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賞金首のポイント制実装。各ポイント毎に薬か巻物を貰える。
[hengband/hengband.git] / src / bldg.c
1 /* File: bldg.c */
2
3 /*
4  * Purpose: Building commands
5  * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
6  * -KMW-
7  *
8  * Rewritten for Kangband 2.8.3i using Kamband's version of
9  * bldg.c as written by Ivan Tkatchev
10  *
11  * Changed for ZAngband by Robert Ruehlmann
12  */
13
14 #include "angband.h"
15
16 /* hack as in leave_store in store.c */
17 static bool leave_bldg = FALSE;
18
19 /* remember building location */
20 static int building_loc = 0;
21
22 static bool is_owner(building_type *bldg)
23 {
24         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
25         {
26                 return (TRUE);
27         }
28
29         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
30         {
31                 return (TRUE);
32         }
33
34         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
35                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
36         {
37                 return (TRUE);
38         }
39
40         return (FALSE);
41 }
42
43
44 static bool is_member(building_type *bldg)
45 {
46         if (bldg->member_class[p_ptr->pclass])
47         {
48                 return (TRUE);
49         }
50
51         if (bldg->member_race[p_ptr->prace])
52         {
53                 return (TRUE);
54         }
55
56         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
57             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
58         {
59                 return (TRUE);
60         }
61
62
63         if (p_ptr->pclass == CLASS_SORCERER)
64         {
65                 int i;
66                 bool OK = FALSE;
67                 for (i = 0; i < MAX_MAGIC; i++)
68                 {
69                         if (bldg->member_realm[i+1]) OK = TRUE;
70                 }
71                 return OK;
72         }
73         return (FALSE);
74 }
75
76
77 /*
78  * Clear the building information
79  */
80 static void clear_bldg(int min_row, int max_row)
81 {
82         int   i;
83
84         for (i = min_row; i <= max_row; i++)
85                 prt("", i, 0);
86 }
87
88 static void building_prt_gold(void)
89 {
90         char tmp_str[80];
91
92 #ifdef JP
93 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 23,53);
94 #else
95         prt("Gold Remaining: ", 23, 53);
96 #endif
97
98
99         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
100         prt(tmp_str, 23, 68);
101 }
102
103
104 /*
105  * Display a building.
106  */
107 static void show_building(building_type* bldg)
108 {
109         char buff[20];
110         int i;
111         byte action_color;
112         char tmp_str[80];
113
114         Term_clear();
115         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
116         prt(tmp_str, 2, 1);
117
118
119         for (i = 0; i < 8; i++)
120         {
121                 if (bldg->letters[i])
122                 {
123                         if (bldg->action_restr[i] == 0)
124                         {
125                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
126                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
127                                 {
128                                         action_color = TERM_WHITE;
129                                         buff[0] = '\0';
130                                 }
131                                 else if (is_owner(bldg))
132                                 {
133                                         action_color = TERM_YELLOW;
134 #ifdef JP
135 sprintf(buff, "($%ld)", bldg->member_costs[i]);
136 #else
137                                         sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
138 #endif
139
140                                 }
141                                 else
142                                 {
143                                         action_color = TERM_YELLOW;
144 #ifdef JP
145 sprintf(buff, "($%ld)", bldg->other_costs[i]);
146 #else
147                                         sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
148 #endif
149
150                                 }
151                         }
152                         else if (bldg->action_restr[i] == 1)
153                         {
154                                 if (!is_member(bldg))
155                                 {
156                                         action_color = TERM_L_DARK;
157 #ifdef JP
158 strcpy(buff, "(ÊÄŹ)");
159 #else
160                                         strcpy(buff, "(closed)");
161 #endif
162
163                                 }
164                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
165                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
166                                 {
167                                         action_color = TERM_WHITE;
168                                         buff[0] = '\0';
169                                 }
170                                 else if (is_owner(bldg))
171                                 {
172                                         action_color = TERM_YELLOW;
173 #ifdef JP
174 sprintf(buff, "($%ld)", bldg->member_costs[i]);
175 #else
176                                         sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
177 #endif
178
179                                 }
180                                 else
181                                 {
182                                         action_color = TERM_YELLOW;
183 #ifdef JP
184 sprintf(buff, "($%ld)", bldg->other_costs[i]);
185 #else
186                                         sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
187 #endif
188
189                                 }
190                         }
191                         else
192                         {
193                                 if (!is_owner(bldg))
194                                 {
195                                         action_color = TERM_L_DARK;
196 #ifdef JP
197 strcpy(buff, "(ÊÄŹ)");
198 #else
199                                         strcpy(buff, "(closed)");
200 #endif
201
202                                 }
203                                 else if (bldg->member_costs[i] != 0)
204                                 {
205                                         action_color = TERM_YELLOW;
206 #ifdef JP
207 sprintf(buff, "($%ld)", bldg->member_costs[i]);
208 #else
209                                         sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
210 #endif
211
212                                 }
213                                 else
214                                 {
215                                         action_color = TERM_WHITE;
216                                         buff[0] = '\0';
217                                 }
218                         }
219
220                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
221                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
222                 }
223         }
224
225 #ifdef JP
226 prt(" ESC) ·úʪ¤ò½Ð¤ë", 23, 0);
227 #else
228         prt(" ESC) Exit building", 23, 0);
229 #endif
230
231 }
232
233
234 /*
235  * arena commands
236  */
237 static void arena_comm(int cmd)
238 {
239         monster_race    *r_ptr;
240         cptr            name;
241
242
243         switch (cmd)
244         {
245                 case BACT_ARENA:
246                         if (p_ptr->arena_number == MAX_ARENA_MONS)
247                         {
248                                 clear_bldg(5, 19);
249 #ifdef JP
250 prt("¥¢¥ê¡¼¥Ê¤ÎÍ¥¾¡¼Ô¡ª", 5, 0);
251 prt("¤ª¤á¤Ç¤È¤¦¡ª¤¢¤Ê¤¿¤ÏÁ´¤Æ¤ÎŨ¤òÅݤ·¤Þ¤·¤¿¡£", 7, 0); 
252 prt("¾Þ¶â¤È¤·¤Æ $1,000,000 ¤¬Í¿¤¨¤é¤ì¤Þ¤¹¡£", 8, 0);
253 #else
254                                 prt("               Arena Victor!", 5, 0);
255                                 prt("Congratulations!  You have defeated all before you.", 7, 0);
256                                 prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
257 #endif
258
259                                 prt("", 10, 0);
260                                 prt("", 11, 0);
261                                 p_ptr->au += 1000000L;
262 #ifdef JP
263 msg_print("¥¹¥Ú¡¼¥¹¥­¡¼¤Ç³¹Ô");
264 #else
265                                 msg_print("Press the space bar to continue");
266 #endif
267
268                                 msg_print(NULL);
269                                 p_ptr->arena_number++;
270                         }
271                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
272                         {
273                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
274                                 {
275 #ifdef JP
276 msg_print("·¯¤Î¤¿¤á¤ËºÇ¶¯¤ÎÄ©Àï¼Ô¤òÍÑ°Õ¤·¤Æ¤ª¤¤¤¿¡£");
277 #else
278                                         msg_print("The strongest challenger is waiting for you.");
279 #endif
280
281                                         msg_print(NULL);
282 #ifdef JP
283                                         if (get_check("Ä©À魯¤ë¤«¤Í¡©"))
284 #else
285                                         if (get_check("Do you fight? "))
286 #endif
287                                         {
288                                                 p_ptr->leftbldg = TRUE;
289                                                 p_ptr->inside_arena = TRUE;
290                                                 p_ptr->exit_bldg = FALSE;
291                                                 reset_tim_flags();
292                                                 p_ptr->leaving = TRUE;
293                                                 leave_bldg = TRUE;
294                                         }
295                                         else
296                                         {
297 #ifdef JP
298 msg_print("»ÄÇ°¤À¡£");
299 #else
300                                                 msg_print("We are disappointed.");
301 #endif
302                                         }
303                                 }
304                                 else
305                                 {
306 #ifdef JP
307 msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ê¡¼¥Ê¤ËÆþ¤ê¡¢¤·¤Ð¤é¤¯¤Î´Ö±É¸÷¤Ë¤Ò¤¿¤Ã¤¿¡£");
308 #else
309                                         msg_print("You enter the arena briefly and bask in your glory.");
310 #endif
311
312                                         msg_print(NULL);
313                                 }
314                         }
315                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
316                         {
317 #ifdef JP
318 msg_print("¥Ú¥Ã¥È¤Ë¾è¤Ã¤¿¤Þ¤Þ¤Ç¤Ï¥¢¥ê¡¼¥Ê¤ØÆþ¤ì¤µ¤»¤Æ¤â¤é¤¨¤Ê¤«¤Ã¤¿¡£");
319 #else
320                                 msg_print("You don't have permission to enter with pet.");
321 #endif
322
323                                 msg_print(NULL);
324                         }
325                         else
326                         {
327                                 p_ptr->leftbldg = TRUE;
328                                 p_ptr->inside_arena = TRUE;
329                                 p_ptr->exit_bldg = FALSE;
330                                 reset_tim_flags();
331                                 p_ptr->leaving = TRUE;
332                                 leave_bldg = TRUE;
333                         }
334                         break;
335                 case BACT_POSTER:
336                         if (p_ptr->arena_number == MAX_ARENA_MONS)
337 #ifdef JP
338 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
339 #else
340                                 msg_print("You are victorious. Enter the arena for the ceremony.");
341 #endif
342
343                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
344                         {
345 #ifdef JP
346 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
347 #else
348                                 msg_print("You have won against all foes.");
349 #endif
350                         }
351                         else
352                         {
353                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
354                                 name = (r_name + r_ptr->name);
355 #ifdef JP
356 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
357 #else
358                                 msg_format("Do I hear any challenges against: %s", name);
359 #endif
360                         }
361                         break;
362                 case BACT_ARENA_RULES:
363
364                         /* Save screen */
365                         screen_save();
366
367                         /* Peruse the arena help file */
368 #ifdef JP
369 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
370 #else
371                         (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
372 #endif
373
374
375                         /* Load screen */
376                         screen_load();
377
378                         break;
379         }
380 }
381
382
383 /*
384  * display fruit for dice slots
385  */
386 static void display_fruit(int row, int col, int fruit)
387 {
388         switch (fruit)
389         {
390                 case 0: /* lemon */
391 #ifdef JP
392                         c_put_str(TERM_YELLOW, "   ####.", row, col);
393                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
394                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
395                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
396                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
397                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
398                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
399                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
400                         prt(                   " ¥ì¥â¥ó ", row + 8, col);
401 #else
402                         c_put_str(TERM_YELLOW, "   ####.", row, col);
403                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
404                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
405                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
406                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
407                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
408                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
409                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
410                         prt(                   " Lemon  ", row + 8, col);
411 #endif
412
413                         break;
414                 case 1: /* orange */
415 #ifdef JP
416                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
417                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
418                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
419                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
420                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
421                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
422                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
423                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
424                         prt(                   "¥ª¥ì¥ó¥¸", row + 8, col);
425 #else
426                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
427                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
428                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
429                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
430                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
431                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
432                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
433                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
434                         prt(                   " Orange ", row + 8, col);
435 #endif
436
437                         break;
438                 case 2: /* sword */
439 #ifdef JP
440                         c_put_str(TERM_SLATE, "   ¦«   " , row, col);
441                         c_put_str(TERM_SLATE, "   ||   " , row + 1, col);
442                         c_put_str(TERM_SLATE, "   ||   " , row + 2, col);
443                         c_put_str(TERM_SLATE, "   ||   " , row + 3, col);
444                         c_put_str(TERM_SLATE, "   ||   " , row + 4, col);
445                         c_put_str(TERM_SLATE, "   ||   " , row + 5, col);
446                         c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
447                         c_put_str(TERM_UMBER, "   ÌÜ   " , row + 7, col);
448                         prt(                  "   ·õ   " , row + 8, col);
449 #else
450                         c_put_str(TERM_SLATE, "   /\\   " , row, col);
451                         c_put_str(TERM_SLATE, "   ##   " , row + 1, col);
452                         c_put_str(TERM_SLATE, "   ##   " , row + 2, col);
453                         c_put_str(TERM_SLATE, "   ##   " , row + 3, col);
454                         c_put_str(TERM_SLATE, "   ##   " , row + 4, col);
455                         c_put_str(TERM_SLATE, "   ##   " , row + 5, col);
456                         c_put_str(TERM_UMBER, " ###### " , row + 6, col);
457                         c_put_str(TERM_UMBER, "   ##   " , row + 7, col);
458                         prt(                  " Sword  " , row + 8, col);
459 #endif
460
461                         break;
462                 case 3: /* shield */
463 #ifdef JP
464                         c_put_str(TERM_SLATE, " ###### ", row, col);
465                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
466                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
467                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
468                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
469                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
470                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
471                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
472                         prt(                  "   ½â   ", row + 8, col);
473 #else
474                         c_put_str(TERM_SLATE, " ###### ", row, col);
475                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
476                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
477                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
478                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
479                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
480                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
481                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
482                         prt(                  " Shield ", row + 8, col);
483 #endif
484
485                         break;
486                 case 4: /* plum */
487 #ifdef JP
488                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
489                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
490                         c_put_str(TERM_VIOLET, "########", row + 2, col);
491                         c_put_str(TERM_VIOLET, "########", row + 3, col);
492                         c_put_str(TERM_VIOLET, "########", row + 4, col);
493                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
494                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
495                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
496                         prt(                   " ¥×¥é¥à ", row + 8, col);
497 #else
498                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
499                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
500                         c_put_str(TERM_VIOLET, "########", row + 2, col);
501                         c_put_str(TERM_VIOLET, "########", row + 3, col);
502                         c_put_str(TERM_VIOLET, "########", row + 4, col);
503                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
504                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
505                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
506                         prt(                   "  Plum  ", row + 8, col);
507 #endif
508
509                         break;
510                 case 5: /* cherry */
511 #ifdef JP
512                         c_put_str(TERM_RED, "      ##", row, col);
513                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
514                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
515                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
516                         c_put_str(TERM_RED, " ###### ", row + 4, col);
517                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
518                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
519                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
520                         prt(                "¥Á¥§¥ê¡¼", row + 8, col);
521 #else
522                         c_put_str(TERM_RED, "      ##", row, col);
523                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
524                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
525                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
526                         c_put_str(TERM_RED, " ###### ", row + 4, col);
527                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
528                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
529                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
530                         prt(                " Cherry ", row + 8, col);
531 #endif
532
533                         break;
534         }
535 }
536
537 /*
538  * kpoker no (tyuto-hannpa na)pakuri desu...
539  * joker ha shineru node haitte masen.
540  *
541  * TODO: donataka! tsukutte!
542  *  - agatta yaku no kiroku (like DQ).
543  *  - kakkoii card no e.
544  *  - sousa-sei no koujyo.
545  *  - code wo wakariyasuku.
546  *  - double up.
547  *  - Joker... -- done.
548  *
549  * 9/13/2000 --Koka
550  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
551  */
552 #define SUIT_OF(card)  ((card) / 13)
553 #define NUM_OF(card)   ((card) % 13)
554 #define IS_JOKER(card) ((card) == 52)
555
556 static int cards[5]; /* tefuda no card */
557
558 static void reset_deck(int deck[])
559 {
560         int i;
561         for (i = 0; i < 53; i++) deck[i] = i;
562
563         /* shuffle cards */
564         for (i = 0; i < 53; i++){
565                 int tmp1 = randint0(53 - i) + i;
566                 int tmp2 = deck[i];
567                 deck[i] = deck[tmp1];
568                 deck[tmp1] = tmp2;
569         }
570 }
571
572 static bool have_joker(void)
573 {
574         int i;
575
576         for (i = 0; i < 5; i++){
577           if(IS_JOKER(cards[i])) return TRUE;
578         }
579         return FALSE;
580 }
581
582 static bool find_card_num(int num)
583 {
584         int i;
585         for (i = 0; i < 5; i++)
586                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
587         return FALSE;
588 }
589
590 static bool yaku_check_flush(void)
591 {
592         int i, suit;
593         bool joker_is_used = FALSE;
594
595         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
596         for (i = 0; i < 5; i++){
597                 if (SUIT_OF(cards[i]) != suit){
598                   if(have_joker() && !joker_is_used)
599                     joker_is_used = TRUE;
600                   else
601                     return FALSE;
602                 }
603         }
604
605         return TRUE;
606 }
607
608 static int yaku_check_straight(void)
609 {
610         int i, lowest = 99;
611         bool joker_is_used = FALSE;
612
613         /* get lowest */
614         for (i = 0; i < 5; i++)
615         {
616                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
617                         lowest = NUM_OF(cards[i]);
618         }
619         
620         if (yaku_check_flush())
621         {
622           if( lowest == 0 ){
623                 for (i = 0; i < 4; i++)
624                 {
625                         if (!find_card_num(9 + i)){
626                                 if( have_joker() && !joker_is_used )
627                                   joker_is_used = TRUE;
628                                 else
629                                   break;
630                         }
631                 }
632                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
633           }
634           if( lowest == 9 ){
635                 for (i = 0; i < 3; i++)
636                 {
637                         if (!find_card_num(10 + i))
638                                 break;
639                 }
640                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
641           }
642         }
643
644         joker_is_used = FALSE;
645         for (i = 0; i < 5; i++)
646         {
647                 if (!find_card_num(lowest + i)){
648                   if( have_joker() && !joker_is_used )
649                     joker_is_used = TRUE;
650                   else
651                     return 0;
652                 }
653         }
654         
655         if (yaku_check_flush())
656                 return 2; /* Straight Flush */
657
658         return 1;
659 }
660
661 /*
662  * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
663  */
664 static int yaku_check_pair(void)
665 {
666         int i, i2, matching = 0;
667
668         for (i = 0; i < 5; i++)
669         {
670                 for (i2 = i+1; i2 < 5; i2++)
671                 {
672                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
673                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
674                                 matching++;
675                 }
676         }
677
678         if(have_joker()){
679           switch(matching){
680           case 0:
681             matching = 1;
682             break;
683           case 1:
684             matching = 3;
685             break;
686           case 2:
687             matching = 4;
688             break;
689           case 3:
690             matching = 6;
691             break;
692           case 6:
693             matching = 7;
694             break;
695           default:
696             /* don't reach */
697             break;
698           }
699         }
700
701         return matching;
702 }
703
704 #define ODDS_5A 3000
705 #define ODDS_5C 400
706 #define ODDS_RF 200
707 #define ODDS_SF 80
708 #define ODDS_4C 16
709 #define ODDS_FH 12
710 #define ODDS_FL 8
711 #define ODDS_ST 4
712 #define ODDS_3C 1
713 #define ODDS_2P 1
714
715 static int yaku_check(void)
716 {
717         prt("                            ", 4, 3);
718
719         switch(yaku_check_straight()){
720         case 3: /* RF! */
721 #ifdef JP
722                 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
723 #else
724                 c_put_str(TERM_YELLOW, "Royal Flush",  4,  3);
725 #endif
726                 return ODDS_RF;
727         case 2: /* SF! */
728 #ifdef JP
729                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
730 #else
731                 c_put_str(TERM_YELLOW, "Straight Flush",  4,  3);
732 #endif
733                 return ODDS_SF;
734         case 1:
735 #ifdef JP
736                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È",  4,  3);
737 #else
738                 c_put_str(TERM_YELLOW, "Straight",  4,  3);
739 #endif
740                 return ODDS_ST;
741         default:
742                 /* Not straight -- fall through */
743                 break;
744         }
745
746         if (yaku_check_flush())
747         {
748
749 #ifdef JP
750         c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å",  4,  3);
751 #else
752         c_put_str(TERM_YELLOW, "Flush",  4,  3);
753 #endif
754                 return ODDS_FL;
755         }
756
757         switch (yaku_check_pair())
758         {
759         case 1:
760 #ifdef JP
761                 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢",  4,  3);
762 #else
763                 c_put_str(TERM_YELLOW, "One pair",  4,  3);
764 #endif
765                 return 0;
766         case 2:
767 #ifdef JP
768                 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢",  4,  3);
769 #else
770                 c_put_str(TERM_YELLOW, "Two pair",  4,  3);
771 #endif
772                 return ODDS_2P;
773         case 3:
774 #ifdef JP
775                 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É",  4,  3);
776 #else
777                 c_put_str(TERM_YELLOW, "Three of a kind",  4,  3);
778 #endif
779                 return ODDS_3C;
780         case 4:
781 #ifdef JP
782                 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹",  4,  3);
783 #else
784                 c_put_str(TERM_YELLOW, "Full house",  4,  3);
785 #endif
786                 return ODDS_FH;
787         case 6:
788 #ifdef JP
789                 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É",  4,  3);
790 #else
791                 c_put_str(TERM_YELLOW, "Four of a kind",  4,  3);
792 #endif
793                 return ODDS_4C;
794         case 7:
795                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
796                 {
797 #ifdef JP
798                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹",  4,  3);
799 #else
800                         c_put_str(TERM_YELLOW, "Five ace",  4,  3);
801 #endif
802                         return ODDS_5A;
803                 }
804                 else
805                 {
806 #ifdef JP
807                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É",  4,  3);
808 #else
809                         c_put_str(TERM_YELLOW, "Five of a kind",  4,  3);
810 #endif
811                         return ODDS_5C;
812                 }
813         default:
814                 break;
815         }
816         return 0;
817 }
818
819 static void display_kaeruka(int hoge, int kaeruka[])
820 {
821         int i;
822         char col = TERM_WHITE;
823         for (i = 0; i < 5; i++)
824         {
825                 if (i == hoge) col = TERM_YELLOW;
826                 else if(kaeruka[i]) col = TERM_WHITE;
827                 else col = TERM_L_BLUE;
828 #ifdef JP
829                 if(kaeruka[i])
830                         c_put_str(col, "¤«¤¨¤ë", 14,  5+i*16);
831                 else
832                         c_put_str(col, "¤Î¤³¤¹", 14,  5+i*16);
833 #else
834                 if(kaeruka[i])
835                         c_put_str(col, "Change", 14,  5+i*16);
836                 else
837                         c_put_str(col, " Stay ", 14,  5+i*16);
838 #endif
839         }
840         if (hoge > 4) col = TERM_YELLOW;
841         else col = TERM_WHITE;
842 #ifdef JP
843         c_put_str(col, "·èÄê", 16,  38);
844 #else
845         c_put_str(col, "Sure", 16,  38);
846 #endif
847
848         /* Hilite current option */
849         if (hoge < 5) move_cursor(14, 5+hoge*16);
850         else move_cursor(16, 38);
851 }
852
853
854 static void display_cards(void)
855 {
856         int i, j;
857         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
858 #ifdef JP
859         cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
860         cptr card_grph[13][7] = {{"£Á   %s     ",
861                                   "     ÊÑ     ",
862                                   "     ¶ò     ",
863                                   "     ÈÚ     ",
864                                   "     ÅÜ     ",
865                                   "     %s     ",
866                                   "          £Á"},
867                                  {"£²          ",
868                                   "     %s     ",
869                                   "            ",
870                                   "            ",
871                                   "            ",
872                                   "     %s     ",
873                                   "          £²"},
874                                  {"£³          ",
875                                   "     %s     ",
876                                   "            ",
877                                   "     %s     ",
878                                   "            ",
879                                   "     %s     ",
880                                   "          £³"},
881                                  {"£´          ",
882                                   "   %s  %s   ",
883                                   "            ",
884                                   "            ",
885                                   "            ",
886                                   "   %s  %s   ",
887                                   "          £´"},
888                                  {"£µ          ",
889                                   "   %s  %s   ",
890                                   "            ",
891                                   "     %s     ",
892                                   "            ",
893                                   "   %s  %s   ",
894                                   "          £µ"},
895                                  {"£¶          ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s   ",
899                                   "            ",
900                                   "   %s  %s   ",
901                                   "          £¶"},
902                                  {"£·          ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s   ",
906                                   "            ",
907                                   "   %s  %s   ",
908                                   "          £·"},
909                                  {"£¸          ",
910                                   "   %s  %s   ",
911                                   "     %s     ",
912                                   "   %s  %s   ",
913                                   "     %s     ",
914                                   "   %s  %s   ",
915                                   "          £¸"},
916                                  {"£¹ %s  %s   ",
917                                   "            ",
918                                   "   %s  %s   ",
919                                   "     %s     ",
920                                   "   %s  %s   ",
921                                   "            ",
922                                   "   %s  %s £¹"},
923                                  {"10 %s  %s   ",
924                                   "     %s     ",
925                                   "   %s  %s   ",
926                                   "            ",
927                                   "   %s  %s   ",
928                                   "     %s     ",
929                                   "   %s  %s 10"},
930                                  {"£Ê   ¦«     ",
931                                   "%s   ||     ",
932                                   "     ||     ",
933                                   "     ||     ",
934                                   "     ||     ",
935                                   "   |=°¡=| %s",
936                                   "     ÌÜ   £Ê"},
937                                  {"£Ñ ######   ",
938                                   "%s#      #  ",
939                                   "  # ++++ #  ",
940                                   "  # +==+ #  ",
941                                   "   # ++ #   ",
942                                   "    #  #  %s",
943                                   "     ##   £Ñ"},
944                                  {"£Ë          ",
945                                   "%s ¡®¢Þ¡­   ",
946                                   "  ¦Ã¦Ã¦Ã¦Ë  ",
947                                   "  ¦Ï ¦Ï ¦É  ",
948                                   "   ¦Ô    ¢ß ",
949                                   "    ¦Ò ¥Î %s",
950                                   "          £Ë"}};
951         cptr joker_grph[7] = {    "            ",
952                                   "     £Ê     ",
953                                   "     £Ï     ",
954                                   "     £Ë     ",
955                                   "     £Å     ",
956                                   "     £Ò     ",
957                                   "            "};
958
959 #else
960
961         cptr suit[4] = {"[]", "qp", "<>", "db"};
962         cptr card_grph[13][7] = {{"A    %s     ",
963                                   "     He     ",
964                                   "     ng     ",
965                                   "     ba     ",
966                                   "     nd     ",
967                                   "     %s     ",
968                                   "           A"},
969                                  {"2           ",
970                                   "     %s     ",
971                                   "            ",
972                                   "            ",
973                                   "            ",
974                                   "     %s     ",
975                                   "           2"},
976                                  {"3           ",
977                                   "     %s     ",
978                                   "            ",
979                                   "     %s     ",
980                                   "            ",
981                                   "     %s     ",
982                                   "           3"},
983                                  {"4           ",
984                                   "   %s  %s   ",
985                                   "            ",
986                                   "            ",
987                                   "            ",
988                                   "   %s  %s   ",
989                                   "           4"},
990                                  {"5           ",
991                                   "   %s  %s   ",
992                                   "            ",
993                                   "     %s     ",
994                                   "            ",
995                                   "   %s  %s   ",
996                                   "           5"},
997                                  {"6           ",
998                                   "   %s  %s   ",
999                                   "            ",
1000                                   "   %s  %s   ",
1001                                   "            ",
1002                                   "   %s  %s   ",
1003                                   "           6"},
1004                                  {"7           ",
1005                                   "   %s  %s   ",
1006                                   "     %s     ",
1007                                   "   %s  %s   ",
1008                                   "            ",
1009                                   "   %s  %s   ",
1010                                   "           7"},
1011                                  {"8           ",
1012                                   "   %s  %s   ",
1013                                   "     %s     ",
1014                                   "   %s  %s   ",
1015                                   "     %s     ",
1016                                   "   %s  %s   ",
1017                                   "           8"},
1018                                  {"9  %s  %s   ",
1019                                   "            ",
1020                                   "   %s  %s   ",
1021                                   "     %s     ",
1022                                   "   %s  %s   ",
1023                                   "            ",
1024                                   "   %s  %s  9"},
1025                                  {"10 %s  %s   ",
1026                                   "     %s     ",
1027                                   "   %s  %s   ",
1028                                   "            ",
1029                                   "   %s  %s   ",
1030                                   "     %s     ",
1031                                   "   %s  %s 10"},
1032                                  {"J    /\\     ",
1033                                   "%s   ||     ",
1034                                   "     ||     ",
1035                                   "     ||     ",
1036                                   "     ||     ",
1037                                   "   |=HH=| %s",
1038                                   "     ][    J"},
1039                                  {"Q  ######   ",
1040                                   "%s#      #  ",
1041                                   "  # ++++ #  ",
1042                                   "  # +==+ #  ",
1043                                   "   # ++ #   ",
1044                                   "    #  #  %s",
1045                                   "     ##    Q"},
1046                                  {"K           ",
1047                                   "%s _'~~`_   ",
1048                                   "   jjjjj$&  ",
1049                                   "   q q uu   ",
1050                                   "   c    &   ",
1051                                   "    v__/  %s",
1052                                   "           K"}};
1053         cptr joker_grph[7] = {    "            ",
1054                                   "     J      ",
1055                                   "     O      ",
1056                                   "     K      ",
1057                                   "     E      ",
1058                                   "     R      ",
1059                                   "            "};
1060 #endif
1061
1062         for (i = 0; i < 5; i++)
1063         {
1064 #ifdef JP
1065                 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯",  5,  i*16);
1066 #else
1067                 prt(" +------------+ ",  5,  i*16);
1068 #endif
1069         }
1070
1071         for (i = 0; i < 5; i++)
1072         {
1073                 for (j = 0; j < 7; j++)
1074                 {
1075 #ifdef JP
1076                         prt("¨­",  j+6,  i*16);
1077 #else
1078                         prt(" |",  j+6,  i*16);
1079 #endif
1080                         if(IS_JOKER(cards[i]))
1081                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1082                         else
1083                                 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);
1084 #ifdef JP
1085                         prt("¨­",  j+6,  i*16+14);
1086 #else
1087                         prt("| ",  j+6,  i*16+14);
1088 #endif
1089                 }
1090         }
1091         for (i = 0; i < 5; i++)
1092         {
1093 #ifdef JP
1094                 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13,  i*16);
1095 #else
1096                 prt(" +------------+ ", 13,  i*16);
1097 #endif
1098         }
1099 }
1100
1101 static int do_poker(void)
1102 {
1103         int i, k = 2;
1104         char cmd;
1105         int deck[53]; /* yamafuda : 0...52 */
1106         int deck_ptr = 0;
1107         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1108
1109         bool done = FALSE;
1110         bool kettei = TRUE;
1111         bool kakikae = TRUE;
1112
1113         reset_deck(deck);
1114
1115         for (i = 0; i < 5; i++)
1116         {
1117                 cards[i] = deck[deck_ptr++];
1118                 kaeruka[i] = 0; /* default:nokosu */
1119         }
1120         
1121 #if 0
1122         /* debug:RF */
1123         cards[0] = 12;
1124         cards[1] = 0;
1125         cards[2] = 9;
1126         cards[3] = 11;
1127         cards[4] = 10;
1128 #endif
1129 #if 0
1130         /* debug:SF */
1131         cards[0] = 3;
1132         cards[1] = 2;
1133         cards[2] = 4;
1134         cards[3] = 6;
1135         cards[4] = 5;
1136 #endif
1137 #if 0
1138         /* debug:Four Cards */
1139         cards[0] = 0;
1140         cards[1] = 0 + 13 * 1;
1141         cards[2] = 0 + 13 * 2;
1142         cards[3] = 0 + 13 * 3;
1143         cards[4] = 51;
1144 #endif
1145 #if 0
1146         /* debug:Straight */
1147         cards[0] = 1;
1148         cards[1] = 0 + 13;
1149         cards[2] = 3;
1150         cards[3] = 2 + 26;
1151         cards[4] = 4;
1152 #endif
1153 #if 0
1154         /* debug */
1155         cards[0] = 52;
1156         cards[1] = 0;
1157         cards[2] = 1;
1158         cards[3] = 2;
1159         cards[4] = 3;
1160 #endif
1161
1162         /* suteruno wo kimeru */
1163 #ifdef JP
1164         prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1165 #else
1166         prt("Stay witch? ", 0, 0);
1167 #endif
1168
1169         display_cards();
1170         yaku_check();
1171
1172         while (!done)
1173         {
1174                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1175                 kakikae = FALSE;
1176                 cmd = inkey();
1177                 switch (cmd)
1178                 {
1179                 case '6': case 'l': case 'L': case KTRL('F'):
1180                         if (!kettei) k = (k+1)%5;
1181                         else {k = 0;kettei = FALSE;}
1182                         kakikae = TRUE;
1183                         break;
1184                 case '4': case 'h': case 'H': case KTRL('B'):
1185                         if (!kettei) k = (k+4)%5;
1186                         else {k = 4;kettei = FALSE;}
1187                         kakikae = TRUE;
1188                         break;
1189                 case '2': case 'j': case 'J': case KTRL('N'):
1190                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1191                         break;
1192                 case '8': case 'k': case 'K': case KTRL('P'):
1193                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1194                         break;
1195                 case ' ': case '\r':
1196                         if (kettei) done = TRUE;
1197                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1198                         break;
1199                 default:
1200                         break;
1201                 }
1202         }
1203         
1204         prt("",0,0);
1205
1206         for (i = 0; i < 5; i++)
1207                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1208
1209         display_cards();
1210         
1211         return yaku_check();
1212 }
1213 #undef SUIT_OF
1214 #undef NUM_OF
1215 #undef IS_JOKER
1216 /* end of poker codes --Koka */
1217
1218 /*
1219  * gamble_comm
1220  */
1221 static bool gamble_comm(int cmd)
1222 {
1223         int i;
1224         int roll1, roll2, roll3, choice, odds, win;
1225         s32b wager;
1226         s32b maxbet;
1227         s32b oldgold;
1228
1229         char out_val[160], tmp_str[80], again;
1230         cptr p;
1231
1232         screen_save();
1233
1234         if (cmd == BACT_GAMBLE_RULES)
1235         {
1236                 /* Peruse the gambling help file */
1237 #ifdef JP
1238 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1239 #else
1240                 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1241 #endif
1242
1243         }
1244         else
1245         {
1246                 /* No money */
1247                 if (p_ptr->au < 1)
1248                 {
1249 #ifdef JP
1250                         msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1251 #else
1252                         msg_print("Hey! You don't have gold - get out of here!");
1253 #endif
1254
1255                         msg_print(NULL);
1256                         screen_load();
1257                         return FALSE;
1258                 }
1259
1260                 clear_bldg(5, 23);
1261
1262                 maxbet = p_ptr->lev * 200;
1263
1264                 /* We can't bet more than we have */
1265                 maxbet = MIN(maxbet, p_ptr->au);
1266
1267                 /* Get the wager */
1268                 strcpy(out_val, "");
1269 #ifdef JP
1270 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
1271 #else
1272                 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
1273 #endif
1274
1275
1276                 /*
1277                  * Use get_string() because we may need more than
1278                  * the s16b value returned by get_quantity().
1279                  */
1280                 if (get_string(tmp_str, out_val, 32))
1281                 {
1282                         /* Strip spaces */
1283                         for (p = out_val; *p == ' '; p++);
1284
1285                         /* Get the wager */
1286                         wager = atol(p);
1287
1288                         if (wager > p_ptr->au)
1289                         {
1290 #ifdef JP
1291 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1292 #else
1293                                 msg_print("Hey! You don't have the gold - get out of here!");
1294 #endif
1295
1296                                 msg_print(NULL);
1297                                 screen_load();
1298                                 return (FALSE);
1299                         }
1300                         else if (wager > maxbet)
1301                         {
1302 #ifdef JP
1303 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", maxbet);
1304 #else
1305                                 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
1306 #endif
1307
1308                                 wager = maxbet;
1309                         }
1310                         else if (wager < 1)
1311                         {
1312 #ifdef JP
1313 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1314 #else
1315                                 msg_print("Ok, we'll start with 1 gold.");
1316 #endif
1317
1318
1319                                 wager = 1;
1320                         }
1321                         msg_print(NULL);
1322                         win = FALSE;
1323                         odds = 0;
1324                         oldgold = p_ptr->au;
1325
1326 #ifdef JP
1327 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", oldgold);
1328 #else
1329                         sprintf(tmp_str, "Gold before game: %9ld", oldgold);
1330 #endif
1331
1332                         prt(tmp_str, 20, 2);
1333
1334 #ifdef JP
1335 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â:     %9ld", wager);
1336 #else
1337                         sprintf(tmp_str, "Current Wager:    %9ld", wager);
1338 #endif
1339
1340                         prt(tmp_str, 21, 2);
1341
1342                         /* Prevent savefile-scumming of the casino */
1343 /*                      Rand_quick = TRUE; */
1344                         Rand_value = time(NULL);
1345
1346                         do
1347                         {
1348 #ifdef JP /* Prevent random seed cracking of the casino */
1349                                 clock_t clk;
1350                                 clk = clock();
1351                                 Rand_value *= clk;
1352 #endif
1353                                 p_ptr->au -= wager;
1354                                 switch (cmd)
1355                                 {
1356                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1357 #ifdef JP
1358 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1359 #else
1360                                         c_put_str(TERM_GREEN, "In Between", 5, 2);
1361 #endif
1362
1363                                         odds = 4;
1364                                         win = FALSE;
1365                                         roll1 = randint1(10);
1366                                         roll2 = randint1(10);
1367                                         choice = randint1(10);
1368 #ifdef JP
1369 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d        ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1370 #else
1371                                         sprintf(tmp_str, "Black die: %d       Black Die: %d", roll1, roll2);
1372 #endif
1373
1374                                         prt(tmp_str, 8, 3);
1375 #ifdef JP
1376 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1377 #else
1378                                         sprintf(tmp_str, "Red die: %d", choice);
1379 #endif
1380
1381                                         prt(tmp_str, 11, 14);
1382                                         if (((choice > roll1) && (choice < roll2)) ||
1383                                                 ((choice < roll1) && (choice > roll2)))
1384                                                 win = TRUE;
1385                                         break;
1386                                 case BACT_CRAPS:  /* Game of Craps */
1387 #ifdef JP
1388 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1389 #else
1390                                         c_put_str(TERM_GREEN, "Craps", 5, 2);
1391 #endif
1392
1393                                         win = 3;
1394                                         odds = 2;
1395                                         roll1 = randint1(6);
1396                                         roll2 = randint1(6);
1397                                         roll3 = roll1 +  roll2;
1398                                         choice = roll3;
1399 #ifdef JP
1400 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d      Total: %d", roll1, 
1401 #else
1402                                         sprintf(tmp_str, "First roll: %d %d    Total: %d", roll1,
1403 #endif
1404
1405                                                  roll2, roll3);
1406                                         prt(tmp_str, 7, 5);
1407                                         if ((roll3 == 7) || (roll3 == 11))
1408                                                 win = TRUE;
1409                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1410                                                 win = FALSE;
1411                                         else
1412                                                 do
1413                                                 {
1414 #ifdef JP
1415 msg_print("¤Ê¤Ë¤«¥­¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1416 #else
1417                                                         msg_print("Hit any key to roll again");
1418 #endif
1419
1420                                                         msg_print(NULL);
1421                                                         roll1 = randint1(6);
1422                                                         roll2 = randint1(6);
1423                                                         roll3 = roll1 +  roll2;
1424
1425 #ifdef JP
1426 sprintf(tmp_str, "½ÐÌÜ: %d %d          ¹ç·×:      %d",
1427 #else
1428                                                         sprintf(tmp_str, "Roll result: %d %d   Total:     %d",
1429 #endif
1430
1431                                                                  roll1, roll2, roll3);
1432                                                         prt(tmp_str, 8, 5);
1433                                                         if (roll3 == choice)
1434                                                                 win = TRUE;
1435                                                         else if (roll3 == 7)
1436                                                                 win = FALSE;
1437                                                 } while ((win != TRUE) && (win != FALSE));
1438                                         break;
1439
1440                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1441                                         win = FALSE;
1442                                         odds = 9;
1443 #ifdef JP
1444 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1445 #else
1446                                         c_put_str(TERM_GREEN, "Wheel", 5, 2);
1447 #endif
1448
1449                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1450                                         prt("--------------------------------", 8, 3);
1451                                         strcpy(out_val, "");
1452 #ifdef JP
1453 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1454 #else
1455                                         get_string("Pick a number (0-9): ", out_val, 32);
1456 #endif
1457
1458                                         for (p = out_val; isspace(*p); p++);
1459                                         choice = atol(p);
1460                                         if (choice < 0)
1461                                         {
1462 #ifdef JP
1463 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1464 #else
1465                                                 msg_print("I'll put you down for 0.");
1466 #endif
1467
1468                                                 choice = 0;
1469                                         }
1470                                         else if (choice > 9)
1471                                         {
1472 #ifdef JP
1473 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1474 #else
1475                                                 msg_print("Ok, I'll put you down for 9.");
1476 #endif
1477
1478                                                 choice = 9;
1479                                         }
1480                                         msg_print(NULL);
1481                                         roll1 = randint0(10);
1482 #ifdef JP
1483 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1484 #else
1485                                         sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1486 #endif
1487
1488                                                 roll1);
1489                                         prt(tmp_str, 13, 3);
1490                                         prt("", 9, 0);
1491                                         prt("*", 9, (3 * roll1 + 5));
1492                                         if (roll1 == choice)
1493                                                 win = TRUE;
1494                                         break;
1495
1496                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1497 #ifdef JP
1498 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1499                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó            2", 6, 37);
1500                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó   ¥ì¥â¥ó   5", 7, 37);
1501                                         c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1502                                         c_put_str(TERM_UMBER, "·õ       ·õ       ·õ       20", 9, 37);
1503                                         c_put_str(TERM_SLATE, "½â       ½â       ½â       50", 10, 37);
1504                                         c_put_str(TERM_VIOLET, "¥×¥é¥à   ¥×¥é¥à   ¥×¥é¥à   200", 11, 37);
1505                                         c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1506 #else
1507                                         c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1508 #endif
1509
1510                                         win = FALSE;
1511                                         roll1 = randint1(21);
1512                                         for (i=6;i>0;i--)
1513                                         {
1514                                                 if ((roll1-i) < 1)
1515                                                 {
1516                                                         roll1 = 7-i;
1517                                                         break;
1518                                                 }
1519                                                 roll1 -= i;
1520                                         }
1521                                         roll2 = randint1(21);
1522                                         for (i=6;i>0;i--)
1523                                         {
1524                                                 if ((roll2-i) < 1)
1525                                                 {
1526                                                         roll2 = 7-i;
1527                                                         break;
1528                                                 }
1529                                                 roll2 -= i;
1530                                         }
1531                                         choice = randint1(21);
1532                                         for (i=6;i>0;i--)
1533                                         {
1534                                                 if ((choice-i) < 1)
1535                                                 {
1536                                                         choice = 7-i;
1537                                                         break;
1538                                                 }
1539                                                 choice -= i;
1540                                         }
1541                                         put_str("/--------------------------\\", 7, 2);
1542                                         prt("\\--------------------------/", 17, 2);
1543                                         display_fruit(8,  3, roll1 - 1);
1544                                         display_fruit(8, 12, roll2 - 1);
1545                                         display_fruit(8, 21, choice - 1);
1546                                         if ((roll1 == roll2) && (roll2 == choice))
1547                                         {
1548                                                 win = TRUE;
1549                                                 switch(roll1)
1550                                                 {
1551                                                 case 1:
1552                                                         odds = 5;break;
1553                                                 case 2:
1554                                                         odds = 10;break;
1555                                                 case 3:
1556                                                         odds = 20;break;
1557                                                 case 4:
1558                                                         odds = 50;break;
1559                                                 case 5:
1560                                                         odds = 200;break;
1561                                                 case 6:
1562                                                         odds = 1000;break;
1563                                                 }
1564                                         }
1565                                         else if ((roll1 == 1) && (roll2 == 1))
1566                                         {
1567                                                 win = TRUE;
1568                                                 odds = 2;
1569                                         }
1570                                         break;
1571                                 case BACT_POKER:
1572                                         win = FALSE;
1573                                         odds = do_poker();
1574                                         if (odds) win = TRUE;
1575                                         break;
1576                                 }
1577
1578                                 if (win)
1579                                 {
1580 #ifdef JP
1581 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1582 #else
1583                                         prt("YOU WON", 16, 37);
1584 #endif
1585
1586                                         p_ptr->au += odds * wager;
1587 #ifdef JP
1588 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1589 #else
1590                                         sprintf(tmp_str, "Payoff: %d", odds);
1591 #endif
1592
1593                                         prt(tmp_str, 17, 37);
1594                                 }
1595                                 else
1596                                 {
1597 #ifdef JP
1598 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1599 #else
1600                                         prt("You Lost", 16, 37);
1601 #endif
1602
1603                                         prt("", 17, 37);
1604                                 }
1605 #ifdef JP
1606 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â:     %9ld", p_ptr->au);
1607 #else
1608                                 sprintf(tmp_str, "Current Gold:     %9ld", p_ptr->au);
1609 #endif
1610
1611                                 prt(tmp_str, 22, 2);
1612 #ifdef JP
1613 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1614 #else
1615                                 prt("Again(Y/N)?", 18, 37);
1616 #endif
1617
1618                                 move_cursor(18, 52);
1619                                 again = inkey();
1620                                 prt("", 16, 37);
1621                                 prt("", 17, 37);
1622                                 prt("", 18, 37);
1623                                 if (wager > p_ptr->au)
1624                                 {
1625 #ifdef JP
1626 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1627 #else
1628                                         msg_print("Hey! You don't have the gold - get out of here!");
1629 #endif
1630
1631                                         msg_print(NULL);
1632
1633                                         /* Get out here */
1634                                         break;
1635                                 }
1636                         } while ((again == 'y') || (again == 'Y'));
1637
1638                         /* Switch back to complex RNG */
1639                         Rand_quick = FALSE;
1640
1641                         prt("", 18, 37);
1642                         if (p_ptr->au >= oldgold)
1643                         {
1644 #ifdef JP
1645 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1646 #else
1647                                 msg_print("You came out a winner! We'll win next time, I'm sure.");
1648 #endif
1649                                 chg_virtue(V_CHANCE, 3);
1650                         }
1651                         else
1652                         {
1653 #ifdef JP
1654 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1655 #else
1656                                 msg_print("You lost gold! Haha, better head home.");
1657 #endif
1658                                 chg_virtue(V_CHANCE, -3);
1659                         }
1660                 }
1661                 msg_print(NULL);
1662         }
1663         screen_load();
1664         return (TRUE);
1665 }
1666
1667 static bool vault_aux_battle(int r_idx)
1668 {
1669         int i;
1670         int dam = 0;
1671
1672         monster_race *r_ptr = &r_info[r_idx];
1673
1674         /* Decline town monsters */
1675 /*      if (!monster_dungeon(r_idx)) return FALSE; */
1676
1677         /* Decline unique monsters */
1678 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1679 /*      if (r_ptr->flags7 & (RF7_UNIQUE_7)) return (FALSE); */
1680
1681         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1682         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1683         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1684         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1685         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1686
1687         for (i = 0; i < 4; i++)
1688         {
1689                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1690                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1691         }
1692         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1693
1694         /* Okay */
1695         return (TRUE);
1696 }
1697
1698 void battle_monsters(void)
1699 {
1700         int total, i;
1701         int max_dl = 0;
1702         int mon_level;
1703         int power[4];
1704         bool tekitou;
1705         bool old_inside_battle = p_ptr->inside_battle;
1706
1707         for (i = 0; i < max_d_idx; i++)
1708                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1709
1710         mon_level = randint1(MIN(max_dl, 122))+5;
1711         if (randint0(100) < 60)
1712         {
1713                 i = randint1(MIN(max_dl, 122))+5;
1714                 mon_level = MAX(i, mon_level);
1715         }
1716         if (randint0(100) < 30)
1717         {
1718                 i = randint1(MIN(max_dl, 122))+5;
1719                 mon_level = MAX(i, mon_level);
1720         }
1721
1722         while (1)
1723         {
1724                 total = 0;
1725                 tekitou = FALSE;
1726                 for(i=0;i<4;i++)
1727                 {
1728                         int r_idx, j;
1729                         while (1)
1730                         {
1731                                 get_mon_num_prep(vault_aux_battle, NULL);
1732                                 p_ptr->inside_battle = TRUE;
1733                                 r_idx = get_mon_num(mon_level);
1734                                 p_ptr->inside_battle = old_inside_battle;
1735                                 if (!r_idx) continue;
1736
1737                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1738                                 {
1739                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1740                                 }
1741
1742                                 for (j = 0; j < i; j++)
1743                                         if(r_idx == battle_mon[j]) break;
1744                                 if (j<i) continue;
1745
1746                                 break;
1747                         }
1748                         battle_mon[i] = r_idx;
1749                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1750                 }
1751
1752                 for (i=0;i<4;i++)
1753                 {
1754                         monster_race *r_ptr = &r_info[battle_mon[i]];
1755                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1756
1757                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1758                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1759                         else
1760                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1761                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1762                         if (r_ptr->speed > 110)
1763                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1764                         if (r_ptr->speed < 110)
1765                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1766                         if (num_taisei > 2)
1767                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1768                         else if (r_ptr->flags6 & RF6_INVULNER)
1769                                 power[i] = power[i] * 4 / 3;
1770                         else if (r_ptr->flags6 & RF6_HEAL)
1771                                 power[i] = power[i] * 4 / 3;
1772                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1773                                 power[i] = power[i] * 11 / 10;
1774                         if (r_ptr->flags1 & RF1_RAND_25)
1775                                 power[i] = power[i] * 9 / 10;
1776                         if (r_ptr->flags1 & RF1_RAND_50)
1777                                 power[i] = power[i] * 9 / 10;
1778
1779                         switch (battle_mon[i])
1780                         {
1781                                 case MON_GREEN_G:
1782                                 case MON_THAT_BAT:
1783                                 case MON_GHOST_Q:
1784                                         power[i] /= 4;
1785                                         break;
1786                                 case MON_LOST_SOUL:
1787                                 case MON_GHOST:
1788                                         power[i] /= 2;
1789                                         break;
1790                                 case MON_UND_BEHOLDER:
1791                                 case MON_SANTACLAUS:
1792                                 case MON_ULT_BEHOLDER:
1793                                 case MON_UNGOLIANT:
1794                                 case MON_ATLACH_NACHA:
1795                                 case MON_Y_GOLONAC:
1796                                         power[i] = power[i] * 3 / 5;
1797                                         break;
1798                                 case MON_ROBIN_HOOD:
1799                                 case MON_RICH:
1800                                 case MON_LICH:
1801                                 case MON_COLOSSUS:
1802                                 case MON_CRYPT_THING:
1803                                 case MON_MASTER_LICH:
1804                                 case MON_DREADMASTER:
1805                                 case MON_DEMILICH:
1806                                 case MON_SHADOWLORD:
1807                                 case MON_ARCHLICH:
1808                                 case MON_BLEYS:
1809                                 case MON_CAINE:
1810                                 case MON_JULIAN:
1811                                 case MON_VENOM_WYRM:
1812                                 case MON_MASTER_MYS:
1813                                 case MON_G_MASTER_MYS:
1814                                         power[i] = power[i] * 3 / 4;
1815                                         break;
1816                                 case MON_VORPAL_BUNNY:
1817                                 case MON_SHAGRAT:
1818                                 case MON_GORBAG:
1819                                 case MON_LOG_MASTER:
1820                                 case MON_JURT:
1821                                 case MON_GRAV_HOUND:
1822                                 case MON_SHIM_VOR:
1823                                 case MON_JUBJUB:
1824                                 case MON_CLUB_DEMON:
1825                                 case MON_LLOIGOR:
1826                                 case MON_NIGHTCRAWLER:
1827                                 case MON_NIGHTWALKER:
1828                                 case MON_RAPHAEL:
1829                                 case MON_SHAMBLER:
1830                                 case MON_SKY_DRAKE:
1831                                 case MON_GERARD:
1832                                 case MON_G_CTHULHU:
1833                                 case MON_SPECT_WYRM:
1834                                 case MON_BAZOOKER:
1835                                 case MON_GCWADL:
1836                                 case MON_KIRIN:
1837                                 case MON_FENGHUANG:
1838                                         power[i] = power[i] * 4 / 3;
1839                                         break;
1840                                 case MON_UMBER_HULK:
1841                                 case MON_FIRE_VOR:
1842                                 case MON_WATER_VOR:
1843                                 case MON_COLD_VOR:
1844                                 case MON_ENERGY_VOR:
1845                                 case MON_GACHAPIN:
1846                                 case MON_REVENANT:
1847                                 case MON_NEXUS_VOR:
1848                                 case MON_PLASMA_VOR:
1849                                 case MON_TIME_VOR:
1850                                 case MON_MANDOR:
1851                                 case MON_KAVLAX:
1852                                 case MON_RINALDO:
1853                                 case MON_STORMBRINGER:
1854                                 case MON_TIME_HOUND:
1855                                 case MON_PLASMA_HOUND:
1856                                 case MON_TINDALOS:
1857                                 case MON_CHAOS_VOR:
1858                                 case MON_AETHER_VOR:
1859                                 case MON_AETHER_HOUND:
1860                                 case MON_CANTORAS:
1861                                 case MON_GODZILLA:
1862                                 case MON_TARRASQUE:
1863                                 case MON_DESTROYER:
1864                                 case MON_MORGOTH:
1865                                 case MON_SERPENT:
1866                                 case MON_OROCHI:
1867                                 case MON_D_ELF_SHADE:
1868                                 case MON_MANA_HOUND:
1869                                 case MON_SHARD_VOR:
1870                                 case MON_BANORLUPART:
1871                                 case MON_BOTEI:
1872                                 case MON_JAIAN:
1873                                 case MON_BAHAMUT:
1874                                 case MON_WAHHA:
1875                                         power[i] = power[i] * 3 / 2;
1876                                         break;
1877                                 case MON_ROLENTO:
1878                                 case MON_CYBER:
1879                                 case MON_CYBER_KING:
1880                                 case MON_UNICORN_ORD:
1881                                         power[i] = power[i] * 5 / 3;
1882                                         break;
1883                                 case MON_ARCH_VILE:
1884                                 case MON_PHANTOM_B:
1885                                 case MON_WYRM_POWER:
1886                                         power[i] *= 2;
1887                                         break;
1888                                 case MON_NODENS:
1889                                 case MON_CULVERIN:
1890                                         power[i] *= 3;
1891                                         break;
1892                                 case MON_ECHIZEN:
1893                                         power[i] *= 9;
1894                                         break;
1895                                 case MON_HAGURE:
1896                                         power[i] *= 100000;
1897                                         break;
1898                                 default:
1899                                         break;
1900                         }
1901                         total += power[i];
1902                 }
1903                 for (i=0;i<4;i++)
1904                 {
1905                         power[i] = total*60/power[i];
1906                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1907                         if ((power[i] < 160) && randint0(20)) break;
1908                         if (power[i] < 101) power[i] = 100 + randint1(5);
1909                         mon_odds[i] = power[i];
1910                 }
1911                 if (i == 4) break;
1912         }
1913 }
1914
1915 static bool kakutoujou(void)
1916 {
1917         s32b maxbet;
1918         s32b wager;
1919         char out_val[160], tmp_str[80];
1920         cptr p;
1921
1922         if ((turn - old_battle) > TURNS_PER_TICK*250)
1923         {
1924                 battle_monsters();
1925                 old_battle = turn;
1926         }
1927
1928         screen_save();
1929
1930         /* No money */
1931         if (p_ptr->au < 1)
1932         {
1933 #ifdef JP
1934                 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1935 #else
1936                 msg_print("Hey! You don't have gold - get out of here!");
1937 #endif
1938
1939                 msg_print(NULL);
1940                 screen_load();
1941                 return FALSE;
1942         }
1943         else
1944         {
1945                 int i;
1946
1947                 clear_bldg(4, 10);
1948
1949 #ifdef JP
1950                 prt("¥â¥ó¥¹¥¿¡¼                                                     ÇÜΨ", 4, 4);
1951 #else
1952                 prt("Monsters                                                       Odds", 4, 4);
1953 #endif
1954                 for (i=0;i<4;i++)
1955                 {
1956                         char buf[80];
1957                         monster_race *r_ptr = &r_info[battle_mon[i]];
1958
1959 #ifdef JP
1960                         sprintf(buf,"%d) %-58s  %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤­" : "      "), mon_odds[i]/100, mon_odds[i]%100);
1961 #else
1962                         sprintf(buf,"%d) %-58s  %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), mon_odds[i]/100, mon_odds[i]%100);
1963 #endif
1964                         prt(buf, 5+i, 1);
1965                 }
1966
1967 #ifdef JP
1968                 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1969 #else
1970                 prt("Which monster: ", 0, 0);
1971 #endif
1972                 while(1)
1973                 {
1974                         i = inkey();
1975
1976                         if (i == ESCAPE)
1977                         {
1978                                 screen_load();
1979                                 return FALSE;
1980                         }
1981                         if (i >= '1' && i <= '4')
1982                         {
1983                                 sel_monster = i-'1';
1984                                 battle_odds = mon_odds[sel_monster];
1985                                 break;
1986                         }
1987                         else bell();
1988                 }
1989
1990                 clear_bldg(4,4);
1991                 for (i=0;i<4;i++)
1992                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1993
1994                 maxbet = p_ptr->lev * 200;
1995
1996                 /* We can't bet more than we have */
1997                 maxbet = MIN(maxbet, p_ptr->au);
1998
1999                 /* Get the wager */
2000                 strcpy(out_val, "");
2001 #ifdef JP
2002 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
2003 #else
2004                 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
2005 #endif
2006
2007
2008                 /*
2009                  * Use get_string() because we may need more than
2010                  * the s16b value returned by get_quantity().
2011                  */
2012                 if (get_string(tmp_str, out_val, 32))
2013                 {
2014                         /* Strip spaces */
2015                         for (p = out_val; *p == ' '; p++);
2016
2017                         /* Get the wager */
2018                         wager = atol(p);
2019
2020                         if (wager > p_ptr->au)
2021                         {
2022 #ifdef JP
2023 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2024 #else
2025                                 msg_print("Hey! You don't have the gold - get out of here!");
2026 #endif
2027
2028                                 msg_print(NULL);
2029                                 screen_load();
2030                                 return (FALSE);
2031                         }
2032                         else if (wager > maxbet)
2033                         {
2034 #ifdef JP
2035 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", maxbet);
2036 #else
2037                                 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
2038 #endif
2039
2040                                 wager = maxbet;
2041                         }
2042                         else if (wager < 1)
2043                         {
2044 #ifdef JP
2045 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2046 #else
2047                                 msg_print("Ok, we'll start with 1 gold.");
2048 #endif
2049
2050
2051                                 wager = 1;
2052                         }
2053                         msg_print(NULL);
2054                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
2055                         kakekin = wager;
2056                         p_ptr->au -= wager;
2057                         p_ptr->leftbldg = TRUE;
2058                         p_ptr->inside_battle = TRUE;
2059                         reset_tim_flags();
2060                         p_ptr->leaving = TRUE;
2061                         leave_bldg = TRUE;
2062                         screen_load();
2063
2064                         return (TRUE);
2065                 }
2066         }
2067         screen_load();
2068
2069         return (FALSE);
2070 }
2071
2072 static void today_target(void)
2073 {
2074         char buf[160];
2075         monster_race *r_ptr = &r_info[today_mon];
2076
2077         clear_bldg(4,18);
2078 #ifdef JP
2079 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2080 #else
2081         prt("Wanted monster that changes from day to day", 5, 10);
2082 #endif
2083 #ifdef JP
2084         sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2085 #else
2086         sprintf(buf,"target: %s",r_name + r_ptr->name);
2087 #endif
2088         c_put_str(TERM_YELLOW, buf, 6, 10);
2089 #ifdef JP
2090         sprintf(buf,"»àÂΠ---- $%d",r_ptr->level * 50 + 100);
2091 #else
2092         sprintf(buf,"corpse   ---- $%d",r_ptr->level * 50 + 100);
2093 #endif
2094         prt(buf, 8, 10);
2095 #ifdef JP
2096         sprintf(buf,"¹ü   ---- $%d",r_ptr->level * 30 + 60);
2097 #else
2098         sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2099 #endif
2100         prt(buf, 9, 10);
2101         p_ptr->today_mon = today_mon;
2102 }
2103
2104 static void tsuchinoko(void)
2105 {
2106         clear_bldg(4,18);
2107 #ifdef JP
2108 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2109 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2110 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2111 c_put_str(TERM_WHITE, "»àÂΠ    ----   $200,000", 9, 10);
2112 c_put_str(TERM_WHITE, "¹ü       ----   $100,000", 10, 10);
2113 #else
2114 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2115 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2116 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2117 c_put_str(TERM_WHITE, "corpse      ----   $200,000", 9, 10);
2118 c_put_str(TERM_WHITE, "bones       ----   $100,000", 10, 10);
2119 #endif
2120 }
2121
2122 static void shoukinkubi(void)
2123 {
2124         int i;
2125         int y = 0;
2126
2127         clear_bldg(4,18);
2128
2129 #ifdef JP
2130         prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2131 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2132 #else
2133         prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2134 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2135 #endif
2136
2137         for (i = 0; i < MAX_KUBI; i++)
2138         {
2139                 byte color;
2140                 cptr done_mark;
2141                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2142
2143                 if (kubi_r_idx[i] > 10000)
2144                 {
2145                         color = TERM_RED;
2146 #ifdef JP
2147                         done_mark = "(ºÑ)";
2148 #else
2149                         done_mark = "(done)";
2150 #endif
2151                 }
2152                 else
2153                 {
2154                         color = TERM_WHITE;
2155                         done_mark = "";
2156                 }
2157
2158                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2159
2160                 y = (y+1) % 10;
2161                 if (!y && (i < MAX_KUBI -1))
2162                 {
2163 #ifdef JP
2164                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2165 #else
2166                         prt("Hit any key.", 0, 0);
2167 #endif
2168                         (void)inkey();
2169                         prt("", 0, 0);
2170                         clear_bldg(7,18);
2171                 }
2172         }
2173 }
2174
2175
2176 /* List of prize object */
2177 static struct {
2178         s16b tval;
2179         s16b sval;
2180 } prize_list[MAX_KUBI] = 
2181 {
2182         {TV_POTION, SV_POTION_CURING},
2183         {TV_POTION, SV_POTION_SPEED},
2184         {TV_POTION, SV_POTION_SPEED},
2185         {TV_POTION, SV_POTION_RESISTANCE},
2186         {TV_POTION, SV_POTION_ENLIGHTENMENT},
2187
2188         {TV_POTION, SV_POTION_HEALING},
2189         {TV_POTION, SV_POTION_RESTORE_MANA},
2190         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2191         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2192         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2193
2194         {TV_SCROLL, SV_SCROLL_GENOCIDE},
2195         {TV_POTION, SV_POTION_STAR_HEALING},
2196         {TV_POTION, SV_POTION_STAR_HEALING},
2197         {TV_POTION, SV_POTION_NEW_LIFE},
2198         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2199
2200         {TV_POTION, SV_POTION_LIFE},
2201         {TV_POTION, SV_POTION_LIFE},
2202         {TV_POTION, SV_POTION_AUGMENTATION},
2203         {TV_POTION, SV_POTION_INVULNERABILITY},
2204         {TV_SCROLL, SV_SCROLL_ARTIFACT},
2205 };
2206
2207
2208 /* Get prize */
2209 static bool kankin(void)
2210 {
2211         int i, j;
2212         bool change = FALSE;
2213         char o_name[MAX_NLEN];
2214         object_type *o_ptr;
2215
2216         /* Loop for inventory and right/left arm */
2217         for (i = 0; i <= INVEN_LARM; i++)
2218         {
2219                 o_ptr = &inventory[i];
2220
2221                 /* Living Tsuchinoko worthes $1000000 */
2222                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2223                 {
2224                         char buf[MAX_NLEN+20];
2225                         object_desc(o_name, o_ptr, TRUE, 3);
2226 #ifdef JP
2227                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2228 #else
2229                         sprintf(buf, "Convert %s into money? ",o_name);
2230 #endif
2231                         if (get_check(buf))
2232                         {
2233 #ifdef JP
2234                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 1000000L * o_ptr->number);
2235 #else
2236                                 msg_format("You get %ldgp.", 1000000L * o_ptr->number);
2237 #endif
2238                                 p_ptr->au += 1000000L * o_ptr->number;
2239                                 p_ptr->redraw |= (PR_GOLD);
2240                                 inven_item_increase(i, -o_ptr->number);
2241                                 inven_item_describe(i);
2242                                 inven_item_optimize(i);
2243                         }
2244                         change = TRUE;
2245                 }
2246         }
2247
2248         for (i = 0; i < INVEN_PACK; i++)
2249         {
2250                 o_ptr = &inventory[i];
2251
2252                 /* Corpse of Tsuchinoko worthes $200000 */
2253                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2254                 {
2255                         char buf[MAX_NLEN+20];
2256                         object_desc(o_name, o_ptr, TRUE, 3);
2257 #ifdef JP
2258                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2259 #else
2260                         sprintf(buf, "Convert %s into money? ",o_name);
2261 #endif
2262                         if (get_check(buf))
2263                         {
2264 #ifdef JP
2265                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 200000L * o_ptr->number);
2266 #else
2267                                 msg_format("You get %ldgp.", 200000L * o_ptr->number);
2268 #endif
2269                                 p_ptr->au += 200000L * o_ptr->number;
2270                                 p_ptr->redraw |= (PR_GOLD);
2271                                 inven_item_increase(i, -o_ptr->number);
2272                                 inven_item_describe(i);
2273                                 inven_item_optimize(i);
2274                         }
2275                         change = TRUE;
2276                 }
2277         }
2278
2279         for (i = 0; i < INVEN_PACK; i++)
2280         {
2281                 o_ptr = &inventory[i];
2282
2283                 /* Bones of Tsuchinoko worthes $100000 */
2284                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2285                 {
2286                         char buf[MAX_NLEN+20];
2287                         object_desc(o_name, o_ptr, TRUE, 3);
2288 #ifdef JP
2289                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2290 #else
2291                         sprintf(buf, "Convert %s into money? ",o_name);
2292 #endif
2293                         if (get_check(buf))
2294                         {
2295 #ifdef JP
2296                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 100000L * o_ptr->number);
2297 #else
2298                                 msg_format("You get %ldgp.", 100000L * o_ptr->number);
2299 #endif
2300                                 p_ptr->au += 100000L * o_ptr->number;
2301                                 p_ptr->redraw |= (PR_GOLD);
2302                                 inven_item_increase(i, -o_ptr->number);
2303                                 inven_item_describe(i);
2304                                 inven_item_optimize(i);
2305                         }
2306                         change = TRUE;
2307                 }
2308         }
2309
2310         for (i = 0; i < INVEN_PACK; i++)
2311         {
2312                 o_ptr = &inventory[i];
2313                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == today_mon))
2314                 {
2315                         char buf[MAX_NLEN+20];
2316                         object_desc(o_name, o_ptr, TRUE, 3);
2317 #ifdef JP
2318                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2319 #else
2320                         sprintf(buf, "Convert %s into money? ",o_name);
2321 #endif
2322                         if (get_check(buf))
2323                         {
2324 #ifdef JP
2325                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2326 #else
2327                                 msg_format("You get %ldgp.", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2328 #endif
2329                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2330                                 p_ptr->redraw |= (PR_GOLD);
2331                                 inven_item_increase(i, -o_ptr->number);
2332                                 inven_item_describe(i);
2333                                 inven_item_optimize(i);
2334                         }
2335                         change = TRUE;
2336                 }
2337         }
2338
2339         for (i = 0; i < INVEN_PACK; i++)
2340         {
2341                 o_ptr = &inventory[i];
2342                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == today_mon))
2343                 {
2344                         char buf[MAX_NLEN+20];
2345                         object_desc(o_name, o_ptr, TRUE, 3);
2346 #ifdef JP
2347                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2348 #else
2349                         sprintf(buf, "Convert %s into money? ",o_name);
2350 #endif
2351                         if (get_check(buf))
2352                         {
2353 #ifdef JP
2354                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2355 #else
2356                                 msg_format("You get %ldgp.", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2357 #endif
2358                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2359                                 p_ptr->redraw |= (PR_GOLD);
2360                                 inven_item_increase(i, -o_ptr->number);
2361                                 inven_item_describe(i);
2362                                 inven_item_optimize(i);
2363                         }
2364                         change = TRUE;
2365                 }
2366         }
2367
2368         for (j = 0; j < MAX_KUBI; j++)
2369         {
2370                 /* Need reverse order --- Positions will be changed in the loop */
2371                 for (i = INVEN_PACK-1; i >= 0; i--)
2372                 {
2373                         o_ptr = &inventory[i];
2374                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2375                         {
2376                                 char buf[MAX_NLEN+20];
2377                                 int num, k;
2378                                 object_type forge;
2379
2380                                 object_desc(o_name, o_ptr, TRUE, 3);
2381 #ifdef JP
2382                                 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2383 #else
2384                                 sprintf(buf, "Hand %s over? ",o_name);
2385 #endif
2386                                 if (!get_check(buf)) continue;
2387
2388 #if 0 /* Obsorated */
2389 #ifdef JP
2390                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2391 #else
2392                                 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2393 #endif
2394                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2395                                 p_ptr->redraw |= (PR_GOLD);
2396                                 inven_item_increase(i, -o_ptr->number);
2397                                 inven_item_describe(i);
2398                                 inven_item_optimize(i);
2399                                 chg_virtue(V_JUSTICE, 5);
2400                                 kubi_r_idx[j] += 10000;
2401
2402                                 change = TRUE;
2403 #endif /* Obsorated */
2404
2405                                 /* Hand it first */
2406                                 inven_item_increase(i, -o_ptr->number);
2407                                 inven_item_describe(i);
2408                                 inven_item_optimize(i);
2409
2410                                 chg_virtue(V_JUSTICE, 5);
2411                                 kubi_r_idx[j] += 10000;
2412
2413                                 /* Count number of unique corpses already handed */
2414                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
2415                                 {
2416                                         if (kubi_r_idx[k] >= 10000) num++;
2417                                 }
2418
2419 #ifdef JP
2420                                 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2421 #else
2422                                 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2423 #endif
2424
2425                                 /* Prepare to make a prize */
2426                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2427                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2428
2429                                 /* Identify it fully */
2430                                 object_aware(&forge);
2431                                 object_known(&forge);
2432
2433                                 /*
2434                                  * Hand it --- Assume there is an empty slot.
2435                                  * Since a corpse is handed at first,
2436                                  * there is at least one empty slot.
2437                                  */
2438                                 (void)inven_carry(&forge);
2439
2440                                 /* Describe the object */
2441                                 object_desc(o_name, &forge, TRUE, 3);
2442 #ifdef JP
2443                                 msg_format("%s ¤òÌã¤Ã¤¿¡£",o_name);
2444 #else
2445                                 msg_format("You get %s. ",o_name);
2446 #endif
2447
2448                                 change = TRUE;
2449                         }
2450                 }
2451         }
2452
2453         if (!change)
2454         {
2455 #ifdef JP
2456                 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2457 #else
2458                 msg_print("You have nothing.");
2459 #endif
2460                 msg_print(NULL);
2461                 return FALSE;
2462         }
2463         return TRUE;
2464 }
2465
2466 bool get_nightmare(int r_idx)
2467 {
2468         monster_race *r_ptr = &r_info[r_idx];
2469
2470         /* Require eldritch horrors */
2471         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2472
2473         /* Require high level */
2474         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2475
2476         /* Accept this monster */
2477         return (TRUE);
2478 }
2479
2480
2481 void have_nightmare(int r_idx)
2482 {
2483         bool happened = FALSE;
2484         monster_race *r_ptr = &r_info[r_idx];
2485         int power = r_ptr->level + 10;
2486         char m_name[80];
2487         cptr desc = r_name + r_ptr->name;
2488
2489         /* Describe it */
2490 #ifndef JP
2491         if (!(r_ptr->flags1 & RF1_UNIQUE))
2492                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2493         else
2494 #endif
2495                 sprintf(m_name, "%s", desc);
2496
2497         if (!(r_ptr->flags1 & RF1_UNIQUE))
2498         {
2499                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2500         }
2501         else power *= 2;
2502
2503         if (saving_throw(p_ptr->skill_sav * 100 / power))
2504         {
2505 #ifdef JP
2506                 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2507 #else
2508                 msg_format("%^s chases you through your dreams.", m_name);
2509 #endif
2510
2511                 /* Safe */
2512                 return;
2513         }
2514
2515         if (p_ptr->image)
2516         {
2517                 /* Something silly happens... */
2518 #ifdef JP
2519                 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2520 #else
2521                 msg_format("You behold the %s visage of %s!",
2522 #endif
2523
2524                                           funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2525
2526                 if (one_in_(3))
2527                 {
2528                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2529                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2530                 }
2531
2532                 /* Never mind; we can't see it clearly enough */
2533                 return;
2534         }
2535
2536         /* Something frightening happens... */
2537 #ifdef JP
2538         msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2539 #else
2540         msg_format("You behold the %s visage of %s!",
2541 #endif
2542
2543                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2544
2545         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2546
2547         if (!p_ptr->mimic_form)
2548         {
2549                 switch (p_ptr->prace)
2550                 {
2551                 /* Demons may make a saving throw */
2552                 case RACE_IMP:
2553                 case RACE_DEMON:
2554                         if (saving_throw(20 + p_ptr->lev)) return;
2555                         break;
2556                 /* Undead may make a saving throw */
2557                 case RACE_SKELETON:
2558                 case RACE_ZOMBIE:
2559                 case RACE_SPECTRE:
2560                 case RACE_VAMPIRE:
2561                         if (saving_throw(10 + p_ptr->lev)) return;
2562                         break;
2563                 }
2564         }
2565         else
2566         {
2567                 /* Demons may make a saving throw */
2568                 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2569                 {
2570                         if (saving_throw(20 + p_ptr->lev)) return;
2571                 }
2572                 /* Undead may make a saving throw */
2573                 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2574                 {
2575                         if (saving_throw(10 + p_ptr->lev)) return;
2576                 }
2577         }
2578
2579         /* Mind blast */
2580         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2581         {
2582                 if (!p_ptr->resist_conf)
2583                 {
2584                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2585                 }
2586                 if (!p_ptr->resist_chaos && one_in_(3))
2587                 {
2588                         (void)set_image(p_ptr->image + randint0(250) + 150);
2589                 }
2590                 return;
2591         }
2592
2593         /* Lose int & wis */
2594         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2595         {
2596                 do_dec_stat(A_INT);
2597                 do_dec_stat(A_WIS);
2598                 return;
2599         }
2600
2601         /* Brain smash */
2602         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2603         {
2604                 if (!p_ptr->resist_conf)
2605                 {
2606                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2607                 }
2608                 if (!p_ptr->free_act)
2609                 {
2610                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2611                 }
2612                 while (!saving_throw(p_ptr->skill_sav))
2613                 {
2614                         (void)do_dec_stat(A_INT);
2615                 }
2616                 while (!saving_throw(p_ptr->skill_sav))
2617                 {
2618                         (void)do_dec_stat(A_WIS);
2619                 }
2620                 if (!p_ptr->resist_chaos)
2621                 {
2622                         (void)set_image(p_ptr->image + randint0(250) + 150);
2623                 }
2624                 return;
2625         }
2626
2627
2628         /* Amnesia */
2629         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2630         {
2631                 if (lose_all_info())
2632                 {
2633 #ifdef JP
2634 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2635 #else
2636                         msg_print("You forget everything in your utmost terror!");
2637 #endif
2638
2639                 }
2640                 return;
2641         }
2642
2643         /* Else gain permanent insanity */
2644         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2645                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2646                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2647         {
2648                 /* The poor bastard already has all possible insanities! */
2649                 return;
2650         }
2651
2652         while (!happened)
2653         {
2654                 switch (randint1(4))
2655                 {
2656                         case 1:
2657                         {
2658                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2659                                 {
2660                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2661                                         {
2662 #ifdef JP
2663 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2664 #else
2665                                                 msg_print("You turn into an utter moron!");
2666 #endif
2667                                         }
2668                                         else
2669                                         {
2670 #ifdef JP
2671 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2672 #else
2673                                                 msg_print("You turn into an utter moron!");
2674 #endif
2675                                         }
2676
2677                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2678                                         {
2679 #ifdef JP
2680 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2681 #else
2682                                                 msg_print("Your brain is no longer a living computer.");
2683 #endif
2684
2685                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2686                                         }
2687                                         p_ptr->muta3 |= MUT3_MORONIC;
2688                                         happened = TRUE;
2689                                 }
2690                                 break;
2691                         }
2692                         case 2:
2693                         {
2694                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2695                                 {
2696 #ifdef JP
2697 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2698 #else
2699                                         msg_print("You become paranoid!");
2700 #endif
2701
2702
2703                                         /* Duh, the following should never happen, but anyway... */
2704                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2705                                         {
2706 #ifdef JP
2707 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2708 #else
2709                                                 msg_print("You are no longer fearless.");
2710 #endif
2711
2712                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2713                                         }
2714
2715                                         p_ptr->muta2 |= MUT2_COWARDICE;
2716                                         happened = TRUE;
2717                                 }
2718                                 break;
2719                         }
2720                         case 3:
2721                         {
2722                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2723                                 {
2724 #ifdef JP
2725 msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2726 #else
2727                                         msg_print("You are afflicted by a hallucinatory insanity!");
2728 #endif
2729
2730                                         p_ptr->muta2 |= MUT2_HALLU;
2731                                         happened = TRUE;
2732                                 }
2733                                 break;
2734                         }
2735                         default:
2736                         {
2737                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2738                                 {
2739 #ifdef JP
2740 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2741 #else
2742                                         msg_print("You become subject to fits of berserk rage!");
2743 #endif
2744
2745                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2746                                         happened = TRUE;
2747                                 }
2748                                 break;
2749                         }
2750                 }
2751         }
2752
2753         p_ptr->update |= PU_BONUS;
2754         handle_stuff();
2755 }
2756
2757
2758 /*
2759  * inn commands
2760  * Note that resting for the night was a perfect way to avoid player
2761  * ghosts in the town *if* you could only make it to the inn in time (-:
2762  * Now that the ghosts are temporarily disabled in 2.8.X, this function
2763  * will not be that useful.  I will keep it in the hopes the player
2764  * ghost code does become a reality again. Does help to avoid filthy urchins.
2765  * Resting at night is also a quick way to restock stores -KMW-
2766  */
2767 static bool inn_comm(int cmd)
2768 {
2769         int dawnval;
2770
2771         switch (cmd)
2772         {
2773                 case BACT_FOOD: /* Buy food & drink */
2774                         if (p_ptr->food >= PY_FOOD_FULL)
2775                         {
2776 #ifdef JP
2777                                 msg_print("º£¤ÏËþÊ¢¤À¡£");
2778 #else
2779                                 msg_print("You are full now.");
2780 #endif
2781                                 return FALSE;
2782                         }
2783
2784 #ifdef JP
2785 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2786 #else
2787                         msg_print("The barkeep gives you some gruel and a beer.");
2788 #endif
2789
2790                         (void)set_food(PY_FOOD_MAX - 1);
2791                         break;
2792
2793                 case BACT_REST: /* Rest for the night */
2794                         dawnval = ((turn % (TURNS_PER_TICK * TOWN_DAWN)));
2795                         if (dawnval > (TURNS_PER_TICK * TOWN_DAWN)/4)
2796                         {  /* nighttime */
2797                                 if ((p_ptr->poisoned) || (p_ptr->cut))
2798                                 {
2799 #ifdef JP
2800 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2801 #else
2802                                         msg_print("You need a healer, not a room.");
2803 #endif
2804
2805                                         msg_print(NULL);
2806 #ifdef JP
2807 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2808 #else
2809                                         msg_print("Sorry, but don't want anyone dying in here.");
2810 #endif
2811
2812                                 }
2813                                 else
2814                                 {
2815                                         int oldturn = turn;
2816 #ifdef JP
2817                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2818 #else
2819                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn");
2820 #endif
2821                                         turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2822                                         if (((oldturn + TURNS_PER_TICK * TOWN_DAWN / 4) % (TURNS_PER_TICK * TOWN_DAWN)) > TURNS_PER_TICK * TOWN_DAWN/4) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2823                                         p_ptr->chp = p_ptr->mhp;
2824
2825                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
2826
2827                                         if (ironman_nightmare)
2828                                         {
2829 #ifdef JP
2830 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2831 #else
2832                                                 msg_print("Horrible visions flit through your mind as you sleep.");
2833 #endif
2834
2835
2836                                                 /* Pick a nightmare */
2837                                                 get_mon_num_prep(get_nightmare, NULL);
2838
2839                                                 /* Have some nightmares */
2840                                                 while(1)
2841                                                 {
2842                                                         have_nightmare(get_mon_num(MAX_DEPTH));
2843
2844                                                         if (!one_in_(3)) break;
2845                                                 }
2846
2847                                                 /* Remove the monster restriction */
2848                                                 get_mon_num_prep(NULL, NULL);
2849
2850 #ifdef JP
2851 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2852 #else
2853                                                 msg_print("You awake screaming.");
2854 #endif
2855
2856 #ifdef JP
2857                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°­Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2858 #else
2859                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2860 #endif
2861                                         }
2862                                         else
2863                                         {
2864                                                 set_blind(0);
2865                                                 set_confused(0);
2866                                                 p_ptr->stun = 0;
2867                                                 p_ptr->chp = p_ptr->mhp;
2868                                                 p_ptr->csp = p_ptr->msp;
2869                                                 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2870                                                 {
2871                                                         int i;
2872                                                         for (i = 0; i < 72; i++)
2873                                                         {
2874                                                                 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2875                                                         }
2876                                                         for (; i < 108; i++)
2877                                                         {
2878                                                                 p_ptr->magic_num1[i] = 0;
2879                                                         }
2880                                                 }
2881
2882 #ifdef JP
2883 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2884 #else
2885                                                 msg_print("You awake refreshed for the new day.");
2886 #endif
2887
2888 #ifdef JP
2889                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò¤à¤«¤¨¤¿¡£");
2890 #else
2891                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2892 #endif
2893                                         }
2894
2895                                         p_ptr->leftbldg = TRUE;
2896                                 }
2897                         }
2898                         else
2899                         {
2900 #ifdef JP
2901 msg_print("Éô²°¤ÏÌë¤À¤±»ÈÍѲÄǽ¤Ç¤¹¡£");
2902 #else
2903                                 msg_print("The rooms are available only at night.");
2904 #endif
2905
2906                                 return (FALSE);
2907                         }
2908                         break;
2909                 case BACT_RUMORS: /* Listen for rumors */
2910                         {
2911                                 char Rumor[1024];
2912
2913 #ifdef JP
2914                                 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2915 #else
2916                                 if (!get_rnd_line("rumors.txt", 0, Rumor))
2917 #endif
2918
2919                                         msg_format("%s", Rumor);
2920                                 break;
2921                         }
2922         }
2923
2924         return (TRUE);
2925 }
2926
2927
2928 /*
2929  * Share gold for thieves
2930  */
2931 static void share_gold(void)
2932 {
2933         int i = (p_ptr->lev * 2) * 10;
2934 #ifdef JP
2935 msg_format("¡ð%d ¤ò¼ê¤ËÆþ¤ì¤¿¡£", i);
2936 #else
2937         msg_format("You collect %d gold pieces", i);
2938 #endif
2939
2940         p_ptr->au += i;
2941 }
2942
2943
2944 /*
2945  * Display quest information
2946  */
2947 static void get_questinfo(int questnum)
2948 {
2949         int     i;
2950         int     old_quest;
2951         char    tmp_str[80];
2952
2953
2954         /* Clear the text */
2955         for (i = 0; i < 10; i++)
2956         {
2957                 quest_text[i][0] = '\0';
2958         }
2959
2960         quest_text_line = 0;
2961
2962         /* Set the quest number temporary */
2963         old_quest = p_ptr->inside_quest;
2964         p_ptr->inside_quest = questnum;
2965
2966         /* Get the quest text */
2967         init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2968
2969         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2970
2971         /* Reset the old quest number */
2972         p_ptr->inside_quest = old_quest;
2973
2974         /* Print the quest info */
2975 #ifdef JP
2976 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2977 #else
2978         sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2979 #endif
2980
2981         prt(tmp_str, 5, 0);
2982
2983         prt(quest[questnum].name, 7, 0);
2984
2985         for (i = 0; i < 10; i++)
2986         {
2987                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2988         }
2989 }
2990
2991
2992 /*
2993  * Request a quest from the Lord.
2994  */
2995 static void castle_quest(void)
2996 {
2997         int             q_index = 0;
2998         monster_race    *r_ptr;
2999         quest_type      *q_ptr;
3000         cptr            name;
3001
3002
3003         clear_bldg(4, 18);
3004
3005         /* Current quest of the building */
3006         q_index = cave[py][px].special;
3007
3008         /* Is there a quest available at the building? */
3009         if (!q_index)
3010         {
3011 #ifdef JP
3012 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
3013 #else
3014                 put_str("I don't have a quest for you at the moment.", 8, 0);
3015 #endif
3016
3017                 return;
3018         }
3019
3020         q_ptr = &quest[q_index];
3021
3022         /* Quest is completed */
3023         if (q_ptr->status == QUEST_STATUS_COMPLETED)
3024         {
3025                 /* Rewarded quest */
3026                 q_ptr->status = QUEST_STATUS_REWARDED;
3027
3028                 get_questinfo(q_index);
3029
3030                 reinit_wilderness = TRUE;
3031         }
3032         /* Failed quest */
3033         else if (q_ptr->status == QUEST_STATUS_FAILED)
3034         {
3035                 get_questinfo(q_index);
3036
3037                 /* Mark quest as done (but failed) */
3038                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
3039
3040                 reinit_wilderness = TRUE;
3041         }
3042         /* Quest is still unfinished */
3043         else if (q_ptr->status == QUEST_STATUS_TAKEN)
3044         {
3045 #ifdef JP
3046 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
3047 #else
3048                 put_str("You have not completed your current quest yet!", 8, 0);
3049 #endif
3050
3051 #ifdef JP
3052 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤­¤Þ¤¹¡£", 9, 0);
3053 #else
3054                 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
3055 #endif
3056
3057 #ifdef JP
3058 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
3059 #else
3060                 put_str("Return when you have completed your quest.", 12, 0);
3061 #endif
3062
3063         }
3064         /* No quest yet */
3065         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
3066         {
3067                 q_ptr->status = QUEST_STATUS_TAKEN;
3068
3069                 reinit_wilderness = TRUE;
3070
3071                 /* Assign a new quest */
3072                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
3073                 {
3074                         if (q_ptr->r_idx == 0)
3075                         {
3076                                 /* Random monster at least 5 - 10 levels out of deep */
3077                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
3078                         }
3079
3080                         r_ptr = &r_info[q_ptr->r_idx];
3081
3082                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
3083                         {
3084                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
3085                                 r_ptr = &r_info[q_ptr->r_idx];
3086                         }
3087
3088                         if (q_ptr->max_num == 0)
3089                         {
3090                                 /* Random monster number */
3091                                 if (randint1(10) > 7)
3092                                         q_ptr->max_num = 1;
3093                                 else
3094                                         q_ptr->max_num = randint1(3) + 1;
3095                         }
3096
3097                         q_ptr->cur_num = 0;
3098                         name = (r_name + r_ptr->name);
3099 #ifdef JP
3100 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
3101 #else
3102                         msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
3103 #endif
3104
3105                 }
3106                 else
3107                 {
3108                         get_questinfo(q_index);
3109                 }
3110         }
3111 }
3112
3113
3114 /*
3115  * Display town history
3116  */
3117 static void town_history(void)
3118 {
3119         /* Save screen */
3120         screen_save();
3121
3122         /* Peruse the building help file */
3123 #ifdef JP
3124 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3125 #else
3126         (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3127 #endif
3128
3129
3130         /* Load screen */
3131         screen_load();
3132 }
3133
3134
3135 /*
3136  * Display the damage figure of an object
3137  * (used by compare_weapon_aux1)
3138  *
3139  * Only accurate for the current weapon, because it includes
3140  * the current +dam of the player.
3141  */
3142 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3143                                 int r, int c, int mult, cptr attr,
3144                                 byte color)
3145 {
3146         char tmp_str[80];
3147
3148         /* Effective dices */
3149         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3150         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3151
3152         /* Print the intro text */
3153         c_put_str(color, attr, r, c);
3154
3155         /* Calculate the min and max damage figures */
3156 #ifdef JP
3157 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3158 #else
3159         sprintf(tmp_str, "Attack: %d-%d damage",
3160 #endif
3161
3162             (numblows * (mult * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])),
3163             (numblows * (mult * eff_ds * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])));
3164
3165         /* Print the damage */
3166         put_str(tmp_str, r, c + 8);
3167 }
3168
3169
3170 /*
3171  * Show the damage figures for the various monster types
3172  *
3173  * Only accurate for the current weapon, because it includes
3174  * the current number of blows for the player.
3175  */
3176 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3177 {
3178         int mult = 60;
3179         u32b flgs[TR_FLAG_SIZE];
3180         int blow = p_ptr->num_blow[0];
3181         bool print_force_weapon = FALSE;
3182
3183         /* Get the flags of the weapon */
3184         object_flags(o_ptr, flgs);
3185
3186         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3187         {
3188                 mult = mult * 7 / 2;
3189                 print_force_weapon = TRUE;
3190         }
3191
3192         /* Print the relevant lines */
3193 #ifdef JP
3194         if (print_force_weapon)     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3195         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3196          else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3197         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°­:", TERM_YELLOW);
3198          else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°­:", TERM_YELLOW);
3199         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3200          else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3201         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3202          else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3203         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°­Ëâ:", TERM_YELLOW);
3204          else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°­Ëâ:", TERM_YELLOW);
3205         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3206          else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3207         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3208          else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3209         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3210          else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3211         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3212         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3213         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À­:", TERM_RED);
3214         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À­:", TERM_RED);
3215         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À­:", TERM_RED);
3216         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À­:", TERM_RED);
3217         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À­:", TERM_RED);
3218 #else
3219         if (print_force_weapon)     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force  :", TERM_L_BLUE);
3220         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3221         else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3222         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3223         else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3224         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3225         else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3226         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3227         else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3228         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3229         else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3230         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3231         else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3232         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3233         else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3234         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3235         else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3236         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3237         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3238         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3239         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3240         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3241         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3242         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3243 #endif
3244
3245 }
3246
3247 static int hit_chance(int to_h, int ac)
3248 {
3249         int chance = 0;
3250         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3251
3252         if (meichuu <= 0) return 5;
3253
3254         chance = 100 - ((ac * 75) / meichuu);
3255
3256         if (chance > 95) chance = 95;
3257         if (chance < 5) chance = 5;
3258         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3259                 chance = (chance*19+9)/20;
3260         return chance;
3261 }
3262
3263 /*
3264  * Displays all info about a weapon
3265  *
3266  * Only accurate for the current weapon, because it includes
3267  * various info about the player's +to_dam and number of blows.
3268  */
3269 static void list_weapon(object_type *o_ptr, int row, int col)
3270 {
3271         char o_name[MAX_NLEN];
3272         char tmp_str[80];
3273
3274         /* Effective dices */
3275         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3276         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3277
3278         /* Print the weapon name */
3279         object_desc(o_name, o_ptr, TRUE, 0);
3280         c_put_str(TERM_YELLOW, o_name, row, col);
3281
3282         /* Print the player's number of blows */
3283 #ifdef JP
3284 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3285 #else
3286         sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3287 #endif
3288
3289         put_str(tmp_str, row+1, col);
3290
3291         /* Print to_hit and to_dam of the weapon */
3292 #ifdef JP
3293 sprintf(tmp_str, "Ì¿ÃæΨ:  0  50 100 150 200 (Ũ¤ÎAC)");
3294 #else
3295 sprintf(tmp_str, "To Hit:  0  50 100 150 200 (AC)");
3296 #endif
3297
3298         put_str(tmp_str, row+2, col);
3299
3300         /* Print the weapons base damage dice */
3301 #ifdef JP
3302 sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3303 #else
3304 sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3305 #endif
3306
3307         put_str(tmp_str, row+3, col);
3308
3309 #ifdef JP
3310 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3311 #else
3312         c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3313 #endif
3314
3315
3316         /* Damage for one blow (if it hits) */
3317 #ifdef JP
3318 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤­ %d-%d",
3319 #else
3320         sprintf(tmp_str, "One Strike: %d-%d damage",
3321 #endif
3322
3323             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3324             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3325         put_str(tmp_str, row+6, col+1);
3326
3327         /* Damage for the complete attack (if all blows hit) */
3328 #ifdef JP
3329 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤­ %d-%d",
3330 #else
3331         sprintf(tmp_str, "One Attack: %d-%d damage",
3332 #endif
3333
3334             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3335             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3336         put_str(tmp_str, row+7, col+1);
3337 }
3338
3339
3340 /*
3341  * Hook to specify "weapon"
3342  */
3343 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3344 {
3345         switch (o_ptr->tval)
3346         {
3347                 case TV_HAFTED:
3348                 case TV_POLEARM:
3349                 case TV_DIGGING:
3350                 {
3351                         return (TRUE);
3352                 }
3353                 case TV_SWORD:
3354                 {
3355                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3356                 }
3357         }
3358
3359         return (FALSE);
3360 }
3361
3362
3363 /*
3364  * Hook to specify "ammo"
3365  */
3366 static bool item_tester_hook_ammo(object_type *o_ptr)
3367 {
3368         switch (o_ptr->tval)
3369         {
3370                 case TV_SHOT:
3371                 case TV_ARROW:
3372                 case TV_BOLT:
3373                 {
3374                         return (TRUE);
3375                 }
3376         }
3377
3378         return (FALSE);
3379 }
3380
3381
3382 /*
3383  * Compare weapons
3384  *
3385  * Copies the weapons to compare into the weapon-slot and
3386  * compares the values for both weapons.
3387  */
3388 static bool compare_weapons(void)
3389 {
3390         int item, item2;
3391         object_type *o1_ptr, *o2_ptr;
3392         object_type orig_weapon;
3393         object_type *i_ptr;
3394         cptr q, s;
3395         int row = 2;
3396         bool old_character_xtra = character_xtra;
3397
3398         screen_save();
3399         /* Clear the screen */
3400         clear_bldg(0, 22);
3401
3402         /* Store copy of original wielded weapon */
3403         i_ptr = &inventory[INVEN_RARM];
3404         object_copy(&orig_weapon, i_ptr);
3405
3406         item_tester_no_ryoute = TRUE;
3407         /* Only compare melee weapons */
3408         item_tester_hook = item_tester_hook_melee_weapon;
3409
3410         /* Get the first weapon */
3411 #ifdef JP
3412 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3413 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3414 #else
3415         q = "What is your first weapon? ";
3416         s = "You have nothing to compare.";
3417 #endif
3418
3419         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3420         {
3421                 screen_load();
3422                 return (FALSE);
3423         }
3424
3425         /* Get the item (in the pack) */
3426         o1_ptr = &inventory[item];
3427
3428         /* Clear the screen */
3429         clear_bldg(0, 22);
3430
3431         item_tester_no_ryoute = TRUE;
3432         /* Only compare melee weapons */
3433         item_tester_hook = item_tester_hook_melee_weapon;
3434
3435         /* Get the second weapon */
3436 #ifdef JP
3437 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3438 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3439 #else
3440         q = "What is your second weapon? ";
3441         s = "You have nothing to compare.";
3442 #endif
3443
3444         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3445         {
3446                 screen_load();
3447                 return (FALSE);
3448         }
3449
3450         /* Get the item (in the pack) */
3451         o2_ptr = &inventory[item2];
3452
3453         /* Clear the screen */
3454         clear_bldg(0, 22);
3455
3456         /* Copy first weapon into the weapon slot (if it's not already there) */
3457         if (o1_ptr != i_ptr)
3458                 object_copy(i_ptr, o1_ptr);
3459
3460         /* Hack -- prevent "icky" message */
3461         character_xtra = TRUE;
3462
3463         /* Get the new values */
3464         calc_bonuses();
3465
3466         character_xtra = old_character_xtra;
3467
3468         /* List the new values */
3469         list_weapon(o1_ptr, row, 2);
3470         compare_weapon_aux1(o1_ptr, 2, row + 8);
3471
3472         /* Copy second weapon into the weapon slot (if it's not already there) */
3473         if (o2_ptr != i_ptr)
3474                 object_copy(i_ptr, o2_ptr);
3475         else
3476                 object_copy(i_ptr, &orig_weapon);
3477
3478         /* Hack -- prevent "icky" message */
3479         character_xtra = TRUE;
3480
3481         /* Get the new values */
3482         calc_bonuses();
3483
3484         character_xtra = old_character_xtra;
3485
3486         /* List the new values */
3487         list_weapon(o2_ptr, row, 40);
3488         compare_weapon_aux1(o2_ptr, 40, row + 8);
3489
3490         /* Copy back the original weapon into the weapon slot */
3491         object_copy(i_ptr, &orig_weapon);
3492
3493         /* Reset the values for the old weapon */
3494         calc_bonuses();
3495
3496 #ifdef JP
3497 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï­¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3498 #else
3499         put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3500 #endif
3501
3502 #ifdef JP
3503 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3504 #else
3505         msg_print("Based on your current abilities, here is what your weapons will do");
3506 #endif
3507
3508
3509         flush();
3510         (void)inkey();
3511         screen_load();
3512
3513         /* Done */
3514         return (TRUE);
3515 }
3516
3517
3518 /*
3519  * Evaluate AC
3520  *
3521  * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
3522  * Calculate and display the dodge-rate and the protection-rate
3523  * based on AC
3524  */
3525 static bool eval_ac(int iAC)
3526 {
3527 #ifdef JP
3528         const char memo[] =
3529                 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
3530                 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
3531                 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
3532                 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
3533                 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
3534                 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
3535                 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
3536                 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
3537                 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
3538 #else
3539         const char memo[] =
3540                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3541                 "Note that the Protection rate is effective only against normal "
3542                 "'attack' and 'shatter' type melee attacks, "
3543                 "and has no effect against any other types such as 'poison'.\n \n"
3544                 "'Dodge Rate' indicates the success rate on dodging the "
3545                 "monster's melee attacks.  "
3546                 "It is depend on the level of the monster and your AC.\n \n"
3547                 "'Average Damage' indicates the expected amount of damage "
3548                 "when you are attacked by normal melee attacks with power=100.";
3549 #endif
3550
3551         int protection;
3552         int col, row = 2;
3553         int lvl;
3554         char buf[80*20], *t;
3555
3556         /* AC lower than zero has no effect */
3557         if (iAC < 0) iAC = 0;
3558
3559         /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
3560         protection = 100 * MIN(iAC, 150) / 250;
3561
3562         screen_save();
3563         clear_bldg(0, 22);
3564
3565 #ifdef JP
3566         put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
3567         put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨  : %3d%%", protection), row++, 0);
3568         row++;
3569
3570         put_str("Ũ¤Î¥ì¥Ù¥ë      :", row + 0, 0);
3571         put_str("²óÈòΨ          :", row + 1, 0);
3572         put_str("¥À¥á¡¼¥¸´üÂÔÃÍ  :", row + 2, 0);
3573 #else
3574         put_str(format("Your current AC : %3d", iAC), row++, 0);
3575         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3576         row++;
3577
3578         put_str("Level of Monster:", row + 0, 0);
3579         put_str("Dodge Rate      :", row + 1, 0);
3580         put_str("Average Damage  :", row + 2, 0);
3581 #endif
3582     
3583         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3584         {
3585                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3586                 int dodge;   /* ²óÈòΨ(%) */
3587                 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
3588
3589                 put_str(format("%3d", lvl), row + 0, col);
3590
3591                 /* ²óÈòΨ¤ò·×»» */
3592                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3593                 put_str(format("%3d%%", dodge), row + 1, col);
3594
3595                 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
3596                 average = (100 - dodge) * (100 - protection) / 100;
3597                 put_str(format("%3d", average), row + 2, col);
3598         }
3599
3600         /* Display note */
3601         roff_to_buf(memo, 70, buf, sizeof(buf));
3602         for (t = buf; t[0]; t += strlen(t) + 1)
3603                 put_str(t, (row++) + 4, 4);
3604
3605 #ifdef JP
3606         prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
3607                    "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
3608 #else
3609         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3610 #endif
3611   
3612         flush();
3613         (void)inkey();
3614         screen_load();
3615
3616         /* Done */
3617         return (TRUE);
3618 }
3619
3620
3621 /*
3622  * Enchant item
3623  */
3624 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3625 {
3626         int         i, item;
3627         bool        okay = FALSE;
3628         object_type *o_ptr;
3629         cptr        q, s;
3630         int         maxenchant = (p_ptr->lev / 5);
3631         char        tmp_str[MAX_NLEN];
3632
3633
3634         clear_bldg(4, 18);
3635 #ifdef JP
3636 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ­¤Þ¤¹¡£", maxenchant), 5, 0);
3637 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤­¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3638 #else
3639         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3640         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3641 #endif
3642
3643         item_tester_no_ryoute = TRUE;
3644
3645         /* Get an item */
3646 #ifdef JP
3647 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3648 s = "²þÎɤǤ­¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3649 #else
3650         q = "Improve which item? ";
3651         s = "You have nothing to improve.";
3652 #endif
3653
3654         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3655
3656         /* Get the item (in the pack) */
3657         o_ptr = &inventory[item];
3658
3659         /* Check if the player has enough money */
3660         if (p_ptr->au < (cost * o_ptr->number))
3661         {
3662                 object_desc(tmp_str, o_ptr, TRUE, 0);
3663 #ifdef JP
3664 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3665 #else
3666                 msg_format("You do not have the gold to improve %s!", tmp_str);
3667 #endif
3668
3669                 return (FALSE);
3670         }
3671
3672         /* Enchant to hit */
3673         for (i = 0; i < to_hit; i++)
3674         {
3675                 if (o_ptr->to_h < maxenchant)
3676                 {
3677                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3678                         {
3679                                 okay = TRUE;
3680                                 break;
3681                         }
3682                 }
3683         }
3684
3685         /* Enchant to damage */
3686         for (i = 0; i < to_dam; i++)
3687         {
3688                 if (o_ptr->to_d < maxenchant)
3689                 {
3690                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3691                         {
3692                                 okay = TRUE;
3693                                 break;
3694                         }
3695                 }
3696         }
3697
3698         /* Enchant to AC */
3699         for (i = 0; i < to_ac; i++)
3700         {
3701                 if (o_ptr->to_a < maxenchant)
3702                 {
3703                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3704                         {
3705                                 okay = TRUE;
3706                                 break;
3707                         }
3708                 }
3709         }
3710
3711         /* Failure */
3712         if (!okay)
3713         {
3714                 /* Flush */
3715                 if (flush_failure) flush();
3716
3717                 /* Message */
3718 #ifdef JP
3719 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3720 #else
3721                 msg_print("The improvement failed.");
3722 #endif
3723
3724
3725                 return (FALSE);
3726         }
3727         else
3728         {
3729                 object_desc(tmp_str, o_ptr, TRUE, 1);
3730 #ifdef JP
3731 msg_format("¡ð%d ¤Ç%s¤ò²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str );
3732 #else
3733                 msg_format("Improved %s for %d gold.", tmp_str, cost * o_ptr->number);
3734 #endif
3735
3736                 /* Charge the money */
3737                 p_ptr->au -= (cost * o_ptr->number);
3738
3739                 if (item >= INVEN_RARM) calc_android_exp();
3740
3741                 /* Something happened */
3742                 return (TRUE);
3743         }
3744 }
3745
3746
3747 /*
3748  * Recharge rods, wands and staves
3749  *
3750  * The player can select the number of charges to add
3751  * (up to a limit), and the recharge never fails.
3752  *
3753  * The cost for rods depends on the level of the rod. The prices
3754  * for recharging wands and staves are dependent on the cost of
3755  * the base-item.
3756  */
3757 static void building_recharge(void)
3758 {
3759         int         item, lev;
3760         object_type *o_ptr;
3761         object_kind *k_ptr;
3762         cptr        q, s;
3763         int         price;
3764         int         charges;
3765         int         max_charges;
3766         char        tmp_str[MAX_NLEN];
3767
3768         msg_flag = FALSE;
3769
3770         /* Display some info */
3771         clear_bldg(4, 18);
3772 #ifdef JP
3773 prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3774 #else
3775         prt("  The prices of recharge depend on the type.", 6, 0);
3776 #endif
3777
3778
3779         /* Only accept legal items */
3780         item_tester_hook = item_tester_hook_recharge;
3781
3782         /* Get an item */
3783 #ifdef JP
3784 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3785 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3786 #else
3787         q = "Recharge which item? ";
3788         s = "You have nothing to recharge.";
3789 #endif
3790
3791         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3792
3793         /* Get the item (in the pack) */
3794         if (item >= 0)
3795         {
3796                 o_ptr = &inventory[item];
3797         }
3798
3799         /* Get the item (on the floor) */
3800         else
3801         {
3802                 o_ptr = &o_list[0 - item];
3803         }
3804
3805         k_ptr = &k_info[o_ptr->k_idx];
3806
3807         /*
3808          * We don't want to give the player free info about
3809          * the level of the item or the number of charges.
3810          */
3811         /* The item must be "known" */
3812         if (!object_known_p(o_ptr))
3813         {
3814 #ifdef JP
3815 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3816 #else
3817                 msg_format("The item must be identified first!");
3818 #endif
3819
3820                 msg_print(NULL);
3821
3822                 if ((p_ptr->au >= 50) &&
3823 #ifdef JP
3824 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3825 #else
3826                         get_check("Identify for 50 gold? "))
3827 #endif
3828
3829                 {
3830                         /* Pay the price */
3831                         p_ptr->au -= 50;
3832
3833                         /* Identify it */
3834                         identify_item(o_ptr);
3835
3836                         /* Description */
3837                         object_desc(tmp_str, o_ptr, TRUE, 3);
3838
3839 #ifdef JP
3840 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3841 #else
3842                         msg_format("You have: %s.", tmp_str);
3843 #endif
3844
3845
3846                         /* Update the gold display */
3847                         building_prt_gold();
3848                 }
3849                 else
3850                 {
3851                         return;
3852                 }
3853         }
3854
3855         /* Extract the object "level" */
3856         lev = get_object_level(o_ptr);
3857
3858         /* Price for a rod */
3859         if (o_ptr->tval == TV_ROD)
3860         {
3861                 if (o_ptr->timeout > 0)
3862                 {
3863                         /* Fully recharge */
3864                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3865                 }
3866                 else
3867                 {
3868                         /* No recharge necessary */
3869                         price = 0;
3870 #ifdef JP
3871 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3872 #else
3873                         msg_format("That doesn't need to be recharged.");
3874 #endif
3875
3876                         return;
3877                 }
3878         }
3879         else if (o_ptr->tval == TV_STAFF)
3880         {
3881                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3882                 price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3883
3884                 /* Pay at least 10 gold per charge */
3885                 price = MAX(10, price);
3886         }
3887         else
3888         {
3889                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3890                 price = (get_object_cost(o_ptr) / 10);
3891
3892                 /* Pay at least 10 gold per charge */
3893                 price = MAX(10, price);
3894         }
3895
3896         /* Limit the number of charges for wands and staffs */
3897         if (o_ptr->tval == TV_WAND
3898                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3899         {
3900                 if (o_ptr->number > 1)
3901                 {
3902 #ifdef JP
3903 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3904 #else
3905                         msg_print("These wands are already fully charged.");
3906 #endif
3907                 }
3908                 else
3909                 {
3910 #ifdef JP
3911 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3912 #else
3913                         msg_print("This wand is already fully charged.");
3914 #endif
3915                 }
3916                 return;
3917         }
3918         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3919         {
3920                 if (o_ptr->number > 1)
3921                 {
3922 #ifdef JP
3923 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3924 #else
3925                         msg_print("These staffs are already fully charged.");
3926 #endif
3927                 }
3928                 else
3929                 {
3930 #ifdef JP
3931 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3932 #else
3933                         msg_print("This staff is already fully charged.");
3934 #endif
3935                 }
3936                 return;
3937         }
3938
3939         /* Check if the player has enough money */
3940         if (p_ptr->au < price)
3941         {
3942                 object_desc(tmp_str, o_ptr, TRUE, 0);
3943 #ifdef JP
3944 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", tmp_str,price );
3945 #else
3946                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3947 #endif
3948
3949                 return;
3950         }
3951
3952         if (o_ptr->tval == TV_ROD)
3953         {
3954 #ifdef JP
3955 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3956  price)))
3957 #else
3958                 if (get_check(format("Recharge the %s for %d gold? ",
3959                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3960 #endif
3961
3962                 {
3963                         /* Recharge fully */
3964                         o_ptr->timeout = 0;
3965                 }
3966                 else
3967                 {
3968                         return;
3969                 }
3970         }
3971         else
3972         {
3973                 if (o_ptr->tval == TV_STAFF)
3974                         max_charges = k_ptr->pval - o_ptr->pval;
3975                 else
3976                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3977
3978                 /* Get the quantity for staves and wands */
3979 #ifdef JP
3980 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3981 #else
3982                 charges = get_quantity(format("Add how many charges for %d gold? ",
3983 #endif
3984
3985                               price), MIN(p_ptr->au / price, max_charges));
3986
3987                 /* Do nothing */
3988                 if (charges < 1) return;
3989
3990                 /* Get the new price */
3991                 price *= charges;
3992
3993                 /* Recharge */
3994                 o_ptr->pval += charges;
3995
3996                 /* We no longer think the item is empty */
3997                 o_ptr->ident &= ~(IDENT_EMPTY);
3998         }
3999
4000         /* Give feedback */
4001         object_desc(tmp_str, o_ptr, TRUE, 3);
4002 #ifdef JP
4003 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
4004 #else
4005         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4006 #endif
4007
4008         /* Combine / Reorder the pack (later) */
4009         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4010
4011         /* Window stuff */
4012         p_ptr->window |= (PW_INVEN);
4013
4014         /* Pay the price */
4015         p_ptr->au -= price;
4016
4017         /* Finished */
4018         return;
4019 }
4020
4021
4022 /*
4023  * Recharge rods, wands and staves
4024  *
4025  * The player can select the number of charges to add
4026  * (up to a limit), and the recharge never fails.
4027  *
4028  * The cost for rods depends on the level of the rod. The prices
4029  * for recharging wands and staves are dependent on the cost of
4030  * the base-item.
4031  */
4032 static void building_recharge_all(void)
4033 {
4034         int         i;
4035         int         lev;
4036         object_type *o_ptr;
4037         object_kind *k_ptr;
4038         int         price = 0;
4039         int         total_cost = 0;
4040
4041
4042         /* Display some info */
4043         msg_flag = FALSE;
4044         clear_bldg(4, 18);
4045 #ifdef JP
4046         prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4047 #else
4048         prt("  The prices of recharge depend on the type.", 6, 0);
4049 #endif
4050
4051         /* Calculate cost */
4052         for ( i = 0; i < INVEN_PACK; i++)
4053         {
4054                 o_ptr = &inventory[i];
4055                                 
4056                 /* skip non magic device */
4057                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4058
4059                 /* need identified */
4060                 if (!object_known_p(o_ptr)) total_cost += 50;
4061
4062                 /* Extract the object "level" */
4063                 lev = get_object_level(o_ptr);
4064
4065                 k_ptr = &k_info[o_ptr->k_idx];
4066
4067                 switch (o_ptr->tval)
4068                 {
4069                 case TV_ROD:
4070                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4071                         break;
4072
4073                 case TV_STAFF:
4074                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4075                         price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
4076
4077                         /* Pay at least 10 gold per charge */
4078                         price = MAX(10, price);
4079
4080                         /* Fully charge */
4081                         price = (k_ptr->pval - o_ptr->pval) * price;
4082                         break;
4083
4084                 case TV_WAND:
4085                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4086                         price = (get_object_cost(o_ptr) / 10);
4087
4088                         /* Pay at least 10 gold per charge */
4089                         price = MAX(10, price);
4090
4091                         /* Fully charge */
4092                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4093                         break;
4094                 }
4095
4096                 /* if price <= 0 then item have enough charge */
4097                 if (price > 0) total_cost += price;
4098         }
4099
4100         if (!total_cost)
4101         {
4102 #ifdef JP
4103                 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4104 #else
4105                 msg_print("No need to recharge.");
4106 #endif
4107
4108                 msg_print(NULL);
4109                 return;
4110         }
4111
4112         /* Check if the player has enough money */
4113         if (p_ptr->au < total_cost)
4114         {
4115 #ifdef JP
4116                 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", total_cost );
4117 #else
4118                 msg_format("You need %d gold to recharge all items!",total_cost);
4119 #endif
4120
4121                 msg_print(NULL);
4122                 return;
4123         }
4124
4125 #ifdef JP
4126         if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",  total_cost))) return;
4127 #else
4128         if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
4129 #endif
4130
4131         for (i = 0; i < INVEN_PACK; i++)
4132         {
4133                 o_ptr = &inventory[i];
4134                 k_ptr = &k_info[o_ptr->k_idx];
4135                                 
4136                 /* skip non magic device */
4137                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4138
4139                 /* Identify it */
4140                 if (!object_known_p(o_ptr)) identify_item(o_ptr);
4141
4142                 /* Recharge */
4143                 switch (o_ptr->tval)
4144                 {
4145                 case TV_ROD:
4146                         o_ptr->timeout = 0;
4147                         break;
4148                 case TV_STAFF:
4149                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4150                         /* We no longer think the item is empty */
4151                         o_ptr->ident &= ~(IDENT_EMPTY);
4152                         break;
4153                 case TV_WAND:
4154                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4155                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
4156                         /* We no longer think the item is empty */
4157                         o_ptr->ident &= ~(IDENT_EMPTY);
4158                         break;
4159                 }
4160         }
4161
4162         /* Give feedback */
4163 #ifdef JP
4164         msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
4165 #else
4166         msg_format("You pay %d gold.", total_cost);
4167 #endif
4168
4169         msg_print(NULL);
4170
4171         /* Combine / Reorder the pack (later) */
4172         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4173
4174         /* Window stuff */
4175         p_ptr->window |= (PW_INVEN);
4176
4177         /* Pay the price */
4178         p_ptr->au -= total_cost;
4179
4180         /* Finished */
4181         return;
4182 }
4183
4184
4185 bool tele_town(void)
4186 {
4187         int i, x, y;
4188         int num = 0;
4189
4190         if (dun_level)
4191         {
4192 #ifdef JP
4193                 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4194 #else
4195                 msg_print("This spell can only be used on the surface!");
4196 #endif
4197                 return FALSE;
4198         }
4199
4200         if (p_ptr->inside_arena || p_ptr->inside_battle)
4201         {
4202 #ifdef JP
4203                 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4204 #else
4205                 msg_print("This spell can only be used outside!");
4206 #endif
4207                 return FALSE;
4208         }
4209
4210         screen_save();
4211         clear_bldg(4, 10);
4212
4213         for (i=1;i<max_towns;i++)
4214         {
4215                 char buf[80];
4216
4217                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4218
4219                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4220                 prt(buf, 5+i, 5);
4221                 num++;
4222         }
4223
4224         if (!num)
4225         {
4226 #ifdef JP
4227                 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
4228 #else
4229                 msg_print("You have not yet visited any town.");
4230 #endif
4231
4232                 msg_print(NULL);
4233                 screen_load();
4234                 return FALSE;
4235         }
4236
4237 #ifdef JP
4238         prt("¤É¤³¤Ë¹Ô¤­¤Þ¤¹¤«:", 0, 0);
4239 #else
4240         prt("Which town you go: ", 0, 0);
4241 #endif
4242         while(1)
4243         {
4244                 i = inkey();
4245
4246                 if (i == ESCAPE)
4247                 {
4248                         screen_load();
4249                         return FALSE;
4250                 }
4251                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4252                 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
4253                 break;
4254         }
4255
4256         for (y = 0; y < max_wild_y; y++)
4257         {
4258                 for (x = 0; x < max_wild_x; x++)
4259                 {
4260                         if(wilderness[y][x].town == (i-'a'+1))
4261                         {
4262                                 p_ptr->wilderness_y = y;
4263                                 p_ptr->wilderness_x = x;
4264                         }
4265                 }
4266         }
4267         p_ptr->leftbldg = TRUE;
4268         p_ptr->leaving = TRUE;
4269         leave_bldg = TRUE;
4270         p_ptr->teleport_town = TRUE;
4271         screen_load();
4272         return TRUE;
4273 }
4274
4275
4276 /*
4277  *  research_mon
4278  *  -KMW-
4279  */
4280 static bool research_mon(void)
4281 {
4282         int i, n, r_idx;
4283         char sym, query;
4284         char buf[128];
4285
4286         bool notpicked;
4287
4288         bool recall = FALSE;
4289
4290         u16b why = 0;
4291
4292         u16b    *who;
4293
4294         /* XTRA HACK WHATSEARCH */
4295         bool    all = FALSE;
4296         bool    uniq = FALSE;
4297         bool    norm = FALSE;
4298         char temp[80] = "";
4299
4300         /* XTRA HACK REMEMBER_IDX */
4301         static int old_sym = '\0';
4302         static int old_i = 0;
4303
4304
4305         /* Save the screen */
4306         screen_save();
4307
4308         /* Get a character, or abort */
4309 #ifdef JP
4310 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ­¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE)) 
4311 #else
4312         if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
4313 #endif
4314
4315         {
4316                 /* Restore */
4317                 screen_load();
4318
4319                 return (FALSE);
4320         }
4321
4322         /* Find that character info, and describe it */
4323         for (i = 0; ident_info[i]; ++i)
4324         {
4325                 if (sym == ident_info[i][0]) break;
4326         }
4327
4328                 /* XTRA HACK WHATSEARCH */
4329         if (sym == KTRL('A'))
4330         {
4331                 all = TRUE;
4332 #ifdef JP
4333                 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4334 #else
4335                 strcpy(buf, "Full monster list.");
4336 #endif
4337         }
4338         else if (sym == KTRL('U'))
4339         {
4340                 all = uniq = TRUE;
4341 #ifdef JP
4342                 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4343 #else
4344                 strcpy(buf, "Unique monster list.");
4345 #endif
4346         }
4347         else if (sym == KTRL('N'))
4348         {
4349                 all = norm = TRUE;
4350 #ifdef JP
4351                 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4352 #else
4353                 strcpy(buf, "Non-unique monster list.");
4354 #endif
4355         }
4356         else if (sym == KTRL('M'))
4357         {
4358                 all = TRUE;
4359 #ifdef JP
4360                 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
4361 #else
4362                 if (!get_string("Enter name:",temp, 70))
4363 #endif
4364                 {
4365                         temp[0]=0;
4366
4367                         /* Restore */
4368                         screen_load();
4369
4370                         return FALSE;
4371                 }
4372 #ifdef JP
4373                 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
4374 #else
4375                 sprintf(buf, "Monsters with a name \"%s\"",temp);
4376 #endif
4377         }
4378         else if (ident_info[i])
4379         {
4380                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4381         }
4382         else
4383         {
4384 #ifdef JP
4385 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
4386 #else
4387                 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
4388 #endif
4389
4390         }
4391
4392         /* Display the result */
4393         prt(buf, 16, 10);
4394
4395
4396         /* Allocate the "who" array */
4397         C_MAKE(who, max_r_idx, u16b);
4398
4399         /* Collect matching monsters */
4400         for (n = 0, i = 1; i < max_r_idx; i++)
4401         {
4402                 monster_race *r_ptr = &r_info[i];
4403
4404                 /* Empty monster */
4405                 if (!r_ptr->name) continue;
4406
4407                 /* XTRA HACK WHATSEARCH */
4408                 /* Require non-unique monsters if needed */
4409                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4410
4411                 /* Require unique monsters if needed */
4412                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4413
4414                 /* Ì¾Á°¸¡º÷ */
4415                 if (temp[0])
4416                 {
4417                         int xx;
4418                         char temp2[80];
4419
4420                         for (xx = 0; temp[xx] && xx < 80; xx++)
4421                         {
4422 #ifdef JP
4423                                 if (iskanji(temp[xx]))
4424                                 {
4425                                         xx++;
4426                                         continue;
4427                                 }
4428 #endif
4429                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4430                         }
4431   
4432 #ifdef JP
4433                         strcpy(temp2, r_name + r_ptr->E_name);
4434 #else
4435                         strcpy(temp2, r_name + r_ptr->name);
4436 #endif
4437                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4438                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4439
4440 #ifdef JP
4441                         if (strstr(temp2, temp) || strstr_j(r_name + r_ptr->name, temp))
4442 #else
4443                         if (strstr(temp2, temp))
4444 #endif
4445                                 who[n++] = i;
4446                 }
4447                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4448         }
4449
4450         /* Nothing to recall */
4451         if (!n)
4452         {
4453                 /* Free the "who" array */
4454                 C_KILL(who, max_r_idx, u16b);
4455
4456                 /* Restore */
4457                 screen_load();
4458
4459                 return (FALSE);
4460         }
4461
4462         /* Sort by level */
4463         why = 2;
4464         query = 'y';
4465
4466         /* Sort if needed */
4467         if (why)
4468         {
4469                 /* Select the sort method */
4470                 ang_sort_comp = ang_sort_comp_hook;
4471                 ang_sort_swap = ang_sort_swap_hook;
4472
4473                 /* Sort the array */
4474                 ang_sort(who, &why, n);
4475         }
4476
4477
4478         /* Start at the end */
4479         /* XTRA HACK REMEMBER_IDX */
4480         if (old_sym == sym && old_i < n) i = old_i;
4481         else i = n - 1;
4482
4483         notpicked = TRUE;
4484
4485         /* Scan the monster memory */
4486         while (notpicked)
4487         {
4488                 /* Extract a race */
4489                 r_idx = who[i];
4490
4491                 /* Hack -- Begin the prompt */
4492                 roff_top(r_idx);
4493
4494                 /* Hack -- Complete the prompt */
4495 #ifdef JP
4496 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
4497 #else
4498                 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
4499 #endif
4500
4501
4502                 /* Interact */
4503                 while (1)
4504                 {
4505                         /* Recall */
4506                         if (recall)
4507                         {
4508                                 /*** Recall on screen ***/
4509
4510                                 /* Get maximal info about this monster */
4511                                 lore_do_probe(r_idx);
4512
4513                                 /* Save this monster ID */
4514                                 monster_race_track(r_idx);
4515
4516                                 /* Hack -- Handle stuff */
4517                                 handle_stuff();
4518
4519                                 /* know every thing mode */
4520                                 screen_roff(r_idx, 0x01);
4521                                 notpicked = FALSE;
4522
4523                                 /* XTRA HACK REMEMBER_IDX */
4524                                 old_sym = sym;
4525                                 old_i = i;
4526                         }
4527
4528                         /* Command */
4529                         query = inkey();
4530
4531                         /* Normal commands */
4532                         if (query != 'r') break;
4533
4534                         /* Toggle recall */
4535                         recall = !recall;
4536                 }
4537
4538                 /* Stop scanning */
4539                 if (query == ESCAPE) break;
4540
4541                 /* Move to "prev" monster */
4542                 if (query == '-')
4543                 {
4544                         if (++i == n)
4545                         {
4546                                 i = 0;
4547                                 if (!expand_list) break;
4548                         }
4549                 }
4550
4551                 /* Move to "next" monster */
4552                 else
4553                 {
4554                         if (i-- == 0)
4555                         {
4556                                 i = n - 1;
4557                                 if (!expand_list) break;
4558                         }
4559                 }
4560         }
4561
4562
4563         /* Re-display the identity */
4564         /* prt(buf, 5, 5);*/
4565
4566         /* Free the "who" array */
4567         C_KILL(who, max_r_idx, u16b);
4568
4569         /* Restore */
4570         screen_load();
4571
4572         return (!notpicked);
4573 }
4574
4575
4576 /*
4577  * Execute a building command
4578  */
4579 static void bldg_process_command(building_type *bldg, int i)
4580 {
4581         int bact = bldg->actions[i];
4582         int bcost;
4583         bool paid = FALSE;
4584         int amt;
4585
4586         /* Flush messages XXX XXX XXX */
4587         msg_flag = FALSE;
4588         msg_print(NULL);
4589
4590         if (is_owner(bldg))
4591                 bcost = bldg->member_costs[i];
4592         else
4593                 bcost = bldg->other_costs[i];
4594
4595         /* action restrictions */
4596         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4597             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4598         {
4599 #ifdef JP
4600 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4601 #else
4602                 msg_print("You have no right to choose that!");
4603 #endif
4604                 return;
4605         }
4606
4607         /* check gold (HACK - Recharge uses variable costs) */
4608         if ((bact != BACT_RECHARGE) &&
4609             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4610              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4611         {
4612 #ifdef JP
4613 msg_print("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª");
4614 #else
4615                 msg_print("You do not have the gold!");
4616 #endif
4617                 return;
4618         }
4619
4620         switch (bact)
4621         {
4622         case BACT_NOTHING:
4623                 /* Do nothing */
4624                 break;
4625         case BACT_RESEARCH_ITEM:
4626                 paid = identify_fully(FALSE);
4627                 break;
4628         case BACT_TOWN_HISTORY:
4629                 town_history();
4630                 break;
4631         case BACT_RACE_LEGENDS:
4632                 race_legends();
4633                 break;
4634         case BACT_QUEST:
4635                 castle_quest();
4636                 break;
4637         case BACT_KING_LEGENDS:
4638         case BACT_ARENA_LEGENDS:
4639         case BACT_LEGENDS:
4640                 show_highclass();
4641                 break;
4642         case BACT_POSTER:
4643         case BACT_ARENA_RULES:
4644         case BACT_ARENA:
4645                 arena_comm(bact);
4646                 break;
4647         case BACT_IN_BETWEEN:
4648         case BACT_CRAPS:
4649         case BACT_SPIN_WHEEL:
4650         case BACT_DICE_SLOTS:
4651         case BACT_GAMBLE_RULES:
4652         case BACT_POKER:
4653                 gamble_comm(bact);
4654                 break;
4655         case BACT_REST:
4656         case BACT_RUMORS:
4657         case BACT_FOOD:
4658                 paid = inn_comm(bact);
4659                 break;
4660         case BACT_RESEARCH_MONSTER:
4661                 paid = research_mon();
4662                 break;
4663         case BACT_COMPARE_WEAPONS:
4664                 paid = compare_weapons();
4665                 break;
4666         case BACT_ENCHANT_WEAPON:
4667                 item_tester_hook = item_tester_hook_melee_weapon;
4668                 enchant_item(bcost, 1, 1, 0);
4669                 break;
4670         case BACT_ENCHANT_ARMOR:
4671                 item_tester_hook = item_tester_hook_armour;
4672                 enchant_item(bcost, 0, 0, 1);
4673                 break;
4674         case BACT_RECHARGE:
4675                 building_recharge();
4676                 break;
4677         case BACT_RECHARGE_ALL:
4678                 building_recharge_all();
4679                 break;
4680         case BACT_IDENTS: /* needs work */
4681 #ifdef JP
4682                 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4683                 identify_pack();
4684                 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4685 #else
4686                 if (!get_check("Do you pay for identify all your possession? ")) break;
4687                 identify_pack();
4688                 msg_print("Your possessions have been identified.");
4689 #endif
4690
4691                 paid = TRUE;
4692                 break;
4693         case BACT_IDENT_ONE: /* needs work */
4694                 paid = ident_spell(FALSE);
4695                 break;
4696         case BACT_LEARN:
4697                 do_cmd_study();
4698                 break;
4699         case BACT_HEALING: /* needs work */
4700                 hp_player(200);
4701                 set_poisoned(0);
4702                 set_blind(0);
4703                 set_confused(0);
4704                 set_cut(0);
4705                 set_stun(0);
4706                 paid = TRUE;
4707                 break;
4708         case BACT_RESTORE: /* needs work */
4709                 if (do_res_stat(A_STR)) paid = TRUE;
4710                 if (do_res_stat(A_INT)) paid = TRUE;
4711                 if (do_res_stat(A_WIS)) paid = TRUE;
4712                 if (do_res_stat(A_DEX)) paid = TRUE;
4713                 if (do_res_stat(A_CON)) paid = TRUE;
4714                 if (do_res_stat(A_CHR)) paid = TRUE;
4715                 break;
4716         case BACT_GOLD: /* set timed reward flag */
4717                 if (!p_ptr->rewards[BACT_GOLD])
4718                 {
4719                         share_gold();
4720                         p_ptr->rewards[BACT_GOLD] = TRUE;
4721                 }
4722                 else
4723                 {
4724 #ifdef JP
4725                         msg_print("º£Æü¤Îʬ¤±Á°¤Ï¤¹¤Ç¤Ë»Ùʧ¤Ã¤¿¤¾¡ª");
4726 #else
4727                         msg_print("You just had your daily allowance!");
4728 #endif
4729                 }
4730                 break;
4731         case BACT_ENCHANT_ARROWS:
4732                 item_tester_hook = item_tester_hook_ammo;
4733                 enchant_item(bcost, 1, 1, 0);
4734                 break;
4735         case BACT_ENCHANT_BOW:
4736                 item_tester_tval = TV_BOW;
4737                 enchant_item(bcost, 1, 1, 0);
4738                 break;
4739         case BACT_RECALL:
4740                 if (recall_player(1)) paid = TRUE;
4741                 break;
4742         case BACT_TELEPORT_LEVEL:
4743         {
4744                 int select_dungeon;
4745                 int i, num = 0;
4746                 s16b *dun;
4747                 int max_depth;
4748
4749                 /* Allocate the "dun" array */
4750                 C_MAKE(dun, max_d_idx, s16b);
4751
4752                 screen_save();
4753                 clear_bldg(4, 20);
4754
4755                 for(i = 1; i < max_d_idx; i++)
4756                 {
4757                         char buf[80];
4758                         bool seiha = FALSE;
4759
4760                         if (!d_info[i].maxdepth) continue;
4761                         if (!max_dlv[i]) continue;
4762                         if (d_info[i].final_guardian)
4763                         {
4764                                 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
4765                         }
4766                         else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
4767
4768 #ifdef JP
4769                         sprintf(buf,"%c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4770 #else
4771                         sprintf(buf,"%c) %c%-12s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4772 #endif
4773                         put_str(buf, 4+num, 5);
4774                         dun[num] = i;
4775                         num++;
4776                 }
4777 #ifdef JP
4778                 prt("¤É¤Î¥À¥ó¥¸¥ç¥ó¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«:", 0, 0);
4779 #else
4780                 prt("Which dungeon do you teleport?: ", 0, 0);
4781 #endif
4782                 while(1)
4783                 {
4784                         i = inkey();
4785
4786                         if (i == ESCAPE)
4787                         {
4788                                 /* Free the "dun" array */
4789                                 C_KILL(dun, max_d_idx, s16b);
4790
4791                                 screen_load();
4792                                 return;
4793                         }
4794                         if (i >= 'a' && i <('a'+num))
4795                         {
4796                                 select_dungeon = dun[i-'a'];
4797                                 break;
4798                         }
4799                         else bell();
4800                 }
4801                 screen_load();
4802
4803                 /* Free the "dun" array */
4804                 C_KILL(dun, max_d_idx, s16b);
4805
4806                 max_depth = d_info[select_dungeon].maxdepth;
4807
4808                 /* Limit depth in Angband */
4809                 if (select_dungeon == DUNGEON_ANGBAND)
4810                 {
4811                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4812                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4813                 }
4814
4815 #ifdef JP
4816                 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4817 #else
4818                 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4819 #endif
4820
4821                 if (amt > 0)
4822                 {
4823                         p_ptr->word_recall = 1;
4824                         p_ptr->recall_dungeon = select_dungeon;
4825                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4826                         if (record_maxdeapth)
4827 #ifdef JP
4828                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4829 #else
4830                         do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4831 #endif
4832 #ifdef JP
4833                         msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤­¤¿...");
4834 #else
4835                         msg_print("The air about you becomes charged...");
4836 #endif
4837
4838                         paid = TRUE;
4839                         p_ptr->redraw |= (PR_STATUS);
4840                 }
4841                 break;
4842         }
4843         case BACT_LOSE_MUTATION:
4844                 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4845                 {
4846                         while(!lose_mutation(0));
4847                         paid = TRUE;
4848                 }
4849                 else
4850                 {
4851 #ifdef JP
4852                         msg_print("¼£¤¹¤Ù¤­ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
4853 #else
4854                         msg_print("You have no mutations.");
4855 #endif
4856                         msg_print(NULL);
4857                 }
4858                 break;
4859         case BACT_BATTLE:
4860                 kakutoujou();
4861                 break;
4862         case BACT_TSUCHINOKO:
4863                 tsuchinoko();
4864                 break;
4865         case BACT_KUBI:
4866                 shoukinkubi();
4867                 break;
4868         case BACT_TARGET:
4869                 today_target();
4870                 break;
4871         case BACT_KANKIN:
4872                 kankin();
4873                 break;
4874         case BACT_HEIKOUKA:
4875 #ifdef JP
4876                 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4877 #else
4878                 msg_print("You received an equalization ritual.");
4879 #endif
4880                 set_virtue(V_COMPASSION, 0);
4881                 set_virtue(V_HONOUR, 0);
4882                 set_virtue(V_JUSTICE, 0);
4883                 set_virtue(V_SACRIFICE, 0);
4884                 set_virtue(V_KNOWLEDGE, 0);
4885                 set_virtue(V_FAITH, 0);
4886                 set_virtue(V_ENLIGHTEN, 0);
4887                 set_virtue(V_ENCHANT, 0);
4888                 set_virtue(V_CHANCE, 0);
4889                 set_virtue(V_NATURE, 0);
4890                 set_virtue(V_HARMONY, 0);
4891                 set_virtue(V_VITALITY, 0);
4892                 set_virtue(V_UNLIFE, 0);
4893                 set_virtue(V_PATIENCE, 0);
4894                 set_virtue(V_TEMPERANCE, 0);
4895                 set_virtue(V_DILIGENCE, 0);
4896                 set_virtue(V_VALOUR, 0);
4897                 set_virtue(V_INDIVIDUALISM, 0);
4898                 get_virtues();
4899                 paid = TRUE;
4900                 break;
4901         case BACT_TELE_TOWN:
4902                 paid = tele_town();
4903                 break;
4904         case BACT_EVAL_AC:
4905                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4906                 break;
4907         }
4908
4909         if (paid)
4910         {
4911                 p_ptr->au -= bcost;
4912         }
4913 }
4914
4915
4916 /*
4917  * Enter quest level
4918  */
4919 void do_cmd_quest(void)
4920 {
4921         energy_use = 100;
4922
4923         if (cave[py][px].feat != FEAT_QUEST_ENTER)
4924         {
4925 #ifdef JP
4926 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4927 #else
4928                 msg_print("You see no quest level here.");
4929 #endif
4930
4931                 return;
4932         }
4933         else
4934         {
4935 #ifdef JP
4936                 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4937                 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4938                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4939                         msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4940 #else
4941                 msg_print("There is an entry of a quest.");
4942                 if (!get_check("Do you enter? ")) return;
4943 #endif
4944
4945                 /* Player enters a new quest */
4946                 p_ptr->oldpy = 0;
4947                 p_ptr->oldpx = 0;
4948
4949                 leave_quest_check();
4950
4951                 p_ptr->inside_quest = cave[py][px].special;
4952                 if(quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4953                 p_ptr->leftbldg = TRUE;
4954                 p_ptr->leaving = TRUE;
4955         }
4956 }
4957
4958
4959 /*
4960  * Do building commands
4961  */
4962 void do_cmd_bldg(void)
4963 {
4964         int             i, which;
4965         char            command;
4966         bool            validcmd;
4967         building_type   *bldg;
4968
4969
4970         energy_use = 100;
4971
4972         if (!((cave[py][px].feat >= FEAT_BLDG_HEAD) &&
4973                   (cave[py][px].feat <= FEAT_BLDG_TAIL)))
4974         {
4975 #ifdef JP
4976 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4977 #else
4978                 msg_print("You see no building here.");
4979 #endif
4980
4981                 return;
4982         }
4983
4984         which = (cave[py][px].feat - FEAT_BLDG_HEAD);
4985         building_loc = which;
4986
4987         bldg = &building[which];
4988
4989         /* Don't re-init the wilderness */
4990         reinit_wilderness = FALSE;
4991
4992         if ((which == 2) && (p_ptr->arena_number < 0))
4993         {
4994 #ifdef JP
4995 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4996 #else
4997                 msg_print("'There's no place here for a LOSER like you!'");
4998 #endif
4999                 return;
5000         }
5001         else if ((which == 2) && p_ptr->inside_arena && !p_ptr->exit_bldg)
5002         {
5003 #ifdef JP
5004 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª",0,0);
5005 #else
5006                 prt("The gates are closed.  The monster awaits!", 0, 0);
5007 #endif
5008
5009                 return;
5010         }
5011         else if ((which == 2) && p_ptr->inside_arena)
5012         {
5013                 p_ptr->leaving = TRUE;
5014                 p_ptr->inside_arena = FALSE;
5015         }
5016         else if (p_ptr->inside_battle)
5017         {
5018                 p_ptr->leaving = TRUE;
5019                 p_ptr->inside_battle = FALSE;
5020         }
5021         else
5022         {
5023                 p_ptr->oldpy = py;
5024                 p_ptr->oldpx = px;
5025         }
5026
5027         /* Forget the lite */
5028         forget_lite();
5029
5030         /* Forget the view */
5031         forget_view();
5032
5033         /* Hack -- Increase "icky" depth */
5034         character_icky++;
5035
5036         command_arg = 0;
5037         command_rep = 0;
5038         command_new = 0;
5039
5040         show_building(bldg);
5041         leave_bldg = FALSE;
5042
5043         while (!leave_bldg)
5044         {
5045                 validcmd = FALSE;
5046                 prt("", 1, 0);
5047
5048                 building_prt_gold();
5049
5050                 command = inkey();
5051
5052                 if (command == ESCAPE)
5053                 {
5054                         leave_bldg = TRUE;
5055                         p_ptr->inside_arena = FALSE;
5056                         p_ptr->inside_battle = FALSE;
5057                         break;
5058                 }
5059
5060                 for (i = 0; i < 8; i++)
5061                 {
5062                         if (bldg->letters[i])
5063                         {
5064                                 if (bldg->letters[i] == command)
5065                                 {
5066                                         validcmd = TRUE;
5067                                         break;
5068                                 }
5069                         }
5070                 }
5071
5072                 if (validcmd)
5073                         bldg_process_command(bldg, i);
5074
5075                 /* Notice stuff */
5076                 notice_stuff();
5077
5078                 /* Handle stuff */
5079                 handle_stuff();
5080         }
5081
5082         /* Flush messages XXX XXX XXX */
5083         msg_flag = FALSE;
5084         msg_print(NULL);
5085
5086         /* Reinit wilderness to activate quests ... */
5087         if (reinit_wilderness)
5088                 p_ptr->leaving = TRUE;
5089
5090         /* Hack -- Decrease "icky" depth */
5091         character_icky--;
5092
5093         /* Clear the screen */
5094         Term_clear();
5095
5096         /* Update the visuals */
5097         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5098
5099         /* Redraw entire screen */
5100         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5101
5102         /* Window stuff */
5103         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5104 }
5105
5106
5107 /* Array of places to find an inscription */
5108 static cptr find_quest[] =
5109 {
5110 #ifdef JP
5111 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5112 #else
5113         "You find the following inscription in the floor",
5114 #endif
5115
5116 #ifdef JP
5117 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5118 #else
5119         "You see a message inscribed in the wall",
5120 #endif
5121
5122 #ifdef JP
5123 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5124 #else
5125         "There is a sign saying",
5126 #endif
5127
5128 #ifdef JP
5129 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5130 #else
5131         "Something is written on the staircase",
5132 #endif
5133
5134 #ifdef JP
5135 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
5136 #else
5137         "You find a scroll with the following message",
5138 #endif
5139
5140 };
5141
5142
5143 /*
5144  * Discover quest
5145  */
5146 void quest_discovery(int q_idx)
5147 {
5148         quest_type      *q_ptr = &quest[q_idx];
5149         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5150         int             q_num = q_ptr->max_num;
5151         char            name[80];
5152
5153         /* No quest index */
5154         if (!q_idx) return;
5155
5156         strcpy(name, (r_name + r_ptr->name));
5157
5158         msg_print(find_quest[rand_range(0, 4)]);
5159         msg_print(NULL);
5160
5161         if (q_num == 1)
5162         {
5163                 /* Unique */
5164
5165                 /* Hack -- "unique" monsters must be "unique" */
5166                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5167                     (0 == r_ptr->max_num))
5168                 {
5169 #ifdef JP
5170                         msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5171 #else
5172                         msg_print("It seems that this level was protected by someone before...");
5173 #endif
5174                         /* The unique is already dead */
5175                         quest[q_idx].status = QUEST_STATUS_FINISHED;
5176                 }
5177                 else
5178                 {
5179 #ifdef JP
5180                         msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
5181 #else
5182                         msg_format("Beware, this level is protected by %s!", name);
5183 #endif
5184                 }
5185         }
5186         else
5187         {
5188                 /* Normal monsters */
5189 #ifdef JP
5190 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
5191 #else
5192                 plural_aux(name);
5193                 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
5194 #endif
5195
5196         }
5197 }
5198
5199
5200 /*
5201  * Hack -- Check if a level is a "quest" level
5202  */
5203 int quest_number(int level)
5204 {
5205         int i;
5206
5207         /* Check quests */
5208         if (p_ptr->inside_quest)
5209                 return (p_ptr->inside_quest);
5210
5211         for (i = 0; i < max_quests; i++)
5212         {
5213                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5214
5215                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5216                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
5217                     (quest[i].level == level) &&
5218                     (quest[i].dungeon == dungeon_type))
5219                         return (i);
5220         }
5221
5222         /* Check for random quest */
5223         return (random_quest_number(level));
5224 }
5225
5226
5227 /*
5228  * Return the index of the random quest on this level
5229  * (or zero)
5230  */
5231 int random_quest_number(int level)
5232 {
5233         int i;
5234
5235         if (dungeon_type != DUNGEON_ANGBAND) return 0;
5236
5237         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5238         {
5239                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5240                     (quest[i].status == QUEST_STATUS_TAKEN) &&
5241                     (quest[i].level == level) &&
5242                     (quest[i].dungeon == DUNGEON_ANGBAND))
5243                 {
5244                         return i;
5245                 }
5246         }
5247
5248         /* Nope */
5249         return 0;
5250 }