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[Refactor] #38997 enchant() と enchant_spell() にplayer_type * を追加 / Added player_type...
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17 #include "term.h"
18
19 #include "core.h"
20 #include "cmd-dump.h"
21 #include "cmd-magiceat.h"
22 #include "floor.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
25 #include "autopick.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "monster.h"
31 #include "monsterrace-hook.h"
32 #include "melee.h"
33 #include "wild.h"
34 #include "world.h"
35 #include "sort.h"
36
37 #include "avatar.h"
38 #include "bldg.h"
39 #include "dungeon.h"
40 #include "mutation.h"
41 #include "quest.h"
42 #include "artifact.h"
43 #include "cmd-spell.h"
44 #include "rumor.h"
45 #include "spells.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
50
51 #include "files.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
57 #include "scores.h"
58 #include "shoot.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
61 #include "autopick.h"
62
63
64 /*
65  * Buildings
66  */
67 building_type building[MAX_BLDG];
68
69 MONRACE_IDX battle_mon[4];
70 u32b mon_odds[4];
71 int battle_odds;
72 PRICE kakekin;
73 int sel_monster;
74
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
77
78 /*!
79  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
80  */
81 const arena_type arena_info[MAX_ARENA_MONS + 2] =
82 {
83         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
84         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
85         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
86         { MON_LION_HEART,    0,         0                             },
87         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
88         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
89         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
90         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
91         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
92         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
93         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
94         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
95         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
96         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
97         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
98         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
99         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
100         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
101         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
102         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
103         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
104         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
105         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
106         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
107         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
108         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
109         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
110         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
111         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
112         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
113         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
114         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
115         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
116         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
117         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
118         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
119         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
120         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
121         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
122         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
123         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
124         { 0,                 0,         0                             }, /* Victory prizing */
125         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
126 };
127
128 /*!
129  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
130  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
131  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
132  * @param bldg 施設構造体の参照ポインタ
133  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
134  */
135 static bool is_owner(building_type *bldg)
136 {
137         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
138         {
139                 return (TRUE);
140         }
141
142         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
143         {
144                 return (TRUE);
145         }
146
147         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
148                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
149         {
150                 return (TRUE);
151         }
152
153         return (FALSE);
154 }
155
156 /*!
157  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
158  (スペルマスターの特別判定つき)
159  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
160  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
161  * @param bldg 施設構造体の参照ポインタ
162  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
163  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
164  */
165 static bool is_member(building_type *bldg)
166 {
167         if (bldg->member_class[p_ptr->pclass])
168         {
169                 return (TRUE);
170         }
171
172         if (bldg->member_race[p_ptr->prace])
173         {
174                 return (TRUE);
175         }
176
177         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
178             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
179         {
180                 return (TRUE);
181         }
182
183
184         if (p_ptr->pclass == CLASS_SORCERER)
185         {
186                 int i;
187                 bool OK = FALSE;
188                 for (i = 0; i < MAX_MAGIC; i++)
189                 {
190                         if (bldg->member_realm[i+1]) OK = TRUE;
191                 }
192                 return OK;
193         }
194         return (FALSE);
195 }
196
197 /*!
198  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
199  * @details 消去は行毎にヌル文字列で行われる。
200  * @param min_row 開始行番号
201  * @param max_row 末尾行番号
202  * @return なし
203  */
204 void clear_bldg(int min_row, int max_row)
205 {
206         int   i;
207
208         for (i = min_row; i <= max_row; i++)
209                 prt("", i, 0);
210 }
211
212 /*!
213  * @brief 所持金を表示する。
214  * @return なし
215  */
216 static void building_prt_gold(void)
217 {
218         char tmp_str[80];
219         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
220         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
221         prt(tmp_str, 23, 68);
222 }
223
224 /*!
225  * @brief 施設のサービス一覧を表示する / Display a building.
226  * @param bldg 施設構造体の参照ポインタ
227  * @return なし
228  */
229 static void show_building(building_type* bldg)
230 {
231         char buff[20];
232         int i;
233         byte action_color;
234         char tmp_str[80];
235
236         Term_clear();
237         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
238         prt(tmp_str, 2, 1);
239
240
241         for (i = 0; i < 8; i++)
242         {
243                 if (bldg->letters[i])
244                 {
245                         if (bldg->action_restr[i] == 0)
246                         {
247                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
249                                 {
250                                         action_color = TERM_WHITE;
251                                         buff[0] = '\0';
252                                 }
253                                 else if (is_owner(bldg))
254                                 {
255                                         action_color = TERM_YELLOW;
256                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
257                                 }
258                                 else
259                                 {
260                                         action_color = TERM_YELLOW;
261                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
262                         }
263                         else if (bldg->action_restr[i] == 1)
264                         {
265                                 if (!is_member(bldg))
266                                 {
267                                         action_color = TERM_L_DARK;
268                                         strcpy(buff, _("(閉店)", "(closed)"));
269                                 }
270                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
271                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
272                                 {
273                                         action_color = TERM_WHITE;
274                                         buff[0] = '\0';
275                                 }
276                                 else if (is_owner(bldg))
277                                 {
278                                         action_color = TERM_YELLOW;
279                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
280                                 }
281                                 else
282                                 {
283                                         action_color = TERM_YELLOW;
284                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
285                                 }
286                         }
287                         else
288                         {
289                                 if (!is_owner(bldg))
290                                 {
291                                         action_color = TERM_L_DARK;
292                                         strcpy(buff, _("(閉店)", "(closed)"));
293                                 }
294                                 else if (bldg->member_costs[i] != 0)
295                                 {
296                                         action_color = TERM_YELLOW;
297                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
298                                 }
299                                 else
300                                 {
301                                         action_color = TERM_WHITE;
302                                         buff[0] = '\0';
303                                 }
304                         }
305
306                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
307                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
308                 }
309         }
310         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
311 }
312
313 /*!
314  * @brief 闘技場に入るコマンドの処理 / arena commands
315  * @param cmd 闘技場処理のID
316  * @return なし
317  */
318 static void arena_comm(int cmd)
319 {
320         monster_race    *r_ptr;
321         concptr            name;
322
323
324         switch (cmd)
325         {
326                 case BACT_ARENA:
327                         if (p_ptr->arena_number == MAX_ARENA_MONS)
328                         {
329                                 clear_bldg(5, 19);
330                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
331                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
332                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
333
334                                 prt("", 10, 0);
335                                 prt("", 11, 0);
336                                 p_ptr->au += 1000000L;
337                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
338                                 msg_print(NULL);
339                                 p_ptr->arena_number++;
340                         }
341                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
342                         {
343                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
344                                 {
345                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
346                                         msg_print(NULL);
347                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
348                                         {       
349                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
350                                                 msg_print(NULL);
351                                         
352                                                 p_ptr->exit_bldg = FALSE;
353                                                 reset_tim_flags(p_ptr);
354
355                                                 /* Save the surface floor as saved floor */
356                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
357
358                                                 p_ptr->current_floor_ptr->inside_arena = TRUE;
359                                                 p_ptr->leaving = TRUE;
360                                                 p_ptr->leave_bldg = TRUE;
361                                         }
362                                         else
363                                         {
364                                                 msg_print(_("残念だ。", "We are disappointed."));
365                                         }
366                                 }
367                                 else
368                                 {
369                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
370                                                                 "You enter the arena briefly and bask in your glory."));
371                                         msg_print(NULL);
372                                 }
373                         }
374                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
375                         {
376                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
377                                                         "You don't have permission to enter with pet."));
378                                 msg_print(NULL);
379                         }
380                         else
381                         {
382                                 p_ptr->exit_bldg = FALSE;
383                                 reset_tim_flags(p_ptr);
384
385                                 /* Save the surface floor as saved floor */
386                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
387
388                                 p_ptr->current_floor_ptr->inside_arena = TRUE;
389                                 p_ptr->leaving = TRUE;
390                                 p_ptr->leave_bldg = TRUE;
391                         }
392                         break;
393                 case BACT_POSTER:
394                         if (p_ptr->arena_number == MAX_ARENA_MONS)
395                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
396                                                         "You are victorious. Enter the arena for the ceremony."));
397
398                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
399                         {
400                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
401                         }
402                         else
403                         {
404                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
405                                 name = (r_name + r_ptr->name);
406                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
407
408                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
409                                 p_ptr->window |= (PW_MONSTER);
410                                 handle_stuff();
411
412                         }
413                         break;
414                 case BACT_ARENA_RULES:
415                         screen_save();
416
417                         /* Peruse the arena help file */
418                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
419                         screen_load();
420
421                         break;
422         }
423 }
424
425 /*!
426  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
427  * @param row シンボルを表示する行の上端
428  * @param col シンボルを表示する行の左端
429  * @param fruit 表示するシンボルID
430  * @return なし
431  */
432 static void display_fruit(int row, int col, int fruit)
433 {
434         switch (fruit)
435         {
436                 case 0: /* lemon */
437                         c_put_str(TERM_YELLOW, "   ####.", row, col);
438                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
439                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
440                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
441                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
442                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
443                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
444                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
445                         prt(                 _(" レモン ",
446                                                            " Lemon  "), row + 8, col);
447                         break;
448                 case 1: /* orange */
449                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
450                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
451                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
452                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
453                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
454                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
455                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
456                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
457                         prt(                 _("オレンジ",
458                                                                    " Orange "), row + 8, col);
459                         break;
460                 case 2: /* sword */
461                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
462                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
463                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
464                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
465                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
466                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
467                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
468                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
469                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
470                         break;
471                 case 3: /* shield */
472                         c_put_str(TERM_SLATE, " ###### ", row, col);
473                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
474                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
475                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
476                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
477                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
478                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
479                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
480                         prt(                _("   盾   ",
481                                                                   " Shield "), row + 8, col);
482                         break;
483                 case 4: /* plum */
484                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
485                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
486                         c_put_str(TERM_VIOLET, "########", row + 2, col);
487                         c_put_str(TERM_VIOLET, "########", row + 3, col);
488                         c_put_str(TERM_VIOLET, "########", row + 4, col);
489                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
490                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
491                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
492                         prt(                 _(" プラム ",
493                                                                    "  Plum  "), row + 8, col);
494                         break;
495                 case 5: /* cherry */
496                         c_put_str(TERM_RED, "      ##", row, col);
497                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
498                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
499                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
500                         c_put_str(TERM_RED, " ###### ", row + 4, col);
501                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
502                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
503                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
504                         prt(              _("チェリー",
505                                                                 " Cherry "), row + 8, col);
506                         break;
507         }
508 }
509
510 /*! @note
511  * kpoker no (tyuto-hannpa na)pakuri desu...
512  * joker ha shineru node haitte masen.
513  *
514  * TODO: donataka! tsukutte!
515  *  - agatta yaku no kiroku (like DQ).
516  *  - kakkoii card no e.
517  *  - sousa-sei no koujyo.
518  *  - code wo wakariyasuku.
519  *  - double up.
520  *  - Joker... -- done.
521  *
522  * 9/13/2000 --Koka
523  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
524  */
525
526 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
527 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
528 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
529
530 static int cards[5]; /*!< ポーカーの現在の手札ID */
531
532 /*!
533  * @brief ポーカーの山札を切る。
534  * @param deck デッキの配列
535  * @return なし
536  */
537 static void reset_deck(int deck[])
538 {
539         int i;
540         for (i = 0; i < 53; i++) deck[i] = i;
541
542         /* shuffle cards */
543         for (i = 0; i < 53; i++){
544                 int tmp1 = randint0(53 - i) + i;
545                 int tmp2 = deck[i];
546                 deck[i] = deck[tmp1];
547                 deck[tmp1] = tmp2;
548         }
549 }
550
551 /*!
552  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
553  * @return ジョーカーを持っているか。
554  */
555 static bool have_joker(void)
556 {
557         int i;
558
559         for (i = 0; i < 5; i++){
560           if(IS_JOKER(cards[i])) return TRUE;
561         }
562         return FALSE;
563 }
564
565 /*!
566  * @brief ポーカーの手札に該当の番号の札があるかを返す。
567  * @param num 探したいカードの番号。
568  * @return 該当の番号が手札にあるか。
569  */
570 static bool find_card_num(int num)
571 {
572         int i;
573         for (i = 0; i < 5; i++)
574                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
575         return FALSE;
576 }
577
578 /*!
579  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
580  * @return 役の判定結果
581  */
582 static bool yaku_check_flush(void)
583 {
584         int i, suit;
585         bool joker_is_used = FALSE;
586
587         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
588         for (i = 0; i < 5; i++){
589                 if (SUIT_OF(cards[i]) != suit){
590                   if(have_joker() && !joker_is_used)
591                     joker_is_used = TRUE;
592                   else
593                     return FALSE;
594                 }
595         }
596
597         return TRUE;
598 }
599
600 /*!
601  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
602  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
603  */
604 static int yaku_check_straight(void)
605 {
606         int i, lowest = 99;
607         bool joker_is_used = FALSE;
608         bool straight = FALSE;
609
610         /* get lowest */
611         for (i = 0; i < 5; i++)
612         {
613                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
614                         lowest = NUM_OF(cards[i]);
615         }
616         
617         /* Check Royal Straight Flush */
618         if (yaku_check_flush())
619         {
620           if( lowest == 0 ){
621                 for (i = 0; i < 4; i++)
622                 {
623                         if (!find_card_num(9 + i)){
624                                 if( have_joker() && !joker_is_used )
625                                   joker_is_used = TRUE;
626                                 else
627                                   break;
628                         }
629                 }
630                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
631           }
632           if(lowest == 9){
633                 for (i = 0; i < 3; i++)
634                 {
635                         if (!find_card_num(10 + i))
636                                 break;
637                 }
638                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
639           }
640         }
641
642         joker_is_used = FALSE;
643
644         /* Straight Only Check */
645
646         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
647                 for (i = 0; i < 4; i++)
648                 {
649                         if (!find_card_num(9 + i)) {
650                                 if (have_joker() && !joker_is_used)
651                                         joker_is_used = TRUE;
652                                 else
653                                         break; /* None */
654                         }
655                 }
656                 if(i == 4) straight = TRUE;
657         }
658
659         joker_is_used = FALSE;
660
661         for (i = 0; i < 5; i++)
662         {
663                 if(!find_card_num(lowest + i)){
664                         if( have_joker() && !joker_is_used )
665                                 joker_is_used = TRUE;
666                         else
667                                 break; /* None */
668                 }
669         }
670         if(i == 5) straight = TRUE;
671         
672         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
673         else if(straight) return 1; /* Only Straight */
674         else return 0;
675 }
676
677 /*!
678  * @brief ポーカーのペア役の状態を返す。
679  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
680  */
681 static int yaku_check_pair(void)
682 {
683         int i, i2, matching = 0;
684
685         for (i = 0; i < 5; i++)
686         {
687                 for (i2 = i+1; i2 < 5; i2++)
688                 {
689                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
690                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
691                                 matching++;
692                 }
693         }
694
695         if(have_joker()){
696           switch(matching){
697           case 0:
698             matching = 1;
699             break;
700           case 1:
701             matching = 3;
702             break;
703           case 2:
704             matching = 4;
705             break;
706           case 3:
707             matching = 6;
708             break;
709           case 6:
710             matching = 7;
711             break;
712           default:
713             /* don't reach */
714             break;
715           }
716         }
717
718         return matching;
719 }
720
721 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
722 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
723 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
724 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
725 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
726 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
727 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
728 #define ODDS_ST 4 /*!< ストレートの役倍率 */
729 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
730 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
731
732 /*!
733  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
734  * @return 役のID
735  */
736 static int yaku_check(void)
737 {
738         prt("                            ", 4, 3);
739
740         switch(yaku_check_straight()){
741         case 3: /* RF! */
742                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
743                 return ODDS_RF;
744         case 2: /* SF! */
745                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
746                 return ODDS_SF;
747         case 1:
748                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
749                 return ODDS_ST;
750         default:
751                 /* Not straight -- fall through */
752                 break;
753         }
754
755         if (yaku_check_flush())
756         {
757                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
758                 return ODDS_FL;
759         }
760
761         switch (yaku_check_pair())
762         {
763         case 1:
764                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
765                 return 0;
766         case 2:
767                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
768                 return ODDS_2P;
769         case 3:
770                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
771                 return ODDS_3C;
772         case 4:
773                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
774                 return ODDS_FH;
775         case 6:
776                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
777                 return ODDS_4C;
778         case 7:
779                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
780                 {
781                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
782                         return ODDS_5A;
783                 }
784                 else
785                 {
786                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
787                         return ODDS_5C;
788                 }
789         default:
790                 break;
791         }
792         return 0;
793 }
794
795 /*!
796  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
797  * @param hoge カーソルの現在位置
798  * @param kaeruka カードの捨てる/残すフラグ配列
799  * @return なし
800  */
801 static void display_kaeruka(int hoge, int kaeruka[])
802 {
803         int i;
804         char col = TERM_WHITE;
805         for (i = 0; i < 5; i++)
806         {
807                 if (i == hoge) col = TERM_YELLOW;
808                 else if(kaeruka[i]) col = TERM_WHITE;
809                 else col = TERM_L_BLUE;
810                 
811                 if(kaeruka[i])
812                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
813                 else
814                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
815         }
816         if (hoge > 4) col = TERM_YELLOW;
817         else col = TERM_WHITE;
818         c_put_str(col, _("決定", "Sure"), 16,  38);
819
820         /* Hilite current option */
821         if (hoge < 5) move_cursor(14, 5+hoge*16);
822         else move_cursor(16, 38);
823 }
824
825 /*!
826  * @brief ポーカーの手札を表示する。
827  * @return なし
828  */
829 static void display_cards(void)
830 {
831         int i, j;
832         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
833 #ifdef JP
834         concptr suit[4] = {"★", "●", "¶", "†"};
835         concptr card_grph[13][7] = {{"A   %s     ",
836                                   "     変     ",
837                                   "     愚     ",
838                                   "     蛮     ",
839                                   "     怒     ",
840                                   "     %s     ",
841                                   "          A"},
842                                  {"2          ",
843                                   "     %s     ",
844                                   "            ",
845                                   "            ",
846                                   "            ",
847                                   "     %s     ",
848                                   "          2"},
849                                  {"3          ",
850                                   "     %s     ",
851                                   "            ",
852                                   "     %s     ",
853                                   "            ",
854                                   "     %s     ",
855                                   "          3"},
856                                  {"4          ",
857                                   "   %s  %s   ",
858                                   "            ",
859                                   "            ",
860                                   "            ",
861                                   "   %s  %s   ",
862                                   "          4"},
863                                  {"5          ",
864                                   "   %s  %s   ",
865                                   "            ",
866                                   "     %s     ",
867                                   "            ",
868                                   "   %s  %s   ",
869                                   "          5"},
870                                  {"6          ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "            ",
875                                   "   %s  %s   ",
876                                   "          6"},
877                                  {"7          ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s   ",
881                                   "            ",
882                                   "   %s  %s   ",
883                                   "          7"},
884                                  {"8          ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "     %s     ",
889                                   "   %s  %s   ",
890                                   "          8"},
891                                  {"9 %s  %s   ",
892                                   "            ",
893                                   "   %s  %s   ",
894                                   "     %s     ",
895                                   "   %s  %s   ",
896                                   "            ",
897                                   "   %s  %s 9"},
898                                  {"10 %s  %s   ",
899                                   "     %s     ",
900                                   "   %s  %s   ",
901                                   "            ",
902                                   "   %s  %s   ",
903                                   "     %s     ",
904                                   "   %s  %s 10"},
905                                  {"J   Λ     ",
906                                   "%s   ||     ",
907                                   "     ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "   |=亜=| %s",
911                                   "     目   J"},
912                                  {"Q ######   ",
913                                   "%s#      #  ",
914                                   "  # ++++ #  ",
915                                   "  # +==+ #  ",
916                                   "   # ++ #   ",
917                                   "    #  #  %s",
918                                   "     ##   Q"},
919                                  {"K          ",
920                                   "%s `⌒´   ",
921                                   "  γγγλ  ",
922                                   "  ο ο ι  ",
923                                   "   υ    ∂ ",
924                                   "    σ ノ %s",
925                                   "          K"}};
926         concptr joker_grph[7] = {    "            ",
927                                   "     J     ",
928                                   "     O     ",
929                                   "     K     ",
930                                   "     E     ",
931                                   "     R     ",
932                                   "            "};
933
934 #else
935
936         concptr suit[4] = {"[]", "qp", "<>", "db"};
937         concptr card_grph[13][7] = {{"A    %s     ",
938                                   "     He     ",
939                                   "     ng     ",
940                                   "     ba     ",
941                                   "     nd     ",
942                                   "     %s     ",
943                                   "           A"},
944                                  {"2           ",
945                                   "     %s     ",
946                                   "            ",
947                                   "            ",
948                                   "            ",
949                                   "     %s     ",
950                                   "           2"},
951                                  {"3           ",
952                                   "     %s     ",
953                                   "            ",
954                                   "     %s     ",
955                                   "            ",
956                                   "     %s     ",
957                                   "           3"},
958                                  {"4           ",
959                                   "   %s  %s   ",
960                                   "            ",
961                                   "            ",
962                                   "            ",
963                                   "   %s  %s   ",
964                                   "           4"},
965                                  {"5           ",
966                                   "   %s  %s   ",
967                                   "            ",
968                                   "     %s     ",
969                                   "            ",
970                                   "   %s  %s   ",
971                                   "           5"},
972                                  {"6           ",
973                                   "   %s  %s   ",
974                                   "            ",
975                                   "   %s  %s   ",
976                                   "            ",
977                                   "   %s  %s   ",
978                                   "           6"},
979                                  {"7           ",
980                                   "   %s  %s   ",
981                                   "     %s     ",
982                                   "   %s  %s   ",
983                                   "            ",
984                                   "   %s  %s   ",
985                                   "           7"},
986                                  {"8           ",
987                                   "   %s  %s   ",
988                                   "     %s     ",
989                                   "   %s  %s   ",
990                                   "     %s     ",
991                                   "   %s  %s   ",
992                                   "           8"},
993                                  {"9  %s  %s   ",
994                                   "            ",
995                                   "   %s  %s   ",
996                                   "     %s     ",
997                                   "   %s  %s   ",
998                                   "            ",
999                                   "   %s  %s  9"},
1000                                  {"10 %s  %s   ",
1001                                   "     %s     ",
1002                                   "   %s  %s   ",
1003                                   "            ",
1004                                   "   %s  %s   ",
1005                                   "     %s     ",
1006                                   "   %s  %s 10"},
1007                                  {"J    /\\     ",
1008                                   "%s   ||     ",
1009                                   "     ||     ",
1010                                   "     ||     ",
1011                                   "     ||     ",
1012                                   "   |=HH=| %s",
1013                                   "     ][    J"},
1014                                  {"Q  ######   ",
1015                                   "%s#      #  ",
1016                                   "  # ++++ #  ",
1017                                   "  # +==+ #  ",
1018                                   "   # ++ #   ",
1019                                   "    #  #  %s",
1020                                   "     ##    Q"},
1021                                  {"K           ",
1022                                   "%s _'~~`_   ",
1023                                   "   jjjjj$&  ",
1024                                   "   q q uu   ",
1025                                   "   c    &   ",
1026                                   "    v__/  %s",
1027                                   "           K"}};
1028         concptr joker_grph[7] = {    "            ",
1029                                   "     J      ",
1030                                   "     O      ",
1031                                   "     K      ",
1032                                   "     E      ",
1033                                   "     R      ",
1034                                   "            "};
1035 #endif
1036
1037         for (i = 0; i < 5; i++)
1038         {
1039                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1040         }
1041
1042         for (i = 0; i < 5; i++)
1043         {
1044                 for (j = 0; j < 7; j++)
1045                 {
1046                         prt(_("┃", " |"),  j+6,  i*16);
1047                         if(IS_JOKER(cards[i]))
1048                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1049                         else
1050                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
1051                         prt(_("┃", "| "),  j+6,  i*16+14);
1052                 }
1053         }
1054         for (i = 0; i < 5; i++)
1055         {
1056                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1057         }
1058 }
1059
1060 /*!
1061  * @brief ポーカーの1プレイルーチン。
1062  * @return 1プレイの役の結果
1063  */
1064 static int do_poker(void)
1065 {
1066         int i, k = 2;
1067         char cmd;
1068         int deck[53]; /* yamafuda : 0...52 */
1069         int deck_ptr = 0;
1070         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1071
1072         bool done = FALSE;
1073         bool kettei = TRUE;
1074         bool kakikae = TRUE;
1075
1076         reset_deck(deck);
1077
1078         for (i = 0; i < 5; i++)
1079         {
1080                 cards[i] = deck[deck_ptr++];
1081                 kaeruka[i] = 0; /* default:nokosu */
1082         }
1083
1084         /* suteruno wo kimeru */
1085         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1086
1087         display_cards();
1088         yaku_check();
1089
1090         while (!done)
1091         {
1092                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1093                 kakikae = FALSE;
1094                 cmd = inkey();
1095                 switch (cmd)
1096                 {
1097                 case '6': case 'l': case 'L': case KTRL('F'):
1098                         if (!kettei) k = (k+1)%5;
1099                         else {k = 0;kettei = FALSE;}
1100                         kakikae = TRUE;
1101                         break;
1102                 case '4': case 'h': case 'H': case KTRL('B'):
1103                         if (!kettei) k = (k+4)%5;
1104                         else {k = 4;kettei = FALSE;}
1105                         kakikae = TRUE;
1106                         break;
1107                 case '2': case 'j': case 'J': case KTRL('N'):
1108                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1109                         break;
1110                 case '8': case 'k': case 'K': case KTRL('P'):
1111                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1112                         break;
1113                 case ' ': case '\r':
1114                         if (kettei) done = TRUE;
1115                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1116                         break;
1117                 default:
1118                         break;
1119                 }
1120         }
1121         
1122         prt("",0,0);
1123
1124         for (i = 0; i < 5; i++)
1125                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1126
1127         display_cards();
1128         
1129         return yaku_check();
1130 }
1131 #undef SUIT_OF
1132 #undef NUM_OF
1133 #undef IS_JOKER
1134 /* end of poker codes --Koka */
1135
1136 /*!
1137  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1138  * @param cmd プレイするゲームID
1139  * @return なし
1140  */
1141 static bool gamble_comm(int cmd)
1142 {
1143         int i;
1144         int roll1, roll2, roll3, choice, odds, win;
1145         s32b wager;
1146         s32b maxbet;
1147         s32b oldgold;
1148
1149         char out_val[160], tmp_str[80], again;
1150         concptr p;
1151
1152         screen_save();
1153
1154         if (cmd == BACT_GAMBLE_RULES)
1155         {
1156                 /* Peruse the gambling help file */
1157                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1158         }
1159         else
1160         {
1161                 /* No money */
1162                 if (p_ptr->au < 1)
1163                 {
1164                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1165                                                 "Hey! You don't have gold - get out of here!"));
1166                         msg_print(NULL);
1167                         screen_load();
1168                         return FALSE;
1169                 }
1170
1171                 clear_bldg(5, 23);
1172
1173                 maxbet = p_ptr->lev * 200;
1174
1175                 /* We can't bet more than we have */
1176                 maxbet = MIN(maxbet, p_ptr->au);
1177
1178                 /* Get the wager */
1179                 strcpy(out_val, "");
1180                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1181
1182
1183                 /*
1184                  * Use get_string() because we may need more than
1185                  * the s16b value returned by get_quantity().
1186                  */
1187                 if (get_string(tmp_str, out_val, 32))
1188                 {
1189                         /* Strip spaces */
1190                         for (p = out_val; *p == ' '; p++);
1191
1192                         /* Get the wager */
1193                         wager = atol(p);
1194
1195                         if (wager > p_ptr->au)
1196                         {
1197                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1198                                 msg_print(NULL);
1199                                 screen_load();
1200                                 return (FALSE);
1201                         }
1202                         else if (wager > maxbet)
1203                         {
1204                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1205                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1206                                 wager = maxbet;
1207                         }
1208                         else if (wager < 1)
1209                         {
1210                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1211                                 wager = 1;
1212                         }
1213                         msg_print(NULL);
1214                         win = FALSE;
1215                         odds = 0;
1216                         oldgold = p_ptr->au;
1217
1218                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1219                         prt(tmp_str, 20, 2);
1220                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1221                         prt(tmp_str, 21, 2);
1222
1223                         do
1224                         {
1225                                 p_ptr->au -= wager;
1226                                 switch (cmd)
1227                                 {
1228                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1229                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1230
1231                                         odds = 4;
1232                                         win = FALSE;
1233                                         roll1 = randint1(10);
1234                                         roll2 = randint1(10);
1235                                         choice = randint1(10);
1236                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1237
1238                                         prt(tmp_str, 8, 3);
1239                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1240
1241                                         prt(tmp_str, 11, 14);
1242                                         if (((choice > roll1) && (choice < roll2)) ||
1243                                                 ((choice < roll1) && (choice > roll2)))
1244                                                 win = TRUE;
1245                                         break;
1246                                 case BACT_CRAPS:  /* Game of Craps */
1247                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1248
1249                                         win = 3;
1250                                         odds = 2;
1251                                         roll1 = randint1(6);
1252                                         roll2 = randint1(6);
1253                                         roll3 = roll1 +  roll2;
1254                                         choice = roll3;
1255                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1256                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1257                                         prt(tmp_str, 7, 5);
1258                                         if ((roll3 == 7) || (roll3 == 11))
1259                                                 win = TRUE;
1260                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1261                                                 win = FALSE;
1262                                         else
1263                                                 do
1264                                                 {
1265                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1266
1267                                                         msg_print(NULL);
1268                                                         roll1 = randint1(6);
1269                                                         roll2 = randint1(6);
1270                                                         roll3 = roll1 +  roll2;
1271                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1272                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1273                                                         prt(tmp_str, 8, 5);
1274                                                         if (roll3 == choice)
1275                                                                 win = TRUE;
1276                                                         else if (roll3 == 7)
1277                                                                 win = FALSE;
1278                                                 } while ((win != TRUE) && (win != FALSE));
1279                                         break;
1280
1281                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1282                                         win = FALSE;
1283                                         odds = 9;
1284                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1285
1286                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1287                                         prt("--------------------------------", 8, 3);
1288                                         strcpy(out_val, "");
1289                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1290
1291                                         for (p = out_val; iswspace(*p); p++);
1292                                         choice = atol(p);
1293                                         if (choice < 0)
1294                                         {
1295                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1296                                                 choice = 0;
1297                                         }
1298                                         else if (choice > 9)
1299                                         {
1300                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1301                                                 choice = 9;
1302                                         }
1303                                         msg_print(NULL);
1304                                         roll1 = randint0(10);
1305                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1306                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1307                                         prt(tmp_str, 13, 3);
1308                                         prt("", 9, 0);
1309                                         prt("*", 9, (3 * roll1 + 5));
1310                                         if (roll1 == choice)
1311                                                 win = TRUE;
1312                                         break;
1313
1314                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1315                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1316                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1317                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1318                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1319                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1320                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1321                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1322                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1323                                         
1324                                         win = FALSE;
1325                                         roll1 = randint1(21);
1326                                         for (i=6;i>0;i--)
1327                                         {
1328                                                 if ((roll1-i) < 1)
1329                                                 {
1330                                                         roll1 = 7-i;
1331                                                         break;
1332                                                 }
1333                                                 roll1 -= i;
1334                                         }
1335                                         roll2 = randint1(21);
1336                                         for (i=6;i>0;i--)
1337                                         {
1338                                                 if ((roll2-i) < 1)
1339                                                 {
1340                                                         roll2 = 7-i;
1341                                                         break;
1342                                                 }
1343                                                 roll2 -= i;
1344                                         }
1345                                         choice = randint1(21);
1346                                         for (i=6;i>0;i--)
1347                                         {
1348                                                 if ((choice-i) < 1)
1349                                                 {
1350                                                         choice = 7-i;
1351                                                         break;
1352                                                 }
1353                                                 choice -= i;
1354                                         }
1355                                         put_str("/--------------------------\\", 7, 2);
1356                                         prt("\\--------------------------/", 17, 2);
1357                                         display_fruit(8,  3, roll1 - 1);
1358                                         display_fruit(8, 12, roll2 - 1);
1359                                         display_fruit(8, 21, choice - 1);
1360                                         if ((roll1 == roll2) && (roll2 == choice))
1361                                         {
1362                                                 win = TRUE;
1363                                                 switch(roll1)
1364                                                 {
1365                                                 case 1:
1366                                                         odds = 5;break;
1367                                                 case 2:
1368                                                         odds = 10;break;
1369                                                 case 3:
1370                                                         odds = 20;break;
1371                                                 case 4:
1372                                                         odds = 50;break;
1373                                                 case 5:
1374                                                         odds = 200;break;
1375                                                 case 6:
1376                                                         odds = 1000;break;
1377                                                 }
1378                                         }
1379                                         else if ((roll1 == 1) && (roll2 == 1))
1380                                         {
1381                                                 win = TRUE;
1382                                                 odds = 2;
1383                                         }
1384                                         break;
1385                                 case BACT_POKER:
1386                                         win = FALSE;
1387                                         odds = do_poker();
1388                                         if (odds) win = TRUE;
1389                                         break;
1390                                 }
1391
1392                                 if (win)
1393                                 {
1394                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1395
1396                                         p_ptr->au += odds * wager;
1397                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1398
1399                                         prt(tmp_str, 17, 37);
1400                                 }
1401                                 else
1402                                 {
1403                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1404                                         prt("", 17, 37);
1405                                 }
1406                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1407
1408                                 prt(tmp_str, 22, 2);
1409                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1410
1411                                 move_cursor(18, 52);
1412                                 again = inkey();
1413                                 prt("", 16, 37);
1414                                 prt("", 17, 37);
1415                                 prt("", 18, 37);
1416                                 if (wager > p_ptr->au)
1417                                 {
1418                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1419                                                                 "Hey! You don't have the gold - get out of here!"));
1420                                         msg_print(NULL);
1421
1422                                         /* Get out here */
1423                                         break;
1424                                 }
1425                         } while ((again == 'y') || (again == 'Y'));
1426
1427                         prt("", 18, 37);
1428                         if (p_ptr->au >= oldgold)
1429                         {
1430                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1431                                                         "You came out a winner! We'll win next time, I'm sure."));
1432                                 chg_virtue(p_ptr, V_CHANCE, 3);
1433                         }
1434                         else
1435                         {
1436                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1437                                 chg_virtue(p_ptr, V_CHANCE, -3);
1438                         }
1439                 }
1440                 msg_print(NULL);
1441         }
1442         screen_load();
1443         return (TRUE);
1444 }
1445
1446 /*!
1447  * @brief モンスター闘技場に参加するモンスターを更新する。
1448  * @return なし
1449  */
1450 void update_gambling_monsters(void)
1451 {
1452         int total, i;
1453         int max_dl = 0;
1454         int mon_level;
1455         int power[4];
1456         bool tekitou;
1457         bool old_inside_battle = p_ptr->phase_out;
1458
1459         for (i = 0; i < current_world_ptr->max_d_idx; i++)
1460                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1461
1462         mon_level = randint1(MIN(max_dl, 122)) + 5;
1463         if (randint0(100) < 60)
1464         {
1465                 i = randint1(MIN(max_dl, 122)) + 5;
1466                 mon_level = MAX(i, mon_level);
1467         }
1468         if (randint0(100) < 30)
1469         {
1470                 i = randint1(MIN(max_dl, 122)) + 5;
1471                 mon_level = MAX(i, mon_level);
1472         }
1473
1474         while (1)
1475         {
1476                 total = 0;
1477                 tekitou = FALSE;
1478                 for (i = 0; i < 4; i++)
1479                 {
1480                         MONRACE_IDX r_idx;
1481                         int j;
1482                         while (1)
1483                         {
1484                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1485                                 p_ptr->phase_out = TRUE;
1486                                 r_idx = get_mon_num(mon_level);
1487                                 p_ptr->phase_out = old_inside_battle;
1488                                 if (!r_idx) continue;
1489
1490                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1491                                 {
1492                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1493                                 }
1494
1495                                 for (j = 0; j < i; j++)
1496                                         if (r_idx == battle_mon[j]) break;
1497                                 if (j < i) continue;
1498
1499                                 break;
1500                         }
1501                         battle_mon[i] = r_idx;
1502                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1503                 }
1504
1505                 for (i = 0; i < 4; i++)
1506                 {
1507                         monster_race *r_ptr = &r_info[battle_mon[i]];
1508                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1509
1510                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1511                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1512                         else
1513                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1514                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1515                         if (r_ptr->speed > 110)
1516                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1517                         if (r_ptr->speed < 110)
1518                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1519                         if (num_taisei > 2)
1520                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1521                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1522                                 power[i] = power[i] * 4 / 3;
1523                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1524                                 power[i] = power[i] * 4 / 3;
1525                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1526                                 power[i] = power[i] * 11 / 10;
1527                         if (r_ptr->flags1 & RF1_RAND_25)
1528                                 power[i] = power[i] * 9 / 10;
1529                         if (r_ptr->flags1 & RF1_RAND_50)
1530                                 power[i] = power[i] * 9 / 10;
1531                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1532                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1533                         total += power[i];
1534                 }
1535                 for (i = 0; i < 4; i++)
1536                 {
1537                         if (power[i] <= 0) break;
1538                         power[i] = total * 60 / power[i];
1539                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1540                         if ((power[i] < 160) && randint0(20)) break;
1541                         if (power[i] < 101) power[i] = 100 + randint1(5);
1542                         mon_odds[i] = power[i];
1543                 }
1544                 if (i == 4) break;
1545         }
1546 }
1547
1548 /*!
1549  * @brief モンスター闘技場のメインルーチン
1550  * @return 賭けを開始したか否か
1551  */
1552 static bool kakutoujou(void)
1553 {
1554         PRICE maxbet;
1555         PRICE wager;
1556         char out_val[160], tmp_str[80];
1557         concptr p;
1558
1559         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1560         {
1561                 update_gambling_monsters();
1562                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1563         }
1564
1565         screen_save();
1566
1567         /* No money */
1568         if (p_ptr->au < 1)
1569         {
1570                 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", "Hey! You don't have gold - get out of here!"));
1571                 msg_print(NULL);
1572                 screen_load();
1573                 return FALSE;
1574         }
1575         else
1576         {
1577                 int i;
1578
1579                 clear_bldg(4, 10);
1580
1581                 prt(_("モンスター                                                     倍率",
1582                           "Monsters                                                       Odds"), 4, 4);
1583                 for (i=0;i<4;i++)
1584                 {
1585                         char buf[80];
1586                         monster_race *r_ptr = &r_info[battle_mon[i]];
1587
1588                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1589                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1590                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1591                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1592                         prt(buf, 5+i, 1);
1593                 }
1594                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1595                 while(1)
1596                 {
1597                         i = inkey();
1598
1599                         if (i == ESCAPE)
1600                         {
1601                                 screen_load();
1602                                 return FALSE;
1603                         }
1604                         if (i >= '1' && i <= '4')
1605                         {
1606                                 sel_monster = i-'1';
1607                                 battle_odds = mon_odds[sel_monster];
1608                                 break;
1609                         }
1610                         else bell();
1611                 }
1612
1613                 clear_bldg(4, 4);
1614                 for (i = 0; i < 4; i++)
1615                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1616
1617                 maxbet = p_ptr->lev * 200;
1618
1619                 /* We can't bet more than we have */
1620                 maxbet = MIN(maxbet, p_ptr->au);
1621
1622                 /* Get the wager */
1623                 strcpy(out_val, "");
1624                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1625                 /*
1626                  * Use get_string() because we may need more than
1627                  * the s16b value returned by get_quantity().
1628                  */
1629                 if (get_string(tmp_str, out_val, 32))
1630                 {
1631                         /* Strip spaces */
1632                         for (p = out_val; *p == ' '; p++);
1633
1634                         /* Get the wager */
1635                         wager = atol(p);
1636
1637                         if (wager > p_ptr->au)
1638                         {
1639                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1640
1641                                 msg_print(NULL);
1642                                 screen_load();
1643                                 return (FALSE);
1644                         }
1645                         else if (wager > maxbet)
1646                         {
1647                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。", "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1648
1649                                 wager = maxbet;
1650                         }
1651                         else if (wager < 1)
1652                         {
1653                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1654                                 wager = 1;
1655                         }
1656                         msg_print(NULL);
1657                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1658                         kakekin = wager;
1659                         p_ptr->au -= wager;
1660                         reset_tim_flags(p_ptr);
1661
1662                         /* Save the surface floor as saved floor */
1663                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1664
1665                         p_ptr->phase_out = TRUE;
1666                         p_ptr->leaving = TRUE;
1667                         p_ptr->leave_bldg = TRUE;
1668
1669                         screen_load();
1670
1671                         return (TRUE);
1672                 }
1673         }
1674         screen_load();
1675
1676         return (FALSE);
1677 }
1678
1679 /*!
1680  * @brief 本日の賞金首情報を表示する。
1681  * @return なし
1682  */
1683 static void today_target(void)
1684 {
1685         char buf[160];
1686         monster_race *r_ptr = &r_info[today_mon];
1687
1688         clear_bldg(4,18);
1689         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1690         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1691         c_put_str(TERM_YELLOW, buf, 6, 10);
1692         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1693         prt(buf, 8, 10);
1694         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1695         prt(buf, 9, 10);
1696         p_ptr->today_mon = today_mon;
1697 }
1698
1699 /*!
1700  * @brief ツチノコの賞金首情報を表示する。
1701  * @return なし
1702  */
1703 static void tsuchinoko(void)
1704 {
1705         clear_bldg(4,18);
1706         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1707         c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
1708         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1709         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1710         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1711 }
1712
1713 /*!
1714  * @brief 通常の賞金首情報を表示する。
1715  * @return なし
1716  */
1717 static void shoukinkubi(void)
1718 {
1719         int i;
1720         TERM_LEN y = 0;
1721
1722         clear_bldg(4,18);
1723         prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
1724         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1725
1726         for (i = 0; i < MAX_KUBI; i++)
1727         {
1728                 byte color;
1729                 concptr done_mark;
1730                 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1731
1732                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1733                 {
1734                         color = TERM_RED;
1735                         done_mark = _("(済)", "(done)");
1736                 }
1737                 else
1738                 {
1739                         color = TERM_WHITE;
1740                         done_mark = "";
1741                 }
1742
1743                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1744
1745                 y = (y+1) % 10;
1746                 if (!y && (i < MAX_KUBI -1))
1747                 {
1748                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1749                         (void)inkey();
1750                         prt("", 0, 0);
1751                         clear_bldg(7,18);
1752                 }
1753         }
1754 }
1755
1756
1757
1758 /*!
1759  * 賞金首の報酬テーブル / List of prize object
1760  */
1761 static struct {
1762         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1763         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1764 } prize_list[MAX_KUBI] = 
1765 {
1766         {TV_POTION, SV_POTION_CURING},
1767         {TV_POTION, SV_POTION_SPEED},
1768         {TV_POTION, SV_POTION_SPEED},
1769         {TV_POTION, SV_POTION_RESISTANCE},
1770         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1771
1772         {TV_POTION, SV_POTION_HEALING},
1773         {TV_POTION, SV_POTION_RESTORE_MANA},
1774         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1775         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1776         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1777
1778         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1779         {TV_POTION, SV_POTION_STAR_HEALING},
1780         {TV_POTION, SV_POTION_STAR_HEALING},
1781         {TV_POTION, SV_POTION_NEW_LIFE},
1782         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1783
1784         {TV_POTION, SV_POTION_LIFE},
1785         {TV_POTION, SV_POTION_LIFE},
1786         {TV_POTION, SV_POTION_AUGMENTATION},
1787         {TV_POTION, SV_POTION_INVULNERABILITY},
1788         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1789 };
1790
1791 /*!
1792  * @brief 賞金首の引き換え処理 / Get prize
1793  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1794  */
1795 static bool kankin(void)
1796 {
1797         INVENTORY_IDX i;
1798         int j;
1799         bool change = FALSE;
1800         GAME_TEXT o_name[MAX_NLEN];
1801         object_type *o_ptr;
1802
1803         /* Loop for inventory and right/left arm */
1804         for (i = 0; i <= INVEN_LARM; i++)
1805         {
1806                 o_ptr = &p_ptr->inventory_list[i];
1807
1808                 /* Living Tsuchinoko worthes $1000000 */
1809                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1810                 {
1811                         char buf[MAX_NLEN+20];
1812                         object_desc(o_name, o_ptr, 0);
1813                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1814                         if (get_check(buf))
1815                         {
1816                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1817                                 p_ptr->au += 1000000L * o_ptr->number;
1818                                 p_ptr->redraw |= (PR_GOLD);
1819                                 vary_item(i, -o_ptr->number);
1820                         }
1821                         change = TRUE;
1822                 }
1823         }
1824
1825         for (i = 0; i < INVEN_PACK; i++)
1826         {
1827                 o_ptr = &p_ptr->inventory_list[i];
1828
1829                 /* Corpse of Tsuchinoko worthes $200000 */
1830                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1831                 {
1832                         char buf[MAX_NLEN+20];
1833                         object_desc(o_name, o_ptr, 0);
1834                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1835                         if (get_check(buf))
1836                         {
1837                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1838                                 p_ptr->au += 200000L * o_ptr->number;
1839                                 p_ptr->redraw |= (PR_GOLD);
1840                                 vary_item(i, -o_ptr->number);
1841                         }
1842                         change = TRUE;
1843                 }
1844         }
1845
1846         for (i = 0; i < INVEN_PACK; i++)
1847         {
1848                 o_ptr = &p_ptr->inventory_list[i];
1849
1850                 /* Bones of Tsuchinoko worthes $100000 */
1851                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1852                 {
1853                         char buf[MAX_NLEN+20];
1854                         object_desc(o_name, o_ptr, 0);
1855                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1856                         if (get_check(buf))
1857                         {
1858                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1859                                 p_ptr->au += 100000L * o_ptr->number;
1860                                 p_ptr->redraw |= (PR_GOLD);
1861                                 vary_item(i, -o_ptr->number);
1862                         }
1863                         change = TRUE;
1864                 }
1865         }
1866
1867         for (i = 0; i < INVEN_PACK; i++)
1868         {
1869                 o_ptr = &p_ptr->inventory_list[i];
1870                 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)))
1871                 {
1872                         char buf[MAX_NLEN+20];
1873                         object_desc(o_name, o_ptr, 0);
1874                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1875                         if (get_check(buf))
1876                         {
1877                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1878                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1879                                 p_ptr->redraw |= (PR_GOLD);
1880                                 vary_item(i, -o_ptr->number);
1881                         }
1882                         change = TRUE;
1883                 }
1884         }
1885
1886         for (i = 0; i < INVEN_PACK; i++)
1887         {
1888                 o_ptr = &p_ptr->inventory_list[i];
1889
1890                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1891                 {
1892                         char buf[MAX_NLEN+20];
1893                         object_desc(o_name, o_ptr, 0);
1894                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1895                         if (get_check(buf))
1896                         {
1897                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1898                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1899                                 p_ptr->redraw |= (PR_GOLD);
1900                                 vary_item(i, -o_ptr->number);
1901                         }
1902                         change = TRUE;
1903                 }
1904         }
1905
1906         for (j = 0; j < MAX_KUBI; j++)
1907         {
1908                 /* Need reverse order --- Positions will be changed in the loop */
1909                 for (i = INVEN_PACK-1; i >= 0; i--)
1910                 {
1911                         o_ptr = &p_ptr->inventory_list[i];
1912                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1913                         {
1914                                 char buf[MAX_NLEN+20];
1915                                 int num, k;
1916                                 INVENTORY_IDX item_new;
1917                                 object_type forge;
1918
1919                                 object_desc(o_name, o_ptr, 0);
1920                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1921                                 if (!get_check(buf)) continue;
1922
1923 #if 0 /* Obsoleted */
1924                                 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);
1925                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1926                                 p_ptr->redraw |= (PR_GOLD);
1927                                 vary_item(i, -o_ptr->number);
1928                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1929                                 current_world_ptr->bounty_r_idx[j] += 10000;
1930
1931                                 change = TRUE;
1932 #endif /* Obsoleted */
1933
1934                                 /* Hand it first */
1935                                 vary_item(i, -o_ptr->number);
1936
1937                                 chg_virtue(p_ptr, V_JUSTICE, 5);
1938                                 current_world_ptr->bounty_r_idx[j] += 10000;
1939
1940                                 /* Count number of unique corpses already handed */
1941                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1942                                 {
1943                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1944                                 }
1945                                 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" : ""));
1946
1947                                 /* Prepare to make a prize */
1948                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1949                                 apply_magic(&forge, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1950
1951                                 object_aware(&forge);
1952                                 object_known(&forge);
1953
1954                                 /*
1955                                  * Hand it --- Assume there is an empty slot.
1956                                  * Since a corpse is handed at first,
1957                                  * there is at least one empty slot.
1958                                  */
1959                                 item_new = inven_carry(&forge);
1960
1961                                 object_desc(o_name, &forge, 0);
1962                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1963
1964                                 /* Auto-inscription */
1965                                 autopick_alter_item(item_new, FALSE);
1966                                 handle_stuff();
1967
1968                                 change = TRUE;
1969                         }
1970                 }
1971         }
1972
1973         if (!change)
1974         {
1975                 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."));
1976                 msg_print(NULL);
1977                 return FALSE;
1978         }
1979         return TRUE;
1980 }
1981
1982 /*!
1983  * @brief 宿屋の利用サブルーチン
1984  * @details inn commands\n
1985  * Note that resting for the night was a perfect way to avoid player\n
1986  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1987  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1988  * will not be that useful.  I will keep it in the hopes the player\n
1989  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1990  * Resting at night is also a quick way to restock stores -KMW-\n
1991  * @param cmd 宿屋の利用施設ID
1992  * @return 施設の利用が実際に行われたか否か。
1993  */
1994 static bool inn_comm(int cmd)
1995 {
1996         switch (cmd)
1997         {
1998                 case BACT_FOOD: /* Buy food & drink */
1999                         if (p_ptr->food >= PY_FOOD_FULL)
2000                         {
2001                                 msg_print(_("今は満腹だ。", "You are full now."));
2002                                 return FALSE;
2003                         }
2004                         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."));
2005                         (void)set_food(p_ptr, PY_FOOD_MAX - 1);
2006                         break;
2007
2008                 case BACT_REST: /* Rest for the night */
2009                         if ((p_ptr->poisoned) || (p_ptr->cut))
2010                         {
2011                                 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."));
2012                                 msg_print(NULL);
2013                                 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."));
2014                         }
2015                         else
2016                         {
2017                                 s32b oldturn = current_world_ptr->game_turn;
2018                                 int prev_day, prev_hour, prev_min;
2019
2020                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2021                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2022                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2023                                 else
2024                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2025                                 
2026                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2027                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2028                                 {
2029                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2030                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2031                                 }
2032
2033                                 prevent_turn_overflow();
2034
2035                                 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
2036                                 p_ptr->chp = p_ptr->mhp;
2037
2038                                 if (ironman_nightmare)
2039                                 {
2040                                         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."));
2041
2042                                         /* Have some nightmares */
2043                                         while(1)
2044                                         {
2045                                                 sanity_blast(p_ptr, NULL, FALSE);
2046                                                 if (!one_in_(3)) break;
2047                                         }
2048
2049                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2050                                         exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2051                                 }
2052                                 else
2053                                 {
2054                                         set_blind(p_ptr, 0);
2055                                         set_confused(p_ptr, 0);
2056                                         p_ptr->stun = 0;
2057                                         p_ptr->chp = p_ptr->mhp;
2058                                         p_ptr->csp = p_ptr->msp;
2059                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2060                                         {
2061                                                 int i;
2062                                                 for (i = 0; i < 72; i++)
2063                                                 {
2064                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2065                                                 }
2066                                                 for (; i < 108; i++)
2067                                                 {
2068                                                         p_ptr->magic_num1[i] = 0;
2069                                                 }
2070                                         }
2071
2072                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2073                                         {
2074                                                 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."));
2075                                                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2076                                         }
2077                                         else
2078                                         {
2079                                                 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."));
2080                                                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2081                                         }
2082                                 }
2083                         }
2084                         break;
2085
2086                 case BACT_RUMORS: /* Listen for rumors */
2087                         {
2088                                 display_rumor(TRUE);
2089                                 break;
2090                         }
2091         }
2092
2093         return (TRUE);
2094 }
2095
2096
2097 /*!
2098  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2099  * @param questnum クエストのID
2100  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2101  * @return なし
2102  */
2103 static void get_questinfo(IDX questnum, bool do_init)
2104 {
2105         int i;
2106         QUEST_IDX old_quest;
2107         GAME_TEXT tmp_str[80];
2108
2109         /* Clear the text */
2110         for (i = 0; i < 10; i++)
2111         {
2112                 quest_text[i][0] = '\0';
2113         }
2114
2115         quest_text_line = 0;
2116
2117         /* Set the quest number temporary */
2118         old_quest = p_ptr->current_floor_ptr->inside_quest;
2119         p_ptr->current_floor_ptr->inside_quest = questnum;
2120
2121         /* Get the quest text */
2122         init_flags = INIT_SHOW_TEXT;
2123         if (do_init) init_flags |= INIT_ASSIGN;
2124
2125         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2126
2127         /* Reset the old quest number */
2128         p_ptr->current_floor_ptr->inside_quest = old_quest;
2129
2130         /* Print the quest info */
2131         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);
2132
2133         prt(tmp_str, 5, 0);
2134
2135         prt(quest[questnum].name, 7, 0);
2136
2137         for (i = 0; i < 10; i++)
2138         {
2139                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2140         }
2141 }
2142
2143 /*!
2144  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2145  * @return なし
2146  */
2147 static void castle_quest(void)
2148 {
2149         QUEST_IDX q_index = 0;
2150         monster_race *r_ptr;
2151         quest_type *q_ptr;
2152         concptr name;
2153
2154
2155         clear_bldg(4, 18);
2156
2157         /* Current quest of the building */
2158         q_index = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2159
2160         /* Is there a quest available at the building? */
2161         if (!q_index)
2162         {
2163                 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);
2164                 return;
2165         }
2166
2167         q_ptr = &quest[q_index];
2168
2169         /* Quest is completed */
2170         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2171         {
2172                 /* Rewarded quest */
2173                 q_ptr->status = QUEST_STATUS_REWARDED;
2174
2175                 get_questinfo(q_index, FALSE);
2176
2177                 reinit_wilderness = TRUE;
2178         }
2179         /* Failed quest */
2180         else if (q_ptr->status == QUEST_STATUS_FAILED)
2181         {
2182                 get_questinfo(q_index, FALSE);
2183
2184                 /* Mark quest as done (but failed) */
2185                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2186
2187                 reinit_wilderness = TRUE;
2188         }
2189         /* Quest is still unfinished */
2190         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2191         {
2192                 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);
2193                 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);
2194                 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);
2195         }
2196         /* No quest yet */
2197         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2198         {
2199                 q_ptr->status = QUEST_STATUS_TAKEN;
2200
2201                 reinit_wilderness = TRUE;
2202
2203                 /* Assign a new quest */
2204                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2205                 {
2206                         if (q_ptr->r_idx == 0)
2207                         {
2208                                 /* Random monster at least 5 - 10 levels out of deep */
2209                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2210                         }
2211
2212                         r_ptr = &r_info[q_ptr->r_idx];
2213
2214                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2215                         {
2216                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2217                                 r_ptr = &r_info[q_ptr->r_idx];
2218                         }
2219
2220                         if (q_ptr->max_num == 0)
2221                         {
2222                                 /* Random monster number */
2223                                 if (randint1(10) > 7)
2224                                         q_ptr->max_num = 1;
2225                                 else
2226                                         q_ptr->max_num = randint1(3) + 1;
2227                         }
2228
2229                         q_ptr->cur_num = 0;
2230                         name = (r_name + r_ptr->name);
2231                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2232                 }
2233                 else
2234                 {
2235                         get_questinfo(q_index, TRUE);
2236                 }
2237         }
2238 }
2239
2240
2241 /*!
2242  * @brief 町に関するヘルプを表示する / Display town history
2243  * @return なし
2244  */
2245 static void town_history(void)
2246 {
2247         screen_save();
2248
2249         /* Peruse the building help file */
2250         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2251         screen_load();
2252 }
2253
2254 /*!
2255  * @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
2256  * @param dam 基本ダメージ
2257  * @param mult スレイ倍率(掛け算部分)
2258  * @param div スレイ倍率(割り算部分)
2259  * @param force 理力特別計算フラグ
2260  * @return ダメージ期待値
2261  */
2262 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2263 {
2264         int tmp;
2265         if(force)
2266         {
2267                 tmp = dam * 60;
2268                 tmp *= mult * 3;
2269                 tmp /= div * 2;
2270                 tmp += dam * 60 * 2;
2271                 tmp /= 60;
2272         }
2273         else
2274         {
2275                 tmp = dam * 60;
2276                 tmp *= mult; 
2277                 tmp /= div;
2278                 tmp /= 60;
2279         }
2280         return tmp;
2281 }
2282
2283 /*!
2284  * @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)
2285  * @param dam 基本ダメージ
2286  * @param mult スレイ倍率(掛け算部分)
2287  * @param div スレイ倍率(割り算部分)
2288  * @param force 理力特別計算フラグ
2289  * @param weight 重量
2290  * @param plus 武器ダメージ修正
2291  * @param meichuu 命中値
2292  * @param dokubari 毒針処理か否か
2293  * @param vorpal_mult 切れ味倍率(掛け算部分)
2294  * @param vorpal_div 切れ味倍率(割り算部分)
2295  * @return ダメージ期待値
2296  */
2297 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)
2298 {
2299         dam = calc_slaydam(dam, mult, div, force);
2300         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2301         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2302         return dam;
2303 }
2304
2305
2306 /*!
2307  * @brief 武器の各条件毎のダメージ期待値を表示する。
2308  * @param r 表示行
2309  * @param c 表示列
2310  * @param mindice ダイス部分最小値
2311  * @param maxdice ダイス部分最大値
2312  * @param blows 攻撃回数
2313  * @param dam_bonus ダメージ修正値
2314  * @param attr 条件内容
2315  * @param color 条件内容の表示色
2316  * @details
2317  * Display the damage figure of an object\n
2318  * (used by compare_weapon_aux)\n
2319  * \n
2320  * Only accurate for the current weapon, because it includes\n
2321  * the current +dam of the player.\n
2322  * @return なし
2323  */
2324 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2325 {
2326         GAME_TEXT tmp_str[80];
2327         int mindam, maxdam;
2328         
2329         mindam = blows * (mindice + dam_bonus);
2330         maxdam = blows * (maxdice + dam_bonus);
2331
2332         /* Print the intro text */
2333         c_put_str(color, attr, r, c);
2334
2335         /* Calculate the min and max damage figures */
2336         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2337         
2338         /* Print the damage */
2339         put_str(tmp_str, r, c + 8);
2340 }
2341
2342
2343 /*!
2344  * @brief 武器一つ毎のダメージ情報を表示する。
2345  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2346  * @param col 表示する行の上端
2347  * @param r 表示する列の左端
2348  * @details
2349  * Show the damage figures for the various monster types\n
2350  * \n
2351  * Only accurate for the current weapon, because it includes\n
2352  * the current number of blows for the player.\n
2353  * @return なし
2354  */
2355 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2356 {
2357         BIT_FLAGS flgs[TR_FLAG_SIZE];
2358         int blow = p_ptr->num_blow[0];
2359         bool force = FALSE;
2360         bool dokubari = FALSE;
2361         
2362         /* Effective dices */
2363         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2364         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2365         
2366         int mindice = eff_dd;
2367         int maxdice = eff_ds * eff_dd;
2368         int mindam = 0;
2369         int maxdam = 0;
2370         int vorpal_mult = 1;
2371         int vorpal_div = 1;
2372         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2373         
2374
2375         /* Get the flags of the weapon */
2376         object_flags(o_ptr, flgs);
2377         
2378         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2379         
2380         
2381         /* Show Critical Damage*/
2382         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2383         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2384         
2385         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2386
2387         
2388         /* Vorpal Hit*/
2389         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2390         {
2391                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2392                 {
2393                         vorpal_mult = 5;
2394                         vorpal_div = 3;
2395                 }
2396                 else
2397                 {
2398                         vorpal_mult = 11;
2399                         vorpal_div = 9;
2400                 }
2401                 
2402                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2403                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2404                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2405         }       
2406         
2407         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2408         {
2409                 force = TRUE;
2410                 
2411                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2412                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2413                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2414         }
2415                 
2416         /* Print the relevant lines */
2417         if (have_flag(flgs, TR_KILL_ANIMAL))
2418         {
2419                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2420                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2421                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2422         }
2423         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2424         {
2425                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2426                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2427                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2428         }
2429         if (have_flag(flgs, TR_KILL_EVIL))
2430         {       
2431                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2432                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2433                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2434         }
2435         else if (have_flag(flgs, TR_SLAY_EVIL))
2436         {       
2437                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2438                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2439                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2440         }
2441         if (have_flag(flgs, TR_KILL_HUMAN))
2442         {       
2443                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2444                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2445                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2446         }
2447         else if (have_flag(flgs, TR_SLAY_HUMAN))
2448         {       
2449                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2450                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2451                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2452         }
2453         if (have_flag(flgs, TR_KILL_UNDEAD))
2454         {
2455                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2456                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2457                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2458         }
2459         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2460         {
2461                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2462                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2463                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2464         }
2465         if (have_flag(flgs, TR_KILL_DEMON))
2466         {       
2467                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2468                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2469                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2470         }
2471         else if (have_flag(flgs, TR_SLAY_DEMON))
2472         {       
2473                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2475                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2476         }
2477         if (have_flag(flgs, TR_KILL_ORC))
2478         {
2479                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2480                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2481                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2482         }
2483         else if (have_flag(flgs, TR_SLAY_ORC))
2484         {
2485                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2486                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2488         }
2489         if (have_flag(flgs, TR_KILL_TROLL))
2490         {
2491                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2492                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2493                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2494         }
2495         else if (have_flag(flgs, TR_SLAY_TROLL))
2496         {
2497                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2499                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2500         }
2501         if (have_flag(flgs, TR_KILL_GIANT))
2502         {
2503                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2504                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2505                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2506         }
2507         else if (have_flag(flgs, TR_SLAY_GIANT))
2508         {
2509                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2510                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2511                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2512         }
2513         if (have_flag(flgs, TR_KILL_DRAGON))
2514         {
2515                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2516                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2517                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2518         }
2519         else if (have_flag(flgs, TR_SLAY_DRAGON))
2520         {               
2521                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2522                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2523                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2524         }
2525         if (have_flag(flgs, TR_BRAND_ACID))
2526         {
2527                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2528                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2529                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2530         }
2531         if (have_flag(flgs, TR_BRAND_ELEC))
2532         {
2533                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2534                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2535                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2536         }
2537         if (have_flag(flgs, TR_BRAND_FIRE))
2538         {
2539                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2540                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2542         }
2543         if (have_flag(flgs, TR_BRAND_COLD))
2544         {
2545                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2546                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2548         }
2549         if (have_flag(flgs, TR_BRAND_POIS))
2550         {
2551                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2552                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2553                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2554         }
2555 }
2556
2557 /*!
2558  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2559  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2560  * @param row 表示する列の左端
2561  * @param col 表示する行の上端
2562  * @details
2563  * Displays all info about a weapon
2564  *
2565  * Only accurate for the current weapon, because it includes
2566  * various info about the player's +to_dam and number of blows.
2567  * @return なし
2568  */
2569 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2570 {
2571         GAME_TEXT o_name[MAX_NLEN];
2572         GAME_TEXT tmp_str[80];
2573
2574         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2575         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2576         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2577
2578         /* Print the weapon name */
2579         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2580         c_put_str(TERM_YELLOW, o_name, row, col);
2581
2582         /* Print the player's number of blows */
2583         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2584         put_str(tmp_str, row+1, col);
2585
2586         /* Print to_hit and to_dam of the weapon */
2587         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2588         put_str(tmp_str, row+2, col);
2589
2590         /* Print the weapons base damage dice */
2591         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2592                 (int)hit_chance(reli, 0),
2593                 (int)hit_chance(reli, 50),
2594                 (int)hit_chance(reli, 100),
2595                 (int)hit_chance(reli, 150),
2596                 (int)hit_chance(reli, 200));
2597         put_str(tmp_str, row+3, col);
2598         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2599
2600         /* Damage for one blow (if it hits) */
2601         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2602             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2603                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2604         put_str(tmp_str, row+6, col+1);
2605
2606         /* Damage for the complete attack (if all blows hit) */
2607         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2608                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2609                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2610         put_str(tmp_str, row+7, col+1);
2611 }
2612
2613 /*!
2614  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2615  * @details 
2616  * Copies the weapons to compare into the weapon-slot and\n
2617  * compares the values for both weapons.\n
2618  * 武器1つだけで比較をしないなら費用は半額になる。
2619  * @param bcost 基本鑑定費用
2620  * @return 最終的にかかった費用
2621  */
2622 static PRICE compare_weapons(PRICE bcost)
2623 {
2624         int i, n;
2625         OBJECT_IDX item, item2;
2626         object_type *o_ptr[2];
2627         object_type orig_weapon;
2628         object_type *i_ptr;
2629         concptr q, s;
2630         TERM_LEN row = 2;
2631         TERM_LEN wid = 38, mgn = 2;
2632         bool old_character_xtra = current_world_ptr->character_xtra;
2633         char ch;
2634         PRICE total = 0;
2635         PRICE cost = 0; /* First time no price */
2636
2637         screen_save();
2638         clear_bldg(0, 22);
2639
2640         /* Store copy of original wielded weapon */
2641         i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2642         object_copy(&orig_weapon, i_ptr);
2643
2644         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2645
2646         /* Get the first weapon */
2647         q = _("第一の武器は?", "What is your first weapon? ");
2648         s = _("比べるものがありません。", "You have nothing to compare.");
2649
2650         o_ptr[0] = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2651         if (!o_ptr[0])
2652         {
2653                 screen_load();
2654                 return (0);
2655         }
2656
2657         n = 1;
2658         total = bcost;
2659
2660         while (TRUE)
2661         {
2662                 clear_bldg(0, 22);
2663
2664                 /* Only compare melee weapons */
2665                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2666
2667                 /* Hack -- prevent "icky" message */
2668                 current_world_ptr->character_xtra = TRUE;
2669
2670                 /* Diaplay selected weapon's infomation */
2671                 for (i = 0; i < n; i++)
2672                 {
2673                         int col = (wid * i + mgn);
2674
2675                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2676                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2677
2678                         p_ptr->update |= PU_BONUS;
2679                         handle_stuff();
2680
2681                         /* List the new values */
2682                         list_weapon(o_ptr[i], row, col);
2683                         compare_weapon_aux(o_ptr[i], col, row + 8);
2684
2685                         /* Copy back the original weapon into the weapon slot */
2686                         object_copy(i_ptr, &orig_weapon);
2687                 }
2688
2689                 /* Reset the values for the old weapon */
2690                 p_ptr->update |= PU_BONUS;
2691                 handle_stuff();
2692
2693                 current_world_ptr->character_xtra = old_character_xtra;
2694
2695 #ifdef JP
2696                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2697                 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);
2698                 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);
2699 #else
2700                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2701                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2702                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2703 #endif
2704
2705                 flush();
2706                 ch = inkey();
2707
2708                 if (ch == 's')
2709                 {
2710                         if (total + cost > p_ptr->au)
2711                         {
2712                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2713                                 msg_print(NULL);
2714                                 continue;
2715                         }
2716
2717                         q = _("第二の武器は?", "What is your second weapon? ");
2718                         s = _("比べるものがありません。", "You have nothing to compare.");
2719
2720                         /* Get the second weapon */
2721                         o_ptr[1] = choose_object(p_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2722                         if (!o_ptr[1]) continue;
2723
2724                         total += cost;
2725                         cost = bcost / 2;
2726                         n = 2;
2727                 }
2728                 else
2729                 {
2730                         break;
2731                 }
2732         }
2733         screen_load();
2734
2735         return (total);
2736 }
2737
2738
2739 /*!
2740  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2741  * @details 
2742  * Calculate and display the dodge-rate and the protection-rate
2743  * based on AC
2744  * @param iAC プレイヤーのAC。
2745  * @return 常にTRUEを返す。
2746  */
2747 static bool eval_ac(ARMOUR_CLASS iAC)
2748 {
2749 #ifdef JP
2750         const char memo[] =
2751                 "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"
2752                 "何パーセント軽減するかを示します。\n"
2753                 "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"
2754                 "に対してのみ効果があります。\n \n"
2755                 "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"
2756                 "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"
2757                 "敵のレベルとあなたのACによって決定されます。\n \n"
2758                 "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"
2759                 "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";
2760 #else
2761         const char memo[] =
2762                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2763                 "Note that the Protection rate is effective only against normal "
2764                 "'attack' and 'shatter' type melee attacks, "
2765                 "and has no effect against any other types such as 'poison'.\n \n"
2766                 "'Dodge Rate' indicates the success rate on dodging the "
2767                 "monster's melee attacks.  "
2768                 "It is depend on the level of the monster and your AC.\n \n"
2769                 "'Average Damage' indicates the expected amount of damage "
2770                 "when you are attacked by normal melee attacks with power=100.";
2771 #endif
2772
2773         int protection;
2774         TERM_LEN col, row = 2;
2775         DEPTH lvl;
2776         char buf[80*20], *t;
2777
2778         /* AC lower than zero has no effect */
2779         if (iAC < 0) iAC = 0;
2780
2781         /* ダメージ軽減率を計算 */
2782         protection = 100 * MIN(iAC, 150) / 250;
2783
2784         screen_save();
2785         clear_bldg(0, 22);
2786
2787         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2788         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2789         row++;
2790
2791         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2792         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2793         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2794     
2795         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2796         {
2797                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2798                 int dodge;   /* 回避率(%) */
2799                 int average; /* ダメージ期待値 */
2800
2801                 put_str(format("%3d", lvl), row + 0, col);
2802
2803                 /* 回避率を計算 */
2804                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2805                 put_str(format("%3d%%", dodge), row + 1, col);
2806
2807                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2808                 average = (100 - dodge) * (100 - protection) / 100;
2809                 put_str(format("%3d", average), row + 2, col);
2810         }
2811
2812         /* Display note */
2813         roff_to_buf(memo, 70, buf, sizeof(buf));
2814         for (t = buf; t[0]; t += strlen(t) + 1)
2815                 put_str(t, (row++) + 4, 4);
2816
2817         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);
2818   
2819         flush();
2820         (void)inkey();
2821         screen_load();
2822
2823         return (TRUE);
2824 }
2825
2826
2827
2828 /*!
2829  * @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。
2830  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2831  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2832  * @return 修復対象になるならTRUEを返す。
2833  */
2834 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2835 {
2836         int i, n = 0;
2837         int cand[TR_FLAG_MAX];
2838         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2839         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2840
2841         object_flags(to_ptr, to_flgs);
2842         object_flags(from_ptr, from_flgs);
2843
2844         for (i = 0; i < TR_FLAG_MAX; i++)
2845         {
2846                 switch (i)
2847                 {
2848                 case TR_IGNORE_ACID:
2849                 case TR_IGNORE_ELEC:
2850                 case TR_IGNORE_FIRE:
2851                 case TR_IGNORE_COLD:
2852                 case TR_ACTIVATE:
2853                 case TR_RIDING:
2854                 case TR_THROW:
2855                 case TR_SHOW_MODS:
2856                 case TR_HIDE_TYPE:
2857                 case TR_ES_ATTACK:
2858                 case TR_ES_AC:
2859                 case TR_FULL_NAME:
2860                 case TR_FIXED_FLAVOR:
2861                         break;
2862                 default:
2863                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2864                         {
2865                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2866                         }
2867                 }
2868         }
2869
2870         if (n > 0)
2871         {
2872                 int bmax;
2873                 int tr_idx = cand[randint0(n)];
2874                 add_flag(to_ptr->art_flags, tr_idx);
2875                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2876                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2877                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2878                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2879         }
2880
2881         return;
2882 }
2883
2884 /*!
2885  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2886  * @param bcost 基本修復費用
2887  * @return 実際にかかった費用
2888  */
2889 static PRICE repair_broken_weapon_aux(PRICE bcost)
2890 {
2891         PRICE cost;
2892         OBJECT_IDX item, mater;
2893         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2894         object_kind *k_ptr;
2895         int i, dd_bonus, ds_bonus;
2896         KIND_OBJECT_IDX k_idx;
2897         char basenm[MAX_NLEN];
2898         concptr q, s;
2899         int row = 7;
2900         clear_bldg(0, 22);
2901
2902         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);
2903         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);
2904
2905         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2906         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2907
2908         /* Only forge broken weapons */
2909         item_tester_hook = item_tester_hook_broken_weapon;
2910
2911         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2912         if (!o_ptr) return (0);
2913
2914         /* It is worthless */
2915         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2916         {
2917                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2918                 return (0);
2919         }
2920
2921         /* They are too many */
2922         if (o_ptr->number > 1)
2923         {
2924                 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!"));
2925                 return (0);
2926         }
2927
2928         /* Display item name */
2929         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2930         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2931
2932         q = _("材料となる武器は?", "Which weapon for material? ");
2933         s = _("材料となる武器がありません。", "You have no material to repair.");
2934
2935         /* Only forge broken weapons */
2936         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2937
2938         mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2939         if (!mo_ptr) return (0);
2940         if (mater == item)
2941         {
2942                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2943                 return (0);
2944         }
2945
2946         /* Display item name */
2947         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2948         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2949
2950         /* Get the value of one of the items (except curses) */
2951         cost = bcost + object_value_real(o_ptr) * 2;
2952
2953         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);
2954
2955         /* Check if the player has enough money */
2956         if (p_ptr->au < cost)
2957         {
2958                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2959                 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);
2960                 msg_print(NULL);
2961                 return (0);
2962         }
2963
2964         p_ptr->total_weight -= o_ptr->weight;
2965
2966         if (o_ptr->sval == SV_BROKEN_DAGGER)
2967         {
2968                 KIND_OBJECT_IDX j;
2969                 int n = 1;
2970
2971                 /* Suppress compiler warning */
2972                 k_idx = 0;
2973
2974                 for (j = 1; j < max_k_idx; j++)
2975                 {
2976                         object_kind *k_aux_ptr = &k_info[j];
2977
2978                         if (k_aux_ptr->tval != TV_SWORD) continue;
2979                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2980                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2981                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2982                         if (k_aux_ptr->weight > 99) continue;
2983
2984                         if (one_in_(n)) 
2985                         {
2986                                 k_idx = j;
2987                                 n++;
2988                         }
2989                 }
2990         }
2991         else /* TV_BROKEN_SWORD */
2992         {
2993                 /* Repair to a sword or sometimes material's type weapon */
2994                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2995
2996                 while(1)
2997                 {
2998                         object_kind *ck_ptr;
2999
3000                         k_idx = lookup_kind(tval, SV_ANY);
3001                         ck_ptr = &k_info[k_idx];
3002
3003                         if (tval == TV_SWORD)
3004                         {
3005                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3006                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3007                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3008                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3009                         }
3010                         if (tval == TV_POLEARM)
3011                         {
3012                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3013                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3014                         }
3015                         if (tval == TV_HAFTED)
3016                         {
3017                                 if ((ck_ptr->sval == SV_GROND) ||
3018                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3019                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3020                         }
3021
3022                         break;
3023                 }
3024         }
3025
3026         /* Calculate dice bonuses */
3027         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3028         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3029         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3030         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3031
3032         /* Change base object */
3033         k_ptr = &k_info[k_idx];
3034         o_ptr->k_idx = k_idx;
3035         o_ptr->weight = k_ptr->weight;
3036         o_ptr->tval = k_ptr->tval;
3037         o_ptr->sval = k_ptr->sval;
3038         o_ptr->dd = k_ptr->dd;
3039         o_ptr->ds = k_ptr->ds;
3040
3041         /* Copy base object's ability */
3042         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3043         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3044         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3045
3046         /* Dice up */
3047         if (dd_bonus > 0)
3048         {
3049                 o_ptr->dd++;
3050                 for (i = 1; i < dd_bonus; i++)
3051                 {
3052                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3053                 }
3054         }
3055         if (ds_bonus > 0)
3056         {
3057                 o_ptr->ds++;
3058                 for (i = 1; i < ds_bonus; i++)
3059                 {
3060                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3061                 }
3062         }
3063
3064         if (have_flag(k_ptr->flags, TR_BLOWS))
3065         {
3066                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3067                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3068         }
3069
3070         /* Add one random ability from material weapon */
3071         give_one_ability_of_object(o_ptr, mo_ptr);
3072
3073         /* Add to-dam, to-hit and to-ac from material weapon */
3074         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3075         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3076         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3077
3078         if ((o_ptr->name1 == ART_NARSIL) ||
3079                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3080                 (object_is_ego(o_ptr) && one_in_(7)))
3081         {
3082                 /* Forge it */
3083                 if (object_is_ego(o_ptr))
3084                 {
3085                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3086                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3087                 }
3088
3089                 /* Add one random ability from material weapon */
3090                 give_one_ability_of_object(o_ptr, mo_ptr);
3091
3092                 /* Add one random activation */
3093                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3094
3095                 /* Narsil */
3096                 if (o_ptr->name1 == ART_NARSIL)
3097                 {
3098                         one_high_resistance(o_ptr);
3099                         one_ability(o_ptr);
3100                 }
3101
3102                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3103         }
3104
3105         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3106 #ifdef JP
3107         msg_format("$%dで%sに修復しました。", cost, basenm);
3108 #else
3109         msg_format("Repaired into %s for %d gold.", basenm, cost);
3110 #endif
3111         msg_print(NULL);
3112
3113         /* Remove BROKEN flag */
3114         o_ptr->ident &= ~(IDENT_BROKEN);
3115
3116         /* Add repaired flag */
3117         o_ptr->discount = 99;
3118
3119         p_ptr->total_weight += o_ptr->weight;
3120         calc_android_exp(p_ptr);
3121
3122         /* Decrease material object */
3123         inven_item_increase(mater, -1);
3124         inven_item_optimize(mater);
3125
3126         /* Copyback */
3127         p_ptr->update |= PU_BONUS;
3128         handle_stuff();
3129
3130         /* Something happened */
3131         return (cost);
3132 }
3133
3134 /*!
3135  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3136  * @param bcost 基本鑑定費用
3137  * @return 実際にかかった費用
3138  */
3139 static int repair_broken_weapon(PRICE bcost)
3140 {
3141         PRICE cost;
3142         screen_save();
3143         cost = repair_broken_weapon_aux(bcost);
3144         screen_load();
3145         return cost;
3146 }
3147
3148
3149 /*!
3150  * @brief アイテムの強化を行う。 / Enchant item
3151  * @param player_ptr プレーヤーへの参照ポインタ
3152  * @param cost 1回毎の費用
3153  * @param to_hit 命中をアップさせる量
3154  * @param to_dam ダメージをアップさせる量
3155  * @param to_ac ACをアップさせる量
3156  * @return 実際に行ったらTRUE
3157  */
3158 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3159 {
3160         int i;
3161         OBJECT_IDX item;
3162         bool okay = FALSE;
3163         object_type *o_ptr;
3164         concptr q, s;
3165         int maxenchant = (player_ptr->lev / 5);
3166         char tmp_str[MAX_NLEN];
3167
3168         clear_bldg(4, 18);
3169         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3170         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3171
3172         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3173         s = _("改良できるものがありません。", "You have nothing to improve.");
3174
3175         o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3176         if (!o_ptr) return (FALSE);
3177
3178         /* Check if the player has enough money */
3179         if (player_ptr->au < (cost * o_ptr->number))
3180         {
3181                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3182                 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);
3183                 return (FALSE);
3184         }
3185
3186         /* Enchant to hit */
3187         for (i = 0; i < to_hit; i++)
3188         {
3189                 if (o_ptr->to_h < maxenchant)
3190                 {
3191                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3192                         {
3193                                 okay = TRUE;
3194                                 break;
3195                         }
3196                 }
3197         }
3198
3199         /* Enchant to damage */
3200         for (i = 0; i < to_dam; i++)
3201         {
3202                 if (o_ptr->to_d < maxenchant)
3203                 {
3204                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3205                         {
3206                                 okay = TRUE;
3207                                 break;
3208                         }
3209                 }
3210         }
3211
3212         /* Enchant to AC */
3213         for (i = 0; i < to_ac; i++)
3214         {
3215                 if (o_ptr->to_a < maxenchant)
3216                 {
3217                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3218                         {
3219                                 okay = TRUE;
3220                                 break;
3221                         }
3222                 }
3223         }
3224
3225         /* Failure */
3226         if (!okay)
3227         {
3228                 if (flush_failure) flush();
3229                 msg_print(_("改良に失敗した。", "The improvement failed."));
3230                 return (FALSE);
3231         }
3232         else
3233         {
3234                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3235 #ifdef JP
3236                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3237 #else
3238                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3239 #endif
3240
3241                 /* Charge the money */
3242                 player_ptr->au -= (cost * o_ptr->number);
3243
3244                 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3245
3246                 /* Something happened */
3247                 return (TRUE);
3248         }
3249 }
3250
3251
3252 /*!
3253  * @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
3254  * @details
3255  * The player can select the number of charges to add\n
3256  * (up to a limit), and the recharge never fails.\n
3257  *\n
3258  * The cost for rods depends on the level of the rod. The prices\n
3259  * for recharging wands and staves are dependent on the cost of\n
3260  * the base-item.\n
3261  * @return なし
3262  */
3263 static void building_recharge(void)
3264 {
3265         OBJECT_IDX  item;
3266         DEPTH       lev;
3267         object_type *o_ptr;
3268         object_kind *k_ptr;
3269         concptr        q, s;
3270         PRICE       price;
3271         PARAMETER_VALUE charges;
3272         int         max_charges;
3273         char        tmp_str[MAX_NLEN];
3274
3275         msg_flag = FALSE;
3276
3277         /* Display some info */
3278         clear_bldg(4, 18);
3279         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);
3280
3281
3282         /* Only accept legal items */
3283         item_tester_hook = item_tester_hook_recharge;
3284
3285         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3286         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3287
3288         o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3289         if (!o_ptr) return;
3290
3291         k_ptr = &k_info[o_ptr->k_idx];
3292
3293         /*
3294          * We don't want to give the player free info about
3295          * the level of the item or the number of charges.
3296          */
3297         /* The item must be "known" */
3298         if (!object_is_known(o_ptr))
3299         {
3300                 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!"));
3301                 msg_print(NULL);
3302
3303                 if ((p_ptr->au >= 50) &&
3304                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3305
3306                 {
3307                         p_ptr->au -= 50;
3308                         identify_item(p_ptr, o_ptr);
3309                         object_desc(tmp_str, o_ptr, 0);
3310                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3311
3312                         /* Auto-inscription */
3313                         autopick_alter_item(item, FALSE);
3314
3315                         /* Update the gold display */
3316                         building_prt_gold();
3317                 }
3318                 else
3319                 {
3320                         return;
3321                 }
3322         }
3323
3324         /* Extract the object "level" */
3325         lev = k_info[o_ptr->k_idx].level;
3326
3327         /* Price for a rod */
3328         if (o_ptr->tval == TV_ROD)
3329         {
3330                 if (o_ptr->timeout > 0)
3331                 {
3332                         /* Fully recharge */
3333                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3334                 }
3335                 else
3336                 {
3337                         /* No recharge necessary */
3338                         price = 0;
3339                         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."));
3340                         return;
3341                 }
3342         }
3343         else if (o_ptr->tval == TV_STAFF)
3344         {
3345                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3346                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3347
3348                 /* Pay at least 10 gold per charge */
3349                 price = MAX(10, price);
3350         }
3351         else
3352         {
3353                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3354                 price = (k_info[o_ptr->k_idx].cost / 10);
3355
3356                 /* Pay at least 10 gold per charge */
3357                 price = MAX(10, price);
3358         }
3359
3360         /* Limit the number of charges for wands and staffs */
3361         if (o_ptr->tval == TV_WAND
3362                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3363         {
3364                 if (o_ptr->number > 1)
3365                 {
3366                         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."));
3367                 }
3368                 else
3369                 {
3370                         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."));
3371                 }
3372                 return;
3373         }
3374         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3375         {
3376                 if (o_ptr->number > 1)
3377                 {
3378                         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."));
3379                 }
3380                 else
3381                 {
3382                         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."));
3383                 }
3384                 return;
3385         }
3386
3387         /* Check if the player has enough money */
3388         if (p_ptr->au < price)
3389         {
3390                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3391 #ifdef JP
3392                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3393 #else
3394                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3395 #endif
3396
3397                 return;
3398         }
3399
3400         if (o_ptr->tval == TV_ROD)
3401         {
3402 #ifdef JP
3403                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3404 #else
3405                 if (get_check(format("Recharge the %s for %d gold? ",
3406                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3407 #endif
3408
3409                 {
3410                         /* Recharge fully */
3411                         o_ptr->timeout = 0;
3412                 }
3413                 else
3414                 {
3415                         return;
3416                 }
3417         }
3418         else
3419         {
3420                 if (o_ptr->tval == TV_STAFF)
3421                         max_charges = k_ptr->pval - o_ptr->pval;
3422                 else
3423                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3424
3425                 /* Get the quantity for staves and wands */
3426                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3427                                         MIN(p_ptr->au / price, max_charges));
3428
3429                 /* Do nothing */
3430                 if (charges < 1) return;
3431
3432                 /* Get the new price */
3433                 price *= charges;
3434
3435                 /* Recharge */
3436                 o_ptr->pval += charges;
3437
3438                 /* We no longer think the item is empty */
3439                 o_ptr->ident &= ~(IDENT_EMPTY);
3440         }
3441
3442         /* Give feedback */
3443         object_desc(tmp_str, o_ptr, 0);
3444 #ifdef JP
3445         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3446 #else
3447         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3448 #endif
3449         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3450
3451         p_ptr->window |= (PW_INVEN);
3452
3453         /* Pay the price */
3454         p_ptr->au -= price;
3455
3456         /* Finished */
3457         return;
3458 }
3459
3460
3461 /*!
3462  * @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
3463  * @details
3464  * The player can select the number of charges to add\n
3465  * (up to a limit), and the recharge never fails.\n
3466  *\n
3467  * The cost for rods depends on the level of the rod. The prices\n
3468  * for recharging wands and staves are dependent on the cost of\n
3469  * the base-item.\n
3470  * @return なし
3471  */
3472 static void building_recharge_all(void)
3473 {
3474         INVENTORY_IDX i;
3475         DEPTH lev;
3476         object_type *o_ptr;
3477         object_kind *k_ptr;
3478         PRICE price = 0;
3479         PRICE total_cost = 0;
3480
3481
3482         /* Display some info */
3483         msg_flag = FALSE;
3484         clear_bldg(4, 18);
3485         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);
3486
3487         /* Calculate cost */
3488         for ( i = 0; i < INVEN_PACK; i++)
3489         {
3490                 o_ptr = &p_ptr->inventory_list[i];
3491                                 
3492                 /* skip non magic device */
3493                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3494
3495                 /* need identified */
3496                 if (!object_is_known(o_ptr)) total_cost += 50;
3497
3498                 /* Extract the object "level" */
3499                 lev = k_info[o_ptr->k_idx].level;
3500
3501                 k_ptr = &k_info[o_ptr->k_idx];
3502
3503                 switch (o_ptr->tval)
3504                 {
3505                 case TV_ROD:
3506                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3507                         break;
3508
3509                 case TV_STAFF:
3510                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3511                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3512
3513                         /* Pay at least 10 gold per charge */
3514                         price = MAX(10, price);
3515
3516                         /* Fully charge */
3517                         price = (k_ptr->pval - o_ptr->pval) * price;
3518                         break;
3519
3520                 case TV_WAND:
3521                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3522                         price = (k_info[o_ptr->k_idx].cost / 10);
3523
3524                         /* Pay at least 10 gold per charge */
3525                         price = MAX(10, price);
3526
3527                         /* Fully charge */
3528                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3529                         break;
3530                 }
3531
3532                 /* if price <= 0 then item have enough charge */
3533                 if (price > 0) total_cost += price;
3534         }
3535
3536         if (!total_cost)
3537         {
3538                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3539                 msg_print(NULL);
3540                 return;
3541         }
3542
3543         /* Check if the player has enough money */
3544         if (p_ptr->au < total_cost)
3545         {
3546                 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 );
3547                 msg_print(NULL);
3548                 return;
3549         }
3550         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3551         
3552         for (i = 0; i < INVEN_PACK; i++)
3553         {
3554                 o_ptr = &p_ptr->inventory_list[i];
3555                 k_ptr = &k_info[o_ptr->k_idx];
3556
3557                 /* skip non magic device */
3558                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3559
3560                 if (!object_is_known(o_ptr))
3561                 {
3562                         identify_item(p_ptr, o_ptr);
3563
3564                         /* Auto-inscription */
3565                         autopick_alter_item(i, FALSE);
3566                 }
3567
3568                 /* Recharge */
3569                 switch (o_ptr->tval)
3570                 {
3571                 case TV_ROD:
3572                         o_ptr->timeout = 0;
3573                         break;
3574                 case TV_STAFF:
3575                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3576                         /* We no longer think the item is empty */
3577                         o_ptr->ident &= ~(IDENT_EMPTY);
3578                         break;
3579                 case TV_WAND:
3580                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3581                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3582                         /* We no longer think the item is empty */
3583                         o_ptr->ident &= ~(IDENT_EMPTY);
3584                         break;
3585                 }
3586         }
3587
3588         /* Give feedback */
3589         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3590         msg_print(NULL);
3591         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3592
3593         p_ptr->window |= (PW_INVEN);
3594
3595         /* Pay the price */
3596         p_ptr->au -= total_cost;
3597
3598         /* Finished */
3599         return;
3600 }
3601
3602 /*!
3603  * @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-
3604  * @return 常にTRUEを返す。
3605  * @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。
3606  */
3607 static bool research_mon(void)
3608 {
3609         IDX i;
3610         int n;
3611         MONRACE_IDX r_idx;
3612         char sym, query;
3613         char buf[128];
3614         bool notpicked;
3615         bool recall = FALSE;
3616         u16b why = 0;
3617         MONSTER_IDX *who;
3618
3619         /* XTRA HACK WHATSEARCH */
3620         bool all = FALSE;
3621         bool uniq = FALSE;
3622         bool norm = FALSE;
3623         char temp[80] = "";
3624
3625         /* XTRA HACK REMEMBER_IDX */
3626         static int old_sym = '\0';
3627         static IDX old_i = 0;
3628
3629         screen_save();
3630
3631         /* Get a character, or abort */
3632         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):",
3633                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3634
3635         {
3636                 screen_load();
3637
3638                 return (FALSE);
3639         }
3640
3641         /* Find that character info, and describe it */
3642         for (i = 0; ident_info[i]; ++i)
3643         {
3644                 if (sym == ident_info[i][0]) break;
3645         }
3646
3647                 /* XTRA HACK WHATSEARCH */
3648         if (sym == KTRL('A'))
3649         {
3650                 all = TRUE;
3651                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3652         }
3653         else if (sym == KTRL('U'))
3654         {
3655                 all = uniq = TRUE;
3656                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3657         }
3658         else if (sym == KTRL('N'))
3659         {
3660                 all = norm = TRUE;
3661                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3662         }
3663         else if (sym == KTRL('M'))
3664         {
3665                 all = TRUE;
3666                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3667                 {
3668                         temp[0]=0;
3669                         screen_load();
3670
3671                         return FALSE;
3672                 }
3673                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3674         }
3675         else if (ident_info[i])
3676         {
3677                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3678         }
3679         else
3680         {
3681                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3682         }
3683
3684         /* Display the result */
3685         prt(buf, 16, 10);
3686
3687         /* Allocate the "who" array */
3688         C_MAKE(who, max_r_idx, MONRACE_IDX);
3689
3690         /* Collect matching monsters */
3691         for (n = 0, i = 1; i < max_r_idx; i++)
3692         {
3693                 monster_race *r_ptr = &r_info[i];
3694
3695                 /* Empty monster */
3696                 if (!r_ptr->name) continue;
3697
3698                 /* XTRA HACK WHATSEARCH */
3699                 /* Require non-unique monsters if needed */
3700                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3701
3702                 /* Require unique monsters if needed */
3703                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3704
3705                 /* 名前検索 */
3706                 if (temp[0])
3707                 {
3708                         int xx;
3709                         char temp2[80];
3710
3711                         for (xx = 0; temp[xx] && xx < 80; xx++)
3712                         {
3713 #ifdef JP
3714                                 if (iskanji(temp[xx]))
3715                                 {
3716                                         xx++;
3717                                         continue;
3718                                 }
3719 #endif
3720                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3721                         }
3722   
3723 #ifdef JP
3724                         strcpy(temp2, r_name + r_ptr->E_name);
3725 #else
3726                         strcpy(temp2, r_name + r_ptr->name);
3727 #endif
3728                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3729                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3730
3731 #ifdef JP
3732                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3733 #else
3734                         if (my_strstr(temp2, temp))
3735 #endif
3736                                 who[n++] = i;
3737                 }
3738                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3739         }
3740
3741         /* Nothing to recall */
3742         if (!n)
3743         {
3744                 /* Free the "who" array */
3745                 C_KILL(who, max_r_idx, MONRACE_IDX);
3746                 screen_load();
3747
3748                 return (FALSE);
3749         }
3750
3751         /* Sort by level */
3752         why = 2;
3753         query = 'y';
3754
3755         /* Sort if needed */
3756         if (why)
3757         {
3758                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3759         }
3760
3761
3762         /* Start at the end */
3763         /* XTRA HACK REMEMBER_IDX */
3764         if (old_sym == sym && old_i < n) i = old_i;
3765         else i = n - 1;
3766
3767         notpicked = TRUE;
3768
3769         /* Scan the monster memory */
3770         while (notpicked)
3771         {
3772                 r_idx = who[i];
3773
3774                 /* Hack -- Begin the prompt */
3775                 roff_top(r_idx);
3776
3777                 /* Hack -- Complete the prompt */
3778                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3779
3780                 /* Interact */
3781                 while (1)
3782                 {
3783                         if (recall)
3784                         {
3785                                 /*** Recall on screen ***/
3786
3787                                 /* Get maximal info about this monster */
3788                                 lore_do_probe(r_idx);
3789
3790                                 /* Save this monster ID */
3791                                 monster_race_track(r_idx);
3792                                 handle_stuff();
3793
3794                                 /* know every thing mode */
3795                                 screen_roff(r_idx, 0x01);
3796                                 notpicked = FALSE;
3797
3798                                 /* XTRA HACK REMEMBER_IDX */
3799                                 old_sym = sym;
3800                                 old_i = i;
3801                         }
3802
3803                         query = inkey();
3804
3805                         /* Normal commands */
3806                         if (query != 'r') break;
3807
3808                         recall = !recall;
3809                 }
3810
3811                 /* Stop scanning */
3812                 if (query == ESCAPE) break;
3813
3814                 /* Move to "prev" monster */
3815                 if (query == '-')
3816                 {
3817                         if (++i == n)
3818                         {
3819                                 i = 0;
3820                                 if (!expand_list) break;
3821                         }
3822                 }
3823
3824                 /* Move to "next" monster */
3825                 else
3826                 {
3827                         if (i-- == 0)
3828                         {
3829                                 i = n - 1;
3830                                 if (!expand_list) break;
3831                         }
3832                 }
3833         }
3834
3835
3836         /* Re-display the identity */
3837         /* prt(buf, 5, 5);*/
3838
3839         /* Free the "who" array */
3840         C_KILL(who, max_r_idx, MONRACE_IDX);
3841         screen_load();
3842
3843         return (!notpicked);
3844 }
3845
3846
3847 /*!
3848  * @brief 施設の処理実行メインルーチン / Execute a building command
3849  * @param player_ptr プレーヤーへの参照ポインタ
3850  * @param bldg 施設構造体の参照ポインタ
3851  * @param i 実行したい施設のサービステーブルの添字
3852  * @return なし
3853  */
3854 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3855 {
3856         BACT_IDX bact = bldg->actions[i];
3857         PRICE bcost;
3858         bool paid = FALSE;
3859
3860         msg_flag = FALSE;
3861         msg_erase();
3862
3863         if (is_owner(bldg))
3864                 bcost = bldg->member_costs[i];
3865         else
3866                 bcost = bldg->other_costs[i];
3867
3868         /* action restrictions */
3869         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3870             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3871         {
3872                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3873                 return;
3874         }
3875
3876         /* check gold (HACK - Recharge uses variable costs) */
3877         if ((bact != BACT_RECHARGE) &&
3878             (((bldg->member_costs[i] > player_ptr->au) && is_owner(bldg)) ||
3879              ((bldg->other_costs[i] > player_ptr->au) && !is_owner(bldg))))
3880         {
3881                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3882                 return;
3883         }
3884
3885         switch (bact)
3886         {
3887         case BACT_NOTHING:
3888                 /* Do nothing */
3889                 break;
3890         case BACT_RESEARCH_ITEM:
3891                 paid = identify_fully(FALSE);
3892                 break;
3893         case BACT_TOWN_HISTORY:
3894                 town_history();
3895                 break;
3896         case BACT_RACE_LEGENDS:
3897                 race_legends();
3898                 break;
3899         case BACT_QUEST:
3900                 castle_quest();
3901                 break;
3902         case BACT_KING_LEGENDS:
3903         case BACT_ARENA_LEGENDS:
3904         case BACT_LEGENDS:
3905                 show_highclass(player_ptr);
3906                 break;
3907         case BACT_POSTER:
3908         case BACT_ARENA_RULES:
3909         case BACT_ARENA:
3910                 arena_comm(bact);
3911                 break;
3912         case BACT_IN_BETWEEN:
3913         case BACT_CRAPS:
3914         case BACT_SPIN_WHEEL:
3915         case BACT_DICE_SLOTS:
3916         case BACT_GAMBLE_RULES:
3917         case BACT_POKER:
3918                 gamble_comm(bact);
3919                 break;
3920         case BACT_REST:
3921         case BACT_RUMORS:
3922         case BACT_FOOD:
3923                 paid = inn_comm(bact);
3924                 break;
3925         case BACT_RESEARCH_MONSTER:
3926                 paid = research_mon();
3927                 break;
3928         case BACT_COMPARE_WEAPONS:
3929                 paid = TRUE;
3930                 bcost = compare_weapons(bcost);
3931                 break;
3932         case BACT_ENCHANT_WEAPON:
3933                 item_tester_hook = object_allow_enchant_melee_weapon;
3934                 enchant_item(player_ptr, bcost, 1, 1, 0);
3935                 break;
3936         case BACT_ENCHANT_ARMOR:
3937                 item_tester_hook = object_is_armour;
3938                 enchant_item(player_ptr, bcost, 0, 0, 1);
3939                 break;
3940         case BACT_RECHARGE:
3941                 building_recharge();
3942                 break;
3943         case BACT_RECHARGE_ALL:
3944                 building_recharge_all();
3945                 break;
3946         case BACT_IDENTS: /* needs work */
3947                 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;
3948                 identify_pack(player_ptr);
3949                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3950                 paid = TRUE;
3951                 break;
3952         case BACT_IDENT_ONE: /* needs work */
3953                 paid = ident_spell(player_ptr, FALSE);
3954                 break;
3955         case BACT_LEARN:
3956                 do_cmd_study(player_ptr);
3957                 break;
3958         case BACT_HEALING: /* needs work */
3959                 paid = cure_critical_wounds(player_ptr, 200);
3960                 break;
3961         case BACT_RESTORE: /* needs work */
3962                 paid = restore_all_status(player_ptr);
3963                 break;
3964         case BACT_ENCHANT_ARROWS:
3965                 item_tester_hook = item_tester_hook_ammo;
3966                 enchant_item(player_ptr, bcost, 1, 1, 0);
3967                 break;
3968         case BACT_ENCHANT_BOW:
3969                 item_tester_tval = TV_BOW;
3970                 enchant_item(player_ptr, bcost, 1, 1, 0);
3971                 break;
3972
3973         case BACT_RECALL:
3974                 if (recall_player(player_ptr, 1)) paid = TRUE;
3975                 break;
3976
3977         case BACT_TELEPORT_LEVEL:
3978                 clear_bldg(4, 20);
3979                 paid = free_level_recall(player_ptr);
3980                 break;
3981
3982         case BACT_LOSE_MUTATION:
3983                 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3984                         (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3985                 {
3986                         while(!lose_mutation(player_ptr, 0));
3987                         paid = TRUE;
3988                 }
3989                 else
3990                 {
3991                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3992                         msg_print(NULL);
3993                 }
3994                 break;
3995
3996         case BACT_BATTLE:
3997                 kakutoujou();
3998                 break;
3999
4000         case BACT_TSUCHINOKO:
4001                 tsuchinoko();
4002                 break;
4003
4004         case BACT_KUBI:
4005                 shoukinkubi();
4006                 break;
4007
4008         case BACT_TARGET:
4009                 today_target();
4010                 break;
4011
4012         case BACT_KANKIN:
4013                 kankin();
4014                 break;
4015
4016         case BACT_HEIKOUKA:
4017                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4018                 set_virtue(player_ptr, V_COMPASSION, 0);
4019                 set_virtue(player_ptr, V_HONOUR, 0);
4020                 set_virtue(player_ptr, V_JUSTICE, 0);
4021                 set_virtue(player_ptr, V_SACRIFICE, 0);
4022                 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4023                 set_virtue(player_ptr, V_FAITH, 0);
4024                 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4025                 set_virtue(player_ptr, V_ENCHANT, 0);
4026                 set_virtue(player_ptr, V_CHANCE, 0);
4027                 set_virtue(player_ptr, V_NATURE, 0);
4028                 set_virtue(player_ptr, V_HARMONY, 0);
4029                 set_virtue(player_ptr, V_VITALITY, 0);
4030                 set_virtue(player_ptr, V_UNLIFE, 0);
4031                 set_virtue(player_ptr, V_PATIENCE, 0);
4032                 set_virtue(player_ptr, V_TEMPERANCE, 0);
4033                 set_virtue(player_ptr, V_DILIGENCE, 0);
4034                 set_virtue(player_ptr, V_VALOUR, 0);
4035                 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4036                 get_virtues(player_ptr);
4037                 paid = TRUE;
4038                 break;
4039
4040         case BACT_TELE_TOWN:
4041                 paid = tele_town(player_ptr);
4042                 break;
4043
4044         case BACT_EVAL_AC:
4045                 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4046                 break;
4047
4048         case BACT_BROKEN_WEAPON:
4049                 paid = TRUE;
4050                 bcost = repair_broken_weapon(bcost);
4051                 break;
4052         }
4053
4054         if (paid) player_ptr->au -= bcost;
4055 }
4056
4057 /*!
4058  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4059  * @param プレーヤーへの参照ポインタ
4060  * @return なし
4061  */
4062 void do_cmd_bldg(player_type *player_ptr)
4063 {
4064         int             i, which;
4065         char            command;
4066         bool            validcmd;
4067         building_type   *bldg;
4068
4069         if(player_ptr->wild_mode) return;
4070
4071         take_turn(player_ptr, 100);
4072
4073         if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4074         {
4075                 msg_print(_("ここには建物はない。", "You see no building here."));
4076                 return;
4077         }
4078
4079         which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4080
4081         bldg = &building[which];
4082
4083         /* Don't re-init the wilderness */
4084         reinit_wilderness = FALSE;
4085
4086         if ((which == 2) && (player_ptr->arena_number < 0))
4087         {
4088                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4089                 return;
4090         }
4091         else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4092         {
4093                 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4094                 {
4095                         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);
4096                 }
4097                 else
4098                 {
4099                         /* Don't save the arena as saved floor */
4100                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4101
4102                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4103                         player_ptr->leaving = TRUE;
4104
4105                         /* Re-enter the arena */
4106                         command_new = SPECIAL_KEY_BUILDING;
4107
4108                         /* No energy needed to re-enter the arena */
4109                         free_turn(player_ptr);
4110                 }
4111
4112                 return;
4113         }
4114         else if (player_ptr->phase_out)
4115         {
4116                 /* Don't save the arena as saved floor */
4117                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4118
4119                 player_ptr->leaving = TRUE;
4120                 player_ptr->phase_out = FALSE;
4121
4122                 /* Re-enter the monster arena */
4123                 command_new = SPECIAL_KEY_BUILDING;
4124
4125                 /* No energy needed to re-enter the arena */
4126                 free_turn(player_ptr);
4127
4128                 return;
4129         }
4130         else
4131         {
4132                 player_ptr->oldpy = player_ptr->y;
4133                 player_ptr->oldpx = player_ptr->x;
4134         }
4135
4136         forget_lite(player_ptr->current_floor_ptr);
4137         forget_view(player_ptr->current_floor_ptr);
4138
4139         /* Hack -- Increase "icky" depth */
4140         current_world_ptr->character_icky++;
4141
4142         command_arg = 0;
4143         command_rep = 0;
4144         command_new = 0;
4145
4146         show_building(bldg);
4147         player_ptr->leave_bldg = FALSE;
4148
4149         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4150
4151         while (!player_ptr->leave_bldg)
4152         {
4153                 validcmd = FALSE;
4154                 prt("", 1, 0);
4155
4156                 building_prt_gold();
4157
4158                 command = inkey();
4159
4160                 if (command == ESCAPE)
4161                 {
4162                         player_ptr->leave_bldg = TRUE;
4163                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4164                         player_ptr->phase_out = FALSE;
4165                         break;
4166                 }
4167
4168                 for (i = 0; i < 8; i++)
4169                 {
4170                         if (bldg->letters[i])
4171                         {
4172                                 if (bldg->letters[i] == command)
4173                                 {
4174                                         validcmd = TRUE;
4175                                         break;
4176                                 }
4177                         }
4178                 }
4179
4180                 if(validcmd) bldg_process_command(player_ptr, bldg, i);
4181
4182                 handle_stuff();
4183         }
4184
4185         select_floor_music(player_ptr);
4186
4187         msg_flag = FALSE;
4188         msg_erase();
4189
4190         /* Reinit wilderness to activate quests ... */
4191         if (reinit_wilderness) player_ptr->leaving = TRUE;
4192
4193         /* Hack -- Decrease "icky" depth */
4194         current_world_ptr->character_icky--;
4195
4196         Term_clear();
4197
4198         player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4199         player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4200         player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4201 }
4202
4203
4204 /*!
4205  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4206  * @return なし
4207  * @note conv_old is used if loaded 0.0.3 or older save file
4208  */
4209 void determine_today_mon(bool conv_old)
4210 {
4211         int max_dl = 3, i;
4212         bool old_inside_battle = p_ptr->phase_out;
4213         monster_race *r_ptr;
4214
4215         if (!conv_old)
4216         {
4217                 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4218                 {
4219                         if (max_dlv[i] < d_info[i].mindepth) continue;
4220                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4221                 }
4222         }
4223         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4224
4225         p_ptr->phase_out = TRUE;
4226         get_mon_num_prep(NULL, NULL);
4227
4228         while (1)
4229         {
4230                 today_mon = get_mon_num(max_dl);
4231                 r_ptr = &r_info[today_mon];
4232
4233                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4234                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4235                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4236                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4237                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4238                 if (r_ptr->rarity > 10) continue;
4239                 break;
4240         }
4241
4242         p_ptr->today_mon = 0;
4243         p_ptr->phase_out = old_inside_battle;
4244 }
4245
4246
4247
4248 /*!
4249  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4250  * @return なし
4251  */
4252 void determine_bounty_uniques(void)
4253 {
4254         int i, j;
4255         MONRACE_IDX tmp;
4256         monster_race *r_ptr;
4257
4258         get_mon_num_prep(NULL, NULL);
4259         for (i = 0; i < MAX_KUBI; i++)
4260         {
4261                 while (1)
4262                 {
4263                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4264                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4265
4266                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4267
4268                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4269
4270                         if (r_ptr->rarity > 100) continue;
4271
4272                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4273
4274                         for (j = 0; j < i; j++)
4275                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4276
4277                         if (j == i) break;
4278                 }
4279         }
4280
4281         /* Sort them */
4282         for (i = 0; i < MAX_KUBI - 1; i++)
4283         {
4284                 for (j = i; j < MAX_KUBI; j++)
4285                 {
4286                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4287                         {
4288                                 tmp = current_world_ptr->bounty_r_idx[i];
4289                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4290                                 current_world_ptr->bounty_r_idx[j] = tmp;
4291                         }
4292                 }
4293         }
4294 }