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[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 static bool is_owner(building_type *bldg)
20 {
21         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
22         {
23                 return (TRUE);
24         }
25
26         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
27         {
28                 return (TRUE);
29         }
30
31         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
32                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
33         {
34                 return (TRUE);
35         }
36
37         return (FALSE);
38 }
39
40
41 static bool is_member(building_type *bldg)
42 {
43         if (bldg->member_class[p_ptr->pclass])
44         {
45                 return (TRUE);
46         }
47
48         if (bldg->member_race[p_ptr->prace])
49         {
50                 return (TRUE);
51         }
52
53         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
54             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
55         {
56                 return (TRUE);
57         }
58
59
60         if (p_ptr->pclass == CLASS_SORCERER)
61         {
62                 int i;
63                 bool OK = FALSE;
64                 for (i = 0; i < MAX_MAGIC; i++)
65                 {
66                         if (bldg->member_realm[i+1]) OK = TRUE;
67                 }
68                 return OK;
69         }
70         return (FALSE);
71 }
72
73
74 /*
75  * Clear the building information
76  */
77 static void clear_bldg(int min_row, int max_row)
78 {
79         int   i;
80
81         for (i = min_row; i <= max_row; i++)
82                 prt("", i, 0);
83 }
84
85 static void building_prt_gold(void)
86 {
87         char tmp_str[80];
88
89 #ifdef JP
90 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 23,53);
91 #else
92         prt("Gold Remaining: ", 23, 53);
93 #endif
94
95
96         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
97         prt(tmp_str, 23, 68);
98 }
99
100
101 /*
102  * Display a building.
103  */
104 static void show_building(building_type* bldg)
105 {
106         char buff[20];
107         int i;
108         byte action_color;
109         char tmp_str[80];
110
111         Term_clear();
112         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
113         prt(tmp_str, 2, 1);
114
115
116         for (i = 0; i < 8; i++)
117         {
118                 if (bldg->letters[i])
119                 {
120                         if (bldg->action_restr[i] == 0)
121                         {
122                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
123                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
124                                 {
125                                         action_color = TERM_WHITE;
126                                         buff[0] = '\0';
127                                 }
128                                 else if (is_owner(bldg))
129                                 {
130                                         action_color = TERM_YELLOW;
131 #ifdef JP
132 sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
133 #else
134                                         sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
135 #endif
136
137                                 }
138                                 else
139                                 {
140                                         action_color = TERM_YELLOW;
141 #ifdef JP
142 sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
143 #else
144                                         sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
145 #endif
146
147                                 }
148                         }
149                         else if (bldg->action_restr[i] == 1)
150                         {
151                                 if (!is_member(bldg))
152                                 {
153                                         action_color = TERM_L_DARK;
154 #ifdef JP
155 strcpy(buff, "(ÊÄŹ)");
156 #else
157                                         strcpy(buff, "(closed)");
158 #endif
159
160                                 }
161                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
162                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
163                                 {
164                                         action_color = TERM_WHITE;
165                                         buff[0] = '\0';
166                                 }
167                                 else if (is_owner(bldg))
168                                 {
169                                         action_color = TERM_YELLOW;
170 #ifdef JP
171 sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
172 #else
173                                         sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
174 #endif
175
176                                 }
177                                 else
178                                 {
179                                         action_color = TERM_YELLOW;
180 #ifdef JP
181 sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
182 #else
183                                         sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
184 #endif
185
186                                 }
187                         }
188                         else
189                         {
190                                 if (!is_owner(bldg))
191                                 {
192                                         action_color = TERM_L_DARK;
193 #ifdef JP
194 strcpy(buff, "(ÊÄŹ)");
195 #else
196                                         strcpy(buff, "(closed)");
197 #endif
198
199                                 }
200                                 else if (bldg->member_costs[i] != 0)
201                                 {
202                                         action_color = TERM_YELLOW;
203 #ifdef JP
204 sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
205 #else
206                                         sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
207 #endif
208
209                                 }
210                                 else
211                                 {
212                                         action_color = TERM_WHITE;
213                                         buff[0] = '\0';
214                                 }
215                         }
216
217                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
218                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
219                 }
220         }
221
222 #ifdef JP
223 prt(" ESC) ·úʪ¤ò½Ð¤ë", 23, 0);
224 #else
225         prt(" ESC) Exit building", 23, 0);
226 #endif
227
228 }
229
230
231 /*
232  * arena commands
233  */
234 static void arena_comm(int cmd)
235 {
236         monster_race    *r_ptr;
237         cptr            name;
238
239
240         switch (cmd)
241         {
242                 case BACT_ARENA:
243                         if (p_ptr->arena_number == MAX_ARENA_MONS)
244                         {
245                                 clear_bldg(5, 19);
246 #ifdef JP
247 prt("¥¢¥ê¡¼¥Ê¤ÎÍ¥¾¡¼Ô¡ª", 5, 0);
248 prt("¤ª¤á¤Ç¤È¤¦¡ª¤¢¤Ê¤¿¤ÏÁ´¤Æ¤ÎŨ¤òÅݤ·¤Þ¤·¤¿¡£", 7, 0); 
249 prt("¾Þ¶â¤È¤·¤Æ $1,000,000 ¤¬Í¿¤¨¤é¤ì¤Þ¤¹¡£", 8, 0);
250 #else
251                                 prt("               Arena Victor!", 5, 0);
252                                 prt("Congratulations!  You have defeated all before you.", 7, 0);
253                                 prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
254 #endif
255
256                                 prt("", 10, 0);
257                                 prt("", 11, 0);
258                                 p_ptr->au += 1000000L;
259 #ifdef JP
260 msg_print("¥¹¥Ú¡¼¥¹¥­¡¼¤Ç³¹Ô");
261 #else
262                                 msg_print("Press the space bar to continue");
263 #endif
264
265                                 msg_print(NULL);
266                                 p_ptr->arena_number++;
267                         }
268                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
269                         {
270                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
271                                 {
272 #ifdef JP
273 msg_print("·¯¤Î¤¿¤á¤ËºÇ¶¯¤ÎÄ©Àï¼Ô¤òÍÑ°Õ¤·¤Æ¤ª¤¤¤¿¡£");
274 #else
275                                         msg_print("The strongest challenger is waiting for you.");
276 #endif
277
278                                         msg_print(NULL);
279 #ifdef JP
280                                         if (get_check("Ä©À魯¤ë¤«¤Í¡©"))
281 #else
282                                         if (get_check("Do you fight? "))
283 #endif
284                                         {
285                                                 p_ptr->exit_bldg = FALSE;
286                                                 reset_tim_flags();
287
288                                                 /* Save the surface floor as saved floor */
289                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
290
291                                                 p_ptr->inside_arena = TRUE;
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->exit_bldg = FALSE;
328                                 reset_tim_flags();
329
330                                 /* Save the surface floor as saved floor */
331                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
332
333                                 p_ptr->inside_arena = TRUE;
334                                 p_ptr->leaving = TRUE;
335                                 leave_bldg = TRUE;
336                         }
337                         break;
338                 case BACT_POSTER:
339                         if (p_ptr->arena_number == MAX_ARENA_MONS)
340 #ifdef JP
341 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
342 #else
343                                 msg_print("You are victorious. Enter the arena for the ceremony.");
344 #endif
345
346                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
347                         {
348 #ifdef JP
349 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
350 #else
351                                 msg_print("You have won against all foes.");
352 #endif
353                         }
354                         else
355                         {
356                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
357                                 name = (r_name + r_ptr->name);
358 #ifdef JP
359 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
360 #else
361                                 msg_format("Do I hear any challenges against: %s", name);
362 #endif
363                         }
364                         break;
365                 case BACT_ARENA_RULES:
366
367                         /* Save screen */
368                         screen_save();
369
370                         /* Peruse the arena help file */
371 #ifdef JP
372 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
373 #else
374                         (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
375 #endif
376
377
378                         /* Load screen */
379                         screen_load();
380
381                         break;
382         }
383 }
384
385
386 /*
387  * display fruit for dice slots
388  */
389 static void display_fruit(int row, int col, int fruit)
390 {
391         switch (fruit)
392         {
393                 case 0: /* lemon */
394 #ifdef JP
395                         c_put_str(TERM_YELLOW, "   ####.", row, col);
396                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
397                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
398                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
399                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
400                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
401                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
402                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
403                         prt(                   " ¥ì¥â¥ó ", row + 8, col);
404 #else
405                         c_put_str(TERM_YELLOW, "   ####.", row, col);
406                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
407                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
408                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
409                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
410                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
411                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
412                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
413                         prt(                   " Lemon  ", row + 8, col);
414 #endif
415
416                         break;
417                 case 1: /* orange */
418 #ifdef JP
419                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
420                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
421                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
422                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
423                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
424                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
425                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
426                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
427                         prt(                   "¥ª¥ì¥ó¥¸", row + 8, col);
428 #else
429                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
430                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
431                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
432                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
433                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
434                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
435                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
436                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
437                         prt(                   " Orange ", row + 8, col);
438 #endif
439
440                         break;
441                 case 2: /* sword */
442 #ifdef JP
443                         c_put_str(TERM_SLATE, "   ¦«   " , row, col);
444                         c_put_str(TERM_SLATE, "   ||   " , row + 1, col);
445                         c_put_str(TERM_SLATE, "   ||   " , row + 2, col);
446                         c_put_str(TERM_SLATE, "   ||   " , row + 3, col);
447                         c_put_str(TERM_SLATE, "   ||   " , row + 4, col);
448                         c_put_str(TERM_SLATE, "   ||   " , row + 5, col);
449                         c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
450                         c_put_str(TERM_UMBER, "   ÌÜ   " , row + 7, col);
451                         prt(                  "   ·õ   " , row + 8, col);
452 #else
453                         c_put_str(TERM_SLATE, "   /\\   " , row, col);
454                         c_put_str(TERM_SLATE, "   ##   " , row + 1, col);
455                         c_put_str(TERM_SLATE, "   ##   " , row + 2, col);
456                         c_put_str(TERM_SLATE, "   ##   " , row + 3, col);
457                         c_put_str(TERM_SLATE, "   ##   " , row + 4, col);
458                         c_put_str(TERM_SLATE, "   ##   " , row + 5, col);
459                         c_put_str(TERM_UMBER, " ###### " , row + 6, col);
460                         c_put_str(TERM_UMBER, "   ##   " , row + 7, col);
461                         prt(                  " Sword  " , row + 8, col);
462 #endif
463
464                         break;
465                 case 3: /* shield */
466 #ifdef JP
467                         c_put_str(TERM_SLATE, " ###### ", row, col);
468                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
469                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
470                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
471                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
472                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
473                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
474                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
475                         prt(                  "   ½â   ", row + 8, col);
476 #else
477                         c_put_str(TERM_SLATE, " ###### ", row, col);
478                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
479                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
480                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
481                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
482                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
483                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
484                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
485                         prt(                  " Shield ", row + 8, col);
486 #endif
487
488                         break;
489                 case 4: /* plum */
490 #ifdef JP
491                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
492                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
493                         c_put_str(TERM_VIOLET, "########", row + 2, col);
494                         c_put_str(TERM_VIOLET, "########", row + 3, col);
495                         c_put_str(TERM_VIOLET, "########", row + 4, col);
496                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
497                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
498                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
499                         prt(                   " ¥×¥é¥à ", row + 8, col);
500 #else
501                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
502                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
503                         c_put_str(TERM_VIOLET, "########", row + 2, col);
504                         c_put_str(TERM_VIOLET, "########", row + 3, col);
505                         c_put_str(TERM_VIOLET, "########", row + 4, col);
506                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
507                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
508                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
509                         prt(                   "  Plum  ", row + 8, col);
510 #endif
511
512                         break;
513                 case 5: /* cherry */
514 #ifdef JP
515                         c_put_str(TERM_RED, "      ##", row, col);
516                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
517                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
518                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
519                         c_put_str(TERM_RED, " ###### ", row + 4, col);
520                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
521                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
522                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
523                         prt(                "¥Á¥§¥ê¡¼", row + 8, col);
524 #else
525                         c_put_str(TERM_RED, "      ##", row, col);
526                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
527                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
528                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
529                         c_put_str(TERM_RED, " ###### ", row + 4, col);
530                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
531                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
532                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
533                         prt(                " Cherry ", row + 8, col);
534 #endif
535
536                         break;
537         }
538 }
539
540 /*
541  * kpoker no (tyuto-hannpa na)pakuri desu...
542  * joker ha shineru node haitte masen.
543  *
544  * TODO: donataka! tsukutte!
545  *  - agatta yaku no kiroku (like DQ).
546  *  - kakkoii card no e.
547  *  - sousa-sei no koujyo.
548  *  - code wo wakariyasuku.
549  *  - double up.
550  *  - Joker... -- done.
551  *
552  * 9/13/2000 --Koka
553  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
554  */
555 #define SUIT_OF(card)  ((card) / 13)
556 #define NUM_OF(card)   ((card) % 13)
557 #define IS_JOKER(card) ((card) == 52)
558
559 static int cards[5]; /* tefuda no card */
560
561 static void reset_deck(int deck[])
562 {
563         int i;
564         for (i = 0; i < 53; i++) deck[i] = i;
565
566         /* shuffle cards */
567         for (i = 0; i < 53; i++){
568                 int tmp1 = randint0(53 - i) + i;
569                 int tmp2 = deck[i];
570                 deck[i] = deck[tmp1];
571                 deck[tmp1] = tmp2;
572         }
573 }
574
575 static bool have_joker(void)
576 {
577         int i;
578
579         for (i = 0; i < 5; i++){
580           if(IS_JOKER(cards[i])) return TRUE;
581         }
582         return FALSE;
583 }
584
585 static bool find_card_num(int num)
586 {
587         int i;
588         for (i = 0; i < 5; i++)
589                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
590         return FALSE;
591 }
592
593 static bool yaku_check_flush(void)
594 {
595         int i, suit;
596         bool joker_is_used = FALSE;
597
598         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
599         for (i = 0; i < 5; i++){
600                 if (SUIT_OF(cards[i]) != suit){
601                   if(have_joker() && !joker_is_used)
602                     joker_is_used = TRUE;
603                   else
604                     return FALSE;
605                 }
606         }
607
608         return TRUE;
609 }
610
611 static int yaku_check_straight(void)
612 {
613         int i, lowest = 99;
614         bool joker_is_used = FALSE;
615
616         /* get lowest */
617         for (i = 0; i < 5; i++)
618         {
619                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
620                         lowest = NUM_OF(cards[i]);
621         }
622         
623         if (yaku_check_flush())
624         {
625           if( lowest == 0 ){
626                 for (i = 0; i < 4; i++)
627                 {
628                         if (!find_card_num(9 + i)){
629                                 if( have_joker() && !joker_is_used )
630                                   joker_is_used = TRUE;
631                                 else
632                                   break;
633                         }
634                 }
635                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
636           }
637           if( lowest == 9 ){
638                 for (i = 0; i < 3; i++)
639                 {
640                         if (!find_card_num(10 + i))
641                                 break;
642                 }
643                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
644           }
645         }
646
647         joker_is_used = FALSE;
648         for (i = 0; i < 5; i++)
649         {
650                 if (!find_card_num(lowest + i)){
651                   if( have_joker() && !joker_is_used )
652                     joker_is_used = TRUE;
653                   else
654                     return 0;
655                 }
656         }
657         
658         if (yaku_check_flush())
659                 return 2; /* Straight Flush */
660
661         return 1;
662 }
663
664 /*
665  * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
666  */
667 static int yaku_check_pair(void)
668 {
669         int i, i2, matching = 0;
670
671         for (i = 0; i < 5; i++)
672         {
673                 for (i2 = i+1; i2 < 5; i2++)
674                 {
675                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
676                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
677                                 matching++;
678                 }
679         }
680
681         if(have_joker()){
682           switch(matching){
683           case 0:
684             matching = 1;
685             break;
686           case 1:
687             matching = 3;
688             break;
689           case 2:
690             matching = 4;
691             break;
692           case 3:
693             matching = 6;
694             break;
695           case 6:
696             matching = 7;
697             break;
698           default:
699             /* don't reach */
700             break;
701           }
702         }
703
704         return matching;
705 }
706
707 #define ODDS_5A 3000
708 #define ODDS_5C 400
709 #define ODDS_RF 200
710 #define ODDS_SF 80
711 #define ODDS_4C 16
712 #define ODDS_FH 12
713 #define ODDS_FL 8
714 #define ODDS_ST 4
715 #define ODDS_3C 1
716 #define ODDS_2P 1
717
718 static int yaku_check(void)
719 {
720         prt("                            ", 4, 3);
721
722         switch(yaku_check_straight()){
723         case 3: /* RF! */
724 #ifdef JP
725                 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
726 #else
727                 c_put_str(TERM_YELLOW, "Royal Flush",  4,  3);
728 #endif
729                 return ODDS_RF;
730         case 2: /* SF! */
731 #ifdef JP
732                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
733 #else
734                 c_put_str(TERM_YELLOW, "Straight Flush",  4,  3);
735 #endif
736                 return ODDS_SF;
737         case 1:
738 #ifdef JP
739                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È",  4,  3);
740 #else
741                 c_put_str(TERM_YELLOW, "Straight",  4,  3);
742 #endif
743                 return ODDS_ST;
744         default:
745                 /* Not straight -- fall through */
746                 break;
747         }
748
749         if (yaku_check_flush())
750         {
751
752 #ifdef JP
753         c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å",  4,  3);
754 #else
755         c_put_str(TERM_YELLOW, "Flush",  4,  3);
756 #endif
757                 return ODDS_FL;
758         }
759
760         switch (yaku_check_pair())
761         {
762         case 1:
763 #ifdef JP
764                 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢",  4,  3);
765 #else
766                 c_put_str(TERM_YELLOW, "One pair",  4,  3);
767 #endif
768                 return 0;
769         case 2:
770 #ifdef JP
771                 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢",  4,  3);
772 #else
773                 c_put_str(TERM_YELLOW, "Two pair",  4,  3);
774 #endif
775                 return ODDS_2P;
776         case 3:
777 #ifdef JP
778                 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É",  4,  3);
779 #else
780                 c_put_str(TERM_YELLOW, "Three of a kind",  4,  3);
781 #endif
782                 return ODDS_3C;
783         case 4:
784 #ifdef JP
785                 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹",  4,  3);
786 #else
787                 c_put_str(TERM_YELLOW, "Full house",  4,  3);
788 #endif
789                 return ODDS_FH;
790         case 6:
791 #ifdef JP
792                 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É",  4,  3);
793 #else
794                 c_put_str(TERM_YELLOW, "Four of a kind",  4,  3);
795 #endif
796                 return ODDS_4C;
797         case 7:
798                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
799                 {
800 #ifdef JP
801                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹",  4,  3);
802 #else
803                         c_put_str(TERM_YELLOW, "Five ace",  4,  3);
804 #endif
805                         return ODDS_5A;
806                 }
807                 else
808                 {
809 #ifdef JP
810                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É",  4,  3);
811 #else
812                         c_put_str(TERM_YELLOW, "Five of a kind",  4,  3);
813 #endif
814                         return ODDS_5C;
815                 }
816         default:
817                 break;
818         }
819         return 0;
820 }
821
822 static void display_kaeruka(int hoge, int kaeruka[])
823 {
824         int i;
825         char col = TERM_WHITE;
826         for (i = 0; i < 5; i++)
827         {
828                 if (i == hoge) col = TERM_YELLOW;
829                 else if(kaeruka[i]) col = TERM_WHITE;
830                 else col = TERM_L_BLUE;
831 #ifdef JP
832                 if(kaeruka[i])
833                         c_put_str(col, "¤«¤¨¤ë", 14,  5+i*16);
834                 else
835                         c_put_str(col, "¤Î¤³¤¹", 14,  5+i*16);
836 #else
837                 if(kaeruka[i])
838                         c_put_str(col, "Change", 14,  5+i*16);
839                 else
840                         c_put_str(col, " Stay ", 14,  5+i*16);
841 #endif
842         }
843         if (hoge > 4) col = TERM_YELLOW;
844         else col = TERM_WHITE;
845 #ifdef JP
846         c_put_str(col, "·èÄê", 16,  38);
847 #else
848         c_put_str(col, "Sure", 16,  38);
849 #endif
850
851         /* Hilite current option */
852         if (hoge < 5) move_cursor(14, 5+hoge*16);
853         else move_cursor(16, 38);
854 }
855
856
857 static void display_cards(void)
858 {
859         int i, j;
860         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
861 #ifdef JP
862         cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
863         cptr card_grph[13][7] = {{"£Á   %s     ",
864                                   "     ÊÑ     ",
865                                   "     ¶ò     ",
866                                   "     ÈÚ     ",
867                                   "     ÅÜ     ",
868                                   "     %s     ",
869                                   "          £Á"},
870                                  {"£²          ",
871                                   "     %s     ",
872                                   "            ",
873                                   "            ",
874                                   "            ",
875                                   "     %s     ",
876                                   "          £²"},
877                                  {"£³          ",
878                                   "     %s     ",
879                                   "            ",
880                                   "     %s     ",
881                                   "            ",
882                                   "     %s     ",
883                                   "          £³"},
884                                  {"£´          ",
885                                   "   %s  %s   ",
886                                   "            ",
887                                   "            ",
888                                   "            ",
889                                   "   %s  %s   ",
890                                   "          £´"},
891                                  {"£µ          ",
892                                   "   %s  %s   ",
893                                   "            ",
894                                   "     %s     ",
895                                   "            ",
896                                   "   %s  %s   ",
897                                   "          £µ"},
898                                  {"£¶          ",
899                                   "   %s  %s   ",
900                                   "            ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "          £¶"},
905                                  {"£·          ",
906                                   "   %s  %s   ",
907                                   "     %s     ",
908                                   "   %s  %s   ",
909                                   "            ",
910                                   "   %s  %s   ",
911                                   "          £·"},
912                                  {"£¸          ",
913                                   "   %s  %s   ",
914                                   "     %s     ",
915                                   "   %s  %s   ",
916                                   "     %s     ",
917                                   "   %s  %s   ",
918                                   "          £¸"},
919                                  {"£¹ %s  %s   ",
920                                   "            ",
921                                   "   %s  %s   ",
922                                   "     %s     ",
923                                   "   %s  %s   ",
924                                   "            ",
925                                   "   %s  %s £¹"},
926                                  {"10 %s  %s   ",
927                                   "     %s     ",
928                                   "   %s  %s   ",
929                                   "            ",
930                                   "   %s  %s   ",
931                                   "     %s     ",
932                                   "   %s  %s 10"},
933                                  {"£Ê   ¦«     ",
934                                   "%s   ||     ",
935                                   "     ||     ",
936                                   "     ||     ",
937                                   "     ||     ",
938                                   "   |=°¡=| %s",
939                                   "     ÌÜ   £Ê"},
940                                  {"£Ñ ######   ",
941                                   "%s#      #  ",
942                                   "  # ++++ #  ",
943                                   "  # +==+ #  ",
944                                   "   # ++ #   ",
945                                   "    #  #  %s",
946                                   "     ##   £Ñ"},
947                                  {"£Ë          ",
948                                   "%s ¡®¢Þ¡­   ",
949                                   "  ¦Ã¦Ã¦Ã¦Ë  ",
950                                   "  ¦Ï ¦Ï ¦É  ",
951                                   "   ¦Ô    ¢ß ",
952                                   "    ¦Ò ¥Î %s",
953                                   "          £Ë"}};
954         cptr joker_grph[7] = {    "            ",
955                                   "     £Ê     ",
956                                   "     £Ï     ",
957                                   "     £Ë     ",
958                                   "     £Å     ",
959                                   "     £Ò     ",
960                                   "            "};
961
962 #else
963
964         cptr suit[4] = {"[]", "qp", "<>", "db"};
965         cptr card_grph[13][7] = {{"A    %s     ",
966                                   "     He     ",
967                                   "     ng     ",
968                                   "     ba     ",
969                                   "     nd     ",
970                                   "     %s     ",
971                                   "           A"},
972                                  {"2           ",
973                                   "     %s     ",
974                                   "            ",
975                                   "            ",
976                                   "            ",
977                                   "     %s     ",
978                                   "           2"},
979                                  {"3           ",
980                                   "     %s     ",
981                                   "            ",
982                                   "     %s     ",
983                                   "            ",
984                                   "     %s     ",
985                                   "           3"},
986                                  {"4           ",
987                                   "   %s  %s   ",
988                                   "            ",
989                                   "            ",
990                                   "            ",
991                                   "   %s  %s   ",
992                                   "           4"},
993                                  {"5           ",
994                                   "   %s  %s   ",
995                                   "            ",
996                                   "     %s     ",
997                                   "            ",
998                                   "   %s  %s   ",
999                                   "           5"},
1000                                  {"6           ",
1001                                   "   %s  %s   ",
1002                                   "            ",
1003                                   "   %s  %s   ",
1004                                   "            ",
1005                                   "   %s  %s   ",
1006                                   "           6"},
1007                                  {"7           ",
1008                                   "   %s  %s   ",
1009                                   "     %s     ",
1010                                   "   %s  %s   ",
1011                                   "            ",
1012                                   "   %s  %s   ",
1013                                   "           7"},
1014                                  {"8           ",
1015                                   "   %s  %s   ",
1016                                   "     %s     ",
1017                                   "   %s  %s   ",
1018                                   "     %s     ",
1019                                   "   %s  %s   ",
1020                                   "           8"},
1021                                  {"9  %s  %s   ",
1022                                   "            ",
1023                                   "   %s  %s   ",
1024                                   "     %s     ",
1025                                   "   %s  %s   ",
1026                                   "            ",
1027                                   "   %s  %s  9"},
1028                                  {"10 %s  %s   ",
1029                                   "     %s     ",
1030                                   "   %s  %s   ",
1031                                   "            ",
1032                                   "   %s  %s   ",
1033                                   "     %s     ",
1034                                   "   %s  %s 10"},
1035                                  {"J    /\\     ",
1036                                   "%s   ||     ",
1037                                   "     ||     ",
1038                                   "     ||     ",
1039                                   "     ||     ",
1040                                   "   |=HH=| %s",
1041                                   "     ][    J"},
1042                                  {"Q  ######   ",
1043                                   "%s#      #  ",
1044                                   "  # ++++ #  ",
1045                                   "  # +==+ #  ",
1046                                   "   # ++ #   ",
1047                                   "    #  #  %s",
1048                                   "     ##    Q"},
1049                                  {"K           ",
1050                                   "%s _'~~`_   ",
1051                                   "   jjjjj$&  ",
1052                                   "   q q uu   ",
1053                                   "   c    &   ",
1054                                   "    v__/  %s",
1055                                   "           K"}};
1056         cptr joker_grph[7] = {    "            ",
1057                                   "     J      ",
1058                                   "     O      ",
1059                                   "     K      ",
1060                                   "     E      ",
1061                                   "     R      ",
1062                                   "            "};
1063 #endif
1064
1065         for (i = 0; i < 5; i++)
1066         {
1067 #ifdef JP
1068                 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯",  5,  i*16);
1069 #else
1070                 prt(" +------------+ ",  5,  i*16);
1071 #endif
1072         }
1073
1074         for (i = 0; i < 5; i++)
1075         {
1076                 for (j = 0; j < 7; j++)
1077                 {
1078 #ifdef JP
1079                         prt("¨­",  j+6,  i*16);
1080 #else
1081                         prt(" |",  j+6,  i*16);
1082 #endif
1083                         if(IS_JOKER(cards[i]))
1084                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1085                         else
1086                                 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);
1087 #ifdef JP
1088                         prt("¨­",  j+6,  i*16+14);
1089 #else
1090                         prt("| ",  j+6,  i*16+14);
1091 #endif
1092                 }
1093         }
1094         for (i = 0; i < 5; i++)
1095         {
1096 #ifdef JP
1097                 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13,  i*16);
1098 #else
1099                 prt(" +------------+ ", 13,  i*16);
1100 #endif
1101         }
1102 }
1103
1104 static int do_poker(void)
1105 {
1106         int i, k = 2;
1107         char cmd;
1108         int deck[53]; /* yamafuda : 0...52 */
1109         int deck_ptr = 0;
1110         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1111
1112         bool done = FALSE;
1113         bool kettei = TRUE;
1114         bool kakikae = TRUE;
1115
1116         reset_deck(deck);
1117
1118         for (i = 0; i < 5; i++)
1119         {
1120                 cards[i] = deck[deck_ptr++];
1121                 kaeruka[i] = 0; /* default:nokosu */
1122         }
1123         
1124 #if 0
1125         /* debug:RF */
1126         cards[0] = 12;
1127         cards[1] = 0;
1128         cards[2] = 9;
1129         cards[3] = 11;
1130         cards[4] = 10;
1131 #endif
1132 #if 0
1133         /* debug:SF */
1134         cards[0] = 3;
1135         cards[1] = 2;
1136         cards[2] = 4;
1137         cards[3] = 6;
1138         cards[4] = 5;
1139 #endif
1140 #if 0
1141         /* debug:Four Cards */
1142         cards[0] = 0;
1143         cards[1] = 0 + 13 * 1;
1144         cards[2] = 0 + 13 * 2;
1145         cards[3] = 0 + 13 * 3;
1146         cards[4] = 51;
1147 #endif
1148 #if 0
1149         /* debug:Straight */
1150         cards[0] = 1;
1151         cards[1] = 0 + 13;
1152         cards[2] = 3;
1153         cards[3] = 2 + 26;
1154         cards[4] = 4;
1155 #endif
1156 #if 0
1157         /* debug */
1158         cards[0] = 52;
1159         cards[1] = 0;
1160         cards[2] = 1;
1161         cards[3] = 2;
1162         cards[4] = 3;
1163 #endif
1164
1165         /* suteruno wo kimeru */
1166 #ifdef JP
1167         prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1168 #else
1169         prt("Stay witch? ", 0, 0);
1170 #endif
1171
1172         display_cards();
1173         yaku_check();
1174
1175         while (!done)
1176         {
1177                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1178                 kakikae = FALSE;
1179                 cmd = inkey();
1180                 switch (cmd)
1181                 {
1182                 case '6': case 'l': case 'L': case KTRL('F'):
1183                         if (!kettei) k = (k+1)%5;
1184                         else {k = 0;kettei = FALSE;}
1185                         kakikae = TRUE;
1186                         break;
1187                 case '4': case 'h': case 'H': case KTRL('B'):
1188                         if (!kettei) k = (k+4)%5;
1189                         else {k = 4;kettei = FALSE;}
1190                         kakikae = TRUE;
1191                         break;
1192                 case '2': case 'j': case 'J': case KTRL('N'):
1193                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1194                         break;
1195                 case '8': case 'k': case 'K': case KTRL('P'):
1196                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1197                         break;
1198                 case ' ': case '\r':
1199                         if (kettei) done = TRUE;
1200                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1201                         break;
1202                 default:
1203                         break;
1204                 }
1205         }
1206         
1207         prt("",0,0);
1208
1209         for (i = 0; i < 5; i++)
1210                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1211
1212         display_cards();
1213         
1214         return yaku_check();
1215 }
1216 #undef SUIT_OF
1217 #undef NUM_OF
1218 #undef IS_JOKER
1219 /* end of poker codes --Koka */
1220
1221 /*
1222  * gamble_comm
1223  */
1224 static bool gamble_comm(int cmd)
1225 {
1226         int i;
1227         int roll1, roll2, roll3, choice, odds, win;
1228         s32b wager;
1229         s32b maxbet;
1230         s32b oldgold;
1231
1232         char out_val[160], tmp_str[80], again;
1233         cptr p;
1234
1235         screen_save();
1236
1237         if (cmd == BACT_GAMBLE_RULES)
1238         {
1239                 /* Peruse the gambling help file */
1240 #ifdef JP
1241 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1242 #else
1243                 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1244 #endif
1245
1246         }
1247         else
1248         {
1249                 /* No money */
1250                 if (p_ptr->au < 1)
1251                 {
1252 #ifdef JP
1253                         msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1254 #else
1255                         msg_print("Hey! You don't have gold - get out of here!");
1256 #endif
1257
1258                         msg_print(NULL);
1259                         screen_load();
1260                         return FALSE;
1261                 }
1262
1263                 clear_bldg(5, 23);
1264
1265                 maxbet = p_ptr->lev * 200;
1266
1267                 /* We can't bet more than we have */
1268                 maxbet = MIN(maxbet, p_ptr->au);
1269
1270                 /* Get the wager */
1271                 strcpy(out_val, "");
1272 #ifdef JP
1273 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
1274 #else
1275                 sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
1276 #endif
1277
1278
1279                 /*
1280                  * Use get_string() because we may need more than
1281                  * the s16b value returned by get_quantity().
1282                  */
1283                 if (get_string(tmp_str, out_val, 32))
1284                 {
1285                         /* Strip spaces */
1286                         for (p = out_val; *p == ' '; p++);
1287
1288                         /* Get the wager */
1289                         wager = atol(p);
1290
1291                         if (wager > p_ptr->au)
1292                         {
1293 #ifdef JP
1294 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1295 #else
1296                                 msg_print("Hey! You don't have the gold - get out of here!");
1297 #endif
1298
1299                                 msg_print(NULL);
1300                                 screen_load();
1301                                 return (FALSE);
1302                         }
1303                         else if (wager > maxbet)
1304                         {
1305 #ifdef JP
1306 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", (long int)maxbet);
1307 #else
1308                                 msg_format("I'll take %ld gold of that. Keep the rest.", (long int)maxbet);
1309 #endif
1310
1311                                 wager = maxbet;
1312                         }
1313                         else if (wager < 1)
1314                         {
1315 #ifdef JP
1316 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1317 #else
1318                                 msg_print("Ok, we'll start with 1 gold.");
1319 #endif
1320
1321
1322                                 wager = 1;
1323                         }
1324                         msg_print(NULL);
1325                         win = FALSE;
1326                         odds = 0;
1327                         oldgold = p_ptr->au;
1328
1329 #ifdef JP
1330 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", (long int)oldgold);
1331 #else
1332                         sprintf(tmp_str, "Gold before game: %9ld", (long int)oldgold);
1333 #endif
1334
1335                         prt(tmp_str, 20, 2);
1336
1337 #ifdef JP
1338 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â:     %9ld", (long int)wager);
1339 #else
1340                         sprintf(tmp_str, "Current Wager:    %9ld", (long int)wager);
1341 #endif
1342
1343                         prt(tmp_str, 21, 2);
1344
1345                         /* Prevent savefile-scumming of the casino */
1346 /*                      Rand_quick = TRUE; */
1347                         Rand_value = time(NULL);
1348
1349                         do
1350                         {
1351 #ifdef JP /* Prevent random seed cracking of the casino */
1352                                 clock_t clk;
1353                                 clk = clock();
1354                                 Rand_value *= clk;
1355 #endif
1356                                 p_ptr->au -= wager;
1357                                 switch (cmd)
1358                                 {
1359                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1360 #ifdef JP
1361 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1362 #else
1363                                         c_put_str(TERM_GREEN, "In Between", 5, 2);
1364 #endif
1365
1366                                         odds = 4;
1367                                         win = FALSE;
1368                                         roll1 = randint1(10);
1369                                         roll2 = randint1(10);
1370                                         choice = randint1(10);
1371 #ifdef JP
1372 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d        ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1373 #else
1374                                         sprintf(tmp_str, "Black die: %d       Black Die: %d", roll1, roll2);
1375 #endif
1376
1377                                         prt(tmp_str, 8, 3);
1378 #ifdef JP
1379 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1380 #else
1381                                         sprintf(tmp_str, "Red die: %d", choice);
1382 #endif
1383
1384                                         prt(tmp_str, 11, 14);
1385                                         if (((choice > roll1) && (choice < roll2)) ||
1386                                                 ((choice < roll1) && (choice > roll2)))
1387                                                 win = TRUE;
1388                                         break;
1389                                 case BACT_CRAPS:  /* Game of Craps */
1390 #ifdef JP
1391 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1392 #else
1393                                         c_put_str(TERM_GREEN, "Craps", 5, 2);
1394 #endif
1395
1396                                         win = 3;
1397                                         odds = 2;
1398                                         roll1 = randint1(6);
1399                                         roll2 = randint1(6);
1400                                         roll3 = roll1 +  roll2;
1401                                         choice = roll3;
1402 #ifdef JP
1403 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d      Total: %d", roll1, 
1404 #else
1405                                         sprintf(tmp_str, "First roll: %d %d    Total: %d", roll1,
1406 #endif
1407
1408                                                  roll2, roll3);
1409                                         prt(tmp_str, 7, 5);
1410                                         if ((roll3 == 7) || (roll3 == 11))
1411                                                 win = TRUE;
1412                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1413                                                 win = FALSE;
1414                                         else
1415                                                 do
1416                                                 {
1417 #ifdef JP
1418 msg_print("¤Ê¤Ë¤«¥­¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1419 #else
1420                                                         msg_print("Hit any key to roll again");
1421 #endif
1422
1423                                                         msg_print(NULL);
1424                                                         roll1 = randint1(6);
1425                                                         roll2 = randint1(6);
1426                                                         roll3 = roll1 +  roll2;
1427
1428 #ifdef JP
1429 sprintf(tmp_str, "½ÐÌÜ: %d %d          ¹ç·×:      %d",
1430 #else
1431                                                         sprintf(tmp_str, "Roll result: %d %d   Total:     %d",
1432 #endif
1433
1434                                                                  roll1, roll2, roll3);
1435                                                         prt(tmp_str, 8, 5);
1436                                                         if (roll3 == choice)
1437                                                                 win = TRUE;
1438                                                         else if (roll3 == 7)
1439                                                                 win = FALSE;
1440                                                 } while ((win != TRUE) && (win != FALSE));
1441                                         break;
1442
1443                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1444                                         win = FALSE;
1445                                         odds = 9;
1446 #ifdef JP
1447 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1448 #else
1449                                         c_put_str(TERM_GREEN, "Wheel", 5, 2);
1450 #endif
1451
1452                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1453                                         prt("--------------------------------", 8, 3);
1454                                         strcpy(out_val, "");
1455 #ifdef JP
1456 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1457 #else
1458                                         get_string("Pick a number (0-9): ", out_val, 32);
1459 #endif
1460
1461                                         for (p = out_val; isspace(*p); p++);
1462                                         choice = atol(p);
1463                                         if (choice < 0)
1464                                         {
1465 #ifdef JP
1466 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1467 #else
1468                                                 msg_print("I'll put you down for 0.");
1469 #endif
1470
1471                                                 choice = 0;
1472                                         }
1473                                         else if (choice > 9)
1474                                         {
1475 #ifdef JP
1476 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1477 #else
1478                                                 msg_print("Ok, I'll put you down for 9.");
1479 #endif
1480
1481                                                 choice = 9;
1482                                         }
1483                                         msg_print(NULL);
1484                                         roll1 = randint0(10);
1485 #ifdef JP
1486 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1487 #else
1488                                         sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1489 #endif
1490
1491                                                 roll1);
1492                                         prt(tmp_str, 13, 3);
1493                                         prt("", 9, 0);
1494                                         prt("*", 9, (3 * roll1 + 5));
1495                                         if (roll1 == choice)
1496                                                 win = TRUE;
1497                                         break;
1498
1499                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1500 #ifdef JP
1501 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1502                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó            2", 6, 37);
1503                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó   ¥ì¥â¥ó   5", 7, 37);
1504                                         c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1505                                         c_put_str(TERM_UMBER, "·õ       ·õ       ·õ       20", 9, 37);
1506                                         c_put_str(TERM_SLATE, "½â       ½â       ½â       50", 10, 37);
1507                                         c_put_str(TERM_VIOLET, "¥×¥é¥à   ¥×¥é¥à   ¥×¥é¥à   200", 11, 37);
1508                                         c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1509 #else
1510                                         c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1511 #endif
1512
1513                                         win = FALSE;
1514                                         roll1 = randint1(21);
1515                                         for (i=6;i>0;i--)
1516                                         {
1517                                                 if ((roll1-i) < 1)
1518                                                 {
1519                                                         roll1 = 7-i;
1520                                                         break;
1521                                                 }
1522                                                 roll1 -= i;
1523                                         }
1524                                         roll2 = randint1(21);
1525                                         for (i=6;i>0;i--)
1526                                         {
1527                                                 if ((roll2-i) < 1)
1528                                                 {
1529                                                         roll2 = 7-i;
1530                                                         break;
1531                                                 }
1532                                                 roll2 -= i;
1533                                         }
1534                                         choice = randint1(21);
1535                                         for (i=6;i>0;i--)
1536                                         {
1537                                                 if ((choice-i) < 1)
1538                                                 {
1539                                                         choice = 7-i;
1540                                                         break;
1541                                                 }
1542                                                 choice -= i;
1543                                         }
1544                                         put_str("/--------------------------\\", 7, 2);
1545                                         prt("\\--------------------------/", 17, 2);
1546                                         display_fruit(8,  3, roll1 - 1);
1547                                         display_fruit(8, 12, roll2 - 1);
1548                                         display_fruit(8, 21, choice - 1);
1549                                         if ((roll1 == roll2) && (roll2 == choice))
1550                                         {
1551                                                 win = TRUE;
1552                                                 switch(roll1)
1553                                                 {
1554                                                 case 1:
1555                                                         odds = 5;break;
1556                                                 case 2:
1557                                                         odds = 10;break;
1558                                                 case 3:
1559                                                         odds = 20;break;
1560                                                 case 4:
1561                                                         odds = 50;break;
1562                                                 case 5:
1563                                                         odds = 200;break;
1564                                                 case 6:
1565                                                         odds = 1000;break;
1566                                                 }
1567                                         }
1568                                         else if ((roll1 == 1) && (roll2 == 1))
1569                                         {
1570                                                 win = TRUE;
1571                                                 odds = 2;
1572                                         }
1573                                         break;
1574                                 case BACT_POKER:
1575                                         win = FALSE;
1576                                         odds = do_poker();
1577                                         if (odds) win = TRUE;
1578                                         break;
1579                                 }
1580
1581                                 if (win)
1582                                 {
1583 #ifdef JP
1584 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1585 #else
1586                                         prt("YOU WON", 16, 37);
1587 #endif
1588
1589                                         p_ptr->au += odds * wager;
1590 #ifdef JP
1591 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1592 #else
1593                                         sprintf(tmp_str, "Payoff: %d", odds);
1594 #endif
1595
1596                                         prt(tmp_str, 17, 37);
1597                                 }
1598                                 else
1599                                 {
1600 #ifdef JP
1601 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1602 #else
1603                                         prt("You Lost", 16, 37);
1604 #endif
1605
1606                                         prt("", 17, 37);
1607                                 }
1608 #ifdef JP
1609 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â:     %9ld", (long int)p_ptr->au);
1610 #else
1611                                 sprintf(tmp_str, "Current Gold:     %9ld", (long int)p_ptr->au);
1612 #endif
1613
1614                                 prt(tmp_str, 22, 2);
1615 #ifdef JP
1616 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1617 #else
1618                                 prt("Again(Y/N)?", 18, 37);
1619 #endif
1620
1621                                 move_cursor(18, 52);
1622                                 again = inkey();
1623                                 prt("", 16, 37);
1624                                 prt("", 17, 37);
1625                                 prt("", 18, 37);
1626                                 if (wager > p_ptr->au)
1627                                 {
1628 #ifdef JP
1629 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1630 #else
1631                                         msg_print("Hey! You don't have the gold - get out of here!");
1632 #endif
1633
1634                                         msg_print(NULL);
1635
1636                                         /* Get out here */
1637                                         break;
1638                                 }
1639                         } while ((again == 'y') || (again == 'Y'));
1640
1641                         /* Switch back to complex RNG */
1642                         Rand_quick = FALSE;
1643
1644                         prt("", 18, 37);
1645                         if (p_ptr->au >= oldgold)
1646                         {
1647 #ifdef JP
1648 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1649 #else
1650                                 msg_print("You came out a winner! We'll win next time, I'm sure.");
1651 #endif
1652                                 chg_virtue(V_CHANCE, 3);
1653                         }
1654                         else
1655                         {
1656 #ifdef JP
1657 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1658 #else
1659                                 msg_print("You lost gold! Haha, better head home.");
1660 #endif
1661                                 chg_virtue(V_CHANCE, -3);
1662                         }
1663                 }
1664                 msg_print(NULL);
1665         }
1666         screen_load();
1667         return (TRUE);
1668 }
1669
1670 static bool vault_aux_battle(int r_idx)
1671 {
1672         int i;
1673         int dam = 0;
1674
1675         monster_race *r_ptr = &r_info[r_idx];
1676
1677         /* Decline town monsters */
1678 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1679
1680         /* Decline unique monsters */
1681 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1682 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1683
1684         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1685         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1686         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1687         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1688         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1689
1690         for (i = 0; i < 4; i++)
1691         {
1692                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1693                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1694         }
1695         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);
1696
1697         /* Okay */
1698         return (TRUE);
1699 }
1700
1701 void battle_monsters(void)
1702 {
1703         int total, i;
1704         int max_dl = 0;
1705         int mon_level;
1706         int power[4];
1707         bool tekitou;
1708         bool old_inside_battle = p_ptr->inside_battle;
1709
1710         for (i = 0; i < max_d_idx; i++)
1711                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1712
1713         mon_level = randint1(MIN(max_dl, 122))+5;
1714         if (randint0(100) < 60)
1715         {
1716                 i = randint1(MIN(max_dl, 122))+5;
1717                 mon_level = MAX(i, mon_level);
1718         }
1719         if (randint0(100) < 30)
1720         {
1721                 i = randint1(MIN(max_dl, 122))+5;
1722                 mon_level = MAX(i, mon_level);
1723         }
1724
1725         while (1)
1726         {
1727                 total = 0;
1728                 tekitou = FALSE;
1729                 for(i=0;i<4;i++)
1730                 {
1731                         int r_idx, j;
1732                         while (1)
1733                         {
1734                                 get_mon_num_prep(vault_aux_battle, NULL);
1735                                 p_ptr->inside_battle = TRUE;
1736                                 r_idx = get_mon_num(mon_level);
1737                                 p_ptr->inside_battle = old_inside_battle;
1738                                 if (!r_idx) continue;
1739
1740                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1741                                 {
1742                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1743                                 }
1744
1745                                 for (j = 0; j < i; j++)
1746                                         if(r_idx == battle_mon[j]) break;
1747                                 if (j<i) continue;
1748
1749                                 break;
1750                         }
1751                         battle_mon[i] = r_idx;
1752                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1753                 }
1754
1755                 for (i=0;i<4;i++)
1756                 {
1757                         monster_race *r_ptr = &r_info[battle_mon[i]];
1758                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1759
1760                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1761                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1762                         else
1763                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1764                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1765                         if (r_ptr->speed > 110)
1766                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1767                         if (r_ptr->speed < 110)
1768                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1769                         if (num_taisei > 2)
1770                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1771                         else if (r_ptr->flags6 & RF6_INVULNER)
1772                                 power[i] = power[i] * 4 / 3;
1773                         else if (r_ptr->flags6 & RF6_HEAL)
1774                                 power[i] = power[i] * 4 / 3;
1775                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1776                                 power[i] = power[i] * 11 / 10;
1777                         if (r_ptr->flags1 & RF1_RAND_25)
1778                                 power[i] = power[i] * 9 / 10;
1779                         if (r_ptr->flags1 & RF1_RAND_50)
1780                                 power[i] = power[i] * 9 / 10;
1781
1782                         switch (battle_mon[i])
1783                         {
1784                                 case MON_GREEN_G:
1785                                 case MON_THAT_BAT:
1786                                 case MON_GHOST_Q:
1787                                         power[i] /= 4;
1788                                         break;
1789                                 case MON_LOST_SOUL:
1790                                 case MON_GHOST:
1791                                         power[i] /= 2;
1792                                         break;
1793                                 case MON_UND_BEHOLDER:
1794                                 case MON_SANTACLAUS:
1795                                 case MON_ULT_BEHOLDER:
1796                                 case MON_UNGOLIANT:
1797                                 case MON_ATLACH_NACHA:
1798                                 case MON_Y_GOLONAC:
1799                                         power[i] = power[i] * 3 / 5;
1800                                         break;
1801                                 case MON_ROBIN_HOOD:
1802                                 case MON_RICH:
1803                                 case MON_LICH:
1804                                 case MON_COLOSSUS:
1805                                 case MON_CRYPT_THING:
1806                                 case MON_MASTER_LICH:
1807                                 case MON_DREADMASTER:
1808                                 case MON_DEMILICH:
1809                                 case MON_SHADOWLORD:
1810                                 case MON_ARCHLICH:
1811                                 case MON_BLEYS:
1812                                 case MON_CAINE:
1813                                 case MON_JULIAN:
1814                                 case MON_VENOM_WYRM:
1815                                 case MON_MASTER_MYS:
1816                                 case MON_G_MASTER_MYS:
1817                                         power[i] = power[i] * 3 / 4;
1818                                         break;
1819                                 case MON_VORPAL_BUNNY:
1820                                 case MON_SHAGRAT:
1821                                 case MON_GORBAG:
1822                                 case MON_LOG_MASTER:
1823                                 case MON_JURT:
1824                                 case MON_GRAV_HOUND:
1825                                 case MON_SHIM_VOR:
1826                                 case MON_JUBJUB:
1827                                 case MON_CLUB_DEMON:
1828                                 case MON_LLOIGOR:
1829                                 case MON_NIGHTCRAWLER:
1830                                 case MON_NIGHTWALKER:
1831                                 case MON_RAPHAEL:
1832                                 case MON_SHAMBLER:
1833                                 case MON_SKY_DRAKE:
1834                                 case MON_GERARD:
1835                                 case MON_G_CTHULHU:
1836                                 case MON_SPECT_WYRM:
1837                                 case MON_BAZOOKER:
1838                                 case MON_GCWADL:
1839                                 case MON_KIRIN:
1840                                 case MON_FENGHUANG:
1841                                         power[i] = power[i] * 4 / 3;
1842                                         break;
1843                                 case MON_UMBER_HULK:
1844                                 case MON_FIRE_VOR:
1845                                 case MON_WATER_VOR:
1846                                 case MON_COLD_VOR:
1847                                 case MON_ENERGY_VOR:
1848                                 case MON_GACHAPIN:
1849                                 case MON_REVENANT:
1850                                 case MON_NEXUS_VOR:
1851                                 case MON_PLASMA_VOR:
1852                                 case MON_TIME_VOR:
1853                                 case MON_MANDOR:
1854                                 case MON_KAVLAX:
1855                                 case MON_RINALDO:
1856                                 case MON_STORMBRINGER:
1857                                 case MON_TIME_HOUND:
1858                                 case MON_PLASMA_HOUND:
1859                                 case MON_TINDALOS:
1860                                 case MON_CHAOS_VOR:
1861                                 case MON_AETHER_VOR:
1862                                 case MON_AETHER_HOUND:
1863                                 case MON_CANTORAS:
1864                                 case MON_GODZILLA:
1865                                 case MON_TARRASQUE:
1866                                 case MON_DESTROYER:
1867                                 case MON_MORGOTH:
1868                                 case MON_SERPENT:
1869                                 case MON_OROCHI:
1870                                 case MON_D_ELF_SHADE:
1871                                 case MON_MANA_HOUND:
1872                                 case MON_SHARD_VOR:
1873                                 case MON_BANORLUPART:
1874                                 case MON_BOTEI:
1875                                 case MON_JAIAN:
1876                                 case MON_BAHAMUT:
1877                                 case MON_WAHHA:
1878                                         power[i] = power[i] * 3 / 2;
1879                                         break;
1880                                 case MON_ROLENTO:
1881                                 case MON_CYBER:
1882                                 case MON_CYBER_KING:
1883                                 case MON_UNICORN_ORD:
1884                                         power[i] = power[i] * 5 / 3;
1885                                         break;
1886                                 case MON_ARCH_VILE:
1887                                 case MON_PHANTOM_B:
1888                                 case MON_WYRM_POWER:
1889                                         power[i] *= 2;
1890                                         break;
1891                                 case MON_NODENS:
1892                                 case MON_CULVERIN:
1893                                         power[i] *= 3;
1894                                         break;
1895                                 case MON_ECHIZEN:
1896                                         power[i] *= 9;
1897                                         break;
1898                                 case MON_HAGURE:
1899                                         power[i] *= 100000;
1900                                         break;
1901                                 default:
1902                                         break;
1903                         }
1904                         total += power[i];
1905                 }
1906                 for (i=0;i<4;i++)
1907                 {
1908                         power[i] = total*60/power[i];
1909                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1910                         if ((power[i] < 160) && randint0(20)) break;
1911                         if (power[i] < 101) power[i] = 100 + randint1(5);
1912                         mon_odds[i] = power[i];
1913                 }
1914                 if (i == 4) break;
1915         }
1916 }
1917
1918 static bool kakutoujou(void)
1919 {
1920         s32b maxbet;
1921         s32b wager;
1922         char out_val[160], tmp_str[80];
1923         cptr p;
1924
1925         if ((turn - old_battle) > TURNS_PER_TICK*250)
1926         {
1927                 battle_monsters();
1928                 old_battle = turn;
1929         }
1930
1931         screen_save();
1932
1933         /* No money */
1934         if (p_ptr->au < 1)
1935         {
1936 #ifdef JP
1937                 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1938 #else
1939                 msg_print("Hey! You don't have gold - get out of here!");
1940 #endif
1941
1942                 msg_print(NULL);
1943                 screen_load();
1944                 return FALSE;
1945         }
1946         else
1947         {
1948                 int i;
1949
1950                 clear_bldg(4, 10);
1951
1952 #ifdef JP
1953                 prt("¥â¥ó¥¹¥¿¡¼                                                     ÇÜΨ", 4, 4);
1954 #else
1955                 prt("Monsters                                                       Odds", 4, 4);
1956 #endif
1957                 for (i=0;i<4;i++)
1958                 {
1959                         char buf[80];
1960                         monster_race *r_ptr = &r_info[battle_mon[i]];
1961
1962 #ifdef JP
1963                         sprintf(buf,"%d) %-58s  %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤­" : "      "), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1964 #else
1965                         sprintf(buf,"%d) %-58s  %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1966 #endif
1967                         prt(buf, 5+i, 1);
1968                 }
1969
1970 #ifdef JP
1971                 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1972 #else
1973                 prt("Which monster: ", 0, 0);
1974 #endif
1975                 while(1)
1976                 {
1977                         i = inkey();
1978
1979                         if (i == ESCAPE)
1980                         {
1981                                 screen_load();
1982                                 return FALSE;
1983                         }
1984                         if (i >= '1' && i <= '4')
1985                         {
1986                                 sel_monster = i-'1';
1987                                 battle_odds = mon_odds[sel_monster];
1988                                 break;
1989                         }
1990                         else bell();
1991                 }
1992
1993                 clear_bldg(4,4);
1994                 for (i=0;i<4;i++)
1995                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1996
1997                 maxbet = p_ptr->lev * 200;
1998
1999                 /* We can't bet more than we have */
2000                 maxbet = MIN(maxbet, p_ptr->au);
2001
2002                 /* Get the wager */
2003                 strcpy(out_val, "");
2004 #ifdef JP
2005 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
2006 #else
2007                 sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
2008 #endif
2009
2010
2011                 /*
2012                  * Use get_string() because we may need more than
2013                  * the s16b value returned by get_quantity().
2014                  */
2015                 if (get_string(tmp_str, out_val, 32))
2016                 {
2017                         /* Strip spaces */
2018                         for (p = out_val; *p == ' '; p++);
2019
2020                         /* Get the wager */
2021                         wager = atol(p);
2022
2023                         if (wager > p_ptr->au)
2024                         {
2025 #ifdef JP
2026 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2027 #else
2028                                 msg_print("Hey! You don't have the gold - get out of here!");
2029 #endif
2030
2031                                 msg_print(NULL);
2032                                 screen_load();
2033                                 return (FALSE);
2034                         }
2035                         else if (wager > maxbet)
2036                         {
2037 #ifdef JP
2038 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", (long int)maxbet);
2039 #else
2040                                 msg_format("I'll take %ld gold of that. Keep the rest.",(long int) maxbet);
2041 #endif
2042
2043                                 wager = maxbet;
2044                         }
2045                         else if (wager < 1)
2046                         {
2047 #ifdef JP
2048 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2049 #else
2050                                 msg_print("Ok, we'll start with 1 gold.");
2051 #endif
2052
2053
2054                                 wager = 1;
2055                         }
2056                         msg_print(NULL);
2057                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
2058                         kakekin = wager;
2059                         p_ptr->au -= wager;
2060                         reset_tim_flags();
2061
2062                         /* Save the surface floor as saved floor */
2063                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
2064
2065                         p_ptr->inside_battle = TRUE;
2066                         p_ptr->leaving = TRUE;
2067
2068                         leave_bldg = TRUE;
2069                         screen_load();
2070
2071                         return (TRUE);
2072                 }
2073         }
2074         screen_load();
2075
2076         return (FALSE);
2077 }
2078
2079 static void today_target(void)
2080 {
2081         char buf[160];
2082         monster_race *r_ptr = &r_info[today_mon];
2083
2084         clear_bldg(4,18);
2085 #ifdef JP
2086 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2087 #else
2088         prt("Wanted monster that changes from day to day", 5, 10);
2089 #endif
2090 #ifdef JP
2091         sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2092 #else
2093         sprintf(buf,"target: %s",r_name + r_ptr->name);
2094 #endif
2095         c_put_str(TERM_YELLOW, buf, 6, 10);
2096 #ifdef JP
2097         sprintf(buf,"»àÂΠ---- $%d",r_ptr->level * 50 + 100);
2098 #else
2099         sprintf(buf,"corpse   ---- $%d",r_ptr->level * 50 + 100);
2100 #endif
2101         prt(buf, 8, 10);
2102 #ifdef JP
2103         sprintf(buf,"¹ü   ---- $%d",r_ptr->level * 30 + 60);
2104 #else
2105         sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2106 #endif
2107         prt(buf, 9, 10);
2108         p_ptr->today_mon = today_mon;
2109 }
2110
2111 static void tsuchinoko(void)
2112 {
2113         clear_bldg(4,18);
2114 #ifdef JP
2115 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2116 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2117 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2118 c_put_str(TERM_WHITE, "»àÂΠ    ----   $200,000", 9, 10);
2119 c_put_str(TERM_WHITE, "¹ü       ----   $100,000", 10, 10);
2120 #else
2121 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2122 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2123 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2124 c_put_str(TERM_WHITE, "corpse      ----   $200,000", 9, 10);
2125 c_put_str(TERM_WHITE, "bones       ----   $100,000", 10, 10);
2126 #endif
2127 }
2128
2129 static void shoukinkubi(void)
2130 {
2131         int i;
2132         int y = 0;
2133
2134         clear_bldg(4,18);
2135
2136 #ifdef JP
2137         prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2138 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2139 #else
2140         prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2141 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2142 #endif
2143
2144         for (i = 0; i < MAX_KUBI; i++)
2145         {
2146                 byte color;
2147                 cptr done_mark;
2148                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2149
2150                 if (kubi_r_idx[i] > 10000)
2151                 {
2152                         color = TERM_RED;
2153 #ifdef JP
2154                         done_mark = "(ºÑ)";
2155 #else
2156                         done_mark = "(done)";
2157 #endif
2158                 }
2159                 else
2160                 {
2161                         color = TERM_WHITE;
2162                         done_mark = "";
2163                 }
2164
2165                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2166
2167                 y = (y+1) % 10;
2168                 if (!y && (i < MAX_KUBI -1))
2169                 {
2170 #ifdef JP
2171                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2172 #else
2173                         prt("Hit any key.", 0, 0);
2174 #endif
2175                         (void)inkey();
2176                         prt("", 0, 0);
2177                         clear_bldg(7,18);
2178                 }
2179         }
2180 }
2181
2182
2183 /* List of prize object */
2184 static struct {
2185         s16b tval;
2186         s16b sval;
2187 } prize_list[MAX_KUBI] = 
2188 {
2189         {TV_POTION, SV_POTION_CURING},
2190         {TV_POTION, SV_POTION_SPEED},
2191         {TV_POTION, SV_POTION_SPEED},
2192         {TV_POTION, SV_POTION_RESISTANCE},
2193         {TV_POTION, SV_POTION_ENLIGHTENMENT},
2194
2195         {TV_POTION, SV_POTION_HEALING},
2196         {TV_POTION, SV_POTION_RESTORE_MANA},
2197         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2198         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2199         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2200
2201         {TV_SCROLL, SV_SCROLL_GENOCIDE},
2202         {TV_POTION, SV_POTION_STAR_HEALING},
2203         {TV_POTION, SV_POTION_STAR_HEALING},
2204         {TV_POTION, SV_POTION_NEW_LIFE},
2205         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2206
2207         {TV_POTION, SV_POTION_LIFE},
2208         {TV_POTION, SV_POTION_LIFE},
2209         {TV_POTION, SV_POTION_AUGMENTATION},
2210         {TV_POTION, SV_POTION_INVULNERABILITY},
2211         {TV_SCROLL, SV_SCROLL_ARTIFACT},
2212 };
2213
2214
2215 /* Get prize */
2216 static bool kankin(void)
2217 {
2218         int i, j;
2219         bool change = FALSE;
2220         char o_name[MAX_NLEN];
2221         object_type *o_ptr;
2222
2223         /* Loop for inventory and right/left arm */
2224         for (i = 0; i <= INVEN_LARM; i++)
2225         {
2226                 o_ptr = &inventory[i];
2227
2228                 /* Living Tsuchinoko worthes $1000000 */
2229                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2230                 {
2231                         char buf[MAX_NLEN+20];
2232                         object_desc(o_name, o_ptr, 0);
2233 #ifdef JP
2234                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2235 #else
2236                         sprintf(buf, "Convert %s into money? ",o_name);
2237 #endif
2238                         if (get_check(buf))
2239                         {
2240 #ifdef JP
2241                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(1000000L * o_ptr->number));
2242 #else
2243                                 msg_format("You get %ldgp.", (long int)(1000000L * o_ptr->number));
2244 #endif
2245                                 p_ptr->au += 1000000L * o_ptr->number;
2246                                 p_ptr->redraw |= (PR_GOLD);
2247                                 inven_item_increase(i, -o_ptr->number);
2248                                 inven_item_describe(i);
2249                                 inven_item_optimize(i);
2250                         }
2251                         change = TRUE;
2252                 }
2253         }
2254
2255         for (i = 0; i < INVEN_PACK; i++)
2256         {
2257                 o_ptr = &inventory[i];
2258
2259                 /* Corpse of Tsuchinoko worthes $200000 */
2260                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2261                 {
2262                         char buf[MAX_NLEN+20];
2263                         object_desc(o_name, o_ptr, 0);
2264 #ifdef JP
2265                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2266 #else
2267                         sprintf(buf, "Convert %s into money? ",o_name);
2268 #endif
2269                         if (get_check(buf))
2270                         {
2271 #ifdef JP
2272                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(200000L * o_ptr->number));
2273 #else
2274                                 msg_format("You get %ldgp.", (long int)(200000L * o_ptr->number));
2275 #endif
2276                                 p_ptr->au += 200000L * o_ptr->number;
2277                                 p_ptr->redraw |= (PR_GOLD);
2278                                 inven_item_increase(i, -o_ptr->number);
2279                                 inven_item_describe(i);
2280                                 inven_item_optimize(i);
2281                         }
2282                         change = TRUE;
2283                 }
2284         }
2285
2286         for (i = 0; i < INVEN_PACK; i++)
2287         {
2288                 o_ptr = &inventory[i];
2289
2290                 /* Bones of Tsuchinoko worthes $100000 */
2291                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2292                 {
2293                         char buf[MAX_NLEN+20];
2294                         object_desc(o_name, o_ptr, 0);
2295 #ifdef JP
2296                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2297 #else
2298                         sprintf(buf, "Convert %s into money? ",o_name);
2299 #endif
2300                         if (get_check(buf))
2301                         {
2302 #ifdef JP
2303                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(100000L * o_ptr->number));
2304 #else
2305                                 msg_format("You get %ldgp.", (long int)(100000L * o_ptr->number));
2306 #endif
2307                                 p_ptr->au += 100000L * o_ptr->number;
2308                                 p_ptr->redraw |= (PR_GOLD);
2309                                 inven_item_increase(i, -o_ptr->number);
2310                                 inven_item_describe(i);
2311                                 inven_item_optimize(i);
2312                         }
2313                         change = TRUE;
2314                 }
2315         }
2316
2317         for (i = 0; i < INVEN_PACK; i++)
2318         {
2319                 o_ptr = &inventory[i];
2320                 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)))
2321                 {
2322                         char buf[MAX_NLEN+20];
2323                         object_desc(o_name, o_ptr, 0);
2324 #ifdef JP
2325                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2326 #else
2327                         sprintf(buf, "Convert %s into money? ",o_name);
2328 #endif
2329                         if (get_check(buf))
2330                         {
2331 #ifdef JP
2332                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
2333 #else
2334                                 msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
2335 #endif
2336                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2337                                 p_ptr->redraw |= (PR_GOLD);
2338                                 inven_item_increase(i, -o_ptr->number);
2339                                 inven_item_describe(i);
2340                                 inven_item_optimize(i);
2341                         }
2342                         change = TRUE;
2343                 }
2344         }
2345
2346         for (i = 0; i < INVEN_PACK; i++)
2347         {
2348                 o_ptr = &inventory[i];
2349
2350                 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)))
2351                 {
2352                         char buf[MAX_NLEN+20];
2353                         object_desc(o_name, o_ptr, 0);
2354 #ifdef JP
2355                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2356 #else
2357                         sprintf(buf, "Convert %s into money? ",o_name);
2358 #endif
2359                         if (get_check(buf))
2360                         {
2361 #ifdef JP
2362                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2363 #else
2364                                 msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2365 #endif
2366                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2367                                 p_ptr->redraw |= (PR_GOLD);
2368                                 inven_item_increase(i, -o_ptr->number);
2369                                 inven_item_describe(i);
2370                                 inven_item_optimize(i);
2371                         }
2372                         change = TRUE;
2373                 }
2374         }
2375
2376         for (j = 0; j < MAX_KUBI; j++)
2377         {
2378                 /* Need reverse order --- Positions will be changed in the loop */
2379                 for (i = INVEN_PACK-1; i >= 0; i--)
2380                 {
2381                         o_ptr = &inventory[i];
2382                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2383                         {
2384                                 char buf[MAX_NLEN+20];
2385                                 int num, k, item_new;
2386                                 object_type forge;
2387
2388                                 object_desc(o_name, o_ptr, 0);
2389 #ifdef JP
2390                                 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2391 #else
2392                                 sprintf(buf, "Hand %s over? ",o_name);
2393 #endif
2394                                 if (!get_check(buf)) continue;
2395
2396 #if 0 /* Obsoleted */
2397 #ifdef JP
2398                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2399 #else
2400                                 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2401 #endif
2402                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2403                                 p_ptr->redraw |= (PR_GOLD);
2404                                 inven_item_increase(i, -o_ptr->number);
2405                                 inven_item_describe(i);
2406                                 inven_item_optimize(i);
2407                                 chg_virtue(V_JUSTICE, 5);
2408                                 kubi_r_idx[j] += 10000;
2409
2410                                 change = TRUE;
2411 #endif /* Obsoleted */
2412
2413                                 /* Hand it first */
2414                                 inven_item_increase(i, -o_ptr->number);
2415                                 inven_item_describe(i);
2416                                 inven_item_optimize(i);
2417
2418                                 chg_virtue(V_JUSTICE, 5);
2419                                 kubi_r_idx[j] += 10000;
2420
2421                                 /* Count number of unique corpses already handed */
2422                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
2423                                 {
2424                                         if (kubi_r_idx[k] >= 10000) num++;
2425                                 }
2426
2427 #ifdef JP
2428                                 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2429 #else
2430                                 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2431 #endif
2432
2433                                 /* Prepare to make a prize */
2434                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2435                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2436
2437                                 /* Identify it fully */
2438                                 object_aware(&forge);
2439                                 object_known(&forge);
2440
2441                                 /*
2442                                  * Hand it --- Assume there is an empty slot.
2443                                  * Since a corpse is handed at first,
2444                                  * there is at least one empty slot.
2445                                  */
2446                                 item_new = inven_carry(&forge);
2447
2448                                 /* Describe the object */
2449                                 object_desc(o_name, &forge, 0);
2450 #ifdef JP
2451                                 msg_format("%s(%c)¤òÌã¤Ã¤¿¡£", o_name, index_to_label(item_new));
2452 #else
2453                                 msg_format("You get %s (%c). ", o_name, index_to_label(item_new));
2454 #endif
2455
2456                                 /* Auto-inscription */
2457                                 autopick_alter_item(item_new, FALSE);
2458
2459                                 /* Handle stuff */
2460                                 handle_stuff();
2461
2462                                 change = TRUE;
2463                         }
2464                 }
2465         }
2466
2467         if (!change)
2468         {
2469 #ifdef JP
2470                 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2471 #else
2472                 msg_print("You have nothing.");
2473 #endif
2474                 msg_print(NULL);
2475                 return FALSE;
2476         }
2477         return TRUE;
2478 }
2479
2480 bool get_nightmare(int r_idx)
2481 {
2482         monster_race *r_ptr = &r_info[r_idx];
2483
2484         /* Require eldritch horrors */
2485         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2486
2487         /* Require high level */
2488         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2489
2490         /* Accept this monster */
2491         return (TRUE);
2492 }
2493
2494
2495 void have_nightmare(int r_idx)
2496 {
2497         bool happened = FALSE;
2498         monster_race *r_ptr = &r_info[r_idx];
2499         int power = r_ptr->level + 10;
2500         char m_name[80];
2501         cptr desc = r_name + r_ptr->name;
2502
2503         /* Describe it */
2504 #ifndef JP
2505         if (!(r_ptr->flags1 & RF1_UNIQUE))
2506                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2507         else
2508 #endif
2509                 sprintf(m_name, "%s", desc);
2510
2511         if (!(r_ptr->flags1 & RF1_UNIQUE))
2512         {
2513                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2514         }
2515         else power *= 2;
2516
2517         if (saving_throw(p_ptr->skill_sav * 100 / power))
2518         {
2519 #ifdef JP
2520                 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2521 #else
2522                 msg_format("%^s chases you through your dreams.", m_name);
2523 #endif
2524
2525                 /* Safe */
2526                 return;
2527         }
2528
2529         if (p_ptr->image)
2530         {
2531                 /* Something silly happens... */
2532 #ifdef JP
2533                 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2534 #else
2535                 msg_format("You behold the %s visage of %s!",
2536 #endif
2537
2538                                           funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2539
2540                 if (one_in_(3))
2541                 {
2542                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2543                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2544                 }
2545
2546                 /* Never mind; we can't see it clearly enough */
2547                 return;
2548         }
2549
2550         /* Something frightening happens... */
2551 #ifdef JP
2552         msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2553 #else
2554         msg_format("You behold the %s visage of %s!",
2555 #endif
2556
2557                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2558
2559         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2560
2561         if (!p_ptr->mimic_form)
2562         {
2563                 switch (p_ptr->prace)
2564                 {
2565                 /* Demons may make a saving throw */
2566                 case RACE_IMP:
2567                 case RACE_DEMON:
2568                         if (saving_throw(20 + p_ptr->lev)) return;
2569                         break;
2570                 /* Undead may make a saving throw */
2571                 case RACE_SKELETON:
2572                 case RACE_ZOMBIE:
2573                 case RACE_SPECTRE:
2574                 case RACE_VAMPIRE:
2575                         if (saving_throw(10 + p_ptr->lev)) return;
2576                         break;
2577                 }
2578         }
2579         else
2580         {
2581                 /* Demons may make a saving throw */
2582                 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2583                 {
2584                         if (saving_throw(20 + p_ptr->lev)) return;
2585                 }
2586                 /* Undead may make a saving throw */
2587                 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2588                 {
2589                         if (saving_throw(10 + p_ptr->lev)) return;
2590                 }
2591         }
2592
2593         /* Mind blast */
2594         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2595         {
2596                 if (!p_ptr->resist_conf)
2597                 {
2598                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2599                 }
2600                 if (!p_ptr->resist_chaos && one_in_(3))
2601                 {
2602                         (void)set_image(p_ptr->image + randint0(250) + 150);
2603                 }
2604                 return;
2605         }
2606
2607         /* Lose int & wis */
2608         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2609         {
2610                 do_dec_stat(A_INT);
2611                 do_dec_stat(A_WIS);
2612                 return;
2613         }
2614
2615         /* Brain smash */
2616         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2617         {
2618                 if (!p_ptr->resist_conf)
2619                 {
2620                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2621                 }
2622                 if (!p_ptr->free_act)
2623                 {
2624                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2625                 }
2626                 while (!saving_throw(p_ptr->skill_sav))
2627                 {
2628                         (void)do_dec_stat(A_INT);
2629                 }
2630                 while (!saving_throw(p_ptr->skill_sav))
2631                 {
2632                         (void)do_dec_stat(A_WIS);
2633                 }
2634                 if (!p_ptr->resist_chaos)
2635                 {
2636                         (void)set_image(p_ptr->image + randint0(250) + 150);
2637                 }
2638                 return;
2639         }
2640
2641
2642         /* Amnesia */
2643         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2644         {
2645                 if (lose_all_info())
2646                 {
2647 #ifdef JP
2648 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2649 #else
2650                         msg_print("You forget everything in your utmost terror!");
2651 #endif
2652
2653                 }
2654                 return;
2655         }
2656
2657         /* Else gain permanent insanity */
2658         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2659                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2660                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2661         {
2662                 /* The poor bastard already has all possible insanities! */
2663                 return;
2664         }
2665
2666         while (!happened)
2667         {
2668                 switch (randint1(4))
2669                 {
2670                         case 1:
2671                         {
2672                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2673                                 {
2674                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2675                                         {
2676 #ifdef JP
2677 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2678 #else
2679                                                 msg_print("You turn into an utter moron!");
2680 #endif
2681                                         }
2682                                         else
2683                                         {
2684 #ifdef JP
2685 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2686 #else
2687                                                 msg_print("You turn into an utter moron!");
2688 #endif
2689                                         }
2690
2691                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2692                                         {
2693 #ifdef JP
2694 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2695 #else
2696                                                 msg_print("Your brain is no longer a living computer.");
2697 #endif
2698
2699                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2700                                         }
2701                                         p_ptr->muta3 |= MUT3_MORONIC;
2702                                         happened = TRUE;
2703                                 }
2704                                 break;
2705                         }
2706                         case 2:
2707                         {
2708                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2709                                 {
2710 #ifdef JP
2711 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2712 #else
2713                                         msg_print("You become paranoid!");
2714 #endif
2715
2716
2717                                         /* Duh, the following should never happen, but anyway... */
2718                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2719                                         {
2720 #ifdef JP
2721 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2722 #else
2723                                                 msg_print("You are no longer fearless.");
2724 #endif
2725
2726                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2727                                         }
2728
2729                                         p_ptr->muta2 |= MUT2_COWARDICE;
2730                                         happened = TRUE;
2731                                 }
2732                                 break;
2733                         }
2734                         case 3:
2735                         {
2736                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2737                                 {
2738 #ifdef JP
2739 msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2740 #else
2741                                         msg_print("You are afflicted by a hallucinatory insanity!");
2742 #endif
2743
2744                                         p_ptr->muta2 |= MUT2_HALLU;
2745                                         happened = TRUE;
2746                                 }
2747                                 break;
2748                         }
2749                         default:
2750                         {
2751                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2752                                 {
2753 #ifdef JP
2754 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2755 #else
2756                                         msg_print("You become subject to fits of berserk rage!");
2757 #endif
2758
2759                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2760                                         happened = TRUE;
2761                                 }
2762                                 break;
2763                         }
2764                 }
2765         }
2766
2767         p_ptr->update |= PU_BONUS;
2768         handle_stuff();
2769 }
2770
2771
2772 /*
2773  * inn commands
2774  * Note that resting for the night was a perfect way to avoid player
2775  * ghosts in the town *if* you could only make it to the inn in time (-:
2776  * Now that the ghosts are temporarily disabled in 2.8.X, this function
2777  * will not be that useful.  I will keep it in the hopes the player
2778  * ghost code does become a reality again. Does help to avoid filthy urchins.
2779  * Resting at night is also a quick way to restock stores -KMW-
2780  */
2781 static bool inn_comm(int cmd)
2782 {
2783         switch (cmd)
2784         {
2785                 case BACT_FOOD: /* Buy food & drink */
2786                         if (p_ptr->food >= PY_FOOD_FULL)
2787                         {
2788 #ifdef JP
2789                                 msg_print("º£¤ÏËþÊ¢¤À¡£");
2790 #else
2791                                 msg_print("You are full now.");
2792 #endif
2793                                 return FALSE;
2794                         }
2795
2796 #ifdef JP
2797 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2798 #else
2799                         msg_print("The barkeep gives you some gruel and a beer.");
2800 #endif
2801
2802                         (void)set_food(PY_FOOD_MAX - 1);
2803                         break;
2804
2805                 case BACT_REST: /* Rest for the night */
2806                         if ((p_ptr->poisoned) || (p_ptr->cut))
2807                         {
2808 #ifdef JP
2809                                 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2810 #else
2811                                 msg_print("You need a healer, not a room.");
2812 #endif
2813
2814                                 msg_print(NULL);
2815 #ifdef JP
2816                                 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2817 #else
2818                                 msg_print("Sorry, but don't want anyone dying in here.");
2819 #endif
2820                         }
2821                         else
2822                         {
2823                                 s32b oldturn = turn;
2824                                 int prev_day, prev_hour, prev_min;
2825
2826                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2827 #ifdef JP
2828                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2829 #else
2830                                 if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
2831                                 else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
2832 #endif
2833                                 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2834                                 if (dungeon_turn < dungeon_turn_limit)
2835                                 {
2836                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2837                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2838                                 }
2839
2840                                 prevent_turn_overflow();
2841
2842                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2843                                 p_ptr->chp = p_ptr->mhp;
2844
2845                                 if (ironman_nightmare)
2846                                 {
2847 #ifdef JP
2848                                         msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2849 #else
2850                                         msg_print("Horrible visions flit through your mind as you sleep.");
2851 #endif
2852
2853                                         /* Pick a nightmare */
2854                                         get_mon_num_prep(get_nightmare, NULL);
2855
2856                                         /* Have some nightmares */
2857                                         while(1)
2858                                         {
2859                                                 have_nightmare(get_mon_num(MAX_DEPTH));
2860
2861                                                 if (!one_in_(3)) break;
2862                                         }
2863
2864                                         /* Remove the monster restriction */
2865                                         get_mon_num_prep(NULL, NULL);
2866
2867 #ifdef JP
2868                                         msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2869                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°­Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2870 #else
2871                                         msg_print("You awake screaming.");
2872                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2873 #endif
2874                                 }
2875                                 else
2876                                 {
2877                                         set_blind(0);
2878                                         set_confused(0);
2879                                         p_ptr->stun = 0;
2880                                         p_ptr->chp = p_ptr->mhp;
2881                                         p_ptr->csp = p_ptr->msp;
2882                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2883                                         {
2884                                                 int i;
2885                                                 for (i = 0; i < 72; i++)
2886                                                 {
2887                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2888                                                 }
2889                                                 for (; i < 108; i++)
2890                                                 {
2891                                                         p_ptr->magic_num1[i] = 0;
2892                                                 }
2893                                         }
2894
2895                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2896                                         {
2897 #ifdef JP
2898                                                 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢͼÊý¤ò·Þ¤¨¤¿¡£");
2899                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ͼÊý¤ò·Þ¤¨¤¿¡£");
2900 #else
2901                                                 msg_print("You awake refreshed for the evening.");
2902                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2903 #endif
2904                                         }
2905                                         else
2906                                         {
2907 #ifdef JP
2908                                                 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2909                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò·Þ¤¨¤¿¡£");
2910 #else
2911                                                 msg_print("You awake refreshed for the new day.");
2912                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2913 #endif
2914                                         }
2915                                 }
2916                         }
2917                         break;
2918
2919                 case BACT_RUMORS: /* Listen for rumors */
2920                         {
2921                                 char Rumor[1024];
2922
2923 #ifdef JP
2924                                 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2925 #else
2926                                 if (!get_rnd_line("rumors.txt", 0, Rumor))
2927 #endif
2928
2929                                         msg_format("%s", Rumor);
2930                                 break;
2931                         }
2932         }
2933
2934         return (TRUE);
2935 }
2936
2937
2938 /*
2939  * Display quest information
2940  */
2941 static void get_questinfo(int questnum)
2942 {
2943         int     i;
2944         int     old_quest;
2945         char    tmp_str[80];
2946
2947
2948         /* Clear the text */
2949         for (i = 0; i < 10; i++)
2950         {
2951                 quest_text[i][0] = '\0';
2952         }
2953
2954         quest_text_line = 0;
2955
2956         /* Set the quest number temporary */
2957         old_quest = p_ptr->inside_quest;
2958         p_ptr->inside_quest = questnum;
2959
2960         /* Get the quest text */
2961         init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2962
2963         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2964
2965         /* Reset the old quest number */
2966         p_ptr->inside_quest = old_quest;
2967
2968         /* Print the quest info */
2969 #ifdef JP
2970 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2971 #else
2972         sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2973 #endif
2974
2975         prt(tmp_str, 5, 0);
2976
2977         prt(quest[questnum].name, 7, 0);
2978
2979         for (i = 0; i < 10; i++)
2980         {
2981                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2982         }
2983 }
2984
2985
2986 /*
2987  * Request a quest from the Lord.
2988  */
2989 static void castle_quest(void)
2990 {
2991         int             q_index = 0;
2992         monster_race    *r_ptr;
2993         quest_type      *q_ptr;
2994         cptr            name;
2995
2996
2997         clear_bldg(4, 18);
2998
2999         /* Current quest of the building */
3000         q_index = cave[py][px].special;
3001
3002         /* Is there a quest available at the building? */
3003         if (!q_index)
3004         {
3005 #ifdef JP
3006 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
3007 #else
3008                 put_str("I don't have a quest for you at the moment.", 8, 0);
3009 #endif
3010
3011                 return;
3012         }
3013
3014         q_ptr = &quest[q_index];
3015
3016         /* Quest is completed */
3017         if (q_ptr->status == QUEST_STATUS_COMPLETED)
3018         {
3019                 /* Rewarded quest */
3020                 q_ptr->status = QUEST_STATUS_REWARDED;
3021
3022                 get_questinfo(q_index);
3023
3024                 reinit_wilderness = TRUE;
3025         }
3026         /* Failed quest */
3027         else if (q_ptr->status == QUEST_STATUS_FAILED)
3028         {
3029                 get_questinfo(q_index);
3030
3031                 /* Mark quest as done (but failed) */
3032                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
3033
3034                 reinit_wilderness = TRUE;
3035         }
3036         /* Quest is still unfinished */
3037         else if (q_ptr->status == QUEST_STATUS_TAKEN)
3038         {
3039 #ifdef JP
3040 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
3041 #else
3042                 put_str("You have not completed your current quest yet!", 8, 0);
3043 #endif
3044
3045 #ifdef JP
3046 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤­¤Þ¤¹¡£", 9, 0);
3047 #else
3048                 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
3049 #endif
3050
3051 #ifdef JP
3052 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
3053 #else
3054                 put_str("Return when you have completed your quest.", 12, 0);
3055 #endif
3056
3057         }
3058         /* No quest yet */
3059         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
3060         {
3061                 q_ptr->status = QUEST_STATUS_TAKEN;
3062
3063                 reinit_wilderness = TRUE;
3064
3065                 /* Assign a new quest */
3066                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
3067                 {
3068                         if (q_ptr->r_idx == 0)
3069                         {
3070                                 /* Random monster at least 5 - 10 levels out of deep */
3071                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
3072                         }
3073
3074                         r_ptr = &r_info[q_ptr->r_idx];
3075
3076                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
3077                         {
3078                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
3079                                 r_ptr = &r_info[q_ptr->r_idx];
3080                         }
3081
3082                         if (q_ptr->max_num == 0)
3083                         {
3084                                 /* Random monster number */
3085                                 if (randint1(10) > 7)
3086                                         q_ptr->max_num = 1;
3087                                 else
3088                                         q_ptr->max_num = randint1(3) + 1;
3089                         }
3090
3091                         q_ptr->cur_num = 0;
3092                         name = (r_name + r_ptr->name);
3093 #ifdef JP
3094 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
3095 #else
3096                         msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
3097 #endif
3098
3099                 }
3100                 else
3101                 {
3102                         get_questinfo(q_index);
3103                 }
3104         }
3105 }
3106
3107
3108 /*
3109  * Display town history
3110  */
3111 static void town_history(void)
3112 {
3113         /* Save screen */
3114         screen_save();
3115
3116         /* Peruse the building help file */
3117 #ifdef JP
3118 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3119 #else
3120         (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3121 #endif
3122
3123
3124         /* Load screen */
3125         screen_load();
3126 }
3127
3128
3129 /*
3130  * Display the damage figure of an object
3131  * (used by compare_weapon_aux1)
3132  *
3133  * Only accurate for the current weapon, because it includes
3134  * the current +dam of the player.
3135  */
3136 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3137                                 int r, int c, int mult, cptr attr,
3138                                 byte color)
3139 {
3140         char tmp_str[80];
3141
3142         /* Effective dices */
3143         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3144         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3145
3146         /* Print the intro text */
3147         c_put_str(color, attr, r, c);
3148
3149         /* Calculate the min and max damage figures */
3150 #ifdef JP
3151 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3152 #else
3153         sprintf(tmp_str, "Attack: %d-%d damage",
3154 #endif
3155
3156             (numblows * (mult * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])),
3157             (numblows * (mult * eff_ds * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])));
3158
3159         /* Print the damage */
3160         put_str(tmp_str, r, c + 8);
3161 }
3162
3163
3164 /*
3165  * Show the damage figures for the various monster types
3166  *
3167  * Only accurate for the current weapon, because it includes
3168  * the current number of blows for the player.
3169  */
3170 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3171 {
3172         int mult = 60;
3173         u32b flgs[TR_FLAG_SIZE];
3174         int blow = p_ptr->num_blow[0];
3175         bool print_force_weapon = FALSE;
3176
3177         /* Get the flags of the weapon */
3178         object_flags(o_ptr, flgs);
3179
3180         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3181         {
3182                 mult = mult * 7 / 2;
3183                 print_force_weapon = TRUE;
3184         }
3185
3186         /* Print the relevant lines */
3187 #ifdef JP
3188         if (print_force_weapon)     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3189         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3190          else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3191         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°­:", TERM_YELLOW);
3192          else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°­:", TERM_YELLOW);
3193         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3194          else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3195         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3196          else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3197         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°­Ëâ:", TERM_YELLOW);
3198          else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°­Ëâ:", TERM_YELLOW);
3199         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3200          else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3201         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3202          else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3203         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3204          else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3205         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3206         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3207         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À­:", TERM_RED);
3208         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À­:", TERM_RED);
3209         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À­:", TERM_RED);
3210         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À­:", TERM_RED);
3211         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À­:", TERM_RED);
3212 #else
3213         if (print_force_weapon)     compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force  :", TERM_L_BLUE);
3214         if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3215         else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3216         if (have_flag(flgs, TR_KILL_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3217         else if (have_flag(flgs, TR_SLAY_EVIL))   compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3218         if (have_flag(flgs, TR_KILL_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3219         else if (have_flag(flgs, TR_SLAY_HUMAN))   compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3220         if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3221         else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3222         if (have_flag(flgs, TR_KILL_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3223         else if (have_flag(flgs, TR_SLAY_DEMON))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3224         if (have_flag(flgs, TR_KILL_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3225         else if (have_flag(flgs, TR_SLAY_ORC))    compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3226         if (have_flag(flgs, TR_KILL_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3227         else if (have_flag(flgs, TR_SLAY_TROLL))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3228         if (have_flag(flgs, TR_KILL_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3229         else if (have_flag(flgs, TR_SLAY_GIANT))  compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3230         if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3231         else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3232         if (have_flag(flgs, TR_BRAND_ACID))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3233         if (have_flag(flgs, TR_BRAND_ELEC))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3234         if (have_flag(flgs, TR_BRAND_FIRE))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3235         if (have_flag(flgs, TR_BRAND_COLD))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3236         if (have_flag(flgs, TR_BRAND_POIS))  compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3237 #endif
3238
3239 }
3240
3241 static int hit_chance(int to_h, int ac)
3242 {
3243         int chance = 0;
3244         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3245
3246         if (meichuu <= 0) return 5;
3247
3248         chance = 100 - ((ac * 75) / meichuu);
3249
3250         if (chance > 95) chance = 95;
3251         if (chance < 5) chance = 5;
3252         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3253                 chance = (chance*19+9)/20;
3254         return chance;
3255 }
3256
3257 /*
3258  * Displays all info about a weapon
3259  *
3260  * Only accurate for the current weapon, because it includes
3261  * various info about the player's +to_dam and number of blows.
3262  */
3263 static void list_weapon(object_type *o_ptr, int row, int col)
3264 {
3265         char o_name[MAX_NLEN];
3266         char tmp_str[80];
3267
3268         /* Effective dices */
3269         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3270         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3271
3272         /* Print the weapon name */
3273         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3274         c_put_str(TERM_YELLOW, o_name, row, col);
3275
3276         /* Print the player's number of blows */
3277 #ifdef JP
3278 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3279 #else
3280         sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3281 #endif
3282
3283         put_str(tmp_str, row+1, col);
3284
3285         /* Print to_hit and to_dam of the weapon */
3286 #ifdef JP
3287 sprintf(tmp_str, "Ì¿ÃæΨ:  0  50 100 150 200 (Ũ¤ÎAC)");
3288 #else
3289 sprintf(tmp_str, "To Hit:  0  50 100 150 200 (AC)");
3290 #endif
3291
3292         put_str(tmp_str, row+2, col);
3293
3294         /* Print the weapons base damage dice */
3295 #ifdef JP
3296 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));
3297 #else
3298 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));
3299 #endif
3300
3301         put_str(tmp_str, row+3, col);
3302
3303 #ifdef JP
3304 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3305 #else
3306         c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3307 #endif
3308
3309
3310         /* Damage for one blow (if it hits) */
3311 #ifdef JP
3312 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤­ %d-%d",
3313 #else
3314         sprintf(tmp_str, "One Strike: %d-%d damage",
3315 #endif
3316
3317             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3318             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3319         put_str(tmp_str, row+6, col+1);
3320
3321         /* Damage for the complete attack (if all blows hit) */
3322 #ifdef JP
3323 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤­ %d-%d",
3324 #else
3325         sprintf(tmp_str, "One Attack: %d-%d damage",
3326 #endif
3327
3328             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3329             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3330         put_str(tmp_str, row+7, col+1);
3331 }
3332
3333
3334 /*
3335  * Hook to specify "weapon"
3336  */
3337 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3338 {
3339         switch (o_ptr->tval)
3340         {
3341                 case TV_HAFTED:
3342                 case TV_POLEARM:
3343                 case TV_DIGGING:
3344                 {
3345                         return (TRUE);
3346                 }
3347                 case TV_SWORD:
3348                 {
3349                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3350                 }
3351         }
3352
3353         return (FALSE);
3354 }
3355
3356
3357 /*
3358  * Hook to specify "ammo"
3359  */
3360 static bool item_tester_hook_ammo(object_type *o_ptr)
3361 {
3362         switch (o_ptr->tval)
3363         {
3364                 case TV_SHOT:
3365                 case TV_ARROW:
3366                 case TV_BOLT:
3367                 {
3368                         return (TRUE);
3369                 }
3370         }
3371
3372         return (FALSE);
3373 }
3374
3375
3376 /*
3377  * Compare weapons
3378  *
3379  * Copies the weapons to compare into the weapon-slot and
3380  * compares the values for both weapons.
3381  */
3382 static bool compare_weapons(void)
3383 {
3384         int item, item2;
3385         object_type *o1_ptr, *o2_ptr;
3386         object_type orig_weapon;
3387         object_type *i_ptr;
3388         cptr q, s;
3389         int row = 2;
3390         bool old_character_xtra = character_xtra;
3391
3392         screen_save();
3393         /* Clear the screen */
3394         clear_bldg(0, 22);
3395
3396         /* Store copy of original wielded weapon */
3397         i_ptr = &inventory[INVEN_RARM];
3398         object_copy(&orig_weapon, i_ptr);
3399
3400         item_tester_no_ryoute = TRUE;
3401         /* Only compare melee weapons */
3402         item_tester_hook = item_tester_hook_melee_weapon;
3403
3404         /* Get the first weapon */
3405 #ifdef JP
3406 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3407 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3408 #else
3409         q = "What is your first weapon? ";
3410         s = "You have nothing to compare.";
3411 #endif
3412
3413         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3414         {
3415                 screen_load();
3416                 return (FALSE);
3417         }
3418
3419         /* Get the item (in the pack) */
3420         o1_ptr = &inventory[item];
3421
3422         /* Clear the screen */
3423         clear_bldg(0, 22);
3424
3425         item_tester_no_ryoute = TRUE;
3426         /* Only compare melee weapons */
3427         item_tester_hook = item_tester_hook_melee_weapon;
3428
3429         /* Get the second weapon */
3430 #ifdef JP
3431 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3432 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3433 #else
3434         q = "What is your second weapon? ";
3435         s = "You have nothing to compare.";
3436 #endif
3437
3438         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3439         {
3440                 screen_load();
3441                 return (FALSE);
3442         }
3443
3444         /* Get the item (in the pack) */
3445         o2_ptr = &inventory[item2];
3446
3447         /* Clear the screen */
3448         clear_bldg(0, 22);
3449
3450         /* Copy first weapon into the weapon slot (if it's not already there) */
3451         if (o1_ptr != i_ptr)
3452                 object_copy(i_ptr, o1_ptr);
3453
3454         /* Hack -- prevent "icky" message */
3455         character_xtra = TRUE;
3456
3457         /* Get the new values */
3458         calc_bonuses();
3459
3460         character_xtra = old_character_xtra;
3461
3462         /* List the new values */
3463         list_weapon(o1_ptr, row, 2);
3464         compare_weapon_aux1(o1_ptr, 2, row + 8);
3465
3466         /* Copy second weapon into the weapon slot (if it's not already there) */
3467         if (o2_ptr != i_ptr)
3468                 object_copy(i_ptr, o2_ptr);
3469         else
3470                 object_copy(i_ptr, &orig_weapon);
3471
3472         /* Hack -- prevent "icky" message */
3473         character_xtra = TRUE;
3474
3475         /* Get the new values */
3476         calc_bonuses();
3477
3478         character_xtra = old_character_xtra;
3479
3480         /* List the new values */
3481         list_weapon(o2_ptr, row, 40);
3482         compare_weapon_aux1(o2_ptr, 40, row + 8);
3483
3484         /* Copy back the original weapon into the weapon slot */
3485         object_copy(i_ptr, &orig_weapon);
3486
3487         /* Reset the values for the old weapon */
3488         calc_bonuses();
3489
3490 #ifdef JP
3491 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï­¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3492 #else
3493         put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3494 #endif
3495
3496 #ifdef JP
3497 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3498 #else
3499         msg_print("Based on your current abilities, here is what your weapons will do");
3500 #endif
3501
3502
3503         flush();
3504         (void)inkey();
3505         screen_load();
3506
3507         /* Done */
3508         return (TRUE);
3509 }
3510
3511
3512 /*
3513  * Evaluate AC
3514  *
3515  * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
3516  * Calculate and display the dodge-rate and the protection-rate
3517  * based on AC
3518  */
3519 static bool eval_ac(int iAC)
3520 {
3521 #ifdef JP
3522         const char memo[] =
3523                 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
3524                 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
3525                 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
3526                 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
3527                 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
3528                 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
3529                 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
3530                 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
3531                 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
3532 #else
3533         const char memo[] =
3534                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3535                 "Note that the Protection rate is effective only against normal "
3536                 "'attack' and 'shatter' type melee attacks, "
3537                 "and has no effect against any other types such as 'poison'.\n \n"
3538                 "'Dodge Rate' indicates the success rate on dodging the "
3539                 "monster's melee attacks.  "
3540                 "It is depend on the level of the monster and your AC.\n \n"
3541                 "'Average Damage' indicates the expected amount of damage "
3542                 "when you are attacked by normal melee attacks with power=100.";
3543 #endif
3544
3545         int protection;
3546         int col, row = 2;
3547         int lvl;
3548         char buf[80*20], *t;
3549
3550         /* AC lower than zero has no effect */
3551         if (iAC < 0) iAC = 0;
3552
3553         /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
3554         protection = 100 * MIN(iAC, 150) / 250;
3555
3556         screen_save();
3557         clear_bldg(0, 22);
3558
3559 #ifdef JP
3560         put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
3561         put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨  : %3d%%", protection), row++, 0);
3562         row++;
3563
3564         put_str("Ũ¤Î¥ì¥Ù¥ë      :", row + 0, 0);
3565         put_str("²óÈòΨ          :", row + 1, 0);
3566         put_str("¥À¥á¡¼¥¸´üÂÔÃÍ  :", row + 2, 0);
3567 #else
3568         put_str(format("Your current AC : %3d", iAC), row++, 0);
3569         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3570         row++;
3571
3572         put_str("Level of Monster:", row + 0, 0);
3573         put_str("Dodge Rate      :", row + 1, 0);
3574         put_str("Average Damage  :", row + 2, 0);
3575 #endif
3576     
3577         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3578         {
3579                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3580                 int dodge;   /* ²óÈòΨ(%) */
3581                 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
3582
3583                 put_str(format("%3d", lvl), row + 0, col);
3584
3585                 /* ²óÈòΨ¤ò·×»» */
3586                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3587                 put_str(format("%3d%%", dodge), row + 1, col);
3588
3589                 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
3590                 average = (100 - dodge) * (100 - protection) / 100;
3591                 put_str(format("%3d", average), row + 2, col);
3592         }
3593
3594         /* Display note */
3595         roff_to_buf(memo, 70, buf, sizeof(buf));
3596         for (t = buf; t[0]; t += strlen(t) + 1)
3597                 put_str(t, (row++) + 4, 4);
3598
3599 #ifdef JP
3600         prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
3601                    "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
3602 #else
3603         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3604 #endif
3605   
3606         flush();
3607         (void)inkey();
3608         screen_load();
3609
3610         /* Done */
3611         return (TRUE);
3612 }
3613
3614
3615 /*
3616  * Enchant item
3617  */
3618 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3619 {
3620         int         i, item;
3621         bool        okay = FALSE;
3622         object_type *o_ptr;
3623         cptr        q, s;
3624         int         maxenchant = (p_ptr->lev / 5);
3625         char        tmp_str[MAX_NLEN];
3626
3627         clear_bldg(4, 18);
3628 #ifdef JP
3629         prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ­¤Þ¤¹¡£", maxenchant), 5, 0);
3630         prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤­¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3631 #else
3632         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3633         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3634 #endif
3635
3636         item_tester_no_ryoute = TRUE;
3637
3638         /* Get an item */
3639 #ifdef JP
3640         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3641         s = "²þÎɤǤ­¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3642 #else
3643         q = "Improve which item? ";
3644         s = "You have nothing to improve.";
3645 #endif
3646
3647         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3648
3649         /* Get the item (in the pack) */
3650         o_ptr = &inventory[item];
3651
3652         /* Check if the player has enough money */
3653         if (p_ptr->au < (cost * o_ptr->number))
3654         {
3655                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3656 #ifdef JP
3657                 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3658 #else
3659                 msg_format("You do not have the gold to improve %s!", tmp_str);
3660 #endif
3661
3662                 return (FALSE);
3663         }
3664
3665         /* Enchant to hit */
3666         for (i = 0; i < to_hit; i++)
3667         {
3668                 if (o_ptr->to_h < maxenchant)
3669                 {
3670                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3671                         {
3672                                 okay = TRUE;
3673                                 break;
3674                         }
3675                 }
3676         }
3677
3678         /* Enchant to damage */
3679         for (i = 0; i < to_dam; i++)
3680         {
3681                 if (o_ptr->to_d < maxenchant)
3682                 {
3683                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3684                         {
3685                                 okay = TRUE;
3686                                 break;
3687                         }
3688                 }
3689         }
3690
3691         /* Enchant to AC */
3692         for (i = 0; i < to_ac; i++)
3693         {
3694                 if (o_ptr->to_a < maxenchant)
3695                 {
3696                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3697                         {
3698                                 okay = TRUE;
3699                                 break;
3700                         }
3701                 }
3702         }
3703
3704         /* Failure */
3705         if (!okay)
3706         {
3707                 /* Flush */
3708                 if (flush_failure) flush();
3709
3710                 /* Message */
3711 #ifdef JP
3712                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3713 #else
3714                 msg_print("The improvement failed.");
3715 #endif
3716
3717                 return (FALSE);
3718         }
3719         else
3720         {
3721                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3722 #ifdef JP
3723                 msg_format("¡ð%d¤Ç%s¤Ë²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str);
3724 #else
3725                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3726 #endif
3727
3728                 /* Charge the money */
3729                 p_ptr->au -= (cost * o_ptr->number);
3730
3731                 if (item >= INVEN_RARM) calc_android_exp();
3732
3733                 /* Something happened */
3734                 return (TRUE);
3735         }
3736 }
3737
3738
3739 /*
3740  * Recharge rods, wands and staves
3741  *
3742  * The player can select the number of charges to add
3743  * (up to a limit), and the recharge never fails.
3744  *
3745  * The cost for rods depends on the level of the rod. The prices
3746  * for recharging wands and staves are dependent on the cost of
3747  * the base-item.
3748  */
3749 static void building_recharge(void)
3750 {
3751         int         item, lev;
3752         object_type *o_ptr;
3753         object_kind *k_ptr;
3754         cptr        q, s;
3755         int         price;
3756         int         charges;
3757         int         max_charges;
3758         char        tmp_str[MAX_NLEN];
3759
3760         msg_flag = FALSE;
3761
3762         /* Display some info */
3763         clear_bldg(4, 18);
3764 #ifdef JP
3765 prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3766 #else
3767         prt("  The prices of recharge depend on the type.", 6, 0);
3768 #endif
3769
3770
3771         /* Only accept legal items */
3772         item_tester_hook = item_tester_hook_recharge;
3773
3774         /* Get an item */
3775 #ifdef JP
3776 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3777 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3778 #else
3779         q = "Recharge which item? ";
3780         s = "You have nothing to recharge.";
3781 #endif
3782
3783         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3784
3785         /* Get the item (in the pack) */
3786         if (item >= 0)
3787         {
3788                 o_ptr = &inventory[item];
3789         }
3790
3791         /* Get the item (on the floor) */
3792         else
3793         {
3794                 o_ptr = &o_list[0 - item];
3795         }
3796
3797         k_ptr = &k_info[o_ptr->k_idx];
3798
3799         /*
3800          * We don't want to give the player free info about
3801          * the level of the item or the number of charges.
3802          */
3803         /* The item must be "known" */
3804         if (!object_is_known(o_ptr))
3805         {
3806 #ifdef JP
3807 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3808 #else
3809                 msg_format("The item must be identified first!");
3810 #endif
3811
3812                 msg_print(NULL);
3813
3814                 if ((p_ptr->au >= 50) &&
3815 #ifdef JP
3816 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3817 #else
3818                         get_check("Identify for 50 gold? "))
3819 #endif
3820
3821                 {
3822                         /* Pay the price */
3823                         p_ptr->au -= 50;
3824
3825                         /* Identify it */
3826                         identify_item(o_ptr);
3827
3828                         /* Description */
3829                         object_desc(tmp_str, o_ptr, 0);
3830
3831 #ifdef JP
3832 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3833 #else
3834                         msg_format("You have: %s.", tmp_str);
3835 #endif
3836
3837                         /* Auto-inscription */
3838                         autopick_alter_item(item, FALSE);
3839
3840                         /* Update the gold display */
3841                         building_prt_gold();
3842                 }
3843                 else
3844                 {
3845                         return;
3846                 }
3847         }
3848
3849         /* Extract the object "level" */
3850         lev = k_info[o_ptr->k_idx].level;
3851
3852         /* Price for a rod */
3853         if (o_ptr->tval == TV_ROD)
3854         {
3855                 if (o_ptr->timeout > 0)
3856                 {
3857                         /* Fully recharge */
3858                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3859                 }
3860                 else
3861                 {
3862                         /* No recharge necessary */
3863                         price = 0;
3864 #ifdef JP
3865 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3866 #else
3867                         msg_format("That doesn't need to be recharged.");
3868 #endif
3869
3870                         return;
3871                 }
3872         }
3873         else if (o_ptr->tval == TV_STAFF)
3874         {
3875                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3876                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3877
3878                 /* Pay at least 10 gold per charge */
3879                 price = MAX(10, price);
3880         }
3881         else
3882         {
3883                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3884                 price = (k_info[o_ptr->k_idx].cost / 10);
3885
3886                 /* Pay at least 10 gold per charge */
3887                 price = MAX(10, price);
3888         }
3889
3890         /* Limit the number of charges for wands and staffs */
3891         if (o_ptr->tval == TV_WAND
3892                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3893         {
3894                 if (o_ptr->number > 1)
3895                 {
3896 #ifdef JP
3897 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3898 #else
3899                         msg_print("These wands are already fully charged.");
3900 #endif
3901                 }
3902                 else
3903                 {
3904 #ifdef JP
3905 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3906 #else
3907                         msg_print("This wand is already fully charged.");
3908 #endif
3909                 }
3910                 return;
3911         }
3912         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3913         {
3914                 if (o_ptr->number > 1)
3915                 {
3916 #ifdef JP
3917 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3918 #else
3919                         msg_print("These staffs are already fully charged.");
3920 #endif
3921                 }
3922                 else
3923                 {
3924 #ifdef JP
3925 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3926 #else
3927                         msg_print("This staff is already fully charged.");
3928 #endif
3929                 }
3930                 return;
3931         }
3932
3933         /* Check if the player has enough money */
3934         if (p_ptr->au < price)
3935         {
3936                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3937 #ifdef JP
3938 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", tmp_str,price );
3939 #else
3940                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3941 #endif
3942
3943                 return;
3944         }
3945
3946         if (o_ptr->tval == TV_ROD)
3947         {
3948 #ifdef JP
3949 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3950  price)))
3951 #else
3952                 if (get_check(format("Recharge the %s for %d gold? ",
3953                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3954 #endif
3955
3956                 {
3957                         /* Recharge fully */
3958                         o_ptr->timeout = 0;
3959                 }
3960                 else
3961                 {
3962                         return;
3963                 }
3964         }
3965         else
3966         {
3967                 if (o_ptr->tval == TV_STAFF)
3968                         max_charges = k_ptr->pval - o_ptr->pval;
3969                 else
3970                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3971
3972                 /* Get the quantity for staves and wands */
3973 #ifdef JP
3974 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3975 #else
3976                 charges = get_quantity(format("Add how many charges for %d gold? ",
3977 #endif
3978
3979                               price), MIN(p_ptr->au / price, max_charges));
3980
3981                 /* Do nothing */
3982                 if (charges < 1) return;
3983
3984                 /* Get the new price */
3985                 price *= charges;
3986
3987                 /* Recharge */
3988                 o_ptr->pval += charges;
3989
3990                 /* We no longer think the item is empty */
3991                 o_ptr->ident &= ~(IDENT_EMPTY);
3992         }
3993
3994         /* Give feedback */
3995         object_desc(tmp_str, o_ptr, 0);
3996 #ifdef JP
3997 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
3998 #else
3999         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4000 #endif
4001
4002         /* Combine / Reorder the pack (later) */
4003         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4004
4005         /* Window stuff */
4006         p_ptr->window |= (PW_INVEN);
4007
4008         /* Pay the price */
4009         p_ptr->au -= price;
4010
4011         /* Finished */
4012         return;
4013 }
4014
4015
4016 /*
4017  * Recharge rods, wands and staves
4018  *
4019  * The player can select the number of charges to add
4020  * (up to a limit), and the recharge never fails.
4021  *
4022  * The cost for rods depends on the level of the rod. The prices
4023  * for recharging wands and staves are dependent on the cost of
4024  * the base-item.
4025  */
4026 static void building_recharge_all(void)
4027 {
4028         int         i;
4029         int         lev;
4030         object_type *o_ptr;
4031         object_kind *k_ptr;
4032         int         price = 0;
4033         int         total_cost = 0;
4034
4035
4036         /* Display some info */
4037         msg_flag = FALSE;
4038         clear_bldg(4, 18);
4039 #ifdef JP
4040         prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4041 #else
4042         prt("  The prices of recharge depend on the type.", 6, 0);
4043 #endif
4044
4045         /* Calculate cost */
4046         for ( i = 0; i < INVEN_PACK; i++)
4047         {
4048                 o_ptr = &inventory[i];
4049                                 
4050                 /* skip non magic device */
4051                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4052
4053                 /* need identified */
4054                 if (!object_is_known(o_ptr)) total_cost += 50;
4055
4056                 /* Extract the object "level" */
4057                 lev = k_info[o_ptr->k_idx].level;
4058
4059                 k_ptr = &k_info[o_ptr->k_idx];
4060
4061                 switch (o_ptr->tval)
4062                 {
4063                 case TV_ROD:
4064                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4065                         break;
4066
4067                 case TV_STAFF:
4068                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4069                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4070
4071                         /* Pay at least 10 gold per charge */
4072                         price = MAX(10, price);
4073
4074                         /* Fully charge */
4075                         price = (k_ptr->pval - o_ptr->pval) * price;
4076                         break;
4077
4078                 case TV_WAND:
4079                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4080                         price = (k_info[o_ptr->k_idx].cost / 10);
4081
4082                         /* Pay at least 10 gold per charge */
4083                         price = MAX(10, price);
4084
4085                         /* Fully charge */
4086                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4087                         break;
4088                 }
4089
4090                 /* if price <= 0 then item have enough charge */
4091                 if (price > 0) total_cost += price;
4092         }
4093
4094         if (!total_cost)
4095         {
4096 #ifdef JP
4097                 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4098 #else
4099                 msg_print("No need to recharge.");
4100 #endif
4101
4102                 msg_print(NULL);
4103                 return;
4104         }
4105
4106         /* Check if the player has enough money */
4107         if (p_ptr->au < total_cost)
4108         {
4109 #ifdef JP
4110                 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", total_cost );
4111 #else
4112                 msg_format("You need %d gold to recharge all items!",total_cost);
4113 #endif
4114
4115                 msg_print(NULL);
4116                 return;
4117         }
4118
4119 #ifdef JP
4120         if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",  total_cost))) return;
4121 #else
4122         if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
4123 #endif
4124
4125         for (i = 0; i < INVEN_PACK; i++)
4126         {
4127                 o_ptr = &inventory[i];
4128                 k_ptr = &k_info[o_ptr->k_idx];
4129
4130                 /* skip non magic device */
4131                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4132
4133                 /* Identify it */
4134                 if (!object_is_known(o_ptr))
4135                 {
4136                         identify_item(o_ptr);
4137
4138                         /* Auto-inscription */
4139                         autopick_alter_item(i, FALSE);
4140                 }
4141
4142                 /* Recharge */
4143                 switch (o_ptr->tval)
4144                 {
4145                 case TV_ROD:
4146                         o_ptr->timeout = 0;
4147                         break;
4148                 case TV_STAFF:
4149                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4150                         /* We no longer think the item is empty */
4151                         o_ptr->ident &= ~(IDENT_EMPTY);
4152                         break;
4153                 case TV_WAND:
4154                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4155                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
4156                         /* We no longer think the item is empty */
4157                         o_ptr->ident &= ~(IDENT_EMPTY);
4158                         break;
4159                 }
4160         }
4161
4162         /* Give feedback */
4163 #ifdef JP
4164         msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
4165 #else
4166         msg_format("You pay %d gold.", total_cost);
4167 #endif
4168
4169         msg_print(NULL);
4170
4171         /* Combine / Reorder the pack (later) */
4172         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4173
4174         /* Window stuff */
4175         p_ptr->window |= (PW_INVEN);
4176
4177         /* Pay the price */
4178         p_ptr->au -= total_cost;
4179
4180         /* Finished */
4181         return;
4182 }
4183
4184
4185 bool tele_town(void)
4186 {
4187         int i, x, y;
4188         int num = 0;
4189
4190         if (dun_level)
4191         {
4192 #ifdef JP
4193                 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4194 #else
4195                 msg_print("This spell can only be used on the surface!");
4196 #endif
4197                 return FALSE;
4198         }
4199
4200         if (p_ptr->inside_arena || p_ptr->inside_battle)
4201         {
4202 #ifdef JP
4203                 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4204 #else
4205                 msg_print("This spell can only be used outside!");
4206 #endif
4207                 return FALSE;
4208         }
4209
4210         screen_save();
4211         clear_bldg(4, 10);
4212
4213         for (i=1;i<max_towns;i++)
4214         {
4215                 char buf[80];
4216
4217                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4218
4219                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4220                 prt(buf, 5+i, 5);
4221                 num++;
4222         }
4223
4224         if (!num)
4225         {
4226 #ifdef JP
4227                 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
4228 #else
4229                 msg_print("You have not yet visited any town.");
4230 #endif
4231
4232                 msg_print(NULL);
4233                 screen_load();
4234                 return FALSE;
4235         }
4236
4237 #ifdef JP
4238         prt("¤É¤³¤Ë¹Ô¤­¤Þ¤¹¤«:", 0, 0);
4239 #else
4240         prt("Which town you go: ", 0, 0);
4241 #endif
4242         while(1)
4243         {
4244                 i = inkey();
4245
4246                 if (i == ESCAPE)
4247                 {
4248                         screen_load();
4249                         return FALSE;
4250                 }
4251                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4252                 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
4253                 break;
4254         }
4255
4256         for (y = 0; y < max_wild_y; y++)
4257         {
4258                 for (x = 0; x < max_wild_x; x++)
4259                 {
4260                         if(wilderness[y][x].town == (i-'a'+1))
4261                         {
4262                                 p_ptr->wilderness_y = y;
4263                                 p_ptr->wilderness_x = x;
4264                         }
4265                 }
4266         }
4267
4268         p_ptr->leaving = TRUE;
4269         leave_bldg = TRUE;
4270         p_ptr->teleport_town = TRUE;
4271         screen_load();
4272         return TRUE;
4273 }
4274
4275
4276 /*
4277  *  research_mon
4278  *  -KMW-
4279  */
4280 static bool research_mon(void)
4281 {
4282         int i, n, r_idx;
4283         char sym, query;
4284         char buf[128];
4285
4286         bool notpicked;
4287
4288         bool recall = FALSE;
4289
4290         u16b why = 0;
4291
4292         u16b    *who;
4293
4294         /* XTRA HACK WHATSEARCH */
4295         bool    all = FALSE;
4296         bool    uniq = FALSE;
4297         bool    norm = FALSE;
4298         char temp[80] = "";
4299
4300         /* XTRA HACK REMEMBER_IDX */
4301         static int old_sym = '\0';
4302         static int old_i = 0;
4303
4304
4305         /* Save the screen */
4306         screen_save();
4307
4308         /* Get a character, or abort */
4309 #ifdef JP
4310 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ­¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE)) 
4311 #else
4312         if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
4313 #endif
4314
4315         {
4316                 /* Restore */
4317                 screen_load();
4318
4319                 return (FALSE);
4320         }
4321
4322         /* Find that character info, and describe it */
4323         for (i = 0; ident_info[i]; ++i)
4324         {
4325                 if (sym == ident_info[i][0]) break;
4326         }
4327
4328                 /* XTRA HACK WHATSEARCH */
4329         if (sym == KTRL('A'))
4330         {
4331                 all = TRUE;
4332 #ifdef JP
4333                 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4334 #else
4335                 strcpy(buf, "Full monster list.");
4336 #endif
4337         }
4338         else if (sym == KTRL('U'))
4339         {
4340                 all = uniq = TRUE;
4341 #ifdef JP
4342                 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4343 #else
4344                 strcpy(buf, "Unique monster list.");
4345 #endif
4346         }
4347         else if (sym == KTRL('N'))
4348         {
4349                 all = norm = TRUE;
4350 #ifdef JP
4351                 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4352 #else
4353                 strcpy(buf, "Non-unique monster list.");
4354 #endif
4355         }
4356         else if (sym == KTRL('M'))
4357         {
4358                 all = TRUE;
4359 #ifdef JP
4360                 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
4361 #else
4362                 if (!get_string("Enter name:",temp, 70))
4363 #endif
4364                 {
4365                         temp[0]=0;
4366
4367                         /* Restore */
4368                         screen_load();
4369
4370                         return FALSE;
4371                 }
4372 #ifdef JP
4373                 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
4374 #else
4375                 sprintf(buf, "Monsters with a name \"%s\"",temp);
4376 #endif
4377         }
4378         else if (ident_info[i])
4379         {
4380                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4381         }
4382         else
4383         {
4384 #ifdef JP
4385 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
4386 #else
4387                 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
4388 #endif
4389
4390         }
4391
4392         /* Display the result */
4393         prt(buf, 16, 10);
4394
4395
4396         /* Allocate the "who" array */
4397         C_MAKE(who, max_r_idx, u16b);
4398
4399         /* Collect matching monsters */
4400         for (n = 0, i = 1; i < max_r_idx; i++)
4401         {
4402                 monster_race *r_ptr = &r_info[i];
4403
4404                 /* Empty monster */
4405                 if (!r_ptr->name) continue;
4406
4407                 /* XTRA HACK WHATSEARCH */
4408                 /* Require non-unique monsters if needed */
4409                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4410
4411                 /* Require unique monsters if needed */
4412                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4413
4414                 /* Ì¾Á°¸¡º÷ */
4415                 if (temp[0])
4416                 {
4417                         int xx;
4418                         char temp2[80];
4419
4420                         for (xx = 0; temp[xx] && xx < 80; xx++)
4421                         {
4422 #ifdef JP
4423                                 if (iskanji(temp[xx]))
4424                                 {
4425                                         xx++;
4426                                         continue;
4427                                 }
4428 #endif
4429                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4430                         }
4431   
4432 #ifdef JP
4433                         strcpy(temp2, r_name + r_ptr->E_name);
4434 #else
4435                         strcpy(temp2, r_name + r_ptr->name);
4436 #endif
4437                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4438                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4439
4440 #ifdef JP
4441                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4442 #else
4443                         if (my_strstr(temp2, temp))
4444 #endif
4445                                 who[n++] = i;
4446                 }
4447                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4448         }
4449
4450         /* Nothing to recall */
4451         if (!n)
4452         {
4453                 /* Free the "who" array */
4454                 C_KILL(who, max_r_idx, u16b);
4455
4456                 /* Restore */
4457                 screen_load();
4458
4459                 return (FALSE);
4460         }
4461
4462         /* Sort by level */
4463         why = 2;
4464         query = 'y';
4465
4466         /* Sort if needed */
4467         if (why)
4468         {
4469                 /* Select the sort method */
4470                 ang_sort_comp = ang_sort_comp_hook;
4471                 ang_sort_swap = ang_sort_swap_hook;
4472
4473                 /* Sort the array */
4474                 ang_sort(who, &why, n);
4475         }
4476
4477
4478         /* Start at the end */
4479         /* XTRA HACK REMEMBER_IDX */
4480         if (old_sym == sym && old_i < n) i = old_i;
4481         else i = n - 1;
4482
4483         notpicked = TRUE;
4484
4485         /* Scan the monster memory */
4486         while (notpicked)
4487         {
4488                 /* Extract a race */
4489                 r_idx = who[i];
4490
4491                 /* Hack -- Begin the prompt */
4492                 roff_top(r_idx);
4493
4494                 /* Hack -- Complete the prompt */
4495 #ifdef JP
4496 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
4497 #else
4498                 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
4499 #endif
4500
4501
4502                 /* Interact */
4503                 while (1)
4504                 {
4505                         /* Recall */
4506                         if (recall)
4507                         {
4508                                 /*** Recall on screen ***/
4509
4510                                 /* Get maximal info about this monster */
4511                                 lore_do_probe(r_idx);
4512
4513                                 /* Save this monster ID */
4514                                 monster_race_track(r_idx);
4515
4516                                 /* Hack -- Handle stuff */
4517                                 handle_stuff();
4518
4519                                 /* know every thing mode */
4520                                 screen_roff(r_idx, 0x01);
4521                                 notpicked = FALSE;
4522
4523                                 /* XTRA HACK REMEMBER_IDX */
4524                                 old_sym = sym;
4525                                 old_i = i;
4526                         }
4527
4528                         /* Command */
4529                         query = inkey();
4530
4531                         /* Normal commands */
4532                         if (query != 'r') break;
4533
4534                         /* Toggle recall */
4535                         recall = !recall;
4536                 }
4537
4538                 /* Stop scanning */
4539                 if (query == ESCAPE) break;
4540
4541                 /* Move to "prev" monster */
4542                 if (query == '-')
4543                 {
4544                         if (++i == n)
4545                         {
4546                                 i = 0;
4547                                 if (!expand_list) break;
4548                         }
4549                 }
4550
4551                 /* Move to "next" monster */
4552                 else
4553                 {
4554                         if (i-- == 0)
4555                         {
4556                                 i = n - 1;
4557                                 if (!expand_list) break;
4558                         }
4559                 }
4560         }
4561
4562
4563         /* Re-display the identity */
4564         /* prt(buf, 5, 5);*/
4565
4566         /* Free the "who" array */
4567         C_KILL(who, max_r_idx, u16b);
4568
4569         /* Restore */
4570         screen_load();
4571
4572         return (!notpicked);
4573 }
4574
4575
4576 /*
4577  * Execute a building command
4578  */
4579 static void bldg_process_command(building_type *bldg, int i)
4580 {
4581         int bact = bldg->actions[i];
4582         int bcost;
4583         bool paid = FALSE;
4584         int amt;
4585
4586         /* Flush messages XXX XXX XXX */
4587         msg_flag = FALSE;
4588         msg_print(NULL);
4589
4590         if (is_owner(bldg))
4591                 bcost = bldg->member_costs[i];
4592         else
4593                 bcost = bldg->other_costs[i];
4594
4595         /* action restrictions */
4596         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4597             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4598         {
4599 #ifdef JP
4600 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4601 #else
4602                 msg_print("You have no right to choose that!");
4603 #endif
4604                 return;
4605         }
4606
4607         /* check gold (HACK - Recharge uses variable costs) */
4608         if ((bact != BACT_RECHARGE) &&
4609             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4610              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4611         {
4612 #ifdef JP
4613 msg_print("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª");
4614 #else
4615                 msg_print("You do not have the gold!");
4616 #endif
4617                 return;
4618         }
4619
4620         switch (bact)
4621         {
4622         case BACT_NOTHING:
4623                 /* Do nothing */
4624                 break;
4625         case BACT_RESEARCH_ITEM:
4626                 paid = identify_fully(FALSE);
4627                 break;
4628         case BACT_TOWN_HISTORY:
4629                 town_history();
4630                 break;
4631         case BACT_RACE_LEGENDS:
4632                 race_legends();
4633                 break;
4634         case BACT_QUEST:
4635                 castle_quest();
4636                 break;
4637         case BACT_KING_LEGENDS:
4638         case BACT_ARENA_LEGENDS:
4639         case BACT_LEGENDS:
4640                 show_highclass();
4641                 break;
4642         case BACT_POSTER:
4643         case BACT_ARENA_RULES:
4644         case BACT_ARENA:
4645                 arena_comm(bact);
4646                 break;
4647         case BACT_IN_BETWEEN:
4648         case BACT_CRAPS:
4649         case BACT_SPIN_WHEEL:
4650         case BACT_DICE_SLOTS:
4651         case BACT_GAMBLE_RULES:
4652         case BACT_POKER:
4653                 gamble_comm(bact);
4654                 break;
4655         case BACT_REST:
4656         case BACT_RUMORS:
4657         case BACT_FOOD:
4658                 paid = inn_comm(bact);
4659                 break;
4660         case BACT_RESEARCH_MONSTER:
4661                 paid = research_mon();
4662                 break;
4663         case BACT_COMPARE_WEAPONS:
4664                 paid = compare_weapons();
4665                 break;
4666         case BACT_ENCHANT_WEAPON:
4667                 item_tester_hook = object_allow_enchant_melee_weapon;
4668                 enchant_item(bcost, 1, 1, 0);
4669                 break;
4670         case BACT_ENCHANT_ARMOR:
4671                 item_tester_hook = object_is_armour;
4672                 enchant_item(bcost, 0, 0, 1);
4673                 break;
4674         case BACT_RECHARGE:
4675                 building_recharge();
4676                 break;
4677         case BACT_RECHARGE_ALL:
4678                 building_recharge_all();
4679                 break;
4680         case BACT_IDENTS: /* needs work */
4681 #ifdef JP
4682                 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4683                 identify_pack();
4684                 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4685 #else
4686                 if (!get_check("Do you pay for identify all your possession? ")) break;
4687                 identify_pack();
4688                 msg_print("Your possessions have been identified.");
4689 #endif
4690
4691                 paid = TRUE;
4692                 break;
4693         case BACT_IDENT_ONE: /* needs work */
4694                 paid = ident_spell(FALSE);
4695                 break;
4696         case BACT_LEARN:
4697                 do_cmd_study();
4698                 break;
4699         case BACT_HEALING: /* needs work */
4700                 hp_player(200);
4701                 set_poisoned(0);
4702                 set_blind(0);
4703                 set_confused(0);
4704                 set_cut(0);
4705                 set_stun(0);
4706                 paid = TRUE;
4707                 break;
4708         case BACT_RESTORE: /* needs work */
4709                 if (do_res_stat(A_STR)) paid = TRUE;
4710                 if (do_res_stat(A_INT)) paid = TRUE;
4711                 if (do_res_stat(A_WIS)) paid = TRUE;
4712                 if (do_res_stat(A_DEX)) paid = TRUE;
4713                 if (do_res_stat(A_CON)) paid = TRUE;
4714                 if (do_res_stat(A_CHR)) paid = TRUE;
4715                 break;
4716         case BACT_ENCHANT_ARROWS:
4717                 item_tester_hook = item_tester_hook_ammo;
4718                 enchant_item(bcost, 1, 1, 0);
4719                 break;
4720         case BACT_ENCHANT_BOW:
4721                 item_tester_tval = TV_BOW;
4722                 enchant_item(bcost, 1, 1, 0);
4723                 break;
4724         case BACT_RECALL:
4725                 if (recall_player(1)) paid = TRUE;
4726                 break;
4727         case BACT_TELEPORT_LEVEL:
4728         {
4729                 int select_dungeon;
4730                 int max_depth;
4731
4732                 clear_bldg(4, 20);
4733 #ifdef JP
4734                 select_dungeon = choose_dungeon("¤Ë¥Æ¥ì¥Ý¡¼¥È", 4, 0);
4735 #else
4736                 select_dungeon = choose_dungeon("teleport", 4, 0);
4737 #endif
4738                 show_building(bldg);
4739                 if (!select_dungeon) return;
4740
4741                 max_depth = d_info[select_dungeon].maxdepth;
4742
4743                 /* Limit depth in Angband */
4744                 if (select_dungeon == DUNGEON_ANGBAND)
4745                 {
4746                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4747                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4748                 }
4749
4750 #ifdef JP
4751                 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4752 #else
4753                 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4754 #endif
4755
4756                 if (amt > 0)
4757                 {
4758                         p_ptr->word_recall = 1;
4759                         p_ptr->recall_dungeon = select_dungeon;
4760                         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));
4761                         if (record_maxdepth)
4762 #ifdef JP
4763                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4764 #else
4765                         do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4766 #endif
4767 #ifdef JP
4768                         msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤­¤¿...");
4769 #else
4770                         msg_print("The air about you becomes charged...");
4771 #endif
4772
4773                         paid = TRUE;
4774                         p_ptr->redraw |= (PR_STATUS);
4775                 }
4776                 break;
4777         }
4778         case BACT_LOSE_MUTATION:
4779                 if (p_ptr->muta1 || p_ptr->muta2 ||
4780                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4781                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4782                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4783                 {
4784                         while(!lose_mutation(0));
4785                         paid = TRUE;
4786                 }
4787                 else
4788                 {
4789 #ifdef JP
4790                         msg_print("¼£¤¹¤Ù¤­ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
4791 #else
4792                         msg_print("You have no mutations.");
4793 #endif
4794                         msg_print(NULL);
4795                 }
4796                 break;
4797         case BACT_BATTLE:
4798                 kakutoujou();
4799                 break;
4800         case BACT_TSUCHINOKO:
4801                 tsuchinoko();
4802                 break;
4803         case BACT_KUBI:
4804                 shoukinkubi();
4805                 break;
4806         case BACT_TARGET:
4807                 today_target();
4808                 break;
4809         case BACT_KANKIN:
4810                 kankin();
4811                 break;
4812         case BACT_HEIKOUKA:
4813 #ifdef JP
4814                 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4815 #else
4816                 msg_print("You received an equalization ritual.");
4817 #endif
4818                 set_virtue(V_COMPASSION, 0);
4819                 set_virtue(V_HONOUR, 0);
4820                 set_virtue(V_JUSTICE, 0);
4821                 set_virtue(V_SACRIFICE, 0);
4822                 set_virtue(V_KNOWLEDGE, 0);
4823                 set_virtue(V_FAITH, 0);
4824                 set_virtue(V_ENLIGHTEN, 0);
4825                 set_virtue(V_ENCHANT, 0);
4826                 set_virtue(V_CHANCE, 0);
4827                 set_virtue(V_NATURE, 0);
4828                 set_virtue(V_HARMONY, 0);
4829                 set_virtue(V_VITALITY, 0);
4830                 set_virtue(V_UNLIFE, 0);
4831                 set_virtue(V_PATIENCE, 0);
4832                 set_virtue(V_TEMPERANCE, 0);
4833                 set_virtue(V_DILIGENCE, 0);
4834                 set_virtue(V_VALOUR, 0);
4835                 set_virtue(V_INDIVIDUALISM, 0);
4836                 get_virtues();
4837                 paid = TRUE;
4838                 break;
4839         case BACT_TELE_TOWN:
4840                 paid = tele_town();
4841                 break;
4842         case BACT_EVAL_AC:
4843                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4844                 break;
4845         }
4846
4847         if (paid)
4848         {
4849                 p_ptr->au -= bcost;
4850         }
4851 }
4852
4853
4854 /*
4855  * Enter quest level
4856  */
4857 void do_cmd_quest(void)
4858 {
4859         energy_use = 100;
4860
4861         if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
4862         {
4863 #ifdef JP
4864 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4865 #else
4866                 msg_print("You see no quest level here.");
4867 #endif
4868
4869                 return;
4870         }
4871         else
4872         {
4873 #ifdef JP
4874                 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4875                 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4876                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4877                         msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4878 #else
4879                 msg_print("There is an entry of a quest.");
4880                 if (!get_check("Do you enter? ")) return;
4881 #endif
4882
4883                 /* Player enters a new quest */
4884                 p_ptr->oldpy = 0;
4885                 p_ptr->oldpx = 0;
4886
4887                 leave_quest_check();
4888
4889                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4890                 p_ptr->inside_quest = cave[py][px].special;
4891
4892                 p_ptr->leaving = TRUE;
4893         }
4894 }
4895
4896
4897 /*
4898  * Do building commands
4899  */
4900 void do_cmd_bldg(void)
4901 {
4902         int             i, which;
4903         char            command;
4904         bool            validcmd;
4905         building_type   *bldg;
4906
4907
4908         energy_use = 100;
4909
4910         if (!cave_have_flag_bold(py, px, FF_BLDG))
4911         {
4912 #ifdef JP
4913                 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4914 #else
4915                 msg_print("You see no building here.");
4916 #endif
4917
4918                 return;
4919         }
4920
4921         which = f_info[cave[py][px].feat].subtype;
4922
4923         bldg = &building[which];
4924
4925         /* Don't re-init the wilderness */
4926         reinit_wilderness = FALSE;
4927
4928         if ((which == 2) && (p_ptr->arena_number < 0))
4929         {
4930 #ifdef JP
4931                 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4932 #else
4933                 msg_print("'There's no place here for a LOSER like you!'");
4934 #endif
4935                 return;
4936         }
4937         else if ((which == 2) && p_ptr->inside_arena)
4938         {
4939                 if (!p_ptr->exit_bldg)
4940                 {
4941 #ifdef JP
4942                         prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª", 0, 0);
4943 #else
4944                         prt("The gates are closed.  The monster awaits!", 0, 0);
4945 #endif
4946                 }
4947                 else
4948                 {
4949                         /* Don't save the arena as saved floor */
4950                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4951
4952                         p_ptr->inside_arena = FALSE;
4953                         p_ptr->leaving = TRUE;
4954
4955                         /* Re-enter the arena */
4956                         command_new = SPECIAL_KEY_BUILDING;
4957
4958                         /* No energy needed to re-enter the arena */
4959                         energy_use = 0;
4960                 }
4961
4962                 return;
4963         }
4964         else if (p_ptr->inside_battle)
4965         {
4966                 /* Don't save the arena as saved floor */
4967                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4968
4969                 p_ptr->leaving = TRUE;
4970                 p_ptr->inside_battle = FALSE;
4971
4972                 /* Re-enter the monster arena */
4973                 command_new = SPECIAL_KEY_BUILDING;
4974
4975                 /* No energy needed to re-enter the arena */
4976                 energy_use = 0;
4977
4978                 return;
4979         }
4980         else
4981         {
4982                 p_ptr->oldpy = py;
4983                 p_ptr->oldpx = px;
4984         }
4985
4986         /* Forget the lite */
4987         forget_lite();
4988
4989         /* Forget the view */
4990         forget_view();
4991
4992         /* Hack -- Increase "icky" depth */
4993         character_icky++;
4994
4995         command_arg = 0;
4996         command_rep = 0;
4997         command_new = 0;
4998
4999         show_building(bldg);
5000         leave_bldg = FALSE;
5001
5002         while (!leave_bldg)
5003         {
5004                 validcmd = FALSE;
5005                 prt("", 1, 0);
5006
5007                 building_prt_gold();
5008
5009                 command = inkey();
5010
5011                 if (command == ESCAPE)
5012                 {
5013                         leave_bldg = TRUE;
5014                         p_ptr->inside_arena = FALSE;
5015                         p_ptr->inside_battle = FALSE;
5016                         break;
5017                 }
5018
5019                 for (i = 0; i < 8; i++)
5020                 {
5021                         if (bldg->letters[i])
5022                         {
5023                                 if (bldg->letters[i] == command)
5024                                 {
5025                                         validcmd = TRUE;
5026                                         break;
5027                                 }
5028                         }
5029                 }
5030
5031                 if (validcmd)
5032                         bldg_process_command(bldg, i);
5033
5034                 /* Notice stuff */
5035                 notice_stuff();
5036
5037                 /* Handle stuff */
5038                 handle_stuff();
5039         }
5040
5041         /* Flush messages XXX XXX XXX */
5042         msg_flag = FALSE;
5043         msg_print(NULL);
5044
5045         /* Reinit wilderness to activate quests ... */
5046         if (reinit_wilderness)
5047         {
5048                 p_ptr->leaving = TRUE;
5049         }
5050
5051         /* Hack -- Decrease "icky" depth */
5052         character_icky--;
5053
5054         /* Clear the screen */
5055         Term_clear();
5056
5057         /* Update the visuals */
5058         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5059
5060         /* Redraw entire screen */
5061         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5062
5063         /* Window stuff */
5064         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5065 }
5066
5067
5068 /* Array of places to find an inscription */
5069 static cptr find_quest[] =
5070 {
5071 #ifdef JP
5072 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5073 #else
5074         "You find the following inscription in the floor",
5075 #endif
5076
5077 #ifdef JP
5078 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5079 #else
5080         "You see a message inscribed in the wall",
5081 #endif
5082
5083 #ifdef JP
5084 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5085 #else
5086         "There is a sign saying",
5087 #endif
5088
5089 #ifdef JP
5090 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5091 #else
5092         "Something is written on the staircase",
5093 #endif
5094
5095 #ifdef JP
5096 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
5097 #else
5098         "You find a scroll with the following message",
5099 #endif
5100
5101 };
5102
5103
5104 /*
5105  * Discover quest
5106  */
5107 void quest_discovery(int q_idx)
5108 {
5109         quest_type      *q_ptr = &quest[q_idx];
5110         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5111         int             q_num = q_ptr->max_num;
5112         char            name[80];
5113
5114         /* No quest index */
5115         if (!q_idx) return;
5116
5117         strcpy(name, (r_name + r_ptr->name));
5118
5119         msg_print(find_quest[rand_range(0, 4)]);
5120         msg_print(NULL);
5121
5122         if (q_num == 1)
5123         {
5124                 /* Unique */
5125
5126                 /* Hack -- "unique" monsters must be "unique" */
5127                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5128                     (0 == r_ptr->max_num))
5129                 {
5130 #ifdef JP
5131                         msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5132 #else
5133                         msg_print("It seems that this level was protected by someone before...");
5134 #endif
5135                         /* The unique is already dead */
5136                         quest[q_idx].status = QUEST_STATUS_FINISHED;
5137                 }
5138                 else
5139                 {
5140 #ifdef JP
5141                         msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
5142 #else
5143                         msg_format("Beware, this level is protected by %s!", name);
5144 #endif
5145                 }
5146         }
5147         else
5148         {
5149                 /* Normal monsters */
5150 #ifdef JP
5151 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
5152 #else
5153                 plural_aux(name);
5154                 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
5155 #endif
5156
5157         }
5158 }
5159
5160
5161 /*
5162  * Hack -- Check if a level is a "quest" level
5163  */
5164 int quest_number(int level)
5165 {
5166         int i;
5167
5168         /* Check quests */
5169         if (p_ptr->inside_quest)
5170                 return (p_ptr->inside_quest);
5171
5172         for (i = 0; i < max_quests; i++)
5173         {
5174                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5175
5176                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5177                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
5178                     (quest[i].level == level) &&
5179                     (quest[i].dungeon == dungeon_type))
5180                         return (i);
5181         }
5182
5183         /* Check for random quest */
5184         return (random_quest_number(level));
5185 }
5186
5187
5188 /*
5189  * Return the index of the random quest on this level
5190  * (or zero)
5191  */
5192 int random_quest_number(int level)
5193 {
5194         int i;
5195
5196         if (dungeon_type != DUNGEON_ANGBAND) return 0;
5197
5198         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5199         {
5200                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5201                     (quest[i].status == QUEST_STATUS_TAKEN) &&
5202                     (quest[i].level == level) &&
5203                     (quest[i].dungeon == DUNGEON_ANGBAND))
5204                 {
5205                         return i;
5206                 }
5207         }
5208
5209         /* Nope */
5210         return 0;
5211 }