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[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17 #include "term.h"
18
19 #include "core.h"
20 #include "cmd-dump.h"
21 #include "cmd-magiceat.h"
22 #include "floor.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
25 #include "autopick.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "monster.h"
31 #include "monsterrace-hook.h"
32 #include "melee.h"
33 #include "wild.h"
34 #include "world.h"
35 #include "sort.h"
36
37 #include "avatar.h"
38 #include "bldg.h"
39 #include "dungeon.h"
40 #include "mutation.h"
41 #include "quest.h"
42 #include "artifact.h"
43 #include "cmd-spell.h"
44 #include "rumor.h"
45 #include "spells.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
50
51 #include "files.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
57 #include "scores.h"
58 #include "shoot.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
61 #include "autopick.h"
62
63
64 /*
65  * Buildings
66  */
67 building_type building[MAX_BLDG];
68
69 MONRACE_IDX battle_mon[4];
70 u32b mon_odds[4];
71 int battle_odds;
72 PRICE kakekin;
73 int sel_monster;
74
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
77
78 /*!
79  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
80  */
81 const arena_type arena_info[MAX_ARENA_MONS + 2] =
82 {
83         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
84         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
85         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
86         { MON_LION_HEART,    0,         0                             },
87         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
88         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
89         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
90         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
91         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
92         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
93         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
94         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
95         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
96         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
97         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
98         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
99         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
100         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
101         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
102         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
103         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
104         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
105         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
106         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
107         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
108         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
109         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
110         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
111         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
112         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
113         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
114         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
115         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
116         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
117         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
118         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
119         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
120         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
121         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
122         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
123         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
124         { 0,                 0,         0                             }, /* Victory prizing */
125         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
126 };
127
128 /*!
129  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
130  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
131  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
132  * @param bldg 施設構造体の参照ポインタ
133  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
134  */
135 static bool is_owner(building_type *bldg)
136 {
137         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
138         {
139                 return (TRUE);
140         }
141
142         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
143         {
144                 return (TRUE);
145         }
146
147         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
148                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
149         {
150                 return (TRUE);
151         }
152
153         return (FALSE);
154 }
155
156 /*!
157  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
158  (スペルマスターの特別判定つき)
159  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
160  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
161  * @param bldg 施設構造体の参照ポインタ
162  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
163  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
164  */
165 static bool is_member(building_type *bldg)
166 {
167         if (bldg->member_class[p_ptr->pclass])
168         {
169                 return (TRUE);
170         }
171
172         if (bldg->member_race[p_ptr->prace])
173         {
174                 return (TRUE);
175         }
176
177         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
178             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
179         {
180                 return (TRUE);
181         }
182
183
184         if (p_ptr->pclass == CLASS_SORCERER)
185         {
186                 int i;
187                 bool OK = FALSE;
188                 for (i = 0; i < MAX_MAGIC; i++)
189                 {
190                         if (bldg->member_realm[i+1]) OK = TRUE;
191                 }
192                 return OK;
193         }
194         return (FALSE);
195 }
196
197 /*!
198  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
199  * @details 消去は行毎にヌル文字列で行われる。
200  * @param min_row 開始行番号
201  * @param max_row 末尾行番号
202  * @return なし
203  */
204 void clear_bldg(int min_row, int max_row)
205 {
206         int   i;
207
208         for (i = min_row; i <= max_row; i++)
209                 prt("", i, 0);
210 }
211
212 /*!
213  * @brief 所持金を表示する。
214  * @return なし
215  */
216 static void building_prt_gold(void)
217 {
218         char tmp_str[80];
219         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
220         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
221         prt(tmp_str, 23, 68);
222 }
223
224 /*!
225  * @brief 施設のサービス一覧を表示する / Display a building.
226  * @param bldg 施設構造体の参照ポインタ
227  * @return なし
228  */
229 static void show_building(building_type* bldg)
230 {
231         char buff[20];
232         int i;
233         byte action_color;
234         char tmp_str[80];
235
236         Term_clear();
237         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
238         prt(tmp_str, 2, 1);
239
240
241         for (i = 0; i < 8; i++)
242         {
243                 if (bldg->letters[i])
244                 {
245                         if (bldg->action_restr[i] == 0)
246                         {
247                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
249                                 {
250                                         action_color = TERM_WHITE;
251                                         buff[0] = '\0';
252                                 }
253                                 else if (is_owner(bldg))
254                                 {
255                                         action_color = TERM_YELLOW;
256                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
257                                 }
258                                 else
259                                 {
260                                         action_color = TERM_YELLOW;
261                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
262                         }
263                         else if (bldg->action_restr[i] == 1)
264                         {
265                                 if (!is_member(bldg))
266                                 {
267                                         action_color = TERM_L_DARK;
268                                         strcpy(buff, _("(閉店)", "(closed)"));
269                                 }
270                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
271                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
272                                 {
273                                         action_color = TERM_WHITE;
274                                         buff[0] = '\0';
275                                 }
276                                 else if (is_owner(bldg))
277                                 {
278                                         action_color = TERM_YELLOW;
279                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
280                                 }
281                                 else
282                                 {
283                                         action_color = TERM_YELLOW;
284                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
285                                 }
286                         }
287                         else
288                         {
289                                 if (!is_owner(bldg))
290                                 {
291                                         action_color = TERM_L_DARK;
292                                         strcpy(buff, _("(閉店)", "(closed)"));
293                                 }
294                                 else if (bldg->member_costs[i] != 0)
295                                 {
296                                         action_color = TERM_YELLOW;
297                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
298                                 }
299                                 else
300                                 {
301                                         action_color = TERM_WHITE;
302                                         buff[0] = '\0';
303                                 }
304                         }
305
306                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
307                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
308                 }
309         }
310         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
311 }
312
313 /*!
314  * @brief 闘技場に入るコマンドの処理 / arena commands
315  * @param player_ptr プレーヤーへの参照ポインタ
316  * @param cmd 闘技場処理のID
317  * @return なし
318  */
319 static void arena_comm(player_type *player_ptr, int cmd)
320 {
321         monster_race    *r_ptr;
322         concptr            name;
323         
324         switch (cmd)
325         {
326                 case BACT_ARENA:
327                         if (player_ptr->arena_number == MAX_ARENA_MONS)
328                         {
329                                 clear_bldg(5, 19);
330                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
331                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
332                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
333
334                                 prt("", 10, 0);
335                                 prt("", 11, 0);
336                                 player_ptr->au += 1000000L;
337                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
338                                 msg_print(NULL);
339                                 player_ptr->arena_number++;
340                         }
341                         else if (player_ptr->arena_number > MAX_ARENA_MONS)
342                         {
343                                 if (player_ptr->arena_number < MAX_ARENA_MONS+2)
344                                 {
345                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
346                                         msg_print(NULL);
347                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
348                                         {       
349                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
350                                                 msg_print(NULL);
351                                         
352                                                 player_ptr->exit_bldg = FALSE;
353                                                 reset_tim_flags(player_ptr);
354
355                                                 /* Save the surface floor as saved floor */
356                                                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
357
358                                                 player_ptr->current_floor_ptr->inside_arena = TRUE;
359                                                 player_ptr->leaving = TRUE;
360                                                 player_ptr->leave_bldg = TRUE;
361                                         }
362                                         else
363                                         {
364                                                 msg_print(_("残念だ。", "We are disappointed."));
365                                         }
366                                 }
367                                 else
368                                 {
369                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
370                                                                 "You enter the arena briefly and bask in your glory."));
371                                         msg_print(NULL);
372                                 }
373                         }
374                         else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
375                         {
376                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
377                                                         "You don't have permission to enter with pet."));
378                                 msg_print(NULL);
379                         }
380                         else
381                         {
382                                 player_ptr->exit_bldg = FALSE;
383                                 reset_tim_flags(player_ptr);
384
385                                 /* Save the surface floor as saved floor */
386                                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
387
388                                 player_ptr->current_floor_ptr->inside_arena = TRUE;
389                                 player_ptr->leaving = TRUE;
390                                 player_ptr->leave_bldg = TRUE;
391                         }
392                         break;
393                 case BACT_POSTER:
394                         if (player_ptr->arena_number == MAX_ARENA_MONS)
395                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
396                                                         "You are victorious. Enter the arena for the ceremony."));
397
398                         else if (player_ptr->arena_number > MAX_ARENA_MONS)
399                         {
400                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
401                         }
402                         else
403                         {
404                                 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
405                                 name = (r_name + r_ptr->name);
406                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
407
408                                 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
409                                 player_ptr->window |= (PW_MONSTER);
410                                 handle_stuff();
411
412                         }
413                         break;
414                 case BACT_ARENA_RULES:
415                         screen_save();
416
417                         /* Peruse the arena help file */
418                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
419                         screen_load();
420
421                         break;
422         }
423 }
424
425
426 /*!
427  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
428  * @param row シンボルを表示する行の上端
429  * @param col シンボルを表示する行の左端
430  * @param fruit 表示するシンボルID
431  * @return なし
432  */
433 static void display_fruit(int row, int col, int fruit)
434 {
435         switch (fruit)
436         {
437                 case 0: /* lemon */
438                         c_put_str(TERM_YELLOW, "   ####.", row, col);
439                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
440                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
441                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
442                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
443                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
444                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
445                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
446                         prt(                 _(" レモン ",
447                                                            " Lemon  "), row + 8, col);
448                         break;
449                 case 1: /* orange */
450                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
451                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
452                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
453                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
454                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
455                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
456                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
457                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
458                         prt(                 _("オレンジ",
459                                                                    " Orange "), row + 8, col);
460                         break;
461                 case 2: /* sword */
462                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
463                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
464                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
465                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
466                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
467                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
468                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
469                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
470                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
471                         break;
472                 case 3: /* shield */
473                         c_put_str(TERM_SLATE, " ###### ", row, col);
474                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
475                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
476                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
477                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
478                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
479                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
480                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
481                         prt(                _("   盾   ",
482                                                                   " Shield "), row + 8, col);
483                         break;
484                 case 4: /* plum */
485                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
486                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
487                         c_put_str(TERM_VIOLET, "########", row + 2, col);
488                         c_put_str(TERM_VIOLET, "########", row + 3, col);
489                         c_put_str(TERM_VIOLET, "########", row + 4, col);
490                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
491                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
492                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
493                         prt(                 _(" プラム ",
494                                                                    "  Plum  "), row + 8, col);
495                         break;
496                 case 5: /* cherry */
497                         c_put_str(TERM_RED, "      ##", row, col);
498                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
499                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
500                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
501                         c_put_str(TERM_RED, " ###### ", row + 4, col);
502                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
503                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
504                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
505                         prt(              _("チェリー",
506                                                                 " Cherry "), row + 8, col);
507                         break;
508         }
509 }
510
511 /*! @note
512  * kpoker no (tyuto-hannpa na)pakuri desu...
513  * joker ha shineru node haitte masen.
514  *
515  * TODO: donataka! tsukutte!
516  *  - agatta yaku no kiroku (like DQ).
517  *  - kakkoii card no e.
518  *  - sousa-sei no koujyo.
519  *  - code wo wakariyasuku.
520  *  - double up.
521  *  - Joker... -- done.
522  *
523  * 9/13/2000 --Koka
524  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
525  */
526
527 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
528 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
529 #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 */
530
531 static int cards[5]; /*!< ポーカーの現在の手札ID */
532
533 /*!
534  * @brief ポーカーの山札を切る。
535  * @param deck デッキの配列
536  * @return なし
537  */
538 static void reset_deck(int deck[])
539 {
540         int i;
541         for (i = 0; i < 53; i++) deck[i] = i;
542
543         /* shuffle cards */
544         for (i = 0; i < 53; i++){
545                 int tmp1 = randint0(53 - i) + i;
546                 int tmp2 = deck[i];
547                 deck[i] = deck[tmp1];
548                 deck[tmp1] = tmp2;
549         }
550 }
551
552 /*!
553  * @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。
554  * @return ジョーカーを持っているか。
555  */
556 static bool have_joker(void)
557 {
558         int i;
559
560         for (i = 0; i < 5; i++){
561           if(IS_JOKER(cards[i])) return TRUE;
562         }
563         return FALSE;
564 }
565
566 /*!
567  * @brief ポーカーの手札に該当の番号の札があるかを返す。
568  * @param num 探したいカードの番号。
569  * @return 該当の番号が手札にあるか。
570  */
571 static bool find_card_num(int num)
572 {
573         int i;
574         for (i = 0; i < 5; i++)
575                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
576         return FALSE;
577 }
578
579 /*!
580  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
581  * @return 役の判定結果
582  */
583 static bool yaku_check_flush(void)
584 {
585         int i, suit;
586         bool joker_is_used = FALSE;
587
588         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
589         for (i = 0; i < 5; i++){
590                 if (SUIT_OF(cards[i]) != suit){
591                   if(have_joker() && !joker_is_used)
592                     joker_is_used = TRUE;
593                   else
594                     return FALSE;
595                 }
596         }
597
598         return TRUE;
599 }
600
601 /*!
602  * @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。
603  * @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
604  */
605 static int yaku_check_straight(void)
606 {
607         int i, lowest = 99;
608         bool joker_is_used = FALSE;
609         bool straight = FALSE;
610
611         /* get lowest */
612         for (i = 0; i < 5; i++)
613         {
614                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
615                         lowest = NUM_OF(cards[i]);
616         }
617         
618         /* Check Royal Straight Flush */
619         if (yaku_check_flush())
620         {
621           if( lowest == 0 ){
622                 for (i = 0; i < 4; i++)
623                 {
624                         if (!find_card_num(9 + i)){
625                                 if( have_joker() && !joker_is_used )
626                                   joker_is_used = TRUE;
627                                 else
628                                   break;
629                         }
630                 }
631                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
632           }
633           if(lowest == 9){
634                 for (i = 0; i < 3; i++)
635                 {
636                         if (!find_card_num(10 + i))
637                                 break;
638                 }
639                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
640           }
641         }
642
643         joker_is_used = FALSE;
644
645         /* Straight Only Check */
646
647         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
648                 for (i = 0; i < 4; i++)
649                 {
650                         if (!find_card_num(9 + i)) {
651                                 if (have_joker() && !joker_is_used)
652                                         joker_is_used = TRUE;
653                                 else
654                                         break; /* None */
655                         }
656                 }
657                 if(i == 4) straight = TRUE;
658         }
659
660         joker_is_used = FALSE;
661
662         for (i = 0; i < 5; i++)
663         {
664                 if(!find_card_num(lowest + i)){
665                         if( have_joker() && !joker_is_used )
666                                 joker_is_used = TRUE;
667                         else
668                                 break; /* None */
669                 }
670         }
671         if(i == 5) straight = TRUE;
672         
673         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
674         else if(straight) return 1; /* Only Straight */
675         else return 0;
676 }
677
678 /*!
679  * @brief ポーカーのペア役の状態を返す。
680  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
681  */
682 static int yaku_check_pair(void)
683 {
684         int i, i2, matching = 0;
685
686         for (i = 0; i < 5; i++)
687         {
688                 for (i2 = i+1; i2 < 5; i2++)
689                 {
690                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
691                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
692                                 matching++;
693                 }
694         }
695
696         if(have_joker()){
697           switch(matching){
698           case 0:
699             matching = 1;
700             break;
701           case 1:
702             matching = 3;
703             break;
704           case 2:
705             matching = 4;
706             break;
707           case 3:
708             matching = 6;
709             break;
710           case 6:
711             matching = 7;
712             break;
713           default:
714             /* don't reach */
715             break;
716           }
717         }
718
719         return matching;
720 }
721
722 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
723 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
724 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
725 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
726 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
727 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
728 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
729 #define ODDS_ST 4 /*!< ストレートの役倍率 */
730 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
731 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
732
733 /*!
734  * @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。
735  * @return 役のID
736  */
737 static int yaku_check(void)
738 {
739         prt("                            ", 4, 3);
740
741         switch(yaku_check_straight()){
742         case 3: /* RF! */
743                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
744                 return ODDS_RF;
745         case 2: /* SF! */
746                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
747                 return ODDS_SF;
748         case 1:
749                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
750                 return ODDS_ST;
751         default:
752                 /* Not straight -- fall through */
753                 break;
754         }
755
756         if (yaku_check_flush())
757         {
758                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
759                 return ODDS_FL;
760         }
761
762         switch (yaku_check_pair())
763         {
764         case 1:
765                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
766                 return 0;
767         case 2:
768                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
769                 return ODDS_2P;
770         case 3:
771                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
772                 return ODDS_3C;
773         case 4:
774                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
775                 return ODDS_FH;
776         case 6:
777                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
778                 return ODDS_4C;
779         case 7:
780                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
781                 {
782                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
783                         return ODDS_5A;
784                 }
785                 else
786                 {
787                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
788                         return ODDS_5C;
789                 }
790         default:
791                 break;
792         }
793         return 0;
794 }
795
796 /*!
797  * @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。
798  * @param hoge カーソルの現在位置
799  * @param kaeruka カードの捨てる/残すフラグ配列
800  * @return なし
801  */
802 static void display_kaeruka(int hoge, int kaeruka[])
803 {
804         int i;
805         char col = TERM_WHITE;
806         for (i = 0; i < 5; i++)
807         {
808                 if (i == hoge) col = TERM_YELLOW;
809                 else if(kaeruka[i]) col = TERM_WHITE;
810                 else col = TERM_L_BLUE;
811                 
812                 if(kaeruka[i])
813                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
814                 else
815                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
816         }
817         if (hoge > 4) col = TERM_YELLOW;
818         else col = TERM_WHITE;
819         c_put_str(col, _("決定", "Sure"), 16,  38);
820
821         /* Hilite current option */
822         if (hoge < 5) move_cursor(14, 5+hoge*16);
823         else move_cursor(16, 38);
824 }
825
826 /*!
827  * @brief ポーカーの手札を表示する。
828  * @return なし
829  */
830 static void display_cards(void)
831 {
832         int i, j;
833         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
834 #ifdef JP
835         concptr suit[4] = {"★", "●", "¶", "†"};
836         concptr card_grph[13][7] = {{"A   %s     ",
837                                   "     変     ",
838                                   "     愚     ",
839                                   "     蛮     ",
840                                   "     怒     ",
841                                   "     %s     ",
842                                   "          A"},
843                                  {"2          ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "          2"},
850                                  {"3          ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "          3"},
857                                  {"4          ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "          4"},
864                                  {"5          ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "          5"},
871                                  {"6          ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "          6"},
878                                  {"7          ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "          7"},
885                                  {"8          ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "          8"},
892                                  {"9 %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s 9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J   Λ     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=亜=| %s",
912                                   "     目   J"},
913                                  {"Q ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##   Q"},
920                                  {"K          ",
921                                   "%s `⌒´   ",
922                                   "  γγγλ  ",
923                                   "  ο ο ι  ",
924                                   "   υ    ∂ ",
925                                   "    σ ノ %s",
926                                   "          K"}};
927         concptr joker_grph[7] = {    "            ",
928                                   "     J     ",
929                                   "     O     ",
930                                   "     K     ",
931                                   "     E     ",
932                                   "     R     ",
933                                   "            "};
934
935 #else
936
937         concptr suit[4] = {"[]", "qp", "<>", "db"};
938         concptr card_grph[13][7] = {{"A    %s     ",
939                                   "     He     ",
940                                   "     ng     ",
941                                   "     ba     ",
942                                   "     nd     ",
943                                   "     %s     ",
944                                   "           A"},
945                                  {"2           ",
946                                   "     %s     ",
947                                   "            ",
948                                   "            ",
949                                   "            ",
950                                   "     %s     ",
951                                   "           2"},
952                                  {"3           ",
953                                   "     %s     ",
954                                   "            ",
955                                   "     %s     ",
956                                   "            ",
957                                   "     %s     ",
958                                   "           3"},
959                                  {"4           ",
960                                   "   %s  %s   ",
961                                   "            ",
962                                   "            ",
963                                   "            ",
964                                   "   %s  %s   ",
965                                   "           4"},
966                                  {"5           ",
967                                   "   %s  %s   ",
968                                   "            ",
969                                   "     %s     ",
970                                   "            ",
971                                   "   %s  %s   ",
972                                   "           5"},
973                                  {"6           ",
974                                   "   %s  %s   ",
975                                   "            ",
976                                   "   %s  %s   ",
977                                   "            ",
978                                   "   %s  %s   ",
979                                   "           6"},
980                                  {"7           ",
981                                   "   %s  %s   ",
982                                   "     %s     ",
983                                   "   %s  %s   ",
984                                   "            ",
985                                   "   %s  %s   ",
986                                   "           7"},
987                                  {"8           ",
988                                   "   %s  %s   ",
989                                   "     %s     ",
990                                   "   %s  %s   ",
991                                   "     %s     ",
992                                   "   %s  %s   ",
993                                   "           8"},
994                                  {"9  %s  %s   ",
995                                   "            ",
996                                   "   %s  %s   ",
997                                   "     %s     ",
998                                   "   %s  %s   ",
999                                   "            ",
1000                                   "   %s  %s  9"},
1001                                  {"10 %s  %s   ",
1002                                   "     %s     ",
1003                                   "   %s  %s   ",
1004                                   "            ",
1005                                   "   %s  %s   ",
1006                                   "     %s     ",
1007                                   "   %s  %s 10"},
1008                                  {"J    /\\     ",
1009                                   "%s   ||     ",
1010                                   "     ||     ",
1011                                   "     ||     ",
1012                                   "     ||     ",
1013                                   "   |=HH=| %s",
1014                                   "     ][    J"},
1015                                  {"Q  ######   ",
1016                                   "%s#      #  ",
1017                                   "  # ++++ #  ",
1018                                   "  # +==+ #  ",
1019                                   "   # ++ #   ",
1020                                   "    #  #  %s",
1021                                   "     ##    Q"},
1022                                  {"K           ",
1023                                   "%s _'~~`_   ",
1024                                   "   jjjjj$&  ",
1025                                   "   q q uu   ",
1026                                   "   c    &   ",
1027                                   "    v__/  %s",
1028                                   "           K"}};
1029         concptr joker_grph[7] = {    "            ",
1030                                   "     J      ",
1031                                   "     O      ",
1032                                   "     K      ",
1033                                   "     E      ",
1034                                   "     R      ",
1035                                   "            "};
1036 #endif
1037
1038         for (i = 0; i < 5; i++)
1039         {
1040                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1041         }
1042
1043         for (i = 0; i < 5; i++)
1044         {
1045                 for (j = 0; j < 7; j++)
1046                 {
1047                         prt(_("┃", " |"),  j+6,  i*16);
1048                         if(IS_JOKER(cards[i]))
1049                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1050                         else
1051                                 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);
1052                         prt(_("┃", "| "),  j+6,  i*16+14);
1053                 }
1054         }
1055         for (i = 0; i < 5; i++)
1056         {
1057                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1058         }
1059 }
1060
1061 /*!
1062  * @brief ポーカーの1プレイルーチン。
1063  * @return 1プレイの役の結果
1064  */
1065 static int do_poker(void)
1066 {
1067         int i, k = 2;
1068         char cmd;
1069         int deck[53]; /* yamafuda : 0...52 */
1070         int deck_ptr = 0;
1071         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1072
1073         bool done = FALSE;
1074         bool kettei = TRUE;
1075         bool kakikae = TRUE;
1076
1077         reset_deck(deck);
1078
1079         for (i = 0; i < 5; i++)
1080         {
1081                 cards[i] = deck[deck_ptr++];
1082                 kaeruka[i] = 0; /* default:nokosu */
1083         }
1084
1085         /* suteruno wo kimeru */
1086         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);
1087
1088         display_cards();
1089         yaku_check();
1090
1091         while (!done)
1092         {
1093                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1094                 kakikae = FALSE;
1095                 cmd = inkey();
1096                 switch (cmd)
1097                 {
1098                 case '6': case 'l': case 'L': case KTRL('F'):
1099                         if (!kettei) k = (k+1)%5;
1100                         else {k = 0;kettei = FALSE;}
1101                         kakikae = TRUE;
1102                         break;
1103                 case '4': case 'h': case 'H': case KTRL('B'):
1104                         if (!kettei) k = (k+4)%5;
1105                         else {k = 4;kettei = FALSE;}
1106                         kakikae = TRUE;
1107                         break;
1108                 case '2': case 'j': case 'J': case KTRL('N'):
1109                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1110                         break;
1111                 case '8': case 'k': case 'K': case KTRL('P'):
1112                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1113                         break;
1114                 case ' ': case '\r':
1115                         if (kettei) done = TRUE;
1116                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1117                         break;
1118                 default:
1119                         break;
1120                 }
1121         }
1122         
1123         prt("",0,0);
1124
1125         for (i = 0; i < 5; i++)
1126                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1127
1128         display_cards();
1129         
1130         return yaku_check();
1131 }
1132 #undef SUIT_OF
1133 #undef NUM_OF
1134 #undef IS_JOKER
1135 /* end of poker codes --Koka */
1136
1137 /*!
1138  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1139  * @param cmd プレイするゲームID
1140  * @return なし
1141  */
1142 static bool gamble_comm(int cmd)
1143 {
1144         int i;
1145         int roll1, roll2, roll3, choice, odds, win;
1146         s32b wager;
1147         s32b maxbet;
1148         s32b oldgold;
1149
1150         char out_val[160], tmp_str[80], again;
1151         concptr p;
1152
1153         screen_save();
1154
1155         if (cmd == BACT_GAMBLE_RULES)
1156         {
1157                 /* Peruse the gambling help file */
1158                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1159         }
1160         else
1161         {
1162                 /* No money */
1163                 if (p_ptr->au < 1)
1164                 {
1165                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1166                                                 "Hey! You don't have gold - get out of here!"));
1167                         msg_print(NULL);
1168                         screen_load();
1169                         return FALSE;
1170                 }
1171
1172                 clear_bldg(5, 23);
1173
1174                 maxbet = p_ptr->lev * 200;
1175
1176                 /* We can't bet more than we have */
1177                 maxbet = MIN(maxbet, p_ptr->au);
1178
1179                 /* Get the wager */
1180                 strcpy(out_val, "");
1181                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1182
1183
1184                 /*
1185                  * Use get_string() because we may need more than
1186                  * the s16b value returned by get_quantity().
1187                  */
1188                 if (get_string(tmp_str, out_val, 32))
1189                 {
1190                         /* Strip spaces */
1191                         for (p = out_val; *p == ' '; p++);
1192
1193                         /* Get the wager */
1194                         wager = atol(p);
1195
1196                         if (wager > p_ptr->au)
1197                         {
1198                                 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!"));
1199                                 msg_print(NULL);
1200                                 screen_load();
1201                                 return (FALSE);
1202                         }
1203                         else if (wager > maxbet)
1204                         {
1205                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1206                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1207                                 wager = maxbet;
1208                         }
1209                         else if (wager < 1)
1210                         {
1211                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1212                                 wager = 1;
1213                         }
1214                         msg_print(NULL);
1215                         win = FALSE;
1216                         odds = 0;
1217                         oldgold = p_ptr->au;
1218
1219                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1220                         prt(tmp_str, 20, 2);
1221                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1222                         prt(tmp_str, 21, 2);
1223
1224                         do
1225                         {
1226                                 p_ptr->au -= wager;
1227                                 switch (cmd)
1228                                 {
1229                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1230                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1231
1232                                         odds = 4;
1233                                         win = FALSE;
1234                                         roll1 = randint1(10);
1235                                         roll2 = randint1(10);
1236                                         choice = randint1(10);
1237                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1238
1239                                         prt(tmp_str, 8, 3);
1240                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1241
1242                                         prt(tmp_str, 11, 14);
1243                                         if (((choice > roll1) && (choice < roll2)) ||
1244                                                 ((choice < roll1) && (choice > roll2)))
1245                                                 win = TRUE;
1246                                         break;
1247                                 case BACT_CRAPS:  /* Game of Craps */
1248                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1249
1250                                         win = 3;
1251                                         odds = 2;
1252                                         roll1 = randint1(6);
1253                                         roll2 = randint1(6);
1254                                         roll3 = roll1 +  roll2;
1255                                         choice = roll3;
1256                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1257                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1258                                         prt(tmp_str, 7, 5);
1259                                         if ((roll3 == 7) || (roll3 == 11))
1260                                                 win = TRUE;
1261                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1262                                                 win = FALSE;
1263                                         else
1264                                                 do
1265                                                 {
1266                                                         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"));
1267
1268                                                         msg_print(NULL);
1269                                                         roll1 = randint1(6);
1270                                                         roll2 = randint1(6);
1271                                                         roll3 = roll1 +  roll2;
1272                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1273                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1274                                                         prt(tmp_str, 8, 5);
1275                                                         if (roll3 == choice)
1276                                                                 win = TRUE;
1277                                                         else if (roll3 == 7)
1278                                                                 win = FALSE;
1279                                                 } while ((win != TRUE) && (win != FALSE));
1280                                         break;
1281
1282                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1283                                         win = FALSE;
1284                                         odds = 9;
1285                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1286
1287                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1288                                         prt("--------------------------------", 8, 3);
1289                                         strcpy(out_val, "");
1290                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1291
1292                                         for (p = out_val; iswspace(*p); p++);
1293                                         choice = atol(p);
1294                                         if (choice < 0)
1295                                         {
1296                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1297                                                 choice = 0;
1298                                         }
1299                                         else if (choice > 9)
1300                                         {
1301                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1302                                                 choice = 9;
1303                                         }
1304                                         msg_print(NULL);
1305                                         roll1 = randint0(10);
1306                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1307                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1308                                         prt(tmp_str, 13, 3);
1309                                         prt("", 9, 0);
1310                                         prt("*", 9, (3 * roll1 + 5));
1311                                         if (roll1 == choice)
1312                                                 win = TRUE;
1313                                         break;
1314
1315                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1316                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1317                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1318                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1319                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1320                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1321                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1322                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1323                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1324                                         
1325                                         win = FALSE;
1326                                         roll1 = randint1(21);
1327                                         for (i=6;i>0;i--)
1328                                         {
1329                                                 if ((roll1-i) < 1)
1330                                                 {
1331                                                         roll1 = 7-i;
1332                                                         break;
1333                                                 }
1334                                                 roll1 -= i;
1335                                         }
1336                                         roll2 = randint1(21);
1337                                         for (i=6;i>0;i--)
1338                                         {
1339                                                 if ((roll2-i) < 1)
1340                                                 {
1341                                                         roll2 = 7-i;
1342                                                         break;
1343                                                 }
1344                                                 roll2 -= i;
1345                                         }
1346                                         choice = randint1(21);
1347                                         for (i=6;i>0;i--)
1348                                         {
1349                                                 if ((choice-i) < 1)
1350                                                 {
1351                                                         choice = 7-i;
1352                                                         break;
1353                                                 }
1354                                                 choice -= i;
1355                                         }
1356                                         put_str("/--------------------------\\", 7, 2);
1357                                         prt("\\--------------------------/", 17, 2);
1358                                         display_fruit(8,  3, roll1 - 1);
1359                                         display_fruit(8, 12, roll2 - 1);
1360                                         display_fruit(8, 21, choice - 1);
1361                                         if ((roll1 == roll2) && (roll2 == choice))
1362                                         {
1363                                                 win = TRUE;
1364                                                 switch(roll1)
1365                                                 {
1366                                                 case 1:
1367                                                         odds = 5;break;
1368                                                 case 2:
1369                                                         odds = 10;break;
1370                                                 case 3:
1371                                                         odds = 20;break;
1372                                                 case 4:
1373                                                         odds = 50;break;
1374                                                 case 5:
1375                                                         odds = 200;break;
1376                                                 case 6:
1377                                                         odds = 1000;break;
1378                                                 }
1379                                         }
1380                                         else if ((roll1 == 1) && (roll2 == 1))
1381                                         {
1382                                                 win = TRUE;
1383                                                 odds = 2;
1384                                         }
1385                                         break;
1386                                 case BACT_POKER:
1387                                         win = FALSE;
1388                                         odds = do_poker();
1389                                         if (odds) win = TRUE;
1390                                         break;
1391                                 }
1392
1393                                 if (win)
1394                                 {
1395                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1396
1397                                         p_ptr->au += odds * wager;
1398                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1399
1400                                         prt(tmp_str, 17, 37);
1401                                 }
1402                                 else
1403                                 {
1404                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1405                                         prt("", 17, 37);
1406                                 }
1407                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1408
1409                                 prt(tmp_str, 22, 2);
1410                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1411
1412                                 move_cursor(18, 52);
1413                                 again = inkey();
1414                                 prt("", 16, 37);
1415                                 prt("", 17, 37);
1416                                 prt("", 18, 37);
1417                                 if (wager > p_ptr->au)
1418                                 {
1419                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1420                                                                 "Hey! You don't have the gold - get out of here!"));
1421                                         msg_print(NULL);
1422
1423                                         /* Get out here */
1424                                         break;
1425                                 }
1426                         } while ((again == 'y') || (again == 'Y'));
1427
1428                         prt("", 18, 37);
1429                         if (p_ptr->au >= oldgold)
1430                         {
1431                                 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!」",
1432                                                         "You came out a winner! We'll win next time, I'm sure."));
1433                                 chg_virtue(p_ptr, V_CHANCE, 3);
1434                         }
1435                         else
1436                         {
1437                                 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."));
1438                                 chg_virtue(p_ptr, V_CHANCE, -3);
1439                         }
1440                 }
1441                 msg_print(NULL);
1442         }
1443         screen_load();
1444         return (TRUE);
1445 }
1446
1447 /*!
1448  * @brief モンスター闘技場に参加するモンスターを更新する。
1449  * @return なし
1450  */
1451 void update_gambling_monsters(void)
1452 {
1453         int total, i;
1454         int max_dl = 0;
1455         int mon_level;
1456         int power[4];
1457         bool tekitou;
1458         bool old_inside_battle = p_ptr->phase_out;
1459
1460         for (i = 0; i < current_world_ptr->max_d_idx; i++)
1461                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1462
1463         mon_level = randint1(MIN(max_dl, 122)) + 5;
1464         if (randint0(100) < 60)
1465         {
1466                 i = randint1(MIN(max_dl, 122)) + 5;
1467                 mon_level = MAX(i, mon_level);
1468         }
1469         if (randint0(100) < 30)
1470         {
1471                 i = randint1(MIN(max_dl, 122)) + 5;
1472                 mon_level = MAX(i, mon_level);
1473         }
1474
1475         while (1)
1476         {
1477                 total = 0;
1478                 tekitou = FALSE;
1479                 for (i = 0; i < 4; i++)
1480                 {
1481                         MONRACE_IDX r_idx;
1482                         int j;
1483                         while (1)
1484                         {
1485                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1486                                 p_ptr->phase_out = TRUE;
1487                                 r_idx = get_mon_num(mon_level);
1488                                 p_ptr->phase_out = old_inside_battle;
1489                                 if (!r_idx) continue;
1490
1491                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1492                                 {
1493                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1494                                 }
1495
1496                                 for (j = 0; j < i; j++)
1497                                         if (r_idx == battle_mon[j]) break;
1498                                 if (j < i) continue;
1499
1500                                 break;
1501                         }
1502                         battle_mon[i] = r_idx;
1503                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1504                 }
1505
1506                 for (i = 0; i < 4; i++)
1507                 {
1508                         monster_race *r_ptr = &r_info[battle_mon[i]];
1509                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1510
1511                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1512                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1513                         else
1514                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1515                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1516                         if (r_ptr->speed > 110)
1517                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1518                         if (r_ptr->speed < 110)
1519                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1520                         if (num_taisei > 2)
1521                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1522                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1523                                 power[i] = power[i] * 4 / 3;
1524                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1525                                 power[i] = power[i] * 4 / 3;
1526                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1527                                 power[i] = power[i] * 11 / 10;
1528                         if (r_ptr->flags1 & RF1_RAND_25)
1529                                 power[i] = power[i] * 9 / 10;
1530                         if (r_ptr->flags1 & RF1_RAND_50)
1531                                 power[i] = power[i] * 9 / 10;
1532                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1533                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1534                         total += power[i];
1535                 }
1536                 for (i = 0; i < 4; i++)
1537                 {
1538                         if (power[i] <= 0) break;
1539                         power[i] = total * 60 / power[i];
1540                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1541                         if ((power[i] < 160) && randint0(20)) break;
1542                         if (power[i] < 101) power[i] = 100 + randint1(5);
1543                         mon_odds[i] = power[i];
1544                 }
1545                 if (i == 4) break;
1546         }
1547 }
1548
1549 /*!
1550  * @brief モンスター闘技場のメインルーチン
1551  * @param player_ptr プレーヤーへの参照ポインタ
1552  * @return 賭けを開始したか否か
1553  */
1554 static bool kakutoujou(player_type *player_ptr)
1555 {
1556         PRICE maxbet;
1557         PRICE wager;
1558         char out_val[160], tmp_str[80];
1559         concptr p;
1560
1561         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1562         {
1563                 update_gambling_monsters();
1564                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1565         }
1566
1567         screen_save();
1568
1569         /* No money */
1570         if (player_ptr->au <= 1)
1571         {
1572                 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!"));
1573                 msg_print(NULL);
1574                 screen_load();
1575                 return FALSE;
1576         }
1577         else
1578         {
1579                 int i;
1580
1581                 clear_bldg(4, 10);
1582
1583                 prt(_("モンスター                                                     倍率",
1584                           "Monsters                                                       Odds"), 4, 4);
1585                 for (i=0;i<4;i++)
1586                 {
1587                         char buf[80];
1588                         monster_race *r_ptr = &r_info[battle_mon[i]];
1589
1590                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1591                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1592                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1593                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1594                         prt(buf, 5+i, 1);
1595                 }
1596                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1597                 while(1)
1598                 {
1599                         i = inkey();
1600
1601                         if (i == ESCAPE)
1602                         {
1603                                 screen_load();
1604                                 return FALSE;
1605                         }
1606                         if (i >= '1' && i <= '4')
1607                         {
1608                                 sel_monster = i-'1';
1609                                 battle_odds = mon_odds[sel_monster];
1610                                 break;
1611                         }
1612                         else bell();
1613                 }
1614
1615                 clear_bldg(4, 4);
1616                 for (i = 0; i < 4; i++)
1617                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1618
1619                 maxbet = player_ptr->lev * 200;
1620
1621                 /* We can't bet more than we have */
1622                 maxbet = MIN(maxbet, player_ptr->au);
1623
1624                 /* Get the wager */
1625                 strcpy(out_val, "");
1626                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1627                 /*
1628                  * Use get_string() because we may need more than
1629                  * the s16b value returned by get_quantity().
1630                  */
1631                 if (get_string(tmp_str, out_val, 32))
1632                 {
1633                         /* Strip spaces */
1634                         for (p = out_val; *p == ' '; p++);
1635
1636                         /* Get the wager */
1637                         wager = atol(p);
1638
1639                         if (wager > player_ptr->au)
1640                         {
1641                                 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!"));
1642
1643                                 msg_print(NULL);
1644                                 screen_load();
1645                                 return (FALSE);
1646                         }
1647                         else if (wager > maxbet)
1648                         {
1649                                 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);
1650
1651                                 wager = maxbet;
1652                         }
1653                         else if (wager < 1)
1654                         {
1655                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1656                                 wager = 1;
1657                         }
1658                         msg_print(NULL);
1659                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1660                         kakekin = wager;
1661                         player_ptr->au -= wager;
1662                         reset_tim_flags(player_ptr);
1663
1664                         /* Save the surface floor as saved floor */
1665                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1666
1667                         player_ptr->phase_out = TRUE;
1668                         player_ptr->leaving = TRUE;
1669                         player_ptr->leave_bldg = TRUE;
1670
1671                         screen_load();
1672
1673                         return (TRUE);
1674                 }
1675         }
1676         screen_load();
1677
1678         return (FALSE);
1679 }
1680
1681 /*!
1682  * @brief 本日の賞金首情報を表示する。
1683  * @return なし
1684  */
1685 static void today_target(void)
1686 {
1687         char buf[160];
1688         monster_race *r_ptr = &r_info[today_mon];
1689
1690         clear_bldg(4,18);
1691         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1692         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1693         c_put_str(TERM_YELLOW, buf, 6, 10);
1694         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1695         prt(buf, 8, 10);
1696         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1697         prt(buf, 9, 10);
1698         p_ptr->today_mon = today_mon;
1699 }
1700
1701 /*!
1702  * @brief ツチノコの賞金首情報を表示する。
1703  * @return なし
1704  */
1705 static void tsuchinoko(void)
1706 {
1707         clear_bldg(4,18);
1708         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1709         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);
1710         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1711         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1712         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1713 }
1714
1715 /*!
1716  * @brief 通常の賞金首情報を表示する。
1717  * @return なし
1718  */
1719 static void show_bounty(void)
1720 {
1721         int i;
1722         TERM_LEN y = 0;
1723
1724         clear_bldg(4,18);
1725         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);
1726         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1727
1728         for (i = 0; i < MAX_BOUNTY; i++)
1729         {
1730                 byte color;
1731                 concptr done_mark;
1732                 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])];
1733
1734                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1735                 {
1736                         color = TERM_RED;
1737                         done_mark = _("(済)", "(done)");
1738                 }
1739                 else
1740                 {
1741                         color = TERM_WHITE;
1742                         done_mark = "";
1743                 }
1744
1745                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1746
1747                 y = (y+1) % 10;
1748                 if (!y && (i < MAX_BOUNTY -1))
1749                 {
1750                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1751                         (void)inkey();
1752                         prt("", 0, 0);
1753                         clear_bldg(7,18);
1754                 }
1755         }
1756 }
1757
1758
1759
1760 /*!
1761  * 賞金首の報酬テーブル / List of prize object
1762  */
1763 static struct {
1764         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1765         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1766 } prize_list[MAX_BOUNTY] = 
1767 {
1768         {TV_POTION, SV_POTION_CURING},
1769         {TV_POTION, SV_POTION_SPEED},
1770         {TV_POTION, SV_POTION_SPEED},
1771         {TV_POTION, SV_POTION_RESISTANCE},
1772         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1773
1774         {TV_POTION, SV_POTION_HEALING},
1775         {TV_POTION, SV_POTION_RESTORE_MANA},
1776         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1777         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1778         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1779
1780         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1781         {TV_POTION, SV_POTION_STAR_HEALING},
1782         {TV_POTION, SV_POTION_STAR_HEALING},
1783         {TV_POTION, SV_POTION_NEW_LIFE},
1784         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1785
1786         {TV_POTION, SV_POTION_LIFE},
1787         {TV_POTION, SV_POTION_LIFE},
1788         {TV_POTION, SV_POTION_AUGMENTATION},
1789         {TV_POTION, SV_POTION_INVULNERABILITY},
1790         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1791 };
1792
1793 /*!
1794  * @brief 賞金首の引き換え処理 / Get prize
1795  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1796  */
1797 static bool kankin(void)
1798 {
1799         INVENTORY_IDX i;
1800         int j;
1801         bool change = FALSE;
1802         GAME_TEXT o_name[MAX_NLEN];
1803         object_type *o_ptr;
1804
1805         /* Loop for inventory and right/left arm */
1806         for (i = 0; i <= INVEN_LARM; i++)
1807         {
1808                 o_ptr = &p_ptr->inventory_list[i];
1809
1810                 /* Living Tsuchinoko worthes $1000000 */
1811                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1812                 {
1813                         char buf[MAX_NLEN+20];
1814                         object_desc(o_name, o_ptr, 0);
1815                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1816                         if (get_check(buf))
1817                         {
1818                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1819                                 p_ptr->au += 1000000L * o_ptr->number;
1820                                 p_ptr->redraw |= (PR_GOLD);
1821                                 vary_item(i, -o_ptr->number);
1822                         }
1823                         change = TRUE;
1824                 }
1825         }
1826
1827         for (i = 0; i < INVEN_PACK; i++)
1828         {
1829                 o_ptr = &p_ptr->inventory_list[i];
1830
1831                 /* Corpse of Tsuchinoko worthes $200000 */
1832                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1833                 {
1834                         char buf[MAX_NLEN+20];
1835                         object_desc(o_name, o_ptr, 0);
1836                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1837                         if (get_check(buf))
1838                         {
1839                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1840                                 p_ptr->au += 200000L * o_ptr->number;
1841                                 p_ptr->redraw |= (PR_GOLD);
1842                                 vary_item(i, -o_ptr->number);
1843                         }
1844                         change = TRUE;
1845                 }
1846         }
1847
1848         for (i = 0; i < INVEN_PACK; i++)
1849         {
1850                 o_ptr = &p_ptr->inventory_list[i];
1851
1852                 /* Bones of Tsuchinoko worthes $100000 */
1853                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1854                 {
1855                         char buf[MAX_NLEN+20];
1856                         object_desc(o_name, o_ptr, 0);
1857                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1858                         if (get_check(buf))
1859                         {
1860                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1861                                 p_ptr->au += 100000L * o_ptr->number;
1862                                 p_ptr->redraw |= (PR_GOLD);
1863                                 vary_item(i, -o_ptr->number);
1864                         }
1865                         change = TRUE;
1866                 }
1867         }
1868
1869         for (i = 0; i < INVEN_PACK; i++)
1870         {
1871                 o_ptr = &p_ptr->inventory_list[i];
1872                 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)))
1873                 {
1874                         char buf[MAX_NLEN+20];
1875                         object_desc(o_name, o_ptr, 0);
1876                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1877                         if (get_check(buf))
1878                         {
1879                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1880                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1881                                 p_ptr->redraw |= (PR_GOLD);
1882                                 vary_item(i, -o_ptr->number);
1883                         }
1884                         change = TRUE;
1885                 }
1886         }
1887
1888         for (i = 0; i < INVEN_PACK; i++)
1889         {
1890                 o_ptr = &p_ptr->inventory_list[i];
1891
1892                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1893                 {
1894                         char buf[MAX_NLEN+20];
1895                         object_desc(o_name, o_ptr, 0);
1896                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1897                         if (get_check(buf))
1898                         {
1899                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1900                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1901                                 p_ptr->redraw |= (PR_GOLD);
1902                                 vary_item(i, -o_ptr->number);
1903                         }
1904                         change = TRUE;
1905                 }
1906         }
1907
1908         for (j = 0; j < MAX_BOUNTY; j++)
1909         {
1910                 /* Need reverse order --- Positions will be changed in the loop */
1911                 for (i = INVEN_PACK-1; i >= 0; i--)
1912                 {
1913                         o_ptr = &p_ptr->inventory_list[i];
1914                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1915                         {
1916                                 char buf[MAX_NLEN+20];
1917                                 int num, k;
1918                                 INVENTORY_IDX item_new;
1919                                 object_type forge;
1920
1921                                 object_desc(o_name, o_ptr, 0);
1922                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1923                                 if (!get_check(buf)) continue;
1924
1925 #if 0 /* Obsoleted */
1926                                 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);
1927                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1928                                 p_ptr->redraw |= (PR_GOLD);
1929                                 vary_item(i, -o_ptr->number);
1930                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1931                                 current_world_ptr->bounty_r_idx[j] += 10000;
1932
1933                                 change = TRUE;
1934 #endif /* Obsoleted */
1935
1936                                 /* Hand it first */
1937                                 vary_item(i, -o_ptr->number);
1938
1939                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1940                                 current_world_ptr->bounty_r_idx[j] += 10000;
1941
1942                                 /* Count number of unique corpses already handed */
1943                                 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1944                                 {
1945                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1946                                 }
1947                                 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" : ""));
1948
1949                                 /* Prepare to make a prize */
1950                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1951                                 apply_magic(&forge, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1952
1953                                 object_aware(&forge);
1954                                 object_known(&forge);
1955
1956                                 /*
1957                                  * Hand it --- Assume there is an empty slot.
1958                                  * Since a corpse is handed at first,
1959                                  * there is at least one empty slot.
1960                                  */
1961                                 item_new = inven_carry(&forge);
1962
1963                                 object_desc(o_name, &forge, 0);
1964                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1965
1966                                 /* Auto-inscription */
1967                                 autopick_alter_item(item_new, FALSE);
1968                                 handle_stuff();
1969
1970                                 change = TRUE;
1971                         }
1972                 }
1973         }
1974
1975         if (!change)
1976         {
1977                 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."));
1978                 msg_print(NULL);
1979                 return FALSE;
1980         }
1981         return TRUE;
1982 }
1983
1984 /*!
1985  * @brief 宿屋の利用サブルーチン
1986  * @details inn commands\n
1987  * Note that resting for the night was a perfect way to avoid player\n
1988  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1989  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1990  * will not be that useful.  I will keep it in the hopes the player\n
1991  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1992  * Resting at night is also a quick way to restock stores -KMW-\n
1993  * @param cmd 宿屋の利用施設ID
1994  * @return 施設の利用が実際に行われたか否か。
1995  */
1996 static bool inn_comm(player_type *customer_ptr, int cmd)
1997 {
1998         switch (cmd)
1999         {
2000                 case BACT_FOOD: /* Buy food & drink */
2001                         if (customer_ptr->food >= PY_FOOD_FULL)
2002                         {
2003                                 msg_print(_("今は満腹だ。", "You are full now."));
2004                                 return FALSE;
2005                         }
2006                         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."));
2007                         (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2008                         break;
2009
2010                 case BACT_REST: /* Rest for the night */
2011                         if ((customer_ptr->poisoned) || (customer_ptr->cut))
2012                         {
2013                                 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."));
2014                                 msg_print(NULL);
2015                                 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."));
2016                         }
2017                         else
2018                         {
2019                                 s32b oldturn = current_world_ptr->game_turn;
2020                                 int prev_day, prev_hour, prev_min;
2021
2022                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2023                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2024                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2025                                 else
2026                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2027                                 
2028                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2029                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2030                                 {
2031                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2032                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2033                                 }
2034
2035                                 prevent_turn_overflow();
2036
2037                                 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
2038                                 customer_ptr->chp = customer_ptr->mhp;
2039
2040                                 if (ironman_nightmare)
2041                                 {
2042                                         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."));
2043
2044                                         /* Have some nightmares */
2045                                         while(1)
2046                                         {
2047                                                 sanity_blast(customer_ptr, NULL, FALSE);
2048                                                 if (!one_in_(3)) break;
2049                                         }
2050
2051                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2052                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2053                                 }
2054                                 else
2055                                 {
2056                                         set_blind(customer_ptr, 0);
2057                                         set_confused(customer_ptr, 0);
2058                                         customer_ptr->stun = 0;
2059                                         customer_ptr->chp = customer_ptr->mhp;
2060                                         customer_ptr->csp = customer_ptr->msp;
2061                                         if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2062                                         {
2063                                                 int i;
2064                                                 for (i = 0; i < 72; i++)
2065                                                 {
2066                                                         customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2067                                                 }
2068                                                 for (; i < 108; i++)
2069                                                 {
2070                                                         customer_ptr->magic_num1[i] = 0;
2071                                                 }
2072                                         }
2073
2074                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2075                                         {
2076                                                 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."));
2077                                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2078                                         }
2079                                         else
2080                                         {
2081                                                 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."));
2082                                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2083                                         }
2084                                 }
2085                         }
2086                         break;
2087
2088                 case BACT_RUMORS: /* Listen for rumors */
2089                         {
2090                                 display_rumor(TRUE);
2091                                 break;
2092                         }
2093         }
2094
2095         return (TRUE);
2096 }
2097
2098
2099 /*!
2100  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2101  * @param questnum クエストのID
2102  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2103  * @return なし
2104  */
2105 static void get_questinfo(IDX questnum, bool do_init)
2106 {
2107         int i;
2108         QUEST_IDX old_quest;
2109         GAME_TEXT tmp_str[80];
2110
2111         /* Clear the text */
2112         for (i = 0; i < 10; i++)
2113         {
2114                 quest_text[i][0] = '\0';
2115         }
2116
2117         quest_text_line = 0;
2118
2119         /* Set the quest number temporary */
2120         old_quest = p_ptr->current_floor_ptr->inside_quest;
2121         p_ptr->current_floor_ptr->inside_quest = questnum;
2122
2123         /* Get the quest text */
2124         init_flags = INIT_SHOW_TEXT;
2125         if (do_init) init_flags |= INIT_ASSIGN;
2126
2127         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2128
2129         /* Reset the old quest number */
2130         p_ptr->current_floor_ptr->inside_quest = old_quest;
2131
2132         /* Print the quest info */
2133         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);
2134
2135         prt(tmp_str, 5, 0);
2136
2137         prt(quest[questnum].name, 7, 0);
2138
2139         for (i = 0; i < 10; i++)
2140         {
2141                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2142         }
2143 }
2144
2145 /*!
2146  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2147  * @return なし
2148  */
2149 static void castle_quest(void)
2150 {
2151         QUEST_IDX q_index = 0;
2152         monster_race *r_ptr;
2153         quest_type *q_ptr;
2154         concptr name;
2155
2156
2157         clear_bldg(4, 18);
2158
2159         /* Current quest of the building */
2160         q_index = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2161
2162         /* Is there a quest available at the building? */
2163         if (!q_index)
2164         {
2165                 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);
2166                 return;
2167         }
2168
2169         q_ptr = &quest[q_index];
2170
2171         /* Quest is completed */
2172         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2173         {
2174                 /* Rewarded quest */
2175                 q_ptr->status = QUEST_STATUS_REWARDED;
2176
2177                 get_questinfo(q_index, FALSE);
2178
2179                 reinit_wilderness = TRUE;
2180         }
2181         /* Failed quest */
2182         else if (q_ptr->status == QUEST_STATUS_FAILED)
2183         {
2184                 get_questinfo(q_index, FALSE);
2185
2186                 /* Mark quest as done (but failed) */
2187                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2188
2189                 reinit_wilderness = TRUE;
2190         }
2191         /* Quest is still unfinished */
2192         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2193         {
2194                 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);
2195                 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);
2196                 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);
2197         }
2198         /* No quest yet */
2199         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2200         {
2201                 q_ptr->status = QUEST_STATUS_TAKEN;
2202
2203                 reinit_wilderness = TRUE;
2204
2205                 /* Assign a new quest */
2206                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2207                 {
2208                         if (q_ptr->r_idx == 0)
2209                         {
2210                                 /* Random monster at least 5 - 10 levels out of deep */
2211                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2212                         }
2213
2214                         r_ptr = &r_info[q_ptr->r_idx];
2215
2216                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2217                         {
2218                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2219                                 r_ptr = &r_info[q_ptr->r_idx];
2220                         }
2221
2222                         if (q_ptr->max_num == 0)
2223                         {
2224                                 /* Random monster number */
2225                                 if (randint1(10) > 7)
2226                                         q_ptr->max_num = 1;
2227                                 else
2228                                         q_ptr->max_num = randint1(3) + 1;
2229                         }
2230
2231                         q_ptr->cur_num = 0;
2232                         name = (r_name + r_ptr->name);
2233                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2234                 }
2235                 else
2236                 {
2237                         get_questinfo(q_index, TRUE);
2238                 }
2239         }
2240 }
2241
2242
2243 /*!
2244  * @brief 町に関するヘルプを表示する / Display town history
2245  * @return なし
2246  */
2247 static void town_history(void)
2248 {
2249         screen_save();
2250
2251         /* Peruse the building help file */
2252         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2253         screen_load();
2254 }
2255
2256 /*!
2257  * @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
2258  * @param dam 基本ダメージ
2259  * @param mult スレイ倍率(掛け算部分)
2260  * @param div スレイ倍率(割り算部分)
2261  * @param force 理力特別計算フラグ
2262  * @return ダメージ期待値
2263  */
2264 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2265 {
2266         int tmp;
2267         if(force)
2268         {
2269                 tmp = dam * 60;
2270                 tmp *= mult * 3;
2271                 tmp /= div * 2;
2272                 tmp += dam * 60 * 2;
2273                 tmp /= 60;
2274         }
2275         else
2276         {
2277                 tmp = dam * 60;
2278                 tmp *= mult; 
2279                 tmp /= div;
2280                 tmp /= 60;
2281         }
2282         return tmp;
2283 }
2284
2285 /*!
2286  * @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)
2287  * @param dam 基本ダメージ
2288  * @param mult スレイ倍率(掛け算部分)
2289  * @param div スレイ倍率(割り算部分)
2290  * @param force 理力特別計算フラグ
2291  * @param weight 重量
2292  * @param plus 武器ダメージ修正
2293  * @param meichuu 命中値
2294  * @param dokubari 毒針処理か否か
2295  * @param vorpal_mult 切れ味倍率(掛け算部分)
2296  * @param vorpal_div 切れ味倍率(割り算部分)
2297  * @return ダメージ期待値
2298  */
2299 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)
2300 {
2301         dam = calc_slaydam(dam, mult, div, force);
2302         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2303         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2304         return dam;
2305 }
2306
2307
2308 /*!
2309  * @brief 武器の各条件毎のダメージ期待値を表示する。
2310  * @param r 表示行
2311  * @param c 表示列
2312  * @param mindice ダイス部分最小値
2313  * @param maxdice ダイス部分最大値
2314  * @param blows 攻撃回数
2315  * @param dam_bonus ダメージ修正値
2316  * @param attr 条件内容
2317  * @param color 条件内容の表示色
2318  * @details
2319  * Display the damage figure of an object\n
2320  * (used by compare_weapon_aux)\n
2321  * \n
2322  * Only accurate for the current weapon, because it includes\n
2323  * the current +dam of the player.\n
2324  * @return なし
2325  */
2326 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2327 {
2328         GAME_TEXT tmp_str[80];
2329         int mindam, maxdam;
2330         
2331         mindam = blows * (mindice + dam_bonus);
2332         maxdam = blows * (maxdice + dam_bonus);
2333
2334         /* Print the intro text */
2335         c_put_str(color, attr, r, c);
2336
2337         /* Calculate the min and max damage figures */
2338         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2339         
2340         /* Print the damage */
2341         put_str(tmp_str, r, c + 8);
2342 }
2343
2344
2345 /*!
2346  * @brief 武器一つ毎のダメージ情報を表示する。
2347  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2348  * @param col 表示する行の上端
2349  * @param r 表示する列の左端
2350  * @details
2351  * Show the damage figures for the various monster types\n
2352  * \n
2353  * Only accurate for the current weapon, because it includes\n
2354  * the current number of blows for the player.\n
2355  * @return なし
2356  */
2357 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2358 {
2359         BIT_FLAGS flgs[TR_FLAG_SIZE];
2360         int blow = owner_ptr->num_blow[0];
2361         bool force = FALSE;
2362         bool dokubari = FALSE;
2363         
2364         /* Effective dices */
2365         int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2366         int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2367         
2368         int mindice = eff_dd;
2369         int maxdice = eff_ds * eff_dd;
2370         int mindam = 0;
2371         int maxdam = 0;
2372         int vorpal_mult = 1;
2373         int vorpal_div = 1;
2374         int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2375         
2376
2377         /* Get the flags of the weapon */
2378         object_flags(o_ptr, flgs);
2379         
2380         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2381         
2382         
2383         /* Show Critical Damage*/
2384         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2385         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2386         
2387         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2388
2389         
2390         /* Vorpal Hit*/
2391         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2392         {
2393                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2394                 {
2395                         vorpal_mult = 5;
2396                         vorpal_div = 3;
2397                 }
2398                 else
2399                 {
2400                         vorpal_mult = 11;
2401                         vorpal_div = 9;
2402                 }
2403                 
2404                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2405                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);             
2406                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2407         }       
2408         
2409         if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2410         {
2411                 force = TRUE;
2412                 
2413                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2414                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2415                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2416         }
2417                 
2418         /* Print the relevant lines */
2419         if (have_flag(flgs, TR_KILL_ANIMAL))
2420         {
2421                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2422                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);             
2423                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2424         }
2425         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2426         {
2427                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2428                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2429                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2430         }
2431         if (have_flag(flgs, TR_KILL_EVIL))
2432         {       
2433                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2434                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2435                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2436         }
2437         else if (have_flag(flgs, TR_SLAY_EVIL))
2438         {       
2439                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2440                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);             
2441                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2442         }
2443         if (have_flag(flgs, TR_KILL_HUMAN))
2444         {       
2445                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2446                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2447                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2448         }
2449         else if (have_flag(flgs, TR_SLAY_HUMAN))
2450         {       
2451                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2452                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2454         }
2455         if (have_flag(flgs, TR_KILL_UNDEAD))
2456         {
2457                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2458                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2459                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2460         }
2461         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2462         {
2463                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2464                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2465                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2466         }
2467         if (have_flag(flgs, TR_KILL_DEMON))
2468         {       
2469                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2470                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2471                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2472         }
2473         else if (have_flag(flgs, TR_SLAY_DEMON))
2474         {       
2475                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2476                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2477                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2478         }
2479         if (have_flag(flgs, TR_KILL_ORC))
2480         {
2481                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2482                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2483                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2484         }
2485         else if (have_flag(flgs, TR_SLAY_ORC))
2486         {
2487                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2488                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2490         }
2491         if (have_flag(flgs, TR_KILL_TROLL))
2492         {
2493                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2494                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2496         }
2497         else if (have_flag(flgs, TR_SLAY_TROLL))
2498         {
2499                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2500                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2502         }
2503         if (have_flag(flgs, TR_KILL_GIANT))
2504         {
2505                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2506                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2508         }
2509         else if (have_flag(flgs, TR_SLAY_GIANT))
2510         {
2511                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2512                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2514         }
2515         if (have_flag(flgs, TR_KILL_DRAGON))
2516         {
2517                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2518                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2520         }
2521         else if (have_flag(flgs, TR_SLAY_DRAGON))
2522         {               
2523                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2524                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2526         }
2527         if (have_flag(flgs, TR_BRAND_ACID))
2528         {
2529                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2530                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2532         }
2533         if (have_flag(flgs, TR_BRAND_ELEC))
2534         {
2535                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2536                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2538         }
2539         if (have_flag(flgs, TR_BRAND_FIRE))
2540         {
2541                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2544         }
2545         if (have_flag(flgs, TR_BRAND_COLD))
2546         {
2547                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2550         }
2551         if (have_flag(flgs, TR_BRAND_POIS))
2552         {
2553                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2554                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2556         }
2557 }
2558
2559 /*!
2560  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2561  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2562  * @param row 表示する列の左端
2563  * @param col 表示する行の上端
2564  * @details
2565  * Displays all info about a weapon
2566  *
2567  * Only accurate for the current weapon, because it includes
2568  * various info about the player's +to_dam and number of blows.
2569  * @return なし
2570  */
2571 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2572 {
2573         GAME_TEXT o_name[MAX_NLEN];
2574         GAME_TEXT tmp_str[80];
2575
2576         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2577         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2578         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2579
2580         /* Print the weapon name */
2581         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2582         c_put_str(TERM_YELLOW, o_name, row, col);
2583
2584         /* Print the player's number of blows */
2585         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2586         put_str(tmp_str, row+1, col);
2587
2588         /* Print to_hit and to_dam of the weapon */
2589         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2590         put_str(tmp_str, row+2, col);
2591
2592         /* Print the weapons base damage dice */
2593         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2594                 (int)hit_chance(reli, 0),
2595                 (int)hit_chance(reli, 50),
2596                 (int)hit_chance(reli, 100),
2597                 (int)hit_chance(reli, 150),
2598                 (int)hit_chance(reli, 200));
2599         put_str(tmp_str, row+3, col);
2600         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2601
2602         /* Damage for one blow (if it hits) */
2603         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2604             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2605                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2606         put_str(tmp_str, row+6, col+1);
2607
2608         /* Damage for the complete attack (if all blows hit) */
2609         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2610                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2611                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2612         put_str(tmp_str, row+7, col+1);
2613 }
2614
2615 /*!
2616  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2617  * @details 
2618  * Copies the weapons to compare into the weapon-slot and\n
2619  * compares the values for both weapons.\n
2620  * 武器1つだけで比較をしないなら費用は半額になる。
2621  * @param bcost 基本鑑定費用
2622  * @return 最終的にかかった費用
2623  */
2624 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2625 {
2626         int i, n;
2627         OBJECT_IDX item, item2;
2628         object_type *o_ptr[2];
2629         object_type orig_weapon;
2630         object_type *i_ptr;
2631         concptr q, s;
2632         TERM_LEN row = 2;
2633         TERM_LEN wid = 38, mgn = 2;
2634         bool old_character_xtra = current_world_ptr->character_xtra;
2635         char ch;
2636         PRICE total = 0;
2637         PRICE cost = 0; /* First time no price */
2638
2639         screen_save();
2640         clear_bldg(0, 22);
2641
2642         /* Store copy of original wielded weapon */
2643         i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2644         object_copy(&orig_weapon, i_ptr);
2645
2646         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2647
2648         /* Get the first weapon */
2649         q = _("第一の武器は?", "What is your first weapon? ");
2650         s = _("比べるものがありません。", "You have nothing to compare.");
2651
2652         o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2653         if (!o_ptr[0])
2654         {
2655                 screen_load();
2656                 return (0);
2657         }
2658
2659         n = 1;
2660         total = bcost;
2661
2662         while (TRUE)
2663         {
2664                 clear_bldg(0, 22);
2665
2666                 /* Only compare melee weapons */
2667                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2668
2669                 /* Hack -- prevent "icky" message */
2670                 current_world_ptr->character_xtra = TRUE;
2671
2672                 /* Diaplay selected weapon's infomation */
2673                 for (i = 0; i < n; i++)
2674                 {
2675                         int col = (wid * i + mgn);
2676
2677                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2678                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2679
2680                         customer_ptr->update |= PU_BONUS;
2681                         handle_stuff();
2682
2683                         /* List the new values */
2684                         list_weapon(o_ptr[i], row, col);
2685                         compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2686
2687                         /* Copy back the original weapon into the weapon slot */
2688                         object_copy(i_ptr, &orig_weapon);
2689                 }
2690
2691                 /* Reset the values for the old weapon */
2692                 customer_ptr->update |= PU_BONUS;
2693                 handle_stuff();
2694
2695                 current_world_ptr->character_xtra = old_character_xtra;
2696
2697 #ifdef JP
2698                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2699                 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);
2700                 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);
2701 #else
2702                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2703                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2704                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2705 #endif
2706
2707                 flush();
2708                 ch = inkey();
2709
2710                 if (ch == 's')
2711                 {
2712                         if (total + cost > customer_ptr->au)
2713                         {
2714                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2715                                 msg_print(NULL);
2716                                 continue;
2717                         }
2718
2719                         q = _("第二の武器は?", "What is your second weapon? ");
2720                         s = _("比べるものがありません。", "You have nothing to compare.");
2721
2722                         /* Get the second weapon */
2723                         o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2724                         if (!o_ptr[1]) continue;
2725
2726                         total += cost;
2727                         cost = bcost / 2;
2728                         n = 2;
2729                 }
2730                 else
2731                 {
2732                         break;
2733                 }
2734         }
2735         screen_load();
2736
2737         return (total);
2738 }
2739
2740
2741 /*!
2742  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2743  * @details 
2744  * Calculate and display the dodge-rate and the protection-rate
2745  * based on AC
2746  * @param iAC プレイヤーのAC。
2747  * @return 常にTRUEを返す。
2748  */
2749 static bool eval_ac(ARMOUR_CLASS iAC)
2750 {
2751 #ifdef JP
2752         const char memo[] =
2753                 "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"
2754                 "何パーセント軽減するかを示します。\n"
2755                 "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"
2756                 "に対してのみ効果があります。\n \n"
2757                 "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"
2758                 "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"
2759                 "敵のレベルとあなたのACによって決定されます。\n \n"
2760                 "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"
2761                 "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";
2762 #else
2763         const char memo[] =
2764                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2765                 "Note that the Protection rate is effective only against normal "
2766                 "'attack' and 'shatter' type melee attacks, "
2767                 "and has no effect against any other types such as 'poison'.\n \n"
2768                 "'Dodge Rate' indicates the success rate on dodging the "
2769                 "monster's melee attacks.  "
2770                 "It is depend on the level of the monster and your AC.\n \n"
2771                 "'Average Damage' indicates the expected amount of damage "
2772                 "when you are attacked by normal melee attacks with power=100.";
2773 #endif
2774
2775         int protection;
2776         TERM_LEN col, row = 2;
2777         DEPTH lvl;
2778         char buf[80*20], *t;
2779
2780         /* AC lower than zero has no effect */
2781         if (iAC < 0) iAC = 0;
2782
2783         /* ダメージ軽減率を計算 */
2784         protection = 100 * MIN(iAC, 150) / 250;
2785
2786         screen_save();
2787         clear_bldg(0, 22);
2788
2789         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2790         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2791         row++;
2792
2793         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2794         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2795         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2796     
2797         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2798         {
2799                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2800                 int dodge;   /* 回避率(%) */
2801                 int average; /* ダメージ期待値 */
2802
2803                 put_str(format("%3d", lvl), row + 0, col);
2804
2805                 /* 回避率を計算 */
2806                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2807                 put_str(format("%3d%%", dodge), row + 1, col);
2808
2809                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2810                 average = (100 - dodge) * (100 - protection) / 100;
2811                 put_str(format("%3d", average), row + 2, col);
2812         }
2813
2814         /* Display note */
2815         roff_to_buf(memo, 70, buf, sizeof(buf));
2816         for (t = buf; t[0]; t += strlen(t) + 1)
2817                 put_str(t, (row++) + 4, 4);
2818
2819         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);
2820   
2821         flush();
2822         (void)inkey();
2823         screen_load();
2824
2825         return (TRUE);
2826 }
2827
2828
2829
2830 /*!
2831  * @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。
2832  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2833  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2834  * @return 修復対象になるならTRUEを返す。
2835  */
2836 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2837 {
2838         int i, n = 0;
2839         int cand[TR_FLAG_MAX];
2840         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2841         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2842
2843         object_flags(to_ptr, to_flgs);
2844         object_flags(from_ptr, from_flgs);
2845
2846         for (i = 0; i < TR_FLAG_MAX; i++)
2847         {
2848                 switch (i)
2849                 {
2850                 case TR_IGNORE_ACID:
2851                 case TR_IGNORE_ELEC:
2852                 case TR_IGNORE_FIRE:
2853                 case TR_IGNORE_COLD:
2854                 case TR_ACTIVATE:
2855                 case TR_RIDING:
2856                 case TR_THROW:
2857                 case TR_SHOW_MODS:
2858                 case TR_HIDE_TYPE:
2859                 case TR_ES_ATTACK:
2860                 case TR_ES_AC:
2861                 case TR_FULL_NAME:
2862                 case TR_FIXED_FLAVOR:
2863                         break;
2864                 default:
2865                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2866                         {
2867                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2868                         }
2869                 }
2870         }
2871
2872         if (n > 0)
2873         {
2874                 int bmax;
2875                 int tr_idx = cand[randint0(n)];
2876                 add_flag(to_ptr->art_flags, tr_idx);
2877                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2878                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2879                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2880                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2881         }
2882
2883         return;
2884 }
2885
2886 /*!
2887  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2888  * @param bcost 基本修復費用
2889  * @return 実際にかかった費用
2890  */
2891 static PRICE repair_broken_weapon_aux(PRICE bcost)
2892 {
2893         PRICE cost;
2894         OBJECT_IDX item, mater;
2895         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2896         object_kind *k_ptr;
2897         int i, dd_bonus, ds_bonus;
2898         KIND_OBJECT_IDX k_idx;
2899         char basenm[MAX_NLEN];
2900         concptr q, s;
2901         int row = 7;
2902         clear_bldg(0, 22);
2903
2904         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);
2905         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);
2906
2907         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2908         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2909
2910         /* Only forge broken weapons */
2911         item_tester_hook = item_tester_hook_broken_weapon;
2912
2913         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2914         if (!o_ptr) return (0);
2915
2916         /* It is worthless */
2917         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2918         {
2919                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2920                 return (0);
2921         }
2922
2923         /* They are too many */
2924         if (o_ptr->number > 1)
2925         {
2926                 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!"));
2927                 return (0);
2928         }
2929
2930         /* Display item name */
2931         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2932         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2933
2934         q = _("材料となる武器は?", "Which weapon for material? ");
2935         s = _("材料となる武器がありません。", "You have no material to repair.");
2936
2937         /* Only forge broken weapons */
2938         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2939
2940         mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2941         if (!mo_ptr) return (0);
2942         if (mater == item)
2943         {
2944                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2945                 return (0);
2946         }
2947
2948         /* Display item name */
2949         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2950         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2951
2952         /* Get the value of one of the items (except curses) */
2953         cost = bcost + object_value_real(o_ptr) * 2;
2954
2955         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);
2956
2957         /* Check if the player has enough money */
2958         if (p_ptr->au < cost)
2959         {
2960                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2961                 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);
2962                 msg_print(NULL);
2963                 return (0);
2964         }
2965
2966         p_ptr->total_weight -= o_ptr->weight;
2967
2968         if (o_ptr->sval == SV_BROKEN_DAGGER)
2969         {
2970                 KIND_OBJECT_IDX j;
2971                 int n = 1;
2972
2973                 /* Suppress compiler warning */
2974                 k_idx = 0;
2975
2976                 for (j = 1; j < max_k_idx; j++)
2977                 {
2978                         object_kind *k_aux_ptr = &k_info[j];
2979
2980                         if (k_aux_ptr->tval != TV_SWORD) continue;
2981                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2982                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2983                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2984                         if (k_aux_ptr->weight > 99) continue;
2985
2986                         if (one_in_(n)) 
2987                         {
2988                                 k_idx = j;
2989                                 n++;
2990                         }
2991                 }
2992         }
2993         else /* TV_BROKEN_SWORD */
2994         {
2995                 /* Repair to a sword or sometimes material's type weapon */
2996                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2997
2998                 while(1)
2999                 {
3000                         object_kind *ck_ptr;
3001
3002                         k_idx = lookup_kind(tval, SV_ANY);
3003                         ck_ptr = &k_info[k_idx];
3004
3005                         if (tval == TV_SWORD)
3006                         {
3007                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3008                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3009                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3010                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3011                         }
3012                         if (tval == TV_POLEARM)
3013                         {
3014                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3015                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3016                         }
3017                         if (tval == TV_HAFTED)
3018                         {
3019                                 if ((ck_ptr->sval == SV_GROND) ||
3020                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3021                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3022                         }
3023
3024                         break;
3025                 }
3026         }
3027
3028         /* Calculate dice bonuses */
3029         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3030         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3031         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3032         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3033
3034         /* Change base object */
3035         k_ptr = &k_info[k_idx];
3036         o_ptr->k_idx = k_idx;
3037         o_ptr->weight = k_ptr->weight;
3038         o_ptr->tval = k_ptr->tval;
3039         o_ptr->sval = k_ptr->sval;
3040         o_ptr->dd = k_ptr->dd;
3041         o_ptr->ds = k_ptr->ds;
3042
3043         /* Copy base object's ability */
3044         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3045         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3046         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3047
3048         /* Dice up */
3049         if (dd_bonus > 0)
3050         {
3051                 o_ptr->dd++;
3052                 for (i = 1; i < dd_bonus; i++)
3053                 {
3054                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3055                 }
3056         }
3057         if (ds_bonus > 0)
3058         {
3059                 o_ptr->ds++;
3060                 for (i = 1; i < ds_bonus; i++)
3061                 {
3062                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3063                 }
3064         }
3065
3066         if (have_flag(k_ptr->flags, TR_BLOWS))
3067         {
3068                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3069                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3070         }
3071
3072         /* Add one random ability from material weapon */
3073         give_one_ability_of_object(o_ptr, mo_ptr);
3074
3075         /* Add to-dam, to-hit and to-ac from material weapon */
3076         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3077         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3078         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3079
3080         if ((o_ptr->name1 == ART_NARSIL) ||
3081                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3082                 (object_is_ego(o_ptr) && one_in_(7)))
3083         {
3084                 /* Forge it */
3085                 if (object_is_ego(o_ptr))
3086                 {
3087                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3088                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3089                 }
3090
3091                 /* Add one random ability from material weapon */
3092                 give_one_ability_of_object(o_ptr, mo_ptr);
3093
3094                 /* Add one random activation */
3095                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3096
3097                 /* Narsil */
3098                 if (o_ptr->name1 == ART_NARSIL)
3099                 {
3100                         one_high_resistance(o_ptr);
3101                         one_ability(o_ptr);
3102                 }
3103
3104                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3105         }
3106
3107         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3108 #ifdef JP
3109         msg_format("$%dで%sに修復しました。", cost, basenm);
3110 #else
3111         msg_format("Repaired into %s for %d gold.", basenm, cost);
3112 #endif
3113         msg_print(NULL);
3114
3115         /* Remove BROKEN flag */
3116         o_ptr->ident &= ~(IDENT_BROKEN);
3117
3118         /* Add repaired flag */
3119         o_ptr->discount = 99;
3120
3121         p_ptr->total_weight += o_ptr->weight;
3122         calc_android_exp(p_ptr);
3123
3124         /* Decrease material object */
3125         inven_item_increase(mater, -1);
3126         inven_item_optimize(mater);
3127
3128         /* Copyback */
3129         p_ptr->update |= PU_BONUS;
3130         handle_stuff();
3131
3132         /* Something happened */
3133         return (cost);
3134 }
3135
3136 /*!
3137  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3138  * @param bcost 基本鑑定費用
3139  * @return 実際にかかった費用
3140  */
3141 static int repair_broken_weapon(PRICE bcost)
3142 {
3143         PRICE cost;
3144         screen_save();
3145         cost = repair_broken_weapon_aux(bcost);
3146         screen_load();
3147         return cost;
3148 }
3149
3150
3151 /*!
3152  * @brief アイテムの強化を行う。 / Enchant item
3153  * @param player_ptr プレーヤーへの参照ポインタ
3154  * @param cost 1回毎の費用
3155  * @param to_hit 命中をアップさせる量
3156  * @param to_dam ダメージをアップさせる量
3157  * @param to_ac ACをアップさせる量
3158  * @return 実際に行ったらTRUE
3159  */
3160 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3161 {
3162         int i;
3163         OBJECT_IDX item;
3164         bool okay = FALSE;
3165         object_type *o_ptr;
3166         concptr q, s;
3167         int maxenchant = (player_ptr->lev / 5);
3168         char tmp_str[MAX_NLEN];
3169
3170         clear_bldg(4, 18);
3171         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3172         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3173
3174         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3175         s = _("改良できるものがありません。", "You have nothing to improve.");
3176
3177         o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3178         if (!o_ptr) return (FALSE);
3179
3180         /* Check if the player has enough money */
3181         if (player_ptr->au < (cost * o_ptr->number))
3182         {
3183                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3184                 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);
3185                 return (FALSE);
3186         }
3187
3188         /* Enchant to hit */
3189         for (i = 0; i < to_hit; i++)
3190         {
3191                 if (o_ptr->to_h < maxenchant)
3192                 {
3193                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3194                         {
3195                                 okay = TRUE;
3196                                 break;
3197                         }
3198                 }
3199         }
3200
3201         /* Enchant to damage */
3202         for (i = 0; i < to_dam; i++)
3203         {
3204                 if (o_ptr->to_d < maxenchant)
3205                 {
3206                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3207                         {
3208                                 okay = TRUE;
3209                                 break;
3210                         }
3211                 }
3212         }
3213
3214         /* Enchant to AC */
3215         for (i = 0; i < to_ac; i++)
3216         {
3217                 if (o_ptr->to_a < maxenchant)
3218                 {
3219                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3220                         {
3221                                 okay = TRUE;
3222                                 break;
3223                         }
3224                 }
3225         }
3226
3227         /* Failure */
3228         if (!okay)
3229         {
3230                 if (flush_failure) flush();
3231                 msg_print(_("改良に失敗した。", "The improvement failed."));
3232                 return (FALSE);
3233         }
3234         else
3235         {
3236                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3237 #ifdef JP
3238                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3239 #else
3240                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3241 #endif
3242
3243                 /* Charge the money */
3244                 player_ptr->au -= (cost * o_ptr->number);
3245
3246                 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3247
3248                 /* Something happened */
3249                 return (TRUE);
3250         }
3251 }
3252
3253
3254 /*!
3255  * @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
3256  * @details
3257  * The player can select the number of charges to add\n
3258  * (up to a limit), and the recharge never fails.\n
3259  *\n
3260  * The cost for rods depends on the level of the rod. The prices\n
3261  * for recharging wands and staves are dependent on the cost of\n
3262  * the base-item.\n
3263  * @return なし
3264  */
3265 static void building_recharge(void)
3266 {
3267         OBJECT_IDX  item;
3268         DEPTH       lev;
3269         object_type *o_ptr;
3270         object_kind *k_ptr;
3271         concptr        q, s;
3272         PRICE       price;
3273         PARAMETER_VALUE charges;
3274         int         max_charges;
3275         char        tmp_str[MAX_NLEN];
3276
3277         msg_flag = FALSE;
3278
3279         /* Display some info */
3280         clear_bldg(4, 18);
3281         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);
3282
3283
3284         /* Only accept legal items */
3285         item_tester_hook = item_tester_hook_recharge;
3286
3287         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3288         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3289
3290         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3291         if (!o_ptr) return;
3292
3293         k_ptr = &k_info[o_ptr->k_idx];
3294
3295         /*
3296          * We don't want to give the player free info about
3297          * the level of the item or the number of charges.
3298          */
3299         /* The item must be "known" */
3300         if (!object_is_known(o_ptr))
3301         {
3302                 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!"));
3303                 msg_print(NULL);
3304
3305                 if ((p_ptr->au >= 50) &&
3306                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3307
3308                 {
3309                         p_ptr->au -= 50;
3310                         identify_item(p_ptr, o_ptr);
3311                         object_desc(tmp_str, o_ptr, 0);
3312                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3313
3314                         /* Auto-inscription */
3315                         autopick_alter_item(item, FALSE);
3316
3317                         /* Update the gold display */
3318                         building_prt_gold();
3319                 }
3320                 else
3321                 {
3322                         return;
3323                 }
3324         }
3325
3326         /* Extract the object "level" */
3327         lev = k_info[o_ptr->k_idx].level;
3328
3329         /* Price for a rod */
3330         if (o_ptr->tval == TV_ROD)
3331         {
3332                 if (o_ptr->timeout > 0)
3333                 {
3334                         /* Fully recharge */
3335                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3336                 }
3337                 else
3338                 {
3339                         /* No recharge necessary */
3340                         price = 0;
3341                         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."));
3342                         return;
3343                 }
3344         }
3345         else if (o_ptr->tval == TV_STAFF)
3346         {
3347                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3348                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3349
3350                 /* Pay at least 10 gold per charge */
3351                 price = MAX(10, price);
3352         }
3353         else
3354         {
3355                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3356                 price = (k_info[o_ptr->k_idx].cost / 10);
3357
3358                 /* Pay at least 10 gold per charge */
3359                 price = MAX(10, price);
3360         }
3361
3362         /* Limit the number of charges for wands and staffs */
3363         if (o_ptr->tval == TV_WAND
3364                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3365         {
3366                 if (o_ptr->number > 1)
3367                 {
3368                         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."));
3369                 }
3370                 else
3371                 {
3372                         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."));
3373                 }
3374                 return;
3375         }
3376         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3377         {
3378                 if (o_ptr->number > 1)
3379                 {
3380                         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."));
3381                 }
3382                 else
3383                 {
3384                         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."));
3385                 }
3386                 return;
3387         }
3388
3389         /* Check if the player has enough money */
3390         if (p_ptr->au < price)
3391         {
3392                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3393 #ifdef JP
3394                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3395 #else
3396                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3397 #endif
3398
3399                 return;
3400         }
3401
3402         if (o_ptr->tval == TV_ROD)
3403         {
3404 #ifdef JP
3405                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3406 #else
3407                 if (get_check(format("Recharge the %s for %d gold? ",
3408                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3409 #endif
3410
3411                 {
3412                         /* Recharge fully */
3413                         o_ptr->timeout = 0;
3414                 }
3415                 else
3416                 {
3417                         return;
3418                 }
3419         }
3420         else
3421         {
3422                 if (o_ptr->tval == TV_STAFF)
3423                         max_charges = k_ptr->pval - o_ptr->pval;
3424                 else
3425                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3426
3427                 /* Get the quantity for staves and wands */
3428                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3429                                         MIN(p_ptr->au / price, max_charges));
3430
3431                 /* Do nothing */
3432                 if (charges < 1) return;
3433
3434                 /* Get the new price */
3435                 price *= charges;
3436
3437                 /* Recharge */
3438                 o_ptr->pval += charges;
3439
3440                 /* We no longer think the item is empty */
3441                 o_ptr->ident &= ~(IDENT_EMPTY);
3442         }
3443
3444         /* Give feedback */
3445         object_desc(tmp_str, o_ptr, 0);
3446 #ifdef JP
3447         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3448 #else
3449         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3450 #endif
3451         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3452
3453         p_ptr->window |= (PW_INVEN);
3454
3455         /* Pay the price */
3456         p_ptr->au -= price;
3457
3458         /* Finished */
3459         return;
3460 }
3461
3462
3463 /*!
3464  * @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
3465  * @details
3466  * The player can select the number of charges to add\n
3467  * (up to a limit), and the recharge never fails.\n
3468  *\n
3469  * The cost for rods depends on the level of the rod. The prices\n
3470  * for recharging wands and staves are dependent on the cost of\n
3471  * the base-item.\n
3472  * @return なし
3473  */
3474 static void building_recharge_all(void)
3475 {
3476         INVENTORY_IDX i;
3477         DEPTH lev;
3478         object_type *o_ptr;
3479         object_kind *k_ptr;
3480         PRICE price = 0;
3481         PRICE total_cost = 0;
3482
3483
3484         /* Display some info */
3485         msg_flag = FALSE;
3486         clear_bldg(4, 18);
3487         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);
3488
3489         /* Calculate cost */
3490         for ( i = 0; i < INVEN_PACK; i++)
3491         {
3492                 o_ptr = &p_ptr->inventory_list[i];
3493                                 
3494                 /* skip non magic device */
3495                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3496
3497                 /* need identified */
3498                 if (!object_is_known(o_ptr)) total_cost += 50;
3499
3500                 /* Extract the object "level" */
3501                 lev = k_info[o_ptr->k_idx].level;
3502
3503                 k_ptr = &k_info[o_ptr->k_idx];
3504
3505                 switch (o_ptr->tval)
3506                 {
3507                 case TV_ROD:
3508                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3509                         break;
3510
3511                 case TV_STAFF:
3512                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3513                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3514
3515                         /* Pay at least 10 gold per charge */
3516                         price = MAX(10, price);
3517
3518                         /* Fully charge */
3519                         price = (k_ptr->pval - o_ptr->pval) * price;
3520                         break;
3521
3522                 case TV_WAND:
3523                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3524                         price = (k_info[o_ptr->k_idx].cost / 10);
3525
3526                         /* Pay at least 10 gold per charge */
3527                         price = MAX(10, price);
3528
3529                         /* Fully charge */
3530                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3531                         break;
3532                 }
3533
3534                 /* if price <= 0 then item have enough charge */
3535                 if (price > 0) total_cost += price;
3536         }
3537
3538         if (!total_cost)
3539         {
3540                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3541                 msg_print(NULL);
3542                 return;
3543         }
3544
3545         /* Check if the player has enough money */
3546         if (p_ptr->au < total_cost)
3547         {
3548                 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 );
3549                 msg_print(NULL);
3550                 return;
3551         }
3552         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3553         
3554         for (i = 0; i < INVEN_PACK; i++)
3555         {
3556                 o_ptr = &p_ptr->inventory_list[i];
3557                 k_ptr = &k_info[o_ptr->k_idx];
3558
3559                 /* skip non magic device */
3560                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3561
3562                 if (!object_is_known(o_ptr))
3563                 {
3564                         identify_item(p_ptr, o_ptr);
3565
3566                         /* Auto-inscription */
3567                         autopick_alter_item(i, FALSE);
3568                 }
3569
3570                 /* Recharge */
3571                 switch (o_ptr->tval)
3572                 {
3573                 case TV_ROD:
3574                         o_ptr->timeout = 0;
3575                         break;
3576                 case TV_STAFF:
3577                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3578                         /* We no longer think the item is empty */
3579                         o_ptr->ident &= ~(IDENT_EMPTY);
3580                         break;
3581                 case TV_WAND:
3582                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3583                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3584                         /* We no longer think the item is empty */
3585                         o_ptr->ident &= ~(IDENT_EMPTY);
3586                         break;
3587                 }
3588         }
3589
3590         /* Give feedback */
3591         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3592         msg_print(NULL);
3593         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3594
3595         p_ptr->window |= (PW_INVEN);
3596
3597         /* Pay the price */
3598         p_ptr->au -= total_cost;
3599
3600         /* Finished */
3601         return;
3602 }
3603
3604 /*!
3605  * @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-
3606  * @return 常にTRUEを返す。
3607  * @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。
3608  */
3609 static bool research_mon(void)
3610 {
3611         IDX i;
3612         int n;
3613         MONRACE_IDX r_idx;
3614         char sym, query;
3615         char buf[128];
3616         bool notpicked;
3617         bool recall = FALSE;
3618         u16b why = 0;
3619         MONSTER_IDX *who;
3620
3621         /* XTRA HACK WHATSEARCH */
3622         bool all = FALSE;
3623         bool uniq = FALSE;
3624         bool norm = FALSE;
3625         char temp[80] = "";
3626
3627         /* XTRA HACK REMEMBER_IDX */
3628         static int old_sym = '\0';
3629         static IDX old_i = 0;
3630
3631         screen_save();
3632
3633         /* Get a character, or abort */
3634         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):",
3635                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3636
3637         {
3638                 screen_load();
3639
3640                 return (FALSE);
3641         }
3642
3643         /* Find that character info, and describe it */
3644         for (i = 0; ident_info[i]; ++i)
3645         {
3646                 if (sym == ident_info[i][0]) break;
3647         }
3648
3649                 /* XTRA HACK WHATSEARCH */
3650         if (sym == KTRL('A'))
3651         {
3652                 all = TRUE;
3653                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3654         }
3655         else if (sym == KTRL('U'))
3656         {
3657                 all = uniq = TRUE;
3658                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3659         }
3660         else if (sym == KTRL('N'))
3661         {
3662                 all = norm = TRUE;
3663                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3664         }
3665         else if (sym == KTRL('M'))
3666         {
3667                 all = TRUE;
3668                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3669                 {
3670                         temp[0]=0;
3671                         screen_load();
3672
3673                         return FALSE;
3674                 }
3675                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3676         }
3677         else if (ident_info[i])
3678         {
3679                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3680         }
3681         else
3682         {
3683                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3684         }
3685
3686         /* Display the result */
3687         prt(buf, 16, 10);
3688
3689         /* Allocate the "who" array */
3690         C_MAKE(who, max_r_idx, MONRACE_IDX);
3691
3692         /* Collect matching monsters */
3693         for (n = 0, i = 1; i < max_r_idx; i++)
3694         {
3695                 monster_race *r_ptr = &r_info[i];
3696
3697                 /* Empty monster */
3698                 if (!r_ptr->name) continue;
3699
3700                 /* XTRA HACK WHATSEARCH */
3701                 /* Require non-unique monsters if needed */
3702                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3703
3704                 /* Require unique monsters if needed */
3705                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3706
3707                 /* 名前検索 */
3708                 if (temp[0])
3709                 {
3710                         int xx;
3711                         char temp2[80];
3712
3713                         for (xx = 0; temp[xx] && xx < 80; xx++)
3714                         {
3715 #ifdef JP
3716                                 if (iskanji(temp[xx]))
3717                                 {
3718                                         xx++;
3719                                         continue;
3720                                 }
3721 #endif
3722                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3723                         }
3724   
3725 #ifdef JP
3726                         strcpy(temp2, r_name + r_ptr->E_name);
3727 #else
3728                         strcpy(temp2, r_name + r_ptr->name);
3729 #endif
3730                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3731                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3732
3733 #ifdef JP
3734                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3735 #else
3736                         if (my_strstr(temp2, temp))
3737 #endif
3738                                 who[n++] = i;
3739                 }
3740                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3741         }
3742
3743         /* Nothing to recall */
3744         if (!n)
3745         {
3746                 /* Free the "who" array */
3747                 C_KILL(who, max_r_idx, MONRACE_IDX);
3748                 screen_load();
3749
3750                 return (FALSE);
3751         }
3752
3753         /* Sort by level */
3754         why = 2;
3755         query = 'y';
3756
3757         /* Sort if needed */
3758         if (why)
3759         {
3760                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3761         }
3762
3763
3764         /* Start at the end */
3765         /* XTRA HACK REMEMBER_IDX */
3766         if (old_sym == sym && old_i < n) i = old_i;
3767         else i = n - 1;
3768
3769         notpicked = TRUE;
3770
3771         /* Scan the monster memory */
3772         while (notpicked)
3773         {
3774                 r_idx = who[i];
3775
3776                 /* Hack -- Begin the prompt */
3777                 roff_top(r_idx);
3778
3779                 /* Hack -- Complete the prompt */
3780                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3781
3782                 /* Interact */
3783                 while (1)
3784                 {
3785                         if (recall)
3786                         {
3787                                 /*** Recall on screen ***/
3788
3789                                 /* Get maximal info about this monster */
3790                                 lore_do_probe(r_idx);
3791
3792                                 /* Save this monster ID */
3793                                 monster_race_track(r_idx);
3794                                 handle_stuff();
3795
3796                                 /* know every thing mode */
3797                                 screen_roff(r_idx, 0x01);
3798                                 notpicked = FALSE;
3799
3800                                 /* XTRA HACK REMEMBER_IDX */
3801                                 old_sym = sym;
3802                                 old_i = i;
3803                         }
3804
3805                         query = inkey();
3806
3807                         /* Normal commands */
3808                         if (query != 'r') break;
3809
3810                         recall = !recall;
3811                 }
3812
3813                 /* Stop scanning */
3814                 if (query == ESCAPE) break;
3815
3816                 /* Move to "prev" monster */
3817                 if (query == '-')
3818                 {
3819                         if (++i == n)
3820                         {
3821                                 i = 0;
3822                                 if (!expand_list) break;
3823                         }
3824                 }
3825
3826                 /* Move to "next" monster */
3827                 else
3828                 {
3829                         if (i-- == 0)
3830                         {
3831                                 i = n - 1;
3832                                 if (!expand_list) break;
3833                         }
3834                 }
3835         }
3836
3837
3838         /* Re-display the identity */
3839         /* prt(buf, 5, 5);*/
3840
3841         /* Free the "who" array */
3842         C_KILL(who, max_r_idx, MONRACE_IDX);
3843         screen_load();
3844
3845         return (!notpicked);
3846 }
3847
3848
3849 /*!
3850  * @brief 施設の処理実行メインルーチン / Execute a building command
3851  * @param player_ptr プレーヤーへの参照ポインタ
3852  * @param bldg 施設構造体の参照ポインタ
3853  * @param i 実行したい施設のサービステーブルの添字
3854  * @return なし
3855  */
3856 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3857 {
3858         BACT_IDX bact = bldg->actions[i];
3859         PRICE bcost;
3860         bool paid = FALSE;
3861
3862         msg_flag = FALSE;
3863         msg_erase();
3864
3865         if (is_owner(bldg))
3866                 bcost = bldg->member_costs[i];
3867         else
3868                 bcost = bldg->other_costs[i];
3869
3870         /* action restrictions */
3871         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3872             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3873         {
3874                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3875                 return;
3876         }
3877
3878         /* check gold (HACK - Recharge uses variable costs) */
3879         if ((bact != BACT_RECHARGE) &&
3880             (((bldg->member_costs[i] > player_ptr->au) && is_owner(bldg)) ||
3881              ((bldg->other_costs[i] > player_ptr->au) && !is_owner(bldg))))
3882         {
3883                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3884                 return;
3885         }
3886
3887         switch (bact)
3888         {
3889         case BACT_NOTHING:
3890                 /* Do nothing */
3891                 break;
3892         case BACT_RESEARCH_ITEM:
3893                 paid = identify_fully(FALSE);
3894                 break;
3895         case BACT_TOWN_HISTORY:
3896                 town_history();
3897                 break;
3898         case BACT_RACE_LEGENDS:
3899                 race_legends(p_ptr);
3900                 break;
3901         case BACT_QUEST:
3902                 castle_quest();
3903                 break;
3904         case BACT_KING_LEGENDS:
3905         case BACT_ARENA_LEGENDS:
3906         case BACT_LEGENDS:
3907                 show_highclass(player_ptr);
3908                 break;
3909         case BACT_POSTER:
3910         case BACT_ARENA_RULES:
3911         case BACT_ARENA:
3912                 arena_comm(player_ptr, bact);
3913                 break;
3914         case BACT_IN_BETWEEN:
3915         case BACT_CRAPS:
3916         case BACT_SPIN_WHEEL:
3917         case BACT_DICE_SLOTS:
3918         case BACT_GAMBLE_RULES:
3919         case BACT_POKER:
3920                 gamble_comm(bact);
3921                 break;
3922         case BACT_REST:
3923         case BACT_RUMORS:
3924         case BACT_FOOD:
3925                 paid = inn_comm(player_ptr, bact);
3926                 break;
3927         case BACT_RESEARCH_MONSTER:
3928                 paid = research_mon();
3929                 break;
3930         case BACT_COMPARE_WEAPONS:
3931                 paid = TRUE;
3932                 bcost = compare_weapons(player_ptr, bcost);
3933                 break;
3934         case BACT_ENCHANT_WEAPON:
3935                 item_tester_hook = object_allow_enchant_melee_weapon;
3936                 enchant_item(player_ptr, bcost, 1, 1, 0);
3937                 break;
3938         case BACT_ENCHANT_ARMOR:
3939                 item_tester_hook = object_is_armour;
3940                 enchant_item(player_ptr, bcost, 0, 0, 1);
3941                 break;
3942         case BACT_RECHARGE:
3943                 building_recharge();
3944                 break;
3945         case BACT_RECHARGE_ALL:
3946                 building_recharge_all();
3947                 break;
3948         case BACT_IDENTS: /* needs work */
3949                 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;
3950                 identify_pack(player_ptr);
3951                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3952                 paid = TRUE;
3953                 break;
3954         case BACT_IDENT_ONE: /* needs work */
3955                 paid = ident_spell(player_ptr, FALSE);
3956                 break;
3957         case BACT_LEARN:
3958                 do_cmd_study(player_ptr);
3959                 break;
3960         case BACT_HEALING: /* needs work */
3961                 paid = cure_critical_wounds(player_ptr, 200);
3962                 break;
3963         case BACT_RESTORE: /* needs work */
3964                 paid = restore_all_status(player_ptr);
3965                 break;
3966         case BACT_ENCHANT_ARROWS:
3967                 item_tester_hook = item_tester_hook_ammo;
3968                 enchant_item(player_ptr, bcost, 1, 1, 0);
3969                 break;
3970         case BACT_ENCHANT_BOW:
3971                 item_tester_tval = TV_BOW;
3972                 enchant_item(player_ptr, bcost, 1, 1, 0);
3973                 break;
3974
3975         case BACT_RECALL:
3976                 if (recall_player(player_ptr, 1)) paid = TRUE;
3977                 break;
3978
3979         case BACT_TELEPORT_LEVEL:
3980                 clear_bldg(4, 20);
3981                 paid = free_level_recall(player_ptr);
3982                 break;
3983
3984         case BACT_LOSE_MUTATION:
3985                 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3986                         (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3987                 {
3988                         while(!lose_mutation(player_ptr, 0));
3989                         paid = TRUE;
3990                 }
3991                 else
3992                 {
3993                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3994                         msg_print(NULL);
3995                 }
3996                 break;
3997
3998         case BACT_BATTLE:
3999                 kakutoujou(player_ptr);
4000                 break;
4001
4002         case BACT_TSUCHINOKO:
4003                 tsuchinoko();
4004                 break;
4005
4006         case BACT_BOUNTY:
4007                 show_bounty();
4008                 break;
4009
4010         case BACT_TARGET:
4011                 today_target();
4012                 break;
4013
4014         case BACT_KANKIN:
4015                 kankin();
4016                 break;
4017
4018         case BACT_HEIKOUKA:
4019                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4020                 set_virtue(player_ptr, V_COMPASSION, 0);
4021                 set_virtue(player_ptr, V_HONOUR, 0);
4022                 set_virtue(player_ptr, V_JUSTICE, 0);
4023                 set_virtue(player_ptr, V_SACRIFICE, 0);
4024                 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4025                 set_virtue(player_ptr, V_FAITH, 0);
4026                 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4027                 set_virtue(player_ptr, V_ENCHANT, 0);
4028                 set_virtue(player_ptr, V_CHANCE, 0);
4029                 set_virtue(player_ptr, V_NATURE, 0);
4030                 set_virtue(player_ptr, V_HARMONY, 0);
4031                 set_virtue(player_ptr, V_VITALITY, 0);
4032                 set_virtue(player_ptr, V_UNLIFE, 0);
4033                 set_virtue(player_ptr, V_PATIENCE, 0);
4034                 set_virtue(player_ptr, V_TEMPERANCE, 0);
4035                 set_virtue(player_ptr, V_DILIGENCE, 0);
4036                 set_virtue(player_ptr, V_VALOUR, 0);
4037                 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4038                 get_virtues(player_ptr);
4039                 paid = TRUE;
4040                 break;
4041
4042         case BACT_TELE_TOWN:
4043                 paid = tele_town(player_ptr);
4044                 break;
4045
4046         case BACT_EVAL_AC:
4047                 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4048                 break;
4049
4050         case BACT_BROKEN_WEAPON:
4051                 paid = TRUE;
4052                 bcost = repair_broken_weapon(bcost);
4053                 break;
4054         }
4055
4056         if (paid) player_ptr->au -= bcost;
4057 }
4058
4059 /*!
4060  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4061  * @param プレーヤーへの参照ポインタ
4062  * @return なし
4063  */
4064 void do_cmd_bldg(player_type *player_ptr)
4065 {
4066         int             i, which;
4067         char            command;
4068         bool            validcmd;
4069         building_type   *bldg;
4070
4071         if(player_ptr->wild_mode) return;
4072
4073         take_turn(player_ptr, 100);
4074
4075         if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4076         {
4077                 msg_print(_("ここには建物はない。", "You see no building here."));
4078                 return;
4079         }
4080
4081         which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4082
4083         bldg = &building[which];
4084
4085         /* Don't re-init the wilderness */
4086         reinit_wilderness = FALSE;
4087
4088         if ((which == 2) && (player_ptr->arena_number < 0))
4089         {
4090                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4091                 return;
4092         }
4093         else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4094         {
4095                 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4096                 {
4097                         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);
4098                 }
4099                 else
4100                 {
4101                         /* Don't save the arena as saved floor */
4102                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4103
4104                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4105                         player_ptr->leaving = TRUE;
4106
4107                         /* Re-enter the arena */
4108                         command_new = SPECIAL_KEY_BUILDING;
4109
4110                         /* No energy needed to re-enter the arena */
4111                         free_turn(player_ptr);
4112                 }
4113
4114                 return;
4115         }
4116         else if (player_ptr->phase_out)
4117         {
4118                 /* Don't save the arena as saved floor */
4119                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4120
4121                 player_ptr->leaving = TRUE;
4122                 player_ptr->phase_out = FALSE;
4123
4124                 /* Re-enter the monster arena */
4125                 command_new = SPECIAL_KEY_BUILDING;
4126
4127                 /* No energy needed to re-enter the arena */
4128                 free_turn(player_ptr);
4129
4130                 return;
4131         }
4132         else
4133         {
4134                 player_ptr->oldpy = player_ptr->y;
4135                 player_ptr->oldpx = player_ptr->x;
4136         }
4137
4138         forget_lite(player_ptr->current_floor_ptr);
4139         forget_view(player_ptr->current_floor_ptr);
4140
4141         /* Hack -- Increase "icky" depth */
4142         current_world_ptr->character_icky++;
4143
4144         command_arg = 0;
4145         command_rep = 0;
4146         command_new = 0;
4147
4148         show_building(bldg);
4149         player_ptr->leave_bldg = FALSE;
4150
4151         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4152
4153         while (!player_ptr->leave_bldg)
4154         {
4155                 validcmd = FALSE;
4156                 prt("", 1, 0);
4157
4158                 building_prt_gold();
4159
4160                 command = inkey();
4161
4162                 if (command == ESCAPE)
4163                 {
4164                         player_ptr->leave_bldg = TRUE;
4165                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4166                         player_ptr->phase_out = FALSE;
4167                         break;
4168                 }
4169
4170                 for (i = 0; i < 8; i++)
4171                 {
4172                         if (bldg->letters[i])
4173                         {
4174                                 if (bldg->letters[i] == command)
4175                                 {
4176                                         validcmd = TRUE;
4177                                         break;
4178                                 }
4179                         }
4180                 }
4181
4182                 if(validcmd) bldg_process_command(player_ptr, bldg, i);
4183
4184                 handle_stuff();
4185         }
4186
4187         select_floor_music(player_ptr);
4188
4189         msg_flag = FALSE;
4190         msg_erase();
4191
4192         /* Reinit wilderness to activate quests ... */
4193         if (reinit_wilderness) player_ptr->leaving = TRUE;
4194
4195         /* Hack -- Decrease "icky" depth */
4196         current_world_ptr->character_icky--;
4197
4198         Term_clear();
4199
4200         player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4201         player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4202         player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4203 }
4204
4205
4206 /*!
4207  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4208  * @return なし
4209  * @note conv_old is used if loaded 0.0.3 or older save file
4210  */
4211 void determine_today_mon(bool conv_old)
4212 {
4213         int max_dl = 3, i;
4214         bool old_inside_battle = p_ptr->phase_out;
4215         monster_race *r_ptr;
4216
4217         if (!conv_old)
4218         {
4219                 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4220                 {
4221                         if (max_dlv[i] < d_info[i].mindepth) continue;
4222                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4223                 }
4224         }
4225         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4226
4227         p_ptr->phase_out = TRUE;
4228         get_mon_num_prep(NULL, NULL);
4229
4230         while (1)
4231         {
4232                 today_mon = get_mon_num(max_dl);
4233                 r_ptr = &r_info[today_mon];
4234
4235                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4236                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4237                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4238                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4239                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4240                 if (r_ptr->rarity > 10) continue;
4241                 break;
4242         }
4243
4244         p_ptr->today_mon = 0;
4245         p_ptr->phase_out = old_inside_battle;
4246 }
4247
4248
4249
4250 /*!
4251  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4252  * @return なし
4253  */
4254 void determine_bounty_uniques(void)
4255 {
4256         int i, j;
4257         MONRACE_IDX tmp;
4258         monster_race *r_ptr;
4259
4260         get_mon_num_prep(NULL, NULL);
4261         for (i = 0; i < MAX_BOUNTY; i++)
4262         {
4263                 while (1)
4264                 {
4265                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4266                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4267
4268                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4269
4270                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4271
4272                         if (r_ptr->rarity > 100) continue;
4273
4274                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4275
4276                         for (j = 0; j < i; j++)
4277                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4278
4279                         if (j == i) break;
4280                 }
4281         }
4282
4283         /* Sort them */
4284         for (i = 0; i < MAX_BOUNTY - 1; i++)
4285         {
4286                 for (j = i; j < MAX_BOUNTY; j++)
4287                 {
4288                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4289                         {
4290                                 tmp = current_world_ptr->bounty_r_idx[i];
4291                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4292                                 current_world_ptr->bounty_r_idx[j] = tmp;
4293                         }
4294                 }
4295         }
4296 }