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[Refactor] #37353 monster_race_track() と object__race_track() を view-mainwindow.c...
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17
18 #include "floor.h"
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "object-boost.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "monster.h"
25 #include "monsterrace-hook.h"
26 #include "melee.h"
27 #include "wild.h"
28 #include "world.h"
29 #include "sort.h"
30
31 #include "avatar.h"
32 #include "bldg.h"
33 #include "mutation.h"
34 #include "quest.h"
35 #include "artifact.h"
36 #include "cmd-spell.h"
37 #include "rumor.h"
38 #include "player-status.h"
39 #include "spells-status.h"
40 #include "realm-hex.h"
41 #include "dungeon-file.h"
42
43 #include "files.h"
44 #include "player-effects.h"
45 #include "scores.h"
46 #include "shoot.h"
47 #include "view-mainwindow.h"
48
49 /*!
50  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
51  */
52 const arena_type arena_info[MAX_ARENA_MONS + 2] =
53 {
54         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
55         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
56         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
57         { MON_LION_HEART,    0,         0                             },
58         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
59         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
60         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
61         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
62         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
63         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
64         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
65         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
66         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
67         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
68         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
69         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
70         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
71         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
72         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
73         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
74         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
75         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
76         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
77         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
78         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
79         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
80         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
81         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
82         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
83         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
84         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
85         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
86         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
87         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
88         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
89         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
90         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
91         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
92         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
93         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
94         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
95         { 0,                 0,         0                             }, /* Victory prizing */
96         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
97 };
98
99
100 /*!
101  * ループ中で / hack as in leave_store in store.c
102  */
103 static bool leave_bldg = FALSE;
104
105 /*!
106  * @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。
107  * @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、
108  * 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。
109  * @param bldg 施設構造体の参照ポインタ
110  * @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。
111  */
112 static bool is_owner(building_type *bldg)
113 {
114         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
115         {
116                 return (TRUE);
117         }
118
119         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
120         {
121                 return (TRUE);
122         }
123
124         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
125                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
126         {
127                 return (TRUE);
128         }
129
130         return (FALSE);
131 }
132
133 /*!
134  * @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。
135  (スペルマスターの特別判定つき)
136  * @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、
137  * 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。
138  * @param bldg 施設構造体の参照ポインタ
139  * @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。
140  * @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。
141  */
142 static bool is_member(building_type *bldg)
143 {
144         if (bldg->member_class[p_ptr->pclass])
145         {
146                 return (TRUE);
147         }
148
149         if (bldg->member_race[p_ptr->prace])
150         {
151                 return (TRUE);
152         }
153
154         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
155             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
156         {
157                 return (TRUE);
158         }
159
160
161         if (p_ptr->pclass == CLASS_SORCERER)
162         {
163                 int i;
164                 bool OK = FALSE;
165                 for (i = 0; i < MAX_MAGIC; i++)
166                 {
167                         if (bldg->member_realm[i+1]) OK = TRUE;
168                 }
169                 return OK;
170         }
171         return (FALSE);
172 }
173
174 /*!
175  * @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
176  * @details 消去は行毎にヌル文字列で行われる。
177  * @param min_row 開始行番号
178  * @param max_row 末尾行番号
179  * @return なし
180  */
181 static void clear_bldg(int min_row, int max_row)
182 {
183         int   i;
184
185         for (i = min_row; i <= max_row; i++)
186                 prt("", i, 0);
187 }
188
189 /*!
190  * @brief 所持金を表示する。
191  * @return なし
192  */
193 static void building_prt_gold(void)
194 {
195         char tmp_str[80];
196         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
197         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
198         prt(tmp_str, 23, 68);
199 }
200
201 /*!
202  * @brief 施設のサービス一覧を表示する / Display a building.
203  * @param bldg 施設構造体の参照ポインタ
204  * @return なし
205  */
206 static void show_building(building_type* bldg)
207 {
208         char buff[20];
209         int i;
210         byte action_color;
211         char tmp_str[80];
212
213         Term_clear();
214         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
215         prt(tmp_str, 2, 1);
216
217
218         for (i = 0; i < 8; i++)
219         {
220                 if (bldg->letters[i])
221                 {
222                         if (bldg->action_restr[i] == 0)
223                         {
224                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
225                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
226                                 {
227                                         action_color = TERM_WHITE;
228                                         buff[0] = '\0';
229                                 }
230                                 else if (is_owner(bldg))
231                                 {
232                                         action_color = TERM_YELLOW;
233                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
234                                 }
235                                 else
236                                 {
237                                         action_color = TERM_YELLOW;
238                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
239                         }
240                         else if (bldg->action_restr[i] == 1)
241                         {
242                                 if (!is_member(bldg))
243                                 {
244                                         action_color = TERM_L_DARK;
245                                         strcpy(buff, _("(閉店)", "(closed)"));
246                                 }
247                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
249                                 {
250                                         action_color = TERM_WHITE;
251                                         buff[0] = '\0';
252                                 }
253                                 else if (is_owner(bldg))
254                                 {
255                                         action_color = TERM_YELLOW;
256                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
257                                 }
258                                 else
259                                 {
260                                         action_color = TERM_YELLOW;
261                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
262                                 }
263                         }
264                         else
265                         {
266                                 if (!is_owner(bldg))
267                                 {
268                                         action_color = TERM_L_DARK;
269                                         strcpy(buff, _("(閉店)", "(closed)"));
270                                 }
271                                 else if (bldg->member_costs[i] != 0)
272                                 {
273                                         action_color = TERM_YELLOW;
274                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
275                                 }
276                                 else
277                                 {
278                                         action_color = TERM_WHITE;
279                                         buff[0] = '\0';
280                                 }
281                         }
282
283                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
284                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
285                 }
286         }
287         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
288 }
289
290 /*!
291  * @brief 闘技場に入るコマンドの処理 / arena commands
292  * @param cmd 闘技場処理のID
293  * @return なし
294  */
295 static void arena_comm(int cmd)
296 {
297         monster_race    *r_ptr;
298         concptr            name;
299
300
301         switch (cmd)
302         {
303                 case BACT_ARENA:
304                         if (p_ptr->arena_number == MAX_ARENA_MONS)
305                         {
306                                 clear_bldg(5, 19);
307                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
308                                 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);
309                                 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);
310
311                                 prt("", 10, 0);
312                                 prt("", 11, 0);
313                                 p_ptr->au += 1000000L;
314                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
315                                 msg_print(NULL);
316                                 p_ptr->arena_number++;
317                         }
318                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
319                         {
320                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
321                                 {
322                                         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."));
323                                         msg_print(NULL);
324                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
325                                         {       
326                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
327                                                 msg_print(NULL);
328                                         
329                                                 p_ptr->exit_bldg = FALSE;
330                                                 reset_tim_flags();
331
332                                                 /* Save the surface floor as saved floor */
333                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
334
335                                                 p_ptr->inside_arena = TRUE;
336                                                 p_ptr->leaving = TRUE;
337                                                 leave_bldg = TRUE;
338                                         }
339                                         else
340                                         {
341                                                 msg_print(_("残念だ。", "We are disappointed."));
342                                         }
343                                 }
344                                 else
345                                 {
346                                         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。",
347                                                                 "You enter the arena briefly and bask in your glory."));
348                                         msg_print(NULL);
349                                 }
350                         }
351                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
352                         {
353                                 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。",
354                                                         "You don't have permission to enter with pet."));
355                                 msg_print(NULL);
356                         }
357                         else
358                         {
359                                 p_ptr->exit_bldg = FALSE;
360                                 reset_tim_flags();
361
362                                 /* Save the surface floor as saved floor */
363                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
364
365                                 p_ptr->inside_arena = TRUE;
366                                 p_ptr->leaving = TRUE;
367                                 leave_bldg = TRUE;
368                         }
369                         break;
370                 case BACT_POSTER:
371                         if (p_ptr->arena_number == MAX_ARENA_MONS)
372                                 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。",
373                                                         "You are victorious. Enter the arena for the ceremony."));
374
375                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
376                         {
377                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
378                         }
379                         else
380                         {
381                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
382                                 name = (r_name + r_ptr->name);
383                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
384
385                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
386                                 p_ptr->window |= (PW_MONSTER);
387                                 handle_stuff();
388
389                         }
390                         break;
391                 case BACT_ARENA_RULES:
392                         screen_save();
393
394                         /* Peruse the arena help file */
395                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
396                         screen_load();
397
398                         break;
399         }
400 }
401
402 /*!
403  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
404  * @param row シンボルを表示する行の上端
405  * @param col シンボルを表示する行の左端
406  * @param fruit 表示するシンボルID
407  * @return なし
408  */
409 static void display_fruit(int row, int col, int fruit)
410 {
411         switch (fruit)
412         {
413                 case 0: /* lemon */
414                         c_put_str(TERM_YELLOW, "   ####.", row, col);
415                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
416                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
417                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
418                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
419                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
420                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
421                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
422                         prt(                 _(" レモン ",
423                                                            " Lemon  "), row + 8, col);
424                         break;
425                 case 1: /* orange */
426                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
427                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
428                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
429                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
430                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
431                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
432                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
433                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
434                         prt(                 _("オレンジ",
435                                                                    " Orange "), row + 8, col);
436                         break;
437                 case 2: /* sword */
438                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
439                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
440                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
441                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
442                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
443                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
444                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
445                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
446                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
447                         break;
448                 case 3: /* shield */
449                         c_put_str(TERM_SLATE, " ###### ", row, col);
450                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
451                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
452                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
453                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
454                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
455                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
456                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
457                         prt(                _("   盾   ",
458                                                                   " Shield "), row + 8, col);
459                         break;
460                 case 4: /* plum */
461                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
462                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
463                         c_put_str(TERM_VIOLET, "########", row + 2, col);
464                         c_put_str(TERM_VIOLET, "########", row + 3, col);
465                         c_put_str(TERM_VIOLET, "########", row + 4, col);
466                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
467                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
468                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
469                         prt(                 _(" プラム ",
470                                                                    "  Plum  "), row + 8, col);
471                         break;
472                 case 5: /* cherry */
473                         c_put_str(TERM_RED, "      ##", row, col);
474                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
475                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
476                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
477                         c_put_str(TERM_RED, " ###### ", row + 4, col);
478                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
479                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
480                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
481                         prt(              _("チェリー",
482                                                                 " Cherry "), row + 8, col);
483                         break;
484         }
485 }
486
487 /*! @note
488  * kpoker no (tyuto-hannpa na)pakuri desu...
489  * joker ha shineru node haitte masen.
490  *
491  * TODO: donataka! tsukutte!
492  *  - agatta yaku no kiroku (like DQ).
493  *  - kakkoii card no e.
494  *  - sousa-sei no koujyo.
495  *  - code wo wakariyasuku.
496  *  - double up.
497  *  - Joker... -- done.
498  *
499  * 9/13/2000 --Koka
500  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
501  */
502
503 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
504 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
505 #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 */
506
507 static int cards[5]; /*!< ポーカーの現在の手札ID */
508
509 /*!
510  * @brief ポーカーの山札を切る。
511  * @param deck デッキの配列
512  * @return なし
513  */
514 static void reset_deck(int deck[])
515 {
516         int i;
517         for (i = 0; i < 53; i++) deck[i] = i;
518
519         /* shuffle cards */
520         for (i = 0; i < 53; i++){
521                 int tmp1 = randint0(53 - i) + i;
522                 int tmp2 = deck[i];
523                 deck[i] = deck[tmp1];
524                 deck[tmp1] = tmp2;
525         }
526 }
527
528 /*!
529  * @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。
530  * @return ジョーカーを持っているか。
531  */
532 static bool have_joker(void)
533 {
534         int i;
535
536         for (i = 0; i < 5; i++){
537           if(IS_JOKER(cards[i])) return TRUE;
538         }
539         return FALSE;
540 }
541
542 /*!
543  * @brief ポーカーの手札に該当の番号の札があるかを返す。
544  * @param num 探したいカードの番号。
545  * @return 該当の番号が手札にあるか。
546  */
547 static bool find_card_num(int num)
548 {
549         int i;
550         for (i = 0; i < 5; i++)
551                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
552         return FALSE;
553 }
554
555 /*!
556  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
557  * @return 役の判定結果
558  */
559 static bool yaku_check_flush(void)
560 {
561         int i, suit;
562         bool joker_is_used = FALSE;
563
564         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
565         for (i = 0; i < 5; i++){
566                 if (SUIT_OF(cards[i]) != suit){
567                   if(have_joker() && !joker_is_used)
568                     joker_is_used = TRUE;
569                   else
570                     return FALSE;
571                 }
572         }
573
574         return TRUE;
575 }
576
577 /*!
578  * @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。
579  * @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
580  */
581 static int yaku_check_straight(void)
582 {
583         int i, lowest = 99;
584         bool joker_is_used = FALSE;
585         bool straight = FALSE;
586
587         /* get lowest */
588         for (i = 0; i < 5; i++)
589         {
590                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
591                         lowest = NUM_OF(cards[i]);
592         }
593         
594         /* Check Royal Straight Flush */
595         if (yaku_check_flush())
596         {
597           if( lowest == 0 ){
598                 for (i = 0; i < 4; i++)
599                 {
600                         if (!find_card_num(9 + i)){
601                                 if( have_joker() && !joker_is_used )
602                                   joker_is_used = TRUE;
603                                 else
604                                   break;
605                         }
606                 }
607                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
608           }
609           if(lowest == 9){
610                 for (i = 0; i < 3; i++)
611                 {
612                         if (!find_card_num(10 + i))
613                                 break;
614                 }
615                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
616           }
617         }
618
619         joker_is_used = FALSE;
620
621         /* Straight Only Check */
622
623         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
624                 for (i = 0; i < 4; i++)
625                 {
626                         if (!find_card_num(9 + i)) {
627                                 if (have_joker() && !joker_is_used)
628                                         joker_is_used = TRUE;
629                                 else
630                                         break; /* None */
631                         }
632                 }
633                 if(i == 4) straight = TRUE;
634         }
635
636         joker_is_used = FALSE;
637
638         for (i = 0; i < 5; i++)
639         {
640                 if(!find_card_num(lowest + i)){
641                         if( have_joker() && !joker_is_used )
642                                 joker_is_used = TRUE;
643                         else
644                                 break; /* None */
645                 }
646         }
647         if(i == 5) straight = TRUE;
648         
649         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
650         else if(straight) return 1; /* Only Straight */
651         else return 0;
652 }
653
654 /*!
655  * @brief ポーカーのペア役の状態を返す。
656  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
657  */
658 static int yaku_check_pair(void)
659 {
660         int i, i2, matching = 0;
661
662         for (i = 0; i < 5; i++)
663         {
664                 for (i2 = i+1; i2 < 5; i2++)
665                 {
666                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
667                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
668                                 matching++;
669                 }
670         }
671
672         if(have_joker()){
673           switch(matching){
674           case 0:
675             matching = 1;
676             break;
677           case 1:
678             matching = 3;
679             break;
680           case 2:
681             matching = 4;
682             break;
683           case 3:
684             matching = 6;
685             break;
686           case 6:
687             matching = 7;
688             break;
689           default:
690             /* don't reach */
691             break;
692           }
693         }
694
695         return matching;
696 }
697
698 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
699 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
700 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
701 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
702 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
703 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
704 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
705 #define ODDS_ST 4 /*!< ストレートの役倍率 */
706 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
707 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
708
709 /*!
710  * @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。
711  * @return 役のID
712  */
713 static int yaku_check(void)
714 {
715         prt("                            ", 4, 3);
716
717         switch(yaku_check_straight()){
718         case 3: /* RF! */
719                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
720                 return ODDS_RF;
721         case 2: /* SF! */
722                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
723                 return ODDS_SF;
724         case 1:
725                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
726                 return ODDS_ST;
727         default:
728                 /* Not straight -- fall through */
729                 break;
730         }
731
732         if (yaku_check_flush())
733         {
734                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
735                 return ODDS_FL;
736         }
737
738         switch (yaku_check_pair())
739         {
740         case 1:
741                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
742                 return 0;
743         case 2:
744                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
745                 return ODDS_2P;
746         case 3:
747                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
748                 return ODDS_3C;
749         case 4:
750                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
751                 return ODDS_FH;
752         case 6:
753                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
754                 return ODDS_4C;
755         case 7:
756                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
757                 {
758                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
759                         return ODDS_5A;
760                 }
761                 else
762                 {
763                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
764                         return ODDS_5C;
765                 }
766         default:
767                 break;
768         }
769         return 0;
770 }
771
772 /*!
773  * @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。
774  * @param hoge カーソルの現在位置
775  * @param kaeruka カードの捨てる/残すフラグ配列
776  * @return なし
777  */
778 static void display_kaeruka(int hoge, int kaeruka[])
779 {
780         int i;
781         char col = TERM_WHITE;
782         for (i = 0; i < 5; i++)
783         {
784                 if (i == hoge) col = TERM_YELLOW;
785                 else if(kaeruka[i]) col = TERM_WHITE;
786                 else col = TERM_L_BLUE;
787                 
788                 if(kaeruka[i])
789                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
790                 else
791                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
792         }
793         if (hoge > 4) col = TERM_YELLOW;
794         else col = TERM_WHITE;
795         c_put_str(col, _("決定", "Sure"), 16,  38);
796
797         /* Hilite current option */
798         if (hoge < 5) move_cursor(14, 5+hoge*16);
799         else move_cursor(16, 38);
800 }
801
802 /*!
803  * @brief ポーカーの手札を表示する。
804  * @return なし
805  */
806 static void display_cards(void)
807 {
808         int i, j;
809         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
810 #ifdef JP
811         concptr suit[4] = {"★", "●", "¶", "†"};
812         concptr card_grph[13][7] = {{"A   %s     ",
813                                   "     変     ",
814                                   "     愚     ",
815                                   "     蛮     ",
816                                   "     怒     ",
817                                   "     %s     ",
818                                   "          A"},
819                                  {"2          ",
820                                   "     %s     ",
821                                   "            ",
822                                   "            ",
823                                   "            ",
824                                   "     %s     ",
825                                   "          2"},
826                                  {"3          ",
827                                   "     %s     ",
828                                   "            ",
829                                   "     %s     ",
830                                   "            ",
831                                   "     %s     ",
832                                   "          3"},
833                                  {"4          ",
834                                   "   %s  %s   ",
835                                   "            ",
836                                   "            ",
837                                   "            ",
838                                   "   %s  %s   ",
839                                   "          4"},
840                                  {"5          ",
841                                   "   %s  %s   ",
842                                   "            ",
843                                   "     %s     ",
844                                   "            ",
845                                   "   %s  %s   ",
846                                   "          5"},
847                                  {"6          ",
848                                   "   %s  %s   ",
849                                   "            ",
850                                   "   %s  %s   ",
851                                   "            ",
852                                   "   %s  %s   ",
853                                   "          6"},
854                                  {"7          ",
855                                   "   %s  %s   ",
856                                   "     %s     ",
857                                   "   %s  %s   ",
858                                   "            ",
859                                   "   %s  %s   ",
860                                   "          7"},
861                                  {"8          ",
862                                   "   %s  %s   ",
863                                   "     %s     ",
864                                   "   %s  %s   ",
865                                   "     %s     ",
866                                   "   %s  %s   ",
867                                   "          8"},
868                                  {"9 %s  %s   ",
869                                   "            ",
870                                   "   %s  %s   ",
871                                   "     %s     ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s 9"},
875                                  {"10 %s  %s   ",
876                                   "     %s     ",
877                                   "   %s  %s   ",
878                                   "            ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s 10"},
882                                  {"J   Λ     ",
883                                   "%s   ||     ",
884                                   "     ||     ",
885                                   "     ||     ",
886                                   "     ||     ",
887                                   "   |=亜=| %s",
888                                   "     目   J"},
889                                  {"Q ######   ",
890                                   "%s#      #  ",
891                                   "  # ++++ #  ",
892                                   "  # +==+ #  ",
893                                   "   # ++ #   ",
894                                   "    #  #  %s",
895                                   "     ##   Q"},
896                                  {"K          ",
897                                   "%s `⌒´   ",
898                                   "  γγγλ  ",
899                                   "  ο ο ι  ",
900                                   "   υ    ∂ ",
901                                   "    σ ノ %s",
902                                   "          K"}};
903         concptr joker_grph[7] = {    "            ",
904                                   "     J     ",
905                                   "     O     ",
906                                   "     K     ",
907                                   "     E     ",
908                                   "     R     ",
909                                   "            "};
910
911 #else
912
913         concptr suit[4] = {"[]", "qp", "<>", "db"};
914         concptr card_grph[13][7] = {{"A    %s     ",
915                                   "     He     ",
916                                   "     ng     ",
917                                   "     ba     ",
918                                   "     nd     ",
919                                   "     %s     ",
920                                   "           A"},
921                                  {"2           ",
922                                   "     %s     ",
923                                   "            ",
924                                   "            ",
925                                   "            ",
926                                   "     %s     ",
927                                   "           2"},
928                                  {"3           ",
929                                   "     %s     ",
930                                   "            ",
931                                   "     %s     ",
932                                   "            ",
933                                   "     %s     ",
934                                   "           3"},
935                                  {"4           ",
936                                   "   %s  %s   ",
937                                   "            ",
938                                   "            ",
939                                   "            ",
940                                   "   %s  %s   ",
941                                   "           4"},
942                                  {"5           ",
943                                   "   %s  %s   ",
944                                   "            ",
945                                   "     %s     ",
946                                   "            ",
947                                   "   %s  %s   ",
948                                   "           5"},
949                                  {"6           ",
950                                   "   %s  %s   ",
951                                   "            ",
952                                   "   %s  %s   ",
953                                   "            ",
954                                   "   %s  %s   ",
955                                   "           6"},
956                                  {"7           ",
957                                   "   %s  %s   ",
958                                   "     %s     ",
959                                   "   %s  %s   ",
960                                   "            ",
961                                   "   %s  %s   ",
962                                   "           7"},
963                                  {"8           ",
964                                   "   %s  %s   ",
965                                   "     %s     ",
966                                   "   %s  %s   ",
967                                   "     %s     ",
968                                   "   %s  %s   ",
969                                   "           8"},
970                                  {"9  %s  %s   ",
971                                   "            ",
972                                   "   %s  %s   ",
973                                   "     %s     ",
974                                   "   %s  %s   ",
975                                   "            ",
976                                   "   %s  %s  9"},
977                                  {"10 %s  %s   ",
978                                   "     %s     ",
979                                   "   %s  %s   ",
980                                   "            ",
981                                   "   %s  %s   ",
982                                   "     %s     ",
983                                   "   %s  %s 10"},
984                                  {"J    /\\     ",
985                                   "%s   ||     ",
986                                   "     ||     ",
987                                   "     ||     ",
988                                   "     ||     ",
989                                   "   |=HH=| %s",
990                                   "     ][    J"},
991                                  {"Q  ######   ",
992                                   "%s#      #  ",
993                                   "  # ++++ #  ",
994                                   "  # +==+ #  ",
995                                   "   # ++ #   ",
996                                   "    #  #  %s",
997                                   "     ##    Q"},
998                                  {"K           ",
999                                   "%s _'~~`_   ",
1000                                   "   jjjjj$&  ",
1001                                   "   q q uu   ",
1002                                   "   c    &   ",
1003                                   "    v__/  %s",
1004                                   "           K"}};
1005         concptr joker_grph[7] = {    "            ",
1006                                   "     J      ",
1007                                   "     O      ",
1008                                   "     K      ",
1009                                   "     E      ",
1010                                   "     R      ",
1011                                   "            "};
1012 #endif
1013
1014         for (i = 0; i < 5; i++)
1015         {
1016                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1017         }
1018
1019         for (i = 0; i < 5; i++)
1020         {
1021                 for (j = 0; j < 7; j++)
1022                 {
1023                         prt(_("┃", " |"),  j+6,  i*16);
1024                         if(IS_JOKER(cards[i]))
1025                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1026                         else
1027                                 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);
1028                         prt(_("┃", "| "),  j+6,  i*16+14);
1029                 }
1030         }
1031         for (i = 0; i < 5; i++)
1032         {
1033                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1034         }
1035 }
1036
1037 /*!
1038  * @brief ポーカーの1プレイルーチン。
1039  * @return 1プレイの役の結果
1040  */
1041 static int do_poker(void)
1042 {
1043         int i, k = 2;
1044         char cmd;
1045         int deck[53]; /* yamafuda : 0...52 */
1046         int deck_ptr = 0;
1047         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1048
1049         bool done = FALSE;
1050         bool kettei = TRUE;
1051         bool kakikae = TRUE;
1052
1053         reset_deck(deck);
1054
1055         for (i = 0; i < 5; i++)
1056         {
1057                 cards[i] = deck[deck_ptr++];
1058                 kaeruka[i] = 0; /* default:nokosu */
1059         }
1060
1061         /* suteruno wo kimeru */
1062         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);
1063
1064         display_cards();
1065         yaku_check();
1066
1067         while (!done)
1068         {
1069                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1070                 kakikae = FALSE;
1071                 cmd = inkey();
1072                 switch (cmd)
1073                 {
1074                 case '6': case 'l': case 'L': case KTRL('F'):
1075                         if (!kettei) k = (k+1)%5;
1076                         else {k = 0;kettei = FALSE;}
1077                         kakikae = TRUE;
1078                         break;
1079                 case '4': case 'h': case 'H': case KTRL('B'):
1080                         if (!kettei) k = (k+4)%5;
1081                         else {k = 4;kettei = FALSE;}
1082                         kakikae = TRUE;
1083                         break;
1084                 case '2': case 'j': case 'J': case KTRL('N'):
1085                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1086                         break;
1087                 case '8': case 'k': case 'K': case KTRL('P'):
1088                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1089                         break;
1090                 case ' ': case '\r':
1091                         if (kettei) done = TRUE;
1092                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1093                         break;
1094                 default:
1095                         break;
1096                 }
1097         }
1098         
1099         prt("",0,0);
1100
1101         for (i = 0; i < 5; i++)
1102                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1103
1104         display_cards();
1105         
1106         return yaku_check();
1107 }
1108 #undef SUIT_OF
1109 #undef NUM_OF
1110 #undef IS_JOKER
1111 /* end of poker codes --Koka */
1112
1113 /*!
1114  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1115  * @param cmd プレイするゲームID
1116  * @return なし
1117  */
1118 static bool gamble_comm(int cmd)
1119 {
1120         int i;
1121         int roll1, roll2, roll3, choice, odds, win;
1122         s32b wager;
1123         s32b maxbet;
1124         s32b oldgold;
1125
1126         char out_val[160], tmp_str[80], again;
1127         concptr p;
1128
1129         screen_save();
1130
1131         if (cmd == BACT_GAMBLE_RULES)
1132         {
1133                 /* Peruse the gambling help file */
1134                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1135         }
1136         else
1137         {
1138                 /* No money */
1139                 if (p_ptr->au < 1)
1140                 {
1141                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1142                                                 "Hey! You don't have gold - get out of here!"));
1143                         msg_print(NULL);
1144                         screen_load();
1145                         return FALSE;
1146                 }
1147
1148                 clear_bldg(5, 23);
1149
1150                 maxbet = p_ptr->lev * 200;
1151
1152                 /* We can't bet more than we have */
1153                 maxbet = MIN(maxbet, p_ptr->au);
1154
1155                 /* Get the wager */
1156                 strcpy(out_val, "");
1157                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1158
1159
1160                 /*
1161                  * Use get_string() because we may need more than
1162                  * the s16b value returned by get_quantity().
1163                  */
1164                 if (get_string(tmp_str, out_val, 32))
1165                 {
1166                         /* Strip spaces */
1167                         for (p = out_val; *p == ' '; p++);
1168
1169                         /* Get the wager */
1170                         wager = atol(p);
1171
1172                         if (wager > p_ptr->au)
1173                         {
1174                                 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!"));
1175                                 msg_print(NULL);
1176                                 screen_load();
1177                                 return (FALSE);
1178                         }
1179                         else if (wager > maxbet)
1180                         {
1181                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1182                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1183                                 wager = maxbet;
1184                         }
1185                         else if (wager < 1)
1186                         {
1187                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1188                                 wager = 1;
1189                         }
1190                         msg_print(NULL);
1191                         win = FALSE;
1192                         odds = 0;
1193                         oldgold = p_ptr->au;
1194
1195                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1196                         prt(tmp_str, 20, 2);
1197                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1198                         prt(tmp_str, 21, 2);
1199
1200                         do
1201                         {
1202                                 p_ptr->au -= wager;
1203                                 switch (cmd)
1204                                 {
1205                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1206                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1207
1208                                         odds = 4;
1209                                         win = FALSE;
1210                                         roll1 = randint1(10);
1211                                         roll2 = randint1(10);
1212                                         choice = randint1(10);
1213                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1214
1215                                         prt(tmp_str, 8, 3);
1216                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1217
1218                                         prt(tmp_str, 11, 14);
1219                                         if (((choice > roll1) && (choice < roll2)) ||
1220                                                 ((choice < roll1) && (choice > roll2)))
1221                                                 win = TRUE;
1222                                         break;
1223                                 case BACT_CRAPS:  /* Game of Craps */
1224                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1225
1226                                         win = 3;
1227                                         odds = 2;
1228                                         roll1 = randint1(6);
1229                                         roll2 = randint1(6);
1230                                         roll3 = roll1 +  roll2;
1231                                         choice = roll3;
1232                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1233                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1234                                         prt(tmp_str, 7, 5);
1235                                         if ((roll3 == 7) || (roll3 == 11))
1236                                                 win = TRUE;
1237                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1238                                                 win = FALSE;
1239                                         else
1240                                                 do
1241                                                 {
1242                                                         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"));
1243
1244                                                         msg_print(NULL);
1245                                                         roll1 = randint1(6);
1246                                                         roll2 = randint1(6);
1247                                                         roll3 = roll1 +  roll2;
1248                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1249                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1250                                                         prt(tmp_str, 8, 5);
1251                                                         if (roll3 == choice)
1252                                                                 win = TRUE;
1253                                                         else if (roll3 == 7)
1254                                                                 win = FALSE;
1255                                                 } while ((win != TRUE) && (win != FALSE));
1256                                         break;
1257
1258                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1259                                         win = FALSE;
1260                                         odds = 9;
1261                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1262
1263                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1264                                         prt("--------------------------------", 8, 3);
1265                                         strcpy(out_val, "");
1266                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1267
1268                                         for (p = out_val; iswspace(*p); p++);
1269                                         choice = atol(p);
1270                                         if (choice < 0)
1271                                         {
1272                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1273                                                 choice = 0;
1274                                         }
1275                                         else if (choice > 9)
1276                                         {
1277                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1278                                                 choice = 9;
1279                                         }
1280                                         msg_print(NULL);
1281                                         roll1 = randint0(10);
1282                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1283                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1284                                         prt(tmp_str, 13, 3);
1285                                         prt("", 9, 0);
1286                                         prt("*", 9, (3 * roll1 + 5));
1287                                         if (roll1 == choice)
1288                                                 win = TRUE;
1289                                         break;
1290
1291                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1292                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1293                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1294                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1295                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1296                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1297                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1298                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1299                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1300                                         
1301                                         win = FALSE;
1302                                         roll1 = randint1(21);
1303                                         for (i=6;i>0;i--)
1304                                         {
1305                                                 if ((roll1-i) < 1)
1306                                                 {
1307                                                         roll1 = 7-i;
1308                                                         break;
1309                                                 }
1310                                                 roll1 -= i;
1311                                         }
1312                                         roll2 = randint1(21);
1313                                         for (i=6;i>0;i--)
1314                                         {
1315                                                 if ((roll2-i) < 1)
1316                                                 {
1317                                                         roll2 = 7-i;
1318                                                         break;
1319                                                 }
1320                                                 roll2 -= i;
1321                                         }
1322                                         choice = randint1(21);
1323                                         for (i=6;i>0;i--)
1324                                         {
1325                                                 if ((choice-i) < 1)
1326                                                 {
1327                                                         choice = 7-i;
1328                                                         break;
1329                                                 }
1330                                                 choice -= i;
1331                                         }
1332                                         put_str("/--------------------------\\", 7, 2);
1333                                         prt("\\--------------------------/", 17, 2);
1334                                         display_fruit(8,  3, roll1 - 1);
1335                                         display_fruit(8, 12, roll2 - 1);
1336                                         display_fruit(8, 21, choice - 1);
1337                                         if ((roll1 == roll2) && (roll2 == choice))
1338                                         {
1339                                                 win = TRUE;
1340                                                 switch(roll1)
1341                                                 {
1342                                                 case 1:
1343                                                         odds = 5;break;
1344                                                 case 2:
1345                                                         odds = 10;break;
1346                                                 case 3:
1347                                                         odds = 20;break;
1348                                                 case 4:
1349                                                         odds = 50;break;
1350                                                 case 5:
1351                                                         odds = 200;break;
1352                                                 case 6:
1353                                                         odds = 1000;break;
1354                                                 }
1355                                         }
1356                                         else if ((roll1 == 1) && (roll2 == 1))
1357                                         {
1358                                                 win = TRUE;
1359                                                 odds = 2;
1360                                         }
1361                                         break;
1362                                 case BACT_POKER:
1363                                         win = FALSE;
1364                                         odds = do_poker();
1365                                         if (odds) win = TRUE;
1366                                         break;
1367                                 }
1368
1369                                 if (win)
1370                                 {
1371                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1372
1373                                         p_ptr->au += odds * wager;
1374                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1375
1376                                         prt(tmp_str, 17, 37);
1377                                 }
1378                                 else
1379                                 {
1380                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1381                                         prt("", 17, 37);
1382                                 }
1383                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1384
1385                                 prt(tmp_str, 22, 2);
1386                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1387
1388                                 move_cursor(18, 52);
1389                                 again = inkey();
1390                                 prt("", 16, 37);
1391                                 prt("", 17, 37);
1392                                 prt("", 18, 37);
1393                                 if (wager > p_ptr->au)
1394                                 {
1395                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1396                                                                 "Hey! You don't have the gold - get out of here!"));
1397                                         msg_print(NULL);
1398
1399                                         /* Get out here */
1400                                         break;
1401                                 }
1402                         } while ((again == 'y') || (again == 'Y'));
1403
1404                         prt("", 18, 37);
1405                         if (p_ptr->au >= oldgold)
1406                         {
1407                                 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!」",
1408                                                         "You came out a winner! We'll win next time, I'm sure."));
1409                                 chg_virtue(V_CHANCE, 3);
1410                         }
1411                         else
1412                         {
1413                                 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."));
1414                                 chg_virtue(V_CHANCE, -3);
1415                         }
1416                 }
1417                 msg_print(NULL);
1418         }
1419         screen_load();
1420         return (TRUE);
1421 }
1422
1423 /*!
1424  * @brief モンスター闘技場に参加するモンスターを更新する。
1425  * @return なし
1426  */
1427 void update_gambling_monsters(void)
1428 {
1429         int total, i;
1430         int max_dl = 0;
1431         int mon_level;
1432         int power[4];
1433         bool tekitou;
1434         bool old_inside_battle = p_ptr->inside_battle;
1435
1436         for (i = 0; i < max_d_idx; i++)
1437                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1438
1439         mon_level = randint1(MIN(max_dl, 122)) + 5;
1440         if (randint0(100) < 60)
1441         {
1442                 i = randint1(MIN(max_dl, 122)) + 5;
1443                 mon_level = MAX(i, mon_level);
1444         }
1445         if (randint0(100) < 30)
1446         {
1447                 i = randint1(MIN(max_dl, 122)) + 5;
1448                 mon_level = MAX(i, mon_level);
1449         }
1450
1451         while (1)
1452         {
1453                 total = 0;
1454                 tekitou = FALSE;
1455                 for (i = 0; i < 4; i++)
1456                 {
1457                         MONRACE_IDX r_idx;
1458                         int j;
1459                         while (1)
1460                         {
1461                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1462                                 p_ptr->inside_battle = TRUE;
1463                                 r_idx = get_mon_num(mon_level);
1464                                 p_ptr->inside_battle = old_inside_battle;
1465                                 if (!r_idx) continue;
1466
1467                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1468                                 {
1469                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1470                                 }
1471
1472                                 for (j = 0; j < i; j++)
1473                                         if (r_idx == battle_mon[j]) break;
1474                                 if (j < i) continue;
1475
1476                                 break;
1477                         }
1478                         battle_mon[i] = r_idx;
1479                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1480                 }
1481
1482                 for (i = 0; i < 4; i++)
1483                 {
1484                         monster_race *r_ptr = &r_info[battle_mon[i]];
1485                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1486
1487                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1488                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1489                         else
1490                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1491                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1492                         if (r_ptr->speed > 110)
1493                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1494                         if (r_ptr->speed < 110)
1495                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1496                         if (num_taisei > 2)
1497                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1498                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1499                                 power[i] = power[i] * 4 / 3;
1500                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1501                                 power[i] = power[i] * 4 / 3;
1502                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1503                                 power[i] = power[i] * 11 / 10;
1504                         if (r_ptr->flags1 & RF1_RAND_25)
1505                                 power[i] = power[i] * 9 / 10;
1506                         if (r_ptr->flags1 & RF1_RAND_50)
1507                                 power[i] = power[i] * 9 / 10;
1508                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1509                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1510
1511
1512                         total += power[i];
1513                 }
1514                 for (i = 0; i < 4; i++)
1515                 {
1516                         power[i] = total * 60 / power[i];
1517                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1518                         if ((power[i] < 160) && randint0(20)) break;
1519                         if (power[i] < 101) power[i] = 100 + randint1(5);
1520                         mon_odds[i] = power[i];
1521                 }
1522                 if (i == 4) break;
1523         }
1524 }
1525
1526 /*!
1527  * @brief モンスター闘技場のメインルーチン
1528  * @return 賭けを開始したか否か
1529  */
1530 static bool kakutoujou(void)
1531 {
1532         PRICE maxbet;
1533         PRICE wager;
1534         char out_val[160], tmp_str[80];
1535         concptr p;
1536
1537         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1538         {
1539                 update_gambling_monsters();
1540                 old_battle = current_world_ptr->game_turn;
1541         }
1542
1543         screen_save();
1544
1545         /* No money */
1546         if (p_ptr->au < 1)
1547         {
1548                 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!"));
1549                 msg_print(NULL);
1550                 screen_load();
1551                 return FALSE;
1552         }
1553         else
1554         {
1555                 int i;
1556
1557                 clear_bldg(4, 10);
1558
1559                 prt(_("モンスター                                                     倍率",
1560                           "Monsters                                                       Odds"), 4, 4);
1561                 for (i=0;i<4;i++)
1562                 {
1563                         char buf[80];
1564                         monster_race *r_ptr = &r_info[battle_mon[i]];
1565
1566                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1567                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1568                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1569                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1570                         prt(buf, 5+i, 1);
1571                 }
1572                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1573                 while(1)
1574                 {
1575                         i = inkey();
1576
1577                         if (i == ESCAPE)
1578                         {
1579                                 screen_load();
1580                                 return FALSE;
1581                         }
1582                         if (i >= '1' && i <= '4')
1583                         {
1584                                 sel_monster = i-'1';
1585                                 battle_odds = mon_odds[sel_monster];
1586                                 break;
1587                         }
1588                         else bell();
1589                 }
1590
1591                 clear_bldg(4, 4);
1592                 for (i = 0; i < 4; i++)
1593                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1594
1595                 maxbet = p_ptr->lev * 200;
1596
1597                 /* We can't bet more than we have */
1598                 maxbet = MIN(maxbet, p_ptr->au);
1599
1600                 /* Get the wager */
1601                 strcpy(out_val, "");
1602                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1603                 /*
1604                  * Use get_string() because we may need more than
1605                  * the s16b value returned by get_quantity().
1606                  */
1607                 if (get_string(tmp_str, out_val, 32))
1608                 {
1609                         /* Strip spaces */
1610                         for (p = out_val; *p == ' '; p++);
1611
1612                         /* Get the wager */
1613                         wager = atol(p);
1614
1615                         if (wager > p_ptr->au)
1616                         {
1617                                 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!"));
1618
1619                                 msg_print(NULL);
1620                                 screen_load();
1621                                 return (FALSE);
1622                         }
1623                         else if (wager > maxbet)
1624                         {
1625                                 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);
1626
1627                                 wager = maxbet;
1628                         }
1629                         else if (wager < 1)
1630                         {
1631                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1632                                 wager = 1;
1633                         }
1634                         msg_print(NULL);
1635                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1636                         kakekin = wager;
1637                         p_ptr->au -= wager;
1638                         reset_tim_flags();
1639
1640                         /* Save the surface floor as saved floor */
1641                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1642
1643                         p_ptr->inside_battle = TRUE;
1644                         p_ptr->leaving = TRUE;
1645
1646                         leave_bldg = TRUE;
1647                         screen_load();
1648
1649                         return (TRUE);
1650                 }
1651         }
1652         screen_load();
1653
1654         return (FALSE);
1655 }
1656
1657 /*!
1658  * @brief 本日の賞金首情報を表示する。
1659  * @return なし
1660  */
1661 static void today_target(void)
1662 {
1663         char buf[160];
1664         monster_race *r_ptr = &r_info[today_mon];
1665
1666         clear_bldg(4,18);
1667         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1668         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1669         c_put_str(TERM_YELLOW, buf, 6, 10);
1670         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1671         prt(buf, 8, 10);
1672         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1673         prt(buf, 9, 10);
1674         p_ptr->today_mon = today_mon;
1675 }
1676
1677 /*!
1678  * @brief ツチノコの賞金首情報を表示する。
1679  * @return なし
1680  */
1681 static void tsuchinoko(void)
1682 {
1683         clear_bldg(4,18);
1684         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1685         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);
1686         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1687         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1688         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1689 }
1690
1691 /*!
1692  * @brief 通常の賞金首情報を表示する。
1693  * @return なし
1694  */
1695 static void shoukinkubi(void)
1696 {
1697         int i;
1698         TERM_LEN y = 0;
1699
1700         clear_bldg(4,18);
1701         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);
1702         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1703
1704         for (i = 0; i < MAX_KUBI; i++)
1705         {
1706                 byte color;
1707                 concptr done_mark;
1708                 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])];
1709
1710                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1711                 {
1712                         color = TERM_RED;
1713                         done_mark = _("(済)", "(done)");
1714                 }
1715                 else
1716                 {
1717                         color = TERM_WHITE;
1718                         done_mark = "";
1719                 }
1720
1721                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1722
1723                 y = (y+1) % 10;
1724                 if (!y && (i < MAX_KUBI -1))
1725                 {
1726                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1727                         (void)inkey();
1728                         prt("", 0, 0);
1729                         clear_bldg(7,18);
1730                 }
1731         }
1732 }
1733
1734
1735
1736 /*!
1737  * 賞金首の報酬テーブル / List of prize object
1738  */
1739 static struct {
1740         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1741         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1742 } prize_list[MAX_KUBI] = 
1743 {
1744         {TV_POTION, SV_POTION_CURING},
1745         {TV_POTION, SV_POTION_SPEED},
1746         {TV_POTION, SV_POTION_SPEED},
1747         {TV_POTION, SV_POTION_RESISTANCE},
1748         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1749
1750         {TV_POTION, SV_POTION_HEALING},
1751         {TV_POTION, SV_POTION_RESTORE_MANA},
1752         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1753         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1754         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1755
1756         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1757         {TV_POTION, SV_POTION_STAR_HEALING},
1758         {TV_POTION, SV_POTION_STAR_HEALING},
1759         {TV_POTION, SV_POTION_NEW_LIFE},
1760         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1761
1762         {TV_POTION, SV_POTION_LIFE},
1763         {TV_POTION, SV_POTION_LIFE},
1764         {TV_POTION, SV_POTION_AUGMENTATION},
1765         {TV_POTION, SV_POTION_INVULNERABILITY},
1766         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1767 };
1768
1769 /*!
1770  * @brief 賞金首の引き換え処理 / Get prize
1771  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1772  */
1773 static bool kankin(void)
1774 {
1775         INVENTORY_IDX i;
1776         int j;
1777         bool change = FALSE;
1778         GAME_TEXT o_name[MAX_NLEN];
1779         object_type *o_ptr;
1780
1781         /* Loop for inventory and right/left arm */
1782         for (i = 0; i <= INVEN_LARM; i++)
1783         {
1784                 o_ptr = &inventory[i];
1785
1786                 /* Living Tsuchinoko worthes $1000000 */
1787                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1788                 {
1789                         char buf[MAX_NLEN+20];
1790                         object_desc(o_name, o_ptr, 0);
1791                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1792                         if (get_check(buf))
1793                         {
1794                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1795                                 p_ptr->au += 1000000L * o_ptr->number;
1796                                 p_ptr->redraw |= (PR_GOLD);
1797                                 inven_item_increase(i, -o_ptr->number);
1798                                 inven_item_describe(i);
1799                                 inven_item_optimize(i);
1800                         }
1801                         change = TRUE;
1802                 }
1803         }
1804
1805         for (i = 0; i < INVEN_PACK; i++)
1806         {
1807                 o_ptr = &inventory[i];
1808
1809                 /* Corpse of Tsuchinoko worthes $200000 */
1810                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1811                 {
1812                         char buf[MAX_NLEN+20];
1813                         object_desc(o_name, o_ptr, 0);
1814                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1815                         if (get_check(buf))
1816                         {
1817                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1818                                 p_ptr->au += 200000L * o_ptr->number;
1819                                 p_ptr->redraw |= (PR_GOLD);
1820                                 inven_item_increase(i, -o_ptr->number);
1821                                 inven_item_describe(i);
1822                                 inven_item_optimize(i);
1823                         }
1824                         change = TRUE;
1825                 }
1826         }
1827
1828         for (i = 0; i < INVEN_PACK; i++)
1829         {
1830                 o_ptr = &inventory[i];
1831
1832                 /* Bones of Tsuchinoko worthes $100000 */
1833                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1834                 {
1835                         char buf[MAX_NLEN+20];
1836                         object_desc(o_name, o_ptr, 0);
1837                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838                         if (get_check(buf))
1839                         {
1840                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1841                                 p_ptr->au += 100000L * o_ptr->number;
1842                                 p_ptr->redraw |= (PR_GOLD);
1843                                 inven_item_increase(i, -o_ptr->number);
1844                                 inven_item_describe(i);
1845                                 inven_item_optimize(i);
1846                         }
1847                         change = TRUE;
1848                 }
1849         }
1850
1851         for (i = 0; i < INVEN_PACK; i++)
1852         {
1853                 o_ptr = &inventory[i];
1854                 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)))
1855                 {
1856                         char buf[MAX_NLEN+20];
1857                         object_desc(o_name, o_ptr, 0);
1858                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1859                         if (get_check(buf))
1860                         {
1861                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1862                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1863                                 p_ptr->redraw |= (PR_GOLD);
1864                                 inven_item_increase(i, -o_ptr->number);
1865                                 inven_item_describe(i);
1866                                 inven_item_optimize(i);
1867                         }
1868                         change = TRUE;
1869                 }
1870         }
1871
1872         for (i = 0; i < INVEN_PACK; i++)
1873         {
1874                 o_ptr = &inventory[i];
1875
1876                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1877                 {
1878                         char buf[MAX_NLEN+20];
1879                         object_desc(o_name, o_ptr, 0);
1880                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1881                         if (get_check(buf))
1882                         {
1883                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1884                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1885                                 p_ptr->redraw |= (PR_GOLD);
1886                                 inven_item_increase(i, -o_ptr->number);
1887                                 inven_item_describe(i);
1888                                 inven_item_optimize(i);
1889                         }
1890                         change = TRUE;
1891                 }
1892         }
1893
1894         for (j = 0; j < MAX_KUBI; j++)
1895         {
1896                 /* Need reverse order --- Positions will be changed in the loop */
1897                 for (i = INVEN_PACK-1; i >= 0; i--)
1898                 {
1899                         o_ptr = &inventory[i];
1900                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1901                         {
1902                                 char buf[MAX_NLEN+20];
1903                                 int num, k;
1904                                 INVENTORY_IDX item_new;
1905                                 object_type forge;
1906
1907                                 object_desc(o_name, o_ptr, 0);
1908                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1909                                 if (!get_check(buf)) continue;
1910
1911 #if 0 /* Obsoleted */
1912                                 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);
1913                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1914                                 p_ptr->redraw |= (PR_GOLD);
1915                                 inven_item_increase(i, -o_ptr->number);
1916                                 inven_item_describe(i);
1917                                 inven_item_optimize(i);
1918                                 chg_virtue(V_JUSTICE, 5);
1919                                 current_world_ptr->bounty_r_idx[j] += 10000;
1920
1921                                 change = TRUE;
1922 #endif /* Obsoleted */
1923
1924                                 /* Hand it first */
1925                                 inven_item_increase(i, -o_ptr->number);
1926                                 inven_item_describe(i);
1927                                 inven_item_optimize(i);
1928
1929                                 chg_virtue(V_JUSTICE, 5);
1930                                 current_world_ptr->bounty_r_idx[j] += 10000;
1931
1932                                 /* Count number of unique corpses already handed */
1933                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1934                                 {
1935                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1936                                 }
1937                                 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" : ""));
1938
1939                                 /* Prepare to make a prize */
1940                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1941                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1942
1943                                 object_aware(&forge);
1944                                 object_known(&forge);
1945
1946                                 /*
1947                                  * Hand it --- Assume there is an empty slot.
1948                                  * Since a corpse is handed at first,
1949                                  * there is at least one empty slot.
1950                                  */
1951                                 item_new = inven_carry(&forge);
1952
1953                                 object_desc(o_name, &forge, 0);
1954                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1955
1956                                 /* Auto-inscription */
1957                                 autopick_alter_item(item_new, FALSE);
1958                                 handle_stuff();
1959
1960                                 change = TRUE;
1961                         }
1962                 }
1963         }
1964
1965         if (!change)
1966         {
1967                 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."));
1968                 msg_print(NULL);
1969                 return FALSE;
1970         }
1971         return TRUE;
1972 }
1973
1974 /*!
1975  * @brief 宿屋の利用サブルーチン
1976  * @details inn commands\n
1977  * Note that resting for the night was a perfect way to avoid player\n
1978  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1979  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1980  * will not be that useful.  I will keep it in the hopes the player\n
1981  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1982  * Resting at night is also a quick way to restock stores -KMW-\n
1983  * @param cmd 宿屋の利用施設ID
1984  * @return 施設の利用が実際に行われたか否か。
1985  */
1986 static bool inn_comm(int cmd)
1987 {
1988         switch (cmd)
1989         {
1990                 case BACT_FOOD: /* Buy food & drink */
1991                         if (p_ptr->food >= PY_FOOD_FULL)
1992                         {
1993                                 msg_print(_("今は満腹だ。", "You are full now."));
1994                                 return FALSE;
1995                         }
1996                         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."));
1997                         (void)set_food(PY_FOOD_MAX - 1);
1998                         break;
1999
2000                 case BACT_REST: /* Rest for the night */
2001                         if ((p_ptr->poisoned) || (p_ptr->cut))
2002                         {
2003                                 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."));
2004                                 msg_print(NULL);
2005                                 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."));
2006                         }
2007                         else
2008                         {
2009                                 s32b oldturn = current_world_ptr->game_turn;
2010                                 int prev_day, prev_hour, prev_min;
2011
2012                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2013                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2014                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2015                                 else
2016                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2017                                 
2018                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2019                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2020                                 {
2021                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2022                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2023                                 }
2024
2025                                 prevent_turn_overflow();
2026
2027                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2028                                 p_ptr->chp = p_ptr->mhp;
2029
2030                                 if (ironman_nightmare)
2031                                 {
2032                                         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."));
2033
2034                                         /* Have some nightmares */
2035                                         while(1)
2036                                         {
2037                                                 sanity_blast(NULL, FALSE);
2038                                                 if (!one_in_(3)) break;
2039                                         }
2040
2041                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2042                                         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."));
2043                                 }
2044                                 else
2045                                 {
2046                                         set_blind(0);
2047                                         set_confused(0);
2048                                         p_ptr->stun = 0;
2049                                         p_ptr->chp = p_ptr->mhp;
2050                                         p_ptr->csp = p_ptr->msp;
2051                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2052                                         {
2053                                                 int i;
2054                                                 for (i = 0; i < 72; i++)
2055                                                 {
2056                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2057                                                 }
2058                                                 for (; i < 108; i++)
2059                                                 {
2060                                                         p_ptr->magic_num1[i] = 0;
2061                                                 }
2062                                         }
2063
2064                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2065                                         {
2066                                                 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."));
2067                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2068                                         }
2069                                         else
2070                                         {
2071                                                 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."));
2072                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2073                                         }
2074                                 }
2075                         }
2076                         break;
2077
2078                 case BACT_RUMORS: /* Listen for rumors */
2079                         {
2080                                 display_rumor(TRUE);
2081                                 break;
2082                         }
2083         }
2084
2085         return (TRUE);
2086 }
2087
2088
2089 /*!
2090  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2091  * @param questnum クエストのID
2092  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2093  * @return なし
2094  */
2095 static void get_questinfo(IDX questnum, bool do_init)
2096 {
2097         int i;
2098         QUEST_IDX old_quest;
2099         GAME_TEXT tmp_str[80];
2100
2101         /* Clear the text */
2102         for (i = 0; i < 10; i++)
2103         {
2104                 quest_text[i][0] = '\0';
2105         }
2106
2107         quest_text_line = 0;
2108
2109         /* Set the quest number temporary */
2110         old_quest = p_ptr->inside_quest;
2111         p_ptr->inside_quest = questnum;
2112
2113         /* Get the quest text */
2114         init_flags = INIT_SHOW_TEXT;
2115         if (do_init) init_flags |= INIT_ASSIGN;
2116
2117         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2118
2119         /* Reset the old quest number */
2120         p_ptr->inside_quest = old_quest;
2121
2122         /* Print the quest info */
2123         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);
2124
2125         prt(tmp_str, 5, 0);
2126
2127         prt(quest[questnum].name, 7, 0);
2128
2129         for (i = 0; i < 10; i++)
2130         {
2131                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2132         }
2133 }
2134
2135 /*!
2136  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2137  * @return なし
2138  */
2139 static void castle_quest(void)
2140 {
2141         QUEST_IDX q_index = 0;
2142         monster_race *r_ptr;
2143         quest_type *q_ptr;
2144         concptr name;
2145
2146
2147         clear_bldg(4, 18);
2148
2149         /* Current quest of the building */
2150         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2151
2152         /* Is there a quest available at the building? */
2153         if (!q_index)
2154         {
2155                 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);
2156                 return;
2157         }
2158
2159         q_ptr = &quest[q_index];
2160
2161         /* Quest is completed */
2162         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2163         {
2164                 /* Rewarded quest */
2165                 q_ptr->status = QUEST_STATUS_REWARDED;
2166
2167                 get_questinfo(q_index, FALSE);
2168
2169                 reinit_wilderness = TRUE;
2170         }
2171         /* Failed quest */
2172         else if (q_ptr->status == QUEST_STATUS_FAILED)
2173         {
2174                 get_questinfo(q_index, FALSE);
2175
2176                 /* Mark quest as done (but failed) */
2177                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2178
2179                 reinit_wilderness = TRUE;
2180         }
2181         /* Quest is still unfinished */
2182         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2183         {
2184                 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);
2185                 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);
2186                 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);
2187         }
2188         /* No quest yet */
2189         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2190         {
2191                 q_ptr->status = QUEST_STATUS_TAKEN;
2192
2193                 reinit_wilderness = TRUE;
2194
2195                 /* Assign a new quest */
2196                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2197                 {
2198                         if (q_ptr->r_idx == 0)
2199                         {
2200                                 /* Random monster at least 5 - 10 levels out of deep */
2201                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2202                         }
2203
2204                         r_ptr = &r_info[q_ptr->r_idx];
2205
2206                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2207                         {
2208                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2209                                 r_ptr = &r_info[q_ptr->r_idx];
2210                         }
2211
2212                         if (q_ptr->max_num == 0)
2213                         {
2214                                 /* Random monster number */
2215                                 if (randint1(10) > 7)
2216                                         q_ptr->max_num = 1;
2217                                 else
2218                                         q_ptr->max_num = randint1(3) + 1;
2219                         }
2220
2221                         q_ptr->cur_num = 0;
2222                         name = (r_name + r_ptr->name);
2223                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2224                 }
2225                 else
2226                 {
2227                         get_questinfo(q_index, TRUE);
2228                 }
2229         }
2230 }
2231
2232
2233 /*!
2234  * @brief 町に関するヘルプを表示する / Display town history
2235  * @return なし
2236  */
2237 static void town_history(void)
2238 {
2239         screen_save();
2240
2241         /* Peruse the building help file */
2242         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2243         screen_load();
2244 }
2245
2246 /*!
2247  * @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
2248  * @param dam 基本ダメージ
2249  * @param mult スレイ倍率(掛け算部分)
2250  * @param div スレイ倍率(割り算部分)
2251  * @param force 理力特別計算フラグ
2252  * @return ダメージ期待値
2253  */
2254 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2255 {
2256         int tmp;
2257         if(force)
2258         {
2259                 tmp = dam * 60;
2260                 tmp *= mult * 3;
2261                 tmp /= div * 2;
2262                 tmp += dam * 60 * 2;
2263                 tmp /= 60;
2264         }
2265         else
2266         {
2267                 tmp = dam * 60;
2268                 tmp *= mult; 
2269                 tmp /= div;
2270                 tmp /= 60;
2271         }
2272         return tmp;
2273 }
2274
2275 /*!
2276  * @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)
2277  * @param dam 基本ダメージ
2278  * @param mult スレイ倍率(掛け算部分)
2279  * @param div スレイ倍率(割り算部分)
2280  * @param force 理力特別計算フラグ
2281  * @param weight 重量
2282  * @param plus 武器ダメージ修正
2283  * @param meichuu 命中値
2284  * @param dokubari 毒針処理か否か
2285  * @param vorpal_mult 切れ味倍率(掛け算部分)
2286  * @param vorpal_div 切れ味倍率(割り算部分)
2287  * @return ダメージ期待値
2288  */
2289 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)
2290 {
2291         dam = calc_slaydam(dam, mult, div, force);
2292         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2293         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2294         return dam;
2295 }
2296
2297
2298 /*!
2299  * @brief 武器の各条件毎のダメージ期待値を表示する。
2300  * @param r 表示行
2301  * @param c 表示列
2302  * @param mindice ダイス部分最小値
2303  * @param maxdice ダイス部分最大値
2304  * @param blows 攻撃回数
2305  * @param dam_bonus ダメージ修正値
2306  * @param attr 条件内容
2307  * @param color 条件内容の表示色
2308  * @details
2309  * Display the damage figure of an object\n
2310  * (used by compare_weapon_aux)\n
2311  * \n
2312  * Only accurate for the current weapon, because it includes\n
2313  * the current +dam of the player.\n
2314  * @return なし
2315  */
2316 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2317 {
2318         GAME_TEXT tmp_str[80];
2319         int mindam, maxdam;
2320         
2321         mindam = blows * (mindice + dam_bonus);
2322         maxdam = blows * (maxdice + dam_bonus);
2323
2324         /* Print the intro text */
2325         c_put_str(color, attr, r, c);
2326
2327         /* Calculate the min and max damage figures */
2328         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2329         
2330         /* Print the damage */
2331         put_str(tmp_str, r, c + 8);
2332 }
2333
2334
2335 /*!
2336  * @brief 武器一つ毎のダメージ情報を表示する。
2337  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2338  * @param col 表示する行の上端
2339  * @param r 表示する列の左端
2340  * @details
2341  * Show the damage figures for the various monster types\n
2342  * \n
2343  * Only accurate for the current weapon, because it includes\n
2344  * the current number of blows for the player.\n
2345  * @return なし
2346  */
2347 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2348 {
2349         BIT_FLAGS flgs[TR_FLAG_SIZE];
2350         int blow = p_ptr->num_blow[0];
2351         bool force = FALSE;
2352         bool dokubari = FALSE;
2353         
2354         /* Effective dices */
2355         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2356         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2357         
2358         int mindice = eff_dd;
2359         int maxdice = eff_ds * eff_dd;
2360         int mindam = 0;
2361         int maxdam = 0;
2362         int vorpal_mult = 1;
2363         int vorpal_div = 1;
2364         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2365         
2366
2367         /* Get the flags of the weapon */
2368         object_flags(o_ptr, flgs);
2369         
2370         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2371         
2372         
2373         /* Show Critical Damage*/
2374         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2375         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2376         
2377         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2378
2379         
2380         /* Vorpal Hit*/
2381         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2382         {
2383                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2384                 {
2385                         vorpal_mult = 5;
2386                         vorpal_div = 3;
2387                 }
2388                 else
2389                 {
2390                         vorpal_mult = 11;
2391                         vorpal_div = 9;
2392                 }
2393                 
2394                 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);
2395                 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);         
2396                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2397         }       
2398         
2399         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2400         {
2401                 force = TRUE;
2402                 
2403                 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);
2404                 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);
2405                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2406         }
2407                 
2408         /* Print the relevant lines */
2409         if (have_flag(flgs, TR_KILL_ANIMAL))
2410         {
2411                 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);
2412                 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);         
2413                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2414         }
2415         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2416         {
2417                 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);
2418                 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);
2419                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2420         }
2421         if (have_flag(flgs, TR_KILL_EVIL))
2422         {       
2423                 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);
2424                 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);
2425                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2426         }
2427         else if (have_flag(flgs, TR_SLAY_EVIL))
2428         {       
2429                 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);
2430                 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);         
2431                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2432         }
2433         if (have_flag(flgs, TR_KILL_HUMAN))
2434         {       
2435                 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);
2436                 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);
2437                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2438         }
2439         else if (have_flag(flgs, TR_SLAY_HUMAN))
2440         {       
2441                 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);
2442                 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);
2443                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2444         }
2445         if (have_flag(flgs, TR_KILL_UNDEAD))
2446         {
2447                 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);
2448                 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);
2449                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2450         }
2451         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2452         {
2453                 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);
2454                 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);
2455                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2456         }
2457         if (have_flag(flgs, TR_KILL_DEMON))
2458         {       
2459                 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);
2460                 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);
2461                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2462         }
2463         else if (have_flag(flgs, TR_SLAY_DEMON))
2464         {       
2465                 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);
2466                 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);
2467                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2468         }
2469         if (have_flag(flgs, TR_KILL_ORC))
2470         {
2471                 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);
2472                 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);
2473                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2474         }
2475         else if (have_flag(flgs, TR_SLAY_ORC))
2476         {
2477                 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);
2478                 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);
2479                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2480         }
2481         if (have_flag(flgs, TR_KILL_TROLL))
2482         {
2483                 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);
2484                 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);
2485                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2486         }
2487         else if (have_flag(flgs, TR_SLAY_TROLL))
2488         {
2489                 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);
2490                 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);
2491                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2492         }
2493         if (have_flag(flgs, TR_KILL_GIANT))
2494         {
2495                 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);
2496                 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);
2497                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2498         }
2499         else if (have_flag(flgs, TR_SLAY_GIANT))
2500         {
2501                 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);
2502                 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);
2503                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2504         }
2505         if (have_flag(flgs, TR_KILL_DRAGON))
2506         {
2507                 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);
2508                 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);
2509                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2510         }
2511         else if (have_flag(flgs, TR_SLAY_DRAGON))
2512         {               
2513                 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);
2514                 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);
2515                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2516         }
2517         if (have_flag(flgs, TR_BRAND_ACID))
2518         {
2519                 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);
2520                 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);
2521                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2522         }
2523         if (have_flag(flgs, TR_BRAND_ELEC))
2524         {
2525                 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);
2526                 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);
2527                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2528         }
2529         if (have_flag(flgs, TR_BRAND_FIRE))
2530         {
2531                 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);
2532                 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);
2533                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2534         }
2535         if (have_flag(flgs, TR_BRAND_COLD))
2536         {
2537                 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);
2538                 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);
2539                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2540         }
2541         if (have_flag(flgs, TR_BRAND_POIS))
2542         {
2543                 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);
2544                 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);
2545                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2546         }
2547 }
2548
2549 /*!
2550  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2551  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2552  * @param row 表示する列の左端
2553  * @param col 表示する行の上端
2554  * @details
2555  * Displays all info about a weapon
2556  *
2557  * Only accurate for the current weapon, because it includes
2558  * various info about the player's +to_dam and number of blows.
2559  * @return なし
2560  */
2561 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2562 {
2563         GAME_TEXT o_name[MAX_NLEN];
2564         GAME_TEXT tmp_str[80];
2565
2566         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2567         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2568         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2569
2570         /* Print the weapon name */
2571         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2572         c_put_str(TERM_YELLOW, o_name, row, col);
2573
2574         /* Print the player's number of blows */
2575         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2576         put_str(tmp_str, row+1, col);
2577
2578         /* Print to_hit and to_dam of the weapon */
2579         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2580         put_str(tmp_str, row+2, col);
2581
2582         /* Print the weapons base damage dice */
2583         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2584                 (int)hit_chance(reli, 0),
2585                 (int)hit_chance(reli, 50),
2586                 (int)hit_chance(reli, 100),
2587                 (int)hit_chance(reli, 150),
2588                 (int)hit_chance(reli, 200));
2589         put_str(tmp_str, row+3, col);
2590         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2591
2592         /* Damage for one blow (if it hits) */
2593         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2594             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2595                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2596         put_str(tmp_str, row+6, col+1);
2597
2598         /* Damage for the complete attack (if all blows hit) */
2599         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2600                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2601                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2602         put_str(tmp_str, row+7, col+1);
2603 }
2604
2605 /*!
2606  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2607  * @details 
2608  * Copies the weapons to compare into the weapon-slot and\n
2609  * compares the values for both weapons.\n
2610  * 武器1つだけで比較をしないなら費用は半額になる。
2611  * @param bcost 基本鑑定費用
2612  * @return 最終的にかかった費用
2613  */
2614 static PRICE compare_weapons(PRICE bcost)
2615 {
2616         int i, n;
2617         OBJECT_IDX item, item2;
2618         object_type *o_ptr[2];
2619         object_type orig_weapon;
2620         object_type *i_ptr;
2621         concptr q, s;
2622         TERM_LEN row = 2;
2623         TERM_LEN wid = 38, mgn = 2;
2624         bool old_character_xtra = character_xtra;
2625         char ch;
2626         PRICE total = 0;
2627         PRICE cost = 0; /* First time no price */
2628
2629         screen_save();
2630         clear_bldg(0, 22);
2631
2632         /* Store copy of original wielded weapon */
2633         i_ptr = &inventory[INVEN_RARM];
2634         object_copy(&orig_weapon, i_ptr);
2635
2636         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2637
2638         /* Get the first weapon */
2639         q = _("第一の武器は?", "What is your first weapon? ");
2640         s = _("比べるものがありません。", "You have nothing to compare.");
2641
2642         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2643         if (!o_ptr[0])
2644         {
2645                 screen_load();
2646                 return (0);
2647         }
2648
2649         n = 1;
2650         total = bcost;
2651
2652         while (TRUE)
2653         {
2654                 clear_bldg(0, 22);
2655
2656                 /* Only compare melee weapons */
2657                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2658
2659                 /* Hack -- prevent "icky" message */
2660                 character_xtra = TRUE;
2661
2662                 /* Diaplay selected weapon's infomation */
2663                 for (i = 0; i < n; i++)
2664                 {
2665                         int col = (wid * i + mgn);
2666
2667                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2668                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2669
2670                         p_ptr->update |= PU_BONUS;
2671                         handle_stuff();
2672
2673                         /* List the new values */
2674                         list_weapon(o_ptr[i], row, col);
2675                         compare_weapon_aux(o_ptr[i], col, row + 8);
2676
2677                         /* Copy back the original weapon into the weapon slot */
2678                         object_copy(i_ptr, &orig_weapon);
2679                 }
2680
2681                 /* Reset the values for the old weapon */
2682                 p_ptr->update |= PU_BONUS;
2683                 handle_stuff();
2684
2685                 character_xtra = old_character_xtra;
2686
2687 #ifdef JP
2688                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2689                 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);
2690                 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);
2691 #else
2692                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2693                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2694                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2695 #endif
2696
2697                 flush();
2698                 ch = inkey();
2699
2700                 if (ch == 's')
2701                 {
2702                         if (total + cost > p_ptr->au)
2703                         {
2704                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2705                                 msg_print(NULL);
2706                                 continue;
2707                         }
2708
2709                         q = _("第二の武器は?", "What is your second weapon? ");
2710                         s = _("比べるものがありません。", "You have nothing to compare.");
2711
2712                         /* Get the second weapon */
2713                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2714                         if (!o_ptr[1]) continue;
2715
2716                         total += cost;
2717                         cost = bcost / 2;
2718                         n = 2;
2719                 }
2720                 else
2721                 {
2722                         break;
2723                 }
2724         }
2725         screen_load();
2726
2727         return (total);
2728 }
2729
2730
2731 /*!
2732  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2733  * @details 
2734  * Calculate and display the dodge-rate and the protection-rate
2735  * based on AC
2736  * @param iAC プレイヤーのAC。
2737  * @return 常にTRUEを返す。
2738  */
2739 static bool eval_ac(ARMOUR_CLASS iAC)
2740 {
2741 #ifdef JP
2742         const char memo[] =
2743                 "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"
2744                 "何パーセント軽減するかを示します。\n"
2745                 "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"
2746                 "に対してのみ効果があります。\n \n"
2747                 "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"
2748                 "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"
2749                 "敵のレベルとあなたのACによって決定されます。\n \n"
2750                 "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"
2751                 "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";
2752 #else
2753         const char memo[] =
2754                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2755                 "Note that the Protection rate is effective only against normal "
2756                 "'attack' and 'shatter' type melee attacks, "
2757                 "and has no effect against any other types such as 'poison'.\n \n"
2758                 "'Dodge Rate' indicates the success rate on dodging the "
2759                 "monster's melee attacks.  "
2760                 "It is depend on the level of the monster and your AC.\n \n"
2761                 "'Average Damage' indicates the expected amount of damage "
2762                 "when you are attacked by normal melee attacks with power=100.";
2763 #endif
2764
2765         int protection;
2766         TERM_LEN col, row = 2;
2767         DEPTH lvl;
2768         char buf[80*20], *t;
2769
2770         /* AC lower than zero has no effect */
2771         if (iAC < 0) iAC = 0;
2772
2773         /* ダメージ軽減率を計算 */
2774         protection = 100 * MIN(iAC, 150) / 250;
2775
2776         screen_save();
2777         clear_bldg(0, 22);
2778
2779         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2780         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2781         row++;
2782
2783         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2784         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2785         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2786     
2787         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2788         {
2789                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2790                 int dodge;   /* 回避率(%) */
2791                 int average; /* ダメージ期待値 */
2792
2793                 put_str(format("%3d", lvl), row + 0, col);
2794
2795                 /* 回避率を計算 */
2796                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2797                 put_str(format("%3d%%", dodge), row + 1, col);
2798
2799                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2800                 average = (100 - dodge) * (100 - protection) / 100;
2801                 put_str(format("%3d", average), row + 2, col);
2802         }
2803
2804         /* Display note */
2805         roff_to_buf(memo, 70, buf, sizeof(buf));
2806         for (t = buf; t[0]; t += strlen(t) + 1)
2807                 put_str(t, (row++) + 4, 4);
2808
2809         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);
2810   
2811         flush();
2812         (void)inkey();
2813         screen_load();
2814
2815         return (TRUE);
2816 }
2817
2818
2819
2820 /*!
2821  * @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。
2822  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2823  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2824  * @return 修復対象になるならTRUEを返す。
2825  */
2826 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2827 {
2828         int i, n = 0;
2829         int cand[TR_FLAG_MAX];
2830         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2831         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2832
2833         object_flags(to_ptr, to_flgs);
2834         object_flags(from_ptr, from_flgs);
2835
2836         for (i = 0; i < TR_FLAG_MAX; i++)
2837         {
2838                 switch (i)
2839                 {
2840                 case TR_IGNORE_ACID:
2841                 case TR_IGNORE_ELEC:
2842                 case TR_IGNORE_FIRE:
2843                 case TR_IGNORE_COLD:
2844                 case TR_ACTIVATE:
2845                 case TR_RIDING:
2846                 case TR_THROW:
2847                 case TR_SHOW_MODS:
2848                 case TR_HIDE_TYPE:
2849                 case TR_ES_ATTACK:
2850                 case TR_ES_AC:
2851                 case TR_FULL_NAME:
2852                 case TR_FIXED_FLAVOR:
2853                         break;
2854                 default:
2855                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2856                         {
2857                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2858                         }
2859                 }
2860         }
2861
2862         if (n > 0)
2863         {
2864                 int bmax;
2865                 int tr_idx = cand[randint0(n)];
2866                 add_flag(to_ptr->art_flags, tr_idx);
2867                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2868                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2869                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2870                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2871         }
2872
2873         return;
2874 }
2875
2876 /*!
2877  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2878  * @param bcost 基本修復費用
2879  * @return 実際にかかった費用
2880  */
2881 static PRICE repair_broken_weapon_aux(PRICE bcost)
2882 {
2883         PRICE cost;
2884         OBJECT_IDX item, mater;
2885         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2886         object_kind *k_ptr;
2887         int i, dd_bonus, ds_bonus;
2888         KIND_OBJECT_IDX k_idx;
2889         char basenm[MAX_NLEN];
2890         concptr q, s;
2891         int row = 7;
2892         clear_bldg(0, 22);
2893
2894         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);
2895         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);
2896
2897         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2898         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2899
2900         /* Only forge broken weapons */
2901         item_tester_hook = item_tester_hook_broken_weapon;
2902
2903         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2904         if (!o_ptr) return (0);
2905
2906         /* It is worthless */
2907         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2908         {
2909                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2910                 return (0);
2911         }
2912
2913         /* They are too many */
2914         if (o_ptr->number > 1)
2915         {
2916                 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!"));
2917                 return (0);
2918         }
2919
2920         /* Display item name */
2921         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2922         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2923
2924         q = _("材料となる武器は?", "Which weapon for material? ");
2925         s = _("材料となる武器がありません。", "You have no material to repair.");
2926
2927         /* Only forge broken weapons */
2928         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2929
2930         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2931         if (!mo_ptr) return (0);
2932         if (mater == item)
2933         {
2934                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2935                 return (0);
2936         }
2937
2938         /* Display item name */
2939         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2940         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2941
2942         /* Get the value of one of the items (except curses) */
2943         cost = bcost + object_value_real(o_ptr) * 2;
2944
2945         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);
2946
2947         /* Check if the player has enough money */
2948         if (p_ptr->au < cost)
2949         {
2950                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2951                 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);
2952                 msg_print(NULL);
2953                 return (0);
2954         }
2955
2956         p_ptr->total_weight -= o_ptr->weight;
2957
2958         if (o_ptr->sval == SV_BROKEN_DAGGER)
2959         {
2960                 KIND_OBJECT_IDX j;
2961                 int n = 1;
2962
2963                 /* Suppress compiler warning */
2964                 k_idx = 0;
2965
2966                 for (j = 1; j < max_k_idx; j++)
2967                 {
2968                         object_kind *k_aux_ptr = &k_info[j];
2969
2970                         if (k_aux_ptr->tval != TV_SWORD) continue;
2971                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2972                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2973                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2974                         if (k_aux_ptr->weight > 99) continue;
2975
2976                         if (one_in_(n)) 
2977                         {
2978                                 k_idx = j;
2979                                 n++;
2980                         }
2981                 }
2982         }
2983         else /* TV_BROKEN_SWORD */
2984         {
2985                 /* Repair to a sword or sometimes material's type weapon */
2986                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2987
2988                 while(1)
2989                 {
2990                         object_kind *ck_ptr;
2991
2992                         k_idx = lookup_kind(tval, SV_ANY);
2993                         ck_ptr = &k_info[k_idx];
2994
2995                         if (tval == TV_SWORD)
2996                         {
2997                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2998                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
2999                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3000                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3001                         }
3002                         if (tval == TV_POLEARM)
3003                         {
3004                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3005                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3006                         }
3007                         if (tval == TV_HAFTED)
3008                         {
3009                                 if ((ck_ptr->sval == SV_GROND) ||
3010                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3011                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3012                         }
3013
3014                         break;
3015                 }
3016         }
3017
3018         /* Calculate dice bonuses */
3019         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3020         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3021         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3022         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3023
3024         /* Change base object */
3025         k_ptr = &k_info[k_idx];
3026         o_ptr->k_idx = k_idx;
3027         o_ptr->weight = k_ptr->weight;
3028         o_ptr->tval = k_ptr->tval;
3029         o_ptr->sval = k_ptr->sval;
3030         o_ptr->dd = k_ptr->dd;
3031         o_ptr->ds = k_ptr->ds;
3032
3033         /* Copy base object's ability */
3034         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3035         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3036         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3037
3038         /* Dice up */
3039         if (dd_bonus > 0)
3040         {
3041                 o_ptr->dd++;
3042                 for (i = 1; i < dd_bonus; i++)
3043                 {
3044                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3045                 }
3046         }
3047         if (ds_bonus > 0)
3048         {
3049                 o_ptr->ds++;
3050                 for (i = 1; i < ds_bonus; i++)
3051                 {
3052                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3053                 }
3054         }
3055
3056         if (have_flag(k_ptr->flags, TR_BLOWS))
3057         {
3058                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3059                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3060         }
3061
3062         /* Add one random ability from material weapon */
3063         give_one_ability_of_object(o_ptr, mo_ptr);
3064
3065         /* Add to-dam, to-hit and to-ac from material weapon */
3066         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3067         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3068         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3069
3070         if ((o_ptr->name1 == ART_NARSIL) ||
3071                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3072                 (object_is_ego(o_ptr) && one_in_(7)))
3073         {
3074                 /* Forge it */
3075                 if (object_is_ego(o_ptr))
3076                 {
3077                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3078                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3079                 }
3080
3081                 /* Add one random ability from material weapon */
3082                 give_one_ability_of_object(o_ptr, mo_ptr);
3083
3084                 /* Add one random activation */
3085                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3086
3087                 /* Narsil */
3088                 if (o_ptr->name1 == ART_NARSIL)
3089                 {
3090                         one_high_resistance(o_ptr);
3091                         one_ability(o_ptr);
3092                 }
3093
3094                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3095         }
3096
3097         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3098 #ifdef JP
3099         msg_format("$%dで%sに修復しました。", cost, basenm);
3100 #else
3101         msg_format("Repaired into %s for %d gold.", basenm, cost);
3102 #endif
3103         msg_print(NULL);
3104
3105         /* Remove BROKEN flag */
3106         o_ptr->ident &= ~(IDENT_BROKEN);
3107
3108         /* Add repaired flag */
3109         o_ptr->discount = 99;
3110
3111         p_ptr->total_weight += o_ptr->weight;
3112         calc_android_exp();
3113
3114         /* Decrease material object */
3115         inven_item_increase(mater, -1);
3116         inven_item_optimize(mater);
3117
3118         /* Copyback */
3119         p_ptr->update |= PU_BONUS;
3120         handle_stuff();
3121
3122         /* Something happened */
3123         return (cost);
3124 }
3125
3126 /*!
3127  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3128  * @param bcost 基本鑑定費用
3129  * @return 実際にかかった費用
3130  */
3131 static int repair_broken_weapon(PRICE bcost)
3132 {
3133         PRICE cost;
3134         screen_save();
3135         cost = repair_broken_weapon_aux(bcost);
3136         screen_load();
3137         return cost;
3138 }
3139
3140
3141 /*!
3142  * @brief アイテムの強化を行う。 / Enchant item
3143  * @param cost 1回毎の費用
3144  * @param to_hit 命中をアップさせる量
3145  * @param to_dam ダメージをアップさせる量
3146  * @param to_ac ACをアップさせる量
3147  * @return 実際に行ったらTRUE
3148  */
3149 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3150 {
3151         int i;
3152         OBJECT_IDX item;
3153         bool okay = FALSE;
3154         object_type *o_ptr;
3155         concptr q, s;
3156         int maxenchant = (p_ptr->lev / 5);
3157         char tmp_str[MAX_NLEN];
3158
3159         clear_bldg(4, 18);
3160         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3161         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3162
3163         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3164         s = _("改良できるものがありません。", "You have nothing to improve.");
3165
3166         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3167         if (!o_ptr) return (FALSE);
3168
3169         /* Check if the player has enough money */
3170         if (p_ptr->au < (cost * o_ptr->number))
3171         {
3172                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3173                 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);
3174                 return (FALSE);
3175         }
3176
3177         /* Enchant to hit */
3178         for (i = 0; i < to_hit; i++)
3179         {
3180                 if (o_ptr->to_h < maxenchant)
3181                 {
3182                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3183                         {
3184                                 okay = TRUE;
3185                                 break;
3186                         }
3187                 }
3188         }
3189
3190         /* Enchant to damage */
3191         for (i = 0; i < to_dam; i++)
3192         {
3193                 if (o_ptr->to_d < maxenchant)
3194                 {
3195                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3196                         {
3197                                 okay = TRUE;
3198                                 break;
3199                         }
3200                 }
3201         }
3202
3203         /* Enchant to AC */
3204         for (i = 0; i < to_ac; i++)
3205         {
3206                 if (o_ptr->to_a < maxenchant)
3207                 {
3208                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3209                         {
3210                                 okay = TRUE;
3211                                 break;
3212                         }
3213                 }
3214         }
3215
3216         /* Failure */
3217         if (!okay)
3218         {
3219                 if (flush_failure) flush();
3220                 msg_print(_("改良に失敗した。", "The improvement failed."));
3221                 return (FALSE);
3222         }
3223         else
3224         {
3225                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3226 #ifdef JP
3227                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3228 #else
3229                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3230 #endif
3231
3232                 /* Charge the money */
3233                 p_ptr->au -= (cost * o_ptr->number);
3234
3235                 if (item >= INVEN_RARM) calc_android_exp();
3236
3237                 /* Something happened */
3238                 return (TRUE);
3239         }
3240 }
3241
3242
3243 /*!
3244  * @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
3245  * @details
3246  * The player can select the number of charges to add\n
3247  * (up to a limit), and the recharge never fails.\n
3248  *\n
3249  * The cost for rods depends on the level of the rod. The prices\n
3250  * for recharging wands and staves are dependent on the cost of\n
3251  * the base-item.\n
3252  * @return なし
3253  */
3254 static void building_recharge(void)
3255 {
3256         OBJECT_IDX  item;
3257         DEPTH       lev;
3258         object_type *o_ptr;
3259         object_kind *k_ptr;
3260         concptr        q, s;
3261         PRICE       price;
3262         PARAMETER_VALUE charges;
3263         int         max_charges;
3264         char        tmp_str[MAX_NLEN];
3265
3266         msg_flag = FALSE;
3267
3268         /* Display some info */
3269         clear_bldg(4, 18);
3270         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);
3271
3272
3273         /* Only accept legal items */
3274         item_tester_hook = item_tester_hook_recharge;
3275
3276         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3277         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3278
3279         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3280         if (!o_ptr) return;
3281
3282         k_ptr = &k_info[o_ptr->k_idx];
3283
3284         /*
3285          * We don't want to give the player free info about
3286          * the level of the item or the number of charges.
3287          */
3288         /* The item must be "known" */
3289         if (!object_is_known(o_ptr))
3290         {
3291                 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!"));
3292                 msg_print(NULL);
3293
3294                 if ((p_ptr->au >= 50) &&
3295                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3296
3297                 {
3298                         p_ptr->au -= 50;
3299                         identify_item(o_ptr);
3300                         object_desc(tmp_str, o_ptr, 0);
3301                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3302
3303                         /* Auto-inscription */
3304                         autopick_alter_item(item, FALSE);
3305
3306                         /* Update the gold display */
3307                         building_prt_gold();
3308                 }
3309                 else
3310                 {
3311                         return;
3312                 }
3313         }
3314
3315         /* Extract the object "level" */
3316         lev = k_info[o_ptr->k_idx].level;
3317
3318         /* Price for a rod */
3319         if (o_ptr->tval == TV_ROD)
3320         {
3321                 if (o_ptr->timeout > 0)
3322                 {
3323                         /* Fully recharge */
3324                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3325                 }
3326                 else
3327                 {
3328                         /* No recharge necessary */
3329                         price = 0;
3330                         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."));
3331                         return;
3332                 }
3333         }
3334         else if (o_ptr->tval == TV_STAFF)
3335         {
3336                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3337                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3338
3339                 /* Pay at least 10 gold per charge */
3340                 price = MAX(10, price);
3341         }
3342         else
3343         {
3344                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3345                 price = (k_info[o_ptr->k_idx].cost / 10);
3346
3347                 /* Pay at least 10 gold per charge */
3348                 price = MAX(10, price);
3349         }
3350
3351         /* Limit the number of charges for wands and staffs */
3352         if (o_ptr->tval == TV_WAND
3353                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3354         {
3355                 if (o_ptr->number > 1)
3356                 {
3357                         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."));
3358                 }
3359                 else
3360                 {
3361                         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."));
3362                 }
3363                 return;
3364         }
3365         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3366         {
3367                 if (o_ptr->number > 1)
3368                 {
3369                         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."));
3370                 }
3371                 else
3372                 {
3373                         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."));
3374                 }
3375                 return;
3376         }
3377
3378         /* Check if the player has enough money */
3379         if (p_ptr->au < price)
3380         {
3381                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3382 #ifdef JP
3383                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3384 #else
3385                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3386 #endif
3387
3388                 return;
3389         }
3390
3391         if (o_ptr->tval == TV_ROD)
3392         {
3393 #ifdef JP
3394                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3395 #else
3396                 if (get_check(format("Recharge the %s for %d gold? ",
3397                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3398 #endif
3399
3400                 {
3401                         /* Recharge fully */
3402                         o_ptr->timeout = 0;
3403                 }
3404                 else
3405                 {
3406                         return;
3407                 }
3408         }
3409         else
3410         {
3411                 if (o_ptr->tval == TV_STAFF)
3412                         max_charges = k_ptr->pval - o_ptr->pval;
3413                 else
3414                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3415
3416                 /* Get the quantity for staves and wands */
3417                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3418                                         MIN(p_ptr->au / price, max_charges));
3419
3420                 /* Do nothing */
3421                 if (charges < 1) return;
3422
3423                 /* Get the new price */
3424                 price *= charges;
3425
3426                 /* Recharge */
3427                 o_ptr->pval += charges;
3428
3429                 /* We no longer think the item is empty */
3430                 o_ptr->ident &= ~(IDENT_EMPTY);
3431         }
3432
3433         /* Give feedback */
3434         object_desc(tmp_str, o_ptr, 0);
3435 #ifdef JP
3436         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3437 #else
3438         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3439 #endif
3440         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3441
3442         p_ptr->window |= (PW_INVEN);
3443
3444         /* Pay the price */
3445         p_ptr->au -= price;
3446
3447         /* Finished */
3448         return;
3449 }
3450
3451
3452 /*!
3453  * @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
3454  * @details
3455  * The player can select the number of charges to add\n
3456  * (up to a limit), and the recharge never fails.\n
3457  *\n
3458  * The cost for rods depends on the level of the rod. The prices\n
3459  * for recharging wands and staves are dependent on the cost of\n
3460  * the base-item.\n
3461  * @return なし
3462  */
3463 static void building_recharge_all(void)
3464 {
3465         INVENTORY_IDX i;
3466         DEPTH lev;
3467         object_type *o_ptr;
3468         object_kind *k_ptr;
3469         PRICE price = 0;
3470         PRICE total_cost = 0;
3471
3472
3473         /* Display some info */
3474         msg_flag = FALSE;
3475         clear_bldg(4, 18);
3476         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);
3477
3478         /* Calculate cost */
3479         for ( i = 0; i < INVEN_PACK; i++)
3480         {
3481                 o_ptr = &inventory[i];
3482                                 
3483                 /* skip non magic device */
3484                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3485
3486                 /* need identified */
3487                 if (!object_is_known(o_ptr)) total_cost += 50;
3488
3489                 /* Extract the object "level" */
3490                 lev = k_info[o_ptr->k_idx].level;
3491
3492                 k_ptr = &k_info[o_ptr->k_idx];
3493
3494                 switch (o_ptr->tval)
3495                 {
3496                 case TV_ROD:
3497                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3498                         break;
3499
3500                 case TV_STAFF:
3501                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3502                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3503
3504                         /* Pay at least 10 gold per charge */
3505                         price = MAX(10, price);
3506
3507                         /* Fully charge */
3508                         price = (k_ptr->pval - o_ptr->pval) * price;
3509                         break;
3510
3511                 case TV_WAND:
3512                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3513                         price = (k_info[o_ptr->k_idx].cost / 10);
3514
3515                         /* Pay at least 10 gold per charge */
3516                         price = MAX(10, price);
3517
3518                         /* Fully charge */
3519                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3520                         break;
3521                 }
3522
3523                 /* if price <= 0 then item have enough charge */
3524                 if (price > 0) total_cost += price;
3525         }
3526
3527         if (!total_cost)
3528         {
3529                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3530                 msg_print(NULL);
3531                 return;
3532         }
3533
3534         /* Check if the player has enough money */
3535         if (p_ptr->au < total_cost)
3536         {
3537                 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 );
3538                 msg_print(NULL);
3539                 return;
3540         }
3541         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3542         
3543         for (i = 0; i < INVEN_PACK; i++)
3544         {
3545                 o_ptr = &inventory[i];
3546                 k_ptr = &k_info[o_ptr->k_idx];
3547
3548                 /* skip non magic device */
3549                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3550
3551                 if (!object_is_known(o_ptr))
3552                 {
3553                         identify_item(o_ptr);
3554
3555                         /* Auto-inscription */
3556                         autopick_alter_item(i, FALSE);
3557                 }
3558
3559                 /* Recharge */
3560                 switch (o_ptr->tval)
3561                 {
3562                 case TV_ROD:
3563                         o_ptr->timeout = 0;
3564                         break;
3565                 case TV_STAFF:
3566                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3567                         /* We no longer think the item is empty */
3568                         o_ptr->ident &= ~(IDENT_EMPTY);
3569                         break;
3570                 case TV_WAND:
3571                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3572                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3573                         /* We no longer think the item is empty */
3574                         o_ptr->ident &= ~(IDENT_EMPTY);
3575                         break;
3576                 }
3577         }
3578
3579         /* Give feedback */
3580         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3581         msg_print(NULL);
3582         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3583
3584         p_ptr->window |= (PW_INVEN);
3585
3586         /* Pay the price */
3587         p_ptr->au -= total_cost;
3588
3589         /* Finished */
3590         return;
3591 }
3592
3593 /*!
3594  * @brief 町間のテレポートを行うメインルーチン。
3595  * @return テレポート処理を決定したか否か
3596  */
3597 bool tele_town(void)
3598 {
3599         int i;
3600         POSITION x, y;
3601         int num = 0;
3602
3603         if (current_floor_ptr->dun_level)
3604         {
3605                 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3606                 return FALSE;
3607         }
3608
3609         if (p_ptr->inside_arena || p_ptr->inside_battle)
3610         {
3611                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3612                 return FALSE;
3613         }
3614
3615         screen_save();
3616         clear_bldg(4, 10);
3617
3618         for (i = 1; i < max_towns; i++)
3619         {
3620                 char buf[80];
3621
3622                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3623
3624                 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3625                 prt(buf, 5 + i, 5);
3626                 num++;
3627         }
3628
3629         if (!num)
3630         {
3631                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3632                 msg_print(NULL);
3633                 screen_load();
3634                 return FALSE;
3635         }
3636
3637         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3638         while(1)
3639         {
3640                 i = inkey();
3641
3642                 if (i == ESCAPE)
3643                 {
3644                         screen_load();
3645                         return FALSE;
3646                 }
3647                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3648                 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3649                 break;
3650         }
3651
3652         for (y = 0; y < current_world_ptr->max_wild_y; y++)
3653         {
3654                 for (x = 0; x < current_world_ptr->max_wild_x; x++)
3655                 {
3656                         if(wilderness[y][x].town == (i-'a'+1))
3657                         {
3658                                 p_ptr->wilderness_y = y;
3659                                 p_ptr->wilderness_x = x;
3660                         }
3661                 }
3662         }
3663
3664         p_ptr->leaving = TRUE;
3665         leave_bldg = TRUE;
3666         p_ptr->teleport_town = TRUE;
3667         screen_load();
3668         return TRUE;
3669 }
3670
3671 /*!
3672  * @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-
3673  * @return 常にTRUEを返す。
3674  * @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。
3675  */
3676 static bool research_mon(void)
3677 {
3678         IDX i;
3679         int n;
3680         MONRACE_IDX r_idx;
3681         char sym, query;
3682         char buf[128];
3683         bool notpicked;
3684         bool recall = FALSE;
3685         u16b why = 0;
3686         MONSTER_IDX *who;
3687
3688         /* XTRA HACK WHATSEARCH */
3689         bool all = FALSE;
3690         bool uniq = FALSE;
3691         bool norm = FALSE;
3692         char temp[80] = "";
3693
3694         /* XTRA HACK REMEMBER_IDX */
3695         static int old_sym = '\0';
3696         static IDX old_i = 0;
3697
3698         screen_save();
3699
3700         /* Get a character, or abort */
3701         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):",
3702                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3703
3704         {
3705                 screen_load();
3706
3707                 return (FALSE);
3708         }
3709
3710         /* Find that character info, and describe it */
3711         for (i = 0; ident_info[i]; ++i)
3712         {
3713                 if (sym == ident_info[i][0]) break;
3714         }
3715
3716                 /* XTRA HACK WHATSEARCH */
3717         if (sym == KTRL('A'))
3718         {
3719                 all = TRUE;
3720                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3721         }
3722         else if (sym == KTRL('U'))
3723         {
3724                 all = uniq = TRUE;
3725                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3726         }
3727         else if (sym == KTRL('N'))
3728         {
3729                 all = norm = TRUE;
3730                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3731         }
3732         else if (sym == KTRL('M'))
3733         {
3734                 all = TRUE;
3735                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3736                 {
3737                         temp[0]=0;
3738                         screen_load();
3739
3740                         return FALSE;
3741                 }
3742                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3743         }
3744         else if (ident_info[i])
3745         {
3746                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3747         }
3748         else
3749         {
3750                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3751         }
3752
3753         /* Display the result */
3754         prt(buf, 16, 10);
3755
3756         /* Allocate the "who" array */
3757         C_MAKE(who, max_r_idx, MONRACE_IDX);
3758
3759         /* Collect matching monsters */
3760         for (n = 0, i = 1; i < max_r_idx; i++)
3761         {
3762                 monster_race *r_ptr = &r_info[i];
3763
3764                 /* Empty monster */
3765                 if (!r_ptr->name) continue;
3766
3767                 /* XTRA HACK WHATSEARCH */
3768                 /* Require non-unique monsters if needed */
3769                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3770
3771                 /* Require unique monsters if needed */
3772                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3773
3774                 /* 名前検索 */
3775                 if (temp[0])
3776                 {
3777                         int xx;
3778                         char temp2[80];
3779
3780                         for (xx = 0; temp[xx] && xx < 80; xx++)
3781                         {
3782 #ifdef JP
3783                                 if (iskanji(temp[xx]))
3784                                 {
3785                                         xx++;
3786                                         continue;
3787                                 }
3788 #endif
3789                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3790                         }
3791   
3792 #ifdef JP
3793                         strcpy(temp2, r_name + r_ptr->E_name);
3794 #else
3795                         strcpy(temp2, r_name + r_ptr->name);
3796 #endif
3797                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3798                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3799
3800 #ifdef JP
3801                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3802 #else
3803                         if (my_strstr(temp2, temp))
3804 #endif
3805                                 who[n++] = i;
3806                 }
3807                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3808         }
3809
3810         /* Nothing to recall */
3811         if (!n)
3812         {
3813                 /* Free the "who" array */
3814                 C_KILL(who, max_r_idx, MONRACE_IDX);
3815                 screen_load();
3816
3817                 return (FALSE);
3818         }
3819
3820         /* Sort by level */
3821         why = 2;
3822         query = 'y';
3823
3824         /* Sort if needed */
3825         if (why)
3826         {
3827                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3828         }
3829
3830
3831         /* Start at the end */
3832         /* XTRA HACK REMEMBER_IDX */
3833         if (old_sym == sym && old_i < n) i = old_i;
3834         else i = n - 1;
3835
3836         notpicked = TRUE;
3837
3838         /* Scan the monster memory */
3839         while (notpicked)
3840         {
3841                 /* Extract a race */
3842                 r_idx = who[i];
3843
3844                 /* Hack -- Begin the prompt */
3845                 roff_top(r_idx);
3846
3847                 /* Hack -- Complete the prompt */
3848                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3849
3850                 /* Interact */
3851                 while (1)
3852                 {
3853                         /* Recall */
3854                         if (recall)
3855                         {
3856                                 /*** Recall on screen ***/
3857
3858                                 /* Get maximal info about this monster */
3859                                 lore_do_probe(r_idx);
3860
3861                                 /* Save this monster ID */
3862                                 monster_race_track(r_idx);
3863                                 handle_stuff();
3864
3865                                 /* know every thing mode */
3866                                 screen_roff(r_idx, 0x01);
3867                                 notpicked = FALSE;
3868
3869                                 /* XTRA HACK REMEMBER_IDX */
3870                                 old_sym = sym;
3871                                 old_i = i;
3872                         }
3873
3874                         /* Command */
3875                         query = inkey();
3876
3877                         /* Normal commands */
3878                         if (query != 'r') break;
3879
3880                         /* Toggle recall */
3881                         recall = !recall;
3882                 }
3883
3884                 /* Stop scanning */
3885                 if (query == ESCAPE) break;
3886
3887                 /* Move to "prev" monster */
3888                 if (query == '-')
3889                 {
3890                         if (++i == n)
3891                         {
3892                                 i = 0;
3893                                 if (!expand_list) break;
3894                         }
3895                 }
3896
3897                 /* Move to "next" monster */
3898                 else
3899                 {
3900                         if (i-- == 0)
3901                         {
3902                                 i = n - 1;
3903                                 if (!expand_list) break;
3904                         }
3905                 }
3906         }
3907
3908
3909         /* Re-display the identity */
3910         /* prt(buf, 5, 5);*/
3911
3912         /* Free the "who" array */
3913         C_KILL(who, max_r_idx, MONRACE_IDX);
3914         screen_load();
3915
3916         return (!notpicked);
3917 }
3918
3919
3920 /*!
3921  * @brief 施設の処理実行メインルーチン / Execute a building command
3922  * @param bldg 施設構造体の参照ポインタ
3923  * @param i 実行したい施設のサービステーブルの添字
3924  * @return なし
3925  */
3926 static void bldg_process_command(building_type *bldg, int i)
3927 {
3928         BACT_IDX bact = bldg->actions[i];
3929         PRICE bcost;
3930         bool paid = FALSE;
3931
3932         msg_flag = FALSE;
3933         msg_erase();
3934
3935         if (is_owner(bldg))
3936                 bcost = bldg->member_costs[i];
3937         else
3938                 bcost = bldg->other_costs[i];
3939
3940         /* action restrictions */
3941         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3942             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3943         {
3944                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3945                 return;
3946         }
3947
3948         /* check gold (HACK - Recharge uses variable costs) */
3949         if ((bact != BACT_RECHARGE) &&
3950             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3951              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3952         {
3953                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3954                 return;
3955         }
3956
3957         switch (bact)
3958         {
3959         case BACT_NOTHING:
3960                 /* Do nothing */
3961                 break;
3962         case BACT_RESEARCH_ITEM:
3963                 paid = identify_fully(FALSE);
3964                 break;
3965         case BACT_TOWN_HISTORY:
3966                 town_history();
3967                 break;
3968         case BACT_RACE_LEGENDS:
3969                 race_legends();
3970                 break;
3971         case BACT_QUEST:
3972                 castle_quest();
3973                 break;
3974         case BACT_KING_LEGENDS:
3975         case BACT_ARENA_LEGENDS:
3976         case BACT_LEGENDS:
3977                 show_highclass();
3978                 break;
3979         case BACT_POSTER:
3980         case BACT_ARENA_RULES:
3981         case BACT_ARENA:
3982                 arena_comm(bact);
3983                 break;
3984         case BACT_IN_BETWEEN:
3985         case BACT_CRAPS:
3986         case BACT_SPIN_WHEEL:
3987         case BACT_DICE_SLOTS:
3988         case BACT_GAMBLE_RULES:
3989         case BACT_POKER:
3990                 gamble_comm(bact);
3991                 break;
3992         case BACT_REST:
3993         case BACT_RUMORS:
3994         case BACT_FOOD:
3995                 paid = inn_comm(bact);
3996                 break;
3997         case BACT_RESEARCH_MONSTER:
3998                 paid = research_mon();
3999                 break;
4000         case BACT_COMPARE_WEAPONS:
4001                 paid = TRUE;
4002                 bcost = compare_weapons(bcost);
4003                 break;
4004         case BACT_ENCHANT_WEAPON:
4005                 item_tester_hook = object_allow_enchant_melee_weapon;
4006                 enchant_item(bcost, 1, 1, 0);
4007                 break;
4008         case BACT_ENCHANT_ARMOR:
4009                 item_tester_hook = object_is_armour;
4010                 enchant_item(bcost, 0, 0, 1);
4011                 break;
4012         case BACT_RECHARGE:
4013                 building_recharge();
4014                 break;
4015         case BACT_RECHARGE_ALL:
4016                 building_recharge_all();
4017                 break;
4018         case BACT_IDENTS: /* needs work */
4019                 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;
4020                 identify_pack();
4021                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4022                 paid = TRUE;
4023                 break;
4024         case BACT_IDENT_ONE: /* needs work */
4025                 paid = ident_spell(FALSE);
4026                 break;
4027         case BACT_LEARN:
4028                 do_cmd_study();
4029                 break;
4030         case BACT_HEALING: /* needs work */
4031                 paid = cure_critical_wounds(200);
4032                 break;
4033         case BACT_RESTORE: /* needs work */
4034                 paid = restore_all_status();
4035                 break;
4036         case BACT_ENCHANT_ARROWS:
4037                 item_tester_hook = item_tester_hook_ammo;
4038                 enchant_item(bcost, 1, 1, 0);
4039                 break;
4040         case BACT_ENCHANT_BOW:
4041                 item_tester_tval = TV_BOW;
4042                 enchant_item(bcost, 1, 1, 0);
4043                 break;
4044
4045         case BACT_RECALL:
4046                 if (recall_player(p_ptr, 1)) paid = TRUE;
4047                 break;
4048
4049         case BACT_TELEPORT_LEVEL:
4050                 clear_bldg(4, 20);
4051                 paid = free_level_recall(p_ptr);
4052                 break;
4053
4054         case BACT_LOSE_MUTATION:
4055                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4056                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4057                 {
4058                         while(!lose_mutation(0));
4059                         paid = TRUE;
4060                 }
4061                 else
4062                 {
4063                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4064                         msg_print(NULL);
4065                 }
4066                 break;
4067
4068         case BACT_BATTLE:
4069                 kakutoujou();
4070                 break;
4071
4072         case BACT_TSUCHINOKO:
4073                 tsuchinoko();
4074                 break;
4075
4076         case BACT_KUBI:
4077                 shoukinkubi();
4078                 break;
4079
4080         case BACT_TARGET:
4081                 today_target();
4082                 break;
4083
4084         case BACT_KANKIN:
4085                 kankin();
4086                 break;
4087
4088         case BACT_HEIKOUKA:
4089                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4090                 set_virtue(V_COMPASSION, 0);
4091                 set_virtue(V_HONOUR, 0);
4092                 set_virtue(V_JUSTICE, 0);
4093                 set_virtue(V_SACRIFICE, 0);
4094                 set_virtue(V_KNOWLEDGE, 0);
4095                 set_virtue(V_FAITH, 0);
4096                 set_virtue(V_ENLIGHTEN, 0);
4097                 set_virtue(V_ENCHANT, 0);
4098                 set_virtue(V_CHANCE, 0);
4099                 set_virtue(V_NATURE, 0);
4100                 set_virtue(V_HARMONY, 0);
4101                 set_virtue(V_VITALITY, 0);
4102                 set_virtue(V_UNLIFE, 0);
4103                 set_virtue(V_PATIENCE, 0);
4104                 set_virtue(V_TEMPERANCE, 0);
4105                 set_virtue(V_DILIGENCE, 0);
4106                 set_virtue(V_VALOUR, 0);
4107                 set_virtue(V_INDIVIDUALISM, 0);
4108                 get_virtues();
4109                 paid = TRUE;
4110                 break;
4111
4112         case BACT_TELE_TOWN:
4113                 paid = tele_town();
4114                 break;
4115
4116         case BACT_EVAL_AC:
4117                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4118                 break;
4119
4120         case BACT_BROKEN_WEAPON:
4121                 paid = TRUE;
4122                 bcost = repair_broken_weapon(bcost);
4123                 break;
4124         }
4125
4126         if (paid)
4127         {
4128                 p_ptr->au -= bcost;
4129         }
4130 }
4131
4132 /*!
4133  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4134  * @return なし
4135  */
4136 void do_cmd_bldg(void)
4137 {
4138         int             i, which;
4139         char            command;
4140         bool            validcmd;
4141         building_type   *bldg;
4142
4143         if(p_ptr->wild_mode) return;
4144
4145         take_turn(p_ptr, 100);
4146
4147         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4148         {
4149                 msg_print(_("ここには建物はない。", "You see no building here."));
4150                 return;
4151         }
4152
4153         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4154
4155         bldg = &building[which];
4156
4157         /* Don't re-init the wilderness */
4158         reinit_wilderness = FALSE;
4159
4160         if ((which == 2) && (p_ptr->arena_number < 0))
4161         {
4162                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4163                 return;
4164         }
4165         else if ((which == 2) && p_ptr->inside_arena)
4166         {
4167                 if (!p_ptr->exit_bldg && m_cnt > 0)
4168                 {
4169                         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);
4170                 }
4171                 else
4172                 {
4173                         /* Don't save the arena as saved floor */
4174                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4175
4176                         p_ptr->inside_arena = FALSE;
4177                         p_ptr->leaving = TRUE;
4178
4179                         /* Re-enter the arena */
4180                         command_new = SPECIAL_KEY_BUILDING;
4181
4182                         /* No energy needed to re-enter the arena */
4183                         free_turn(p_ptr);
4184                 }
4185
4186                 return;
4187         }
4188         else if (p_ptr->inside_battle)
4189         {
4190                 /* Don't save the arena as saved floor */
4191                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4192
4193                 p_ptr->leaving = TRUE;
4194                 p_ptr->inside_battle = FALSE;
4195
4196                 /* Re-enter the monster arena */
4197                 command_new = SPECIAL_KEY_BUILDING;
4198
4199                 /* No energy needed to re-enter the arena */
4200                 free_turn(p_ptr);
4201
4202                 return;
4203         }
4204         else
4205         {
4206                 p_ptr->oldpy = p_ptr->y;
4207                 p_ptr->oldpx = p_ptr->x;
4208         }
4209
4210         forget_lite();
4211         forget_view();
4212
4213         /* Hack -- Increase "icky" depth */
4214         character_icky++;
4215
4216         command_arg = 0;
4217         command_rep = 0;
4218         command_new = 0;
4219
4220         show_building(bldg);
4221         leave_bldg = FALSE;
4222
4223         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4224
4225         while (!leave_bldg)
4226         {
4227                 validcmd = FALSE;
4228                 prt("", 1, 0);
4229
4230                 building_prt_gold();
4231
4232                 command = inkey();
4233
4234                 if (command == ESCAPE)
4235                 {
4236                         leave_bldg = TRUE;
4237                         p_ptr->inside_arena = FALSE;
4238                         p_ptr->inside_battle = FALSE;
4239                         break;
4240                 }
4241
4242                 for (i = 0; i < 8; i++)
4243                 {
4244                         if (bldg->letters[i])
4245                         {
4246                                 if (bldg->letters[i] == command)
4247                                 {
4248                                         validcmd = TRUE;
4249                                         break;
4250                                 }
4251                         }
4252                 }
4253
4254                 if(validcmd) bldg_process_command(bldg, i);
4255
4256                 handle_stuff();
4257         }
4258
4259         select_floor_music();
4260
4261         msg_flag = FALSE;
4262         msg_erase();
4263
4264         /* Reinit wilderness to activate quests ... */
4265         if (reinit_wilderness)
4266         {
4267                 p_ptr->leaving = TRUE;
4268         }
4269
4270         /* Hack -- Decrease "icky" depth */
4271         character_icky--;
4272
4273         Term_clear();
4274
4275         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4276         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4277         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4278 }