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クエストを引き受ける等した時に決してペットとはぐれないようにした。
[hengbandforosx/hengbandosx.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_monsters[p_ptr->arena_number]];
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->flags3 & (RF3_IM_ACID | RF3_IM_ELEC | RF3_IM_FIRE | RF3_IM_COLD | RF3_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_CAIN:
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_HOUOU:
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_BARNEY:
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       ----   $100,000", 10, 10);
2119 #endif
2120 }
2121
2122 static void shoukinkubi(void)
2123 {
2124         int i;
2125         int y = 0;
2126
2127         clear_bldg(4,18);
2128
2129 #ifdef JP
2130         prt("»àÂΤò»ý¤Áµ¢¤ë¤È¾Þ¶â¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2131 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2132 #else
2133         prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2134 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2135 #endif
2136
2137         for (i = 0; i < MAX_KUBI; i++)
2138         {
2139                 char buf[160];
2140                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2141
2142                 sprintf(buf,"%-40s ---- ",r_name + r_ptr->name);
2143                 prt(buf, y+7, 10);
2144                 if (kubi_r_idx[i] > 10000)
2145 #ifdef JP
2146                         c_put_str(TERM_RED,"ºÑ", y+7, 56);
2147 #else
2148                         c_put_str(TERM_RED,"done", y+7, 56);
2149 #endif
2150                 else
2151                 {
2152                         sprintf(buf,"$%d", 300 * (r_ptr->level + 1));
2153                         prt(buf, y+7, 56);
2154                 }
2155                 y = (y+1) % 10;
2156                 if (!y && (i < MAX_KUBI -1))
2157                 {
2158 #ifdef JP
2159                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2160 #else
2161                         prt("Hit any key.", 0, 0);
2162 #endif
2163                         (void)inkey();
2164                         prt("", 0, 0);
2165                         clear_bldg(7,18);
2166                 }
2167         }
2168 }
2169
2170 static bool kankin(void)
2171 {
2172         int i, j;
2173         bool change = FALSE;
2174         char o_name[MAX_NLEN];
2175         object_type *o_ptr;
2176
2177         for (i = 0;i <= INVEN_LARM; i++)
2178         {
2179                 o_ptr = &inventory[i];
2180                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2181                 {
2182                         char buf[MAX_NLEN+20];
2183                         object_desc(o_name, o_ptr, TRUE, 3);
2184 #ifdef JP
2185                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2186 #else
2187                         sprintf(buf, "Convert %s into money? ",o_name);
2188 #endif
2189                         if (get_check(buf))
2190                         {
2191 #ifdef JP
2192                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 1000000L * o_ptr->number);
2193 #else
2194                                 msg_format("You get %ldgp.", 1000000L * o_ptr->number);
2195 #endif
2196                                 p_ptr->au += 1000000L * o_ptr->number;
2197                                 p_ptr->redraw |= (PR_GOLD);
2198                                 inven_item_increase(i, -o_ptr->number);
2199                                 inven_item_describe(i);
2200                                 inven_item_optimize(i);
2201                         }
2202                         change = TRUE;
2203                 }
2204         }
2205         for (i = 0;i <= INVEN_LARM; i++)
2206         {
2207                 o_ptr = &inventory[i];
2208                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2209                 {
2210                         char buf[MAX_NLEN+20];
2211                         object_desc(o_name, o_ptr, TRUE, 3);
2212 #ifdef JP
2213                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2214 #else
2215                         sprintf(buf, "Convert %s into money? ",o_name);
2216 #endif
2217                         if (get_check(buf))
2218                         {
2219 #ifdef JP
2220                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 200000L * o_ptr->number);
2221 #else
2222                                 msg_format("You get %ldgp.", 200000L * o_ptr->number);
2223 #endif
2224                                 p_ptr->au += 200000L * o_ptr->number;
2225                                 p_ptr->redraw |= (PR_GOLD);
2226                                 inven_item_increase(i, -o_ptr->number);
2227                                 inven_item_describe(i);
2228                                 inven_item_optimize(i);
2229                         }
2230                         change = TRUE;
2231                 }
2232         }
2233         for (i = 0;i <= INVEN_LARM; i++)
2234         {
2235                 o_ptr = &inventory[i];
2236                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2237                 {
2238                         char buf[MAX_NLEN+20];
2239                         object_desc(o_name, o_ptr, TRUE, 3);
2240 #ifdef JP
2241                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2242 #else
2243                         sprintf(buf, "Convert %s into money? ",o_name);
2244 #endif
2245                         if (get_check(buf))
2246                         {
2247 #ifdef JP
2248                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 100000L * o_ptr->number);
2249 #else
2250                                 msg_format("You get %ldgp.", 100000L * o_ptr->number);
2251 #endif
2252                                 p_ptr->au += 100000L * o_ptr->number;
2253                                 p_ptr->redraw |= (PR_GOLD);
2254                                 inven_item_increase(i, -o_ptr->number);
2255                                 inven_item_describe(i);
2256                                 inven_item_optimize(i);
2257                         }
2258                         change = TRUE;
2259                 }
2260         }
2261
2262         for (i = 0;i <= INVEN_LARM; i++)
2263         {
2264                 o_ptr = &inventory[i];
2265                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == today_mon))
2266                 {
2267                         char buf[MAX_NLEN+20];
2268                         object_desc(o_name, o_ptr, TRUE, 3);
2269 #ifdef JP
2270                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2271 #else
2272                         sprintf(buf, "Convert %s into money? ",o_name);
2273 #endif
2274                         if (get_check(buf))
2275                         {
2276 #ifdef JP
2277                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2278 #else
2279                                 msg_format("You get %ldgp.", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2280 #endif
2281                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2282                                 p_ptr->redraw |= (PR_GOLD);
2283                                 inven_item_increase(i, -o_ptr->number);
2284                                 inven_item_describe(i);
2285                                 inven_item_optimize(i);
2286                         }
2287                         change = TRUE;
2288                 }
2289         }
2290         for (i = 0;i <= INVEN_LARM; i++)
2291         {
2292                 o_ptr = &inventory[i];
2293                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == today_mon))
2294                 {
2295                         char buf[MAX_NLEN+20];
2296                         object_desc(o_name, o_ptr, TRUE, 3);
2297 #ifdef JP
2298                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2299 #else
2300                         sprintf(buf, "Convert %s into money? ",o_name);
2301 #endif
2302                         if (get_check(buf))
2303                         {
2304 #ifdef JP
2305                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2306 #else
2307                                 msg_format("You get %ldgp.", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2308 #endif
2309                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2310                                 p_ptr->redraw |= (PR_GOLD);
2311                                 inven_item_increase(i, -o_ptr->number);
2312                                 inven_item_describe(i);
2313                                 inven_item_optimize(i);
2314                         }
2315                         change = TRUE;
2316                 }
2317         }
2318
2319         for (j = 0; j < MAX_KUBI; j++)
2320         {
2321                 for (i = 0;i <= INVEN_LARM; i++)
2322                 {
2323                         o_ptr = &inventory[i];
2324                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2325                         {
2326                                 char buf[MAX_NLEN+20];
2327                                 object_desc(o_name, o_ptr, TRUE, 3);
2328 #ifdef JP
2329                                 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2330 #else
2331                                 sprintf(buf, "Convert %s into money? ",o_name);
2332 #endif
2333                                 if (get_check(buf))
2334                                 {
2335 #ifdef JP
2336                                         msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2337 #else
2338                                         msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2339 #endif
2340                                         p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2341                                         p_ptr->redraw |= (PR_GOLD);
2342                                         inven_item_increase(i, -o_ptr->number);
2343                                         inven_item_describe(i);
2344                                         inven_item_optimize(i);
2345                                         chg_virtue(V_JUSTICE, 5);
2346                                         kubi_r_idx[j] += 10000;
2347                                 }
2348                                 change = TRUE;
2349                         }
2350                 }
2351         }
2352
2353         if (!change)
2354         {
2355 #ifdef JP
2356                 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2357 #else
2358                 msg_print("You have nothing.");
2359 #endif
2360                 msg_print(NULL);
2361                 return FALSE;
2362         }
2363         return TRUE;
2364 }
2365
2366 bool get_nightmare(int r_idx)
2367 {
2368         monster_race *r_ptr = &r_info[r_idx];
2369
2370         /* Require eldritch horrors */
2371         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2372
2373         /* Require high level */
2374         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2375
2376         /* Accept this monster */
2377         return (TRUE);
2378 }
2379
2380
2381 void have_nightmare(int r_idx)
2382 {
2383         bool happened = FALSE;
2384
2385         int power = 100;
2386
2387         monster_race *r_ptr = &r_info[r_idx];
2388
2389         char m_name[80];
2390         cptr desc = r_name + r_ptr->name;
2391
2392
2393         power = r_ptr->level + 10;
2394
2395 #ifdef JP
2396         if (0)
2397 #else
2398         if (!(r_ptr->flags1 & RF1_UNIQUE))
2399 #endif
2400
2401         {
2402                 /* Describe it */
2403                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2404
2405                 if (r_ptr->flags1 & RF1_FRIENDS)
2406                 {
2407                         power /= 2;
2408                 }
2409         }
2410         else
2411         {
2412                 /* Describe it */
2413                 sprintf(m_name, "%s", desc);
2414
2415                 power *= 2;
2416         }
2417
2418         if (saving_throw(p_ptr->skill_sav * 100 / power))
2419         {
2420 #ifdef JP
2421         msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2422 #else
2423         msg_format("%^s chases you through your dreams.", m_name);
2424 #endif
2425
2426
2427                 /* Safe */
2428                 return;
2429         }
2430
2431         if (p_ptr->image)
2432         {
2433                 /* Something silly happens... */
2434 #ifdef JP
2435 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2436 #else
2437                 msg_format("You behold the %s visage of %s!",
2438 #endif
2439
2440                                           funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2441
2442                 if (one_in_(3))
2443                 {
2444                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2445                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2446                 }
2447
2448                 /* Never mind; we can't see it clearly enough */
2449                 return;
2450         }
2451
2452         /* Something frightening happens... */
2453 #ifdef JP
2454 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2455 #else
2456         msg_format("You behold the %s visage of %s!",
2457 #endif
2458
2459                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2460
2461         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2462
2463         switch(p_ptr->prace)
2464         {
2465                 /* Imps may make a saving throw */
2466                 case RACE_IMP:
2467                 case RACE_DEMON:
2468                 {
2469                         if (saving_throw(20 + p_ptr->lev)) return;
2470                 }
2471                 /* Undead may make a saving throw */
2472                 case RACE_SKELETON:
2473                 case RACE_ZOMBIE:
2474                 case RACE_SPECTRE:
2475                 case RACE_VAMPIRE:
2476                 {
2477                         if (saving_throw(10 + p_ptr->lev)) return;
2478                 }
2479         }
2480
2481         /* Mind blast */
2482         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2483         {
2484                 if (!p_ptr->resist_conf)
2485                 {
2486                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2487                 }
2488                 if (!p_ptr->resist_chaos && one_in_(3))
2489                 {
2490                         (void)set_image(p_ptr->image + randint0(250) + 150);
2491                 }
2492                 return;
2493         }
2494
2495         /* Lose int & wis */
2496         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2497         {
2498                 do_dec_stat(A_INT);
2499                 do_dec_stat(A_WIS);
2500                 return;
2501         }
2502
2503         /* Brain smash */
2504         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2505         {
2506                 if (!p_ptr->resist_conf)
2507                 {
2508                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2509                 }
2510                 if (!p_ptr->free_act)
2511                 {
2512                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2513                 }
2514                 while (!saving_throw(p_ptr->skill_sav))
2515                 {
2516                         (void)do_dec_stat(A_INT);
2517                 }
2518                 while (!saving_throw(p_ptr->skill_sav))
2519                 {
2520                         (void)do_dec_stat(A_WIS);
2521                 }
2522                 if (!p_ptr->resist_chaos)
2523                 {
2524                         (void)set_image(p_ptr->image + randint0(250) + 150);
2525                 }
2526                 return;
2527         }
2528
2529
2530         /* Amnesia */
2531         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2532         {
2533                 if (lose_all_info())
2534                 {
2535 #ifdef JP
2536 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2537 #else
2538                         msg_print("You forget everything in your utmost terror!");
2539 #endif
2540
2541                 }
2542                 return;
2543         }
2544
2545         /* Else gain permanent insanity */
2546         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2547                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2548                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2549         {
2550                 /* The poor bastard already has all possible insanities! */
2551                 return;
2552         }
2553
2554         while (!happened)
2555         {
2556                 switch (randint1(4))
2557                 {
2558                         case 1:
2559                         {
2560                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2561                                 {
2562                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2563                                         {
2564 #ifdef JP
2565 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2566 #else
2567                                                 msg_print("You turn into an utter moron!");
2568 #endif
2569                                         }
2570                                         else
2571                                         {
2572 #ifdef JP
2573 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2574 #else
2575                                                 msg_print("You turn into an utter moron!");
2576 #endif
2577                                         }
2578
2579                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2580                                         {
2581 #ifdef JP
2582 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2583 #else
2584                                                 msg_print("Your brain is no longer a living computer.");
2585 #endif
2586
2587                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2588                                         }
2589                                         p_ptr->muta3 |= MUT3_MORONIC;
2590                                         happened = TRUE;
2591                                 }
2592                                 break;
2593                         }
2594                         case 2:
2595                         {
2596                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2597                                 {
2598 #ifdef JP
2599 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2600 #else
2601                                         msg_print("You become paranoid!");
2602 #endif
2603
2604
2605                                         /* Duh, the following should never happen, but anyway... */
2606                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2607                                         {
2608 #ifdef JP
2609 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2610 #else
2611                                                 msg_print("You are no longer fearless.");
2612 #endif
2613
2614                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2615                                         }
2616
2617                                         p_ptr->muta2 |= MUT2_COWARDICE;
2618                                         happened = TRUE;
2619                                 }
2620                                 break;
2621                         }
2622                         case 3:
2623                         {
2624                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2625                                 {
2626 #ifdef JP
2627 msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2628 #else
2629                                         msg_print("You are afflicted by a hallucinatory insanity!");
2630 #endif
2631
2632                                         p_ptr->muta2 |= MUT2_HALLU;
2633                                         happened = TRUE;
2634                                 }
2635                                 break;
2636                         }
2637                         default:
2638                         {
2639                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2640                                 {
2641 #ifdef JP
2642 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2643 #else
2644                                         msg_print("You become subject to fits of berserk rage!");
2645 #endif
2646
2647                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2648                                         happened = TRUE;
2649                                 }
2650                                 break;
2651                         }
2652                 }
2653         }
2654
2655         p_ptr->update |= PU_BONUS;
2656         handle_stuff();
2657 }
2658
2659
2660 /*
2661  * inn commands
2662  * Note that resting for the night was a perfect way to avoid player
2663  * ghosts in the town *if* you could only make it to the inn in time (-:
2664  * Now that the ghosts are temporarily disabled in 2.8.X, this function
2665  * will not be that useful.  I will keep it in the hopes the player
2666  * ghost code does become a reality again. Does help to avoid filthy urchins.
2667  * Resting at night is also a quick way to restock stores -KMW-
2668  */
2669 static bool inn_comm(int cmd)
2670 {
2671         int dawnval;
2672
2673         switch (cmd)
2674         {
2675                 case BACT_FOOD: /* Buy food & drink */
2676 #ifdef JP
2677 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2678 #else
2679                         msg_print("The barkeep gives you some gruel and a beer.");
2680 #endif
2681
2682                         (void)set_food(PY_FOOD_MAX - 1);
2683                         break;
2684
2685                 case BACT_REST: /* Rest for the night */
2686                         dawnval = ((turn % (TURNS_PER_TICK * TOWN_DAWN)));
2687                         if (dawnval > (TURNS_PER_TICK * TOWN_DAWN)/4)
2688                         {  /* nighttime */
2689                                 if ((p_ptr->poisoned) || (p_ptr->cut))
2690                                 {
2691 #ifdef JP
2692 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2693 #else
2694                                         msg_print("You need a healer, not a room.");
2695 #endif
2696
2697                                         msg_print(NULL);
2698 #ifdef JP
2699 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2700 #else
2701                                         msg_print("Sorry, but don't want anyone dying in here.");
2702 #endif
2703
2704                                 }
2705                                 else
2706                                 {
2707                                         int oldturn = turn;
2708 #ifdef JP
2709                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2710 #else
2711                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn");
2712 #endif
2713                                         turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2714                                         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);
2715                                         p_ptr->chp = p_ptr->mhp;
2716
2717                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
2718
2719                                         if (ironman_nightmare)
2720                                         {
2721 #ifdef JP
2722 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2723 #else
2724                                                 msg_print("Horrible visions flit through your mind as you sleep.");
2725 #endif
2726
2727
2728                                                 /* Pick a nightmare */
2729                                                 get_mon_num_prep(get_nightmare, NULL);
2730
2731                                                 /* Have some nightmares */
2732                                                 while(1)
2733                                                 {
2734                                                         have_nightmare(get_mon_num(MAX_DEPTH));
2735
2736                                                         if (!one_in_(3)) break;
2737                                                 }
2738
2739                                                 /* Remove the monster restriction */
2740                                                 get_mon_num_prep(NULL, NULL);
2741
2742 #ifdef JP
2743 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2744 #else
2745                                                 msg_print("You awake screaming.");
2746 #endif
2747
2748 #ifdef JP
2749                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°­Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2750 #else
2751                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2752 #endif
2753                                         }
2754                                         else
2755                                         {
2756                                                 set_blind(0);
2757                                                 set_confused(0);
2758                                                 p_ptr->stun = 0;
2759                                                 p_ptr->chp = p_ptr->mhp;
2760                                                 p_ptr->csp = p_ptr->msp;
2761                                                 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2762                                                 {
2763                                                         int i;
2764                                                         for (i = 0; i < 72; i++)
2765                                                         {
2766                                                                 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2767                                                         }
2768                                                         for (; i < 108; i++)
2769                                                         {
2770                                                                 p_ptr->magic_num1[i] = 0;
2771                                                         }
2772                                                 }
2773
2774 #ifdef JP
2775 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2776 #else
2777                                                 msg_print("You awake refreshed for the new day.");
2778 #endif
2779
2780 #ifdef JP
2781                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò¤à¤«¤¨¤¿¡£");
2782 #else
2783                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2784 #endif
2785                                         }
2786
2787                                         p_ptr->leftbldg = TRUE;
2788                                 }
2789                         }
2790                         else
2791                         {
2792 #ifdef JP
2793 msg_print("Éô²°¤ÏÌë¤À¤±»ÈÍѲÄǽ¤Ç¤¹¡£");
2794 #else
2795                                 msg_print("The rooms are available only at night.");
2796 #endif
2797
2798                                 return (FALSE);
2799                         }
2800                         break;
2801                 case BACT_RUMORS: /* Listen for rumors */
2802                         {
2803                                 char Rumor[1024];
2804
2805 #ifdef JP
2806                                 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2807 #else
2808                                 if (!get_rnd_line("rumors.txt", 0, Rumor))
2809 #endif
2810
2811                                         msg_format("%s", Rumor);
2812                                 break;
2813                         }
2814         }
2815
2816         return (TRUE);
2817 }
2818
2819
2820 /*
2821  * Share gold for thieves
2822  */
2823 static void share_gold(void)
2824 {
2825         int i = (p_ptr->lev * 2) * 10;
2826 #ifdef JP
2827 msg_format("¡ð%d ¤ò¼ê¤ËÆþ¤ì¤¿¡£", i);
2828 #else
2829         msg_format("You collect %d gold pieces", i);
2830 #endif
2831
2832         p_ptr->au += i;
2833 }
2834
2835
2836 /*
2837  * Display quest information
2838  */
2839 static void get_questinfo(int questnum)
2840 {
2841         int     i;
2842         int     old_quest;
2843         char    tmp_str[80];
2844
2845
2846         /* Clear the text */
2847         for (i = 0; i < 10; i++)
2848         {
2849                 quest_text[i][0] = '\0';
2850         }
2851
2852         quest_text_line = 0;
2853
2854         /* Set the quest number temporary */
2855         old_quest = p_ptr->inside_quest;
2856         p_ptr->inside_quest = questnum;
2857
2858         /* Get the quest text */
2859         init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2860
2861 process_dungeon_file("q_info_j.txt", 0, 0, 0, 0);
2862
2863         /* Reset the old quest number */
2864         p_ptr->inside_quest = old_quest;
2865
2866         /* Print the quest info */
2867 #ifdef JP
2868 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2869 #else
2870         sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2871 #endif
2872
2873         prt(tmp_str, 5, 0);
2874
2875         prt(quest[questnum].name, 7, 0);
2876
2877         for (i = 0; i < 10; i++)
2878         {
2879                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2880         }
2881 }
2882
2883
2884 /*
2885  * Request a quest from the Lord.
2886  */
2887 static void castle_quest(void)
2888 {
2889         int             q_index = 0;
2890         monster_race    *r_ptr;
2891         quest_type      *q_ptr;
2892         cptr            name;
2893
2894
2895         clear_bldg(4, 18);
2896
2897         /* Current quest of the building */
2898         q_index = cave[py][px].special;
2899
2900         /* Is there a quest available at the building? */
2901         if (!q_index)
2902         {
2903 #ifdef JP
2904 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
2905 #else
2906                 put_str("I don't have a quest for you at the moment.", 8, 0);
2907 #endif
2908
2909                 return;
2910         }
2911
2912         q_ptr = &quest[q_index];
2913
2914         /* Quest is completed */
2915         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2916         {
2917                 /* Rewarded quest */
2918                 q_ptr->status = QUEST_STATUS_REWARDED;
2919
2920                 get_questinfo(q_index);
2921
2922                 reinit_wilderness = TRUE;
2923         }
2924         /* Failed quest */
2925         else if (q_ptr->status == QUEST_STATUS_FAILED)
2926         {
2927                 get_questinfo(q_index);
2928
2929                 /* Mark quest as done (but failed) */
2930                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2931
2932                 reinit_wilderness = TRUE;
2933         }
2934         /* Quest is still unfinished */
2935         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2936         {
2937 #ifdef JP
2938 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
2939 #else
2940                 put_str("You have not completed your current quest yet!", 8, 0);
2941 #endif
2942
2943 #ifdef JP
2944 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤­¤Þ¤¹¡£", 9, 0);
2945 #else
2946                 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
2947 #endif
2948
2949 #ifdef JP
2950 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
2951 #else
2952                 put_str("Return when you have completed your quest.", 12, 0);
2953 #endif
2954
2955         }
2956         /* No quest yet */
2957         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2958         {
2959                 q_ptr->status = QUEST_STATUS_TAKEN;
2960
2961                 reinit_wilderness = TRUE;
2962
2963                 /* Assign a new quest */
2964                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2965                 {
2966                         if (q_ptr->r_idx == 0)
2967                         {
2968                                 /* Random monster at least 5 - 10 levels out of deep */
2969                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2970                         }
2971
2972                         r_ptr = &r_info[q_ptr->r_idx];
2973
2974                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2975                         {
2976                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2977                                 r_ptr = &r_info[q_ptr->r_idx];
2978                         }
2979
2980                         if (q_ptr->max_num == 0)
2981                         {
2982                                 /* Random monster number */
2983                                 if (randint1(10) > 7)
2984                                         q_ptr->max_num = 1;
2985                                 else
2986                                         q_ptr->max_num = randint1(3) + 1;
2987                         }
2988
2989                         q_ptr->cur_num = 0;
2990                         name = (r_name + r_ptr->name);
2991 #ifdef JP
2992 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
2993 #else
2994                         msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
2995 #endif
2996
2997                 }
2998                 else
2999                 {
3000                         get_questinfo(q_index);
3001                 }
3002         }
3003 }
3004
3005
3006 /*
3007  * Display town history
3008  */
3009 static void town_history(void)
3010 {
3011         /* Save screen */
3012         screen_save();
3013
3014         /* Peruse the building help file */
3015 #ifdef JP
3016 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3017 #else
3018         (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3019 #endif
3020
3021
3022         /* Load screen */
3023         screen_load();
3024 }
3025
3026
3027 /*
3028  * Display the damage figure of an object
3029  * (used by compare_weapon_aux1)
3030  *
3031  * Only accurate for the current weapon, because it includes
3032  * the current +dam of the player.
3033  */
3034 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3035                                 int r, int c, int mult, cptr attr,
3036                                 byte color)
3037 {
3038         char tmp_str[80];
3039
3040         /* Print the intro text */
3041         c_put_str(color, attr, r, c);
3042
3043         /* Calculate the min and max damage figures */
3044 #ifdef JP
3045 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3046 #else
3047         sprintf(tmp_str, "Attack: %d-%d damage",
3048 #endif
3049
3050             (numblows * (mult * o_ptr->dd /60 + o_ptr->to_d + p_ptr->to_d[0])),
3051             (numblows * (mult * o_ptr->ds * o_ptr->dd /60 + o_ptr->to_d + p_ptr->to_d[0])));
3052
3053         /* Print the damage */
3054         put_str(tmp_str, r, c + 8);
3055 }
3056
3057
3058 /*
3059  * Show the damage figures for the various monster types
3060  *
3061  * Only accurate for the current weapon, because it includes
3062  * the current number of blows for the player.
3063  */
3064 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3065 {
3066         int mult = 60;
3067         u32b flgs[TR_FLAG_SIZE];
3068         int blow = p_ptr->num_blow[0];
3069
3070         /* Get the flags of the weapon */
3071         object_flags(o_ptr, flgs);
3072
3073         if (p_ptr->riding)
3074         {
3075                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
3076                         mult = mult * (o_ptr->dd + 2) / o_ptr->dd;
3077         }
3078         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) mult = mult * 7 / 2;
3079
3080         /* Print the relevant lines */
3081 #ifdef JP
3082 if (have_flag(flgs, TR_FORCE_WEAPON))     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3083 if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3084  else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3085 if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°­:", TERM_YELLOW);
3086  else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°­:", TERM_YELLOW);
3087 if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3088  else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3089 if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3090  else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3091 if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°­Ëâ:", TERM_YELLOW);
3092  else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°­Ëâ:", TERM_YELLOW);
3093 if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3094  else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3095 if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3096  else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3097 if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3098  else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3099 if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3100 else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3101 if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À­:", TERM_RED);
3102 if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À­:", TERM_RED);
3103 if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À­:", TERM_RED);
3104 if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À­:", TERM_RED);
3105 if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À­:", TERM_RED);
3106 #else
3107         if (have_flag(flgs, TR_FORCE_WEAPON))     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force  :", TERM_L_BLUE);
3108         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3109         else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3110         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3111         else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3112         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3113         else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3114         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3115         else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3116         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3117         else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3118         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3119         else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3120         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3121         else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3122         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3123         else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3124         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3125         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3126         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3127         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3128         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3129         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3130         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3131 #endif
3132
3133 }
3134
3135 static int hit_chance(int to_h, int ac)
3136 {
3137         int chance = 0;
3138         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3139
3140         if (meichuu <= 0) return 5;
3141
3142         chance = 100 - ((ac * 75) / meichuu);
3143
3144         if (chance > 95) chance = 95;
3145         if (chance < 5) chance = 5;
3146         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3147                 chance = (chance*19+9)/20;
3148         return chance;
3149 }
3150
3151 /*
3152  * Displays all info about a weapon
3153  *
3154  * Only accurate for the current weapon, because it includes
3155  * various info about the player's +to_dam and number of blows.
3156  */
3157 static void list_weapon(object_type *o_ptr, int row, int col)
3158 {
3159         char o_name[MAX_NLEN];
3160         char tmp_str[80];
3161
3162         /* Print the weapon name */
3163         object_desc(o_name, o_ptr, TRUE, 0);
3164         c_put_str(TERM_YELLOW, o_name, row, col);
3165
3166         /* Print the player's number of blows */
3167 #ifdef JP
3168 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3169 #else
3170         sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3171 #endif
3172
3173         put_str(tmp_str, row+1, col);
3174
3175         /* Print to_hit and to_dam of the weapon */
3176 #ifdef JP
3177 sprintf(tmp_str, "Ì¿ÃæΨ:  0  50 100 150 200 (Ũ¤ÎAC)");
3178 #else
3179 sprintf(tmp_str, "To Hit:  0  50 100 150 200 (AC)");
3180 #endif
3181
3182         put_str(tmp_str, row+2, col);
3183
3184         /* Print the weapons base damage dice */
3185 #ifdef JP
3186 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));
3187 #else
3188 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));
3189 #endif
3190
3191         put_str(tmp_str, row+3, col);
3192
3193 #ifdef JP
3194 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3195 #else
3196         c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3197 #endif
3198
3199
3200         /* Damage for one blow (if it hits) */
3201 #ifdef JP
3202 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤­ %d-%d",
3203 #else
3204         sprintf(tmp_str, "One Strike: %d-%d damage",
3205 #endif
3206
3207             o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0],
3208             o_ptr->ds * o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]);
3209         put_str(tmp_str, row+6, col+1);
3210
3211         /* Damage for the complete attack (if all blows hit) */
3212 #ifdef JP
3213 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤­ %d-%d",
3214 #else
3215         sprintf(tmp_str, "One Attack: %d-%d damage",
3216 #endif
3217
3218             p_ptr->num_blow[0] * (o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]),
3219             p_ptr->num_blow[0] * (o_ptr->ds * o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]));
3220         put_str(tmp_str, row+7, col+1);
3221 }
3222
3223
3224 /*
3225  * Hook to specify "weapon"
3226  */
3227 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3228 {
3229         switch (o_ptr->tval)
3230         {
3231                 case TV_HAFTED:
3232                 case TV_POLEARM:
3233                 case TV_DIGGING:
3234                 {
3235                         return (TRUE);
3236                 }
3237                 case TV_SWORD:
3238                 {
3239                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3240                 }
3241         }
3242
3243         return (FALSE);
3244 }
3245
3246
3247 /*
3248  * Hook to specify "ammo"
3249  */
3250 static bool item_tester_hook_ammo(object_type *o_ptr)
3251 {
3252         switch (o_ptr->tval)
3253         {
3254                 case TV_SHOT:
3255                 case TV_ARROW:
3256                 case TV_BOLT:
3257                 {
3258                         return (TRUE);
3259                 }
3260         }
3261
3262         return (FALSE);
3263 }
3264
3265
3266 /*
3267  * Compare weapons
3268  *
3269  * Copies the weapons to compare into the weapon-slot and
3270  * compares the values for both weapons.
3271  */
3272 static bool compare_weapons(void)
3273 {
3274         int item, item2;
3275         object_type *o1_ptr, *o2_ptr;
3276         object_type orig_weapon;
3277         object_type *i_ptr;
3278         cptr q, s;
3279         int row = 2;
3280
3281         screen_save();
3282         /* Clear the screen */
3283         clear_bldg(0, 22);
3284
3285         /* Store copy of original wielded weapon */
3286         i_ptr = &inventory[INVEN_RARM];
3287         object_copy(&orig_weapon, i_ptr);
3288
3289         item_tester_no_ryoute = TRUE;
3290         /* Only compare melee weapons */
3291         item_tester_hook = item_tester_hook_melee_weapon;
3292
3293         /* Get the first weapon */
3294 #ifdef JP
3295 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3296 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3297 #else
3298         q = "What is your first weapon? ";
3299         s = "You have nothing to compare.";
3300 #endif
3301
3302         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3303         {
3304                 screen_load();
3305                 return (FALSE);
3306         }
3307
3308         /* Get the item (in the pack) */
3309         o1_ptr = &inventory[item];
3310
3311         /* Clear the screen */
3312         clear_bldg(0, 22);
3313
3314         item_tester_no_ryoute = TRUE;
3315         /* Only compare melee weapons */
3316         item_tester_hook = item_tester_hook_melee_weapon;
3317
3318         /* Get the second weapon */
3319 #ifdef JP
3320 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3321 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3322 #else
3323         q = "What is your second weapon? ";
3324         s = "You have nothing to compare.";
3325 #endif
3326
3327         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3328         {
3329                 screen_load();
3330                 return (FALSE);
3331         }
3332
3333         /* Get the item (in the pack) */
3334         o2_ptr = &inventory[item2];
3335
3336         /* Clear the screen */
3337         clear_bldg(0, 22);
3338
3339         /* Copy first weapon into the weapon slot (if it's not already there) */
3340         if (o1_ptr != i_ptr)
3341                 object_copy(i_ptr, o1_ptr);
3342
3343         /* Get the new values */
3344         calc_bonuses();
3345
3346         /* List the new values */
3347         list_weapon(o1_ptr, row, 2);
3348         compare_weapon_aux1(o1_ptr, 2, row + 8);
3349
3350         /* Copy second weapon into the weapon slot (if it's not already there) */
3351         if (o2_ptr != i_ptr)
3352                 object_copy(i_ptr, o2_ptr);
3353         else
3354                 object_copy(i_ptr, &orig_weapon);
3355
3356         /* Get the new values */
3357         calc_bonuses();
3358
3359         /* List the new values */
3360         list_weapon(o2_ptr, row, 40);
3361         compare_weapon_aux1(o2_ptr, 40, row + 8);
3362
3363         /* Copy back the original weapon into the weapon slot */
3364         object_copy(i_ptr, &orig_weapon);
3365
3366         /* Reset the values for the old weapon */
3367         calc_bonuses();
3368
3369 #ifdef JP
3370 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï­¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3371 #else
3372         put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3373 #endif
3374
3375 #ifdef JP
3376 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3377 #else
3378         msg_print("Based on your current abilities, here is what your weapons will do");
3379 #endif
3380
3381
3382         flush();
3383         (void)inkey();
3384         screen_load();
3385
3386         /* Done */
3387         return (TRUE);
3388 }
3389
3390
3391 /*
3392  * Enchant item
3393  */
3394 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3395 {
3396         int         i, item;
3397         bool        okay = FALSE;
3398         object_type *o_ptr;
3399         cptr        q, s;
3400         int         maxenchant = (p_ptr->lev / 5);
3401         char        tmp_str[MAX_NLEN];
3402
3403
3404         clear_bldg(4, 18);
3405 #ifdef JP
3406 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ­¤Þ¤¹¡£", maxenchant), 5, 0);
3407 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤­¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3408 #else
3409         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3410         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3411 #endif
3412
3413         item_tester_no_ryoute = TRUE;
3414
3415         /* Get an item */
3416 #ifdef JP
3417 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3418 s = "²þÎɤǤ­¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3419 #else
3420         q = "Improve which item? ";
3421         s = "You have nothing to improve.";
3422 #endif
3423
3424         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3425
3426         /* Get the item (in the pack) */
3427         o_ptr = &inventory[item];
3428
3429         /* Check if the player has enough money */
3430         if (p_ptr->au < (cost * o_ptr->number))
3431         {
3432                 object_desc(tmp_str, o_ptr, TRUE, 0);
3433 #ifdef JP
3434 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3435 #else
3436                 msg_format("You do not have the gold to improve %s!", tmp_str);
3437 #endif
3438
3439                 return (FALSE);
3440         }
3441
3442         /* Enchant to hit */
3443         for (i = 0; i < to_hit; i++)
3444         {
3445                 if (o_ptr->to_h < maxenchant)
3446                 {
3447                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3448                         {
3449                                 okay = TRUE;
3450                                 break;
3451                         }
3452                 }
3453         }
3454
3455         /* Enchant to damage */
3456         for (i = 0; i < to_dam; i++)
3457         {
3458                 if (o_ptr->to_d < maxenchant)
3459                 {
3460                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3461                         {
3462                                 okay = TRUE;
3463                                 break;
3464                         }
3465                 }
3466         }
3467
3468         /* Enchant to AC */
3469         for (i = 0; i < to_ac; i++)
3470         {
3471                 if (o_ptr->to_a < maxenchant)
3472                 {
3473                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3474                         {
3475                                 okay = TRUE;
3476                                 break;
3477                         }
3478                 }
3479         }
3480
3481         /* Failure */
3482         if (!okay)
3483         {
3484                 /* Flush */
3485                 if (flush_failure) flush();
3486
3487                 /* Message */
3488 #ifdef JP
3489 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3490 #else
3491                 msg_print("The improvement failed.");
3492 #endif
3493
3494
3495                 return (FALSE);
3496         }
3497         else
3498         {
3499                 object_desc(tmp_str, o_ptr, TRUE, 1);
3500 #ifdef JP
3501 msg_format("¡ð%d ¤Ç%s¤ò²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str );
3502 #else
3503                 msg_format("Improved %s for %d gold.", tmp_str, cost * o_ptr->number);
3504 #endif
3505
3506                 /* Charge the money */
3507                 p_ptr->au -= (cost * o_ptr->number);
3508
3509                 if (item >= INVEN_RARM) calc_android_exp();
3510
3511                 /* Something happened */
3512                 return (TRUE);
3513         }
3514 }
3515
3516
3517 /*
3518  * Recharge rods, wands and staves
3519  *
3520  * The player can select the number of charges to add
3521  * (up to a limit), and the recharge never fails.
3522  *
3523  * The cost for rods depends on the level of the rod. The prices
3524  * for recharging wands and staves are dependent on the cost of
3525  * the base-item.
3526  */
3527 static void building_recharge(void)
3528 {
3529         int         item, lev;
3530         object_type *o_ptr;
3531         object_kind *k_ptr;
3532         cptr        q, s;
3533         int         price;
3534         int         charges;
3535         int         max_charges;
3536         char        tmp_str[MAX_NLEN];
3537
3538         msg_flag = FALSE;
3539
3540         /* Display some info */
3541         clear_bldg(4, 18);
3542 #ifdef JP
3543 prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3544 #else
3545         prt("  The prices of recharge depend on the type.", 6, 0);
3546 #endif
3547
3548
3549         /* Only accept legal items */
3550         item_tester_hook = item_tester_hook_recharge;
3551
3552         /* Get an item */
3553 #ifdef JP
3554 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3555 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3556 #else
3557         q = "Recharge which item? ";
3558         s = "You have nothing to recharge.";
3559 #endif
3560
3561         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3562
3563         /* Get the item (in the pack) */
3564         if (item >= 0)
3565         {
3566                 o_ptr = &inventory[item];
3567         }
3568
3569         /* Get the item (on the floor) */
3570         else
3571         {
3572                 o_ptr = &o_list[0 - item];
3573         }
3574
3575         k_ptr = &k_info[o_ptr->k_idx];
3576
3577         /*
3578          * We don't want to give the player free info about
3579          * the level of the item or the number of charges.
3580          */
3581         /* The item must be "known" */
3582         if (!object_known_p(o_ptr))
3583         {
3584 #ifdef JP
3585 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3586 #else
3587                 msg_format("The item must be identified first!");
3588 #endif
3589
3590                 msg_print(NULL);
3591
3592                 if ((p_ptr->au >= 50) &&
3593 #ifdef JP
3594 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3595 #else
3596                         get_check("Identify for 50 gold? "))
3597 #endif
3598
3599                 {
3600                         /* Pay the price */
3601                         p_ptr->au -= 50;
3602
3603                         /* Identify it */
3604                         identify_item(o_ptr);
3605
3606                         /* Description */
3607                         object_desc(tmp_str, o_ptr, TRUE, 3);
3608
3609 #ifdef JP
3610 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3611 #else
3612                         msg_format("You have: %s.", tmp_str);
3613 #endif
3614
3615
3616                         /* Update the gold display */
3617                         building_prt_gold();
3618                 }
3619                 else
3620                 {
3621                         return;
3622                 }
3623         }
3624
3625         /* Extract the object "level" */
3626         lev = get_object_level(o_ptr);
3627
3628         /* Price for a rod */
3629         if (o_ptr->tval == TV_ROD)
3630         {
3631                 if (o_ptr->timeout > 0)
3632                 {
3633                         /* Fully recharge */
3634                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3635                 }
3636                 else
3637                 {
3638                         /* No recharge necessary */
3639                         price = 0;
3640 #ifdef JP
3641 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3642 #else
3643                         msg_format("That doesn't need to be recharged.");
3644 #endif
3645
3646                         return;
3647                 }
3648         }
3649         else if (o_ptr->tval == TV_STAFF)
3650         {
3651                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3652                 price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3653
3654                 /* Pay at least 10 gold per charge */
3655                 price = MAX(10, price);
3656         }
3657         else
3658         {
3659                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3660                 price = (get_object_cost(o_ptr) / 10);
3661
3662                 /* Pay at least 10 gold per charge */
3663                 price = MAX(10, price);
3664         }
3665
3666         /* Limit the number of charges for wands and staffs */
3667         if (o_ptr->tval == TV_WAND
3668                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3669         {
3670                 if (o_ptr->number > 1)
3671                 {
3672 #ifdef JP
3673 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3674 #else
3675                         msg_print("These wands are already fully charged.");
3676 #endif
3677                 }
3678                 else
3679                 {
3680 #ifdef JP
3681 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3682 #else
3683                         msg_print("This wand is already fully charged.");
3684 #endif
3685                 }
3686                 return;
3687         }
3688         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3689         {
3690                 if (o_ptr->number > 1)
3691                 {
3692 #ifdef JP
3693 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3694 #else
3695                         msg_print("These staffs are already fully charged.");
3696 #endif
3697                 }
3698                 else
3699                 {
3700 #ifdef JP
3701 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3702 #else
3703                         msg_print("This staff is already fully charged.");
3704 #endif
3705                 }
3706                 return;
3707         }
3708
3709         /* Check if the player has enough money */
3710         if (p_ptr->au < price)
3711         {
3712                 object_desc(tmp_str, o_ptr, TRUE, 0);
3713 #ifdef JP
3714 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", tmp_str,price );
3715 #else
3716                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3717 #endif
3718
3719                 return;
3720         }
3721
3722         if (o_ptr->tval == TV_ROD)
3723         {
3724 #ifdef JP
3725 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3726  price)))
3727 #else
3728                 if (get_check(format("Recharge the %s for %d gold? ",
3729                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3730 #endif
3731
3732                 {
3733                         /* Recharge fully */
3734                         o_ptr->timeout = 0;
3735                 }
3736                 else
3737                 {
3738                         return;
3739                 }
3740         }
3741         else
3742         {
3743                 if (o_ptr->tval == TV_STAFF)
3744                         max_charges = k_ptr->pval - o_ptr->pval;
3745                 else
3746                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3747
3748                 /* Get the quantity for staves and wands */
3749 #ifdef JP
3750 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3751 #else
3752                 charges = get_quantity(format("Add how many charges for %d gold? ",
3753 #endif
3754
3755                               price), MIN(p_ptr->au / price, max_charges));
3756
3757                 /* Do nothing */
3758                 if (charges < 1) return;
3759
3760                 /* Get the new price */
3761                 price *= charges;
3762
3763                 /* Recharge */
3764                 o_ptr->pval += charges;
3765
3766                 /* We no longer think the item is empty */
3767                 o_ptr->ident &= ~(IDENT_EMPTY);
3768         }
3769
3770         /* Give feedback */
3771         object_desc(tmp_str, o_ptr, TRUE, 3);
3772 #ifdef JP
3773 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
3774 #else
3775         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3776 #endif
3777
3778         /* Combine / Reorder the pack (later) */
3779         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3780
3781         /* Window stuff */
3782         p_ptr->window |= (PW_INVEN);
3783
3784         /* Pay the price */
3785         p_ptr->au -= price;
3786
3787         /* Finished */
3788         return;
3789 }
3790
3791
3792 /*
3793  * Recharge rods, wands and staves
3794  *
3795  * The player can select the number of charges to add
3796  * (up to a limit), and the recharge never fails.
3797  *
3798  * The cost for rods depends on the level of the rod. The prices
3799  * for recharging wands and staves are dependent on the cost of
3800  * the base-item.
3801  */
3802 static void building_recharge_all(void)
3803 {
3804         int         i;
3805         int         lev;
3806         object_type *o_ptr;
3807         object_kind *k_ptr;
3808         int         price = 0;
3809         int         total_cost = 0;
3810
3811
3812         /* Display some info */
3813         msg_flag = FALSE;
3814         clear_bldg(4, 18);
3815 #ifdef JP
3816         prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3817 #else
3818         prt("  The prices of recharge depend on the type.", 6, 0);
3819 #endif
3820
3821         /* Calculate cost */
3822         for ( i = 0; i < INVEN_PACK; i++)
3823         {
3824                 o_ptr = &inventory[i];
3825                                 
3826                 /* skip non magic device */
3827                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3828
3829                 /* need identified */
3830                 if (!object_known_p(o_ptr)) total_cost += 50;
3831
3832                 /* Extract the object "level" */
3833                 lev = get_object_level(o_ptr);
3834
3835                 k_ptr = &k_info[o_ptr->k_idx];
3836
3837                 switch (o_ptr->tval)
3838                 {
3839                 case TV_ROD:
3840                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3841                         break;
3842
3843                 case TV_STAFF:
3844                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3845                         price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3846
3847                         /* Pay at least 10 gold per charge */
3848                         price = MAX(10, price);
3849
3850                         /* Fully charge */
3851                         price = (k_ptr->pval - o_ptr->pval) * price;
3852                         break;
3853
3854                 case TV_WAND:
3855                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3856                         price = (get_object_cost(o_ptr) / 10);
3857
3858                         /* Pay at least 10 gold per charge */
3859                         price = MAX(10, price);
3860
3861                         /* Fully charge */
3862                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3863                         break;
3864                 }
3865
3866                 /* if price <= 0 then item have enough charge */
3867                 if (price > 0) total_cost += price;
3868         }
3869
3870         if (!total_cost)
3871         {
3872 #ifdef JP
3873                 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3874 #else
3875                 msg_print("No need to recharge.");
3876 #endif
3877
3878                 msg_print(NULL);
3879                 return;
3880         }
3881
3882         /* Check if the player has enough money */
3883         if (p_ptr->au < total_cost)
3884         {
3885 #ifdef JP
3886                 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", total_cost );
3887 #else
3888                 msg_format("You need %d gold to recharge all items!",total_cost);
3889 #endif
3890
3891                 msg_print(NULL);
3892                 return;
3893         }
3894
3895 #ifdef JP
3896         if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",  total_cost))) return;
3897 #else
3898         if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
3899 #endif
3900
3901         for (i = 0; i < INVEN_PACK; i++)
3902         {
3903                 o_ptr = &inventory[i];
3904                 k_ptr = &k_info[o_ptr->k_idx];
3905                                 
3906                 /* skip non magic device */
3907                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3908
3909                 /* Identify it */
3910                 if (!object_known_p(o_ptr)) identify_item(o_ptr);
3911
3912                 /* Recharge */
3913                 switch (o_ptr->tval)
3914                 {
3915                 case TV_ROD:
3916                         o_ptr->timeout = 0;
3917                         break;
3918                 case TV_STAFF:
3919                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3920                         /* We no longer think the item is empty */
3921                         o_ptr->ident &= ~(IDENT_EMPTY);
3922                         break;
3923                 case TV_WAND:
3924                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3925                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3926                         /* We no longer think the item is empty */
3927                         o_ptr->ident &= ~(IDENT_EMPTY);
3928                         break;
3929                 }
3930         }
3931
3932         /* Give feedback */
3933 #ifdef JP
3934         msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
3935 #else
3936         msg_format("You pay %d gold.", total_cost);
3937 #endif
3938
3939         msg_print(NULL);
3940
3941         /* Combine / Reorder the pack (later) */
3942         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3943
3944         /* Window stuff */
3945         p_ptr->window |= (PW_INVEN);
3946
3947         /* Pay the price */
3948         p_ptr->au -= total_cost;
3949
3950         /* Finished */
3951         return;
3952 }
3953
3954
3955 bool tele_town(void)
3956 {
3957         int i, x, y;
3958         int num = 0;
3959
3960         if (dun_level)
3961         {
3962 #ifdef JP
3963                 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
3964 #else
3965                 msg_print("This spell can only be used on the surface!");
3966 #endif
3967                 return FALSE;
3968         }
3969
3970         if (p_ptr->inside_arena || p_ptr->inside_battle)
3971         {
3972 #ifdef JP
3973                 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
3974 #else
3975                 msg_print("This spell can only be used outside!");
3976 #endif
3977                 return FALSE;
3978         }
3979
3980         screen_save();
3981         clear_bldg(4, 10);
3982
3983         for (i=1;i<max_towns;i++)
3984         {
3985                 char buf[80];
3986
3987                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3988
3989                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3990                 prt(buf, 5+i, 5);
3991                 num++;
3992         }
3993
3994         if (!num)
3995         {
3996 #ifdef JP
3997                 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
3998 #else
3999                 msg_print("You have not yet visited any town.");
4000 #endif
4001
4002                 msg_print(NULL);
4003                 screen_load();
4004                 return FALSE;
4005         }
4006
4007 #ifdef JP
4008         prt("¤É¤³¤Ë¹Ô¤­¤Þ¤¹¤«:", 0, 0);
4009 #else
4010         prt("Which town you go: ", 0, 0);
4011 #endif
4012         while(1)
4013         {
4014                 i = inkey();
4015
4016                 if (i == ESCAPE)
4017                 {
4018                         screen_load();
4019                         return FALSE;
4020                 }
4021                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4022                 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;
4023                 break;
4024         }
4025
4026         for (y = 0; y < max_wild_y; y++)
4027         {
4028                 for (x = 0; x < max_wild_x; x++)
4029                 {
4030                         if(wilderness[y][x].town == (i-'a'+1))
4031                         {
4032                                 p_ptr->wilderness_y = y;
4033                                 p_ptr->wilderness_x = x;
4034                         }
4035                 }
4036         }
4037         p_ptr->leftbldg = TRUE;
4038         p_ptr->leaving = TRUE;
4039         leave_bldg = TRUE;
4040         p_ptr->teleport_town = TRUE;
4041         screen_load();
4042         return TRUE;
4043 }
4044
4045
4046 /*
4047  * Execute a building command
4048  */
4049 static void bldg_process_command(building_type *bldg, int i)
4050 {
4051         int bact = bldg->actions[i];
4052         int bcost;
4053         bool paid = FALSE;
4054         bool set_reward = FALSE;
4055         int amt;
4056
4057         /* Flush messages XXX XXX XXX */
4058         msg_flag = FALSE;
4059         msg_print(NULL);
4060
4061         if (is_owner(bldg))
4062                 bcost = bldg->member_costs[i];
4063         else
4064                 bcost = bldg->other_costs[i];
4065
4066         /* action restrictions */
4067         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4068             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4069         {
4070 #ifdef JP
4071 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4072 #else
4073                 msg_print("You have no right to choose that!");
4074 #endif
4075                 return;
4076         }
4077
4078         /* check gold (HACK - Recharge uses variable costs) */
4079         if ((bact != BACT_RECHARGE) &&
4080             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4081              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4082         {
4083 #ifdef JP
4084 msg_print("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª");
4085 #else
4086                 msg_print("You do not have the gold!");
4087 #endif
4088                 return;
4089         }
4090
4091         if (!bcost) set_reward = TRUE;
4092
4093         switch (bact)
4094         {
4095         case BACT_NOTHING:
4096                                 /* Do nothing */
4097                 break;
4098         case BACT_RESEARCH_ITEM:
4099                 paid = identify_fully(FALSE);
4100                 break;
4101         case BACT_TOWN_HISTORY:
4102                 town_history();
4103                 break;
4104         case BACT_RACE_LEGENDS:
4105                 race_legends();
4106                 break;
4107         case BACT_QUEST:
4108                 castle_quest();
4109                 break;
4110         case BACT_KING_LEGENDS:
4111         case BACT_ARENA_LEGENDS:
4112         case BACT_LEGENDS:
4113                 show_highclass(building_loc);
4114                 break;
4115         case BACT_POSTER:
4116         case BACT_ARENA_RULES:
4117         case BACT_ARENA:
4118                 arena_comm(bact);
4119                 break;
4120         case BACT_IN_BETWEEN:
4121         case BACT_CRAPS:
4122         case BACT_SPIN_WHEEL:
4123         case BACT_DICE_SLOTS:
4124         case BACT_GAMBLE_RULES:
4125         case BACT_POKER:
4126                 gamble_comm(bact);
4127                 break;
4128         case BACT_REST:
4129         case BACT_RUMORS:
4130         case BACT_FOOD:
4131                 paid = inn_comm(bact);
4132                 break;
4133         case BACT_RESEARCH_MONSTER:
4134                 paid = research_mon();
4135                 break;
4136         case BACT_COMPARE_WEAPONS:
4137                 paid = compare_weapons();
4138                 break;
4139         case BACT_ENCHANT_WEAPON:
4140                 item_tester_hook = item_tester_hook_melee_weapon;
4141                 enchant_item(bcost, 1, 1, 0);
4142                 break;
4143         case BACT_ENCHANT_ARMOR:
4144                 item_tester_hook = item_tester_hook_armour;
4145                 enchant_item(bcost, 0, 0, 1);
4146                 break;
4147         case BACT_RECHARGE:
4148                 building_recharge();
4149                 break;
4150         case BACT_RECHARGE_ALL:
4151                 building_recharge_all();
4152                 break;
4153         case BACT_IDENTS: /* needs work */
4154 #ifdef JP
4155                 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4156                 identify_pack();
4157                 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4158 #else
4159                 if (!get_check("Do you pay for identify all your possession? ")) break;
4160                 identify_pack();
4161                 msg_print("Your possessions have been identified.");
4162 #endif
4163
4164                 paid = TRUE;
4165                 break;
4166         case BACT_IDENT_ONE: /* needs work */
4167                 paid = ident_spell(FALSE);
4168                 break;
4169         case BACT_LEARN:
4170                 do_cmd_study();
4171                 break;
4172         case BACT_HEALING: /* needs work */
4173                 hp_player(200);
4174                 set_poisoned(0);
4175                 set_blind(0);
4176                 set_confused(0);
4177                 set_cut(0);
4178                 set_stun(0);
4179                 paid = TRUE;
4180                 break;
4181         case BACT_RESTORE: /* needs work */
4182                 if (do_res_stat(A_STR)) paid = TRUE;
4183                 if (do_res_stat(A_INT)) paid = TRUE;
4184                 if (do_res_stat(A_WIS)) paid = TRUE;
4185                 if (do_res_stat(A_DEX)) paid = TRUE;
4186                 if (do_res_stat(A_CON)) paid = TRUE;
4187                 if (do_res_stat(A_CHR)) paid = TRUE;
4188                 break;
4189         case BACT_GOLD: /* set timed reward flag */
4190                 if (!p_ptr->rewards[BACT_GOLD])
4191                 {
4192                         share_gold();
4193                         p_ptr->rewards[BACT_GOLD] = TRUE;
4194                 }
4195                 else
4196                 {
4197 #ifdef JP
4198                         msg_print("º£Æü¤Îʬ¤±Á°¤Ï¤¹¤Ç¤Ë»Ùʧ¤Ã¤¿¤¾¡ª");
4199 #else
4200                         msg_print("You just had your daily allowance!");
4201 #endif
4202                 }
4203                 break;
4204         case BACT_ENCHANT_ARROWS:
4205                 item_tester_hook = item_tester_hook_ammo;
4206                 enchant_item(bcost, 1, 1, 0);
4207                 break;
4208         case BACT_ENCHANT_BOW:
4209                 item_tester_tval = TV_BOW;
4210                 enchant_item(bcost, 1, 1, 0);
4211                 break;
4212         case BACT_RECALL:
4213                 if (recall_player(1)) paid = TRUE;
4214                 break;
4215         case BACT_TELEPORT_LEVEL:
4216         {
4217                 int select_dungeon;
4218                 int i, num = 0;
4219                 s16b *dun;
4220                 int max_depth;
4221
4222                 /* Allocate the "dun" array */
4223                 C_MAKE(dun, max_d_idx, s16b);
4224
4225                 screen_save();
4226                 clear_bldg(4, 20);
4227
4228                 for(i = 1; i < max_d_idx; i++)
4229                 {
4230                         char buf[80];
4231                         bool seiha = FALSE;
4232
4233                         if (!d_info[i].maxdepth) continue;
4234                         if (!max_dlv[i]) continue;
4235                         if (d_info[i].final_guardian)
4236                         {
4237                                 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
4238                         }
4239                         else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
4240
4241 #ifdef JP
4242                         sprintf(buf,"%c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4243 #else
4244                         sprintf(buf,"%c) %c%-12s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4245 #endif
4246                         put_str(buf, 4+num, 5);
4247                         dun[num] = i;
4248                         num++;
4249                 }
4250 #ifdef JP
4251                 prt("¤É¤Î¥À¥ó¥¸¥ç¥ó¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«:", 0, 0);
4252 #else
4253                 prt("Which dungeon do you teleport?: ", 0, 0);
4254 #endif
4255                 while(1)
4256                 {
4257                         i = inkey();
4258
4259                         if (i == ESCAPE)
4260                         {
4261                                 /* Free the "dun" array */
4262                                 C_KILL(dun, max_d_idx, s16b);
4263
4264                                 screen_load();
4265                                 return;
4266                         }
4267                         if (i >= 'a' && i <('a'+num))
4268                         {
4269                                 select_dungeon = dun[i-'a'];
4270                                 break;
4271                         }
4272                         else bell();
4273                 }
4274                 screen_load();
4275
4276                 /* Free the "dun" array */
4277                 C_KILL(dun, max_d_idx, s16b);
4278
4279                 max_depth = d_info[select_dungeon].maxdepth;
4280
4281                 /* Limit depth in Angband */
4282                 if (select_dungeon == DUNGEON_ANGBAND)
4283                 {
4284                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4285                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4286                 }
4287
4288 #ifdef JP
4289                 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4290 #else
4291                 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4292 #endif
4293
4294                 if (amt > 0)
4295                 {
4296                         p_ptr->word_recall = 1;
4297                         p_ptr->recall_dungeon = select_dungeon;
4298                         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));
4299                         if (record_maxdeapth)
4300 #ifdef JP
4301                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4302 #else
4303                         do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4304 #endif
4305 #ifdef JP
4306                         msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤­¤¿...");
4307 #else
4308                         msg_print("The air about you becomes charged...");
4309 #endif
4310
4311                         paid = TRUE;
4312                         p_ptr->redraw |= (PR_STATUS);
4313                 }
4314                 break;
4315         }
4316         case BACT_LOSE_MUTATION:
4317                 paid = lose_mutation(0);
4318                 /* ToDo: Better message text. */
4319                 if (!paid)
4320 #ifdef JP
4321                         msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
4322 #else
4323                 msg_print("You feel oddly normal.");
4324 #endif
4325
4326
4327                 break;
4328         case BACT_BATTLE:
4329                 kakutoujou();
4330                 break;
4331         case BACT_TSUCHINOKO:
4332                 tsuchinoko();
4333                 break;
4334         case BACT_KUBI:
4335                 shoukinkubi();
4336                 break;
4337         case BACT_TARGET:
4338                 today_target();
4339                 break;
4340         case BACT_KANKIN:
4341                 kankin();
4342                 break;
4343         case BACT_HEIKOUKA:
4344 #ifdef JP
4345                 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4346 #else
4347                 msg_print("You received an equalization ritual.");
4348 #endif
4349                 set_virtue(V_COMPASSION, 0);
4350                 set_virtue(V_HONOUR, 0);
4351                 set_virtue(V_JUSTICE, 0);
4352                 set_virtue(V_SACRIFICE, 0);
4353                 set_virtue(V_KNOWLEDGE, 0);
4354                 set_virtue(V_FAITH, 0);
4355                 set_virtue(V_ENLIGHTEN, 0);
4356                 set_virtue(V_ENCHANT, 0);
4357                 set_virtue(V_CHANCE, 0);
4358                 set_virtue(V_NATURE, 0);
4359                 set_virtue(V_HARMONY, 0);
4360                 set_virtue(V_VITALITY, 0);
4361                 set_virtue(V_UNLIFE, 0);
4362                 set_virtue(V_PATIENCE, 0);
4363                 set_virtue(V_TEMPERANCE, 0);
4364                 set_virtue(V_DILIGENCE, 0);
4365                 set_virtue(V_VALOUR, 0);
4366                 set_virtue(V_INDIVIDUALISM, 0);
4367                 get_virtues();
4368                 paid = TRUE;
4369                 break;
4370         case BACT_TELE_TOWN:
4371                 paid = tele_town();
4372                 break;
4373         }
4374
4375         if (paid)
4376         {
4377                 p_ptr->au -= bcost;
4378         }
4379 }
4380
4381
4382 /*
4383  * Enter quest level
4384  */
4385 void do_cmd_quest(void)
4386 {
4387         energy_use = 100;
4388
4389         if (cave[py][px].feat != FEAT_QUEST_ENTER)
4390         {
4391 #ifdef JP
4392 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4393 #else
4394                 msg_print("You see no quest level here.");
4395 #endif
4396
4397                 return;
4398         }
4399         else
4400         {
4401 #ifdef JP
4402                 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4403                 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4404                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4405                         msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4406 #else
4407                 msg_print("There is an entry of a quest.");
4408                 if (!get_check("Do you enter? ")) return;
4409 #endif
4410
4411                 /* Player enters a new quest */
4412                 p_ptr->oldpy = 0;
4413                 p_ptr->oldpx = 0;
4414
4415                 leave_quest_check();
4416
4417                 p_ptr->inside_quest = cave[py][px].special;
4418                 if(quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4419                 p_ptr->leftbldg = TRUE;
4420                 p_ptr->leaving = TRUE;
4421         }
4422 }
4423
4424
4425 /*
4426  * Do building commands
4427  */
4428 void do_cmd_bldg(void)
4429 {
4430         int             i, which;
4431         char            command;
4432         bool            validcmd;
4433         building_type   *bldg;
4434
4435
4436         energy_use = 100;
4437
4438         if (!((cave[py][px].feat >= FEAT_BLDG_HEAD) &&
4439                   (cave[py][px].feat <= FEAT_BLDG_TAIL)))
4440         {
4441 #ifdef JP
4442 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4443 #else
4444                 msg_print("You see no building here.");
4445 #endif
4446
4447                 return;
4448         }
4449
4450         which = (cave[py][px].feat - FEAT_BLDG_HEAD);
4451         building_loc = which;
4452
4453         bldg = &building[which];
4454
4455         /* Don't re-init the wilderness */
4456         reinit_wilderness = FALSE;
4457
4458         if ((which == 2) && (p_ptr->arena_number == 99))
4459         {
4460 #ifdef JP
4461 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4462 #else
4463                 msg_print("'There's no place here for a LOSER like you!'");
4464 #endif
4465                 return;
4466         }
4467         else if ((which == 2) && p_ptr->inside_arena && !p_ptr->exit_bldg)
4468         {
4469 #ifdef JP
4470 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª",0,0);
4471 #else
4472                 prt("The gates are closed.  The monster awaits!", 0, 0);
4473 #endif
4474
4475                 return;
4476         }
4477         else if ((which == 2) && p_ptr->inside_arena)
4478         {
4479                 p_ptr->leaving = TRUE;
4480                 p_ptr->inside_arena = FALSE;
4481         }
4482         else if (p_ptr->inside_battle)
4483         {
4484                 p_ptr->leaving = TRUE;
4485                 p_ptr->inside_battle = FALSE;
4486         }
4487         else
4488         {
4489                 p_ptr->oldpy = py;
4490                 p_ptr->oldpx = px;
4491         }
4492
4493         /* Forget the lite */
4494         forget_lite();
4495
4496         /* Forget the view */
4497         forget_view();
4498
4499         /* Hack -- Increase "icky" depth */
4500         character_icky++;
4501
4502         command_arg = 0;
4503         command_rep = 0;
4504         command_new = 0;
4505
4506         show_building(bldg);
4507         leave_bldg = FALSE;
4508
4509         while (!leave_bldg)
4510         {
4511                 validcmd = FALSE;
4512                 prt("", 1, 0);
4513
4514                 building_prt_gold();
4515
4516                 command = inkey();
4517
4518                 if (command == ESCAPE)
4519                 {
4520                         leave_bldg = TRUE;
4521                         p_ptr->inside_arena = FALSE;
4522                         p_ptr->inside_battle = FALSE;
4523                         break;
4524                 }
4525
4526                 for (i = 0; i < 8; i++)
4527                 {
4528                         if (bldg->letters[i])
4529                         {
4530                                 if (bldg->letters[i] == command)
4531                                 {
4532                                         validcmd = TRUE;
4533                                         break;
4534                                 }
4535                         }
4536                 }
4537
4538                 if (validcmd)
4539                         bldg_process_command(bldg, i);
4540
4541                 /* Notice stuff */
4542                 notice_stuff();
4543
4544                 /* Handle stuff */
4545                 handle_stuff();
4546         }
4547
4548         /* Flush messages XXX XXX XXX */
4549         msg_flag = FALSE;
4550         msg_print(NULL);
4551
4552         /* Reinit wilderness to activate quests ... */
4553         if (reinit_wilderness)
4554                 p_ptr->leaving = TRUE;
4555
4556         /* Hack -- Decrease "icky" depth */
4557         character_icky--;
4558
4559         /* Clear the screen */
4560         Term_clear();
4561
4562         /* Update the visuals */
4563         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4564
4565         /* Redraw entire screen */
4566         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4567
4568         /* Window stuff */
4569         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4570 }
4571
4572
4573 /* Array of places to find an inscription */
4574 static cptr find_quest[] =
4575 {
4576 #ifdef JP
4577 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
4578 #else
4579         "You find the following inscription in the floor",
4580 #endif
4581
4582 #ifdef JP
4583 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
4584 #else
4585         "You see a message inscribed in the wall",
4586 #endif
4587
4588 #ifdef JP
4589 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
4590 #else
4591         "There is a sign saying",
4592 #endif
4593
4594 #ifdef JP
4595 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
4596 #else
4597         "Something is written on the staircase",
4598 #endif
4599
4600 #ifdef JP
4601 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
4602 #else
4603         "You find a scroll with the following message",
4604 #endif
4605
4606 };
4607
4608
4609 /*
4610  * Discover quest
4611  */
4612 void quest_discovery(int q_idx)
4613 {
4614         quest_type      *q_ptr = &quest[q_idx];
4615         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4616         int             q_num = q_ptr->max_num;
4617         char            name[80];
4618
4619         /* No quest index */
4620         if (!q_idx) return;
4621
4622         strcpy(name, (r_name + r_ptr->name));
4623
4624         msg_print(find_quest[rand_range(0, 4)]);
4625         msg_print(NULL);
4626
4627         if (q_num == 1)
4628         {
4629                 /* Unique */
4630
4631                 /* Hack -- "unique" monsters must be "unique" */
4632                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4633                     (0 == r_ptr->max_num))
4634                 {
4635 #ifdef JP
4636                         msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
4637 #else
4638                         msg_print("It seems that this level was protected by someone before...");
4639 #endif
4640                         /* The unique is already dead */
4641                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4642                 }
4643                 else
4644                 {
4645 #ifdef JP
4646                         msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
4647 #else
4648                         msg_format("Beware, this level is protected by %s!", name);
4649 #endif
4650                 }
4651         }
4652         else
4653         {
4654                 /* Normal monsters */
4655 #ifdef JP
4656 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
4657 #else
4658                 plural_aux(name);
4659                 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
4660 #endif
4661
4662         }
4663 }
4664
4665
4666 /*
4667  * Hack -- Check if a level is a "quest" level
4668  */
4669 int quest_number(int level)
4670 {
4671         int i;
4672
4673         /* Check quests */
4674         if (p_ptr->inside_quest)
4675                 return (p_ptr->inside_quest);
4676
4677         for (i = 0; i < max_quests; i++)
4678         {
4679                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4680
4681                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4682                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4683                     (quest[i].level == level) &&
4684                     (quest[i].dungeon == dungeon_type))
4685                         return (i);
4686         }
4687
4688         /* Check for random quest */
4689         return (random_quest_number(level));
4690 }
4691
4692
4693 /*
4694  * Return the index of the random quest on this level
4695  * (or zero)
4696  */
4697 int random_quest_number(int level)
4698 {
4699         int i;
4700
4701         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4702
4703         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4704         {
4705                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4706                     (quest[i].status == QUEST_STATUS_TAKEN) &&
4707                     (quest[i].level == level) &&
4708                     (quest[i].dungeon == DUNGEON_ANGBAND))
4709                 {
4710                         return i;
4711                 }
4712         }
4713
4714         /* Nope */
4715         return 0;
4716 }