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一般形のナズグルに与えられるフラグUNIQUE_7をNAZGULと置き換えた. この
[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_NAZGUL)) return (FALSE); */
1680
1681         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1682         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1683         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1684         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1685         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1686
1687         for (i = 0; i < 4; i++)
1688         {
1689                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1690                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1691         }
1692         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1693
1694         /* Okay */
1695         return (TRUE);
1696 }
1697
1698 void battle_monsters(void)
1699 {
1700         int total, i;
1701         int max_dl = 0;
1702         int mon_level;
1703         int power[4];
1704         bool tekitou;
1705         bool old_inside_battle = p_ptr->inside_battle;
1706
1707         for (i = 0; i < max_d_idx; i++)
1708                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1709
1710         mon_level = randint1(MIN(max_dl, 122))+5;
1711         if (randint0(100) < 60)
1712         {
1713                 i = randint1(MIN(max_dl, 122))+5;
1714                 mon_level = MAX(i, mon_level);
1715         }
1716         if (randint0(100) < 30)
1717         {
1718                 i = randint1(MIN(max_dl, 122))+5;
1719                 mon_level = MAX(i, mon_level);
1720         }
1721
1722         while (1)
1723         {
1724                 total = 0;
1725                 tekitou = FALSE;
1726                 for(i=0;i<4;i++)
1727                 {
1728                         int r_idx, j;
1729                         while (1)
1730                         {
1731                                 get_mon_num_prep(vault_aux_battle, NULL);
1732                                 p_ptr->inside_battle = TRUE;
1733                                 r_idx = get_mon_num(mon_level);
1734                                 p_ptr->inside_battle = old_inside_battle;
1735                                 if (!r_idx) continue;
1736
1737                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1738                                 {
1739                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1740                                 }
1741
1742                                 for (j = 0; j < i; j++)
1743                                         if(r_idx == battle_mon[j]) break;
1744                                 if (j<i) continue;
1745
1746                                 break;
1747                         }
1748                         battle_mon[i] = r_idx;
1749                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1750                 }
1751
1752                 for (i=0;i<4;i++)
1753                 {
1754                         monster_race *r_ptr = &r_info[battle_mon[i]];
1755                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1756
1757                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1758                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1759                         else
1760                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1761                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1762                         if (r_ptr->speed > 110)
1763                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1764                         if (r_ptr->speed < 110)
1765                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1766                         if (num_taisei > 2)
1767                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1768                         else if (r_ptr->flags6 & RF6_INVULNER)
1769                                 power[i] = power[i] * 4 / 3;
1770                         else if (r_ptr->flags6 & RF6_HEAL)
1771                                 power[i] = power[i] * 4 / 3;
1772                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1773                                 power[i] = power[i] * 11 / 10;
1774                         if (r_ptr->flags1 & RF1_RAND_25)
1775                                 power[i] = power[i] * 9 / 10;
1776                         if (r_ptr->flags1 & RF1_RAND_50)
1777                                 power[i] = power[i] * 9 / 10;
1778
1779                         switch (battle_mon[i])
1780                         {
1781                                 case MON_GREEN_G:
1782                                 case MON_THAT_BAT:
1783                                 case MON_GHOST_Q:
1784                                         power[i] /= 4;
1785                                         break;
1786                                 case MON_LOST_SOUL:
1787                                 case MON_GHOST:
1788                                         power[i] /= 2;
1789                                         break;
1790                                 case MON_UND_BEHOLDER:
1791                                 case MON_SANTACLAUS:
1792                                 case MON_ULT_BEHOLDER:
1793                                 case MON_UNGOLIANT:
1794                                 case MON_ATLACH_NACHA:
1795                                 case MON_Y_GOLONAC:
1796                                         power[i] = power[i] * 3 / 5;
1797                                         break;
1798                                 case MON_ROBIN_HOOD:
1799                                 case MON_RICH:
1800                                 case MON_LICH:
1801                                 case MON_COLOSSUS:
1802                                 case MON_CRYPT_THING:
1803                                 case MON_MASTER_LICH:
1804                                 case MON_DREADMASTER:
1805                                 case MON_DEMILICH:
1806                                 case MON_SHADOWLORD:
1807                                 case MON_ARCHLICH:
1808                                 case MON_BLEYS:
1809                                 case MON_CAINE:
1810                                 case MON_JULIAN:
1811                                 case MON_VENOM_WYRM:
1812                                 case MON_MASTER_MYS:
1813                                 case MON_G_MASTER_MYS:
1814                                         power[i] = power[i] * 3 / 4;
1815                                         break;
1816                                 case MON_VORPAL_BUNNY:
1817                                 case MON_SHAGRAT:
1818                                 case MON_GORBAG:
1819                                 case MON_LOG_MASTER:
1820                                 case MON_JURT:
1821                                 case MON_GRAV_HOUND:
1822                                 case MON_SHIM_VOR:
1823                                 case MON_JUBJUB:
1824                                 case MON_CLUB_DEMON:
1825                                 case MON_LLOIGOR:
1826                                 case MON_NIGHTCRAWLER:
1827                                 case MON_NIGHTWALKER:
1828                                 case MON_RAPHAEL:
1829                                 case MON_SHAMBLER:
1830                                 case MON_SKY_DRAKE:
1831                                 case MON_GERARD:
1832                                 case MON_G_CTHULHU:
1833                                 case MON_SPECT_WYRM:
1834                                 case MON_BAZOOKER:
1835                                 case MON_GCWADL:
1836                                 case MON_KIRIN:
1837                                 case MON_FENGHUANG:
1838                                         power[i] = power[i] * 4 / 3;
1839                                         break;
1840                                 case MON_UMBER_HULK:
1841                                 case MON_FIRE_VOR:
1842                                 case MON_WATER_VOR:
1843                                 case MON_COLD_VOR:
1844                                 case MON_ENERGY_VOR:
1845                                 case MON_GACHAPIN:
1846                                 case MON_REVENANT:
1847                                 case MON_NEXUS_VOR:
1848                                 case MON_PLASMA_VOR:
1849                                 case MON_TIME_VOR:
1850                                 case MON_MANDOR:
1851                                 case MON_KAVLAX:
1852                                 case MON_RINALDO:
1853                                 case MON_STORMBRINGER:
1854                                 case MON_TIME_HOUND:
1855                                 case MON_PLASMA_HOUND:
1856                                 case MON_TINDALOS:
1857                                 case MON_CHAOS_VOR:
1858                                 case MON_AETHER_VOR:
1859                                 case MON_AETHER_HOUND:
1860                                 case MON_CANTORAS:
1861                                 case MON_GODZILLA:
1862                                 case MON_TARRASQUE:
1863                                 case MON_DESTROYER:
1864                                 case MON_MORGOTH:
1865                                 case MON_SERPENT:
1866                                 case MON_OROCHI:
1867                                 case MON_D_ELF_SHADE:
1868                                 case MON_MANA_HOUND:
1869                                 case MON_SHARD_VOR:
1870                                 case MON_BANORLUPART:
1871                                 case MON_BOTEI:
1872                                 case MON_JAIAN:
1873                                 case MON_BAHAMUT:
1874                                 case MON_WAHHA:
1875                                         power[i] = power[i] * 3 / 2;
1876                                         break;
1877                                 case MON_ROLENTO:
1878                                 case MON_CYBER:
1879                                 case MON_CYBER_KING:
1880                                 case MON_UNICORN_ORD:
1881                                         power[i] = power[i] * 5 / 3;
1882                                         break;
1883                                 case MON_ARCH_VILE:
1884                                 case MON_PHANTOM_B:
1885                                 case MON_WYRM_POWER:
1886                                         power[i] *= 2;
1887                                         break;
1888                                 case MON_NODENS:
1889                                 case MON_CULVERIN:
1890                                         power[i] *= 3;
1891                                         break;
1892                                 case MON_ECHIZEN:
1893                                         power[i] *= 9;
1894                                         break;
1895                                 case MON_HAGURE:
1896                                         power[i] *= 100000;
1897                                         break;
1898                                 default:
1899                                         break;
1900                         }
1901                         total += power[i];
1902                 }
1903                 for (i=0;i<4;i++)
1904                 {
1905                         power[i] = total*60/power[i];
1906                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1907                         if ((power[i] < 160) && randint0(20)) break;
1908                         if (power[i] < 101) power[i] = 100 + randint1(5);
1909                         mon_odds[i] = power[i];
1910                 }
1911                 if (i == 4) break;
1912         }
1913 }
1914
1915 static bool kakutoujou(void)
1916 {
1917         s32b maxbet;
1918         s32b wager;
1919         char out_val[160], tmp_str[80];
1920         cptr p;
1921
1922         if ((turn - old_battle) > TURNS_PER_TICK*250)
1923         {
1924                 battle_monsters();
1925                 old_battle = turn;
1926         }
1927
1928         screen_save();
1929
1930         /* No money */
1931         if (p_ptr->au < 1)
1932         {
1933 #ifdef JP
1934                 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1935 #else
1936                 msg_print("Hey! You don't have gold - get out of here!");
1937 #endif
1938
1939                 msg_print(NULL);
1940                 screen_load();
1941                 return FALSE;
1942         }
1943         else
1944         {
1945                 int i;
1946
1947                 clear_bldg(4, 10);
1948
1949 #ifdef JP
1950                 prt("¥â¥ó¥¹¥¿¡¼                                                     ÇÜΨ", 4, 4);
1951 #else
1952                 prt("Monsters                                                       Odds", 4, 4);
1953 #endif
1954                 for (i=0;i<4;i++)
1955                 {
1956                         char buf[80];
1957                         monster_race *r_ptr = &r_info[battle_mon[i]];
1958
1959 #ifdef JP
1960                         sprintf(buf,"%d) %-58s  %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤­" : "      "), mon_odds[i]/100, mon_odds[i]%100);
1961 #else
1962                         sprintf(buf,"%d) %-58s  %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), mon_odds[i]/100, mon_odds[i]%100);
1963 #endif
1964                         prt(buf, 5+i, 1);
1965                 }
1966
1967 #ifdef JP
1968                 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1969 #else
1970                 prt("Which monster: ", 0, 0);
1971 #endif
1972                 while(1)
1973                 {
1974                         i = inkey();
1975
1976                         if (i == ESCAPE)
1977                         {
1978                                 screen_load();
1979                                 return FALSE;
1980                         }
1981                         if (i >= '1' && i <= '4')
1982                         {
1983                                 sel_monster = i-'1';
1984                                 battle_odds = mon_odds[sel_monster];
1985                                 break;
1986                         }
1987                         else bell();
1988                 }
1989
1990                 clear_bldg(4,4);
1991                 for (i=0;i<4;i++)
1992                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1993
1994                 maxbet = p_ptr->lev * 200;
1995
1996                 /* We can't bet more than we have */
1997                 maxbet = MIN(maxbet, p_ptr->au);
1998
1999                 /* Get the wager */
2000                 strcpy(out_val, "");
2001 #ifdef JP
2002 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
2003 #else
2004                 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
2005 #endif
2006
2007
2008                 /*
2009                  * Use get_string() because we may need more than
2010                  * the s16b value returned by get_quantity().
2011                  */
2012                 if (get_string(tmp_str, out_val, 32))
2013                 {
2014                         /* Strip spaces */
2015                         for (p = out_val; *p == ' '; p++);
2016
2017                         /* Get the wager */
2018                         wager = atol(p);
2019
2020                         if (wager > p_ptr->au)
2021                         {
2022 #ifdef JP
2023 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2024 #else
2025                                 msg_print("Hey! You don't have the gold - get out of here!");
2026 #endif
2027
2028                                 msg_print(NULL);
2029                                 screen_load();
2030                                 return (FALSE);
2031                         }
2032                         else if (wager > maxbet)
2033                         {
2034 #ifdef JP
2035 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", maxbet);
2036 #else
2037                                 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
2038 #endif
2039
2040                                 wager = maxbet;
2041                         }
2042                         else if (wager < 1)
2043                         {
2044 #ifdef JP
2045 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2046 #else
2047                                 msg_print("Ok, we'll start with 1 gold.");
2048 #endif
2049
2050
2051                                 wager = 1;
2052                         }
2053                         msg_print(NULL);
2054                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
2055                         kakekin = wager;
2056                         p_ptr->au -= wager;
2057                         p_ptr->leftbldg = TRUE;
2058                         p_ptr->inside_battle = TRUE;
2059                         reset_tim_flags();
2060                         p_ptr->leaving = TRUE;
2061                         leave_bldg = TRUE;
2062                         screen_load();
2063
2064                         return (TRUE);
2065                 }
2066         }
2067         screen_load();
2068
2069         return (FALSE);
2070 }
2071
2072 static void today_target(void)
2073 {
2074         char buf[160];
2075         monster_race *r_ptr = &r_info[today_mon];
2076
2077         clear_bldg(4,18);
2078 #ifdef JP
2079 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2080 #else
2081         prt("Wanted monster that changes from day to day", 5, 10);
2082 #endif
2083 #ifdef JP
2084         sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2085 #else
2086         sprintf(buf,"target: %s",r_name + r_ptr->name);
2087 #endif
2088         c_put_str(TERM_YELLOW, buf, 6, 10);
2089 #ifdef JP
2090         sprintf(buf,"»àÂΠ---- $%d",r_ptr->level * 50 + 100);
2091 #else
2092         sprintf(buf,"corpse   ---- $%d",r_ptr->level * 50 + 100);
2093 #endif
2094         prt(buf, 8, 10);
2095 #ifdef JP
2096         sprintf(buf,"¹ü   ---- $%d",r_ptr->level * 30 + 60);
2097 #else
2098         sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2099 #endif
2100         prt(buf, 9, 10);
2101         p_ptr->today_mon = today_mon;
2102 }
2103
2104 static void tsuchinoko(void)
2105 {
2106         clear_bldg(4,18);
2107 #ifdef JP
2108 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2109 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2110 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2111 c_put_str(TERM_WHITE, "»àÂΠ    ----   $200,000", 9, 10);
2112 c_put_str(TERM_WHITE, "¹ü       ----   $100,000", 10, 10);
2113 #else
2114 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2115 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2116 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2117 c_put_str(TERM_WHITE, "corpse      ----   $200,000", 9, 10);
2118 c_put_str(TERM_WHITE, "bones       ----   $100,000", 10, 10);
2119 #endif
2120 }
2121
2122 static void shoukinkubi(void)
2123 {
2124         int i;
2125         int y = 0;
2126
2127         clear_bldg(4,18);
2128
2129 #ifdef JP
2130         prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2131 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2132 #else
2133         prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2134 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2135 #endif
2136
2137         for (i = 0; i < MAX_KUBI; i++)
2138         {
2139                 byte color;
2140                 cptr done_mark;
2141                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2142
2143                 if (kubi_r_idx[i] > 10000)
2144                 {
2145                         color = TERM_RED;
2146 #ifdef JP
2147                         done_mark = "(ºÑ)";
2148 #else
2149                         done_mark = "(done)";
2150 #endif
2151                 }
2152                 else
2153                 {
2154                         color = TERM_WHITE;
2155                         done_mark = "";
2156                 }
2157
2158                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2159
2160                 y = (y+1) % 10;
2161                 if (!y && (i < MAX_KUBI -1))
2162                 {
2163 #ifdef JP
2164                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2165 #else
2166                         prt("Hit any key.", 0, 0);
2167 #endif
2168                         (void)inkey();
2169                         prt("", 0, 0);
2170                         clear_bldg(7,18);
2171                 }
2172         }
2173 }
2174
2175
2176 /* List of prize object */
2177 static struct {
2178         s16b tval;
2179         s16b sval;
2180 } prize_list[MAX_KUBI] = 
2181 {
2182         {TV_POTION, SV_POTION_CURING},
2183         {TV_POTION, SV_POTION_SPEED},
2184         {TV_POTION, SV_POTION_SPEED},
2185         {TV_POTION, SV_POTION_RESISTANCE},
2186         {TV_POTION, SV_POTION_ENLIGHTENMENT},
2187
2188         {TV_POTION, SV_POTION_HEALING},
2189         {TV_POTION, SV_POTION_RESTORE_MANA},
2190         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2191         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2192         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2193
2194         {TV_SCROLL, SV_SCROLL_GENOCIDE},
2195         {TV_POTION, SV_POTION_STAR_HEALING},
2196         {TV_POTION, SV_POTION_STAR_HEALING},
2197         {TV_POTION, SV_POTION_NEW_LIFE},
2198         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2199
2200         {TV_POTION, SV_POTION_LIFE},
2201         {TV_POTION, SV_POTION_LIFE},
2202         {TV_POTION, SV_POTION_AUGMENTATION},
2203         {TV_POTION, SV_POTION_INVULNERABILITY},
2204         {TV_SCROLL, SV_SCROLL_ARTIFACT},
2205 };
2206
2207
2208 /* Get prize */
2209 static bool kankin(void)
2210 {
2211         int i, j;
2212         bool change = FALSE;
2213         char o_name[MAX_NLEN];
2214         object_type *o_ptr;
2215
2216         /* Loop for inventory and right/left arm */
2217         for (i = 0; i <= INVEN_LARM; i++)
2218         {
2219                 o_ptr = &inventory[i];
2220
2221                 /* Living Tsuchinoko worthes $1000000 */
2222                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2223                 {
2224                         char buf[MAX_NLEN+20];
2225                         object_desc(o_name, o_ptr, TRUE, 3);
2226 #ifdef JP
2227                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2228 #else
2229                         sprintf(buf, "Convert %s into money? ",o_name);
2230 #endif
2231                         if (get_check(buf))
2232                         {
2233 #ifdef JP
2234                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 1000000L * o_ptr->number);
2235 #else
2236                                 msg_format("You get %ldgp.", 1000000L * o_ptr->number);
2237 #endif
2238                                 p_ptr->au += 1000000L * o_ptr->number;
2239                                 p_ptr->redraw |= (PR_GOLD);
2240                                 inven_item_increase(i, -o_ptr->number);
2241                                 inven_item_describe(i);
2242                                 inven_item_optimize(i);
2243                         }
2244                         change = TRUE;
2245                 }
2246         }
2247
2248         for (i = 0; i < INVEN_PACK; i++)
2249         {
2250                 o_ptr = &inventory[i];
2251
2252                 /* Corpse of Tsuchinoko worthes $200000 */
2253                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2254                 {
2255                         char buf[MAX_NLEN+20];
2256                         object_desc(o_name, o_ptr, TRUE, 3);
2257 #ifdef JP
2258                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2259 #else
2260                         sprintf(buf, "Convert %s into money? ",o_name);
2261 #endif
2262                         if (get_check(buf))
2263                         {
2264 #ifdef JP
2265                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 200000L * o_ptr->number);
2266 #else
2267                                 msg_format("You get %ldgp.", 200000L * o_ptr->number);
2268 #endif
2269                                 p_ptr->au += 200000L * o_ptr->number;
2270                                 p_ptr->redraw |= (PR_GOLD);
2271                                 inven_item_increase(i, -o_ptr->number);
2272                                 inven_item_describe(i);
2273                                 inven_item_optimize(i);
2274                         }
2275                         change = TRUE;
2276                 }
2277         }
2278
2279         for (i = 0; i < INVEN_PACK; i++)
2280         {
2281                 o_ptr = &inventory[i];
2282
2283                 /* Bones of Tsuchinoko worthes $100000 */
2284                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2285                 {
2286                         char buf[MAX_NLEN+20];
2287                         object_desc(o_name, o_ptr, TRUE, 3);
2288 #ifdef JP
2289                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2290 #else
2291                         sprintf(buf, "Convert %s into money? ",o_name);
2292 #endif
2293                         if (get_check(buf))
2294                         {
2295 #ifdef JP
2296                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 100000L * o_ptr->number);
2297 #else
2298                                 msg_format("You get %ldgp.", 100000L * o_ptr->number);
2299 #endif
2300                                 p_ptr->au += 100000L * o_ptr->number;
2301                                 p_ptr->redraw |= (PR_GOLD);
2302                                 inven_item_increase(i, -o_ptr->number);
2303                                 inven_item_describe(i);
2304                                 inven_item_optimize(i);
2305                         }
2306                         change = TRUE;
2307                 }
2308         }
2309
2310         for (i = 0; i < INVEN_PACK; i++)
2311         {
2312                 o_ptr = &inventory[i];
2313                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
2314                 {
2315                         char buf[MAX_NLEN+20];
2316                         object_desc(o_name, o_ptr, TRUE, 3);
2317 #ifdef JP
2318                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2319 #else
2320                         sprintf(buf, "Convert %s into money? ",o_name);
2321 #endif
2322                         if (get_check(buf))
2323                         {
2324 #ifdef JP
2325                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2326 #else
2327                                 msg_format("You get %ldgp.", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2328 #endif
2329                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2330                                 p_ptr->redraw |= (PR_GOLD);
2331                                 inven_item_increase(i, -o_ptr->number);
2332                                 inven_item_describe(i);
2333                                 inven_item_optimize(i);
2334                         }
2335                         change = TRUE;
2336                 }
2337         }
2338
2339         for (i = 0; i < INVEN_PACK; i++)
2340         {
2341                 o_ptr = &inventory[i];
2342
2343                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
2344                 {
2345                         char buf[MAX_NLEN+20];
2346                         object_desc(o_name, o_ptr, TRUE, 3);
2347 #ifdef JP
2348                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2349 #else
2350                         sprintf(buf, "Convert %s into money? ",o_name);
2351 #endif
2352                         if (get_check(buf))
2353                         {
2354 #ifdef JP
2355                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2356 #else
2357                                 msg_format("You get %ldgp.", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2358 #endif
2359                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2360                                 p_ptr->redraw |= (PR_GOLD);
2361                                 inven_item_increase(i, -o_ptr->number);
2362                                 inven_item_describe(i);
2363                                 inven_item_optimize(i);
2364                         }
2365                         change = TRUE;
2366                 }
2367         }
2368
2369         for (j = 0; j < MAX_KUBI; j++)
2370         {
2371                 /* Need reverse order --- Positions will be changed in the loop */
2372                 for (i = INVEN_PACK-1; i >= 0; i--)
2373                 {
2374                         o_ptr = &inventory[i];
2375                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2376                         {
2377                                 char buf[MAX_NLEN+20];
2378                                 int num, k;
2379                                 object_type forge;
2380
2381                                 object_desc(o_name, o_ptr, TRUE, 3);
2382 #ifdef JP
2383                                 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2384 #else
2385                                 sprintf(buf, "Hand %s over? ",o_name);
2386 #endif
2387                                 if (!get_check(buf)) continue;
2388
2389 #if 0 /* Obsorated */
2390 #ifdef JP
2391                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2392 #else
2393                                 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2394 #endif
2395                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2396                                 p_ptr->redraw |= (PR_GOLD);
2397                                 inven_item_increase(i, -o_ptr->number);
2398                                 inven_item_describe(i);
2399                                 inven_item_optimize(i);
2400                                 chg_virtue(V_JUSTICE, 5);
2401                                 kubi_r_idx[j] += 10000;
2402
2403                                 change = TRUE;
2404 #endif /* Obsorated */
2405
2406                                 /* Hand it first */
2407                                 inven_item_increase(i, -o_ptr->number);
2408                                 inven_item_describe(i);
2409                                 inven_item_optimize(i);
2410
2411                                 chg_virtue(V_JUSTICE, 5);
2412                                 kubi_r_idx[j] += 10000;
2413
2414                                 /* Count number of unique corpses already handed */
2415                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
2416                                 {
2417                                         if (kubi_r_idx[k] >= 10000) num++;
2418                                 }
2419
2420 #ifdef JP
2421                                 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2422 #else
2423                                 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2424 #endif
2425
2426                                 /* Prepare to make a prize */
2427                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2428                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2429
2430                                 /* Identify it fully */
2431                                 object_aware(&forge);
2432                                 object_known(&forge);
2433
2434                                 /*
2435                                  * Hand it --- Assume there is an empty slot.
2436                                  * Since a corpse is handed at first,
2437                                  * there is at least one empty slot.
2438                                  */
2439                                 (void)inven_carry(&forge);
2440
2441                                 /* Describe the object */
2442                                 object_desc(o_name, &forge, TRUE, 3);
2443 #ifdef JP
2444                                 msg_format("%s ¤òÌã¤Ã¤¿¡£",o_name);
2445 #else
2446                                 msg_format("You get %s. ",o_name);
2447 #endif
2448
2449                                 change = TRUE;
2450                         }
2451                 }
2452         }
2453
2454         if (!change)
2455         {
2456 #ifdef JP
2457                 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2458 #else
2459                 msg_print("You have nothing.");
2460 #endif
2461                 msg_print(NULL);
2462                 return FALSE;
2463         }
2464         return TRUE;
2465 }
2466
2467 bool get_nightmare(int r_idx)
2468 {
2469         monster_race *r_ptr = &r_info[r_idx];
2470
2471         /* Require eldritch horrors */
2472         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2473
2474         /* Require high level */
2475         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2476
2477         /* Accept this monster */
2478         return (TRUE);
2479 }
2480
2481
2482 void have_nightmare(int r_idx)
2483 {
2484         bool happened = FALSE;
2485         monster_race *r_ptr = &r_info[r_idx];
2486         int power = r_ptr->level + 10;
2487         char m_name[80];
2488         cptr desc = r_name + r_ptr->name;
2489
2490         /* Describe it */
2491 #ifndef JP
2492         if (!(r_ptr->flags1 & RF1_UNIQUE))
2493                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2494         else
2495 #endif
2496                 sprintf(m_name, "%s", desc);
2497
2498         if (!(r_ptr->flags1 & RF1_UNIQUE))
2499         {
2500                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2501         }
2502         else power *= 2;
2503
2504         if (saving_throw(p_ptr->skill_sav * 100 / power))
2505         {
2506 #ifdef JP
2507                 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2508 #else
2509                 msg_format("%^s chases you through your dreams.", m_name);
2510 #endif
2511
2512                 /* Safe */
2513                 return;
2514         }
2515
2516         if (p_ptr->image)
2517         {
2518                 /* Something silly happens... */
2519 #ifdef JP
2520                 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2521 #else
2522                 msg_format("You behold the %s visage of %s!",
2523 #endif
2524
2525                                           funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2526
2527                 if (one_in_(3))
2528                 {
2529                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2530                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2531                 }
2532
2533                 /* Never mind; we can't see it clearly enough */
2534                 return;
2535         }
2536
2537         /* Something frightening happens... */
2538 #ifdef JP
2539         msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2540 #else
2541         msg_format("You behold the %s visage of %s!",
2542 #endif
2543
2544                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2545
2546         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2547
2548         if (!p_ptr->mimic_form)
2549         {
2550                 switch (p_ptr->prace)
2551                 {
2552                 /* Demons may make a saving throw */
2553                 case RACE_IMP:
2554                 case RACE_DEMON:
2555                         if (saving_throw(20 + p_ptr->lev)) return;
2556                         break;
2557                 /* Undead may make a saving throw */
2558                 case RACE_SKELETON:
2559                 case RACE_ZOMBIE:
2560                 case RACE_SPECTRE:
2561                 case RACE_VAMPIRE:
2562                         if (saving_throw(10 + p_ptr->lev)) return;
2563                         break;
2564                 }
2565         }
2566         else
2567         {
2568                 /* Demons may make a saving throw */
2569                 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2570                 {
2571                         if (saving_throw(20 + p_ptr->lev)) return;
2572                 }
2573                 /* Undead may make a saving throw */
2574                 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2575                 {
2576                         if (saving_throw(10 + p_ptr->lev)) return;
2577                 }
2578         }
2579
2580         /* Mind blast */
2581         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2582         {
2583                 if (!p_ptr->resist_conf)
2584                 {
2585                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2586                 }
2587                 if (!p_ptr->resist_chaos && one_in_(3))
2588                 {
2589                         (void)set_image(p_ptr->image + randint0(250) + 150);
2590                 }
2591                 return;
2592         }
2593
2594         /* Lose int & wis */
2595         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2596         {
2597                 do_dec_stat(A_INT);
2598                 do_dec_stat(A_WIS);
2599                 return;
2600         }
2601
2602         /* Brain smash */
2603         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2604         {
2605                 if (!p_ptr->resist_conf)
2606                 {
2607                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2608                 }
2609                 if (!p_ptr->free_act)
2610                 {
2611                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2612                 }
2613                 while (!saving_throw(p_ptr->skill_sav))
2614                 {
2615                         (void)do_dec_stat(A_INT);
2616                 }
2617                 while (!saving_throw(p_ptr->skill_sav))
2618                 {
2619                         (void)do_dec_stat(A_WIS);
2620                 }
2621                 if (!p_ptr->resist_chaos)
2622                 {
2623                         (void)set_image(p_ptr->image + randint0(250) + 150);
2624                 }
2625                 return;
2626         }
2627
2628
2629         /* Amnesia */
2630         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2631         {
2632                 if (lose_all_info())
2633                 {
2634 #ifdef JP
2635 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2636 #else
2637                         msg_print("You forget everything in your utmost terror!");
2638 #endif
2639
2640                 }
2641                 return;
2642         }
2643
2644         /* Else gain permanent insanity */
2645         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2646                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2647                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2648         {
2649                 /* The poor bastard already has all possible insanities! */
2650                 return;
2651         }
2652
2653         while (!happened)
2654         {
2655                 switch (randint1(4))
2656                 {
2657                         case 1:
2658                         {
2659                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2660                                 {
2661                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2662                                         {
2663 #ifdef JP
2664 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2665 #else
2666                                                 msg_print("You turn into an utter moron!");
2667 #endif
2668                                         }
2669                                         else
2670                                         {
2671 #ifdef JP
2672 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2673 #else
2674                                                 msg_print("You turn into an utter moron!");
2675 #endif
2676                                         }
2677
2678                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2679                                         {
2680 #ifdef JP
2681 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2682 #else
2683                                                 msg_print("Your brain is no longer a living computer.");
2684 #endif
2685
2686                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2687                                         }
2688                                         p_ptr->muta3 |= MUT3_MORONIC;
2689                                         happened = TRUE;
2690                                 }
2691                                 break;
2692                         }
2693                         case 2:
2694                         {
2695                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2696                                 {
2697 #ifdef JP
2698 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2699 #else
2700                                         msg_print("You become paranoid!");
2701 #endif
2702
2703
2704                                         /* Duh, the following should never happen, but anyway... */
2705                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2706                                         {
2707 #ifdef JP
2708 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2709 #else
2710                                                 msg_print("You are no longer fearless.");
2711 #endif
2712
2713                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2714                                         }
2715
2716                                         p_ptr->muta2 |= MUT2_COWARDICE;
2717                                         happened = TRUE;
2718                                 }
2719                                 break;
2720                         }
2721                         case 3:
2722                         {
2723                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2724                                 {
2725 #ifdef JP
2726 msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2727 #else
2728                                         msg_print("You are afflicted by a hallucinatory insanity!");
2729 #endif
2730
2731                                         p_ptr->muta2 |= MUT2_HALLU;
2732                                         happened = TRUE;
2733                                 }
2734                                 break;
2735                         }
2736                         default:
2737                         {
2738                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2739                                 {
2740 #ifdef JP
2741 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2742 #else
2743                                         msg_print("You become subject to fits of berserk rage!");
2744 #endif
2745
2746                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2747                                         happened = TRUE;
2748                                 }
2749                                 break;
2750                         }
2751                 }
2752         }
2753
2754         p_ptr->update |= PU_BONUS;
2755         handle_stuff();
2756 }
2757
2758
2759 /*
2760  * inn commands
2761  * Note that resting for the night was a perfect way to avoid player
2762  * ghosts in the town *if* you could only make it to the inn in time (-:
2763  * Now that the ghosts are temporarily disabled in 2.8.X, this function
2764  * will not be that useful.  I will keep it in the hopes the player
2765  * ghost code does become a reality again. Does help to avoid filthy urchins.
2766  * Resting at night is also a quick way to restock stores -KMW-
2767  */
2768 static bool inn_comm(int cmd)
2769 {
2770         int dawnval;
2771
2772         switch (cmd)
2773         {
2774                 case BACT_FOOD: /* Buy food & drink */
2775                         if (p_ptr->food >= PY_FOOD_FULL)
2776                         {
2777 #ifdef JP
2778                                 msg_print("º£¤ÏËþÊ¢¤À¡£");
2779 #else
2780                                 msg_print("You are full now.");
2781 #endif
2782                                 return FALSE;
2783                         }
2784
2785 #ifdef JP
2786 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2787 #else
2788                         msg_print("The barkeep gives you some gruel and a beer.");
2789 #endif
2790
2791                         (void)set_food(PY_FOOD_MAX - 1);
2792                         break;
2793
2794                 case BACT_REST: /* Rest for the night */
2795                         dawnval = ((turn % (TURNS_PER_TICK * TOWN_DAWN)));
2796                         if (dawnval > (TURNS_PER_TICK * TOWN_DAWN)/4)
2797                         {  /* nighttime */
2798                                 if ((p_ptr->poisoned) || (p_ptr->cut))
2799                                 {
2800 #ifdef JP
2801 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2802 #else
2803                                         msg_print("You need a healer, not a room.");
2804 #endif
2805
2806                                         msg_print(NULL);
2807 #ifdef JP
2808 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2809 #else
2810                                         msg_print("Sorry, but don't want anyone dying in here.");
2811 #endif
2812
2813                                 }
2814                                 else
2815                                 {
2816                                         int oldturn = turn;
2817 #ifdef JP
2818                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2819 #else
2820                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn");
2821 #endif
2822                                         turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2823                                         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);
2824                                         p_ptr->chp = p_ptr->mhp;
2825
2826                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
2827
2828                                         if (ironman_nightmare)
2829                                         {
2830 #ifdef JP
2831 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2832 #else
2833                                                 msg_print("Horrible visions flit through your mind as you sleep.");
2834 #endif
2835
2836
2837                                                 /* Pick a nightmare */
2838                                                 get_mon_num_prep(get_nightmare, NULL);
2839
2840                                                 /* Have some nightmares */
2841                                                 while(1)
2842                                                 {
2843                                                         have_nightmare(get_mon_num(MAX_DEPTH));
2844
2845                                                         if (!one_in_(3)) break;
2846                                                 }
2847
2848                                                 /* Remove the monster restriction */
2849                                                 get_mon_num_prep(NULL, NULL);
2850
2851 #ifdef JP
2852 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2853 #else
2854                                                 msg_print("You awake screaming.");
2855 #endif
2856
2857 #ifdef JP
2858                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°­Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2859 #else
2860                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2861 #endif
2862                                         }
2863                                         else
2864                                         {
2865                                                 set_blind(0);
2866                                                 set_confused(0);
2867                                                 p_ptr->stun = 0;
2868                                                 p_ptr->chp = p_ptr->mhp;
2869                                                 p_ptr->csp = p_ptr->msp;
2870                                                 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2871                                                 {
2872                                                         int i;
2873                                                         for (i = 0; i < 72; i++)
2874                                                         {
2875                                                                 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2876                                                         }
2877                                                         for (; i < 108; i++)
2878                                                         {
2879                                                                 p_ptr->magic_num1[i] = 0;
2880                                                         }
2881                                                 }
2882
2883 #ifdef JP
2884 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2885 #else
2886                                                 msg_print("You awake refreshed for the new day.");
2887 #endif
2888
2889 #ifdef JP
2890                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò¤à¤«¤¨¤¿¡£");
2891 #else
2892                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2893 #endif
2894                                         }
2895
2896                                         p_ptr->leftbldg = TRUE;
2897                                 }
2898                         }
2899                         else
2900                         {
2901 #ifdef JP
2902 msg_print("Éô²°¤ÏÌë¤À¤±»ÈÍѲÄǽ¤Ç¤¹¡£");
2903 #else
2904                                 msg_print("The rooms are available only at night.");
2905 #endif
2906
2907                                 return (FALSE);
2908                         }
2909                         break;
2910                 case BACT_RUMORS: /* Listen for rumors */
2911                         {
2912                                 char Rumor[1024];
2913
2914 #ifdef JP
2915                                 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2916 #else
2917                                 if (!get_rnd_line("rumors.txt", 0, Rumor))
2918 #endif
2919
2920                                         msg_format("%s", Rumor);
2921                                 break;
2922                         }
2923         }
2924
2925         return (TRUE);
2926 }
2927
2928
2929 /*
2930  * Share gold for thieves
2931  */
2932 static void share_gold(void)
2933 {
2934         int i = (p_ptr->lev * 2) * 10;
2935 #ifdef JP
2936 msg_format("¡ð%d ¤ò¼ê¤ËÆþ¤ì¤¿¡£", i);
2937 #else
2938         msg_format("You collect %d gold pieces", i);
2939 #endif
2940
2941         p_ptr->au += i;
2942 }
2943
2944
2945 /*
2946  * Display quest information
2947  */
2948 static void get_questinfo(int questnum)
2949 {
2950         int     i;
2951         int     old_quest;
2952         char    tmp_str[80];
2953
2954
2955         /* Clear the text */
2956         for (i = 0; i < 10; i++)
2957         {
2958                 quest_text[i][0] = '\0';
2959         }
2960
2961         quest_text_line = 0;
2962
2963         /* Set the quest number temporary */
2964         old_quest = p_ptr->inside_quest;
2965         p_ptr->inside_quest = questnum;
2966
2967         /* Get the quest text */
2968         init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2969
2970         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2971
2972         /* Reset the old quest number */
2973         p_ptr->inside_quest = old_quest;
2974
2975         /* Print the quest info */
2976 #ifdef JP
2977 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2978 #else
2979         sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2980 #endif
2981
2982         prt(tmp_str, 5, 0);
2983
2984         prt(quest[questnum].name, 7, 0);
2985
2986         for (i = 0; i < 10; i++)
2987         {
2988                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2989         }
2990 }
2991
2992
2993 /*
2994  * Request a quest from the Lord.
2995  */
2996 static void castle_quest(void)
2997 {
2998         int             q_index = 0;
2999         monster_race    *r_ptr;
3000         quest_type      *q_ptr;
3001         cptr            name;
3002
3003
3004         clear_bldg(4, 18);
3005
3006         /* Current quest of the building */
3007         q_index = cave[py][px].special;
3008
3009         /* Is there a quest available at the building? */
3010         if (!q_index)
3011         {
3012 #ifdef JP
3013 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
3014 #else
3015                 put_str("I don't have a quest for you at the moment.", 8, 0);
3016 #endif
3017
3018                 return;
3019         }
3020
3021         q_ptr = &quest[q_index];
3022
3023         /* Quest is completed */
3024         if (q_ptr->status == QUEST_STATUS_COMPLETED)
3025         {
3026                 /* Rewarded quest */
3027                 q_ptr->status = QUEST_STATUS_REWARDED;
3028
3029                 get_questinfo(q_index);
3030
3031                 reinit_wilderness = TRUE;
3032         }
3033         /* Failed quest */
3034         else if (q_ptr->status == QUEST_STATUS_FAILED)
3035         {
3036                 get_questinfo(q_index);
3037
3038                 /* Mark quest as done (but failed) */
3039                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
3040
3041                 reinit_wilderness = TRUE;
3042         }
3043         /* Quest is still unfinished */
3044         else if (q_ptr->status == QUEST_STATUS_TAKEN)
3045         {
3046 #ifdef JP
3047 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
3048 #else
3049                 put_str("You have not completed your current quest yet!", 8, 0);
3050 #endif
3051
3052 #ifdef JP
3053 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤­¤Þ¤¹¡£", 9, 0);
3054 #else
3055                 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
3056 #endif
3057
3058 #ifdef JP
3059 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
3060 #else
3061                 put_str("Return when you have completed your quest.", 12, 0);
3062 #endif
3063
3064         }
3065         /* No quest yet */
3066         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
3067         {
3068                 q_ptr->status = QUEST_STATUS_TAKEN;
3069
3070                 reinit_wilderness = TRUE;
3071
3072                 /* Assign a new quest */
3073                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
3074                 {
3075                         if (q_ptr->r_idx == 0)
3076                         {
3077                                 /* Random monster at least 5 - 10 levels out of deep */
3078                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
3079                         }
3080
3081                         r_ptr = &r_info[q_ptr->r_idx];
3082
3083                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
3084                         {
3085                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
3086                                 r_ptr = &r_info[q_ptr->r_idx];
3087                         }
3088
3089                         if (q_ptr->max_num == 0)
3090                         {
3091                                 /* Random monster number */
3092                                 if (randint1(10) > 7)
3093                                         q_ptr->max_num = 1;
3094                                 else
3095                                         q_ptr->max_num = randint1(3) + 1;
3096                         }
3097
3098                         q_ptr->cur_num = 0;
3099                         name = (r_name + r_ptr->name);
3100 #ifdef JP
3101 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
3102 #else
3103                         msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
3104 #endif
3105
3106                 }
3107                 else
3108                 {
3109                         get_questinfo(q_index);
3110                 }
3111         }
3112 }
3113
3114
3115 /*
3116  * Display town history
3117  */
3118 static void town_history(void)
3119 {
3120         /* Save screen */
3121         screen_save();
3122
3123         /* Peruse the building help file */
3124 #ifdef JP
3125 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3126 #else
3127         (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3128 #endif
3129
3130
3131         /* Load screen */
3132         screen_load();
3133 }
3134
3135
3136 /*
3137  * Display the damage figure of an object
3138  * (used by compare_weapon_aux1)
3139  *
3140  * Only accurate for the current weapon, because it includes
3141  * the current +dam of the player.
3142  */
3143 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3144                                 int r, int c, int mult, cptr attr,
3145                                 byte color)
3146 {
3147         char tmp_str[80];
3148
3149         /* Effective dices */
3150         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3151         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3152
3153         /* Print the intro text */
3154         c_put_str(color, attr, r, c);
3155
3156         /* Calculate the min and max damage figures */
3157 #ifdef JP
3158 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3159 #else
3160         sprintf(tmp_str, "Attack: %d-%d damage",
3161 #endif
3162
3163             (numblows * (mult * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])),
3164             (numblows * (mult * eff_ds * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])));
3165
3166         /* Print the damage */
3167         put_str(tmp_str, r, c + 8);
3168 }
3169
3170
3171 /*
3172  * Show the damage figures for the various monster types
3173  *
3174  * Only accurate for the current weapon, because it includes
3175  * the current number of blows for the player.
3176  */
3177 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3178 {
3179         int mult = 60;
3180         u32b flgs[TR_FLAG_SIZE];
3181         int blow = p_ptr->num_blow[0];
3182         bool print_force_weapon = FALSE;
3183
3184         /* Get the flags of the weapon */
3185         object_flags(o_ptr, flgs);
3186
3187         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3188         {
3189                 mult = mult * 7 / 2;
3190                 print_force_weapon = TRUE;
3191         }
3192
3193         /* Print the relevant lines */
3194 #ifdef JP
3195         if (print_force_weapon)     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3196         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3197          else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3198         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°­:", TERM_YELLOW);
3199          else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°­:", TERM_YELLOW);
3200         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3201          else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3202         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3203          else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3204         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°­Ëâ:", TERM_YELLOW);
3205          else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°­Ëâ:", TERM_YELLOW);
3206         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3207          else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3208         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3209          else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3210         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3211          else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3212         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3213         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3214         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À­:", TERM_RED);
3215         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À­:", TERM_RED);
3216         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À­:", TERM_RED);
3217         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À­:", TERM_RED);
3218         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À­:", TERM_RED);
3219 #else
3220         if (print_force_weapon)     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force  :", TERM_L_BLUE);
3221         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3222         else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3223         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3224         else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3225         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3226         else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3227         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3228         else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3229         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3230         else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3231         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3232         else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3233         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3234         else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3235         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3236         else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3237         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3238         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3239         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3240         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3241         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3242         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3243         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3244 #endif
3245
3246 }
3247
3248 static int hit_chance(int to_h, int ac)
3249 {
3250         int chance = 0;
3251         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3252
3253         if (meichuu <= 0) return 5;
3254
3255         chance = 100 - ((ac * 75) / meichuu);
3256
3257         if (chance > 95) chance = 95;
3258         if (chance < 5) chance = 5;
3259         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3260                 chance = (chance*19+9)/20;
3261         return chance;
3262 }
3263
3264 /*
3265  * Displays all info about a weapon
3266  *
3267  * Only accurate for the current weapon, because it includes
3268  * various info about the player's +to_dam and number of blows.
3269  */
3270 static void list_weapon(object_type *o_ptr, int row, int col)
3271 {
3272         char o_name[MAX_NLEN];
3273         char tmp_str[80];
3274
3275         /* Effective dices */
3276         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3277         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3278
3279         /* Print the weapon name */
3280         object_desc(o_name, o_ptr, TRUE, 0);
3281         c_put_str(TERM_YELLOW, o_name, row, col);
3282
3283         /* Print the player's number of blows */
3284 #ifdef JP
3285 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3286 #else
3287         sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3288 #endif
3289
3290         put_str(tmp_str, row+1, col);
3291
3292         /* Print to_hit and to_dam of the weapon */
3293 #ifdef JP
3294 sprintf(tmp_str, "Ì¿ÃæΨ:  0  50 100 150 200 (Ũ¤ÎAC)");
3295 #else
3296 sprintf(tmp_str, "To Hit:  0  50 100 150 200 (AC)");
3297 #endif
3298
3299         put_str(tmp_str, row+2, col);
3300
3301         /* Print the weapons base damage dice */
3302 #ifdef JP
3303 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));
3304 #else
3305 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));
3306 #endif
3307
3308         put_str(tmp_str, row+3, col);
3309
3310 #ifdef JP
3311 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3312 #else
3313         c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3314 #endif
3315
3316
3317         /* Damage for one blow (if it hits) */
3318 #ifdef JP
3319 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤­ %d-%d",
3320 #else
3321         sprintf(tmp_str, "One Strike: %d-%d damage",
3322 #endif
3323
3324             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3325             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3326         put_str(tmp_str, row+6, col+1);
3327
3328         /* Damage for the complete attack (if all blows hit) */
3329 #ifdef JP
3330 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤­ %d-%d",
3331 #else
3332         sprintf(tmp_str, "One Attack: %d-%d damage",
3333 #endif
3334
3335             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3336             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3337         put_str(tmp_str, row+7, col+1);
3338 }
3339
3340
3341 /*
3342  * Hook to specify "weapon"
3343  */
3344 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3345 {
3346         switch (o_ptr->tval)
3347         {
3348                 case TV_HAFTED:
3349                 case TV_POLEARM:
3350                 case TV_DIGGING:
3351                 {
3352                         return (TRUE);
3353                 }
3354                 case TV_SWORD:
3355                 {
3356                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3357                 }
3358         }
3359
3360         return (FALSE);
3361 }
3362
3363
3364 /*
3365  * Hook to specify "ammo"
3366  */
3367 static bool item_tester_hook_ammo(object_type *o_ptr)
3368 {
3369         switch (o_ptr->tval)
3370         {
3371                 case TV_SHOT:
3372                 case TV_ARROW:
3373                 case TV_BOLT:
3374                 {
3375                         return (TRUE);
3376                 }
3377         }
3378
3379         return (FALSE);
3380 }
3381
3382
3383 /*
3384  * Compare weapons
3385  *
3386  * Copies the weapons to compare into the weapon-slot and
3387  * compares the values for both weapons.
3388  */
3389 static bool compare_weapons(void)
3390 {
3391         int item, item2;
3392         object_type *o1_ptr, *o2_ptr;
3393         object_type orig_weapon;
3394         object_type *i_ptr;
3395         cptr q, s;
3396         int row = 2;
3397         bool old_character_xtra = character_xtra;
3398
3399         screen_save();
3400         /* Clear the screen */
3401         clear_bldg(0, 22);
3402
3403         /* Store copy of original wielded weapon */
3404         i_ptr = &inventory[INVEN_RARM];
3405         object_copy(&orig_weapon, i_ptr);
3406
3407         item_tester_no_ryoute = TRUE;
3408         /* Only compare melee weapons */
3409         item_tester_hook = item_tester_hook_melee_weapon;
3410
3411         /* Get the first weapon */
3412 #ifdef JP
3413 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3414 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3415 #else
3416         q = "What is your first weapon? ";
3417         s = "You have nothing to compare.";
3418 #endif
3419
3420         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3421         {
3422                 screen_load();
3423                 return (FALSE);
3424         }
3425
3426         /* Get the item (in the pack) */
3427         o1_ptr = &inventory[item];
3428
3429         /* Clear the screen */
3430         clear_bldg(0, 22);
3431
3432         item_tester_no_ryoute = TRUE;
3433         /* Only compare melee weapons */
3434         item_tester_hook = item_tester_hook_melee_weapon;
3435
3436         /* Get the second weapon */
3437 #ifdef JP
3438 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3439 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3440 #else
3441         q = "What is your second weapon? ";
3442         s = "You have nothing to compare.";
3443 #endif
3444
3445         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3446         {
3447                 screen_load();
3448                 return (FALSE);
3449         }
3450
3451         /* Get the item (in the pack) */
3452         o2_ptr = &inventory[item2];
3453
3454         /* Clear the screen */
3455         clear_bldg(0, 22);
3456
3457         /* Copy first weapon into the weapon slot (if it's not already there) */
3458         if (o1_ptr != i_ptr)
3459                 object_copy(i_ptr, o1_ptr);
3460
3461         /* Hack -- prevent "icky" message */
3462         character_xtra = TRUE;
3463
3464         /* Get the new values */
3465         calc_bonuses();
3466
3467         character_xtra = old_character_xtra;
3468
3469         /* List the new values */
3470         list_weapon(o1_ptr, row, 2);
3471         compare_weapon_aux1(o1_ptr, 2, row + 8);
3472
3473         /* Copy second weapon into the weapon slot (if it's not already there) */
3474         if (o2_ptr != i_ptr)
3475                 object_copy(i_ptr, o2_ptr);
3476         else
3477                 object_copy(i_ptr, &orig_weapon);
3478
3479         /* Hack -- prevent "icky" message */
3480         character_xtra = TRUE;
3481
3482         /* Get the new values */
3483         calc_bonuses();
3484
3485         character_xtra = old_character_xtra;
3486
3487         /* List the new values */
3488         list_weapon(o2_ptr, row, 40);
3489         compare_weapon_aux1(o2_ptr, 40, row + 8);
3490
3491         /* Copy back the original weapon into the weapon slot */
3492         object_copy(i_ptr, &orig_weapon);
3493
3494         /* Reset the values for the old weapon */
3495         calc_bonuses();
3496
3497 #ifdef JP
3498 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï­¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3499 #else
3500         put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3501 #endif
3502
3503 #ifdef JP
3504 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3505 #else
3506         msg_print("Based on your current abilities, here is what your weapons will do");
3507 #endif
3508
3509
3510         flush();
3511         (void)inkey();
3512         screen_load();
3513
3514         /* Done */
3515         return (TRUE);
3516 }
3517
3518
3519 /*
3520  * Evaluate AC
3521  *
3522  * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
3523  * Calculate and display the dodge-rate and the protection-rate
3524  * based on AC
3525  */
3526 static bool eval_ac(int iAC)
3527 {
3528 #ifdef JP
3529         const char memo[] =
3530                 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
3531                 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
3532                 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
3533                 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
3534                 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
3535                 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
3536                 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
3537                 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
3538                 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
3539 #else
3540         const char memo[] =
3541                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3542                 "Note that the Protection rate is effective only against normal "
3543                 "'attack' and 'shatter' type melee attacks, "
3544                 "and has no effect against any other types such as 'poison'.\n \n"
3545                 "'Dodge Rate' indicates the success rate on dodging the "
3546                 "monster's melee attacks.  "
3547                 "It is depend on the level of the monster and your AC.\n \n"
3548                 "'Average Damage' indicates the expected amount of damage "
3549                 "when you are attacked by normal melee attacks with power=100.";
3550 #endif
3551
3552         int protection;
3553         int col, row = 2;
3554         int lvl;
3555         char buf[80*20], *t;
3556
3557         /* AC lower than zero has no effect */
3558         if (iAC < 0) iAC = 0;
3559
3560         /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
3561         protection = 100 * MIN(iAC, 150) / 250;
3562
3563         screen_save();
3564         clear_bldg(0, 22);
3565
3566 #ifdef JP
3567         put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
3568         put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨  : %3d%%", protection), row++, 0);
3569         row++;
3570
3571         put_str("Ũ¤Î¥ì¥Ù¥ë      :", row + 0, 0);
3572         put_str("²óÈòΨ          :", row + 1, 0);
3573         put_str("¥À¥á¡¼¥¸´üÂÔÃÍ  :", row + 2, 0);
3574 #else
3575         put_str(format("Your current AC : %3d", iAC), row++, 0);
3576         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3577         row++;
3578
3579         put_str("Level of Monster:", row + 0, 0);
3580         put_str("Dodge Rate      :", row + 1, 0);
3581         put_str("Average Damage  :", row + 2, 0);
3582 #endif
3583     
3584         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3585         {
3586                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3587                 int dodge;   /* ²óÈòΨ(%) */
3588                 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
3589
3590                 put_str(format("%3d", lvl), row + 0, col);
3591
3592                 /* ²óÈòΨ¤ò·×»» */
3593                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3594                 put_str(format("%3d%%", dodge), row + 1, col);
3595
3596                 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
3597                 average = (100 - dodge) * (100 - protection) / 100;
3598                 put_str(format("%3d", average), row + 2, col);
3599         }
3600
3601         /* Display note */
3602         roff_to_buf(memo, 70, buf, sizeof(buf));
3603         for (t = buf; t[0]; t += strlen(t) + 1)
3604                 put_str(t, (row++) + 4, 4);
3605
3606 #ifdef JP
3607         prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
3608                    "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
3609 #else
3610         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3611 #endif
3612   
3613         flush();
3614         (void)inkey();
3615         screen_load();
3616
3617         /* Done */
3618         return (TRUE);
3619 }
3620
3621
3622 /*
3623  * Enchant item
3624  */
3625 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3626 {
3627         int         i, item;
3628         bool        okay = FALSE;
3629         object_type *o_ptr;
3630         cptr        q, s;
3631         int         maxenchant = (p_ptr->lev / 5);
3632         char        tmp_str[MAX_NLEN];
3633
3634
3635         clear_bldg(4, 18);
3636 #ifdef JP
3637 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ­¤Þ¤¹¡£", maxenchant), 5, 0);
3638 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤­¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3639 #else
3640         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3641         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3642 #endif
3643
3644         item_tester_no_ryoute = TRUE;
3645
3646         /* Get an item */
3647 #ifdef JP
3648 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3649 s = "²þÎɤǤ­¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3650 #else
3651         q = "Improve which item? ";
3652         s = "You have nothing to improve.";
3653 #endif
3654
3655         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3656
3657         /* Get the item (in the pack) */
3658         o_ptr = &inventory[item];
3659
3660         /* Check if the player has enough money */
3661         if (p_ptr->au < (cost * o_ptr->number))
3662         {
3663                 object_desc(tmp_str, o_ptr, TRUE, 0);
3664 #ifdef JP
3665 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3666 #else
3667                 msg_format("You do not have the gold to improve %s!", tmp_str);
3668 #endif
3669
3670                 return (FALSE);
3671         }
3672
3673         /* Enchant to hit */
3674         for (i = 0; i < to_hit; i++)
3675         {
3676                 if (o_ptr->to_h < maxenchant)
3677                 {
3678                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3679                         {
3680                                 okay = TRUE;
3681                                 break;
3682                         }
3683                 }
3684         }
3685
3686         /* Enchant to damage */
3687         for (i = 0; i < to_dam; i++)
3688         {
3689                 if (o_ptr->to_d < maxenchant)
3690                 {
3691                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3692                         {
3693                                 okay = TRUE;
3694                                 break;
3695                         }
3696                 }
3697         }
3698
3699         /* Enchant to AC */
3700         for (i = 0; i < to_ac; i++)
3701         {
3702                 if (o_ptr->to_a < maxenchant)
3703                 {
3704                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3705                         {
3706                                 okay = TRUE;
3707                                 break;
3708                         }
3709                 }
3710         }
3711
3712         /* Failure */
3713         if (!okay)
3714         {
3715                 /* Flush */
3716                 if (flush_failure) flush();
3717
3718                 /* Message */
3719 #ifdef JP
3720 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3721 #else
3722                 msg_print("The improvement failed.");
3723 #endif
3724
3725
3726                 return (FALSE);
3727         }
3728         else
3729         {
3730                 object_desc(tmp_str, o_ptr, TRUE, 1);
3731 #ifdef JP
3732 msg_format("¡ð%d ¤Ç%s¤ò²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str );
3733 #else
3734                 msg_format("Improved %s for %d gold.", tmp_str, cost * o_ptr->number);
3735 #endif
3736
3737                 /* Charge the money */
3738                 p_ptr->au -= (cost * o_ptr->number);
3739
3740                 if (item >= INVEN_RARM) calc_android_exp();
3741
3742                 /* Something happened */
3743                 return (TRUE);
3744         }
3745 }
3746
3747
3748 /*
3749  * Recharge rods, wands and staves
3750  *
3751  * The player can select the number of charges to add
3752  * (up to a limit), and the recharge never fails.
3753  *
3754  * The cost for rods depends on the level of the rod. The prices
3755  * for recharging wands and staves are dependent on the cost of
3756  * the base-item.
3757  */
3758 static void building_recharge(void)
3759 {
3760         int         item, lev;
3761         object_type *o_ptr;
3762         object_kind *k_ptr;
3763         cptr        q, s;
3764         int         price;
3765         int         charges;
3766         int         max_charges;
3767         char        tmp_str[MAX_NLEN];
3768
3769         msg_flag = FALSE;
3770
3771         /* Display some info */
3772         clear_bldg(4, 18);
3773 #ifdef JP
3774 prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3775 #else
3776         prt("  The prices of recharge depend on the type.", 6, 0);
3777 #endif
3778
3779
3780         /* Only accept legal items */
3781         item_tester_hook = item_tester_hook_recharge;
3782
3783         /* Get an item */
3784 #ifdef JP
3785 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3786 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3787 #else
3788         q = "Recharge which item? ";
3789         s = "You have nothing to recharge.";
3790 #endif
3791
3792         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3793
3794         /* Get the item (in the pack) */
3795         if (item >= 0)
3796         {
3797                 o_ptr = &inventory[item];
3798         }
3799
3800         /* Get the item (on the floor) */
3801         else
3802         {
3803                 o_ptr = &o_list[0 - item];
3804         }
3805
3806         k_ptr = &k_info[o_ptr->k_idx];
3807
3808         /*
3809          * We don't want to give the player free info about
3810          * the level of the item or the number of charges.
3811          */
3812         /* The item must be "known" */
3813         if (!object_known_p(o_ptr))
3814         {
3815 #ifdef JP
3816 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3817 #else
3818                 msg_format("The item must be identified first!");
3819 #endif
3820
3821                 msg_print(NULL);
3822
3823                 if ((p_ptr->au >= 50) &&
3824 #ifdef JP
3825 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3826 #else
3827                         get_check("Identify for 50 gold? "))
3828 #endif
3829
3830                 {
3831                         /* Pay the price */
3832                         p_ptr->au -= 50;
3833
3834                         /* Identify it */
3835                         identify_item(o_ptr);
3836
3837                         /* Description */
3838                         object_desc(tmp_str, o_ptr, TRUE, 3);
3839
3840 #ifdef JP
3841 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3842 #else
3843                         msg_format("You have: %s.", tmp_str);
3844 #endif
3845
3846
3847                         /* Update the gold display */
3848                         building_prt_gold();
3849                 }
3850                 else
3851                 {
3852                         return;
3853                 }
3854         }
3855
3856         /* Extract the object "level" */
3857         lev = get_object_level(o_ptr);
3858
3859         /* Price for a rod */
3860         if (o_ptr->tval == TV_ROD)
3861         {
3862                 if (o_ptr->timeout > 0)
3863                 {
3864                         /* Fully recharge */
3865                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3866                 }
3867                 else
3868                 {
3869                         /* No recharge necessary */
3870                         price = 0;
3871 #ifdef JP
3872 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3873 #else
3874                         msg_format("That doesn't need to be recharged.");
3875 #endif
3876
3877                         return;
3878                 }
3879         }
3880         else if (o_ptr->tval == TV_STAFF)
3881         {
3882                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3883                 price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3884
3885                 /* Pay at least 10 gold per charge */
3886                 price = MAX(10, price);
3887         }
3888         else
3889         {
3890                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3891                 price = (get_object_cost(o_ptr) / 10);
3892
3893                 /* Pay at least 10 gold per charge */
3894                 price = MAX(10, price);
3895         }
3896
3897         /* Limit the number of charges for wands and staffs */
3898         if (o_ptr->tval == TV_WAND
3899                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3900         {
3901                 if (o_ptr->number > 1)
3902                 {
3903 #ifdef JP
3904 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3905 #else
3906                         msg_print("These wands are already fully charged.");
3907 #endif
3908                 }
3909                 else
3910                 {
3911 #ifdef JP
3912 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3913 #else
3914                         msg_print("This wand is already fully charged.");
3915 #endif
3916                 }
3917                 return;
3918         }
3919         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3920         {
3921                 if (o_ptr->number > 1)
3922                 {
3923 #ifdef JP
3924 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3925 #else
3926                         msg_print("These staffs are already fully charged.");
3927 #endif
3928                 }
3929                 else
3930                 {
3931 #ifdef JP
3932 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3933 #else
3934                         msg_print("This staff is already fully charged.");
3935 #endif
3936                 }
3937                 return;
3938         }
3939
3940         /* Check if the player has enough money */
3941         if (p_ptr->au < price)
3942         {
3943                 object_desc(tmp_str, o_ptr, TRUE, 0);
3944 #ifdef JP
3945 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", tmp_str,price );
3946 #else
3947                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3948 #endif
3949
3950                 return;
3951         }
3952
3953         if (o_ptr->tval == TV_ROD)
3954         {
3955 #ifdef JP
3956 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3957  price)))
3958 #else
3959                 if (get_check(format("Recharge the %s for %d gold? ",
3960                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3961 #endif
3962
3963                 {
3964                         /* Recharge fully */
3965                         o_ptr->timeout = 0;
3966                 }
3967                 else
3968                 {
3969                         return;
3970                 }
3971         }
3972         else
3973         {
3974                 if (o_ptr->tval == TV_STAFF)
3975                         max_charges = k_ptr->pval - o_ptr->pval;
3976                 else
3977                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3978
3979                 /* Get the quantity for staves and wands */
3980 #ifdef JP
3981 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3982 #else
3983                 charges = get_quantity(format("Add how many charges for %d gold? ",
3984 #endif
3985
3986                               price), MIN(p_ptr->au / price, max_charges));
3987
3988                 /* Do nothing */
3989                 if (charges < 1) return;
3990
3991                 /* Get the new price */
3992                 price *= charges;
3993
3994                 /* Recharge */
3995                 o_ptr->pval += charges;
3996
3997                 /* We no longer think the item is empty */
3998                 o_ptr->ident &= ~(IDENT_EMPTY);
3999         }
4000
4001         /* Give feedback */
4002         object_desc(tmp_str, o_ptr, TRUE, 3);
4003 #ifdef JP
4004 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
4005 #else
4006         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4007 #endif
4008
4009         /* Combine / Reorder the pack (later) */
4010         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4011
4012         /* Window stuff */
4013         p_ptr->window |= (PW_INVEN);
4014
4015         /* Pay the price */
4016         p_ptr->au -= price;
4017
4018         /* Finished */
4019         return;
4020 }
4021
4022
4023 /*
4024  * Recharge rods, wands and staves
4025  *
4026  * The player can select the number of charges to add
4027  * (up to a limit), and the recharge never fails.
4028  *
4029  * The cost for rods depends on the level of the rod. The prices
4030  * for recharging wands and staves are dependent on the cost of
4031  * the base-item.
4032  */
4033 static void building_recharge_all(void)
4034 {
4035         int         i;
4036         int         lev;
4037         object_type *o_ptr;
4038         object_kind *k_ptr;
4039         int         price = 0;
4040         int         total_cost = 0;
4041
4042
4043         /* Display some info */
4044         msg_flag = FALSE;
4045         clear_bldg(4, 18);
4046 #ifdef JP
4047         prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4048 #else
4049         prt("  The prices of recharge depend on the type.", 6, 0);
4050 #endif
4051
4052         /* Calculate cost */
4053         for ( i = 0; i < INVEN_PACK; i++)
4054         {
4055                 o_ptr = &inventory[i];
4056                                 
4057                 /* skip non magic device */
4058                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4059
4060                 /* need identified */
4061                 if (!object_known_p(o_ptr)) total_cost += 50;
4062
4063                 /* Extract the object "level" */
4064                 lev = get_object_level(o_ptr);
4065
4066                 k_ptr = &k_info[o_ptr->k_idx];
4067
4068                 switch (o_ptr->tval)
4069                 {
4070                 case TV_ROD:
4071                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4072                         break;
4073
4074                 case TV_STAFF:
4075                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4076                         price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
4077
4078                         /* Pay at least 10 gold per charge */
4079                         price = MAX(10, price);
4080
4081                         /* Fully charge */
4082                         price = (k_ptr->pval - o_ptr->pval) * price;
4083                         break;
4084
4085                 case TV_WAND:
4086                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4087                         price = (get_object_cost(o_ptr) / 10);
4088
4089                         /* Pay at least 10 gold per charge */
4090                         price = MAX(10, price);
4091
4092                         /* Fully charge */
4093                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4094                         break;
4095                 }
4096
4097                 /* if price <= 0 then item have enough charge */
4098                 if (price > 0) total_cost += price;
4099         }
4100
4101         if (!total_cost)
4102         {
4103 #ifdef JP
4104                 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4105 #else
4106                 msg_print("No need to recharge.");
4107 #endif
4108
4109                 msg_print(NULL);
4110                 return;
4111         }
4112
4113         /* Check if the player has enough money */
4114         if (p_ptr->au < total_cost)
4115         {
4116 #ifdef JP
4117                 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", total_cost );
4118 #else
4119                 msg_format("You need %d gold to recharge all items!",total_cost);
4120 #endif
4121
4122                 msg_print(NULL);
4123                 return;
4124         }
4125
4126 #ifdef JP
4127         if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",  total_cost))) return;
4128 #else
4129         if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
4130 #endif
4131
4132         for (i = 0; i < INVEN_PACK; i++)
4133         {
4134                 o_ptr = &inventory[i];
4135                 k_ptr = &k_info[o_ptr->k_idx];
4136                                 
4137                 /* skip non magic device */
4138                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4139
4140                 /* Identify it */
4141                 if (!object_known_p(o_ptr)) identify_item(o_ptr);
4142
4143                 /* Recharge */
4144                 switch (o_ptr->tval)
4145                 {
4146                 case TV_ROD:
4147                         o_ptr->timeout = 0;
4148                         break;
4149                 case TV_STAFF:
4150                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4151                         /* We no longer think the item is empty */
4152                         o_ptr->ident &= ~(IDENT_EMPTY);
4153                         break;
4154                 case TV_WAND:
4155                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4156                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
4157                         /* We no longer think the item is empty */
4158                         o_ptr->ident &= ~(IDENT_EMPTY);
4159                         break;
4160                 }
4161         }
4162
4163         /* Give feedback */
4164 #ifdef JP
4165         msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
4166 #else
4167         msg_format("You pay %d gold.", total_cost);
4168 #endif
4169
4170         msg_print(NULL);
4171
4172         /* Combine / Reorder the pack (later) */
4173         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4174
4175         /* Window stuff */
4176         p_ptr->window |= (PW_INVEN);
4177
4178         /* Pay the price */
4179         p_ptr->au -= total_cost;
4180
4181         /* Finished */
4182         return;
4183 }
4184
4185
4186 bool tele_town(void)
4187 {
4188         int i, x, y;
4189         int num = 0;
4190
4191         if (dun_level)
4192         {
4193 #ifdef JP
4194                 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4195 #else
4196                 msg_print("This spell can only be used on the surface!");
4197 #endif
4198                 return FALSE;
4199         }
4200
4201         if (p_ptr->inside_arena || p_ptr->inside_battle)
4202         {
4203 #ifdef JP
4204                 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4205 #else
4206                 msg_print("This spell can only be used outside!");
4207 #endif
4208                 return FALSE;
4209         }
4210
4211         screen_save();
4212         clear_bldg(4, 10);
4213
4214         for (i=1;i<max_towns;i++)
4215         {
4216                 char buf[80];
4217
4218                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4219
4220                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4221                 prt(buf, 5+i, 5);
4222                 num++;
4223         }
4224
4225         if (!num)
4226         {
4227 #ifdef JP
4228                 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
4229 #else
4230                 msg_print("You have not yet visited any town.");
4231 #endif
4232
4233                 msg_print(NULL);
4234                 screen_load();
4235                 return FALSE;
4236         }
4237
4238 #ifdef JP
4239         prt("¤É¤³¤Ë¹Ô¤­¤Þ¤¹¤«:", 0, 0);
4240 #else
4241         prt("Which town you go: ", 0, 0);
4242 #endif
4243         while(1)
4244         {
4245                 i = inkey();
4246
4247                 if (i == ESCAPE)
4248                 {
4249                         screen_load();
4250                         return FALSE;
4251                 }
4252                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4253                 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;
4254                 break;
4255         }
4256
4257         for (y = 0; y < max_wild_y; y++)
4258         {
4259                 for (x = 0; x < max_wild_x; x++)
4260                 {
4261                         if(wilderness[y][x].town == (i-'a'+1))
4262                         {
4263                                 p_ptr->wilderness_y = y;
4264                                 p_ptr->wilderness_x = x;
4265                         }
4266                 }
4267         }
4268         p_ptr->leftbldg = TRUE;
4269         p_ptr->leaving = TRUE;
4270         leave_bldg = TRUE;
4271         p_ptr->teleport_town = TRUE;
4272         screen_load();
4273         return TRUE;
4274 }
4275
4276
4277 /*
4278  *  research_mon
4279  *  -KMW-
4280  */
4281 static bool research_mon(void)
4282 {
4283         int i, n, r_idx;
4284         char sym, query;
4285         char buf[128];
4286
4287         bool notpicked;
4288
4289         bool recall = FALSE;
4290
4291         u16b why = 0;
4292
4293         u16b    *who;
4294
4295         /* XTRA HACK WHATSEARCH */
4296         bool    all = FALSE;
4297         bool    uniq = FALSE;
4298         bool    norm = FALSE;
4299         char temp[80] = "";
4300
4301         /* XTRA HACK REMEMBER_IDX */
4302         static int old_sym = '\0';
4303         static int old_i = 0;
4304
4305
4306         /* Save the screen */
4307         screen_save();
4308
4309         /* Get a character, or abort */
4310 #ifdef JP
4311 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ­¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE)) 
4312 #else
4313         if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
4314 #endif
4315
4316         {
4317                 /* Restore */
4318                 screen_load();
4319
4320                 return (FALSE);
4321         }
4322
4323         /* Find that character info, and describe it */
4324         for (i = 0; ident_info[i]; ++i)
4325         {
4326                 if (sym == ident_info[i][0]) break;
4327         }
4328
4329                 /* XTRA HACK WHATSEARCH */
4330         if (sym == KTRL('A'))
4331         {
4332                 all = TRUE;
4333 #ifdef JP
4334                 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4335 #else
4336                 strcpy(buf, "Full monster list.");
4337 #endif
4338         }
4339         else if (sym == KTRL('U'))
4340         {
4341                 all = uniq = TRUE;
4342 #ifdef JP
4343                 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4344 #else
4345                 strcpy(buf, "Unique monster list.");
4346 #endif
4347         }
4348         else if (sym == KTRL('N'))
4349         {
4350                 all = norm = TRUE;
4351 #ifdef JP
4352                 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4353 #else
4354                 strcpy(buf, "Non-unique monster list.");
4355 #endif
4356         }
4357         else if (sym == KTRL('M'))
4358         {
4359                 all = TRUE;
4360 #ifdef JP
4361                 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
4362 #else
4363                 if (!get_string("Enter name:",temp, 70))
4364 #endif
4365                 {
4366                         temp[0]=0;
4367
4368                         /* Restore */
4369                         screen_load();
4370
4371                         return FALSE;
4372                 }
4373 #ifdef JP
4374                 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
4375 #else
4376                 sprintf(buf, "Monsters with a name \"%s\"",temp);
4377 #endif
4378         }
4379         else if (ident_info[i])
4380         {
4381                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4382         }
4383         else
4384         {
4385 #ifdef JP
4386 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
4387 #else
4388                 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
4389 #endif
4390
4391         }
4392
4393         /* Display the result */
4394         prt(buf, 16, 10);
4395
4396
4397         /* Allocate the "who" array */
4398         C_MAKE(who, max_r_idx, u16b);
4399
4400         /* Collect matching monsters */
4401         for (n = 0, i = 1; i < max_r_idx; i++)
4402         {
4403                 monster_race *r_ptr = &r_info[i];
4404
4405                 /* Empty monster */
4406                 if (!r_ptr->name) continue;
4407
4408                 /* XTRA HACK WHATSEARCH */
4409                 /* Require non-unique monsters if needed */
4410                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4411
4412                 /* Require unique monsters if needed */
4413                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4414
4415                 /* Ì¾Á°¸¡º÷ */
4416                 if (temp[0])
4417                 {
4418                         int xx;
4419                         char temp2[80];
4420
4421                         for (xx = 0; temp[xx] && xx < 80; xx++)
4422                         {
4423 #ifdef JP
4424                                 if (iskanji(temp[xx]))
4425                                 {
4426                                         xx++;
4427                                         continue;
4428                                 }
4429 #endif
4430                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4431                         }
4432   
4433 #ifdef JP
4434                         strcpy(temp2, r_name + r_ptr->E_name);
4435 #else
4436                         strcpy(temp2, r_name + r_ptr->name);
4437 #endif
4438                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4439                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4440
4441 #ifdef JP
4442                         if (strstr(temp2, temp) || strstr_j(r_name + r_ptr->name, temp))
4443 #else
4444                         if (strstr(temp2, temp))
4445 #endif
4446                                 who[n++] = i;
4447                 }
4448                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4449         }
4450
4451         /* Nothing to recall */
4452         if (!n)
4453         {
4454                 /* Free the "who" array */
4455                 C_KILL(who, max_r_idx, u16b);
4456
4457                 /* Restore */
4458                 screen_load();
4459
4460                 return (FALSE);
4461         }
4462
4463         /* Sort by level */
4464         why = 2;
4465         query = 'y';
4466
4467         /* Sort if needed */
4468         if (why)
4469         {
4470                 /* Select the sort method */
4471                 ang_sort_comp = ang_sort_comp_hook;
4472                 ang_sort_swap = ang_sort_swap_hook;
4473
4474                 /* Sort the array */
4475                 ang_sort(who, &why, n);
4476         }
4477
4478
4479         /* Start at the end */
4480         /* XTRA HACK REMEMBER_IDX */
4481         if (old_sym == sym && old_i < n) i = old_i;
4482         else i = n - 1;
4483
4484         notpicked = TRUE;
4485
4486         /* Scan the monster memory */
4487         while (notpicked)
4488         {
4489                 /* Extract a race */
4490                 r_idx = who[i];
4491
4492                 /* Hack -- Begin the prompt */
4493                 roff_top(r_idx);
4494
4495                 /* Hack -- Complete the prompt */
4496 #ifdef JP
4497 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
4498 #else
4499                 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
4500 #endif
4501
4502
4503                 /* Interact */
4504                 while (1)
4505                 {
4506                         /* Recall */
4507                         if (recall)
4508                         {
4509                                 /*** Recall on screen ***/
4510
4511                                 /* Get maximal info about this monster */
4512                                 lore_do_probe(r_idx);
4513
4514                                 /* Save this monster ID */
4515                                 monster_race_track(r_idx);
4516
4517                                 /* Hack -- Handle stuff */
4518                                 handle_stuff();
4519
4520                                 /* know every thing mode */
4521                                 screen_roff(r_idx, 0x01);
4522                                 notpicked = FALSE;
4523
4524                                 /* XTRA HACK REMEMBER_IDX */
4525                                 old_sym = sym;
4526                                 old_i = i;
4527                         }
4528
4529                         /* Command */
4530                         query = inkey();
4531
4532                         /* Normal commands */
4533                         if (query != 'r') break;
4534
4535                         /* Toggle recall */
4536                         recall = !recall;
4537                 }
4538
4539                 /* Stop scanning */
4540                 if (query == ESCAPE) break;
4541
4542                 /* Move to "prev" monster */
4543                 if (query == '-')
4544                 {
4545                         if (++i == n)
4546                         {
4547                                 i = 0;
4548                                 if (!expand_list) break;
4549                         }
4550                 }
4551
4552                 /* Move to "next" monster */
4553                 else
4554                 {
4555                         if (i-- == 0)
4556                         {
4557                                 i = n - 1;
4558                                 if (!expand_list) break;
4559                         }
4560                 }
4561         }
4562
4563
4564         /* Re-display the identity */
4565         /* prt(buf, 5, 5);*/
4566
4567         /* Free the "who" array */
4568         C_KILL(who, max_r_idx, u16b);
4569
4570         /* Restore */
4571         screen_load();
4572
4573         return (!notpicked);
4574 }
4575
4576
4577 /*
4578  * Execute a building command
4579  */
4580 static void bldg_process_command(building_type *bldg, int i)
4581 {
4582         int bact = bldg->actions[i];
4583         int bcost;
4584         bool paid = FALSE;
4585         int amt;
4586
4587         /* Flush messages XXX XXX XXX */
4588         msg_flag = FALSE;
4589         msg_print(NULL);
4590
4591         if (is_owner(bldg))
4592                 bcost = bldg->member_costs[i];
4593         else
4594                 bcost = bldg->other_costs[i];
4595
4596         /* action restrictions */
4597         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4598             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4599         {
4600 #ifdef JP
4601 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4602 #else
4603                 msg_print("You have no right to choose that!");
4604 #endif
4605                 return;
4606         }
4607
4608         /* check gold (HACK - Recharge uses variable costs) */
4609         if ((bact != BACT_RECHARGE) &&
4610             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4611              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4612         {
4613 #ifdef JP
4614 msg_print("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª");
4615 #else
4616                 msg_print("You do not have the gold!");
4617 #endif
4618                 return;
4619         }
4620
4621         switch (bact)
4622         {
4623         case BACT_NOTHING:
4624                 /* Do nothing */
4625                 break;
4626         case BACT_RESEARCH_ITEM:
4627                 paid = identify_fully(FALSE);
4628                 break;
4629         case BACT_TOWN_HISTORY:
4630                 town_history();
4631                 break;
4632         case BACT_RACE_LEGENDS:
4633                 race_legends();
4634                 break;
4635         case BACT_QUEST:
4636                 castle_quest();
4637                 break;
4638         case BACT_KING_LEGENDS:
4639         case BACT_ARENA_LEGENDS:
4640         case BACT_LEGENDS:
4641                 show_highclass();
4642                 break;
4643         case BACT_POSTER:
4644         case BACT_ARENA_RULES:
4645         case BACT_ARENA:
4646                 arena_comm(bact);
4647                 break;
4648         case BACT_IN_BETWEEN:
4649         case BACT_CRAPS:
4650         case BACT_SPIN_WHEEL:
4651         case BACT_DICE_SLOTS:
4652         case BACT_GAMBLE_RULES:
4653         case BACT_POKER:
4654                 gamble_comm(bact);
4655                 break;
4656         case BACT_REST:
4657         case BACT_RUMORS:
4658         case BACT_FOOD:
4659                 paid = inn_comm(bact);
4660                 break;
4661         case BACT_RESEARCH_MONSTER:
4662                 paid = research_mon();
4663                 break;
4664         case BACT_COMPARE_WEAPONS:
4665                 paid = compare_weapons();
4666                 break;
4667         case BACT_ENCHANT_WEAPON:
4668                 item_tester_hook = item_tester_hook_melee_weapon;
4669                 enchant_item(bcost, 1, 1, 0);
4670                 break;
4671         case BACT_ENCHANT_ARMOR:
4672                 item_tester_hook = item_tester_hook_armour;
4673                 enchant_item(bcost, 0, 0, 1);
4674                 break;
4675         case BACT_RECHARGE:
4676                 building_recharge();
4677                 break;
4678         case BACT_RECHARGE_ALL:
4679                 building_recharge_all();
4680                 break;
4681         case BACT_IDENTS: /* needs work */
4682 #ifdef JP
4683                 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4684                 identify_pack();
4685                 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4686 #else
4687                 if (!get_check("Do you pay for identify all your possession? ")) break;
4688                 identify_pack();
4689                 msg_print("Your possessions have been identified.");
4690 #endif
4691
4692                 paid = TRUE;
4693                 break;
4694         case BACT_IDENT_ONE: /* needs work */
4695                 paid = ident_spell(FALSE);
4696                 break;
4697         case BACT_LEARN:
4698                 do_cmd_study();
4699                 break;
4700         case BACT_HEALING: /* needs work */
4701                 hp_player(200);
4702                 set_poisoned(0);
4703                 set_blind(0);
4704                 set_confused(0);
4705                 set_cut(0);
4706                 set_stun(0);
4707                 paid = TRUE;
4708                 break;
4709         case BACT_RESTORE: /* needs work */
4710                 if (do_res_stat(A_STR)) paid = TRUE;
4711                 if (do_res_stat(A_INT)) paid = TRUE;
4712                 if (do_res_stat(A_WIS)) paid = TRUE;
4713                 if (do_res_stat(A_DEX)) paid = TRUE;
4714                 if (do_res_stat(A_CON)) paid = TRUE;
4715                 if (do_res_stat(A_CHR)) paid = TRUE;
4716                 break;
4717         case BACT_GOLD: /* set timed reward flag */
4718                 if (!p_ptr->rewards[BACT_GOLD])
4719                 {
4720                         share_gold();
4721                         p_ptr->rewards[BACT_GOLD] = TRUE;
4722                 }
4723                 else
4724                 {
4725 #ifdef JP
4726                         msg_print("º£Æü¤Îʬ¤±Á°¤Ï¤¹¤Ç¤Ë»Ùʧ¤Ã¤¿¤¾¡ª");
4727 #else
4728                         msg_print("You just had your daily allowance!");
4729 #endif
4730                 }
4731                 break;
4732         case BACT_ENCHANT_ARROWS:
4733                 item_tester_hook = item_tester_hook_ammo;
4734                 enchant_item(bcost, 1, 1, 0);
4735                 break;
4736         case BACT_ENCHANT_BOW:
4737                 item_tester_tval = TV_BOW;
4738                 enchant_item(bcost, 1, 1, 0);
4739                 break;
4740         case BACT_RECALL:
4741                 if (recall_player(1)) paid = TRUE;
4742                 break;
4743         case BACT_TELEPORT_LEVEL:
4744         {
4745                 int select_dungeon;
4746                 int i, num = 0;
4747                 s16b *dun;
4748                 int max_depth;
4749
4750                 /* Allocate the "dun" array */
4751                 C_MAKE(dun, max_d_idx, s16b);
4752
4753                 screen_save();
4754                 clear_bldg(4, 20);
4755
4756                 for(i = 1; i < max_d_idx; i++)
4757                 {
4758                         char buf[80];
4759                         bool seiha = FALSE;
4760
4761                         if (!d_info[i].maxdepth) continue;
4762                         if (!max_dlv[i]) continue;
4763                         if (d_info[i].final_guardian)
4764                         {
4765                                 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
4766                         }
4767                         else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
4768
4769 #ifdef JP
4770                         sprintf(buf,"%c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4771 #else
4772                         sprintf(buf,"%c) %c%-12s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
4773 #endif
4774                         put_str(buf, 4+num, 5);
4775                         dun[num] = i;
4776                         num++;
4777                 }
4778 #ifdef JP
4779                 prt("¤É¤Î¥À¥ó¥¸¥ç¥ó¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«:", 0, 0);
4780 #else
4781                 prt("Which dungeon do you teleport?: ", 0, 0);
4782 #endif
4783                 while(1)
4784                 {
4785                         i = inkey();
4786
4787                         if (i == ESCAPE)
4788                         {
4789                                 /* Free the "dun" array */
4790                                 C_KILL(dun, max_d_idx, s16b);
4791
4792                                 screen_load();
4793                                 return;
4794                         }
4795                         if (i >= 'a' && i <('a'+num))
4796                         {
4797                                 select_dungeon = dun[i-'a'];
4798                                 break;
4799                         }
4800                         else bell();
4801                 }
4802                 screen_load();
4803
4804                 /* Free the "dun" array */
4805                 C_KILL(dun, max_d_idx, s16b);
4806
4807                 max_depth = d_info[select_dungeon].maxdepth;
4808
4809                 /* Limit depth in Angband */
4810                 if (select_dungeon == DUNGEON_ANGBAND)
4811                 {
4812                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4813                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4814                 }
4815
4816 #ifdef JP
4817                 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4818 #else
4819                 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4820 #endif
4821
4822                 if (amt > 0)
4823                 {
4824                         p_ptr->word_recall = 1;
4825                         p_ptr->recall_dungeon = select_dungeon;
4826                         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));
4827                         if (record_maxdeapth)
4828 #ifdef JP
4829                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4830 #else
4831                         do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4832 #endif
4833 #ifdef JP
4834                         msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤­¤¿...");
4835 #else
4836                         msg_print("The air about you becomes charged...");
4837 #endif
4838
4839                         paid = TRUE;
4840                         p_ptr->redraw |= (PR_STATUS);
4841                 }
4842                 break;
4843         }
4844         case BACT_LOSE_MUTATION:
4845                 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4846                 {
4847                         while(!lose_mutation(0));
4848                         paid = TRUE;
4849                 }
4850                 else
4851                 {
4852 #ifdef JP
4853                         msg_print("¼£¤¹¤Ù¤­ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
4854 #else
4855                         msg_print("You have no mutations.");
4856 #endif
4857                         msg_print(NULL);
4858                 }
4859                 break;
4860         case BACT_BATTLE:
4861                 kakutoujou();
4862                 break;
4863         case BACT_TSUCHINOKO:
4864                 tsuchinoko();
4865                 break;
4866         case BACT_KUBI:
4867                 shoukinkubi();
4868                 break;
4869         case BACT_TARGET:
4870                 today_target();
4871                 break;
4872         case BACT_KANKIN:
4873                 kankin();
4874                 break;
4875         case BACT_HEIKOUKA:
4876 #ifdef JP
4877                 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4878 #else
4879                 msg_print("You received an equalization ritual.");
4880 #endif
4881                 set_virtue(V_COMPASSION, 0);
4882                 set_virtue(V_HONOUR, 0);
4883                 set_virtue(V_JUSTICE, 0);
4884                 set_virtue(V_SACRIFICE, 0);
4885                 set_virtue(V_KNOWLEDGE, 0);
4886                 set_virtue(V_FAITH, 0);
4887                 set_virtue(V_ENLIGHTEN, 0);
4888                 set_virtue(V_ENCHANT, 0);
4889                 set_virtue(V_CHANCE, 0);
4890                 set_virtue(V_NATURE, 0);
4891                 set_virtue(V_HARMONY, 0);
4892                 set_virtue(V_VITALITY, 0);
4893                 set_virtue(V_UNLIFE, 0);
4894                 set_virtue(V_PATIENCE, 0);
4895                 set_virtue(V_TEMPERANCE, 0);
4896                 set_virtue(V_DILIGENCE, 0);
4897                 set_virtue(V_VALOUR, 0);
4898                 set_virtue(V_INDIVIDUALISM, 0);
4899                 get_virtues();
4900                 paid = TRUE;
4901                 break;
4902         case BACT_TELE_TOWN:
4903                 paid = tele_town();
4904                 break;
4905         case BACT_EVAL_AC:
4906                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4907                 break;
4908         }
4909
4910         if (paid)
4911         {
4912                 p_ptr->au -= bcost;
4913         }
4914 }
4915
4916
4917 /*
4918  * Enter quest level
4919  */
4920 void do_cmd_quest(void)
4921 {
4922         energy_use = 100;
4923
4924         if (cave[py][px].feat != FEAT_QUEST_ENTER)
4925         {
4926 #ifdef JP
4927 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4928 #else
4929                 msg_print("You see no quest level here.");
4930 #endif
4931
4932                 return;
4933         }
4934         else
4935         {
4936 #ifdef JP
4937                 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4938                 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4939                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4940                         msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4941 #else
4942                 msg_print("There is an entry of a quest.");
4943                 if (!get_check("Do you enter? ")) return;
4944 #endif
4945
4946                 /* Player enters a new quest */
4947                 p_ptr->oldpy = 0;
4948                 p_ptr->oldpx = 0;
4949
4950                 leave_quest_check();
4951
4952                 p_ptr->inside_quest = cave[py][px].special;
4953                 if(quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4954                 p_ptr->leftbldg = TRUE;
4955                 p_ptr->leaving = TRUE;
4956         }
4957 }
4958
4959
4960 /*
4961  * Do building commands
4962  */
4963 void do_cmd_bldg(void)
4964 {
4965         int             i, which;
4966         char            command;
4967         bool            validcmd;
4968         building_type   *bldg;
4969
4970
4971         energy_use = 100;
4972
4973         if (!((cave[py][px].feat >= FEAT_BLDG_HEAD) &&
4974                   (cave[py][px].feat <= FEAT_BLDG_TAIL)))
4975         {
4976 #ifdef JP
4977 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4978 #else
4979                 msg_print("You see no building here.");
4980 #endif
4981
4982                 return;
4983         }
4984
4985         which = (cave[py][px].feat - FEAT_BLDG_HEAD);
4986         building_loc = which;
4987
4988         bldg = &building[which];
4989
4990         /* Don't re-init the wilderness */
4991         reinit_wilderness = FALSE;
4992
4993         if ((which == 2) && (p_ptr->arena_number < 0))
4994         {
4995 #ifdef JP
4996 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4997 #else
4998                 msg_print("'There's no place here for a LOSER like you!'");
4999 #endif
5000                 return;
5001         }
5002         else if ((which == 2) && p_ptr->inside_arena && !p_ptr->exit_bldg)
5003         {
5004 #ifdef JP
5005 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª",0,0);
5006 #else
5007                 prt("The gates are closed.  The monster awaits!", 0, 0);
5008 #endif
5009
5010                 return;
5011         }
5012         else if ((which == 2) && p_ptr->inside_arena)
5013         {
5014                 p_ptr->leaving = TRUE;
5015                 p_ptr->inside_arena = FALSE;
5016         }
5017         else if (p_ptr->inside_battle)
5018         {
5019                 p_ptr->leaving = TRUE;
5020                 p_ptr->inside_battle = FALSE;
5021         }
5022         else
5023         {
5024                 p_ptr->oldpy = py;
5025                 p_ptr->oldpx = px;
5026         }
5027
5028         /* Forget the lite */
5029         forget_lite();
5030
5031         /* Forget the view */
5032         forget_view();
5033
5034         /* Hack -- Increase "icky" depth */
5035         character_icky++;
5036
5037         command_arg = 0;
5038         command_rep = 0;
5039         command_new = 0;
5040
5041         show_building(bldg);
5042         leave_bldg = FALSE;
5043
5044         while (!leave_bldg)
5045         {
5046                 validcmd = FALSE;
5047                 prt("", 1, 0);
5048
5049                 building_prt_gold();
5050
5051                 command = inkey();
5052
5053                 if (command == ESCAPE)
5054                 {
5055                         leave_bldg = TRUE;
5056                         p_ptr->inside_arena = FALSE;
5057                         p_ptr->inside_battle = FALSE;
5058                         break;
5059                 }
5060
5061                 for (i = 0; i < 8; i++)
5062                 {
5063                         if (bldg->letters[i])
5064                         {
5065                                 if (bldg->letters[i] == command)
5066                                 {
5067                                         validcmd = TRUE;
5068                                         break;
5069                                 }
5070                         }
5071                 }
5072
5073                 if (validcmd)
5074                         bldg_process_command(bldg, i);
5075
5076                 /* Notice stuff */
5077                 notice_stuff();
5078
5079                 /* Handle stuff */
5080                 handle_stuff();
5081         }
5082
5083         /* Flush messages XXX XXX XXX */
5084         msg_flag = FALSE;
5085         msg_print(NULL);
5086
5087         /* Reinit wilderness to activate quests ... */
5088         if (reinit_wilderness)
5089                 p_ptr->leaving = TRUE;
5090
5091         /* Hack -- Decrease "icky" depth */
5092         character_icky--;
5093
5094         /* Clear the screen */
5095         Term_clear();
5096
5097         /* Update the visuals */
5098         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5099
5100         /* Redraw entire screen */
5101         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5102
5103         /* Window stuff */
5104         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5105 }
5106
5107
5108 /* Array of places to find an inscription */
5109 static cptr find_quest[] =
5110 {
5111 #ifdef JP
5112 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5113 #else
5114         "You find the following inscription in the floor",
5115 #endif
5116
5117 #ifdef JP
5118 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5119 #else
5120         "You see a message inscribed in the wall",
5121 #endif
5122
5123 #ifdef JP
5124 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5125 #else
5126         "There is a sign saying",
5127 #endif
5128
5129 #ifdef JP
5130 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5131 #else
5132         "Something is written on the staircase",
5133 #endif
5134
5135 #ifdef JP
5136 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
5137 #else
5138         "You find a scroll with the following message",
5139 #endif
5140
5141 };
5142
5143
5144 /*
5145  * Discover quest
5146  */
5147 void quest_discovery(int q_idx)
5148 {
5149         quest_type      *q_ptr = &quest[q_idx];
5150         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5151         int             q_num = q_ptr->max_num;
5152         char            name[80];
5153
5154         /* No quest index */
5155         if (!q_idx) return;
5156
5157         strcpy(name, (r_name + r_ptr->name));
5158
5159         msg_print(find_quest[rand_range(0, 4)]);
5160         msg_print(NULL);
5161
5162         if (q_num == 1)
5163         {
5164                 /* Unique */
5165
5166                 /* Hack -- "unique" monsters must be "unique" */
5167                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5168                     (0 == r_ptr->max_num))
5169                 {
5170 #ifdef JP
5171                         msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5172 #else
5173                         msg_print("It seems that this level was protected by someone before...");
5174 #endif
5175                         /* The unique is already dead */
5176                         quest[q_idx].status = QUEST_STATUS_FINISHED;
5177                 }
5178                 else
5179                 {
5180 #ifdef JP
5181                         msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
5182 #else
5183                         msg_format("Beware, this level is protected by %s!", name);
5184 #endif
5185                 }
5186         }
5187         else
5188         {
5189                 /* Normal monsters */
5190 #ifdef JP
5191 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
5192 #else
5193                 plural_aux(name);
5194                 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
5195 #endif
5196
5197         }
5198 }
5199
5200
5201 /*
5202  * Hack -- Check if a level is a "quest" level
5203  */
5204 int quest_number(int level)
5205 {
5206         int i;
5207
5208         /* Check quests */
5209         if (p_ptr->inside_quest)
5210                 return (p_ptr->inside_quest);
5211
5212         for (i = 0; i < max_quests; i++)
5213         {
5214                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5215
5216                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5217                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
5218                     (quest[i].level == level) &&
5219                     (quest[i].dungeon == dungeon_type))
5220                         return (i);
5221         }
5222
5223         /* Check for random quest */
5224         return (random_quest_number(level));
5225 }
5226
5227
5228 /*
5229  * Return the index of the random quest on this level
5230  * (or zero)
5231  */
5232 int random_quest_number(int level)
5233 {
5234         int i;
5235
5236         if (dungeon_type != DUNGEON_ANGBAND) return 0;
5237
5238         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5239         {
5240                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5241                     (quest[i].status == QUEST_STATUS_TAKEN) &&
5242                     (quest[i].level == level) &&
5243                     (quest[i].dungeon == DUNGEON_ANGBAND))
5244                 {
5245                         return i;
5246                 }
5247         }
5248
5249         /* Nope */
5250         return 0;
5251 }