613                 for (i = 0; i < 4; i++)
614                 {
615                         if (!find_card_num(9 + i)){
616                                 if( have_joker() && !joker_is_used )
617                                   joker_is_used = TRUE;
618                                 else
619                                   break;
620                         }
621                 }
622                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
623           }
624           if(lowest == 9){
625                 for (i = 0; i < 3; i++)
626                 {
627                         if (!find_card_num(10 + i))
628                                 break;
629                 }
630                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
631           }
632         }
633
634         joker_is_used = FALSE;
635
636         /* Straight Only Check */
637
638         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
639                 for (i = 0; i < 4; i++)
640                 {
641                         if (!find_card_num(9 + i)) {
642                                 if (have_joker() && !joker_is_used)
643                                         joker_is_used = TRUE;
644                                 else
645                                         break; /* None */
646                         }
647                 }
648                 if(i == 4) straight = TRUE;
649         }
650
651         joker_is_used = FALSE;
652
653         for (i = 0; i < 5; i++)
654         {
655                 if(!find_card_num(lowest + i)){
656                         if( have_joker() && !joker_is_used )
657                                 joker_is_used = TRUE;
658                         else
659                                 break; /* None */
660                 }
661         }
662         if(i == 5) straight = TRUE;
663         
664         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
665         else if(straight) return 1; /* Only Straight */
666         else return 0;
667 }
668
669 /*!
670  * @brief ポーカーのペア役の状態を返す。
671  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
672  */
673 static int yaku_check_pair(void)
674 {
675         int i, i2, matching = 0;
676
677         for (i = 0; i < 5; i++)
678         {
679                 for (i2 = i+1; i2 < 5; i2++)
680                 {
681                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
682                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
683                                 matching++;
684                 }
685         }
686
687         if(have_joker()){
688           switch(matching){
689           case 0:
690             matching = 1;
691             break;
692           case 1:
693             matching = 3;
694             break;
695           case 2:
696             matching = 4;
697             break;
698           case 3:
699             matching = 6;
700             break;
701           case 6:
702             matching = 7;
703             break;
704           default:
705             /* don't reach */
706             break;
707           }
708         }
709
710         return matching;
711 }
712
713 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
714 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
715 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
716 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
717 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
718 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
719 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
720 #define ODDS_ST 4 /*!< ストレートの役倍率 */
721 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
722 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
723
724 /*!
725  * @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。
726  * @return 役のID
727  */
728 static int yaku_check(void)
729 {
730         prt("                            ", 4, 3);
731
732         switch(yaku_check_straight()){
733         case 3: /* RF! */
734                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
735                 return ODDS_RF;
736         case 2: /* SF! */
737                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
738                 return ODDS_SF;
739         case 1:
740                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
741                 return ODDS_ST;
742         default:
743                 /* Not straight -- fall through */
744                 break;
745         }
746
747         if (yaku_check_flush())
748         {
749                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
750                 return ODDS_FL;
751         }
752
753         switch (yaku_check_pair())
754         {
755         case 1:
756                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
757                 return 0;
758         case 2:
759                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
760                 return ODDS_2P;
761         case 3:
762                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
763                 return ODDS_3C;
764         case 4:
765                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
766                 return ODDS_FH;
767         case 6:
768                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
769                 return ODDS_4C;
770         case 7:
771                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
772                 {
773                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
774                         return ODDS_5A;
775                 }
776                 else
777                 {
778                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
779                         return ODDS_5C;
780                 }
781         default:
782                 break;
783         }
784         return 0;
785 }
786
787 /*!
788  * @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。
789  * @param hoge カーソルの現在位置
790  * @param kaeruka カードの捨てる/残すフラグ配列
791  * @return なし
792  */
793 static void display_kaeruka(int hoge, int kaeruka[])
794 {
795         int i;
796         char col = TERM_WHITE;
797         for (i = 0; i < 5; i++)
798         {
799                 if (i == hoge) col = TERM_YELLOW;
800                 else if(kaeruka[i]) col = TERM_WHITE;
801                 else col = TERM_L_BLUE;
802                 
803                 if(kaeruka[i])
804                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
805                 else
806                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
807         }
808         if (hoge > 4) col = TERM_YELLOW;
809         else col = TERM_WHITE;
810         c_put_str(col, _("決定", "Sure"), 16,  38);
811
812         /* Hilite current option */
813         if (hoge < 5) move_cursor(14, 5+hoge*16);
814         else move_cursor(16, 38);
815 }
816
817 /*!
818  * @brief ポーカーの手札を表示する。
819  * @return なし
820  */
821 static void display_cards(void)
822 {
823         int i, j;
824         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
825 #ifdef JP
826         concptr suit[4] = {"★", "●", "¶", "†"};
827         concptr card_grph[13][7] = {{"A   %s     ",
828                                   "     変     ",
829                                   "     愚     ",
830                                   "     蛮     ",
831                                   "     怒     ",
832                                   "     %s     ",
833                                   "          A"},
834                                  {"2          ",
835                                   "     %s     ",
836                                   "            ",
837                                   "            ",
838                                   "            ",
839                                   "     %s     ",
840                                   "          2"},
841                                  {"3          ",
842                                   "     %s     ",
843                                   "            ",
844                                   "     %s     ",
845                                   "            ",
846                                   "     %s     ",
847                                   "          3"},
848                                  {"4          ",
849                                   "   %s  %s   ",
850                                   "            ",
851                                   "            ",
852                                   "            ",
853                                   "   %s  %s   ",
854                                   "          4"},
855                                  {"5          ",
856                                   "   %s  %s   ",
857                                   "            ",
858                                   "     %s     ",
859                                   "            ",
860                                   "   %s  %s   ",
861                                   "          5"},
862                                  {"6          ",
863                                   "   %s  %s   ",
864                                   "            ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "   %s  %s   ",
868                                   "          6"},
869                                  {"7          ",
870                                   "   %s  %s   ",
871                                   "     %s     ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "          7"},
876                                  {"8          ",
877                                   "   %s  %s   ",
878                                   "     %s     ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "          8"},
883                                  {"9 %s  %s   ",
884                                   "            ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "            ",
889                                   "   %s  %s 9"},
890                                  {"10 %s  %s   ",
891                                   "     %s     ",
892                                   "   %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s 10"},
897                                  {"J   Λ     ",
898                                   "%s   ||     ",
899                                   "     ||     ",
900                                   "     ||     ",
901                                   "     ||     ",
902                                   "   |=亜=| %s",
903                                   "     目   J"},
904                                  {"Q ######   ",
905                                   "%s#      #  ",
906                                   "  # ++++ #  ",
907                                   "  # +==+ #  ",
908                                   "   # ++ #   ",
909                                   "    #  #  %s",
910                                   "     ##   Q"},
911                                  {"K          ",
912                                   "%s `⌒´   ",
913                                   "  γγγλ  ",
914                                   "  ο ο ι  ",
915                                   "   υ    ∂ ",
916                                   "    σ ノ %s",
917                                   "          K"}};
918         concptr joker_grph[7] = {    "            ",
919                                   "     J     ",
920                                   "     O     ",
921                                   "     K     ",
922                                   "     E     ",
923                                   "     R     ",
924                                   "            "};
925
926 #else
927
928         concptr suit[4] = {"[]", "qp", "<>", "db"};
929         concptr card_grph[13][7] = {{"A    %s     ",
930                                   "     He     ",
931                                   "     ng     ",
932                                   "     ba     ",
933                                   "     nd     ",
934                                   "     %s     ",
935                                   "           A"},
936                                  {"2           ",
937                                   "     %s     ",
938                                   "            ",
939                                   "            ",
940                                   "            ",
941                                   "     %s     ",
942                                   "           2"},
943                                  {"3           ",
944                                   "     %s     ",
945                                   "            ",
946                                   "     %s     ",
947                                   "            ",
948                                   "     %s     ",
949                                   "           3"},
950                                  {"4           ",
951                                   "   %s  %s   ",
952                                   "            ",
953                                   "            ",
954                                   "            ",
955                                   "   %s  %s   ",
956                                   "           4"},
957                                  {"5           ",
958                                   "   %s  %s   ",
959                                   "            ",
960                                   "     %s     ",
961                                   "            ",
962                                   "   %s  %s   ",
963                                   "           5"},
964                                  {"6           ",
965                                   "   %s  %s   ",
966                                   "            ",
967                                   "   %s  %s   ",
968                                   "            ",
969                                   "   %s  %s   ",
970                                   "           6"},
971                                  {"7           ",
972                                   "   %s  %s   ",
973                                   "     %s     ",
974                                   "   %s  %s   ",
975                                   "            ",
976                                   "   %s  %s   ",
977                                   "           7"},
978                                  {"8           ",
979                                   "   %s  %s   ",
980                                   "     %s     ",
981                                   "   %s  %s   ",
982                                   "     %s     ",
983                                   "   %s  %s   ",
984                                   "           8"},
985                                  {"9  %s  %s   ",
986                                   "            ",
987                                   "   %s  %s   ",
988                                   "     %s     ",
989                                   "   %s  %s   ",
990                                   "            ",
991                                   "   %s  %s  9"},
992                                  {"10 %s  %s   ",
993                                   "     %s     ",
994                                   "   %s  %s   ",
995                                   "            ",
996                                   "   %s  %s   ",
997                                   "     %s     ",
998                                   "   %s  %s 10"},
999                                  {"J    /\\     ",
1000                                   "%s   ||     ",
1001                                   "     ||     ",
1002                                   "     ||     ",
1003                                   "     ||     ",
1004                                   "   |=HH=| %s",
1005                                   "     ][    J"},
1006                                  {"Q  ######   ",
1007                                   "%s#      #  ",
1008                                   "  # ++++ #  ",
1009                                   "  # +==+ #  ",
1010                                   "   # ++ #   ",
1011                                   "    #  #  %s",
1012                                   "     ##    Q"},
1013                                  {"K           ",
1014                                   "%s _'~~`_   ",
1015                                   "   jjjjj$&  ",
1016                                   "   q q uu   ",
1017                                   "   c    &   ",
1018                                   "    v__/  %s",
1019                                   "           K"}};
1020         concptr joker_grph[7] = {    "            ",
1021                                   "     J      ",
1022                                   "     O      ",
1023                                   "     K      ",
1024                                   "     E      ",
1025                                   "     R      ",
1026                                   "            "};
1027 #endif
1028
1029         for (i = 0; i < 5; i++)
1030         {
1031                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1032         }
1033
1034         for (i = 0; i < 5; i++)
1035         {
1036                 for (j = 0; j < 7; j++)
1037                 {
1038                         prt(_("┃", " |"),  j+6,  i*16);
1039                         if(IS_JOKER(cards[i]))
1040                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1041                         else
1042                                 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);
1043                         prt(_("┃", "| "),  j+6,  i*16+14);
1044                 }
1045         }
1046         for (i = 0; i < 5; i++)
1047         {
1048                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1049         }
1050 }
1051
1052 /*!
1053  * @brief ポーカーの1プレイルーチン。
1054  * @return 1プレイの役の結果
1055  */
1056 static int do_poker(void)
1057 {
1058         int i, k = 2;
1059         char cmd;
1060         int deck[53]; /* yamafuda : 0...52 */
1061         int deck_ptr = 0;
1062         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1063
1064         bool done = FALSE;
1065         bool kettei = TRUE;
1066         bool kakikae = TRUE;
1067
1068         reset_deck(deck);
1069
1070         for (i = 0; i < 5; i++)
1071         {
1072                 cards[i] = deck[deck_ptr++];
1073                 kaeruka[i] = 0; /* default:nokosu */
1074         }
1075
1076         /* suteruno wo kimeru */
1077         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);
1078
1079         display_cards();
1080         yaku_check();
1081
1082         while (!done)
1083         {
1084                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1085                 kakikae = FALSE;
1086                 cmd = inkey();
1087                 switch (cmd)
1088                 {
1089                 case '6': case 'l': case 'L': case KTRL('F'):
1090                         if (!kettei) k = (k+1)%5;
1091                         else {k = 0;kettei = FALSE;}
1092                         kakikae = TRUE;
1093                         break;
1094                 case '4': case 'h': case 'H': case KTRL('B'):
1095                         if (!kettei) k = (k+4)%5;
1096                         else {k = 4;kettei = FALSE;}
1097                         kakikae = TRUE;
1098                         break;
1099                 case '2': case 'j': case 'J': case KTRL('N'):
1100                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1101                         break;
1102                 case '8': case 'k': case 'K': case KTRL('P'):
1103                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1104                         break;
1105                 case ' ': case '\r':
1106                         if (kettei) done = TRUE;
1107                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1108                         break;
1109                 default:
1110                         break;
1111                 }
1112         }
1113         
1114         prt("",0,0);
1115
1116         for (i = 0; i < 5; i++)
1117                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1118
1119         display_cards();
1120         
1121         return yaku_check();
1122 }
1123 #undef SUIT_OF
1124 #undef NUM_OF
1125 #undef IS_JOKER
1126 /* end of poker codes --Koka */
1127
1128 /*!
1129  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1130  * @param cmd プレイするゲームID
1131  * @return なし
1132  */
1133 static bool gamble_comm(int cmd)
1134 {
1135         int i;
1136         int roll1, roll2, roll3, choice, odds, win;
1137         s32b wager;
1138         s32b maxbet;
1139         s32b oldgold;
1140
1141         char out_val[160], tmp_str[80], again;
1142         concptr p;
1143
1144         screen_save();
1145
1146         if (cmd == BACT_GAMBLE_RULES)
1147         {
1148                 /* Peruse the gambling help file */
1149                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1150         }
1151         else
1152         {
1153                 /* No money */
1154                 if (p_ptr->au < 1)
1155                 {
1156                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1157                                                 "Hey! You don't have gold - get out of here!"));
1158                         msg_print(NULL);
1159                         screen_load();
1160                         return FALSE;
1161                 }
1162
1163                 clear_bldg(5, 23);
1164
1165                 maxbet = p_ptr->lev * 200;
1166
1167                 /* We can't bet more than we have */
1168                 maxbet = MIN(maxbet, p_ptr->au);
1169
1170                 /* Get the wager */
1171                 strcpy(out_val, "");
1172                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1173
1174
1175                 /*
1176                  * Use get_string() because we may need more than
1177                  * the s16b value returned by get_quantity().
1178                  */
1179                 if (get_string(tmp_str, out_val, 32))
1180                 {
1181                         /* Strip spaces */
1182                         for (p = out_val; *p == ' '; p++);
1183
1184                         /* Get the wager */
1185                         wager = atol(p);
1186
1187                         if (wager > p_ptr->au)
1188                         {
1189                                 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!"));
1190                                 msg_print(NULL);
1191                                 screen_load();
1192                                 return (FALSE);
1193                         }
1194                         else if (wager > maxbet)
1195                         {
1196                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1197                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1198                                 wager = maxbet;
1199                         }
1200                         else if (wager < 1)
1201                         {
1202                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1203                                 wager = 1;
1204                         }
1205                         msg_print(NULL);
1206                         win = FALSE;
1207                         odds = 0;
1208                         oldgold = p_ptr->au;
1209
1210                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1211                         prt(tmp_str, 20, 2);
1212                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1213                         prt(tmp_str, 21, 2);
1214
1215                         do
1216                         {
1217                                 p_ptr->au -= wager;
1218                                 switch (cmd)
1219                                 {
1220                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1221                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1222
1223                                         odds = 4;
1224                                         win = FALSE;
1225                                         roll1 = randint1(10);
1226                                         roll2 = randint1(10);
1227                                         choice = randint1(10);
1228                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1229
1230                                         prt(tmp_str, 8, 3);
1231                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1232
1233                                         prt(tmp_str, 11, 14);
1234                                         if (((choice > roll1) && (choice < roll2)) ||
1235                                                 ((choice < roll1) && (choice > roll2)))
1236                                                 win = TRUE;
1237                                         break;
1238                                 case BACT_CRAPS:  /* Game of Craps */
1239                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1240
1241                                         win = 3;
1242                                         odds = 2;
1243                                         roll1 = randint1(6);
1244                                         roll2 = randint1(6);
1245                                         roll3 = roll1 +  roll2;
1246                                         choice = roll3;
1247                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1248                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1249                                         prt(tmp_str, 7, 5);
1250                                         if ((roll3 == 7) || (roll3 == 11))
1251                                                 win = TRUE;
1252                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1253                                                 win = FALSE;
1254                                         else
1255                                                 do
1256                                                 {
1257                                                         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"));
1258
1259                                                         msg_print(NULL);
1260                                                         roll1 = randint1(6);
1261                                                         roll2 = randint1(6);
1262                                                         roll3 = roll1 +  roll2;
1263                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1264                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1265                                                         prt(tmp_str, 8, 5);
1266                                                         if (roll3 == choice)
1267                                                                 win = TRUE;
1268                                                         else if (roll3 == 7)
1269                                                                 win = FALSE;
1270                                                 } while ((win != TRUE) && (win != FALSE));
1271                                         break;
1272
1273                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1274                                         win = FALSE;
1275                                         odds = 9;
1276                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1277
1278                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1279                                         prt("--------------------------------", 8, 3);
1280                                         strcpy(out_val, "");
1281                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1282
1283                                         for (p = out_val; iswspace(*p); p++);
1284                                         choice = atol(p);
1285                                         if (choice < 0)
1286                                         {
1287                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1288                                                 choice = 0;
1289                                         }
1290                                         else if (choice > 9)
1291                                         {
1292                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1293                                                 choice = 9;
1294                                         }
1295                                         msg_print(NULL);
1296                                         roll1 = randint0(10);
1297                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1298                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1299                                         prt(tmp_str, 13, 3);
1300                                         prt("", 9, 0);
1301                                         prt("*", 9, (3 * roll1 + 5));
1302                                         if (roll1 == choice)
1303                                                 win = TRUE;
1304                                         break;
1305
1306                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1307                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1308                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1309                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1310                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1311                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1312                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1313                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1314                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1315                                         
1316                                         win = FALSE;
1317                                         roll1 = randint1(21);
1318                                         for (i=6;i>0;i--)
1319                                         {
1320                                                 if ((roll1-i) < 1)
1321                                                 {
1322                                                         roll1 = 7-i;
1323                                                         break;
1324                                                 }
1325                                                 roll1 -= i;
1326                                         }
1327                                         roll2 = randint1(21);
1328                                         for (i=6;i>0;i--)
1329                                         {
1330                                                 if ((roll2-i) < 1)
1331                                                 {
1332                                                         roll2 = 7-i;
1333                                                         break;
1334                                                 }
1335                                                 roll2 -= i;
1336                                         }
1337                                         choice = randint1(21);
1338                                         for (i=6;i>0;i--)
1339                                         {
1340                                                 if ((choice-i) < 1)
1341                                                 {
1342                                                         choice = 7-i;
1343                                                         break;
1344                                                 }
1345                                                 choice -= i;
1346                                         }
1347                                         put_str("/--------------------------\\", 7, 2);
1348                                         prt("\\--------------------------/", 17, 2);
1349                                         display_fruit(8,  3, roll1 - 1);
1350                                         display_fruit(8, 12, roll2 - 1);
1351                                         display_fruit(8, 21, choice - 1);
1352                                         if ((roll1 == roll2) && (roll2 == choice))
1353                                         {
1354                                                 win = TRUE;
1355                                                 switch(roll1)
1356                                                 {
1357                                                 case 1:
1358                                                         odds = 5;break;
1359                                                 case 2:
1360                                                         odds = 10;break;
1361                                                 case 3:
1362                                                         odds = 20;break;
1363                                                 case 4:
1364                                                         odds = 50;break;
1365                                                 case 5:
1366                                                         odds = 200;break;
1367                                                 case 6:
1368                                                         odds = 1000;break;
1369                                                 }
1370                                         }
1371                                         else if ((roll1 == 1) && (roll2 == 1))
1372                                         {
1373                                                 win = TRUE;
1374                                                 odds = 2;
1375                                         }
1376                                         break;
1377                                 case BACT_POKER:
1378                                         win = FALSE;
1379                                         odds = do_poker();
1380                                         if (odds) win = TRUE;
1381                                         break;
1382                                 }
1383
1384                                 if (win)
1385                                 {
1386                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1387
1388                                         p_ptr->au += odds * wager;
1389                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1390
1391                                         prt(tmp_str, 17, 37);
1392                                 }
1393                                 else
1394                                 {
1395                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1396                                         prt("", 17, 37);
1397                                 }
1398                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1399
1400                                 prt(tmp_str, 22, 2);
1401                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1402
1403                                 move_cursor(18, 52);
1404                                 again = inkey();
1405                                 prt("", 16, 37);
1406                                 prt("", 17, 37);
1407                                 prt("", 18, 37);
1408                                 if (wager > p_ptr->au)
1409                                 {
1410                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1411                                                                 "Hey! You don't have the gold - get out of here!"));
1412                                         msg_print(NULL);
1413
1414                                         /* Get out here */
1415                                         break;
1416                                 }
1417                         } while ((again == 'y') || (again == 'Y'));
1418
1419                         prt("", 18, 37);
1420                         if (p_ptr->au >= oldgold)
1421                         {
1422                                 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!」",
1423                                                         "You came out a winner! We'll win next time, I'm sure."));
1424                                 chg_virtue(V_CHANCE, 3);
1425                         }
1426                         else
1427                         {
1428                                 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."));
1429                                 chg_virtue(V_CHANCE, -3);
1430                         }
1431                 }
1432                 msg_print(NULL);
1433         }
1434         screen_load();
1435         return (TRUE);
1436 }
1437
1438 /*!
1439  * @brief モンスター闘技場に参加するモンスターを更新する。
1440  * @return なし
1441  */
1442 void update_gambling_monsters(void)
1443 {
1444         int total, i;
1445         int max_dl = 0;
1446         int mon_level;
1447         int power[4];
1448         bool tekitou;
1449         bool old_inside_battle = p_ptr->inside_battle;
1450
1451         for (i = 0; i < max_d_idx; i++)
1452                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1453
1454         mon_level = randint1(MIN(max_dl, 122)) + 5;
1455         if (randint0(100) < 60)
1456         {
1457                 i = randint1(MIN(max_dl, 122)) + 5;
1458                 mon_level = MAX(i, mon_level);
1459         }
1460         if (randint0(100) < 30)
1461         {
1462                 i = randint1(MIN(max_dl, 122)) + 5;
1463                 mon_level = MAX(i, mon_level);
1464         }
1465
1466         while (1)
1467         {
1468                 total = 0;
1469                 tekitou = FALSE;
1470                 for (i = 0; i < 4; i++)
1471                 {
1472                         MONRACE_IDX r_idx;
1473                         int j;
1474                         while (1)
1475                         {
1476                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1477                                 p_ptr->inside_battle = TRUE;
1478                                 r_idx = get_mon_num(mon_level);
1479                                 p_ptr->inside_battle = old_inside_battle;
1480                                 if (!r_idx) continue;
1481
1482                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1483                                 {
1484                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1485                                 }
1486
1487                                 for (j = 0; j < i; j++)
1488                                         if (r_idx == battle_mon[j]) break;
1489                                 if (j < i) continue;
1490
1491                                 break;
1492                         }
1493                         battle_mon[i] = r_idx;
1494                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1495                 }
1496
1497                 for (i = 0; i < 4; i++)
1498                 {
1499                         monster_race *r_ptr = &r_info[battle_mon[i]];
1500                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1501
1502                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1503                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1504                         else
1505                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1506                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1507                         if (r_ptr->speed > 110)
1508                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1509                         if (r_ptr->speed < 110)
1510                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1511                         if (num_taisei > 2)
1512                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1513                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1514                                 power[i] = power[i] * 4 / 3;
1515                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1516                                 power[i] = power[i] * 4 / 3;
1517                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1518                                 power[i] = power[i] * 11 / 10;
1519                         if (r_ptr->flags1 & RF1_RAND_25)
1520                                 power[i] = power[i] * 9 / 10;
1521                         if (r_ptr->flags1 & RF1_RAND_50)
1522                                 power[i] = power[i] * 9 / 10;
1523                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1524                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1525
1526
1527                         total += power[i];
1528                 }
1529                 for (i = 0; i < 4; i++)
1530                 {
1531                         power[i] = total * 60 / power[i];
1532                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1533                         if ((power[i] < 160) && randint0(20)) break;
1534                         if (power[i] < 101) power[i] = 100 + randint1(5);
1535                         mon_odds[i] = power[i];
1536                 }
1537                 if (i == 4) break;
1538         }
1539 }
1540
1541 /*!
1542  * @brief モンスター闘技場のメインルーチン
1543  * @return 賭けを開始したか否か
1544  */
1545 static bool kakutoujou(void)
1546 {
1547         PRICE maxbet;
1548         PRICE wager;
1549         char out_val[160], tmp_str[80];
1550         concptr p;
1551
1552         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1553         {
1554                 update_gambling_monsters();
1555                 old_battle = current_world_ptr->game_turn;
1556         }
1557
1558         screen_save();
1559
1560         /* No money */
1561         if (p_ptr->au < 1)
1562         {
1563                 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!"));
1564                 msg_print(NULL);
1565                 screen_load();
1566                 return FALSE;
1567         }
1568         else
1569         {
1570                 int i;
1571
1572                 clear_bldg(4, 10);
1573
1574                 prt(_("モンスター                                                     倍率",
1575                           "Monsters                                                       Odds"), 4, 4);
1576                 for (i=0;i<4;i++)
1577                 {
1578                         char buf[80];
1579                         monster_race *r_ptr = &r_info[battle_mon[i]];
1580
1581                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1582                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1583                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1584                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1585                         prt(buf, 5+i, 1);
1586                 }
1587                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1588                 while(1)
1589                 {
1590                         i = inkey();
1591
1592                         if (i == ESCAPE)
1593                         {
1594                                 screen_load();
1595                                 return FALSE;
1596                         }
1597                         if (i >= '1' && i <= '4')
1598                         {
1599                                 sel_monster = i-'1';
1600                                 battle_odds = mon_odds[sel_monster];
1601                                 break;
1602                         }
1603                         else bell();
1604                 }
1605
1606                 clear_bldg(4, 4);
1607                 for (i = 0; i < 4; i++)
1608                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1609
1610                 maxbet = p_ptr->lev * 200;
1611
1612                 /* We can't bet more than we have */
1613                 maxbet = MIN(maxbet, p_ptr->au);
1614
1615                 /* Get the wager */
1616                 strcpy(out_val, "");
1617                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1618                 /*
1619                  * Use get_string() because we may need more than
1620                  * the s16b value returned by get_quantity().
1621                  */
1622                 if (get_string(tmp_str, out_val, 32))
1623                 {
1624                         /* Strip spaces */
1625                         for (p = out_val; *p == ' '; p++);
1626
1627                         /* Get the wager */
1628                         wager = atol(p);
1629
1630                         if (wager > p_ptr->au)
1631                         {
1632                                 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!"));
1633
1634                                 msg_print(NULL);
1635                                 screen_load();
1636                                 return (FALSE);
1637                         }
1638                         else if (wager > maxbet)
1639                         {
1640                                 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);
1641
1642                                 wager = maxbet;
1643                         }
1644                         else if (wager < 1)
1645                         {
1646                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1647                                 wager = 1;
1648                         }
1649                         msg_print(NULL);
1650                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1651                         kakekin = wager;
1652                         p_ptr->au -= wager;
1653                         reset_tim_flags();
1654
1655                         /* Save the surface floor as saved floor */
1656                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1657
1658                         p_ptr->inside_battle = TRUE;
1659                         p_ptr->leaving = TRUE;
1660
1661                         p_ptr->leave_bldg = TRUE;
1662                         screen_load();
1663
1664                         return (TRUE);
1665                 }
1666         }
1667         screen_load();
1668
1669         return (FALSE);
1670 }
1671
1672 /*!
1673  * @brief 本日の賞金首情報を表示する。
1674  * @return なし
1675  */
1676 static void today_target(void)
1677 {
1678         char buf[160];
1679         monster_race *r_ptr = &r_info[today_mon];
1680
1681         clear_bldg(4,18);
1682         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1683         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1684         c_put_str(TERM_YELLOW, buf, 6, 10);
1685         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1686         prt(buf, 8, 10);
1687         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1688         prt(buf, 9, 10);
1689         p_ptr->today_mon = today_mon;
1690 }
1691
1692 /*!
1693  * @brief ツチノコの賞金首情報を表示する。
1694  * @return なし
1695  */
1696 static void tsuchinoko(void)
1697 {
1698         clear_bldg(4,18);
1699         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1700         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);
1701         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1702         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1703         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1704 }
1705
1706 /*!
1707  * @brief 通常の賞金首情報を表示する。
1708  * @return なし
1709  */
1710 static void shoukinkubi(void)
1711 {
1712         int i;
1713         TERM_LEN y = 0;
1714
1715         clear_bldg(4,18);
1716         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);
1717         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1718
1719         for (i = 0; i < MAX_KUBI; i++)
1720         {
1721                 byte color;
1722                 concptr done_mark;
1723                 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])];
1724
1725                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1726                 {
1727                         color = TERM_RED;
1728                         done_mark = _("(済)", "(done)");
1729                 }
1730                 else
1731                 {
1732                         color = TERM_WHITE;
1733                         done_mark = "";
1734                 }
1735
1736                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1737
1738                 y = (y+1) % 10;
1739                 if (!y && (i < MAX_KUBI -1))
1740                 {
1741                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1742                         (void)inkey();
1743                         prt("", 0, 0);
1744                         clear_bldg(7,18);
1745                 }
1746         }
1747 }
1748
1749
1750
1751 /*!
1752  * 賞金首の報酬テーブル / List of prize object
1753  */
1754 static struct {
1755         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1756         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1757 } prize_list[MAX_KUBI] = 
1758 {
1759         {TV_POTION, SV_POTION_CURING},
1760         {TV_POTION, SV_POTION_SPEED},
1761         {TV_POTION, SV_POTION_SPEED},
1762         {TV_POTION, SV_POTION_RESISTANCE},
1763         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1764
1765         {TV_POTION, SV_POTION_HEALING},
1766         {TV_POTION, SV_POTION_RESTORE_MANA},
1767         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1768         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1769         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1770
1771         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1772         {TV_POTION, SV_POTION_STAR_HEALING},
1773         {TV_POTION, SV_POTION_STAR_HEALING},
1774         {TV_POTION, SV_POTION_NEW_LIFE},
1775         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1776
1777         {TV_POTION, SV_POTION_LIFE},
1778         {TV_POTION, SV_POTION_LIFE},
1779         {TV_POTION, SV_POTION_AUGMENTATION},
1780         {TV_POTION, SV_POTION_INVULNERABILITY},
1781         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1782 };
1783
1784 /*!
1785  * @brief 賞金首の引き換え処理 / Get prize
1786  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1787  */
1788 static bool kankin(void)
1789 {
1790         INVENTORY_IDX i;
1791         int j;
1792         bool change = FALSE;
1793         GAME_TEXT o_name[MAX_NLEN];
1794         object_type *o_ptr;
1795
1796         /* Loop for p_ptr->inventory_list and right/left arm */
1797         for (i = 0; i <= INVEN_LARM; i++)
1798         {
1799                 o_ptr = &p_ptr->inventory_list[i];
1800
1801                 /* Living Tsuchinoko worthes $1000000 */
1802                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1803                 {
1804                         char buf[MAX_NLEN+20];
1805                         object_desc(o_name, o_ptr, 0);
1806                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1807                         if (get_check(buf))
1808                         {
1809                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1810                                 p_ptr->au += 1000000L * o_ptr->number;
1811                                 p_ptr->redraw |= (PR_GOLD);
1812                                 inven_item_increase(i, -o_ptr->number);
1813                                 inven_item_describe(i);
1814                                 inven_item_optimize(i);
1815                         }
1816                         change = TRUE;
1817                 }
1818         }
1819
1820         for (i = 0; i < INVEN_PACK; i++)
1821         {
1822                 o_ptr = &p_ptr->inventory_list[i];
1823
1824                 /* Corpse of Tsuchinoko worthes $200000 */
1825                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1826                 {
1827                         char buf[MAX_NLEN+20];
1828                         object_desc(o_name, o_ptr, 0);
1829                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1830                         if (get_check(buf))
1831                         {
1832                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1833                                 p_ptr->au += 200000L * o_ptr->number;
1834                                 p_ptr->redraw |= (PR_GOLD);
1835                                 inven_item_increase(i, -o_ptr->number);
1836                                 inven_item_describe(i);
1837                                 inven_item_optimize(i);
1838                         }
1839                         change = TRUE;
1840                 }
1841         }
1842
1843         for (i = 0; i < INVEN_PACK; i++)
1844         {
1845                 o_ptr = &p_ptr->inventory_list[i];
1846
1847                 /* Bones of Tsuchinoko worthes $100000 */
1848                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1849                 {
1850                         char buf[MAX_NLEN+20];
1851                         object_desc(o_name, o_ptr, 0);
1852                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1853                         if (get_check(buf))
1854                         {
1855                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1856                                 p_ptr->au += 100000L * o_ptr->number;
1857                                 p_ptr->redraw |= (PR_GOLD);
1858                                 inven_item_increase(i, -o_ptr->number);
1859                                 inven_item_describe(i);
1860                                 inven_item_optimize(i);
1861                         }
1862                         change = TRUE;
1863                 }
1864         }
1865
1866         for (i = 0; i < INVEN_PACK; i++)
1867         {
1868                 o_ptr = &p_ptr->inventory_list[i];
1869                 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)))
1870                 {
1871                         char buf[MAX_NLEN+20];
1872                         object_desc(o_name, o_ptr, 0);
1873                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1874                         if (get_check(buf))
1875                         {
1876                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1877                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1878                                 p_ptr->redraw |= (PR_GOLD);
1879                                 inven_item_increase(i, -o_ptr->number);
1880                                 inven_item_describe(i);
1881                                 inven_item_optimize(i);
1882                         }
1883                         change = TRUE;
1884                 }
1885         }
1886
1887         for (i = 0; i < INVEN_PACK; i++)
1888         {
1889                 o_ptr = &p_ptr->inventory_list[i];
1890
1891                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1892                 {
1893                         char buf[MAX_NLEN+20];
1894                         object_desc(o_name, o_ptr, 0);
1895                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1896                         if (get_check(buf))
1897                         {
1898                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1899                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1900                                 p_ptr->redraw |= (PR_GOLD);
1901                                 inven_item_increase(i, -o_ptr->number);
1902                                 inven_item_describe(i);
1903                                 inven_item_optimize(i);
1904                         }
1905                         change = TRUE;
1906                 }
1907         }
1908
1909         for (j = 0; j < MAX_KUBI; j++)
1910         {
1911                 /* Need reverse order --- Positions will be changed in the loop */
1912                 for (i = INVEN_PACK-1; i >= 0; i--)
1913                 {
1914                         o_ptr = &p_ptr->inventory_list[i];
1915                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1916                         {
1917                                 char buf[MAX_NLEN+20];
1918                                 int num, k;
1919                                 INVENTORY_IDX item_new;
1920                                 object_type forge;
1921
1922                                 object_desc(o_name, o_ptr, 0);
1923                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1924                                 if (!get_check(buf)) continue;
1925
1926 #if 0 /* Obsoleted */
1927                                 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);
1928                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1929                                 p_ptr->redraw |= (PR_GOLD);
1930                                 inven_item_increase(i, -o_ptr->number);
1931                                 inven_item_describe(i);
1932                                 inven_item_optimize(i);
1933                                 chg_virtue(V_JUSTICE, 5);
1934                                 current_world_ptr->bounty_r_idx[j] += 10000;
1935
1936                                 change = TRUE;
1937 #endif /* Obsoleted */
1938
1939                                 /* Hand it first */
1940                                 inven_item_increase(i, -o_ptr->number);
1941                                 inven_item_describe(i);
1942                                 inven_item_optimize(i);
1943
1944                                 chg_virtue(V_JUSTICE, 5);
1945                                 current_world_ptr->bounty_r_idx[j] += 10000;
1946
1947                                 /* Count number of unique corpses already handed */
1948                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1949                                 {
1950                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1951                                 }
1952                                 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" : ""));
1953
1954                                 /* Prepare to make a prize */
1955                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1956                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1957
1958                                 object_aware(&forge);
1959                                 object_known(&forge);
1960
1961                                 /*
1962                                  * Hand it --- Assume there is an empty slot.
1963                                  * Since a corpse is handed at first,
1964                                  * there is at least one empty slot.
1965                                  */
1966                                 item_new = inven_carry(&forge);
1967
1968                                 object_desc(o_name, &forge, 0);
1969                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1970
1971                                 /* Auto-inscription */
1972                                 autopick_alter_item(item_new, FALSE);
1973                                 handle_stuff();
1974
1975                                 change = TRUE;
1976                         }
1977                 }
1978         }
1979
1980         if (!change)
1981         {
1982                 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."));
1983                 msg_print(NULL);
1984                 return FALSE;
1985         }
1986         return TRUE;
1987 }
1988
1989 /*!
1990  * @brief 宿屋の利用サブルーチン
1991  * @details inn commands\n
1992  * Note that resting for the night was a perfect way to avoid player\n
1993  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1994  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1995  * will not be that useful.  I will keep it in the hopes the player\n
1996  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1997  * Resting at night is also a quick way to restock stores -KMW-\n
1998  * @param cmd 宿屋の利用施設ID
1999  * @return 施設の利用が実際に行われたか否か。
2000  */
2001 static bool inn_comm(int cmd)
2002 {
2003         switch (cmd)
2004         {
2005                 case BACT_FOOD: /* Buy food & drink */
2006                         if (p_ptr->food >= PY_FOOD_FULL)
2007                         {
2008                                 msg_print(_("今は満腹だ。", "You are full now."));
2009                                 return FALSE;
2010                         }
2011                         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."));
2012                         (void)set_food(PY_FOOD_MAX - 1);
2013                         break;
2014
2015                 case BACT_REST: /* Rest for the night */
2016                         if ((p_ptr->poisoned) || (p_ptr->cut))
2017                         {
2018                                 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."));
2019                                 msg_print(NULL);
2020                                 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."));
2021                         }
2022                         else
2023                         {
2024                                 s32b oldturn = current_world_ptr->game_turn;
2025                                 int prev_day, prev_hour, prev_min;
2026
2027                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2028                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2029                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2030                                 else
2031                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2032                                 
2033                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2034                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2035                                 {
2036                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2037                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2038                                 }
2039
2040                                 prevent_turn_overflow();
2041
2042                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2043                                 p_ptr->chp = p_ptr->mhp;
2044
2045                                 if (ironman_nightmare)
2046                                 {
2047                                         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."));
2048
2049                                         /* Have some nightmares */
2050                                         while(1)
2051                                         {
2052                                                 sanity_blast(NULL, FALSE);
2053                                                 if (!one_in_(3)) break;
2054                                         }
2055
2056                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2057                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2058                                 }
2059                                 else
2060                                 {
2061                                         set_blind(0);
2062                                         set_confused(0);
2063                                         p_ptr->stun = 0;
2064                                         p_ptr->chp = p_ptr->mhp;
2065                                         p_ptr->csp = p_ptr->msp;
2066                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2067                                         {
2068                                                 int i;
2069                                                 for (i = 0; i < 72; i++)
2070                                                 {
2071                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2072                                                 }
2073                                                 for (; i < 108; i++)
2074                                                 {
2075                                                         p_ptr->magic_num1[i] = 0;
2076                                                 }
2077                                         }
2078
2079                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2080                                         {
2081                                                 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."));
2082                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2083                                         }
2084                                         else
2085                                         {
2086                                                 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."));
2087                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2088                                         }
2089                                 }
2090                         }
2091                         break;
2092
2093                 case BACT_RUMORS: /* Listen for rumors */
2094                         {
2095                                 display_rumor(TRUE);
2096                                 break;
2097                         }
2098         }
2099
2100         return (TRUE);
2101 }
2102
2103
2104 /*!
2105  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2106  * @param questnum クエストのID
2107  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2108  * @return なし
2109  */
2110 static void get_questinfo(IDX questnum, bool do_init)
2111 {
2112         int i;
2113         QUEST_IDX old_quest;
2114         GAME_TEXT tmp_str[80];
2115
2116         /* Clear the text */
2117         for (i = 0; i < 10; i++)
2118         {
2119                 quest_text[i][0] = '\0';
2120         }
2121
2122         quest_text_line = 0;
2123
2124         /* Set the quest number temporary */
2125         old_quest = p_ptr->inside_quest;
2126         p_ptr->inside_quest = questnum;
2127
2128         /* Get the quest text */
2129         init_flags = INIT_SHOW_TEXT;
2130         if (do_init) init_flags |= INIT_ASSIGN;
2131
2132         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2133
2134         /* Reset the old quest number */
2135         p_ptr->inside_quest = old_quest;
2136
2137         /* Print the quest info */
2138         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);
2139
2140         prt(tmp_str, 5, 0);
2141
2142         prt(quest[questnum].name, 7, 0);
2143
2144         for (i = 0; i < 10; i++)
2145         {
2146                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2147         }
2148 }
2149
2150 /*!
2151  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2152  * @return なし
2153  */
2154 static void castle_quest(void)
2155 {
2156         QUEST_IDX q_index = 0;
2157         monster_race *r_ptr;
2158         quest_type *q_ptr;
2159         concptr name;
2160
2161
2162         clear_bldg(4, 18);
2163
2164         /* Current quest of the building */
2165         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2166
2167         /* Is there a quest available at the building? */
2168         if (!q_index)
2169         {
2170                 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);
2171                 return;
2172         }
2173
2174         q_ptr = &quest[q_index];
2175
2176         /* Quest is completed */
2177         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2178         {
2179                 /* Rewarded quest */
2180                 q_ptr->status = QUEST_STATUS_REWARDED;
2181
2182                 get_questinfo(q_index, FALSE);
2183
2184                 reinit_wilderness = TRUE;
2185         }
2186         /* Failed quest */
2187         else if (q_ptr->status == QUEST_STATUS_FAILED)
2188         {
2189                 get_questinfo(q_index, FALSE);
2190
2191                 /* Mark quest as done (but failed) */
2192                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2193
2194                 reinit_wilderness = TRUE;
2195         }
2196         /* Quest is still unfinished */
2197         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2198         {
2199                 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);
2200                 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);
2201                 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);
2202         }
2203         /* No quest yet */
2204         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2205         {
2206                 q_ptr->status = QUEST_STATUS_TAKEN;
2207
2208                 reinit_wilderness = TRUE;
2209
2210                 /* Assign a new quest */
2211                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2212                 {
2213                         if (q_ptr->r_idx == 0)
2214                         {
2215                                 /* Random monster at least 5 - 10 levels out of deep */
2216                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2217                         }
2218
2219                         r_ptr = &r_info[q_ptr->r_idx];
2220
2221                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2222                         {
2223                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2224                                 r_ptr = &r_info[q_ptr->r_idx];
2225                         }
2226
2227                         if (q_ptr->max_num == 0)
2228                         {
2229                                 /* Random monster number */
2230                                 if (randint1(10) > 7)
2231                                         q_ptr->max_num = 1;
2232                                 else
2233                                         q_ptr->max_num = randint1(3) + 1;
2234                         }
2235
2236                         q_ptr->cur_num = 0;
2237                         name = (r_name + r_ptr->name);
2238                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2239                 }
2240                 else
2241                 {
2242                         get_questinfo(q_index, TRUE);
2243                 }
2244         }
2245 }
2246
2247
2248 /*!
2249  * @brief 町に関するヘルプを表示する / Display town history
2250  * @return なし
2251  */
2252 static void town_history(void)
2253 {
2254         screen_save();
2255
2256         /* Peruse the building help file */
2257         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2258         screen_load();
2259 }
2260
2261 /*!
2262  * @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
2263  * @param dam 基本ダメージ
2264  * @param mult スレイ倍率(掛け算部分)
2265  * @param div スレイ倍率(割り算部分)
2266  * @param force 理力特別計算フラグ
2267  * @return ダメージ期待値
2268  */
2269 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2270 {
2271         int tmp;
2272         if(force)
2273         {
2274                 tmp = dam * 60;
2275                 tmp *= mult * 3;
2276                 tmp /= div * 2;
2277                 tmp += dam * 60 * 2;
2278                 tmp /= 60;
2279         }
2280         else
2281         {
2282                 tmp = dam * 60;
2283                 tmp *= mult; 
2284                 tmp /= div;
2285                 tmp /= 60;
2286         }
2287         return tmp;
2288 }
2289
2290 /*!
2291  * @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)
2292  * @param dam 基本ダメージ
2293  * @param mult スレイ倍率(掛け算部分)
2294  * @param div スレイ倍率(割り算部分)
2295  * @param force 理力特別計算フラグ
2296  * @param weight 重量
2297  * @param plus 武器ダメージ修正
2298  * @param meichuu 命中値
2299  * @param dokubari 毒針処理か否か
2300  * @param vorpal_mult 切れ味倍率(掛け算部分)
2301  * @param vorpal_div 切れ味倍率(割り算部分)
2302  * @return ダメージ期待値
2303  */
2304 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)
2305 {
2306         dam = calc_slaydam(dam, mult, div, force);
2307         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2308         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2309         return dam;
2310 }
2311
2312
2313 /*!
2314  * @brief 武器の各条件毎のダメージ期待値を表示する。
2315  * @param r 表示行
2316  * @param c 表示列
2317  * @param mindice ダイス部分最小値
2318  * @param maxdice ダイス部分最大値
2319  * @param blows 攻撃回数
2320  * @param dam_bonus ダメージ修正値
2321  * @param attr 条件内容
2322  * @param color 条件内容の表示色
2323  * @details
2324  * Display the damage figure of an object\n
2325  * (used by compare_weapon_aux)\n
2326  * \n
2327  * Only accurate for the current weapon, because it includes\n
2328  * the current +dam of the player.\n
2329  * @return なし
2330  */
2331 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2332 {
2333         GAME_TEXT tmp_str[80];
2334         int mindam, maxdam;
2335         
2336         mindam = blows * (mindice + dam_bonus);
2337         maxdam = blows * (maxdice + dam_bonus);
2338
2339         /* Print the intro text */
2340         c_put_str(color, attr, r, c);
2341
2342         /* Calculate the min and max damage figures */
2343         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2344         
2345         /* Print the damage */
2346         put_str(tmp_str, r, c + 8);
2347 }
2348
2349
2350 /*!
2351  * @brief 武器一つ毎のダメージ情報を表示する。
2352  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2353  * @param col 表示する行の上端
2354  * @param r 表示する列の左端
2355  * @details
2356  * Show the damage figures for the various monster types\n
2357  * \n
2358  * Only accurate for the current weapon, because it includes\n
2359  * the current number of blows for the player.\n
2360  * @return なし
2361  */
2362 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2363 {
2364         BIT_FLAGS flgs[TR_FLAG_SIZE];
2365         int blow = p_ptr->num_blow[0];
2366         bool force = FALSE;
2367         bool dokubari = FALSE;
2368         
2369         /* Effective dices */
2370         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2371         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2372         
2373         int mindice = eff_dd;
2374         int maxdice = eff_ds * eff_dd;
2375         int mindam = 0;
2376         int maxdam = 0;
2377         int vorpal_mult = 1;
2378         int vorpal_div = 1;
2379         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2380         
2381
2382         /* Get the flags of the weapon */
2383         object_flags(o_ptr, flgs);
2384         
2385         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2386         
2387         
2388         /* Show Critical Damage*/
2389         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2390         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2391         
2392         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2393
2394         
2395         /* Vorpal Hit*/
2396         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2397         {
2398                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2399                 {
2400                         vorpal_mult = 5;
2401                         vorpal_div = 3;
2402                 }
2403                 else
2404                 {
2405                         vorpal_mult = 11;
2406                         vorpal_div = 9;
2407                 }
2408                 
2409                 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);
2410                 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);         
2411                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2412         }       
2413         
2414         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2415         {
2416                 force = TRUE;
2417                 
2418                 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);
2419                 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);
2420                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2421         }
2422                 
2423         /* Print the relevant lines */
2424         if (have_flag(flgs, TR_KILL_ANIMAL))
2425         {
2426                 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);
2427                 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);         
2428                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2429         }
2430         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2431         {
2432                 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);
2433                 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);
2434                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2435         }
2436         if (have_flag(flgs, TR_KILL_EVIL))
2437         {       
2438                 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);
2439                 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);
2440                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2441         }
2442         else if (have_flag(flgs, TR_SLAY_EVIL))
2443         {       
2444                 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);
2445                 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);         
2446                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2447         }
2448         if (have_flag(flgs, TR_KILL_HUMAN))
2449         {       
2450                 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);
2451                 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);
2452                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2453         }
2454         else if (have_flag(flgs, TR_SLAY_HUMAN))
2455         {       
2456                 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);
2457                 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);
2458                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2459         }
2460         if (have_flag(flgs, TR_KILL_UNDEAD))
2461         {
2462                 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);
2463                 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);
2464                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2465         }
2466         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2467         {
2468                 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);
2469                 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);
2470                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2471         }
2472         if (have_flag(flgs, TR_KILL_DEMON))
2473         {       
2474                 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);
2475                 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);
2476                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2477         }
2478         else if (have_flag(flgs, TR_SLAY_DEMON))
2479         {       
2480                 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);
2481                 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);
2482                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2483         }
2484         if (have_flag(flgs, TR_KILL_ORC))
2485         {
2486                 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);
2487                 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);
2488                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2489         }
2490         else if (have_flag(flgs, TR_SLAY_ORC))
2491         {
2492                 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);
2493                 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);
2494                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2495         }
2496         if (have_flag(flgs, TR_KILL_TROLL))
2497         {
2498                 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);
2499                 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);
2500                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2501         }
2502         else if (have_flag(flgs, TR_SLAY_TROLL))
2503         {
2504                 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);
2505                 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);
2506                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2507         }
2508         if (have_flag(flgs, TR_KILL_GIANT))
2509         {
2510                 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);
2511                 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);
2512                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2513         }
2514         else if (have_flag(flgs, TR_SLAY_GIANT))
2515         {
2516                 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);
2517                 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);
2518                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2519         }
2520         if (have_flag(flgs, TR_KILL_DRAGON))
2521         {
2522                 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);
2523                 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);
2524                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2525         }
2526         else if (have_flag(flgs, TR_SLAY_DRAGON))
2527         {               
2528                 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);
2529                 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);
2530                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2531         }
2532         if (have_flag(flgs, TR_BRAND_ACID))
2533         {
2534                 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);
2535                 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);
2536                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2537         }
2538         if (have_flag(flgs, TR_BRAND_ELEC))
2539         {
2540                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2543         }
2544         if (have_flag(flgs, TR_BRAND_FIRE))
2545         {
2546                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2549         }
2550         if (have_flag(flgs, TR_BRAND_COLD))
2551         {
2552                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2553                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2554                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2555         }
2556         if (have_flag(flgs, TR_BRAND_POIS))
2557         {
2558                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2559                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2560                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2561         }
2562 }
2563
2564 /*!
2565  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2566  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2567  * @param row 表示する列の左端
2568  * @param col 表示する行の上端
2569  * @details
2570  * Displays all info about a weapon
2571  *
2572  * Only accurate for the current weapon, because it includes
2573  * various info about the player's +to_dam and number of blows.
2574  * @return なし
2575  */
2576 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2577 {
2578         GAME_TEXT o_name[MAX_NLEN];
2579         GAME_TEXT tmp_str[80];
2580
2581         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2582         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2583         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2584
2585         /* Print the weapon name */
2586         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2587         c_put_str(TERM_YELLOW, o_name, row, col);
2588
2589         /* Print the player's number of blows */
2590         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2591         put_str(tmp_str, row+1, col);
2592
2593         /* Print to_hit and to_dam of the weapon */
2594         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2595         put_str(tmp_str, row+2, col);
2596
2597         /* Print the weapons base damage dice */
2598         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2599                 (int)hit_chance(reli, 0),
2600                 (int)hit_chance(reli, 50),
2601                 (int)hit_chance(reli, 100),
2602                 (int)hit_chance(reli, 150),
2603                 (int)hit_chance(reli, 200));
2604         put_str(tmp_str, row+3, col);
2605         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2606
2607         /* Damage for one blow (if it hits) */
2608         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2609             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2610                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2611         put_str(tmp_str, row+6, col+1);
2612
2613         /* Damage for the complete attack (if all blows hit) */
2614         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2615                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2616                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2617         put_str(tmp_str, row+7, col+1);
2618 }
2619
2620 /*!
2621  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2622  * @details 
2623  * Copies the weapons to compare into the weapon-slot and\n
2624  * compares the values for both weapons.\n
2625  * 武器1つだけで比較をしないなら費用は半額になる。
2626  * @param bcost 基本鑑定費用
2627  * @return 最終的にかかった費用
2628  */
2629 static PRICE compare_weapons(PRICE bcost)
2630 {
2631         int i, n;
2632         OBJECT_IDX item, item2;
2633         object_type *o_ptr[2];
2634         object_type orig_weapon;
2635         object_type *i_ptr;
2636         concptr q, s;
2637         TERM_LEN row = 2;
2638         TERM_LEN wid = 38, mgn = 2;
2639         bool old_character_xtra = current_world_ptr->character_xtra;
2640         char ch;
2641         PRICE total = 0;
2642         PRICE cost = 0; /* First time no price */
2643
2644         screen_save();
2645         clear_bldg(0, 22);
2646
2647         /* Store copy of original wielded weapon */
2648         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2649         object_copy(&orig_weapon, i_ptr);
2650
2651         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2652
2653         /* Get the first weapon */
2654         q = _("第一の武器は?", "What is your first weapon? ");
2655         s = _("比べるものがありません。", "You have nothing to compare.");
2656
2657         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2658         if (!o_ptr[0])
2659         {
2660                 screen_load();
2661                 return (0);
2662         }
2663
2664         n = 1;
2665         total = bcost;
2666
2667         while (TRUE)
2668         {
2669                 clear_bldg(0, 22);
2670
2671                 /* Only compare melee weapons */
2672                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2673
2674                 /* Hack -- prevent "icky" message */
2675                 current_world_ptr->character_xtra = TRUE;
2676
2677                 /* Diaplay selected weapon's infomation */
2678                 for (i = 0; i < n; i++)
2679                 {
2680                         int col = (wid * i + mgn);
2681
2682                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2683                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2684
2685                         p_ptr->update |= PU_BONUS;
2686                         handle_stuff();
2687
2688                         /* List the new values */
2689                         list_weapon(o_ptr[i], row, col);
2690                         compare_weapon_aux(o_ptr[i], col, row + 8);
2691
2692                         /* Copy back the original weapon into the weapon slot */
2693                         object_copy(i_ptr, &orig_weapon);
2694                 }
2695
2696                 /* Reset the values for the old weapon */
2697                 p_ptr->update |= PU_BONUS;
2698                 handle_stuff();
2699
2700                 current_world_ptr->character_xtra = old_character_xtra;
2701
2702 #ifdef JP
2703                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2704                 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);
2705                 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);
2706 #else
2707                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2708                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2709                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2710 #endif
2711
2712                 flush();
2713                 ch = inkey();
2714
2715                 if (ch == 's')
2716                 {
2717                         if (total + cost > p_ptr->au)
2718                         {
2719                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2720                                 msg_print(NULL);
2721                                 continue;
2722                         }
2723
2724                         q = _("第二の武器は?", "What is your second weapon? ");
2725                         s = _("比べるものがありません。", "You have nothing to compare.");
2726
2727                         /* Get the second weapon */
2728                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2729                         if (!o_ptr[1]) continue;
2730
2731                         total += cost;
2732                         cost = bcost / 2;
2733                         n = 2;
2734                 }
2735                 else
2736                 {
2737                         break;
2738                 }
2739         }
2740         screen_load();
2741
2742         return (total);
2743 }
2744
2745
2746 /*!
2747  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2748  * @details 
2749  * Calculate and display the dodge-rate and the protection-rate
2750  * based on AC
2751  * @param iAC プレイヤーのAC。
2752  * @return 常にTRUEを返す。
2753  */
2754 static bool eval_ac(ARMOUR_CLASS iAC)
2755 {
2756 #ifdef JP
2757         const char memo[] =
2758                 "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"
2759                 "何パーセント軽減するかを示します。\n"
2760                 "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"
2761                 "に対してのみ効果があります。\n \n"
2762                 "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"
2763                 "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"
2764                 "敵のレベルとあなたのACによって決定されます。\n \n"
2765                 "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"
2766                 "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";
2767 #else
2768         const char memo[] =
2769                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2770                 "Note that the Protection rate is effective only against normal "
2771                 "'attack' and 'shatter' type melee attacks, "
2772                 "and has no effect against any other types such as 'poison'.\n \n"
2773                 "'Dodge Rate' indicates the success rate on dodging the "
2774                 "monster's melee attacks.  "
2775                 "It is depend on the level of the monster and your AC.\n \n"
2776                 "'Average Damage' indicates the expected amount of damage "
2777                 "when you are attacked by normal melee attacks with power=100.";
2778 #endif
2779
2780         int protection;
2781         TERM_LEN col, row = 2;
2782         DEPTH lvl;
2783         char buf[80*20], *t;
2784
2785         /* AC lower than zero has no effect */
2786         if (iAC < 0) iAC = 0;
2787
2788         /* ダメージ軽減率を計算 */
2789         protection = 100 * MIN(iAC, 150) / 250;
2790
2791         screen_save();
2792         clear_bldg(0, 22);
2793
2794         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2795         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2796         row++;
2797
2798         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2799         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2800         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2801     
2802         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2803         {
2804                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2805                 int dodge;   /* 回避率(%) */
2806                 int average; /* ダメージ期待値 */
2807
2808                 put_str(format("%3d", lvl), row + 0, col);
2809
2810                 /* 回避率を計算 */
2811                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2812                 put_str(format("%3d%%", dodge), row + 1, col);
2813
2814                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2815                 average = (100 - dodge) * (100 - protection) / 100;
2816                 put_str(format("%3d", average), row + 2, col);
2817         }
2818
2819         /* Display note */
2820         roff_to_buf(memo, 70, buf, sizeof(buf));
2821         for (t = buf; t[0]; t += strlen(t) + 1)
2822                 put_str(t, (row++) + 4, 4);
2823
2824         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);
2825   
2826         flush();
2827         (void)inkey();
2828         screen_load();
2829
2830         return (TRUE);
2831 }
2832
2833
2834
2835 /*!
2836  * @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。
2837  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2838  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2839  * @return 修復対象になるならTRUEを返す。
2840  */
2841 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2842 {
2843         int i, n = 0;
2844         int cand[TR_FLAG_MAX];
2845         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2846         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2847
2848         object_flags(to_ptr, to_flgs);
2849         object_flags(from_ptr, from_flgs);
2850
2851         for (i = 0; i < TR_FLAG_MAX; i++)
2852         {
2853                 switch (i)
2854                 {
2855                 case TR_IGNORE_ACID:
2856                 case TR_IGNORE_ELEC:
2857                 case TR_IGNORE_FIRE:
2858                 case TR_IGNORE_COLD:
2859                 case TR_ACTIVATE:
2860                 case TR_RIDING:
2861                 case TR_THROW:
2862                 case TR_SHOW_MODS:
2863                 case TR_HIDE_TYPE:
2864                 case TR_ES_ATTACK:
2865                 case TR_ES_AC:
2866                 case TR_FULL_NAME:
2867                 case TR_FIXED_FLAVOR:
2868                         break;
2869                 default:
2870                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2871                         {
2872                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2873                         }
2874                 }
2875         }
2876
2877         if (n > 0)
2878         {
2879                 int bmax;
2880                 int tr_idx = cand[randint0(n)];
2881                 add_flag(to_ptr->art_flags, tr_idx);
2882                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2883                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2884                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2885                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2886         }
2887
2888         return;
2889 }
2890
2891 /*!
2892  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2893  * @param bcost 基本修復費用
2894  * @return 実際にかかった費用
2895  */
2896 static PRICE repair_broken_weapon_aux(PRICE bcost)
2897 {
2898         PRICE cost;
2899         OBJECT_IDX item, mater;
2900         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2901         object_kind *k_ptr;
2902         int i, dd_bonus, ds_bonus;
2903         KIND_OBJECT_IDX k_idx;
2904         char basenm[MAX_NLEN];
2905         concptr q, s;
2906         int row = 7;
2907         clear_bldg(0, 22);
2908
2909         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);
2910         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);
2911
2912         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2913         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2914
2915         /* Only forge broken weapons */
2916         item_tester_hook = item_tester_hook_broken_weapon;
2917
2918         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2919         if (!o_ptr) return (0);
2920
2921         /* It is worthless */
2922         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2923         {
2924                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2925                 return (0);
2926         }
2927
2928         /* They are too many */
2929         if (o_ptr->number > 1)
2930         {
2931                 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!"));
2932                 return (0);
2933         }
2934
2935         /* Display item name */
2936         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2937         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2938
2939         q = _("材料となる武器は?", "Which weapon for material? ");
2940         s = _("材料となる武器がありません。", "You have no material to repair.");
2941
2942         /* Only forge broken weapons */
2943         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2944
2945         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2946         if (!mo_ptr) return (0);
2947         if (mater == item)
2948         {
2949                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2950                 return (0);
2951         }
2952
2953         /* Display item name */
2954         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2955         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2956
2957         /* Get the value of one of the items (except curses) */
2958         cost = bcost + object_value_real(o_ptr) * 2;
2959
2960         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);
2961
2962         /* Check if the player has enough money */
2963         if (p_ptr->au < cost)
2964         {
2965                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2966                 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);
2967                 msg_print(NULL);
2968                 return (0);
2969         }
2970
2971         p_ptr->total_weight -= o_ptr->weight;
2972
2973         if (o_ptr->sval == SV_BROKEN_DAGGER)
2974         {
2975                 KIND_OBJECT_IDX j;
2976                 int n = 1;
2977
2978                 /* Suppress compiler warning */
2979                 k_idx = 0;
2980
2981                 for (j = 1; j < max_k_idx; j++)
2982                 {
2983                         object_kind *k_aux_ptr = &k_info[j];
2984
2985                         if (k_aux_ptr->tval != TV_SWORD) continue;
2986                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2987                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2988                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2989                         if (k_aux_ptr->weight > 99) continue;
2990
2991                         if (one_in_(n)) 
2992                         {
2993                                 k_idx = j;
2994                                 n++;
2995                         }
2996                 }
2997         }
2998         else /* TV_BROKEN_SWORD */
2999         {
3000                 /* Repair to a sword or sometimes material's type weapon */
3001                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3002
3003                 while(1)
3004                 {
3005                         object_kind *ck_ptr;
3006
3007                         k_idx = lookup_kind(tval, SV_ANY);
3008                         ck_ptr = &k_info[k_idx];
3009
3010                         if (tval == TV_SWORD)
3011                         {
3012                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3013                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3014                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3015                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3016                         }
3017                         if (tval == TV_POLEARM)
3018                         {
3019                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3020                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3021                         }
3022                         if (tval == TV_HAFTED)
3023                         {
3024                                 if ((ck_ptr->sval == SV_GROND) ||
3025                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3026                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3027                         }
3028
3029                         break;
3030                 }
3031         }
3032
3033         /* Calculate dice bonuses */
3034         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3035         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3036         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3037         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3038
3039         /* Change base object */
3040         k_ptr = &k_info[k_idx];
3041         o_ptr->k_idx = k_idx;
3042         o_ptr->weight = k_ptr->weight;
3043         o_ptr->tval = k_ptr->tval;
3044         o_ptr->sval = k_ptr->sval;
3045         o_ptr->dd = k_ptr->dd;
3046         o_ptr->ds = k_ptr->ds;
3047
3048         /* Copy base object's ability */
3049         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3050         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3051         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3052
3053         /* Dice up */
3054         if (dd_bonus > 0)
3055         {
3056                 o_ptr->dd++;
3057                 for (i = 1; i < dd_bonus; i++)
3058                 {
3059                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3060                 }
3061         }
3062         if (ds_bonus > 0)
3063         {
3064                 o_ptr->ds++;
3065                 for (i = 1; i < ds_bonus; i++)
3066                 {
3067                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3068                 }
3069         }
3070
3071         if (have_flag(k_ptr->flags, TR_BLOWS))
3072         {
3073                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3074                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3075         }
3076
3077         /* Add one random ability from material weapon */
3078         give_one_ability_of_object(o_ptr, mo_ptr);
3079
3080         /* Add to-dam, to-hit and to-ac from material weapon */
3081         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3082         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3083         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3084
3085         if ((o_ptr->name1 == ART_NARSIL) ||
3086                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3087                 (object_is_ego(o_ptr) && one_in_(7)))
3088         {
3089                 /* Forge it */
3090                 if (object_is_ego(o_ptr))
3091                 {
3092                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3093                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3094                 }
3095
3096                 /* Add one random ability from material weapon */
3097                 give_one_ability_of_object(o_ptr, mo_ptr);
3098
3099                 /* Add one random activation */
3100                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3101
3102                 /* Narsil */
3103                 if (o_ptr->name1 == ART_NARSIL)
3104                 {
3105                         one_high_resistance(o_ptr);
3106                         one_ability(o_ptr);
3107                 }
3108
3109                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3110         }
3111
3112         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3113 #ifdef JP
3114         msg_format("$%dで%sに修復しました。", cost, basenm);
3115 #else
3116         msg_format("Repaired into %s for %d gold.", basenm, cost);
3117 #endif
3118         msg_print(NULL);
3119
3120         /* Remove BROKEN flag */
3121         o_ptr->ident &= ~(IDENT_BROKEN);
3122
3123         /* Add repaired flag */
3124         o_ptr->discount = 99;
3125
3126         p_ptr->total_weight += o_ptr->weight;
3127         calc_android_exp();
3128
3129         /* Decrease material object */
3130         inven_item_increase(mater, -1);
3131         inven_item_optimize(mater);
3132
3133         /* Copyback */
3134         p_ptr->update |= PU_BONUS;
3135         handle_stuff();
3136
3137         /* Something happened */
3138         return (cost);
3139 }
3140
3141 /*!
3142  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3143  * @param bcost 基本鑑定費用
3144  * @return 実際にかかった費用
3145  */
3146 static int repair_broken_weapon(PRICE bcost)
3147 {
3148         PRICE cost;
3149         screen_save();
3150         cost = repair_broken_weapon_aux(bcost);
3151         screen_load();
3152         return cost;
3153 }
3154
3155
3156 /*!
3157  * @brief アイテムの強化を行う。 / Enchant item
3158  * @param cost 1回毎の費用
3159  * @param to_hit 命中をアップさせる量
3160  * @param to_dam ダメージをアップさせる量
3161  * @param to_ac ACをアップさせる量
3162  * @return 実際に行ったらTRUE
3163  */
3164 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3165 {
3166         int i;
3167         OBJECT_IDX item;
3168         bool okay = FALSE;
3169         object_type *o_ptr;
3170         concptr q, s;
3171         int maxenchant = (p_ptr->lev / 5);
3172         char tmp_str[MAX_NLEN];
3173
3174         clear_bldg(4, 18);
3175         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3176         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3177
3178         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3179         s = _("改良できるものがありません。", "You have nothing to improve.");
3180
3181         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3182         if (!o_ptr) return (FALSE);
3183
3184         /* Check if the player has enough money */
3185         if (p_ptr->au < (cost * o_ptr->number))
3186         {
3187                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3188                 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);
3189                 return (FALSE);
3190         }
3191
3192         /* Enchant to hit */
3193         for (i = 0; i < to_hit; i++)
3194         {
3195                 if (o_ptr->to_h < maxenchant)
3196                 {
3197                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3198                         {
3199                                 okay = TRUE;
3200                                 break;
3201                         }
3202                 }
3203         }
3204
3205         /* Enchant to damage */
3206         for (i = 0; i < to_dam; i++)
3207         {
3208                 if (o_ptr->to_d < maxenchant)
3209                 {
3210                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3211                         {
3212                                 okay = TRUE;
3213                                 break;
3214                         }
3215                 }
3216         }
3217
3218         /* Enchant to AC */
3219         for (i = 0; i < to_ac; i++)
3220         {
3221                 if (o_ptr->to_a < maxenchant)
3222                 {
3223                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3224                         {
3225                                 okay = TRUE;
3226                                 break;
3227                         }
3228                 }
3229         }
3230
3231         /* Failure */
3232         if (!okay)
3233         {
3234                 if (flush_failure) flush();
3235                 msg_print(_("改良に失敗した。", "The improvement failed."));
3236                 return (FALSE);
3237         }
3238         else
3239         {
3240                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3241 #ifdef JP
3242                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3243 #else
3244                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3245 #endif
3246
3247                 /* Charge the money */
3248                 p_ptr->au -= (cost * o_ptr->number);
3249
3250                 if (item >= INVEN_RARM) calc_android_exp();
3251
3252                 /* Something happened */
3253                 return (TRUE);
3254         }
3255 }
3256
3257
3258 /*!
3259  * @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
3260  * @details
3261  * The player can select the number of charges to add\n
3262  * (up to a limit), and the recharge never fails.\n
3263  *\n
3264  * The cost for rods depends on the level of the rod. The prices\n
3265  * for recharging wands and staves are dependent on the cost of\n
3266  * the base-item.\n
3267  * @return なし
3268  */
3269 static void building_recharge(void)
3270 {
3271         OBJECT_IDX  item;
3272         DEPTH       lev;
3273         object_type *o_ptr;
3274         object_kind *k_ptr;
3275         concptr        q, s;
3276         PRICE       price;
3277         PARAMETER_VALUE charges;
3278         int         max_charges;
3279         char        tmp_str[MAX_NLEN];
3280
3281         msg_flag = FALSE;
3282
3283         /* Display some info */
3284         clear_bldg(4, 18);
3285         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);
3286
3287
3288         /* Only accept legal items */
3289         item_tester_hook = item_tester_hook_recharge;
3290
3291         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3292         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3293
3294         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3295         if (!o_ptr) return;
3296
3297         k_ptr = &k_info[o_ptr->k_idx];
3298
3299         /*
3300          * We don't want to give the player free info about
3301          * the level of the item or the number of charges.
3302          */
3303         /* The item must be "known" */
3304         if (!object_is_known(o_ptr))
3305         {
3306                 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!"));
3307                 msg_print(NULL);
3308
3309                 if ((p_ptr->au >= 50) &&
3310                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3311
3312                 {
3313                         p_ptr->au -= 50;
3314                         identify_item(o_ptr);
3315                         object_desc(tmp_str, o_ptr, 0);
3316                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3317
3318                         /* Auto-inscription */
3319                         autopick_alter_item(item, FALSE);
3320
3321                         /* Update the gold display */
3322                         building_prt_gold();
3323                 }
3324                 else
3325                 {
3326                         return;
3327                 }
3328         }
3329
3330         /* Extract the object "level" */
3331         lev = k_info[o_ptr->k_idx].level;
3332
3333         /* Price for a rod */
3334         if (o_ptr->tval == TV_ROD)
3335         {
3336                 if (o_ptr->timeout > 0)
3337                 {
3338                         /* Fully recharge */
3339                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3340                 }
3341                 else
3342                 {
3343                         /* No recharge necessary */
3344                         price = 0;
3345                         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."));
3346                         return;
3347                 }
3348         }
3349         else if (o_ptr->tval == TV_STAFF)
3350         {
3351                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3352                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3353
3354                 /* Pay at least 10 gold per charge */
3355                 price = MAX(10, price);
3356         }
3357         else
3358         {
3359                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3360                 price = (k_info[o_ptr->k_idx].cost / 10);
3361
3362                 /* Pay at least 10 gold per charge */
3363                 price = MAX(10, price);
3364         }
3365
3366         /* Limit the number of charges for wands and staffs */
3367         if (o_ptr->tval == TV_WAND
3368                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3369         {
3370                 if (o_ptr->number > 1)
3371                 {
3372                         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."));
3373                 }
3374                 else
3375                 {
3376                         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."));
3377                 }
3378                 return;
3379         }
3380         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3381         {
3382                 if (o_ptr->number > 1)
3383                 {
3384                         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."));
3385                 }
3386                 else
3387                 {
3388                         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."));
3389                 }
3390                 return;
3391         }
3392
3393         /* Check if the player has enough money */
3394         if (p_ptr->au < price)
3395         {
3396                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3397 #ifdef JP
3398                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3399 #else
3400                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3401 #endif
3402
3403                 return;
3404         }
3405
3406         if (o_ptr->tval == TV_ROD)
3407         {
3408 #ifdef JP
3409                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3410 #else
3411                 if (get_check(format("Recharge the %s for %d gold? ",
3412                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3413 #endif
3414
3415                 {
3416                         /* Recharge fully */
3417                         o_ptr->timeout = 0;
3418                 }
3419                 else
3420                 {
3421                         return;
3422                 }
3423         }
3424         else
3425         {
3426                 if (o_ptr->tval == TV_STAFF)
3427                         max_charges = k_ptr->pval - o_ptr->pval;
3428                 else
3429                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3430
3431                 /* Get the quantity for staves and wands */
3432                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3433                                         MIN(p_ptr->au / price, max_charges));
3434
3435                 /* Do nothing */
3436                 if (charges < 1) return;
3437
3438                 /* Get the new price */
3439                 price *= charges;
3440
3441                 /* Recharge */
3442                 o_ptr->pval += charges;
3443
3444                 /* We no longer think the item is empty */
3445                 o_ptr->ident &= ~(IDENT_EMPTY);
3446         }
3447
3448         /* Give feedback */
3449         object_desc(tmp_str, o_ptr, 0);
3450 #ifdef JP
3451         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3452 #else
3453         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3454 #endif
3455         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3456
3457         p_ptr->window |= (PW_INVEN);
3458
3459         /* Pay the price */
3460         p_ptr->au -= price;
3461
3462         /* Finished */
3463         return;
3464 }
3465
3466
3467 /*!
3468  * @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
3469  * @details
3470  * The player can select the number of charges to add\n
3471  * (up to a limit), and the recharge never fails.\n
3472  *\n
3473  * The cost for rods depends on the level of the rod. The prices\n
3474  * for recharging wands and staves are dependent on the cost of\n
3475  * the base-item.\n
3476  * @return なし
3477  */
3478 static void building_recharge_all(void)
3479 {
3480         INVENTORY_IDX i;
3481         DEPTH lev;
3482         object_type *o_ptr;
3483         object_kind *k_ptr;
3484         PRICE price = 0;
3485         PRICE total_cost = 0;
3486
3487
3488         /* Display some info */
3489         msg_flag = FALSE;
3490         clear_bldg(4, 18);
3491         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);
3492
3493         /* Calculate cost */
3494         for ( i = 0; i < INVEN_PACK; i++)
3495         {
3496                 o_ptr = &p_ptr->inventory_list[i];
3497                                 
3498                 /* skip non magic device */
3499                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3500
3501                 /* need identified */
3502                 if (!object_is_known(o_ptr)) total_cost += 50;
3503
3504                 /* Extract the object "level" */
3505                 lev = k_info[o_ptr->k_idx].level;
3506
3507                 k_ptr = &k_info[o_ptr->k_idx];
3508
3509                 switch (o_ptr->tval)
3510                 {
3511                 case TV_ROD:
3512                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3513                         break;
3514
3515                 case TV_STAFF:
3516                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3517                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3518
3519                         /* Pay at least 10 gold per charge */
3520                         price = MAX(10, price);
3521
3522                         /* Fully charge */
3523                         price = (k_ptr->pval - o_ptr->pval) * price;
3524                         break;
3525
3526                 case TV_WAND:
3527                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3528                         price = (k_info[o_ptr->k_idx].cost / 10);
3529
3530                         /* Pay at least 10 gold per charge */
3531                         price = MAX(10, price);
3532
3533                         /* Fully charge */
3534                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3535                         break;
3536                 }
3537
3538                 /* if price <= 0 then item have enough charge */
3539                 if (price > 0) total_cost += price;
3540         }
3541
3542         if (!total_cost)
3543         {
3544                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3545                 msg_print(NULL);
3546                 return;
3547         }
3548
3549         /* Check if the player has enough money */
3550         if (p_ptr->au < total_cost)
3551         {
3552                 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 );
3553                 msg_print(NULL);
3554                 return;
3555         }
3556         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3557         
3558         for (i = 0; i < INVEN_PACK; i++)
3559         {
3560                 o_ptr = &p_ptr->inventory_list[i];
3561                 k_ptr = &k_info[o_ptr->k_idx];
3562
3563                 /* skip non magic device */
3564                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3565
3566                 if (!object_is_known(o_ptr))
3567                 {
3568                         identify_item(o_ptr);
3569
3570                         /* Auto-inscription */
3571                         autopick_alter_item(i, FALSE);
3572                 }
3573
3574                 /* Recharge */
3575                 switch (o_ptr->tval)
3576                 {
3577                 case TV_ROD:
3578                         o_ptr->timeout = 0;
3579                         break;
3580                 case TV_STAFF:
3581                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3582                         /* We no longer think the item is empty */
3583                         o_ptr->ident &= ~(IDENT_EMPTY);
3584                         break;
3585                 case TV_WAND:
3586                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3587                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3588                         /* We no longer think the item is empty */
3589                         o_ptr->ident &= ~(IDENT_EMPTY);
3590                         break;
3591                 }
3592         }
3593
3594         /* Give feedback */
3595         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3596         msg_print(NULL);
3597         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3598
3599         p_ptr->window |= (PW_INVEN);
3600
3601         /* Pay the price */
3602         p_ptr->au -= total_cost;
3603
3604         /* Finished */
3605         return;
3606 }
3607
3608 /*!
3609  * @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-
3610  * @return 常にTRUEを返す。
3611  * @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。
3612  */
3613 static bool research_mon(void)
3614 {
3615         IDX i;
3616         int n;
3617         MONRACE_IDX r_idx;
3618         char sym, query;
3619         char buf[128];
3620         bool notpicked;
3621         bool recall = FALSE;
3622         u16b why = 0;
3623         MONSTER_IDX *who;
3624
3625         /* XTRA HACK WHATSEARCH */
3626         bool all = FALSE;
3627         bool uniq = FALSE;
3628         bool norm = FALSE;
3629         char temp[80] = "";
3630
3631         /* XTRA HACK REMEMBER_IDX */
3632         static int old_sym = '\0';
3633         static IDX old_i = 0;
3634
3635         screen_save();
3636
3637         /* Get a character, or abort */
3638         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):",
3639                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3640
3641         {
3642                 screen_load();
3643
3644                 return (FALSE);
3645         }
3646
3647         /* Find that character info, and describe it */
3648         for (i = 0; ident_info[i]; ++i)
3649         {
3650                 if (sym == ident_info[i][0]) break;
3651         }
3652
3653                 /* XTRA HACK WHATSEARCH */
3654         if (sym == KTRL('A'))
3655         {
3656                 all = TRUE;
3657                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3658         }
3659         else if (sym == KTRL('U'))
3660         {
3661                 all = uniq = TRUE;
3662                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3663         }
3664         else if (sym == KTRL('N'))
3665         {
3666                 all = norm = TRUE;
3667                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3668         }
3669         else if (sym == KTRL('M'))
3670         {
3671                 all = TRUE;
3672                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3673                 {
3674                         temp[0]=0;
3675                         screen_load();
3676
3677                         return FALSE;
3678                 }
3679                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3680         }
3681         else if (ident_info[i])
3682         {
3683                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3684         }
3685         else
3686         {
3687                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3688         }
3689
3690         /* Display the result */
3691         prt(buf, 16, 10);
3692
3693         /* Allocate the "who" array */
3694         C_MAKE(who, max_r_idx, MONRACE_IDX);
3695
3696         /* Collect matching monsters */
3697         for (n = 0, i = 1; i < max_r_idx; i++)
3698         {
3699                 monster_race *r_ptr = &r_info[i];
3700
3701                 /* Empty monster */
3702                 if (!r_ptr->name) continue;
3703
3704                 /* XTRA HACK WHATSEARCH */
3705                 /* Require non-unique monsters if needed */
3706                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3707
3708                 /* Require unique monsters if needed */
3709                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3710
3711                 /* 名前検索 */
3712                 if (temp[0])
3713                 {
3714                         int xx;
3715                         char temp2[80];
3716
3717                         for (xx = 0; temp[xx] && xx < 80; xx++)
3718                         {
3719 #ifdef JP
3720                                 if (iskanji(temp[xx]))
3721                                 {
3722                                         xx++;
3723                                         continue;
3724                                 }
3725 #endif
3726                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3727                         }
3728   
3729 #ifdef JP
3730                         strcpy(temp2, r_name + r_ptr->E_name);
3731 #else
3732                         strcpy(temp2, r_name + r_ptr->name);
3733 #endif
3734                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3735                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3736
3737 #ifdef JP
3738                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3739 #else
3740                         if (my_strstr(temp2, temp))
3741 #endif
3742                                 who[n++] = i;
3743                 }
3744                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3745         }
3746
3747         /* Nothing to recall */
3748         if (!n)
3749         {
3750                 /* Free the "who" array */
3751                 C_KILL(who, max_r_idx, MONRACE_IDX);
3752                 screen_load();
3753
3754                 return (FALSE);
3755         }
3756
3757         /* Sort by level */
3758         why = 2;
3759         query = 'y';
3760
3761         /* Sort if needed */
3762         if (why)
3763         {
3764                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3765         }
3766
3767
3768         /* Start at the end */
3769         /* XTRA HACK REMEMBER_IDX */
3770         if (old_sym == sym && old_i < n) i = old_i;
3771         else i = n - 1;
3772
3773         notpicked = TRUE;
3774
3775         /* Scan the monster memory */
3776         while (notpicked)
3777         {
3778                 /* Extract a race */
3779                 r_idx = who[i];
3780
3781                 /* Hack -- Begin the prompt */
3782                 roff_top(r_idx);
3783
3784                 /* Hack -- Complete the prompt */
3785                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3786
3787                 /* Interact */
3788                 while (1)
3789                 {
3790                         /* Recall */
3791                         if (recall)
3792                         {
3793                                 /*** Recall on screen ***/
3794
3795                                 /* Get maximal info about this monster */
3796                                 lore_do_probe(r_idx);
3797
3798                                 /* Save this monster ID */
3799                                 monster_race_track(r_idx);
3800                                 handle_stuff();
3801
3802                                 /* know every thing mode */
3803                                 screen_roff(r_idx, 0x01);
3804                                 notpicked = FALSE;
3805
3806                                 /* XTRA HACK REMEMBER_IDX */
3807                                 old_sym = sym;
3808                                 old_i = i;
3809                         }
3810
3811                         query = inkey();
3812
3813                         /* Normal commands */
3814                         if (query != 'r') break;
3815
3816                         /* Toggle recall */
3817                         recall = !recall;
3818                 }
3819
3820                 /* Stop scanning */
3821                 if (query == ESCAPE) break;
3822
3823                 /* Move to "prev" monster */
3824                 if (query == '-')
3825                 {
3826                         if (++i == n)
3827                         {
3828                                 i = 0;
3829                                 if (!expand_list) break;
3830                         }
3831                 }
3832
3833                 /* Move to "next" monster */
3834                 else
3835                 {
3836                         if (i-- == 0)
3837                         {
3838                                 i = n - 1;
3839                                 if (!expand_list) break;
3840                         }
3841                 }
3842         }
3843
3844
3845         /* Re-display the identity */
3846         /* prt(buf, 5, 5);*/
3847
3848         /* Free the "who" array */
3849         C_KILL(who, max_r_idx, MONRACE_IDX);
3850         screen_load();
3851
3852         return (!notpicked);
3853 }
3854
3855
3856 /*!
3857  * @brief 施設の処理実行メインルーチン / Execute a building command
3858  * @param bldg 施設構造体の参照ポインタ
3859  * @param i 実行したい施設のサービステーブルの添字
3860  * @return なし
3861  */
3862 static void bldg_process_command(building_type *bldg, int i)
3863 {
3864         BACT_IDX bact = bldg->actions[i];
3865         PRICE bcost;
3866         bool paid = FALSE;
3867
3868         msg_flag = FALSE;
3869         msg_erase();
3870
3871         if (is_owner(bldg))
3872                 bcost = bldg->member_costs[i];
3873         else
3874                 bcost = bldg->other_costs[i];
3875
3876         /* action restrictions */
3877         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3878             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3879         {
3880                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3881                 return;
3882         }
3883
3884         /* check gold (HACK - Recharge uses variable costs) */
3885         if ((bact != BACT_RECHARGE) &&
3886             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3887              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3888         {
3889                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3890                 return;
3891         }
3892
3893         switch (bact)
3894         {
3895         case BACT_NOTHING:
3896                 /* Do nothing */
3897                 break;
3898         case BACT_RESEARCH_ITEM:
3899                 paid = identify_fully(FALSE);
3900                 break;
3901         case BACT_TOWN_HISTORY:
3902                 town_history();
3903                 break;
3904         case BACT_RACE_LEGENDS:
3905                 race_legends();
3906                 break;
3907         case BACT_QUEST:
3908                 castle_quest();
3909                 break;
3910         case BACT_KING_LEGENDS:
3911         case BACT_ARENA_LEGENDS:
3912         case BACT_LEGENDS:
3913                 show_highclass();
3914                 break;
3915         case BACT_POSTER:
3916         case BACT_ARENA_RULES:
3917         case BACT_ARENA:
3918                 arena_comm(bact);
3919                 break;
3920         case BACT_IN_BETWEEN:
3921         case BACT_CRAPS:
3922         case BACT_SPIN_WHEEL:
3923         case BACT_DICE_SLOTS:
3924         case BACT_GAMBLE_RULES:
3925         case BACT_POKER:
3926                 gamble_comm(bact);
3927                 break;
3928         case BACT_REST:
3929         case BACT_RUMORS:
3930         case BACT_FOOD:
3931                 paid = inn_comm(bact);
3932                 break;
3933         case BACT_RESEARCH_MONSTER:
3934                 paid = research_mon();
3935                 break;
3936         case BACT_COMPARE_WEAPONS:
3937                 paid = TRUE;
3938                 bcost = compare_weapons(bcost);
3939                 break;
3940         case BACT_ENCHANT_WEAPON:
3941                 item_tester_hook = object_allow_enchant_melee_weapon;
3942                 enchant_item(bcost, 1, 1, 0);
3943                 break;
3944         case BACT_ENCHANT_ARMOR:
3945                 item_tester_hook = object_is_armour;
3946                 enchant_item(bcost, 0, 0, 1);
3947                 break;
3948         case BACT_RECHARGE:
3949                 building_recharge();
3950                 break;
3951         case BACT_RECHARGE_ALL:
3952                 building_recharge_all();
3953                 break;
3954         case BACT_IDENTS: /* needs work */
3955                 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;
3956                 identify_pack();
3957                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3958                 paid = TRUE;
3959                 break;
3960         case BACT_IDENT_ONE: /* needs work */
3961                 paid = ident_spell(FALSE);
3962                 break;
3963         case BACT_LEARN:
3964                 do_cmd_study();
3965                 break;
3966         case BACT_HEALING: /* needs work */
3967                 paid = cure_critical_wounds(200);
3968                 break;
3969         case BACT_RESTORE: /* needs work */
3970                 paid = restore_all_status();
3971                 break;
3972         case BACT_ENCHANT_ARROWS:
3973                 item_tester_hook = item_tester_hook_ammo;
3974                 enchant_item(bcost, 1, 1, 0);
3975                 break;
3976         case BACT_ENCHANT_BOW:
3977                 item_tester_tval = TV_BOW;
3978                 enchant_item(bcost, 1, 1, 0);
3979                 break;
3980
3981         case BACT_RECALL:
3982                 if (recall_player(p_ptr, 1)) paid = TRUE;
3983                 break;
3984
3985         case BACT_TELEPORT_LEVEL:
3986                 clear_bldg(4, 20);
3987                 paid = free_level_recall(p_ptr);
3988                 break;
3989
3990         case BACT_LOSE_MUTATION:
3991                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3992                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3993                 {
3994                         while(!lose_mutation(0));
3995                         paid = TRUE;
3996                 }
3997                 else
3998                 {
3999                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4000                         msg_print(NULL);
4001                 }
4002                 break;
4003
4004         case BACT_BATTLE:
4005                 kakutoujou();
4006                 break;
4007
4008         case BACT_TSUCHINOKO:
4009                 tsuchinoko();
4010                 break;
4011
4012         case BACT_KUBI:
4013                 shoukinkubi();
4014                 break;
4015
4016         case BACT_TARGET:
4017                 today_target();
4018                 break;
4019
4020         case BACT_KANKIN:
4021                 kankin();
4022                 break;
4023
4024         case BACT_HEIKOUKA:
4025                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4026                 set_virtue(V_COMPASSION, 0);
4027                 set_virtue(V_HONOUR, 0);
4028                 set_virtue(V_JUSTICE, 0);
4029                 set_virtue(V_SACRIFICE, 0);
4030                 set_virtue(V_KNOWLEDGE, 0);
4031                 set_virtue(V_FAITH, 0);
4032                 set_virtue(V_ENLIGHTEN, 0);
4033                 set_virtue(V_ENCHANT, 0);
4034                 set_virtue(V_CHANCE, 0);
4035                 set_virtue(V_NATURE, 0);
4036                 set_virtue(V_HARMONY, 0);
4037                 set_virtue(V_VITALITY, 0);
4038                 set_virtue(V_UNLIFE, 0);
4039                 set_virtue(V_PATIENCE, 0);
4040                 set_virtue(V_TEMPERANCE, 0);
4041                 set_virtue(V_DILIGENCE, 0);
4042                 set_virtue(V_VALOUR, 0);
4043                 set_virtue(V_INDIVIDUALISM, 0);
4044                 get_virtues();
4045                 paid = TRUE;
4046                 break;
4047
4048         case BACT_TELE_TOWN:
4049                 paid = tele_town();
4050                 break;
4051
4052         case BACT_EVAL_AC:
4053                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4054                 break;
4055
4056         case BACT_BROKEN_WEAPON:
4057                 paid = TRUE;
4058                 bcost = repair_broken_weapon(bcost);
4059                 break;
4060         }
4061
4062         if (paid)
4063         {
4064                 p_ptr->au -= bcost;
4065         }
4066 }
4067
4068 /*!
4069  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4070  * @return なし
4071  */
4072 void do_cmd_bldg(void)
4073 {
4074         int             i, which;
4075         char            command;
4076         bool            validcmd;
4077         building_type   *bldg;
4078
4079         if(p_ptr->wild_mode) return;
4080
4081         take_turn(p_ptr, 100);
4082
4083         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4084         {
4085                 msg_print(_("ここには建物はない。", "You see no building here."));
4086                 return;
4087         }
4088
4089         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4090
4091         bldg = &building[which];
4092
4093         /* Don't re-init the wilderness */
4094         reinit_wilderness = FALSE;
4095
4096         if ((which == 2) && (p_ptr->arena_number < 0))
4097         {
4098                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4099                 return;
4100         }
4101         else if ((which == 2) && p_ptr->inside_arena)
4102         {
4103                 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4104                 {
4105                         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);
4106                 }
4107                 else
4108                 {
4109                         /* Don't save the arena as saved floor */
4110                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4111
4112                         p_ptr->inside_arena = FALSE;
4113                         p_ptr->leaving = TRUE;
4114
4115                         /* Re-enter the arena */
4116                         command_new = SPECIAL_KEY_BUILDING;
4117
4118                         /* No energy needed to re-enter the arena */
4119                         free_turn(p_ptr);
4120                 }
4121
4122                 return;
4123         }
4124         else if (p_ptr->inside_battle)
4125         {
4126                 /* Don't save the arena as saved floor */
4127                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4128
4129                 p_ptr->leaving = TRUE;
4130                 p_ptr->inside_battle = FALSE;
4131
4132                 /* Re-enter the monster arena */
4133                 command_new = SPECIAL_KEY_BUILDING;
4134
4135                 /* No energy needed to re-enter the arena */
4136                 free_turn(p_ptr);
4137
4138                 return;
4139         }
4140         else
4141         {
4142                 p_ptr->oldpy = p_ptr->y;
4143                 p_ptr->oldpx = p_ptr->x;
4144         }
4145
4146         forget_lite();
4147         forget_view();
4148
4149         /* Hack -- Increase "icky" depth */
4150         current_world_ptr->character_icky++;
4151
4152         command_arg = 0;
4153         command_rep = 0;
4154         command_new = 0;
4155
4156         show_building(bldg);
4157         p_ptr->leave_bldg = FALSE;
4158
4159         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4160
4161         while (!p_ptr->leave_bldg)
4162         {
4163                 validcmd = FALSE;
4164                 prt("", 1, 0);
4165
4166                 building_prt_gold();
4167
4168                 command = inkey();
4169
4170                 if (command == ESCAPE)
4171                 {
4172                         p_ptr->leave_bldg = TRUE;
4173                         p_ptr->inside_arena = FALSE;
4174                         p_ptr->inside_battle = FALSE;
4175                         break;
4176                 }
4177
4178                 for (i = 0; i < 8; i++)
4179                 {
4180                         if (bldg->letters[i])
4181                         {
4182                                 if (bldg->letters[i] == command)
4183                                 {
4184                                         validcmd = TRUE;
4185                                         break;
4186                                 }
4187                         }
4188                 }
4189
4190                 if(validcmd) bldg_process_command(bldg, i);
4191
4192                 handle_stuff();
4193         }
4194
4195         select_floor_music();
4196
4197         msg_flag = FALSE;
4198         msg_erase();
4199
4200         /* Reinit wilderness to activate quests ... */
4201         if (reinit_wilderness)
4202         {
4203                 p_ptr->leaving = TRUE;
4204         }
4205
4206         /* Hack -- Decrease "icky" depth */
4207         current_world_ptr->character_icky--;
4208
4209         Term_clear();
4210
4211         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4212         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4213         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4214 }
4215
4216
4217 /*!
4218  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4219  * @return なし
4220  * @note conv_old is used if loaded 0.0.3 or older save file
4221  */
4222 void determine_today_mon(bool conv_old)
4223 {
4224         int max_dl = 3, i;
4225         bool old_inside_battle = p_ptr->inside_battle;
4226         monster_race *r_ptr;
4227
4228         if (!conv_old)
4229         {
4230                 for (i = 0; i < max_d_idx; i++)
4231                 {
4232                         if (max_dlv[i] < d_info[i].mindepth) continue;
4233                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4234                 }
4235         }
4236         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4237
4238         p_ptr->inside_battle = TRUE;
4239         get_mon_num_prep(NULL, NULL);
4240
4241         while (1)
4242         {
4243                 today_mon = get_mon_num(max_dl);
4244                 r_ptr = &r_info[today_mon];
4245
4246                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4247                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4248                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4249                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4250                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4251                 if (r_ptr->rarity > 10) continue;
4252                 break;
4253         }
4254
4255         p_ptr->today_mon = 0;
4256         p_ptr->inside_battle = old_inside_battle;
4257 }
4258
4259
4260
4261 /*!
4262  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4263  * @return なし
4264  */
4265 void determine_bounty_uniques(void)
4266 {
4267         int i, j;
4268         MONRACE_IDX tmp;
4269         monster_race *r_ptr;
4270
4271         get_mon_num_prep(NULL, NULL);
4272         for (i = 0; i < MAX_KUBI; i++)
4273         {
4274                 while (1)
4275                 {
4276                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4277                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4278
4279                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4280
4281                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4282
4283                         if (r_ptr->rarity > 100) continue;
4284
4285                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4286
4287                         for (j = 0; j < i; j++)
4288                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4289
4290                         if (j == i) break;
4291                 }
4292         }
4293
4294         /* Sort them */
4295         for (i = 0; i < MAX_KUBI - 1; i++)
4296         {
4297                 for (j = i; j < MAX_KUBI; j++)
4298                 {
4299                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4300                         {
4301                                 tmp = current_world_ptr->bounty_r_idx[i];
4302                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4303                                 current_world_ptr->bounty_r_idx[j] = tmp;
4304                         }
4305                 }
4306         }
4307 }