OSDN Git Service

BCC++ 5.5.1で警告封じオプション -w- を外した場合のコンパイル警告の除去.
[hengband/hengband.git] / src / bldg.c
1 /* File: bldg.c */
2
3 /*
4  * Purpose: Building commands
5  * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
6  * -KMW-
7  *
8  * Rewritten for Kangband 2.8.3i using Kamband's version of
9  * bldg.c as written by Ivan Tkatchev
10  *
11  * Changed for ZAngband by Robert Ruehlmann
12  */
13
14 #include "angband.h"
15
16 /* hack as in leave_store in store.c */
17 static bool leave_bldg = FALSE;
18
19 /* remember building location */
20 static int building_loc = 0;
21
22 static bool is_owner(building_type *bldg)
23 {
24         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
25         {
26                 return (TRUE);
27         }
28
29         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
30         {
31                 return (TRUE);
32         }
33
34         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
35                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
36         {
37                 return (TRUE);
38         }
39
40         return (FALSE);
41 }
42
43
44 static bool is_member(building_type *bldg)
45 {
46         if (bldg->member_class[p_ptr->pclass])
47         {
48                 return (TRUE);
49         }
50
51         if (bldg->member_race[p_ptr->prace])
52         {
53                 return (TRUE);
54         }
55
56         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
57             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
58         {
59                 return (TRUE);
60         }
61
62
63         if (p_ptr->pclass == CLASS_SORCERER)
64         {
65                 int i;
66                 bool OK = FALSE;
67                 for (i = 0; i < MAX_MAGIC; i++)
68                 {
69                         if (bldg->member_realm[i+1]) OK = TRUE;
70                 }
71                 return OK;
72         }
73         return (FALSE);
74 }
75
76
77 /*
78  * Clear the building information
79  */
80 static void clear_bldg(int min_row, int max_row)
81 {
82         int   i;
83
84         for (i = min_row; i <= max_row; i++)
85                 prt("", i, 0);
86 }
87
88 static void building_prt_gold(void)
89 {
90         char tmp_str[80];
91
92 #ifdef JP
93 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 23,53);
94 #else
95         prt("Gold Remaining: ", 23, 53);
96 #endif
97
98
99         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
100         prt(tmp_str, 23, 68);
101 }
102
103
104 /*
105  * Display a building.
106  */
107 static void show_building(building_type* bldg)
108 {
109         char buff[20];
110         int i;
111         byte action_color;
112         char tmp_str[80];
113
114         Term_clear();
115         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
116         prt(tmp_str, 2, 1);
117
118
119         for (i = 0; i < 8; i++)
120         {
121                 if (bldg->letters[i])
122                 {
123                         if (bldg->action_restr[i] == 0)
124                         {
125                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
126                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
127                                 {
128                                         action_color = TERM_WHITE;
129                                         buff[0] = '\0';
130                                 }
131                                 else if (is_owner(bldg))
132                                 {
133                                         action_color = TERM_YELLOW;
134 #ifdef JP
135 sprintf(buff, "($%ld)", bldg->member_costs[i]);
136 #else
137                                         sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
138 #endif
139
140                                 }
141                                 else
142                                 {
143                                         action_color = TERM_YELLOW;
144 #ifdef JP
145 sprintf(buff, "($%ld)", bldg->other_costs[i]);
146 #else
147                                         sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
148 #endif
149
150                                 }
151                         }
152                         else if (bldg->action_restr[i] == 1)
153                         {
154                                 if (!is_member(bldg))
155                                 {
156                                         action_color = TERM_L_DARK;
157 #ifdef JP
158 strcpy(buff, "(ÊÄŹ)");
159 #else
160                                         strcpy(buff, "(closed)");
161 #endif
162
163                                 }
164                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
165                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
166                                 {
167                                         action_color = TERM_WHITE;
168                                         buff[0] = '\0';
169                                 }
170                                 else if (is_owner(bldg))
171                                 {
172                                         action_color = TERM_YELLOW;
173 #ifdef JP
174 sprintf(buff, "($%ld)", bldg->member_costs[i]);
175 #else
176                                         sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
177 #endif
178
179                                 }
180                                 else
181                                 {
182                                         action_color = TERM_YELLOW;
183 #ifdef JP
184 sprintf(buff, "($%ld)", bldg->other_costs[i]);
185 #else
186                                         sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
187 #endif
188
189                                 }
190                         }
191                         else
192                         {
193                                 if (!is_owner(bldg))
194                                 {
195                                         action_color = TERM_L_DARK;
196 #ifdef JP
197 strcpy(buff, "(ÊÄŹ)");
198 #else
199                                         strcpy(buff, "(closed)");
200 #endif
201
202                                 }
203                                 else if (bldg->member_costs[i] != 0)
204                                 {
205                                         action_color = TERM_YELLOW;
206 #ifdef JP
207 sprintf(buff, "($%ld)", bldg->member_costs[i]);
208 #else
209                                         sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
210 #endif
211
212                                 }
213                                 else
214                                 {
215                                         action_color = TERM_WHITE;
216                                         buff[0] = '\0';
217                                 }
218                         }
219
220                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
221                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
222                 }
223         }
224
225 #ifdef JP
226 prt(" ESC) ·úʪ¤ò½Ð¤ë", 23, 0);
227 #else
228         prt(" ESC) Exit building", 23, 0);
229 #endif
230
231 }
232
233
234 /*
235  * arena commands
236  */
237 static void arena_comm(int cmd)
238 {
239         monster_race    *r_ptr;
240         cptr            name;
241
242
243         switch (cmd)
244         {
245                 case BACT_ARENA:
246                         if (p_ptr->arena_number == MAX_ARENA_MONS)
247                         {
248                                 clear_bldg(5, 19);
249 #ifdef JP
250 prt("¥¢¥ê¡¼¥Ê¤ÎÍ¥¾¡¼Ô¡ª", 5, 0);
251 prt("¤ª¤á¤Ç¤È¤¦¡ª¤¢¤Ê¤¿¤ÏÁ´¤Æ¤ÎŨ¤òÅݤ·¤Þ¤·¤¿¡£", 7, 0); 
252 prt("¾Þ¶â¤È¤·¤Æ $1,000,000 ¤¬Í¿¤¨¤é¤ì¤Þ¤¹¡£", 8, 0);
253 #else
254                                 prt("               Arena Victor!", 5, 0);
255                                 prt("Congratulations!  You have defeated all before you.", 7, 0);
256                                 prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
257 #endif
258
259                                 prt("", 10, 0);
260                                 prt("", 11, 0);
261                                 p_ptr->au += 1000000L;
262 #ifdef JP
263 msg_print("¥¹¥Ú¡¼¥¹¥­¡¼¤Ç³¹Ô");
264 #else
265                                 msg_print("Press the space bar to continue");
266 #endif
267
268                                 msg_print(NULL);
269                                 p_ptr->arena_number++;
270                         }
271                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
272                         {
273                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
274                                 {
275 #ifdef JP
276 msg_print("·¯¤Î¤¿¤á¤ËºÇ¶¯¤ÎÄ©Àï¼Ô¤òÍÑ°Õ¤·¤Æ¤ª¤¤¤¿¡£");
277 #else
278                                         msg_print("The strongest challenger is waiting for you.");
279 #endif
280
281                                         msg_print(NULL);
282 #ifdef JP
283                                         if (get_check("Ä©À魯¤ë¤«¤Í¡©"))
284 #else
285                                         if (get_check("Do you fight? "))
286 #endif
287                                         {
288                                                 p_ptr->leftbldg = TRUE;
289                                                 p_ptr->inside_arena = TRUE;
290                                                 p_ptr->exit_bldg = FALSE;
291                                                 reset_tim_flags();
292                                                 p_ptr->leaving = TRUE;
293                                                 leave_bldg = TRUE;
294                                         }
295                                         else
296                                         {
297 #ifdef JP
298 msg_print("»ÄÇ°¤À¡£");
299 #else
300                                                 msg_print("We are disappointed.");
301 #endif
302                                         }
303                                 }
304                                 else
305                                 {
306 #ifdef JP
307 msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ê¡¼¥Ê¤ËÆþ¤ê¡¢¤·¤Ð¤é¤¯¤Î´Ö±É¸÷¤Ë¤Ò¤¿¤Ã¤¿¡£");
308 #else
309                                         msg_print("You enter the arena briefly and bask in your glory.");
310 #endif
311
312                                         msg_print(NULL);
313                                 }
314                         }
315                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
316                         {
317 #ifdef JP
318 msg_print("¥Ú¥Ã¥È¤Ë¾è¤Ã¤¿¤Þ¤Þ¤Ç¤Ï¥¢¥ê¡¼¥Ê¤ØÆþ¤ì¤µ¤»¤Æ¤â¤é¤¨¤Ê¤«¤Ã¤¿¡£");
319 #else
320                                 msg_print("You don't have permission to enter with pet.");
321 #endif
322
323                                 msg_print(NULL);
324                         }
325                         else
326                         {
327                                 p_ptr->leftbldg = TRUE;
328                                 p_ptr->inside_arena = TRUE;
329                                 p_ptr->exit_bldg = FALSE;
330                                 reset_tim_flags();
331                                 p_ptr->leaving = TRUE;
332                                 leave_bldg = TRUE;
333                         }
334                         break;
335                 case BACT_POSTER:
336                         if (p_ptr->arena_number == MAX_ARENA_MONS)
337 #ifdef JP
338 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
339 #else
340                                 msg_print("You are victorious. Enter the arena for the ceremony.");
341 #endif
342
343                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
344                         {
345 #ifdef JP
346 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
347 #else
348                                 msg_print("You have won against all foes.");
349 #endif
350                         }
351                         else
352                         {
353                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
354                                 name = (r_name + r_ptr->name);
355 #ifdef JP
356 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
357 #else
358                                 msg_format("Do I hear any challenges against: %s", name);
359 #endif
360                         }
361                         break;
362                 case BACT_ARENA_RULES:
363
364                         /* Save screen */
365                         screen_save();
366
367                         /* Peruse the arena help file */
368 #ifdef JP
369 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
370 #else
371                         (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
372 #endif
373
374
375                         /* Load screen */
376                         screen_load();
377
378                         break;
379         }
380 }
381
382
383 /*
384  * display fruit for dice slots
385  */
386 static void display_fruit(int row, int col, int fruit)
387 {
388         switch (fruit)
389         {
390                 case 0: /* lemon */
391 #ifdef JP
392                         c_put_str(TERM_YELLOW, "   ####.", row, col);
393                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
394                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
395                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
396                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
397                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
398                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
399                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
400                         prt(                   " ¥ì¥â¥ó ", row + 8, col);
401 #else
402                         c_put_str(TERM_YELLOW, "   ####.", row, col);
403                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
404                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
405                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
406                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
407                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
408                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
409                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
410                         prt(                   " Lemon  ", row + 8, col);
411 #endif
412
413                         break;
414                 case 1: /* orange */
415 #ifdef JP
416                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
417                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
418                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
419                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
420                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
421                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
422                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
423                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
424                         prt(                   "¥ª¥ì¥ó¥¸", row + 8, col);
425 #else
426                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
427                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
428                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
429                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
430                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
431                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
432                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
433                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
434                         prt(                   " Orange ", row + 8, col);
435 #endif
436
437                         break;
438                 case 2: /* sword */
439 #ifdef JP
440                         c_put_str(TERM_SLATE, "   ¦«   " , row, col);
441                         c_put_str(TERM_SLATE, "   ||   " , row + 1, col);
442                         c_put_str(TERM_SLATE, "   ||   " , row + 2, col);
443                         c_put_str(TERM_SLATE, "   ||   " , row + 3, col);
444                         c_put_str(TERM_SLATE, "   ||   " , row + 4, col);
445                         c_put_str(TERM_SLATE, "   ||   " , row + 5, col);
446                         c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
447                         c_put_str(TERM_UMBER, "   ÌÜ   " , row + 7, col);
448                         prt(                  "   ·õ   " , row + 8, col);
449 #else
450                         c_put_str(TERM_SLATE, "   /\\   " , row, col);
451                         c_put_str(TERM_SLATE, "   ##   " , row + 1, col);
452                         c_put_str(TERM_SLATE, "   ##   " , row + 2, col);
453                         c_put_str(TERM_SLATE, "   ##   " , row + 3, col);
454                         c_put_str(TERM_SLATE, "   ##   " , row + 4, col);
455                         c_put_str(TERM_SLATE, "   ##   " , row + 5, col);
456                         c_put_str(TERM_UMBER, " ###### " , row + 6, col);
457                         c_put_str(TERM_UMBER, "   ##   " , row + 7, col);
458                         prt(                  " Sword  " , row + 8, col);
459 #endif
460
461                         break;
462                 case 3: /* shield */
463 #ifdef JP
464                         c_put_str(TERM_SLATE, " ###### ", row, col);
465                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
466                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
467                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
468                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
469                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
470                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
471                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
472                         prt(                  "   ½â   ", row + 8, col);
473 #else
474                         c_put_str(TERM_SLATE, " ###### ", row, col);
475                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
476                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
477                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
478                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
479                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
480                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
481                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
482                         prt(                  " Shield ", row + 8, col);
483 #endif
484
485                         break;
486                 case 4: /* plum */
487 #ifdef JP
488                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
489                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
490                         c_put_str(TERM_VIOLET, "########", row + 2, col);
491                         c_put_str(TERM_VIOLET, "########", row + 3, col);
492                         c_put_str(TERM_VIOLET, "########", row + 4, col);
493                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
494                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
495                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
496                         prt(                   " ¥×¥é¥à ", row + 8, col);
497 #else
498                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
499                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
500                         c_put_str(TERM_VIOLET, "########", row + 2, col);
501                         c_put_str(TERM_VIOLET, "########", row + 3, col);
502                         c_put_str(TERM_VIOLET, "########", row + 4, col);
503                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
504                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
505                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
506                         prt(                   "  Plum  ", row + 8, col);
507 #endif
508
509                         break;
510                 case 5: /* cherry */
511 #ifdef JP
512                         c_put_str(TERM_RED, "      ##", row, col);
513                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
514                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
515                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
516                         c_put_str(TERM_RED, " ###### ", row + 4, col);
517                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
518                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
519                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
520                         prt(                "¥Á¥§¥ê¡¼", row + 8, col);
521 #else
522                         c_put_str(TERM_RED, "      ##", row, col);
523                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
524                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
525                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
526                         c_put_str(TERM_RED, " ###### ", row + 4, col);
527                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
528                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
529                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
530                         prt(                " Cherry ", row + 8, col);
531 #endif
532
533                         break;
534         }
535 }
536
537 /*
538  * kpoker no (tyuto-hannpa na)pakuri desu...
539  * joker ha shineru node haitte masen.
540  *
541  * TODO: donataka! tsukutte!
542  *  - agatta yaku no kiroku (like DQ).
543  *  - kakkoii card no e.
544  *  - sousa-sei no koujyo.
545  *  - code wo wakariyasuku.
546  *  - double up.
547  *  - Joker... -- done.
548  *
549  * 9/13/2000 --Koka
550  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
551  */
552 #define SUIT_OF(card)  ((card) / 13)
553 #define NUM_OF(card)   ((card) % 13)
554 #define IS_JOKER(card) ((card) == 52)
555
556 static int cards[5]; /* tefuda no card */
557
558 static void reset_deck(int deck[])
559 {
560         int i;
561         for (i = 0; i < 53; i++) deck[i] = i;
562
563         /* shuffle cards */
564         for (i = 0; i < 53; i++){
565                 int tmp1 = randint0(53 - i) + i;
566                 int tmp2 = deck[i];
567                 deck[i] = deck[tmp1];
568                 deck[tmp1] = tmp2;
569         }
570 }
571
572 static bool have_joker(void)
573 {
574         int i;
575
576         for (i = 0; i < 5; i++){
577           if(IS_JOKER(cards[i])) return TRUE;
578         }
579         return FALSE;
580 }
581
582 static bool find_card_num(int num)
583 {
584         int i;
585         for (i = 0; i < 5; i++)
586                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
587         return FALSE;
588 }
589
590 static bool yaku_check_flush(void)
591 {
592         int i, suit;
593         bool joker_is_used = FALSE;
594
595         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
596         for (i = 0; i < 5; i++){
597                 if (SUIT_OF(cards[i]) != suit){
598                   if(have_joker() && !joker_is_used)
599                     joker_is_used = TRUE;
600                   else
601                     return FALSE;
602                 }
603         }
604
605         return TRUE;
606 }
607
608 static int yaku_check_straight(void)
609 {
610         int i, lowest = 99;
611         bool joker_is_used = FALSE;
612
613         /* get lowest */
614         for (i = 0; i < 5; i++)
615         {
616                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
617                         lowest = NUM_OF(cards[i]);
618         }
619         
620         if (yaku_check_flush())
621         {
622           if( lowest == 0 ){
623                 for (i = 0; i < 4; i++)
624                 {
625                         if (!find_card_num(9 + i)){
626                                 if( have_joker() && !joker_is_used )
627                                   joker_is_used = TRUE;
628                                 else
629                                   break;
630                         }
631                 }
632                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
633           }
634           if( lowest == 9 ){
635                 for (i = 0; i < 3; i++)
636                 {
637                         if (!find_card_num(10 + i))
638                                 break;
639                 }
640                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
641           }
642         }
643
644         joker_is_used = FALSE;
645         for (i = 0; i < 5; i++)
646         {
647                 if (!find_card_num(lowest + i)){
648                   if( have_joker() && !joker_is_used )
649                     joker_is_used = TRUE;
650                   else
651                     return 0;
652                 }
653         }
654         
655         if (yaku_check_flush())
656                 return 2; /* Straight Flush */
657
658         return 1;
659 }
660
661 /*
662  * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
663  */
664 static int yaku_check_pair(void)
665 {
666         int i, i2, matching = 0;
667
668         for (i = 0; i < 5; i++)
669         {
670                 for (i2 = i+1; i2 < 5; i2++)
671                 {
672                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
673                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
674                                 matching++;
675                 }
676         }
677
678         if(have_joker()){
679           switch(matching){
680           case 0:
681             matching = 1;
682             break;
683           case 1:
684             matching = 3;
685             break;
686           case 2:
687             matching = 4;
688             break;
689           case 3:
690             matching = 6;
691             break;
692           case 6:
693             matching = 7;
694             break;
695           default:
696             /* don't reach */
697             break;
698           }
699         }
700
701         return matching;
702 }
703
704 #define ODDS_5A 3000
705 #define ODDS_5C 400
706 #define ODDS_RF 200
707 #define ODDS_SF 80
708 #define ODDS_4C 16
709 #define ODDS_FH 12
710 #define ODDS_FL 8
711 #define ODDS_ST 4
712 #define ODDS_3C 1
713 #define ODDS_2P 1
714
715 static int yaku_check(void)
716 {
717         prt("                            ", 4, 3);
718
719         switch(yaku_check_straight()){
720         case 3: /* RF! */
721 #ifdef JP
722                 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
723 #else
724                 c_put_str(TERM_YELLOW, "Royal Flush",  4,  3);
725 #endif
726                 return ODDS_RF;
727         case 2: /* SF! */
728 #ifdef JP
729                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
730 #else
731                 c_put_str(TERM_YELLOW, "Straight Flush",  4,  3);
732 #endif
733                 return ODDS_SF;
734         case 1:
735 #ifdef JP
736                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È",  4,  3);
737 #else
738                 c_put_str(TERM_YELLOW, "Straight",  4,  3);
739 #endif
740                 return ODDS_ST;
741         default:
742                 /* Not straight -- fall through */
743                 break;
744         }
745
746         if (yaku_check_flush())
747         {
748
749 #ifdef JP
750         c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å",  4,  3);
751 #else
752         c_put_str(TERM_YELLOW, "Flush",  4,  3);
753 #endif
754                 return ODDS_FL;
755         }
756
757         switch (yaku_check_pair())
758         {
759         case 1:
760 #ifdef JP
761                 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢",  4,  3);
762 #else
763                 c_put_str(TERM_YELLOW, "One pair",  4,  3);
764 #endif
765                 return 0;
766         case 2:
767 #ifdef JP
768                 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢",  4,  3);
769 #else
770                 c_put_str(TERM_YELLOW, "Two pair",  4,  3);
771 #endif
772                 return ODDS_2P;
773         case 3:
774 #ifdef JP
775                 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É",  4,  3);
776 #else
777                 c_put_str(TERM_YELLOW, "Three of a kind",  4,  3);
778 #endif
779                 return ODDS_3C;
780         case 4:
781 #ifdef JP
782                 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹",  4,  3);
783 #else
784                 c_put_str(TERM_YELLOW, "Full house",  4,  3);
785 #endif
786                 return ODDS_FH;
787         case 6:
788 #ifdef JP
789                 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É",  4,  3);
790 #else
791                 c_put_str(TERM_YELLOW, "Four of a kind",  4,  3);
792 #endif
793                 return ODDS_4C;
794         case 7:
795                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
796                 {
797 #ifdef JP
798                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹",  4,  3);
799 #else
800                         c_put_str(TERM_YELLOW, "Five ace",  4,  3);
801 #endif
802                         return ODDS_5A;
803                 }
804                 else
805                 {
806 #ifdef JP
807                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É",  4,  3);
808 #else
809                         c_put_str(TERM_YELLOW, "Five of a kind",  4,  3);
810 #endif
811                         return ODDS_5C;
812                 }
813         default:
814                 break;
815         }
816         return 0;
817 }
818
819 static void display_kaeruka(int hoge, int kaeruka[])
820 {
821         int i;
822         char col = TERM_WHITE;
823         for (i = 0; i < 5; i++)
824         {
825                 if (i == hoge) col = TERM_YELLOW;
826                 else if(kaeruka[i]) col = TERM_WHITE;
827                 else col = TERM_L_BLUE;
828 #ifdef JP
829                 if(kaeruka[i])
830                         c_put_str(col, "¤«¤¨¤ë", 14,  5+i*16);
831                 else
832                         c_put_str(col, "¤Î¤³¤¹", 14,  5+i*16);
833 #else
834                 if(kaeruka[i])
835                         c_put_str(col, "Change", 14,  5+i*16);
836                 else
837                         c_put_str(col, " Stay ", 14,  5+i*16);
838 #endif
839         }
840         if (hoge > 4) col = TERM_YELLOW;
841         else col = TERM_WHITE;
842 #ifdef JP
843         c_put_str(col, "·èÄê", 16,  38);
844 #else
845         c_put_str(col, "Sure", 16,  38);
846 #endif
847
848         /* Hilite current option */
849         if (hoge < 5) move_cursor(14, 5+hoge*16);
850         else move_cursor(16, 38);
851 }
852
853
854 static void display_cards(void)
855 {
856         int i, j;
857         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
858 #ifdef JP
859         cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
860         cptr card_grph[13][7] = {{"£Á   %s     ",
861                                   "     ÊÑ     ",
862                                   "     ¶ò     ",
863                                   "     ÈÚ     ",
864                                   "     ÅÜ     ",
865                                   "     %s     ",
866                                   "          £Á"},
867                                  {"£²          ",
868                                   "     %s     ",
869                                   "            ",
870                                   "            ",
871                                   "            ",
872                                   "     %s     ",
873                                   "          £²"},
874                                  {"£³          ",
875                                   "     %s     ",
876                                   "            ",
877                                   "     %s     ",
878                                   "            ",
879                                   "     %s     ",
880                                   "          £³"},
881                                  {"£´          ",
882                                   "   %s  %s   ",
883                                   "            ",
884                                   "            ",
885                                   "            ",
886                                   "   %s  %s   ",
887                                   "          £´"},
888                                  {"£µ          ",
889                                   "   %s  %s   ",
890                                   "            ",
891                                   "     %s     ",
892                                   "            ",
893                                   "   %s  %s   ",
894                                   "          £µ"},
895                                  {"£¶          ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s   ",
899                                   "            ",
900                                   "   %s  %s   ",
901                                   "          £¶"},
902                                  {"£·          ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s   ",
906                                   "            ",
907                                   "   %s  %s   ",
908                                   "          £·"},
909                                  {"£¸          ",
910                                   "   %s  %s   ",
911                                   "     %s     ",
912                                   "   %s  %s   ",
913                                   "     %s     ",
914                                   "   %s  %s   ",
915                                   "          £¸"},
916                                  {"£¹ %s  %s   ",
917                                   "            ",
918                                   "   %s  %s   ",
919                                   "     %s     ",
920                                   "   %s  %s   ",
921                                   "            ",
922                                   "   %s  %s £¹"},
923                                  {"10 %s  %s   ",
924                                   "     %s     ",
925                                   "   %s  %s   ",
926                                   "            ",
927                                   "   %s  %s   ",
928                                   "     %s     ",
929                                   "   %s  %s 10"},
930                                  {"£Ê   ¦«     ",
931                                   "%s   ||     ",
932                                   "     ||     ",
933                                   "     ||     ",
934                                   "     ||     ",
935                                   "   |=°¡=| %s",
936                                   "     ÌÜ   £Ê"},
937                                  {"£Ñ ######   ",
938                                   "%s#      #  ",
939                                   "  # ++++ #  ",
940                                   "  # +==+ #  ",
941                                   "   # ++ #   ",
942                                   "    #  #  %s",
943                                   "     ##   £Ñ"},
944                                  {"£Ë          ",
945                                   "%s ¡®¢Þ¡­   ",
946                                   "  ¦Ã¦Ã¦Ã¦Ë  ",
947                                   "  ¦Ï ¦Ï ¦É  ",
948                                   "   ¦Ô    ¢ß ",
949                                   "    ¦Ò ¥Î %s",
950                                   "          £Ë"}};
951         cptr joker_grph[7] = {    "            ",
952                                   "     £Ê     ",
953                                   "     £Ï     ",
954                                   "     £Ë     ",
955                                   "     £Å     ",
956                                   "     £Ò     ",
957                                   "            "};
958
959 #else
960
961         cptr suit[4] = {"[]", "qp", "<>", "db"};
962         cptr card_grph[13][7] = {{"A    %s     ",
963                                   "     He     ",
964                                   "     ng     ",
965                                   "     ba     ",
966                                   "     nd     ",
967                                   "     %s     ",
968                                   "           A"},
969                                  {"2           ",
970                                   "     %s     ",
971                                   "            ",
972                                   "            ",
973                                   "            ",
974                                   "     %s     ",
975                                   "           2"},
976                                  {"3           ",
977                                   "     %s     ",
978                                   "            ",
979                                   "     %s     ",
980                                   "            ",
981                                   "     %s     ",
982                                   "           3"},
983                                  {"4           ",
984                                   "   %s  %s   ",
985                                   "            ",
986                                   "            ",
987                                   "            ",
988                                   "   %s  %s   ",
989                                   "           4"},
990                                  {"5           ",
991                                   "   %s  %s   ",
992                                   "            ",
993                                   "     %s     ",
994                                   "            ",
995                                   "   %s  %s   ",
996                                   "           5"},
997                                  {"6           ",
998                                   "   %s  %s   ",
999                                   "            ",
1000                                   "   %s  %s   ",
1001                                   "            ",
1002                                   "   %s  %s   ",
1003                                   "           6"},
1004                                  {"7           ",
1005                                   "   %s  %s   ",
1006                                   "     %s     ",
1007                                   "   %s  %s   ",
1008                                   "            ",
1009                                   "   %s  %s   ",
1010                                   "           7"},
1011                                  {"8           ",
1012                                   "   %s  %s   ",
1013                                   "     %s     ",
1014                                   "   %s  %s   ",
1015                                   "     %s     ",
1016                                   "   %s  %s   ",
1017                                   "           8"},
1018                                  {"9  %s  %s   ",
1019                                   "            ",
1020                                   "   %s  %s   ",
1021                                   "     %s     ",
1022                                   "   %s  %s   ",
1023                                   "            ",
1024                                   "   %s  %s  9"},
1025                                  {"10 %s  %s   ",
1026                                   "     %s     ",
1027                                   "   %s  %s   ",
1028                                   "            ",
1029                                   "   %s  %s   ",
1030                                   "     %s     ",
1031                                   "   %s  %s 10"},
1032                                  {"J    /\\     ",
1033                                   "%s   ||     ",
1034                                   "     ||     ",
1035                                   "     ||     ",
1036                                   "     ||     ",
1037                                   "   |=HH=| %s",
1038                                   "     ][    J"},
1039                                  {"Q  ######   ",
1040                                   "%s#      #  ",
1041                                   "  # ++++ #  ",
1042                                   "  # +==+ #  ",
1043                                   "   # ++ #   ",
1044                                   "    #  #  %s",
1045                                   "     ##    Q"},
1046                                  {"K           ",
1047                                   "%s _'~~`_   ",
1048                                   "   jjjjj$&  ",
1049                                   "   q q uu   ",
1050                                   "   c    &   ",
1051                                   "    v__/  %s",
1052                                   "           K"}};
1053         cptr joker_grph[7] = {    "            ",
1054                                   "     J      ",
1055                                   "     O      ",
1056                                   "     K      ",
1057                                   "     E      ",
1058                                   "     R      ",
1059                                   "            "};
1060 #endif
1061
1062         for (i = 0; i < 5; i++)
1063         {
1064 #ifdef JP
1065                 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯",  5,  i*16);
1066 #else
1067                 prt(" +------------+ ",  5,  i*16);
1068 #endif
1069         }
1070
1071         for (i = 0; i < 5; i++)
1072         {
1073                 for (j = 0; j < 7; j++)
1074                 {
1075 #ifdef JP
1076                         prt("¨­",  j+6,  i*16);
1077 #else
1078                         prt(" |",  j+6,  i*16);
1079 #endif
1080                         if(IS_JOKER(cards[i]))
1081                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1082                         else
1083                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
1084 #ifdef JP
1085                         prt("¨­",  j+6,  i*16+14);
1086 #else
1087                         prt("| ",  j+6,  i*16+14);
1088 #endif
1089                 }
1090         }
1091         for (i = 0; i < 5; i++)
1092         {
1093 #ifdef JP
1094                 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13,  i*16);
1095 #else
1096                 prt(" +------------+ ", 13,  i*16);
1097 #endif
1098         }
1099 }
1100
1101 static int do_poker(void)
1102 {
1103         int i, k = 2;
1104         char cmd;
1105         int deck[53]; /* yamafuda : 0...52 */
1106         int deck_ptr = 0;
1107         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1108
1109         bool done = FALSE;
1110         bool kettei = TRUE;
1111         bool kakikae = TRUE;
1112
1113         reset_deck(deck);
1114
1115         for (i = 0; i < 5; i++)
1116         {
1117                 cards[i] = deck[deck_ptr++];
1118                 kaeruka[i] = 0; /* default:nokosu */
1119         }
1120         
1121 #if 0
1122         /* debug:RF */
1123         cards[0] = 12;
1124         cards[1] = 0;
1125         cards[2] = 9;
1126         cards[3] = 11;
1127         cards[4] = 10;
1128 #endif
1129 #if 0
1130         /* debug:SF */
1131         cards[0] = 3;
1132         cards[1] = 2;
1133         cards[2] = 4;
1134         cards[3] = 6;
1135         cards[4] = 5;
1136 #endif
1137 #if 0
1138         /* debug:Four Cards */
1139         cards[0] = 0;
1140         cards[1] = 0 + 13 * 1;
1141         cards[2] = 0 + 13 * 2;
1142         cards[3] = 0 + 13 * 3;
1143         cards[4] = 51;
1144 #endif
1145 #if 0
1146         /* debug:Straight */
1147         cards[0] = 1;
1148         cards[1] = 0 + 13;
1149         cards[2] = 3;
1150         cards[3] = 2 + 26;
1151         cards[4] = 4;
1152 #endif
1153 #if 0
1154         /* debug */
1155         cards[0] = 52;
1156         cards[1] = 0;
1157         cards[2] = 1;
1158         cards[3] = 2;
1159         cards[4] = 3;
1160 #endif
1161
1162         /* suteruno wo kimeru */
1163 #ifdef JP
1164         prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1165 #else
1166         prt("Stay witch? ", 0, 0);
1167 #endif
1168
1169         display_cards();
1170         yaku_check();
1171
1172         while (!done)
1173         {
1174                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1175                 kakikae = FALSE;
1176                 cmd = inkey();
1177                 switch (cmd)
1178                 {
1179                 case '6': case 'l': case 'L': case KTRL('F'):
1180                         if (!kettei) k = (k+1)%5;
1181                         else {k = 0;kettei = FALSE;}
1182                         kakikae = TRUE;
1183                         break;
1184                 case '4': case 'h': case 'H': case KTRL('B'):
1185                         if (!kettei) k = (k+4)%5;
1186                         else {k = 4;kettei = FALSE;}
1187                         kakikae = TRUE;
1188                         break;
1189                 case '2': case 'j': case 'J': case KTRL('N'):
1190                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1191                         break;
1192                 case '8': case 'k': case 'K': case KTRL('P'):
1193                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1194                         break;
1195                 case ' ': case '\r':
1196                         if (kettei) done = TRUE;
1197                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1198                         break;
1199                 default:
1200                         break;
1201                 }
1202         }
1203         
1204         prt("",0,0);
1205
1206         for (i = 0; i < 5; i++)
1207                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1208
1209         display_cards();
1210         
1211         return yaku_check();
1212 }
1213 #undef SUIT_OF
1214 #undef NUM_OF
1215 #undef IS_JOKER
1216 /* end of poker codes --Koka */
1217
1218 /*
1219  * gamble_comm
1220  */
1221 static bool gamble_comm(int cmd)
1222 {
1223         int i;
1224         int roll1, roll2, roll3, choice, odds, win;
1225         s32b wager;
1226         s32b maxbet;
1227         s32b oldgold;
1228
1229         char out_val[160], tmp_str[80], again;
1230         cptr p;
1231
1232         screen_save();
1233
1234         if (cmd == BACT_GAMBLE_RULES)
1235         {
1236                 /* Peruse the gambling help file */
1237 #ifdef JP
1238 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1239 #else
1240                 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1241 #endif
1242
1243         }
1244         else
1245         {
1246                 /* No money */
1247                 if (p_ptr->au < 1)
1248                 {
1249 #ifdef JP
1250                         msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1251 #else
1252                         msg_print("Hey! You don't have gold - get out of here!");
1253 #endif
1254
1255                         msg_print(NULL);
1256                         screen_load();
1257                         return FALSE;
1258                 }
1259
1260                 clear_bldg(5, 23);
1261
1262                 maxbet = p_ptr->lev * 200;
1263
1264                 /* We can't bet more than we have */
1265                 maxbet = MIN(maxbet, p_ptr->au);
1266
1267                 /* Get the wager */
1268                 strcpy(out_val, "");
1269 #ifdef JP
1270 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
1271 #else
1272                 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
1273 #endif
1274
1275
1276                 /*
1277                  * Use get_string() because we may need more than
1278                  * the s16b value returned by get_quantity().
1279                  */
1280                 if (get_string(tmp_str, out_val, 32))
1281                 {
1282                         /* Strip spaces */
1283                         for (p = out_val; *p == ' '; p++);
1284
1285                         /* Get the wager */
1286                         wager = atol(p);
1287
1288                         if (wager > p_ptr->au)
1289                         {
1290 #ifdef JP
1291 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1292 #else
1293                                 msg_print("Hey! You don't have the gold - get out of here!");
1294 #endif
1295
1296                                 msg_print(NULL);
1297                                 screen_load();
1298                                 return (FALSE);
1299                         }
1300                         else if (wager > maxbet)
1301                         {
1302 #ifdef JP
1303 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", maxbet);
1304 #else
1305                                 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
1306 #endif
1307
1308                                 wager = maxbet;
1309                         }
1310                         else if (wager < 1)
1311                         {
1312 #ifdef JP
1313 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1314 #else
1315                                 msg_print("Ok, we'll start with 1 gold.");
1316 #endif
1317
1318
1319                                 wager = 1;
1320                         }
1321                         msg_print(NULL);
1322                         win = FALSE;
1323                         odds = 0;
1324                         oldgold = p_ptr->au;
1325
1326 #ifdef JP
1327 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", oldgold);
1328 #else
1329                         sprintf(tmp_str, "Gold before game: %9ld", oldgold);
1330 #endif
1331
1332                         prt(tmp_str, 20, 2);
1333
1334 #ifdef JP
1335 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â:     %9ld", wager);
1336 #else
1337                         sprintf(tmp_str, "Current Wager:    %9ld", wager);
1338 #endif
1339
1340                         prt(tmp_str, 21, 2);
1341
1342                         /* Prevent savefile-scumming of the casino */
1343 /*                      Rand_quick = TRUE; */
1344                         Rand_value = time(NULL);
1345
1346                         do
1347                         {
1348 #ifdef JP /* Prevent random seed cracking of the casino */
1349                                 clock_t clk;
1350                                 clk = clock();
1351                                 Rand_value *= clk;
1352 #endif
1353                                 p_ptr->au -= wager;
1354                                 switch (cmd)
1355                                 {
1356                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1357 #ifdef JP
1358 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1359 #else
1360                                         c_put_str(TERM_GREEN, "In Between", 5, 2);
1361 #endif
1362
1363                                         odds = 4;
1364                                         win = FALSE;
1365                                         roll1 = randint1(10);
1366                                         roll2 = randint1(10);
1367                                         choice = randint1(10);
1368 #ifdef JP
1369 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d        ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1370 #else
1371                                         sprintf(tmp_str, "Black die: %d       Black Die: %d", roll1, roll2);
1372 #endif
1373
1374                                         prt(tmp_str, 8, 3);
1375 #ifdef JP
1376 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1377 #else
1378                                         sprintf(tmp_str, "Red die: %d", choice);
1379 #endif
1380
1381                                         prt(tmp_str, 11, 14);
1382                                         if (((choice > roll1) && (choice < roll2)) ||
1383                                                 ((choice < roll1) && (choice > roll2)))
1384                                                 win = TRUE;
1385                                         break;
1386                                 case BACT_CRAPS:  /* Game of Craps */
1387 #ifdef JP
1388 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1389 #else
1390                                         c_put_str(TERM_GREEN, "Craps", 5, 2);
1391 #endif
1392
1393                                         win = 3;
1394                                         odds = 2;
1395                                         roll1 = randint1(6);
1396                                         roll2 = randint1(6);
1397                                         roll3 = roll1 +  roll2;
1398                                         choice = roll3;
1399 #ifdef JP
1400 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d      Total: %d", roll1, 
1401 #else
1402                                         sprintf(tmp_str, "First roll: %d %d    Total: %d", roll1,
1403 #endif
1404
1405                                                  roll2, roll3);
1406                                         prt(tmp_str, 7, 5);
1407                                         if ((roll3 == 7) || (roll3 == 11))
1408                                                 win = TRUE;
1409                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1410                                                 win = FALSE;
1411                                         else
1412                                                 do
1413                                                 {
1414 #ifdef JP
1415 msg_print("¤Ê¤Ë¤«¥­¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1416 #else
1417                                                         msg_print("Hit any key to roll again");
1418 #endif
1419
1420                                                         msg_print(NULL);
1421                                                         roll1 = randint1(6);
1422                                                         roll2 = randint1(6);
1423                                                         roll3 = roll1 +  roll2;
1424
1425 #ifdef JP
1426 sprintf(tmp_str, "½ÐÌÜ: %d %d          ¹ç·×:      %d",
1427 #else
1428                                                         sprintf(tmp_str, "Roll result: %d %d   Total:     %d",
1429 #endif
1430
1431                                                                  roll1, roll2, roll3);
1432                                                         prt(tmp_str, 8, 5);
1433                                                         if (roll3 == choice)
1434                                                                 win = TRUE;
1435                                                         else if (roll3 == 7)
1436                                                                 win = FALSE;
1437                                                 } while ((win != TRUE) && (win != FALSE));
1438                                         break;
1439
1440                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1441                                         win = FALSE;
1442                                         odds = 9;
1443 #ifdef JP
1444 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1445 #else
1446                                         c_put_str(TERM_GREEN, "Wheel", 5, 2);
1447 #endif
1448
1449                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1450                                         prt("--------------------------------", 8, 3);
1451                                         strcpy(out_val, "");
1452 #ifdef JP
1453 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1454 #else
1455                                         get_string("Pick a number (0-9): ", out_val, 32);
1456 #endif
1457
1458                                         for (p = out_val; isspace(*p); p++);
1459                                         choice = atol(p);
1460                                         if (choice < 0)
1461                                         {
1462 #ifdef JP
1463 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1464 #else
1465                                                 msg_print("I'll put you down for 0.");
1466 #endif
1467
1468                                                 choice = 0;
1469                                         }
1470                                         else if (choice > 9)
1471                                         {
1472 #ifdef JP
1473 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1474 #else
1475                                                 msg_print("Ok, I'll put you down for 9.");
1476 #endif
1477
1478                                                 choice = 9;
1479                                         }
1480                                         msg_print(NULL);
1481                                         roll1 = randint0(10);
1482 #ifdef JP
1483 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1484 #else
1485                                         sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1486 #endif
1487
1488                                                 roll1);
1489                                         prt(tmp_str, 13, 3);
1490                                         prt("", 9, 0);
1491                                         prt("*", 9, (3 * roll1 + 5));
1492                                         if (roll1 == choice)
1493                                                 win = TRUE;
1494                                         break;
1495
1496                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1497 #ifdef JP
1498 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1499                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó            2", 6, 37);
1500                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó   ¥ì¥â¥ó   5", 7, 37);
1501                                         c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1502                                         c_put_str(TERM_UMBER, "·õ       ·õ       ·õ       20", 9, 37);
1503                                         c_put_str(TERM_SLATE, "½â       ½â       ½â       50", 10, 37);
1504                                         c_put_str(TERM_VIOLET, "¥×¥é¥à   ¥×¥é¥à   ¥×¥é¥à   200", 11, 37);
1505                                         c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1506 #else
1507                                         c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1508 #endif
1509
1510                                         win = FALSE;
1511                                         roll1 = randint1(21);
1512                                         for (i=6;i>0;i--)
1513                                         {
1514                                                 if ((roll1-i) < 1)
1515                                                 {
1516                                                         roll1 = 7-i;
1517                                                         break;
1518                                                 }
1519                                                 roll1 -= i;
1520                                         }
1521                                         roll2 = randint1(21);
1522                                         for (i=6;i>0;i--)
1523                                         {
1524                                                 if ((roll2-i) < 1)
1525                                                 {
1526                                                         roll2 = 7-i;
1527                                                         break;
1528                                                 }
1529                                                 roll2 -= i;
1530                                         }
1531                                         choice = randint1(21);
1532                                         for (i=6;i>0;i--)
1533                                         {
1534                                                 if ((choice-i) < 1)
1535                                                 {
1536                                                         choice = 7-i;
1537                                                         break;
1538                                                 }
1539                                                 choice -= i;
1540                                         }
1541                                         put_str("/--------------------------\\", 7, 2);
1542                                         prt("\\--------------------------/", 17, 2);
1543                                         display_fruit(8,  3, roll1 - 1);
1544                                         display_fruit(8, 12, roll2 - 1);
1545                                         display_fruit(8, 21, choice - 1);
1546                                         if ((roll1 == roll2) && (roll2 == choice))
1547                                         {
1548                                                 win = TRUE;
1549                                                 switch(roll1)
1550                                                 {
1551                                                 case 1:
1552                                                         odds = 5;break;
1553                                                 case 2:
1554                                                         odds = 10;break;
1555                                                 case 3:
1556                                                         odds = 20;break;
1557                                                 case 4:
1558                                                         odds = 50;break;
1559                                                 case 5:
1560                                                         odds = 200;break;
1561                                                 case 6:
1562                                                         odds = 1000;break;
1563                                                 }
1564                                         }
1565                                         else if ((roll1 == 1) && (roll2 == 1))
1566                                         {
1567                                                 win = TRUE;
1568                                                 odds = 2;
1569                                         }
1570                                         break;
1571                                 case BACT_POKER:
1572                                         win = FALSE;
1573                                         odds = do_poker();
1574                                         if (odds) win = TRUE;
1575                                         break;
1576                                 }
1577
1578                                 if (win)
1579                                 {
1580 #ifdef JP
1581 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1582 #else
1583                                         prt("YOU WON", 16, 37);
1584 #endif
1585
1586                                         p_ptr->au += odds * wager;
1587 #ifdef JP
1588 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1589 #else
1590                                         sprintf(tmp_str, "Payoff: %d", odds);
1591 #endif
1592
1593                                         prt(tmp_str, 17, 37);
1594                                 }
1595                                 else
1596                                 {
1597 #ifdef JP
1598 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1599 #else
1600                                         prt("You Lost", 16, 37);
1601 #endif
1602
1603                                         prt("", 17, 37);
1604                                 }
1605 #ifdef JP
1606 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â:     %9ld", p_ptr->au);
1607 #else
1608                                 sprintf(tmp_str, "Current Gold:     %9ld", p_ptr->au);
1609 #endif
1610
1611                                 prt(tmp_str, 22, 2);
1612 #ifdef JP
1613 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1614 #else
1615                                 prt("Again(Y/N)?", 18, 37);
1616 #endif
1617
1618                                 move_cursor(18, 52);
1619                                 again = inkey();
1620                                 prt("", 16, 37);
1621                                 prt("", 17, 37);
1622                                 prt("", 18, 37);
1623                                 if (wager > p_ptr->au)
1624                                 {
1625 #ifdef JP
1626 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1627 #else
1628                                         msg_print("Hey! You don't have the gold - get out of here!");
1629 #endif
1630
1631                                         msg_print(NULL);
1632
1633                                         /* Get out here */
1634                                         break;
1635                                 }
1636                         } while ((again == 'y') || (again == 'Y'));
1637
1638                         /* Switch back to complex RNG */
1639                         Rand_quick = FALSE;
1640
1641                         prt("", 18, 37);
1642                         if (p_ptr->au >= oldgold)
1643                         {
1644 #ifdef JP
1645 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1646 #else
1647                                 msg_print("You came out a winner! We'll win next time, I'm sure.");
1648 #endif
1649                                 chg_virtue(V_CHANCE, 3);
1650                         }
1651                         else
1652                         {
1653 #ifdef JP
1654 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1655 #else
1656                                 msg_print("You lost gold! Haha, better head home.");
1657 #endif
1658                                 chg_virtue(V_CHANCE, -3);
1659                         }
1660                 }
1661                 msg_print(NULL);
1662         }
1663         screen_load();
1664         return (TRUE);
1665 }
1666
1667 static bool vault_aux_battle(int r_idx)
1668 {
1669         int i;
1670         int dam = 0;
1671
1672         monster_race *r_ptr = &r_info[r_idx];
1673
1674         /* Decline town monsters */
1675 /*      if (!monster_dungeon(r_idx)) return FALSE; */
1676
1677         /* Decline unique monsters */
1678 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1679 /*      if (r_ptr->flags7 & (RF7_UNIQUE_7)) return (FALSE); */
1680
1681         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1682         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1683         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1684         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1685         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1686
1687         for (i = 0; i < 4; i++)
1688         {
1689                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1690                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1691         }
1692         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1693
1694         /* Okay */
1695         return (TRUE);
1696 }
1697
1698 void battle_monsters(void)
1699 {
1700         int total, i;
1701         int max_dl = 0;
1702         int mon_level;
1703         int power[4];
1704         bool tekitou;
1705         bool old_inside_battle = p_ptr->inside_battle;
1706
1707         for (i = 0; i < max_d_idx; i++)
1708                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1709
1710         mon_level = randint1(MIN(max_dl, 122))+5;
1711         if (randint0(100) < 60)
1712         {
1713                 i = randint1(MIN(max_dl, 122))+5;
1714                 mon_level = MAX(i, mon_level);
1715         }
1716         if (randint0(100) < 30)
1717         {
1718                 i = randint1(MIN(max_dl, 122))+5;
1719                 mon_level = MAX(i, mon_level);
1720         }
1721
1722         while (1)
1723         {
1724                 total = 0;
1725                 tekitou = FALSE;
1726                 for(i=0;i<4;i++)
1727                 {
1728                         int r_idx, j;
1729                         while (1)
1730                         {
1731                                 get_mon_num_prep(vault_aux_battle, NULL);
1732                                 p_ptr->inside_battle = TRUE;
1733                                 r_idx = get_mon_num(mon_level);
1734                                 p_ptr->inside_battle = old_inside_battle;
1735                                 if (!r_idx) continue;
1736
1737                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1738                                 {
1739                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1740                                 }
1741
1742                                 for (j = 0; j < i; j++)
1743                                         if(r_idx == battle_mon[j]) break;
1744                                 if (j<i) continue;
1745
1746                                 break;
1747                         }
1748                         battle_mon[i] = r_idx;
1749                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1750                 }
1751
1752                 for (i=0;i<4;i++)
1753                 {
1754                         monster_race *r_ptr = &r_info[battle_mon[i]];
1755                         int num_taisei = count_bits(r_ptr->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_CAINE:
1810                                 case MON_JULIAN:
1811                                 case MON_VENOM_WYRM:
1812                                 case MON_MASTER_MYS:
1813                                 case MON_G_MASTER_MYS:
1814                                         power[i] = power[i] * 3 / 4;
1815                                         break;
1816                                 case MON_VORPAL_BUNNY:
1817                                 case MON_SHAGRAT:
1818                                 case MON_GORBAG:
1819                                 case MON_LOG_MASTER:
1820                                 case MON_JURT:
1821                                 case MON_GRAV_HOUND:
1822                                 case MON_SHIM_VOR:
1823                                 case MON_JUBJUB:
1824                                 case MON_CLUB_DEMON:
1825                                 case MON_LLOIGOR:
1826                                 case MON_NIGHTCRAWLER:
1827                                 case MON_NIGHTWALKER:
1828                                 case MON_RAPHAEL:
1829                                 case MON_SHAMBLER:
1830                                 case MON_SKY_DRAKE:
1831                                 case MON_GERARD:
1832                                 case MON_G_CTHULHU:
1833                                 case MON_SPECT_WYRM:
1834                                 case MON_BAZOOKER:
1835                                 case MON_GCWADL:
1836                                 case MON_KIRIN:
1837                                 case MON_FENGHUANG:
1838                                         power[i] = power[i] * 4 / 3;
1839                                         break;
1840                                 case MON_UMBER_HULK:
1841                                 case MON_FIRE_VOR:
1842                                 case MON_WATER_VOR:
1843                                 case MON_COLD_VOR:
1844                                 case MON_ENERGY_VOR:
1845                                 case MON_GACHAPIN:
1846                                 case MON_REVENANT:
1847                                 case MON_NEXUS_VOR:
1848                                 case MON_PLASMA_VOR:
1849                                 case MON_TIME_VOR:
1850                                 case MON_MANDOR:
1851                                 case MON_KAVLAX:
1852                                 case MON_RINALDO:
1853                                 case MON_STORMBRINGER:
1854                                 case MON_TIME_HOUND:
1855                                 case MON_PLASMA_HOUND:
1856                                 case MON_TINDALOS:
1857                                 case MON_CHAOS_VOR:
1858                                 case MON_AETHER_VOR:
1859                                 case MON_AETHER_HOUND:
1860                                 case MON_CANTORAS:
1861                                 case MON_GODZILLA:
1862                                 case MON_TARRASQUE:
1863                                 case MON_DESTROYER:
1864                                 case MON_MORGOTH:
1865                                 case MON_SERPENT:
1866                                 case MON_OROCHI:
1867                                 case MON_D_ELF_SHADE:
1868                                 case MON_MANA_HOUND:
1869                                 case MON_SHARD_VOR:
1870                                 case MON_BANORLUPART:
1871                                 case MON_BOTEI:
1872                                 case MON_JAIAN:
1873                                 case MON_BAHAMUT:
1874                                 case MON_WAHHA:
1875                                         power[i] = power[i] * 3 / 2;
1876                                         break;
1877                                 case MON_ROLENTO:
1878                                 case MON_CYBER:
1879                                 case MON_CYBER_KING:
1880                                 case MON_UNICORN_ORD:
1881                                         power[i] = power[i] * 5 / 3;
1882                                         break;
1883                                 case MON_ARCH_VILE:
1884                                 case MON_PHANTOM_B:
1885                                 case MON_WYRM_POWER:
1886                                         power[i] *= 2;
1887                                         break;
1888                                 case MON_NODENS:
1889                                 case MON_CULVERIN:
1890                                         power[i] *= 3;
1891                                         break;
1892                                 case MON_ECHIZEN:
1893                                         power[i] *= 9;
1894                                         break;
1895                                 case MON_HAGURE:
1896                                         power[i] *= 100000;
1897                                         break;
1898                                 default:
1899                                         break;
1900                         }
1901                         total += power[i];
1902                 }
1903                 for (i=0;i<4;i++)
1904                 {
1905                         power[i] = total*60/power[i];
1906                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1907                         if ((power[i] < 160) && randint0(20)) break;
1908                         if (power[i] < 101) power[i] = 100 + randint1(5);
1909                         mon_odds[i] = power[i];
1910                 }
1911                 if (i == 4) break;
1912         }
1913 }
1914
1915 static bool kakutoujou(void)
1916 {
1917         s32b maxbet;
1918         s32b wager;
1919         char out_val[160], tmp_str[80];
1920         cptr p;
1921
1922         if ((turn - old_battle) > TURNS_PER_TICK*250)
1923         {
1924                 battle_monsters();
1925                 old_battle = turn;
1926         }
1927
1928         screen_save();
1929
1930         /* No money */
1931         if (p_ptr->au < 1)
1932         {
1933 #ifdef JP
1934                 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1935 #else
1936                 msg_print("Hey! You don't have gold - get out of here!");
1937 #endif
1938
1939                 msg_print(NULL);
1940                 screen_load();
1941                 return FALSE;
1942         }
1943         else
1944         {
1945                 int i;
1946
1947                 clear_bldg(4, 10);
1948
1949 #ifdef JP
1950                 prt("¥â¥ó¥¹¥¿¡¼                                                     ÇÜΨ", 4, 4);
1951 #else
1952                 prt("Monsters                                                       Odds", 4, 4);
1953 #endif
1954                 for (i=0;i<4;i++)
1955                 {
1956                         char buf[80];
1957                         monster_race *r_ptr = &r_info[battle_mon[i]];
1958
1959 #ifdef JP
1960                         sprintf(buf,"%d) %-58s  %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤­" : "      "), mon_odds[i]/100, mon_odds[i]%100);
1961 #else
1962                         sprintf(buf,"%d) %-58s  %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), mon_odds[i]/100, mon_odds[i]%100);
1963 #endif
1964                         prt(buf, 5+i, 1);
1965                 }
1966
1967 #ifdef JP
1968                 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1969 #else
1970                 prt("Which monster: ", 0, 0);
1971 #endif
1972                 while(1)
1973                 {
1974                         i = inkey();
1975
1976                         if (i == ESCAPE)
1977                         {
1978                                 screen_load();
1979                                 return FALSE;
1980                         }
1981                         if (i >= '1' && i <= '4')
1982                         {
1983                                 sel_monster = i-'1';
1984                                 battle_odds = mon_odds[sel_monster];
1985                                 break;
1986                         }
1987                         else bell();
1988                 }
1989
1990                 clear_bldg(4,4);
1991                 for (i=0;i<4;i++)
1992                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1993
1994                 maxbet = p_ptr->lev * 200;
1995
1996                 /* We can't bet more than we have */
1997                 maxbet = MIN(maxbet, p_ptr->au);
1998
1999                 /* Get the wager */
2000                 strcpy(out_val, "");
2001 #ifdef JP
2002 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
2003 #else
2004                 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
2005 #endif
2006
2007
2008                 /*
2009                  * Use get_string() because we may need more than
2010                  * the s16b value returned by get_quantity().
2011                  */
2012                 if (get_string(tmp_str, out_val, 32))
2013                 {
2014                         /* Strip spaces */
2015                         for (p = out_val; *p == ' '; p++);
2016
2017                         /* Get the wager */
2018                         wager = atol(p);
2019
2020                         if (wager > p_ptr->au)
2021                         {
2022 #ifdef JP
2023 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2024 #else
2025                                 msg_print("Hey! You don't have the gold - get out of here!");
2026 #endif
2027
2028                                 msg_print(NULL);
2029                                 screen_load();
2030                                 return (FALSE);
2031                         }
2032                         else if (wager > maxbet)
2033                         {
2034 #ifdef JP
2035 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", maxbet);
2036 #else
2037                                 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
2038 #endif
2039
2040                                 wager = maxbet;
2041                         }
2042                         else if (wager < 1)
2043                         {
2044 #ifdef JP
2045 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2046 #else
2047                                 msg_print("Ok, we'll start with 1 gold.");
2048 #endif
2049
2050
2051                                 wager = 1;
2052                         }
2053                         msg_print(NULL);
2054                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
2055                         kakekin = wager;
2056                         p_ptr->au -= wager;
2057                         p_ptr->leftbldg = TRUE;
2058                         p_ptr->inside_battle = TRUE;
2059                         reset_tim_flags();
2060                         p_ptr->leaving = TRUE;
2061                         leave_bldg = TRUE;
2062                         screen_load();
2063
2064                         return (TRUE);
2065                 }
2066         }
2067         screen_load();
2068
2069         return (FALSE);
2070 }
2071
2072 static void today_target(void)
2073 {
2074         char buf[160];
2075         monster_race *r_ptr = &r_info[today_mon];
2076
2077         clear_bldg(4,18);
2078 #ifdef JP
2079 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2080 #else
2081         prt("Wanted monster that changes from day to day", 5, 10);
2082 #endif
2083 #ifdef JP
2084         sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2085 #else
2086         sprintf(buf,"target: %s",r_name + r_ptr->name);
2087 #endif
2088         c_put_str(TERM_YELLOW, buf, 6, 10);
2089 #ifdef JP
2090         sprintf(buf,"»àÂΠ---- $%d",r_ptr->level * 50 + 100);
2091 #else
2092         sprintf(buf,"corpse   ---- $%d",r_ptr->level * 50 + 100);
2093 #endif
2094         prt(buf, 8, 10);
2095 #ifdef JP
2096         sprintf(buf,"¹ü   ---- $%d",r_ptr->level * 30 + 60);
2097 #else
2098         sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2099 #endif
2100         prt(buf, 9, 10);
2101         p_ptr->today_mon = today_mon;
2102 }
2103
2104 static void tsuchinoko(void)
2105 {
2106         clear_bldg(4,18);
2107 #ifdef JP
2108 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2109 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2110 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2111 c_put_str(TERM_WHITE, "»àÂΠ    ----   $200,000", 9, 10);
2112 c_put_str(TERM_WHITE, "¹ü       ----   $100,000", 10, 10);
2113 #else
2114 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2115 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2116 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2117 c_put_str(TERM_WHITE, "corpse      ----   $200,000", 9, 10);
2118 c_put_str(TERM_WHITE, "bones       ----   $100,000", 10, 10);
2119 #endif
2120 }
2121
2122 static void shoukinkubi(void)
2123 {
2124         int i;
2125         int y = 0;
2126
2127         clear_bldg(4,18);
2128
2129 #ifdef JP
2130         prt("»àÂΤò»ý¤Áµ¢¤ë¤È¾Þ¶â¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2131 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2132 #else
2133         prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2134 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2135 #endif
2136
2137         for (i = 0; i < MAX_KUBI; i++)
2138         {
2139                 char buf[160];
2140                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2141
2142                 sprintf(buf,"%-40s ---- ",r_name + r_ptr->name);
2143                 prt(buf, y+7, 10);
2144                 if (kubi_r_idx[i] > 10000)
2145 #ifdef JP
2146                         c_put_str(TERM_RED,"ºÑ", y+7, 56);
2147 #else
2148                         c_put_str(TERM_RED,"done", y+7, 56);
2149 #endif
2150                 else
2151                 {
2152                         sprintf(buf,"$%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         monster_race *r_ptr = &r_info[r_idx];
2385         int power = r_ptr->level + 10;
2386         char m_name[80];
2387         cptr desc = r_name + r_ptr->name;
2388
2389         /* Describe it */
2390 #ifndef JP
2391         if (!(r_ptr->flags1 & RF1_UNIQUE))
2392                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2393         else
2394 #endif
2395                 sprintf(m_name, "%s", desc);
2396
2397         if (!(r_ptr->flags1 & RF1_UNIQUE))
2398         {
2399                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2400         }
2401         else power *= 2;
2402
2403         if (saving_throw(p_ptr->skill_sav * 100 / power))
2404         {
2405 #ifdef JP
2406                 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2407 #else
2408                 msg_format("%^s chases you through your dreams.", m_name);
2409 #endif
2410
2411                 /* Safe */
2412                 return;
2413         }
2414
2415         if (p_ptr->image)
2416         {
2417                 /* Something silly happens... */
2418 #ifdef JP
2419                 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2420 #else
2421                 msg_format("You behold the %s visage of %s!",
2422 #endif
2423
2424                                           funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2425
2426                 if (one_in_(3))
2427                 {
2428                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2429                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2430                 }
2431
2432                 /* Never mind; we can't see it clearly enough */
2433                 return;
2434         }
2435
2436         /* Something frightening happens... */
2437 #ifdef JP
2438         msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2439 #else
2440         msg_format("You behold the %s visage of %s!",
2441 #endif
2442
2443                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2444
2445         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2446
2447         switch (p_ptr->prace)
2448         {
2449                 /* Imps may make a saving throw */
2450                 case RACE_IMP:
2451                 case RACE_DEMON:
2452                 {
2453                         if (saving_throw(20 + p_ptr->lev)) return;
2454                 }
2455                 /* Undead may make a saving throw */
2456                 case RACE_SKELETON:
2457                 case RACE_ZOMBIE:
2458                 case RACE_SPECTRE:
2459                 case RACE_VAMPIRE:
2460                 {
2461                         if (saving_throw(10 + p_ptr->lev)) return;
2462                 }
2463         }
2464
2465         /* Mind blast */
2466         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2467         {
2468                 if (!p_ptr->resist_conf)
2469                 {
2470                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2471                 }
2472                 if (!p_ptr->resist_chaos && one_in_(3))
2473                 {
2474                         (void)set_image(p_ptr->image + randint0(250) + 150);
2475                 }
2476                 return;
2477         }
2478
2479         /* Lose int & wis */
2480         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2481         {
2482                 do_dec_stat(A_INT);
2483                 do_dec_stat(A_WIS);
2484                 return;
2485         }
2486
2487         /* Brain smash */
2488         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2489         {
2490                 if (!p_ptr->resist_conf)
2491                 {
2492                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2493                 }
2494                 if (!p_ptr->free_act)
2495                 {
2496                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2497                 }
2498                 while (!saving_throw(p_ptr->skill_sav))
2499                 {
2500                         (void)do_dec_stat(A_INT);
2501                 }
2502                 while (!saving_throw(p_ptr->skill_sav))
2503                 {
2504                         (void)do_dec_stat(A_WIS);
2505                 }
2506                 if (!p_ptr->resist_chaos)
2507                 {
2508                         (void)set_image(p_ptr->image + randint0(250) + 150);
2509                 }
2510                 return;
2511         }
2512
2513
2514         /* Amnesia */
2515         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2516         {
2517                 if (lose_all_info())
2518                 {
2519 #ifdef JP
2520 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2521 #else
2522                         msg_print("You forget everything in your utmost terror!");
2523 #endif
2524
2525                 }
2526                 return;
2527         }
2528
2529         /* Else gain permanent insanity */
2530         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2531                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2532                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2533         {
2534                 /* The poor bastard already has all possible insanities! */
2535                 return;
2536         }
2537
2538         while (!happened)
2539         {
2540                 switch (randint1(4))
2541                 {
2542                         case 1:
2543                         {
2544                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2545                                 {
2546                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2547                                         {
2548 #ifdef JP
2549 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2550 #else
2551                                                 msg_print("You turn into an utter moron!");
2552 #endif
2553                                         }
2554                                         else
2555                                         {
2556 #ifdef JP
2557 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2558 #else
2559                                                 msg_print("You turn into an utter moron!");
2560 #endif
2561                                         }
2562
2563                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2564                                         {
2565 #ifdef JP
2566 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2567 #else
2568                                                 msg_print("Your brain is no longer a living computer.");
2569 #endif
2570
2571                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2572                                         }
2573                                         p_ptr->muta3 |= MUT3_MORONIC;
2574                                         happened = TRUE;
2575                                 }
2576                                 break;
2577                         }
2578                         case 2:
2579                         {
2580                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2581                                 {
2582 #ifdef JP
2583 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2584 #else
2585                                         msg_print("You become paranoid!");
2586 #endif
2587
2588
2589                                         /* Duh, the following should never happen, but anyway... */
2590                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2591                                         {
2592 #ifdef JP
2593 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2594 #else
2595                                                 msg_print("You are no longer fearless.");
2596 #endif
2597
2598                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2599                                         }
2600
2601                                         p_ptr->muta2 |= MUT2_COWARDICE;
2602                                         happened = TRUE;
2603                                 }
2604                                 break;
2605                         }
2606                         case 3:
2607                         {
2608                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2609                                 {
2610 #ifdef JP
2611 msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2612 #else
2613                                         msg_print("You are afflicted by a hallucinatory insanity!");
2614 #endif
2615
2616                                         p_ptr->muta2 |= MUT2_HALLU;
2617                                         happened = TRUE;
2618                                 }
2619                                 break;
2620                         }
2621                         default:
2622                         {
2623                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2624                                 {
2625 #ifdef JP
2626 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2627 #else
2628                                         msg_print("You become subject to fits of berserk rage!");
2629 #endif
2630
2631                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2632                                         happened = TRUE;
2633                                 }
2634                                 break;
2635                         }
2636                 }
2637         }
2638
2639         p_ptr->update |= PU_BONUS;
2640         handle_stuff();
2641 }
2642
2643
2644 /*
2645  * inn commands
2646  * Note that resting for the night was a perfect way to avoid player
2647  * ghosts in the town *if* you could only make it to the inn in time (-:
2648  * Now that the ghosts are temporarily disabled in 2.8.X, this function
2649  * will not be that useful.  I will keep it in the hopes the player
2650  * ghost code does become a reality again. Does help to avoid filthy urchins.
2651  * Resting at night is also a quick way to restock stores -KMW-
2652  */
2653 static bool inn_comm(int cmd)
2654 {
2655         int dawnval;
2656
2657         switch (cmd)
2658         {
2659                 case BACT_FOOD: /* Buy food & drink */
2660 #ifdef JP
2661 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2662 #else
2663                         msg_print("The barkeep gives you some gruel and a beer.");
2664 #endif
2665
2666                         (void)set_food(PY_FOOD_MAX - 1);
2667                         break;
2668
2669                 case BACT_REST: /* Rest for the night */
2670                         dawnval = ((turn % (TURNS_PER_TICK * TOWN_DAWN)));
2671                         if (dawnval > (TURNS_PER_TICK * TOWN_DAWN)/4)
2672                         {  /* nighttime */
2673                                 if ((p_ptr->poisoned) || (p_ptr->cut))
2674                                 {
2675 #ifdef JP
2676 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2677 #else
2678                                         msg_print("You need a healer, not a room.");
2679 #endif
2680
2681                                         msg_print(NULL);
2682 #ifdef JP
2683 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2684 #else
2685                                         msg_print("Sorry, but don't want anyone dying in here.");
2686 #endif
2687
2688                                 }
2689                                 else
2690                                 {
2691                                         int oldturn = turn;
2692 #ifdef JP
2693                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2694 #else
2695                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn");
2696 #endif
2697                                         turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2698                                         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);
2699                                         p_ptr->chp = p_ptr->mhp;
2700
2701                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
2702
2703                                         if (ironman_nightmare)
2704                                         {
2705 #ifdef JP
2706 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2707 #else
2708                                                 msg_print("Horrible visions flit through your mind as you sleep.");
2709 #endif
2710
2711
2712                                                 /* Pick a nightmare */
2713                                                 get_mon_num_prep(get_nightmare, NULL);
2714
2715                                                 /* Have some nightmares */
2716                                                 while(1)
2717                                                 {
2718                                                         have_nightmare(get_mon_num(MAX_DEPTH));
2719
2720                                                         if (!one_in_(3)) break;
2721                                                 }
2722
2723                                                 /* Remove the monster restriction */
2724                                                 get_mon_num_prep(NULL, NULL);
2725
2726 #ifdef JP
2727 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2728 #else
2729                                                 msg_print("You awake screaming.");
2730 #endif
2731
2732 #ifdef JP
2733                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°­Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2734 #else
2735                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2736 #endif
2737                                         }
2738                                         else
2739                                         {
2740                                                 set_blind(0);
2741                                                 set_confused(0);
2742                                                 p_ptr->stun = 0;
2743                                                 p_ptr->chp = p_ptr->mhp;
2744                                                 p_ptr->csp = p_ptr->msp;
2745                                                 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2746                                                 {
2747                                                         int i;
2748                                                         for (i = 0; i < 72; i++)
2749                                                         {
2750                                                                 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2751                                                         }
2752                                                         for (; i < 108; i++)
2753                                                         {
2754                                                                 p_ptr->magic_num1[i] = 0;
2755                                                         }
2756                                                 }
2757
2758 #ifdef JP
2759 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2760 #else
2761                                                 msg_print("You awake refreshed for the new day.");
2762 #endif
2763
2764 #ifdef JP
2765                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò¤à¤«¤¨¤¿¡£");
2766 #else
2767                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2768 #endif
2769                                         }
2770
2771                                         p_ptr->leftbldg = TRUE;
2772                                 }
2773                         }
2774                         else
2775                         {
2776 #ifdef JP
2777 msg_print("Éô²°¤ÏÌë¤À¤±»ÈÍѲÄǽ¤Ç¤¹¡£");
2778 #else
2779                                 msg_print("The rooms are available only at night.");
2780 #endif
2781
2782                                 return (FALSE);
2783                         }
2784                         break;
2785                 case BACT_RUMORS: /* Listen for rumors */
2786                         {
2787                                 char Rumor[1024];
2788
2789 #ifdef JP
2790                                 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2791 #else
2792                                 if (!get_rnd_line("rumors.txt", 0, Rumor))
2793 #endif
2794
2795                                         msg_format("%s", Rumor);
2796                                 break;
2797                         }
2798         }
2799
2800         return (TRUE);
2801 }
2802
2803
2804 /*
2805  * Share gold for thieves
2806  */
2807 static void share_gold(void)
2808 {
2809         int i = (p_ptr->lev * 2) * 10;
2810 #ifdef JP
2811 msg_format("¡ð%d ¤ò¼ê¤ËÆþ¤ì¤¿¡£", i);
2812 #else
2813         msg_format("You collect %d gold pieces", i);
2814 #endif
2815
2816         p_ptr->au += i;
2817 }
2818
2819
2820 /*
2821  * Display quest information
2822  */
2823 static void get_questinfo(int questnum)
2824 {
2825         int     i;
2826         int     old_quest;
2827         char    tmp_str[80];
2828
2829
2830         /* Clear the text */
2831         for (i = 0; i < 10; i++)
2832         {
2833                 quest_text[i][0] = '\0';
2834         }
2835
2836         quest_text_line = 0;
2837
2838         /* Set the quest number temporary */
2839         old_quest = p_ptr->inside_quest;
2840         p_ptr->inside_quest = questnum;
2841
2842         /* Get the quest text */
2843         init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2844
2845         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2846
2847         /* Reset the old quest number */
2848         p_ptr->inside_quest = old_quest;
2849
2850         /* Print the quest info */
2851 #ifdef JP
2852 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2853 #else
2854         sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2855 #endif
2856
2857         prt(tmp_str, 5, 0);
2858
2859         prt(quest[questnum].name, 7, 0);
2860
2861         for (i = 0; i < 10; i++)
2862         {
2863                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2864         }
2865 }
2866
2867
2868 /*
2869  * Request a quest from the Lord.
2870  */
2871 static void castle_quest(void)
2872 {
2873         int             q_index = 0;
2874         monster_race    *r_ptr;
2875         quest_type      *q_ptr;
2876         cptr            name;
2877
2878
2879         clear_bldg(4, 18);
2880
2881         /* Current quest of the building */
2882         q_index = cave[py][px].special;
2883
2884         /* Is there a quest available at the building? */
2885         if (!q_index)
2886         {
2887 #ifdef JP
2888 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
2889 #else
2890                 put_str("I don't have a quest for you at the moment.", 8, 0);
2891 #endif
2892
2893                 return;
2894         }
2895
2896         q_ptr = &quest[q_index];
2897
2898         /* Quest is completed */
2899         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2900         {
2901                 /* Rewarded quest */
2902                 q_ptr->status = QUEST_STATUS_REWARDED;
2903
2904                 get_questinfo(q_index);
2905
2906                 reinit_wilderness = TRUE;
2907         }
2908         /* Failed quest */
2909         else if (q_ptr->status == QUEST_STATUS_FAILED)
2910         {
2911                 get_questinfo(q_index);
2912
2913                 /* Mark quest as done (but failed) */
2914                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2915
2916                 reinit_wilderness = TRUE;
2917         }
2918         /* Quest is still unfinished */
2919         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2920         {
2921 #ifdef JP
2922 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
2923 #else
2924                 put_str("You have not completed your current quest yet!", 8, 0);
2925 #endif
2926
2927 #ifdef JP
2928 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤­¤Þ¤¹¡£", 9, 0);
2929 #else
2930                 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
2931 #endif
2932
2933 #ifdef JP
2934 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
2935 #else
2936                 put_str("Return when you have completed your quest.", 12, 0);
2937 #endif
2938
2939         }
2940         /* No quest yet */
2941         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2942         {
2943                 q_ptr->status = QUEST_STATUS_TAKEN;
2944
2945                 reinit_wilderness = TRUE;
2946
2947                 /* Assign a new quest */
2948                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2949                 {
2950                         if (q_ptr->r_idx == 0)
2951                         {
2952                                 /* Random monster at least 5 - 10 levels out of deep */
2953                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2954                         }
2955
2956                         r_ptr = &r_info[q_ptr->r_idx];
2957
2958                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2959                         {
2960                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2961                                 r_ptr = &r_info[q_ptr->r_idx];
2962                         }
2963
2964                         if (q_ptr->max_num == 0)
2965                         {
2966                                 /* Random monster number */
2967                                 if (randint1(10) > 7)
2968                                         q_ptr->max_num = 1;
2969                                 else
2970                                         q_ptr->max_num = randint1(3) + 1;
2971                         }
2972
2973                         q_ptr->cur_num = 0;
2974                         name = (r_name + r_ptr->name);
2975 #ifdef JP
2976 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
2977 #else
2978                         msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
2979 #endif
2980
2981                 }
2982                 else
2983                 {
2984                         get_questinfo(q_index);
2985                 }
2986         }
2987 }
2988
2989
2990 /*
2991  * Display town history
2992  */
2993 static void town_history(void)
2994 {
2995         /* Save screen */
2996         screen_save();
2997
2998         /* Peruse the building help file */
2999 #ifdef JP
3000 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3001 #else
3002         (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3003 #endif
3004
3005
3006         /* Load screen */
3007         screen_load();
3008 }
3009
3010
3011 /*
3012  * Display the damage figure of an object
3013  * (used by compare_weapon_aux1)
3014  *
3015  * Only accurate for the current weapon, because it includes
3016  * the current +dam of the player.
3017  */
3018 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3019                                 int r, int c, int mult, cptr attr,
3020                                 byte color)
3021 {
3022         char tmp_str[80];
3023
3024         /* Print the intro text */
3025         c_put_str(color, attr, r, c);
3026
3027         /* Calculate the min and max damage figures */
3028 #ifdef JP
3029 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3030 #else
3031         sprintf(tmp_str, "Attack: %d-%d damage",
3032 #endif
3033
3034             (numblows * (mult * o_ptr->dd /60 + o_ptr->to_d + p_ptr->to_d[0])),
3035             (numblows * (mult * o_ptr->ds * o_ptr->dd /60 + o_ptr->to_d + p_ptr->to_d[0])));
3036
3037         /* Print the damage */
3038         put_str(tmp_str, r, c + 8);
3039 }
3040
3041
3042 /*
3043  * Show the damage figures for the various monster types
3044  *
3045  * Only accurate for the current weapon, because it includes
3046  * the current number of blows for the player.
3047  */
3048 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3049 {
3050         int mult = 60;
3051         u32b flgs[TR_FLAG_SIZE];
3052         int blow = p_ptr->num_blow[0];
3053
3054         /* Get the flags of the weapon */
3055         object_flags(o_ptr, flgs);
3056
3057         if (p_ptr->riding)
3058         {
3059                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
3060                         mult = mult * (o_ptr->dd + 2) / o_ptr->dd;
3061         }
3062         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;
3063
3064         /* Print the relevant lines */
3065 #ifdef JP
3066 if (have_flag(flgs, TR_FORCE_WEAPON))     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3067 if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3068  else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3069 if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°­:", TERM_YELLOW);
3070  else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°­:", TERM_YELLOW);
3071 if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3072  else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3073 if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3074  else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3075 if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°­Ëâ:", TERM_YELLOW);
3076  else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°­Ëâ:", TERM_YELLOW);
3077 if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3078  else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3079 if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3080  else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3081 if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3082  else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3083 if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3084 else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3085 if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À­:", TERM_RED);
3086 if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À­:", TERM_RED);
3087 if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À­:", TERM_RED);
3088 if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À­:", TERM_RED);
3089 if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À­:", TERM_RED);
3090 #else
3091         if (have_flag(flgs, TR_FORCE_WEAPON))     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force  :", TERM_L_BLUE);
3092         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3093         else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3094         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3095         else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3096         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3097         else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3098         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3099         else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3100         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3101         else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3102         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3103         else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3104         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3105         else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3106         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3107         else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3108         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3109         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3110         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3111         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3112         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3113         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3114         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3115 #endif
3116
3117 }
3118
3119 static int hit_chance(int to_h, int ac)
3120 {
3121         int chance = 0;
3122         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3123
3124         if (meichuu <= 0) return 5;
3125
3126         chance = 100 - ((ac * 75) / meichuu);
3127
3128         if (chance > 95) chance = 95;
3129         if (chance < 5) chance = 5;
3130         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3131                 chance = (chance*19+9)/20;
3132         return chance;
3133 }
3134
3135 /*
3136  * Displays all info about a weapon
3137  *
3138  * Only accurate for the current weapon, because it includes
3139  * various info about the player's +to_dam and number of blows.
3140  */
3141 static void list_weapon(object_type *o_ptr, int row, int col)
3142 {
3143         char o_name[MAX_NLEN];
3144         char tmp_str[80];
3145
3146         /* Print the weapon name */
3147         object_desc(o_name, o_ptr, TRUE, 0);
3148         c_put_str(TERM_YELLOW, o_name, row, col);
3149
3150         /* Print the player's number of blows */
3151 #ifdef JP
3152 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3153 #else
3154         sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3155 #endif
3156
3157         put_str(tmp_str, row+1, col);
3158
3159         /* Print to_hit and to_dam of the weapon */
3160 #ifdef JP
3161 sprintf(tmp_str, "Ì¿ÃæΨ:  0  50 100 150 200 (Ũ¤ÎAC)");
3162 #else
3163 sprintf(tmp_str, "To Hit:  0  50 100 150 200 (AC)");
3164 #endif
3165
3166         put_str(tmp_str, row+2, col);
3167
3168         /* Print the weapons base damage dice */
3169 #ifdef JP
3170 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));
3171 #else
3172 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));
3173 #endif
3174
3175         put_str(tmp_str, row+3, col);
3176
3177 #ifdef JP
3178 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3179 #else
3180         c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3181 #endif
3182
3183
3184         /* Damage for one blow (if it hits) */
3185 #ifdef JP
3186 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤­ %d-%d",
3187 #else
3188         sprintf(tmp_str, "One Strike: %d-%d damage",
3189 #endif
3190
3191             o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0],
3192             o_ptr->ds * o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]);
3193         put_str(tmp_str, row+6, col+1);
3194
3195         /* Damage for the complete attack (if all blows hit) */
3196 #ifdef JP
3197 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤­ %d-%d",
3198 #else
3199         sprintf(tmp_str, "One Attack: %d-%d damage",
3200 #endif
3201
3202             p_ptr->num_blow[0] * (o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]),
3203             p_ptr->num_blow[0] * (o_ptr->ds * o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]));
3204         put_str(tmp_str, row+7, col+1);
3205 }
3206
3207
3208 /*
3209  * Hook to specify "weapon"
3210  */
3211 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3212 {
3213         switch (o_ptr->tval)
3214         {
3215                 case TV_HAFTED:
3216                 case TV_POLEARM:
3217                 case TV_DIGGING:
3218                 {
3219                         return (TRUE);
3220                 }
3221                 case TV_SWORD:
3222                 {
3223                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3224                 }
3225         }
3226
3227         return (FALSE);
3228 }
3229
3230
3231 /*
3232  * Hook to specify "ammo"
3233  */
3234 static bool item_tester_hook_ammo(object_type *o_ptr)
3235 {
3236         switch (o_ptr->tval)
3237         {
3238                 case TV_SHOT:
3239                 case TV_ARROW:
3240                 case TV_BOLT:
3241                 {
3242                         return (TRUE);
3243                 }
3244         }
3245
3246         return (FALSE);
3247 }
3248
3249
3250 /*
3251  * Compare weapons
3252  *
3253  * Copies the weapons to compare into the weapon-slot and
3254  * compares the values for both weapons.
3255  */
3256 static bool compare_weapons(void)
3257 {
3258         int item, item2;
3259         object_type *o1_ptr, *o2_ptr;
3260         object_type orig_weapon;
3261         object_type *i_ptr;
3262         cptr q, s;
3263         int row = 2;
3264
3265         screen_save();
3266         /* Clear the screen */
3267         clear_bldg(0, 22);
3268
3269         /* Store copy of original wielded weapon */
3270         i_ptr = &inventory[INVEN_RARM];
3271         object_copy(&orig_weapon, i_ptr);
3272
3273         item_tester_no_ryoute = TRUE;
3274         /* Only compare melee weapons */
3275         item_tester_hook = item_tester_hook_melee_weapon;
3276
3277         /* Get the first weapon */
3278 #ifdef JP
3279 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3280 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3281 #else
3282         q = "What is your first weapon? ";
3283         s = "You have nothing to compare.";
3284 #endif
3285
3286         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3287         {
3288                 screen_load();
3289                 return (FALSE);
3290         }
3291
3292         /* Get the item (in the pack) */
3293         o1_ptr = &inventory[item];
3294
3295         /* Clear the screen */
3296         clear_bldg(0, 22);
3297
3298         item_tester_no_ryoute = TRUE;
3299         /* Only compare melee weapons */
3300         item_tester_hook = item_tester_hook_melee_weapon;
3301
3302         /* Get the second weapon */
3303 #ifdef JP
3304 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3305 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3306 #else
3307         q = "What is your second weapon? ";
3308         s = "You have nothing to compare.";
3309 #endif
3310
3311         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3312         {
3313                 screen_load();
3314                 return (FALSE);
3315         }
3316
3317         /* Get the item (in the pack) */
3318         o2_ptr = &inventory[item2];
3319
3320         /* Clear the screen */
3321         clear_bldg(0, 22);
3322
3323         /* Copy first weapon into the weapon slot (if it's not already there) */
3324         if (o1_ptr != i_ptr)
3325                 object_copy(i_ptr, o1_ptr);
3326
3327         /* Get the new values */
3328         calc_bonuses();
3329
3330         /* List the new values */
3331         list_weapon(o1_ptr, row, 2);
3332         compare_weapon_aux1(o1_ptr, 2, row + 8);
3333
3334         /* Copy second weapon into the weapon slot (if it's not already there) */
3335         if (o2_ptr != i_ptr)
3336                 object_copy(i_ptr, o2_ptr);
3337         else
3338                 object_copy(i_ptr, &orig_weapon);
3339
3340         /* Get the new values */
3341         calc_bonuses();
3342
3343         /* List the new values */
3344         list_weapon(o2_ptr, row, 40);
3345         compare_weapon_aux1(o2_ptr, 40, row + 8);
3346
3347         /* Copy back the original weapon into the weapon slot */
3348         object_copy(i_ptr, &orig_weapon);
3349
3350         /* Reset the values for the old weapon */
3351         calc_bonuses();
3352
3353 #ifdef JP
3354 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï­¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3355 #else
3356         put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3357 #endif
3358
3359 #ifdef JP
3360 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3361 #else
3362         msg_print("Based on your current abilities, here is what your weapons will do");
3363 #endif
3364
3365
3366         flush();
3367         (void)inkey();
3368         screen_load();
3369
3370         /* Done */
3371         return (TRUE);
3372 }
3373
3374
3375 /*
3376  * Evaluate AC
3377  *
3378  * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
3379  * Calculate and display the dodge-rate and the protection-rate
3380  * based on AC
3381  */
3382 static bool eval_ac(int iAC)
3383 {
3384 #ifdef JP
3385         const char memo[] =
3386                 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
3387                 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
3388                 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
3389                 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
3390                 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
3391                 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
3392                 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
3393                 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
3394                 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
3395 #else
3396         const char memo[] =
3397                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3398                 "Note that the Protection rate is effective only against normal "
3399                 "'attack' and 'shatter' type melee attacks, "
3400                 "and has no effect against any other types such as 'poison'.\n \n"
3401                 "'Dodge Rate' indicates the success rate on dodging the "
3402                 "monster's melee attacks.  "
3403                 "It is depend on the level of the monster and your AC.\n \n"
3404                 "'Average Damage' indicates the expected amount of damage "
3405                 "when you are attacked by normal melee attacks with power=100.";
3406 #endif
3407
3408         int protection;
3409         int col, row = 2;
3410         int lvl;
3411         char buf[80*20], *t;
3412
3413         /* AC lower than zero has no effect */
3414         if (iAC < 0) iAC = 0;
3415
3416         /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
3417         protection = 100 * MIN(iAC, 150) / 250;
3418
3419         screen_save();
3420         clear_bldg(0, 22);
3421
3422 #ifdef JP
3423         put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
3424         put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨  : %3d%%", protection), row++, 0);
3425         row++;
3426
3427         put_str("Ũ¤Î¥ì¥Ù¥ë      :", row + 0, 0);
3428         put_str("²óÈòΨ          :", row + 1, 0);
3429         put_str("¥À¥á¡¼¥¸´üÂÔÃÍ  :", row + 2, 0);
3430 #else
3431         put_str(format("Your current AC : %3d", iAC), row++, 0);
3432         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3433         row++;
3434
3435         put_str("Level of Monster:", row + 0, 0);
3436         put_str("Dodge Rate      :", row + 1, 0);
3437         put_str("Average Damage  :", row + 2, 0);
3438 #endif
3439     
3440         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3441         {
3442                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3443                 int dodge;   /* ²óÈòΨ(%) */
3444                 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
3445
3446                 put_str(format("%3d", lvl), row + 0, col);
3447
3448                 /* ²óÈòΨ¤ò·×»» */
3449                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3450                 put_str(format("%3d%%", dodge), row + 1, col);
3451
3452                 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
3453                 average = (100 - dodge) * (100 - protection) / 100;
3454                 put_str(format("%3d", average), row + 2, col);
3455         }
3456
3457         /* Display note */
3458         roff_to_buf(memo, 70, buf, sizeof(buf));
3459         for (t = buf; t[0]; t += strlen(t) + 1)
3460                 put_str(t, (row++) + 4, 4);
3461
3462 #ifdef JP
3463         prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
3464                    "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
3465 #else
3466         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3467 #endif
3468   
3469         flush();
3470         (void)inkey();
3471         screen_load();
3472
3473         /* Done */
3474         return (TRUE);
3475 }
3476
3477
3478 /*
3479  * Enchant item
3480  */
3481 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3482 {
3483         int         i, item;
3484         bool        okay = FALSE;
3485         object_type *o_ptr;
3486         cptr        q, s;
3487         int         maxenchant = (p_ptr->lev / 5);
3488         char        tmp_str[MAX_NLEN];
3489
3490
3491         clear_bldg(4, 18);
3492 #ifdef JP
3493 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ­¤Þ¤¹¡£", maxenchant), 5, 0);
3494 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤­¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3495 #else
3496         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3497         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3498 #endif
3499
3500         item_tester_no_ryoute = TRUE;
3501
3502         /* Get an item */
3503 #ifdef JP
3504 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3505 s = "²þÎɤǤ­¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3506 #else
3507         q = "Improve which item? ";
3508         s = "You have nothing to improve.";
3509 #endif
3510
3511         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3512
3513         /* Get the item (in the pack) */
3514         o_ptr = &inventory[item];
3515
3516         /* Check if the player has enough money */
3517         if (p_ptr->au < (cost * o_ptr->number))
3518         {
3519                 object_desc(tmp_str, o_ptr, TRUE, 0);
3520 #ifdef JP
3521 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3522 #else
3523                 msg_format("You do not have the gold to improve %s!", tmp_str);
3524 #endif
3525
3526                 return (FALSE);
3527         }
3528
3529         /* Enchant to hit */
3530         for (i = 0; i < to_hit; i++)
3531         {
3532                 if (o_ptr->to_h < maxenchant)
3533                 {
3534                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3535                         {
3536                                 okay = TRUE;
3537                                 break;
3538                         }
3539                 }
3540         }
3541
3542         /* Enchant to damage */
3543         for (i = 0; i < to_dam; i++)
3544         {
3545                 if (o_ptr->to_d < maxenchant)
3546                 {
3547                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3548                         {
3549                                 okay = TRUE;
3550                                 break;
3551                         }
3552                 }
3553         }
3554
3555         /* Enchant to AC */
3556         for (i = 0; i < to_ac; i++)
3557         {
3558                 if (o_ptr->to_a < maxenchant)
3559                 {
3560                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3561                         {
3562                                 okay = TRUE;
3563                                 break;
3564                         }
3565                 }
3566         }
3567
3568         /* Failure */
3569         if (!okay)
3570         {
3571                 /* Flush */
3572                 if (flush_failure) flush();
3573
3574                 /* Message */
3575 #ifdef JP
3576 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3577 #else
3578                 msg_print("The improvement failed.");
3579 #endif
3580
3581
3582                 return (FALSE);
3583         }
3584         else
3585         {
3586                 object_desc(tmp_str, o_ptr, TRUE, 1);
3587 #ifdef JP
3588 msg_format("¡ð%d ¤Ç%s¤ò²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str );
3589 #else
3590                 msg_format("Improved %s for %d gold.", tmp_str, cost * o_ptr->number);
3591 #endif
3592
3593                 /* Charge the money */
3594                 p_ptr->au -= (cost * o_ptr->number);
3595
3596                 if (item >= INVEN_RARM) calc_android_exp();
3597
3598                 /* Something happened */
3599                 return (TRUE);
3600         }
3601 }
3602
3603
3604 /*
3605  * Recharge rods, wands and staves
3606  *
3607  * The player can select the number of charges to add
3608  * (up to a limit), and the recharge never fails.
3609  *
3610  * The cost for rods depends on the level of the rod. The prices
3611  * for recharging wands and staves are dependent on the cost of
3612  * the base-item.
3613  */
3614 static void building_recharge(void)
3615 {
3616         int         item, lev;
3617         object_type *o_ptr;
3618         object_kind *k_ptr;
3619         cptr        q, s;
3620         int         price;
3621         int         charges;
3622         int         max_charges;
3623         char        tmp_str[MAX_NLEN];
3624
3625         msg_flag = FALSE;
3626
3627         /* Display some info */
3628         clear_bldg(4, 18);
3629 #ifdef JP
3630 prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3631 #else
3632         prt("  The prices of recharge depend on the type.", 6, 0);
3633 #endif
3634
3635
3636         /* Only accept legal items */
3637         item_tester_hook = item_tester_hook_recharge;
3638
3639         /* Get an item */
3640 #ifdef JP
3641 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3642 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3643 #else
3644         q = "Recharge which item? ";
3645         s = "You have nothing to recharge.";
3646 #endif
3647
3648         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3649
3650         /* Get the item (in the pack) */
3651         if (item >= 0)
3652         {
3653                 o_ptr = &inventory[item];
3654         }
3655
3656         /* Get the item (on the floor) */
3657         else
3658         {
3659                 o_ptr = &o_list[0 - item];
3660         }
3661
3662         k_ptr = &k_info[o_ptr->k_idx];
3663
3664         /*
3665          * We don't want to give the player free info about
3666          * the level of the item or the number of charges.
3667          */
3668         /* The item must be "known" */
3669         if (!object_known_p(o_ptr))
3670         {
3671 #ifdef JP
3672 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3673 #else
3674                 msg_format("The item must be identified first!");
3675 #endif
3676
3677                 msg_print(NULL);
3678
3679                 if ((p_ptr->au >= 50) &&
3680 #ifdef JP
3681 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3682 #else
3683                         get_check("Identify for 50 gold? "))
3684 #endif
3685
3686                 {
3687                         /* Pay the price */
3688                         p_ptr->au -= 50;
3689
3690                         /* Identify it */
3691                         identify_item(o_ptr);
3692
3693                         /* Description */
3694                         object_desc(tmp_str, o_ptr, TRUE, 3);
3695
3696 #ifdef JP
3697 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3698 #else
3699                         msg_format("You have: %s.", tmp_str);
3700 #endif
3701
3702
3703                         /* Update the gold display */
3704                         building_prt_gold();
3705                 }
3706                 else
3707                 {
3708                         return;
3709                 }
3710         }
3711
3712         /* Extract the object "level" */
3713         lev = get_object_level(o_ptr);
3714
3715         /* Price for a rod */
3716         if (o_ptr->tval == TV_ROD)
3717         {
3718                 if (o_ptr->timeout > 0)
3719                 {
3720                         /* Fully recharge */
3721                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3722                 }
3723                 else
3724                 {
3725                         /* No recharge necessary */
3726                         price = 0;
3727 #ifdef JP
3728 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3729 #else
3730                         msg_format("That doesn't need to be recharged.");
3731 #endif
3732
3733                         return;
3734                 }
3735         }
3736         else if (o_ptr->tval == TV_STAFF)
3737         {
3738                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3739                 price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3740
3741                 /* Pay at least 10 gold per charge */
3742                 price = MAX(10, price);
3743         }
3744         else
3745         {
3746                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3747                 price = (get_object_cost(o_ptr) / 10);
3748
3749                 /* Pay at least 10 gold per charge */
3750                 price = MAX(10, price);
3751         }
3752
3753         /* Limit the number of charges for wands and staffs */
3754         if (o_ptr->tval == TV_WAND
3755                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3756         {
3757                 if (o_ptr->number > 1)
3758                 {
3759 #ifdef JP
3760 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3761 #else
3762                         msg_print("These wands are already fully charged.");
3763 #endif
3764                 }
3765                 else
3766                 {
3767 #ifdef JP
3768 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3769 #else
3770                         msg_print("This wand is already fully charged.");
3771 #endif
3772                 }
3773                 return;
3774         }
3775         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3776         {
3777                 if (o_ptr->number > 1)
3778                 {
3779 #ifdef JP
3780 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3781 #else
3782                         msg_print("These staffs are already fully charged.");
3783 #endif
3784                 }
3785                 else
3786                 {
3787 #ifdef JP
3788 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3789 #else
3790                         msg_print("This staff is already fully charged.");
3791 #endif
3792                 }
3793                 return;
3794         }
3795
3796         /* Check if the player has enough money */
3797         if (p_ptr->au < price)
3798         {
3799                 object_desc(tmp_str, o_ptr, TRUE, 0);
3800 #ifdef JP
3801 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", tmp_str,price );
3802 #else
3803                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3804 #endif
3805
3806                 return;
3807         }
3808
3809         if (o_ptr->tval == TV_ROD)
3810         {
3811 #ifdef JP
3812 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3813  price)))
3814 #else
3815                 if (get_check(format("Recharge the %s for %d gold? ",
3816                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3817 #endif
3818
3819                 {
3820                         /* Recharge fully */
3821                         o_ptr->timeout = 0;
3822                 }
3823                 else
3824                 {
3825                         return;
3826                 }
3827         }
3828         else
3829         {
3830                 if (o_ptr->tval == TV_STAFF)
3831                         max_charges = k_ptr->pval - o_ptr->pval;
3832                 else
3833                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3834
3835                 /* Get the quantity for staves and wands */
3836 #ifdef JP
3837 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3838 #else
3839                 charges = get_quantity(format("Add how many charges for %d gold? ",
3840 #endif
3841
3842                               price), MIN(p_ptr->au / price, max_charges));
3843
3844                 /* Do nothing */
3845                 if (charges < 1) return;
3846
3847                 /* Get the new price */
3848                 price *= charges;
3849
3850                 /* Recharge */
3851                 o_ptr->pval += charges;
3852
3853                 /* We no longer think the item is empty */
3854                 o_ptr->ident &= ~(IDENT_EMPTY);
3855         }
3856
3857         /* Give feedback */
3858         object_desc(tmp_str, o_ptr, TRUE, 3);
3859 #ifdef JP
3860 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
3861 #else
3862         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3863 #endif
3864
3865         /* Combine / Reorder the pack (later) */
3866         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3867
3868         /* Window stuff */
3869         p_ptr->window |= (PW_INVEN);
3870
3871         /* Pay the price */
3872         p_ptr->au -= price;
3873
3874         /* Finished */
3875         return;
3876 }
3877
3878
3879 /*
3880  * Recharge rods, wands and staves
3881  *
3882  * The player can select the number of charges to add
3883  * (up to a limit), and the recharge never fails.
3884  *
3885  * The cost for rods depends on the level of the rod. The prices
3886  * for recharging wands and staves are dependent on the cost of
3887  * the base-item.
3888  */
3889 static void building_recharge_all(void)
3890 {
3891         int         i;
3892         int         lev;
3893         object_type *o_ptr;
3894         object_kind *k_ptr;
3895         int         price = 0;
3896         int         total_cost = 0;
3897
3898
3899         /* Display some info */
3900         msg_flag = FALSE;
3901         clear_bldg(4, 18);
3902 #ifdef JP
3903         prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3904 #else
3905         prt("  The prices of recharge depend on the type.", 6, 0);
3906 #endif
3907
3908         /* Calculate cost */
3909         for ( i = 0; i < INVEN_PACK; i++)
3910         {
3911                 o_ptr = &inventory[i];
3912                                 
3913                 /* skip non magic device */
3914                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3915
3916                 /* need identified */
3917                 if (!object_known_p(o_ptr)) total_cost += 50;
3918
3919                 /* Extract the object "level" */
3920                 lev = get_object_level(o_ptr);
3921
3922                 k_ptr = &k_info[o_ptr->k_idx];
3923
3924                 switch (o_ptr->tval)
3925                 {
3926                 case TV_ROD:
3927                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3928                         break;
3929
3930                 case TV_STAFF:
3931                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3932                         price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3933
3934                         /* Pay at least 10 gold per charge */
3935                         price = MAX(10, price);
3936
3937                         /* Fully charge */
3938                         price = (k_ptr->pval - o_ptr->pval) * price;
3939                         break;
3940
3941                 case TV_WAND:
3942                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3943                         price = (get_object_cost(o_ptr) / 10);
3944
3945                         /* Pay at least 10 gold per charge */
3946                         price = MAX(10, price);
3947
3948                         /* Fully charge */
3949                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3950                         break;
3951                 }
3952
3953                 /* if price <= 0 then item have enough charge */
3954                 if (price > 0) total_cost += price;
3955         }
3956
3957         if (!total_cost)
3958         {
3959 #ifdef JP
3960                 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3961 #else
3962                 msg_print("No need to recharge.");
3963 #endif
3964
3965                 msg_print(NULL);
3966                 return;
3967         }
3968
3969         /* Check if the player has enough money */
3970         if (p_ptr->au < total_cost)
3971         {
3972 #ifdef JP
3973                 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", total_cost );
3974 #else
3975                 msg_format("You need %d gold to recharge all items!",total_cost);
3976 #endif
3977
3978                 msg_print(NULL);
3979                 return;
3980         }
3981
3982 #ifdef JP
3983         if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",  total_cost))) return;
3984 #else
3985         if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
3986 #endif
3987
3988         for (i = 0; i < INVEN_PACK; i++)
3989         {
3990                 o_ptr = &inventory[i];
3991                 k_ptr = &k_info[o_ptr->k_idx];
3992                                 
3993                 /* skip non magic device */
3994                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3995
3996                 /* Identify it */
3997                 if (!object_known_p(o_ptr)) identify_item(o_ptr);
3998
3999                 /* Recharge */
4000                 switch (o_ptr->tval)
4001                 {
4002                 case TV_ROD:
4003                         o_ptr->timeout = 0;
4004                         break;
4005                 case TV_STAFF:
4006                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4007                         /* We no longer think the item is empty */
4008                         o_ptr->ident &= ~(IDENT_EMPTY);
4009                         break;
4010                 case TV_WAND:
4011                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4012                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
4013                         /* We no longer think the item is empty */
4014                         o_ptr->ident &= ~(IDENT_EMPTY);
4015                         break;
4016                 }
4017         }
4018
4019         /* Give feedback */
4020 #ifdef JP
4021         msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
4022 #else
4023         msg_format("You pay %d gold.", total_cost);
4024 #endif
4025
4026         msg_print(NULL);
4027
4028         /* Combine / Reorder the pack (later) */
4029         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4030
4031         /* Window stuff */
4032         p_ptr->window |= (PW_INVEN);
4033
4034         /* Pay the price */
4035         p_ptr->au -= total_cost;
4036
4037         /* Finished */
4038         return;
4039 }
4040
4041
4042 bool tele_town(void)
4043 {
4044         int i, x, y;
4045         int num = 0;
4046
4047         if (dun_level)
4048         {
4049 #ifdef JP
4050                 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4051 #else
4052                 msg_print("This spell can only be used on the surface!");
4053 #endif
4054                 return FALSE;
4055         }
4056
4057         if (p_ptr->inside_arena || p_ptr->inside_battle)
4058         {
4059 #ifdef JP
4060                 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4061 #else
4062                 msg_print("This spell can only be used outside!");
4063 #endif
4064                 return FALSE;
4065         }
4066
4067         screen_save();
4068         clear_bldg(4, 10);
4069
4070         for (i=1;i<max_towns;i++)
4071         {
4072                 char buf[80];
4073
4074                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4075
4076                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4077                 prt(buf, 5+i, 5);
4078                 num++;
4079         }
4080
4081         if (!num)
4082         {
4083 #ifdef JP
4084                 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
4085 #else
4086                 msg_print("You have not yet visited any town.");
4087 #endif
4088
4089                 msg_print(NULL);
4090                 screen_load();
4091                 return FALSE;
4092         }
4093
4094 #ifdef JP
4095         prt("¤É¤³¤Ë¹Ô¤­¤Þ¤¹¤«:", 0, 0);
4096 #else
4097         prt("Which town you go: ", 0, 0);
4098 #endif
4099         while(1)
4100         {
4101                 i = inkey();
4102
4103                 if (i == ESCAPE)
4104                 {
4105                         screen_load();
4106                         return FALSE;
4107                 }
4108                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4109                 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;
4110                 break;
4111         }
4112
4113         for (y = 0; y < max_wild_y; y++)
4114         {
4115                 for (x = 0; x < max_wild_x; x++)
4116                 {
4117                         if(wilderness[y][x].town == (i-'a'+1))
4118                         {
4119                                 p_ptr->wilderness_y = y;
4120                                 p_ptr->wilderness_x = x;
4121                         }
4122                 }
4123         }
4124         p_ptr->leftbldg = TRUE;
4125         p_ptr->leaving = TRUE;
4126         leave_bldg = TRUE;
4127         p_ptr->teleport_town = TRUE;
4128         screen_load();
4129         return TRUE;
4130 }
4131
4132
4133 /*
4134  *  research_mon
4135  *  -KMW-
4136  */
4137 static bool research_mon(void)
4138 {
4139         int i, n, r_idx;
4140         char sym, query;
4141         char buf[128];
4142
4143         bool notpicked;
4144
4145         bool recall = FALSE;
4146
4147         u16b why = 0;
4148
4149         u16b    *who;
4150
4151         /* XTRA HACK WHATSEARCH */
4152         bool    all = FALSE;
4153         bool    uniq = FALSE;
4154         bool    norm = FALSE;
4155         char temp[80] = "";
4156
4157         /* XTRA HACK REMEMBER_IDX */
4158         static int old_sym = '\0';
4159         static int old_i = 0;
4160
4161
4162         /* Save the screen */
4163         screen_save();
4164
4165         /* Get a character, or abort */
4166 #ifdef JP
4167 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ­¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE)) 
4168 #else
4169         if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
4170 #endif
4171
4172         {
4173                 /* Restore */
4174                 screen_load();
4175
4176                 return (FALSE);
4177         }
4178
4179         /* Find that character info, and describe it */
4180         for (i = 0; ident_info[i]; ++i)
4181         {
4182                 if (sym == ident_info[i][0]) break;
4183         }
4184
4185                 /* XTRA HACK WHATSEARCH */
4186         if (sym == KTRL('A'))
4187         {
4188                 all = TRUE;
4189 #ifdef JP
4190                 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4191 #else
4192                 strcpy(buf, "Full monster list.");
4193 #endif
4194         }
4195         else if (sym == KTRL('U'))
4196         {
4197                 all = uniq = TRUE;
4198 #ifdef JP
4199                 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4200 #else
4201                 strcpy(buf, "Unique monster list.");
4202 #endif
4203         }
4204         else if (sym == KTRL('N'))
4205         {
4206                 all = norm = TRUE;
4207 #ifdef JP
4208                 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4209 #else
4210                 strcpy(buf, "Non-unique monster list.");
4211 #endif
4212         }
4213         else if (sym == KTRL('M'))
4214         {
4215                 all = TRUE;
4216 #ifdef JP
4217                 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
4218 #else
4219                 if (!get_string("Enter name:",temp, 70))
4220 #endif
4221                 {
4222                         temp[0]=0;
4223
4224                         /* Restore */
4225                         screen_load();
4226
4227                         return FALSE;
4228                 }
4229 #ifdef JP
4230                 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
4231 #else
4232                 sprintf(buf, "Monsters with a name \"%s\"",temp);
4233 #endif
4234         }
4235         else if (ident_info[i])
4236         {
4237                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4238         }
4239         else
4240         {
4241 #ifdef JP
4242 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
4243 #else
4244                 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
4245 #endif
4246
4247         }
4248
4249         /* Display the result */
4250         prt(buf, 16, 10);
4251
4252
4253         /* Allocate the "who" array */
4254         C_MAKE(who, max_r_idx, u16b);
4255
4256         /* Collect matching monsters */
4257         for (n = 0, i = 1; i < max_r_idx; i++)
4258         {
4259                 monster_race *r_ptr = &r_info[i];
4260
4261                 /* Empty monster */
4262                 if (!r_ptr->name) continue;
4263
4264                 /* XTRA HACK WHATSEARCH */
4265                 /* Require non-unique monsters if needed */
4266                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4267
4268                 /* Require unique monsters if needed */
4269                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4270
4271                 /* Ì¾Á°¸¡º÷ */
4272                 if (temp[0])
4273                 {
4274                         int xx;
4275                         char temp2[80];
4276
4277                         for (xx = 0; temp[xx] && xx < 80; xx++)
4278                         {
4279 #ifdef JP
4280                                 if (iskanji(temp[xx]))
4281                                 {
4282                                         xx++;
4283                                         continue;
4284                                 }
4285 #endif
4286                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4287                         }
4288   
4289 #ifdef JP
4290                         strcpy(temp2, r_name + r_ptr->E_name);
4291 #else
4292                         strcpy(temp2, r_name + r_ptr->name);
4293 #endif
4294                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4295                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4296
4297 #ifdef JP
4298                         if (strstr(temp2, temp) || strstr_j(r_name + r_ptr->name, temp))
4299 #else
4300                         if (strstr(temp2, temp))
4301 #endif
4302                                 who[n++] = i;
4303                 }
4304                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4305         }
4306
4307         /* Nothing to recall */
4308         if (!n)
4309         {
4310                 /* Free the "who" array */
4311                 C_KILL(who, max_r_idx, u16b);
4312
4313                 /* Restore */
4314                 screen_load();
4315
4316                 return (FALSE);
4317         }
4318
4319         /* Sort by level */
4320         why = 2;
4321         query = 'y';
4322
4323         /* Sort if needed */
4324         if (why)
4325         {
4326                 /* Select the sort method */
4327                 ang_sort_comp = ang_sort_comp_hook;
4328                 ang_sort_swap = ang_sort_swap_hook;
4329
4330                 /* Sort the array */
4331                 ang_sort(who, &why, n);
4332         }
4333
4334
4335         /* Start at the end */
4336         /* XTRA HACK REMEMBER_IDX */
4337         if (old_sym == sym && old_i < n) i = old_i;
4338         else i = n - 1;
4339
4340         notpicked = TRUE;
4341
4342         /* Scan the monster memory */
4343         while (notpicked)
4344         {
4345                 /* Extract a race */
4346                 r_idx = who[i];
4347
4348                 /* Hack -- Begin the prompt */
4349                 roff_top(r_idx);
4350
4351                 /* Hack -- Complete the prompt */
4352 #ifdef JP
4353 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
4354 #else
4355                 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
4356 #endif
4357
4358
4359                 /* Interact */
4360                 while (1)
4361                 {
4362                         /* Recall */
4363                         if (recall)
4364                         {
4365                                 /*** Recall on screen ***/
4366
4367                                 /* Get maximal info about this monster */
4368                                 lore_do_probe(r_idx);
4369
4370                                 /* Save this monster ID */
4371                                 monster_race_track(r_idx);
4372
4373                                 /* Hack -- Handle stuff */
4374                                 handle_stuff();
4375
4376                                 /* know every thing mode */
4377                                 screen_roff(r_idx, 0x01);
4378                                 notpicked = FALSE;
4379
4380                                 /* XTRA HACK REMEMBER_IDX */
4381                                 old_sym = sym;
4382                                 old_i = i;
4383                         }
4384
4385                         /* Command */
4386                         query = inkey();
4387
4388                         /* Normal commands */
4389                         if (query != 'r') break;
4390
4391                         /* Toggle recall */
4392                         recall = !recall;
4393                 }
4394
4395                 /* Stop scanning */
4396                 if (query == ESCAPE) break;
4397
4398                 /* Move to "prev" monster */
4399                 if (query == '-')
4400                 {
4401                         if (++i == n)
4402                         {
4403                                 i = 0;
4404                                 if (!expand_list) break;
4405                         }
4406                 }
4407
4408                 /* Move to "next" monster */
4409                 else
4410                 {
4411                         if (i-- == 0)
4412                         {
4413                                 i = n - 1;
4414                                 if (!expand_list) break;
4415                         }
4416                 }
4417         }
4418
4419
4420         /* Re-display the identity */
4421         /* prt(buf, 5, 5);*/
4422
4423         /* Free the "who" array */
4424         C_KILL(who, max_r_idx, u16b);
4425
4426         /* Restore */
4427         screen_load();
4428
4429         return (!notpicked);
4430 }
4431
4432
4433 /*
4434  * Execute a building command
4435  */
4436 static void bldg_process_command(building_type *bldg, int i)
4437 {
4438         int bact = bldg->actions[i];
4439         int bcost;
4440         bool paid = FALSE;
4441         int amt;
4442
4443         /* Flush messages XXX XXX XXX */
4444         msg_flag = FALSE;
4445         msg_print(NULL);
4446
4447         if (is_owner(bldg))
4448                 bcost = bldg->member_costs[i];
4449         else
4450                 bcost = bldg->other_costs[i];
4451
4452         /* action restrictions */
4453         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4454             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4455         {
4456 #ifdef JP
4457 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4458 #else
4459                 msg_print("You have no right to choose that!");
4460 #endif
4461                 return;
4462         }
4463
4464         /* check gold (HACK - Recharge uses variable costs) */
4465         if ((bact != BACT_RECHARGE) &&
4466             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4467              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4468         {
4469 #ifdef JP
4470 msg_print("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª");
4471 #else
4472                 msg_print("You do not have the gold!");
4473 #endif
4474                 return;
4475         }
4476
4477         switch (bact)
4478         {
4479         case BACT_NOTHING:
4480                 /* Do nothing */
4481                 break;
4482         case BACT_RESEARCH_ITEM:
4483                 paid = identify_fully(FALSE);
4484                 break;
4485         case BACT_TOWN_HISTORY:
4486                 town_history();
4487                 break;
4488         case BACT_RACE_LEGENDS:
4489                 race_legends();
4490                 break;
4491         case BACT_QUEST:
4492                 castle_quest();
4493                 break;
4494         case BACT_KING_LEGENDS:
4495         case BACT_ARENA_LEGENDS:
4496         case BACT_LEGENDS:
4497                 show_highclass();
4498                 break;
4499         case BACT_POSTER:
4500         case BACT_ARENA_RULES:
4501         case BACT_ARENA:
4502                 arena_comm(bact);
4503                 break;
4504         case BACT_IN_BETWEEN:
4505         case BACT_CRAPS:
4506         case BACT_SPIN_WHEEL:
4507         case BACT_DICE_SLOTS:
4508         case BACT_GAMBLE_RULES:
4509         case BACT_POKER:
4510                 gamble_comm(bact);
4511                 break;
4512         case BACT_REST:
4513         case BACT_RUMORS:
4514         case BACT_FOOD:
4515                 paid = inn_comm(bact);
4516                 break;
4517         case BACT_RESEARCH_MONSTER:
4518                 paid = research_mon();
4519                 break;
4520         case BACT_COMPARE_WEAPONS:
4521                 paid = compare_weapons();
4522                 break;
4523         case BACT_ENCHANT_WEAPON:
4524                 item_tester_hook = item_tester_hook_melee_weapon;
4525                 enchant_item(bcost, 1, 1, 0);
4526                 break;
4527         case BACT_ENCHANT_ARMOR:
4528                 item_tester_hook = item_tester_hook_armour;
4529                 enchant_item(bcost, 0, 0, 1);
4530                 break;
4531         case BACT_RECHARGE:
4532                 building_recharge();
4533                 break;
4534         case BACT_RECHARGE_ALL:
4535                 building_recharge_all();
4536                 break;
4537         case BACT_IDENTS: /* needs work */
4538 #ifdef JP
4539                 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4540                 identify_pack();
4541                 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4542 #else
4543                 if (!get_check("Do you pay for identify all your possession? ")) break;
4544                 identify_pack();
4545                 msg_print("Your possessions have been identified.");
4546 #endif
4547
4548                 paid = TRUE;
4549                 break;
4550         case BACT_IDENT_ONE: /* needs work */
4551                 paid = ident_spell(FALSE);
4552                 break;
4553         case BACT_LEARN:
4554                 do_cmd_study();
4555                 break;
4556         case BACT_HEALING: /* needs work */
4557                 hp_player(200);
4558                 set_poisoned(0);
4559                 set_blind(0);
4560                 set_confused(0);
4561                 set_cut(0);
4562                 set_stun(0);
4563                 paid = TRUE;
4564                 break;
4565         case BACT_RESTORE: /* needs work */
4566                 if (do_res_stat(A_STR)) paid = TRUE;
4567                 if (do_res_stat(A_INT)) paid = TRUE;
4568                 if (do_res_stat(A_WIS)) paid = TRUE;
4569                 if (do_res_stat(A_DEX)) paid = TRUE;
4570                 if (do_res_stat(A_CON)) paid = TRUE;
4571                 if (do_res_stat(A_CHR)) paid = TRUE;
4572                 break;
4573         case BACT_GOLD: /* set timed reward flag */
4574                 if (!p_ptr->rewards[BACT_GOLD])
4575                 {
4576                         share_gold();
4577                         p_ptr->rewards[BACT_GOLD] = TRUE;
4578                 }
4579                 else
4580                 {
4581 #ifdef JP
4582                         msg_print("º£Æü¤Îʬ¤±Á°¤Ï¤¹¤Ç¤Ë»Ùʧ¤Ã¤¿¤¾¡ª");
4583 #else
4584                         msg_print("You just had your daily allowance!");
4585 #endif
4586                 }
4587                 break;
4588         case BACT_ENCHANT_ARROWS:
4589                 item_tester_hook = item_tester_hook_ammo;
4590                 enchant_item(bcost, 1, 1, 0);
4591                 break;
4592         case BACT_ENCHANT_BOW:
4593                 item_tester_tval = TV_BOW;
4594                 enchant_item(bcost, 1, 1, 0);
4595                 break;
4596         case BACT_RECALL:
4597                 if (recall_player(1)) paid = TRUE;
4598                 break;
4599         case BACT_TELEPORT_LEVEL:
4600         {
4601                 int select_dungeon;
4602                 int i, num = 0;
4603                 s16b *dun;
4604                 int max_depth;
4605
4606                 /* Allocate the "dun" array */
4607                 C_MAKE(dun, max_d_idx, s16b);
4608
4609                 screen_save();
4610                 clear_bldg(4, 20);
4611
4612                 for(i = 1; i < max_d_idx; i++)
4613                 {
4614                         char buf[80];
4615                         bool seiha = FALSE;
4616
4617                         if (!d_info[i].maxdepth) continue;
4618                         if (!max_dlv[i]) continue;
4619                         if (d_info[i].final_guardian)
4620                         {
4621                                 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
4622                         }
4623                         else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
4624
4625 #ifdef JP
4626                         sprintf(buf,"%c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4627 #else
4628                         sprintf(buf,"%c) %c%-12s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4629 #endif
4630                         put_str(buf, 4+num, 5);
4631                         dun[num] = i;
4632                         num++;
4633                 }
4634 #ifdef JP
4635                 prt("¤É¤Î¥À¥ó¥¸¥ç¥ó¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«:", 0, 0);
4636 #else
4637                 prt("Which dungeon do you teleport?: ", 0, 0);
4638 #endif
4639                 while(1)
4640                 {
4641                         i = inkey();
4642
4643                         if (i == ESCAPE)
4644                         {
4645                                 /* Free the "dun" array */
4646                                 C_KILL(dun, max_d_idx, s16b);
4647
4648                                 screen_load();
4649                                 return;
4650                         }
4651                         if (i >= 'a' && i <('a'+num))
4652                         {
4653                                 select_dungeon = dun[i-'a'];
4654                                 break;
4655                         }
4656                         else bell();
4657                 }
4658                 screen_load();
4659
4660                 /* Free the "dun" array */
4661                 C_KILL(dun, max_d_idx, s16b);
4662
4663                 max_depth = d_info[select_dungeon].maxdepth;
4664
4665                 /* Limit depth in Angband */
4666                 if (select_dungeon == DUNGEON_ANGBAND)
4667                 {
4668                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4669                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4670                 }
4671
4672 #ifdef JP
4673                 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4674 #else
4675                 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4676 #endif
4677
4678                 if (amt > 0)
4679                 {
4680                         p_ptr->word_recall = 1;
4681                         p_ptr->recall_dungeon = select_dungeon;
4682                         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));
4683                         if (record_maxdeapth)
4684 #ifdef JP
4685                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4686 #else
4687                         do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4688 #endif
4689 #ifdef JP
4690                         msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤­¤¿...");
4691 #else
4692                         msg_print("The air about you becomes charged...");
4693 #endif
4694
4695                         paid = TRUE;
4696                         p_ptr->redraw |= (PR_STATUS);
4697                 }
4698                 break;
4699         }
4700         case BACT_LOSE_MUTATION:
4701                 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4702                 {
4703                         while(!lose_mutation(0));
4704                         paid = TRUE;
4705                 }
4706                 else
4707                 {
4708 #ifdef JP
4709                         msg_print("¼£¤¹¤Ù¤­ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
4710 #else
4711                         msg_print("You have no mutations.");
4712 #endif
4713                         msg_print(NULL);
4714                 }
4715                 break;
4716         case BACT_BATTLE:
4717                 kakutoujou();
4718                 break;
4719         case BACT_TSUCHINOKO:
4720                 tsuchinoko();
4721                 break;
4722         case BACT_KUBI:
4723                 shoukinkubi();
4724                 break;
4725         case BACT_TARGET:
4726                 today_target();
4727                 break;
4728         case BACT_KANKIN:
4729                 kankin();
4730                 break;
4731         case BACT_HEIKOUKA:
4732 #ifdef JP
4733                 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4734 #else
4735                 msg_print("You received an equalization ritual.");
4736 #endif
4737                 set_virtue(V_COMPASSION, 0);
4738                 set_virtue(V_HONOUR, 0);
4739                 set_virtue(V_JUSTICE, 0);
4740                 set_virtue(V_SACRIFICE, 0);
4741                 set_virtue(V_KNOWLEDGE, 0);
4742                 set_virtue(V_FAITH, 0);
4743                 set_virtue(V_ENLIGHTEN, 0);
4744                 set_virtue(V_ENCHANT, 0);
4745                 set_virtue(V_CHANCE, 0);
4746                 set_virtue(V_NATURE, 0);
4747                 set_virtue(V_HARMONY, 0);
4748                 set_virtue(V_VITALITY, 0);
4749                 set_virtue(V_UNLIFE, 0);
4750                 set_virtue(V_PATIENCE, 0);
4751                 set_virtue(V_TEMPERANCE, 0);
4752                 set_virtue(V_DILIGENCE, 0);
4753                 set_virtue(V_VALOUR, 0);
4754                 set_virtue(V_INDIVIDUALISM, 0);
4755                 get_virtues();
4756                 paid = TRUE;
4757                 break;
4758         case BACT_TELE_TOWN:
4759                 paid = tele_town();
4760                 break;
4761         case BACT_EVAL_AC:
4762                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4763                 break;
4764         }
4765
4766         if (paid)
4767         {
4768                 p_ptr->au -= bcost;
4769         }
4770 }
4771
4772
4773 /*
4774  * Enter quest level
4775  */
4776 void do_cmd_quest(void)
4777 {
4778         energy_use = 100;
4779
4780         if (cave[py][px].feat != FEAT_QUEST_ENTER)
4781         {
4782 #ifdef JP
4783 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4784 #else
4785                 msg_print("You see no quest level here.");
4786 #endif
4787
4788                 return;
4789         }
4790         else
4791         {
4792 #ifdef JP
4793                 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4794                 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4795                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4796                         msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4797 #else
4798                 msg_print("There is an entry of a quest.");
4799                 if (!get_check("Do you enter? ")) return;
4800 #endif
4801
4802                 /* Player enters a new quest */
4803                 p_ptr->oldpy = 0;
4804                 p_ptr->oldpx = 0;
4805
4806                 leave_quest_check();
4807
4808                 p_ptr->inside_quest = cave[py][px].special;
4809                 if(quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4810                 p_ptr->leftbldg = TRUE;
4811                 p_ptr->leaving = TRUE;
4812         }
4813 }
4814
4815
4816 /*
4817  * Do building commands
4818  */
4819 void do_cmd_bldg(void)
4820 {
4821         int             i, which;
4822         char            command;
4823         bool            validcmd;
4824         building_type   *bldg;
4825
4826
4827         energy_use = 100;
4828
4829         if (!((cave[py][px].feat >= FEAT_BLDG_HEAD) &&
4830                   (cave[py][px].feat <= FEAT_BLDG_TAIL)))
4831         {
4832 #ifdef JP
4833 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4834 #else
4835                 msg_print("You see no building here.");
4836 #endif
4837
4838                 return;
4839         }
4840
4841         which = (cave[py][px].feat - FEAT_BLDG_HEAD);
4842         building_loc = which;
4843
4844         bldg = &building[which];
4845
4846         /* Don't re-init the wilderness */
4847         reinit_wilderness = FALSE;
4848
4849         if ((which == 2) && (p_ptr->arena_number == 99))
4850         {
4851 #ifdef JP
4852 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4853 #else
4854                 msg_print("'There's no place here for a LOSER like you!'");
4855 #endif
4856                 return;
4857         }
4858         else if ((which == 2) && p_ptr->inside_arena && !p_ptr->exit_bldg)
4859         {
4860 #ifdef JP
4861 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª",0,0);
4862 #else
4863                 prt("The gates are closed.  The monster awaits!", 0, 0);
4864 #endif
4865
4866                 return;
4867         }
4868         else if ((which == 2) && p_ptr->inside_arena)
4869         {
4870                 p_ptr->leaving = TRUE;
4871                 p_ptr->inside_arena = FALSE;
4872         }
4873         else if (p_ptr->inside_battle)
4874         {
4875                 p_ptr->leaving = TRUE;
4876                 p_ptr->inside_battle = FALSE;
4877         }
4878         else
4879         {
4880                 p_ptr->oldpy = py;
4881                 p_ptr->oldpx = px;
4882         }
4883
4884         /* Forget the lite */
4885         forget_lite();
4886
4887         /* Forget the view */
4888         forget_view();
4889
4890         /* Hack -- Increase "icky" depth */
4891         character_icky++;
4892
4893         command_arg = 0;
4894         command_rep = 0;
4895         command_new = 0;
4896
4897         show_building(bldg);
4898         leave_bldg = FALSE;
4899
4900         while (!leave_bldg)
4901         {
4902                 validcmd = FALSE;
4903                 prt("", 1, 0);
4904
4905                 building_prt_gold();
4906
4907                 command = inkey();
4908
4909                 if (command == ESCAPE)
4910                 {
4911                         leave_bldg = TRUE;
4912                         p_ptr->inside_arena = FALSE;
4913                         p_ptr->inside_battle = FALSE;
4914                         break;
4915                 }
4916
4917                 for (i = 0; i < 8; i++)
4918                 {
4919                         if (bldg->letters[i])
4920                         {
4921                                 if (bldg->letters[i] == command)
4922                                 {
4923                                         validcmd = TRUE;
4924                                         break;
4925                                 }
4926                         }
4927                 }
4928
4929                 if (validcmd)
4930                         bldg_process_command(bldg, i);
4931
4932                 /* Notice stuff */
4933                 notice_stuff();
4934
4935                 /* Handle stuff */
4936                 handle_stuff();
4937         }
4938
4939         /* Flush messages XXX XXX XXX */
4940         msg_flag = FALSE;
4941         msg_print(NULL);
4942
4943         /* Reinit wilderness to activate quests ... */
4944         if (reinit_wilderness)
4945                 p_ptr->leaving = TRUE;
4946
4947         /* Hack -- Decrease "icky" depth */
4948         character_icky--;
4949
4950         /* Clear the screen */
4951         Term_clear();
4952
4953         /* Update the visuals */
4954         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4955
4956         /* Redraw entire screen */
4957         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4958
4959         /* Window stuff */
4960         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4961 }
4962
4963
4964 /* Array of places to find an inscription */
4965 static cptr find_quest[] =
4966 {
4967 #ifdef JP
4968 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
4969 #else
4970         "You find the following inscription in the floor",
4971 #endif
4972
4973 #ifdef JP
4974 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
4975 #else
4976         "You see a message inscribed in the wall",
4977 #endif
4978
4979 #ifdef JP
4980 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
4981 #else
4982         "There is a sign saying",
4983 #endif
4984
4985 #ifdef JP
4986 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
4987 #else
4988         "Something is written on the staircase",
4989 #endif
4990
4991 #ifdef JP
4992 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
4993 #else
4994         "You find a scroll with the following message",
4995 #endif
4996
4997 };
4998
4999
5000 /*
5001  * Discover quest
5002  */
5003 void quest_discovery(int q_idx)
5004 {
5005         quest_type      *q_ptr = &quest[q_idx];
5006         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5007         int             q_num = q_ptr->max_num;
5008         char            name[80];
5009
5010         /* No quest index */
5011         if (!q_idx) return;
5012
5013         strcpy(name, (r_name + r_ptr->name));
5014
5015         msg_print(find_quest[rand_range(0, 4)]);
5016         msg_print(NULL);
5017
5018         if (q_num == 1)
5019         {
5020                 /* Unique */
5021
5022                 /* Hack -- "unique" monsters must be "unique" */
5023                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5024                     (0 == r_ptr->max_num))
5025                 {
5026 #ifdef JP
5027                         msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5028 #else
5029                         msg_print("It seems that this level was protected by someone before...");
5030 #endif
5031                         /* The unique is already dead */
5032                         quest[q_idx].status = QUEST_STATUS_FINISHED;
5033                 }
5034                 else
5035                 {
5036 #ifdef JP
5037                         msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
5038 #else
5039                         msg_format("Beware, this level is protected by %s!", name);
5040 #endif
5041                 }
5042         }
5043         else
5044         {
5045                 /* Normal monsters */
5046 #ifdef JP
5047 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
5048 #else
5049                 plural_aux(name);
5050                 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
5051 #endif
5052
5053         }
5054 }
5055
5056
5057 /*
5058  * Hack -- Check if a level is a "quest" level
5059  */
5060 int quest_number(int level)
5061 {
5062         int i;
5063
5064         /* Check quests */
5065         if (p_ptr->inside_quest)
5066                 return (p_ptr->inside_quest);
5067
5068         for (i = 0; i < max_quests; i++)
5069         {
5070                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5071
5072                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5073                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
5074                     (quest[i].level == level) &&
5075                     (quest[i].dungeon == dungeon_type))
5076                         return (i);
5077         }
5078
5079         /* Check for random quest */
5080         return (random_quest_number(level));
5081 }
5082
5083
5084 /*
5085  * Return the index of the random quest on this level
5086  * (or zero)
5087  */
5088 int random_quest_number(int level)
5089 {
5090         int i;
5091
5092         if (dungeon_type != DUNGEON_ANGBAND) return 0;
5093
5094         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5095         {
5096                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5097                     (quest[i].status == QUEST_STATUS_TAKEN) &&
5098                     (quest[i].level == level) &&
5099                     (quest[i].dungeon == DUNGEON_ANGBAND))
5100                 {
5101                         return i;
5102                 }
5103         }
5104
5105         /* Nope */
5106         return 0;
5107 }