OSDN Git Service

Broken weapon repairing service is improved at changing to base item with TR_BLOWS...
[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 #ifdef JP
286                         msg_print("»à¤Ì¤¬¤è¤¤¡£");
287 #else
288                                             msg_print("Die, maggots.");
289 #endif
290                                                 msg_print(NULL);
291                                         
292                                                 p_ptr->exit_bldg = FALSE;
293                                                 reset_tim_flags();
294
295                                                 /* Save the surface floor as saved floor */
296                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
297
298                                                 p_ptr->inside_arena = TRUE;
299                                                 p_ptr->leaving = TRUE;
300                                                 leave_bldg = TRUE;
301                                         }
302                                         else
303                                         {
304 #ifdef JP
305 msg_print("»ÄÇ°¤À¡£");
306 #else
307                                                 msg_print("We are disappointed.");
308 #endif
309                                         }
310                                 }
311                                 else
312                                 {
313 #ifdef JP
314 msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ê¡¼¥Ê¤ËÆþ¤ê¡¢¤·¤Ð¤é¤¯¤Î´Ö±É¸÷¤Ë¤Ò¤¿¤Ã¤¿¡£");
315 #else
316                                         msg_print("You enter the arena briefly and bask in your glory.");
317 #endif
318
319                                         msg_print(NULL);
320                                 }
321                         }
322                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
323                         {
324 #ifdef JP
325 msg_print("¥Ú¥Ã¥È¤Ë¾è¤Ã¤¿¤Þ¤Þ¤Ç¤Ï¥¢¥ê¡¼¥Ê¤ØÆþ¤ì¤µ¤»¤Æ¤â¤é¤¨¤Ê¤«¤Ã¤¿¡£");
326 #else
327                                 msg_print("You don't have permission to enter with pet.");
328 #endif
329
330                                 msg_print(NULL);
331                         }
332                         else
333                         {
334                                 p_ptr->exit_bldg = FALSE;
335                                 reset_tim_flags();
336
337                                 /* Save the surface floor as saved floor */
338                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
339
340                                 p_ptr->inside_arena = TRUE;
341                                 p_ptr->leaving = TRUE;
342                                 leave_bldg = TRUE;
343                         }
344                         break;
345                 case BACT_POSTER:
346                         if (p_ptr->arena_number == MAX_ARENA_MONS)
347 #ifdef JP
348 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
349 #else
350                                 msg_print("You are victorious. Enter the arena for the ceremony.");
351 #endif
352
353                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
354                         {
355 #ifdef JP
356 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
357 #else
358                                 msg_print("You have won against all foes.");
359 #endif
360                         }
361                         else
362                         {
363                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
364                                 name = (r_name + r_ptr->name);
365 #ifdef JP
366 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
367 #else
368                                 msg_format("Do I hear any challenges against: %s", name);
369 #endif
370                         }
371                         break;
372                 case BACT_ARENA_RULES:
373
374                         /* Save screen */
375                         screen_save();
376
377                         /* Peruse the arena help file */
378 #ifdef JP
379 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
380 #else
381                         (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
382 #endif
383
384
385                         /* Load screen */
386                         screen_load();
387
388                         break;
389         }
390 }
391
392
393 /*
394  * display fruit for dice slots
395  */
396 static void display_fruit(int row, int col, int fruit)
397 {
398         switch (fruit)
399         {
400                 case 0: /* lemon */
401 #ifdef JP
402                         c_put_str(TERM_YELLOW, "   ####.", row, col);
403                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
404                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
405                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
406                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
407                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
408                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
409                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
410                         prt(                   " ¥ì¥â¥ó ", row + 8, col);
411 #else
412                         c_put_str(TERM_YELLOW, "   ####.", row, col);
413                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
414                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
415                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
416                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
417                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
418                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
419                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
420                         prt(                   " Lemon  ", row + 8, col);
421 #endif
422
423                         break;
424                 case 1: /* orange */
425 #ifdef JP
426                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
427                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
428                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
429                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
430                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
431                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
432                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
433                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
434                         prt(                   "¥ª¥ì¥ó¥¸", row + 8, col);
435 #else
436                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
437                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
438                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
439                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
440                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
441                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
442                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
443                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
444                         prt(                   " Orange ", row + 8, col);
445 #endif
446
447                         break;
448                 case 2: /* sword */
449 #ifdef JP
450                         c_put_str(TERM_SLATE, "   ¦«   " , row, col);
451                         c_put_str(TERM_SLATE, "   ||   " , row + 1, col);
452                         c_put_str(TERM_SLATE, "   ||   " , row + 2, col);
453                         c_put_str(TERM_SLATE, "   ||   " , row + 3, col);
454                         c_put_str(TERM_SLATE, "   ||   " , row + 4, col);
455                         c_put_str(TERM_SLATE, "   ||   " , row + 5, col);
456                         c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
457                         c_put_str(TERM_UMBER, "   ÌÜ   " , row + 7, col);
458                         prt(                  "   ·õ   " , row + 8, col);
459 #else
460                         c_put_str(TERM_SLATE, "   /\\   " , row, col);
461                         c_put_str(TERM_SLATE, "   ##   " , row + 1, col);
462                         c_put_str(TERM_SLATE, "   ##   " , row + 2, col);
463                         c_put_str(TERM_SLATE, "   ##   " , row + 3, col);
464                         c_put_str(TERM_SLATE, "   ##   " , row + 4, col);
465                         c_put_str(TERM_SLATE, "   ##   " , row + 5, col);
466                         c_put_str(TERM_UMBER, " ###### " , row + 6, col);
467                         c_put_str(TERM_UMBER, "   ##   " , row + 7, col);
468                         prt(                  " Sword  " , row + 8, col);
469 #endif
470
471                         break;
472                 case 3: /* shield */
473 #ifdef JP
474                         c_put_str(TERM_SLATE, " ###### ", row, col);
475                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
476                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
477                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
478                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
479                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
480                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
481                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
482                         prt(                  "   ½â   ", row + 8, col);
483 #else
484                         c_put_str(TERM_SLATE, " ###### ", row, col);
485                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
486                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
487                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
488                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
489                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
490                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
491                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
492                         prt(                  " Shield ", row + 8, col);
493 #endif
494
495                         break;
496                 case 4: /* plum */
497 #ifdef JP
498                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
499                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
500                         c_put_str(TERM_VIOLET, "########", row + 2, col);
501                         c_put_str(TERM_VIOLET, "########", row + 3, col);
502                         c_put_str(TERM_VIOLET, "########", row + 4, col);
503                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
504                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
505                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
506                         prt(                   " ¥×¥é¥à ", row + 8, col);
507 #else
508                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
509                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
510                         c_put_str(TERM_VIOLET, "########", row + 2, col);
511                         c_put_str(TERM_VIOLET, "########", row + 3, col);
512                         c_put_str(TERM_VIOLET, "########", row + 4, col);
513                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
514                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
515                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
516                         prt(                   "  Plum  ", row + 8, col);
517 #endif
518
519                         break;
520                 case 5: /* cherry */
521 #ifdef JP
522                         c_put_str(TERM_RED, "      ##", row, col);
523                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
524                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
525                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
526                         c_put_str(TERM_RED, " ###### ", row + 4, col);
527                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
528                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
529                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
530                         prt(                "¥Á¥§¥ê¡¼", row + 8, col);
531 #else
532                         c_put_str(TERM_RED, "      ##", row, col);
533                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
534                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
535                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
536                         c_put_str(TERM_RED, " ###### ", row + 4, col);
537                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
538                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
539                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
540                         prt(                " Cherry ", row + 8, col);
541 #endif
542
543                         break;
544         }
545 }
546
547 /*
548  * kpoker no (tyuto-hannpa na)pakuri desu...
549  * joker ha shineru node haitte masen.
550  *
551  * TODO: donataka! tsukutte!
552  *  - agatta yaku no kiroku (like DQ).
553  *  - kakkoii card no e.
554  *  - sousa-sei no koujyo.
555  *  - code wo wakariyasuku.
556  *  - double up.
557  *  - Joker... -- done.
558  *
559  * 9/13/2000 --Koka
560  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
561  */
562 #define SUIT_OF(card)  ((card) / 13)
563 #define NUM_OF(card)   ((card) % 13)
564 #define IS_JOKER(card) ((card) == 52)
565
566 static int cards[5]; /* tefuda no card */
567
568 static void reset_deck(int deck[])
569 {
570         int i;
571         for (i = 0; i < 53; i++) deck[i] = i;
572
573         /* shuffle cards */
574         for (i = 0; i < 53; i++){
575                 int tmp1 = randint0(53 - i) + i;
576                 int tmp2 = deck[i];
577                 deck[i] = deck[tmp1];
578                 deck[tmp1] = tmp2;
579         }
580 }
581
582 static bool have_joker(void)
583 {
584         int i;
585
586         for (i = 0; i < 5; i++){
587           if(IS_JOKER(cards[i])) return TRUE;
588         }
589         return FALSE;
590 }
591
592 static bool find_card_num(int num)
593 {
594         int i;
595         for (i = 0; i < 5; i++)
596                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
597         return FALSE;
598 }
599
600 static bool yaku_check_flush(void)
601 {
602         int i, suit;
603         bool joker_is_used = FALSE;
604
605         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
606         for (i = 0; i < 5; i++){
607                 if (SUIT_OF(cards[i]) != suit){
608                   if(have_joker() && !joker_is_used)
609                     joker_is_used = TRUE;
610                   else
611                     return FALSE;
612                 }
613         }
614
615         return TRUE;
616 }
617
618 static int yaku_check_straight(void)
619 {
620         int i, lowest = 99;
621         bool joker_is_used = FALSE;
622
623         /* get lowest */
624         for (i = 0; i < 5; i++)
625         {
626                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
627                         lowest = NUM_OF(cards[i]);
628         }
629         
630         if (yaku_check_flush())
631         {
632           if( lowest == 0 ){
633                 for (i = 0; i < 4; i++)
634                 {
635                         if (!find_card_num(9 + i)){
636                                 if( have_joker() && !joker_is_used )
637                                   joker_is_used = TRUE;
638                                 else
639                                   break;
640                         }
641                 }
642                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
643           }
644           if( lowest == 9 ){
645                 for (i = 0; i < 3; i++)
646                 {
647                         if (!find_card_num(10 + i))
648                                 break;
649                 }
650                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
651           }
652         }
653
654         joker_is_used = FALSE;
655         for (i = 0; i < 5; i++)
656         {
657                 if (!find_card_num(lowest + i)){
658                   if( have_joker() && !joker_is_used )
659                     joker_is_used = TRUE;
660                   else
661                     return 0;
662                 }
663         }
664         
665         if (yaku_check_flush())
666                 return 2; /* Straight Flush */
667
668         return 1;
669 }
670
671 /*
672  * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
673  */
674 static int yaku_check_pair(void)
675 {
676         int i, i2, matching = 0;
677
678         for (i = 0; i < 5; i++)
679         {
680                 for (i2 = i+1; i2 < 5; i2++)
681                 {
682                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
683                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
684                                 matching++;
685                 }
686         }
687
688         if(have_joker()){
689           switch(matching){
690           case 0:
691             matching = 1;
692             break;
693           case 1:
694             matching = 3;
695             break;
696           case 2:
697             matching = 4;
698             break;
699           case 3:
700             matching = 6;
701             break;
702           case 6:
703             matching = 7;
704             break;
705           default:
706             /* don't reach */
707             break;
708           }
709         }
710
711         return matching;
712 }
713
714 #define ODDS_5A 3000
715 #define ODDS_5C 400
716 #define ODDS_RF 200
717 #define ODDS_SF 80
718 #define ODDS_4C 16
719 #define ODDS_FH 12
720 #define ODDS_FL 8
721 #define ODDS_ST 4
722 #define ODDS_3C 1
723 #define ODDS_2P 1
724
725 static int yaku_check(void)
726 {
727         prt("                            ", 4, 3);
728
729         switch(yaku_check_straight()){
730         case 3: /* RF! */
731 #ifdef JP
732                 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
733 #else
734                 c_put_str(TERM_YELLOW, "Royal Flush",  4,  3);
735 #endif
736                 return ODDS_RF;
737         case 2: /* SF! */
738 #ifdef JP
739                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å",  4,  3);
740 #else
741                 c_put_str(TERM_YELLOW, "Straight Flush",  4,  3);
742 #endif
743                 return ODDS_SF;
744         case 1:
745 #ifdef JP
746                 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È",  4,  3);
747 #else
748                 c_put_str(TERM_YELLOW, "Straight",  4,  3);
749 #endif
750                 return ODDS_ST;
751         default:
752                 /* Not straight -- fall through */
753                 break;
754         }
755
756         if (yaku_check_flush())
757         {
758
759 #ifdef JP
760         c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å",  4,  3);
761 #else
762         c_put_str(TERM_YELLOW, "Flush",  4,  3);
763 #endif
764                 return ODDS_FL;
765         }
766
767         switch (yaku_check_pair())
768         {
769         case 1:
770 #ifdef JP
771                 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢",  4,  3);
772 #else
773                 c_put_str(TERM_YELLOW, "One pair",  4,  3);
774 #endif
775                 return 0;
776         case 2:
777 #ifdef JP
778                 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢",  4,  3);
779 #else
780                 c_put_str(TERM_YELLOW, "Two pair",  4,  3);
781 #endif
782                 return ODDS_2P;
783         case 3:
784 #ifdef JP
785                 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É",  4,  3);
786 #else
787                 c_put_str(TERM_YELLOW, "Three of a kind",  4,  3);
788 #endif
789                 return ODDS_3C;
790         case 4:
791 #ifdef JP
792                 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹",  4,  3);
793 #else
794                 c_put_str(TERM_YELLOW, "Full house",  4,  3);
795 #endif
796                 return ODDS_FH;
797         case 6:
798 #ifdef JP
799                 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É",  4,  3);
800 #else
801                 c_put_str(TERM_YELLOW, "Four of a kind",  4,  3);
802 #endif
803                 return ODDS_4C;
804         case 7:
805                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
806                 {
807 #ifdef JP
808                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹",  4,  3);
809 #else
810                         c_put_str(TERM_YELLOW, "Five ace",  4,  3);
811 #endif
812                         return ODDS_5A;
813                 }
814                 else
815                 {
816 #ifdef JP
817                         c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É",  4,  3);
818 #else
819                         c_put_str(TERM_YELLOW, "Five of a kind",  4,  3);
820 #endif
821                         return ODDS_5C;
822                 }
823         default:
824                 break;
825         }
826         return 0;
827 }
828
829 static void display_kaeruka(int hoge, int kaeruka[])
830 {
831         int i;
832         char col = TERM_WHITE;
833         for (i = 0; i < 5; i++)
834         {
835                 if (i == hoge) col = TERM_YELLOW;
836                 else if(kaeruka[i]) col = TERM_WHITE;
837                 else col = TERM_L_BLUE;
838 #ifdef JP
839                 if(kaeruka[i])
840                         c_put_str(col, "¤«¤¨¤ë", 14,  5+i*16);
841                 else
842                         c_put_str(col, "¤Î¤³¤¹", 14,  5+i*16);
843 #else
844                 if(kaeruka[i])
845                         c_put_str(col, "Change", 14,  5+i*16);
846                 else
847                         c_put_str(col, " Stay ", 14,  5+i*16);
848 #endif
849         }
850         if (hoge > 4) col = TERM_YELLOW;
851         else col = TERM_WHITE;
852 #ifdef JP
853         c_put_str(col, "·èÄê", 16,  38);
854 #else
855         c_put_str(col, "Sure", 16,  38);
856 #endif
857
858         /* Hilite current option */
859         if (hoge < 5) move_cursor(14, 5+hoge*16);
860         else move_cursor(16, 38);
861 }
862
863
864 static void display_cards(void)
865 {
866         int i, j;
867         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
868 #ifdef JP
869         cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
870         cptr card_grph[13][7] = {{"£Á   %s     ",
871                                   "     ÊÑ     ",
872                                   "     ¶ò     ",
873                                   "     ÈÚ     ",
874                                   "     ÅÜ     ",
875                                   "     %s     ",
876                                   "          £Á"},
877                                  {"£²          ",
878                                   "     %s     ",
879                                   "            ",
880                                   "            ",
881                                   "            ",
882                                   "     %s     ",
883                                   "          £²"},
884                                  {"£³          ",
885                                   "     %s     ",
886                                   "            ",
887                                   "     %s     ",
888                                   "            ",
889                                   "     %s     ",
890                                   "          £³"},
891                                  {"£´          ",
892                                   "   %s  %s   ",
893                                   "            ",
894                                   "            ",
895                                   "            ",
896                                   "   %s  %s   ",
897                                   "          £´"},
898                                  {"£µ          ",
899                                   "   %s  %s   ",
900                                   "            ",
901                                   "     %s     ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "          £µ"},
905                                  {"£¶          ",
906                                   "   %s  %s   ",
907                                   "            ",
908                                   "   %s  %s   ",
909                                   "            ",
910                                   "   %s  %s   ",
911                                   "          £¶"},
912                                  {"£·          ",
913                                   "   %s  %s   ",
914                                   "     %s     ",
915                                   "   %s  %s   ",
916                                   "            ",
917                                   "   %s  %s   ",
918                                   "          £·"},
919                                  {"£¸          ",
920                                   "   %s  %s   ",
921                                   "     %s     ",
922                                   "   %s  %s   ",
923                                   "     %s     ",
924                                   "   %s  %s   ",
925                                   "          £¸"},
926                                  {"£¹ %s  %s   ",
927                                   "            ",
928                                   "   %s  %s   ",
929                                   "     %s     ",
930                                   "   %s  %s   ",
931                                   "            ",
932                                   "   %s  %s £¹"},
933                                  {"10 %s  %s   ",
934                                   "     %s     ",
935                                   "   %s  %s   ",
936                                   "            ",
937                                   "   %s  %s   ",
938                                   "     %s     ",
939                                   "   %s  %s 10"},
940                                  {"£Ê   ¦«     ",
941                                   "%s   ||     ",
942                                   "     ||     ",
943                                   "     ||     ",
944                                   "     ||     ",
945                                   "   |=°¡=| %s",
946                                   "     ÌÜ   £Ê"},
947                                  {"£Ñ ######   ",
948                                   "%s#      #  ",
949                                   "  # ++++ #  ",
950                                   "  # +==+ #  ",
951                                   "   # ++ #   ",
952                                   "    #  #  %s",
953                                   "     ##   £Ñ"},
954                                  {"£Ë          ",
955                                   "%s ¡®¢Þ¡­   ",
956                                   "  ¦Ã¦Ã¦Ã¦Ë  ",
957                                   "  ¦Ï ¦Ï ¦É  ",
958                                   "   ¦Ô    ¢ß ",
959                                   "    ¦Ò ¥Î %s",
960                                   "          £Ë"}};
961         cptr joker_grph[7] = {    "            ",
962                                   "     £Ê     ",
963                                   "     £Ï     ",
964                                   "     £Ë     ",
965                                   "     £Å     ",
966                                   "     £Ò     ",
967                                   "            "};
968
969 #else
970
971         cptr suit[4] = {"[]", "qp", "<>", "db"};
972         cptr card_grph[13][7] = {{"A    %s     ",
973                                   "     He     ",
974                                   "     ng     ",
975                                   "     ba     ",
976                                   "     nd     ",
977                                   "     %s     ",
978                                   "           A"},
979                                  {"2           ",
980                                   "     %s     ",
981                                   "            ",
982                                   "            ",
983                                   "            ",
984                                   "     %s     ",
985                                   "           2"},
986                                  {"3           ",
987                                   "     %s     ",
988                                   "            ",
989                                   "     %s     ",
990                                   "            ",
991                                   "     %s     ",
992                                   "           3"},
993                                  {"4           ",
994                                   "   %s  %s   ",
995                                   "            ",
996                                   "            ",
997                                   "            ",
998                                   "   %s  %s   ",
999                                   "           4"},
1000                                  {"5           ",
1001                                   "   %s  %s   ",
1002                                   "            ",
1003                                   "     %s     ",
1004                                   "            ",
1005                                   "   %s  %s   ",
1006                                   "           5"},
1007                                  {"6           ",
1008                                   "   %s  %s   ",
1009                                   "            ",
1010                                   "   %s  %s   ",
1011                                   "            ",
1012                                   "   %s  %s   ",
1013                                   "           6"},
1014                                  {"7           ",
1015                                   "   %s  %s   ",
1016                                   "     %s     ",
1017                                   "   %s  %s   ",
1018                                   "            ",
1019                                   "   %s  %s   ",
1020                                   "           7"},
1021                                  {"8           ",
1022                                   "   %s  %s   ",
1023                                   "     %s     ",
1024                                   "   %s  %s   ",
1025                                   "     %s     ",
1026                                   "   %s  %s   ",
1027                                   "           8"},
1028                                  {"9  %s  %s   ",
1029                                   "            ",
1030                                   "   %s  %s   ",
1031                                   "     %s     ",
1032                                   "   %s  %s   ",
1033                                   "            ",
1034                                   "   %s  %s  9"},
1035                                  {"10 %s  %s   ",
1036                                   "     %s     ",
1037                                   "   %s  %s   ",
1038                                   "            ",
1039                                   "   %s  %s   ",
1040                                   "     %s     ",
1041                                   "   %s  %s 10"},
1042                                  {"J    /\\     ",
1043                                   "%s   ||     ",
1044                                   "     ||     ",
1045                                   "     ||     ",
1046                                   "     ||     ",
1047                                   "   |=HH=| %s",
1048                                   "     ][    J"},
1049                                  {"Q  ######   ",
1050                                   "%s#      #  ",
1051                                   "  # ++++ #  ",
1052                                   "  # +==+ #  ",
1053                                   "   # ++ #   ",
1054                                   "    #  #  %s",
1055                                   "     ##    Q"},
1056                                  {"K           ",
1057                                   "%s _'~~`_   ",
1058                                   "   jjjjj$&  ",
1059                                   "   q q uu   ",
1060                                   "   c    &   ",
1061                                   "    v__/  %s",
1062                                   "           K"}};
1063         cptr joker_grph[7] = {    "            ",
1064                                   "     J      ",
1065                                   "     O      ",
1066                                   "     K      ",
1067                                   "     E      ",
1068                                   "     R      ",
1069                                   "            "};
1070 #endif
1071
1072         for (i = 0; i < 5; i++)
1073         {
1074 #ifdef JP
1075                 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯",  5,  i*16);
1076 #else
1077                 prt(" +------------+ ",  5,  i*16);
1078 #endif
1079         }
1080
1081         for (i = 0; i < 5; i++)
1082         {
1083                 for (j = 0; j < 7; j++)
1084                 {
1085 #ifdef JP
1086                         prt("¨­",  j+6,  i*16);
1087 #else
1088                         prt(" |",  j+6,  i*16);
1089 #endif
1090                         if(IS_JOKER(cards[i]))
1091                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1092                         else
1093                                 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);
1094 #ifdef JP
1095                         prt("¨­",  j+6,  i*16+14);
1096 #else
1097                         prt("| ",  j+6,  i*16+14);
1098 #endif
1099                 }
1100         }
1101         for (i = 0; i < 5; i++)
1102         {
1103 #ifdef JP
1104                 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13,  i*16);
1105 #else
1106                 prt(" +------------+ ", 13,  i*16);
1107 #endif
1108         }
1109 }
1110
1111 static int do_poker(void)
1112 {
1113         int i, k = 2;
1114         char cmd;
1115         int deck[53]; /* yamafuda : 0...52 */
1116         int deck_ptr = 0;
1117         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1118
1119         bool done = FALSE;
1120         bool kettei = TRUE;
1121         bool kakikae = TRUE;
1122
1123         reset_deck(deck);
1124
1125         for (i = 0; i < 5; i++)
1126         {
1127                 cards[i] = deck[deck_ptr++];
1128                 kaeruka[i] = 0; /* default:nokosu */
1129         }
1130         
1131 #if 0
1132         /* debug:RF */
1133         cards[0] = 12;
1134         cards[1] = 0;
1135         cards[2] = 9;
1136         cards[3] = 11;
1137         cards[4] = 10;
1138 #endif
1139 #if 0
1140         /* debug:SF */
1141         cards[0] = 3;
1142         cards[1] = 2;
1143         cards[2] = 4;
1144         cards[3] = 6;
1145         cards[4] = 5;
1146 #endif
1147 #if 0
1148         /* debug:Four Cards */
1149         cards[0] = 0;
1150         cards[1] = 0 + 13 * 1;
1151         cards[2] = 0 + 13 * 2;
1152         cards[3] = 0 + 13 * 3;
1153         cards[4] = 51;
1154 #endif
1155 #if 0
1156         /* debug:Straight */
1157         cards[0] = 1;
1158         cards[1] = 0 + 13;
1159         cards[2] = 3;
1160         cards[3] = 2 + 26;
1161         cards[4] = 4;
1162 #endif
1163 #if 0
1164         /* debug */
1165         cards[0] = 52;
1166         cards[1] = 0;
1167         cards[2] = 1;
1168         cards[3] = 2;
1169         cards[4] = 3;
1170 #endif
1171
1172         /* suteruno wo kimeru */
1173 #ifdef JP
1174         prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1175 #else
1176         prt("Stay witch? ", 0, 0);
1177 #endif
1178
1179         display_cards();
1180         yaku_check();
1181
1182         while (!done)
1183         {
1184                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1185                 kakikae = FALSE;
1186                 cmd = inkey();
1187                 switch (cmd)
1188                 {
1189                 case '6': case 'l': case 'L': case KTRL('F'):
1190                         if (!kettei) k = (k+1)%5;
1191                         else {k = 0;kettei = FALSE;}
1192                         kakikae = TRUE;
1193                         break;
1194                 case '4': case 'h': case 'H': case KTRL('B'):
1195                         if (!kettei) k = (k+4)%5;
1196                         else {k = 4;kettei = FALSE;}
1197                         kakikae = TRUE;
1198                         break;
1199                 case '2': case 'j': case 'J': case KTRL('N'):
1200                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1201                         break;
1202                 case '8': case 'k': case 'K': case KTRL('P'):
1203                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1204                         break;
1205                 case ' ': case '\r':
1206                         if (kettei) done = TRUE;
1207                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1208                         break;
1209                 default:
1210                         break;
1211                 }
1212         }
1213         
1214         prt("",0,0);
1215
1216         for (i = 0; i < 5; i++)
1217                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1218
1219         display_cards();
1220         
1221         return yaku_check();
1222 }
1223 #undef SUIT_OF
1224 #undef NUM_OF
1225 #undef IS_JOKER
1226 /* end of poker codes --Koka */
1227
1228 /*
1229  * gamble_comm
1230  */
1231 static bool gamble_comm(int cmd)
1232 {
1233         int i;
1234         int roll1, roll2, roll3, choice, odds, win;
1235         s32b wager;
1236         s32b maxbet;
1237         s32b oldgold;
1238
1239         char out_val[160], tmp_str[80], again;
1240         cptr p;
1241
1242         screen_save();
1243
1244         if (cmd == BACT_GAMBLE_RULES)
1245         {
1246                 /* Peruse the gambling help file */
1247 #ifdef JP
1248 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1249 #else
1250                 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1251 #endif
1252
1253         }
1254         else
1255         {
1256                 /* No money */
1257                 if (p_ptr->au < 1)
1258                 {
1259 #ifdef JP
1260                         msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1261 #else
1262                         msg_print("Hey! You don't have gold - get out of here!");
1263 #endif
1264
1265                         msg_print(NULL);
1266                         screen_load();
1267                         return FALSE;
1268                 }
1269
1270                 clear_bldg(5, 23);
1271
1272                 maxbet = p_ptr->lev * 200;
1273
1274                 /* We can't bet more than we have */
1275                 maxbet = MIN(maxbet, p_ptr->au);
1276
1277                 /* Get the wager */
1278                 strcpy(out_val, "");
1279 #ifdef JP
1280 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
1281 #else
1282                 sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
1283 #endif
1284
1285
1286                 /*
1287                  * Use get_string() because we may need more than
1288                  * the s16b value returned by get_quantity().
1289                  */
1290                 if (get_string(tmp_str, out_val, 32))
1291                 {
1292                         /* Strip spaces */
1293                         for (p = out_val; *p == ' '; p++);
1294
1295                         /* Get the wager */
1296                         wager = atol(p);
1297
1298                         if (wager > p_ptr->au)
1299                         {
1300 #ifdef JP
1301 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1302 #else
1303                                 msg_print("Hey! You don't have the gold - get out of here!");
1304 #endif
1305
1306                                 msg_print(NULL);
1307                                 screen_load();
1308                                 return (FALSE);
1309                         }
1310                         else if (wager > maxbet)
1311                         {
1312 #ifdef JP
1313 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", (long int)maxbet);
1314 #else
1315                                 msg_format("I'll take %ld gold of that. Keep the rest.", (long int)maxbet);
1316 #endif
1317
1318                                 wager = maxbet;
1319                         }
1320                         else if (wager < 1)
1321                         {
1322 #ifdef JP
1323 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1324 #else
1325                                 msg_print("Ok, we'll start with 1 gold.");
1326 #endif
1327
1328
1329                                 wager = 1;
1330                         }
1331                         msg_print(NULL);
1332                         win = FALSE;
1333                         odds = 0;
1334                         oldgold = p_ptr->au;
1335
1336 #ifdef JP
1337 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", (long int)oldgold);
1338 #else
1339                         sprintf(tmp_str, "Gold before game: %9ld", (long int)oldgold);
1340 #endif
1341
1342                         prt(tmp_str, 20, 2);
1343
1344 #ifdef JP
1345 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â:     %9ld", (long int)wager);
1346 #else
1347                         sprintf(tmp_str, "Current Wager:    %9ld", (long int)wager);
1348 #endif
1349
1350                         prt(tmp_str, 21, 2);
1351
1352                         /* Prevent savefile-scumming of the casino */
1353 /*                      Rand_quick = TRUE; */
1354                         Rand_value = time(NULL);
1355
1356                         do
1357                         {
1358 #ifdef JP /* Prevent random seed cracking of the casino */
1359                                 clock_t clk;
1360                                 clk = clock();
1361                                 Rand_value *= clk;
1362 #endif
1363                                 p_ptr->au -= wager;
1364                                 switch (cmd)
1365                                 {
1366                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1367 #ifdef JP
1368 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1369 #else
1370                                         c_put_str(TERM_GREEN, "In Between", 5, 2);
1371 #endif
1372
1373                                         odds = 4;
1374                                         win = FALSE;
1375                                         roll1 = randint1(10);
1376                                         roll2 = randint1(10);
1377                                         choice = randint1(10);
1378 #ifdef JP
1379 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d        ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1380 #else
1381                                         sprintf(tmp_str, "Black die: %d       Black Die: %d", roll1, roll2);
1382 #endif
1383
1384                                         prt(tmp_str, 8, 3);
1385 #ifdef JP
1386 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1387 #else
1388                                         sprintf(tmp_str, "Red die: %d", choice);
1389 #endif
1390
1391                                         prt(tmp_str, 11, 14);
1392                                         if (((choice > roll1) && (choice < roll2)) ||
1393                                                 ((choice < roll1) && (choice > roll2)))
1394                                                 win = TRUE;
1395                                         break;
1396                                 case BACT_CRAPS:  /* Game of Craps */
1397 #ifdef JP
1398 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1399 #else
1400                                         c_put_str(TERM_GREEN, "Craps", 5, 2);
1401 #endif
1402
1403                                         win = 3;
1404                                         odds = 2;
1405                                         roll1 = randint1(6);
1406                                         roll2 = randint1(6);
1407                                         roll3 = roll1 +  roll2;
1408                                         choice = roll3;
1409 #ifdef JP
1410 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d      Total: %d", roll1, 
1411 #else
1412                                         sprintf(tmp_str, "First roll: %d %d    Total: %d", roll1,
1413 #endif
1414
1415                                                  roll2, roll3);
1416                                         prt(tmp_str, 7, 5);
1417                                         if ((roll3 == 7) || (roll3 == 11))
1418                                                 win = TRUE;
1419                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1420                                                 win = FALSE;
1421                                         else
1422                                                 do
1423                                                 {
1424 #ifdef JP
1425 msg_print("¤Ê¤Ë¤«¥­¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1426 #else
1427                                                         msg_print("Hit any key to roll again");
1428 #endif
1429
1430                                                         msg_print(NULL);
1431                                                         roll1 = randint1(6);
1432                                                         roll2 = randint1(6);
1433                                                         roll3 = roll1 +  roll2;
1434
1435 #ifdef JP
1436 sprintf(tmp_str, "½ÐÌÜ: %d %d          ¹ç·×:      %d",
1437 #else
1438                                                         sprintf(tmp_str, "Roll result: %d %d   Total:     %d",
1439 #endif
1440
1441                                                                  roll1, roll2, roll3);
1442                                                         prt(tmp_str, 8, 5);
1443                                                         if (roll3 == choice)
1444                                                                 win = TRUE;
1445                                                         else if (roll3 == 7)
1446                                                                 win = FALSE;
1447                                                 } while ((win != TRUE) && (win != FALSE));
1448                                         break;
1449
1450                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1451                                         win = FALSE;
1452                                         odds = 9;
1453 #ifdef JP
1454 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1455 #else
1456                                         c_put_str(TERM_GREEN, "Wheel", 5, 2);
1457 #endif
1458
1459                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1460                                         prt("--------------------------------", 8, 3);
1461                                         strcpy(out_val, "");
1462 #ifdef JP
1463 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1464 #else
1465                                         get_string("Pick a number (0-9): ", out_val, 32);
1466 #endif
1467
1468                                         for (p = out_val; isspace(*p); p++);
1469                                         choice = atol(p);
1470                                         if (choice < 0)
1471                                         {
1472 #ifdef JP
1473 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1474 #else
1475                                                 msg_print("I'll put you down for 0.");
1476 #endif
1477
1478                                                 choice = 0;
1479                                         }
1480                                         else if (choice > 9)
1481                                         {
1482 #ifdef JP
1483 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1484 #else
1485                                                 msg_print("Ok, I'll put you down for 9.");
1486 #endif
1487
1488                                                 choice = 9;
1489                                         }
1490                                         msg_print(NULL);
1491                                         roll1 = randint0(10);
1492 #ifdef JP
1493 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1494 #else
1495                                         sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1496 #endif
1497
1498                                                 roll1);
1499                                         prt(tmp_str, 13, 3);
1500                                         prt("", 9, 0);
1501                                         prt("*", 9, (3 * roll1 + 5));
1502                                         if (roll1 == choice)
1503                                                 win = TRUE;
1504                                         break;
1505
1506                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1507 #ifdef JP
1508 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1509                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó            2", 6, 37);
1510                                         c_put_str(TERM_YELLOW, "¥ì¥â¥ó   ¥ì¥â¥ó   ¥ì¥â¥ó   5", 7, 37);
1511                                         c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1512                                         c_put_str(TERM_UMBER, "·õ       ·õ       ·õ       20", 9, 37);
1513                                         c_put_str(TERM_SLATE, "½â       ½â       ½â       50", 10, 37);
1514                                         c_put_str(TERM_VIOLET, "¥×¥é¥à   ¥×¥é¥à   ¥×¥é¥à   200", 11, 37);
1515                                         c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1516 #else
1517                                         c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1518 #endif
1519
1520                                         win = FALSE;
1521                                         roll1 = randint1(21);
1522                                         for (i=6;i>0;i--)
1523                                         {
1524                                                 if ((roll1-i) < 1)
1525                                                 {
1526                                                         roll1 = 7-i;
1527                                                         break;
1528                                                 }
1529                                                 roll1 -= i;
1530                                         }
1531                                         roll2 = randint1(21);
1532                                         for (i=6;i>0;i--)
1533                                         {
1534                                                 if ((roll2-i) < 1)
1535                                                 {
1536                                                         roll2 = 7-i;
1537                                                         break;
1538                                                 }
1539                                                 roll2 -= i;
1540                                         }
1541                                         choice = randint1(21);
1542                                         for (i=6;i>0;i--)
1543                                         {
1544                                                 if ((choice-i) < 1)
1545                                                 {
1546                                                         choice = 7-i;
1547                                                         break;
1548                                                 }
1549                                                 choice -= i;
1550                                         }
1551                                         put_str("/--------------------------\\", 7, 2);
1552                                         prt("\\--------------------------/", 17, 2);
1553                                         display_fruit(8,  3, roll1 - 1);
1554                                         display_fruit(8, 12, roll2 - 1);
1555                                         display_fruit(8, 21, choice - 1);
1556                                         if ((roll1 == roll2) && (roll2 == choice))
1557                                         {
1558                                                 win = TRUE;
1559                                                 switch(roll1)
1560                                                 {
1561                                                 case 1:
1562                                                         odds = 5;break;
1563                                                 case 2:
1564                                                         odds = 10;break;
1565                                                 case 3:
1566                                                         odds = 20;break;
1567                                                 case 4:
1568                                                         odds = 50;break;
1569                                                 case 5:
1570                                                         odds = 200;break;
1571                                                 case 6:
1572                                                         odds = 1000;break;
1573                                                 }
1574                                         }
1575                                         else if ((roll1 == 1) && (roll2 == 1))
1576                                         {
1577                                                 win = TRUE;
1578                                                 odds = 2;
1579                                         }
1580                                         break;
1581                                 case BACT_POKER:
1582                                         win = FALSE;
1583                                         odds = do_poker();
1584                                         if (odds) win = TRUE;
1585                                         break;
1586                                 }
1587
1588                                 if (win)
1589                                 {
1590 #ifdef JP
1591 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1592 #else
1593                                         prt("YOU WON", 16, 37);
1594 #endif
1595
1596                                         p_ptr->au += odds * wager;
1597 #ifdef JP
1598 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1599 #else
1600                                         sprintf(tmp_str, "Payoff: %d", odds);
1601 #endif
1602
1603                                         prt(tmp_str, 17, 37);
1604                                 }
1605                                 else
1606                                 {
1607 #ifdef JP
1608 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1609 #else
1610                                         prt("You Lost", 16, 37);
1611 #endif
1612
1613                                         prt("", 17, 37);
1614                                 }
1615 #ifdef JP
1616 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â:     %9ld", (long int)p_ptr->au);
1617 #else
1618                                 sprintf(tmp_str, "Current Gold:     %9ld", (long int)p_ptr->au);
1619 #endif
1620
1621                                 prt(tmp_str, 22, 2);
1622 #ifdef JP
1623 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1624 #else
1625                                 prt("Again(Y/N)?", 18, 37);
1626 #endif
1627
1628                                 move_cursor(18, 52);
1629                                 again = inkey();
1630                                 prt("", 16, 37);
1631                                 prt("", 17, 37);
1632                                 prt("", 18, 37);
1633                                 if (wager > p_ptr->au)
1634                                 {
1635 #ifdef JP
1636 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1637 #else
1638                                         msg_print("Hey! You don't have the gold - get out of here!");
1639 #endif
1640
1641                                         msg_print(NULL);
1642
1643                                         /* Get out here */
1644                                         break;
1645                                 }
1646                         } while ((again == 'y') || (again == 'Y'));
1647
1648                         /* Switch back to complex RNG */
1649                         Rand_quick = FALSE;
1650
1651                         prt("", 18, 37);
1652                         if (p_ptr->au >= oldgold)
1653                         {
1654 #ifdef JP
1655 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1656 #else
1657                                 msg_print("You came out a winner! We'll win next time, I'm sure.");
1658 #endif
1659                                 chg_virtue(V_CHANCE, 3);
1660                         }
1661                         else
1662                         {
1663 #ifdef JP
1664 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1665 #else
1666                                 msg_print("You lost gold! Haha, better head home.");
1667 #endif
1668                                 chg_virtue(V_CHANCE, -3);
1669                         }
1670                 }
1671                 msg_print(NULL);
1672         }
1673         screen_load();
1674         return (TRUE);
1675 }
1676
1677 static bool vault_aux_battle(int r_idx)
1678 {
1679         int i;
1680         int dam = 0;
1681
1682         monster_race *r_ptr = &r_info[r_idx];
1683
1684         /* Decline town monsters */
1685 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1686
1687         /* Decline unique monsters */
1688 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1689 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1690
1691         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1692         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1693         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1694         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1695         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1696
1697         for (i = 0; i < 4; i++)
1698         {
1699                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1700                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1701         }
1702         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);
1703
1704         /* Okay */
1705         return (TRUE);
1706 }
1707
1708 void battle_monsters(void)
1709 {
1710         int total, i;
1711         int max_dl = 0;
1712         int mon_level;
1713         int power[4];
1714         bool tekitou;
1715         bool old_inside_battle = p_ptr->inside_battle;
1716
1717         for (i = 0; i < max_d_idx; i++)
1718                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1719
1720         mon_level = randint1(MIN(max_dl, 122))+5;
1721         if (randint0(100) < 60)
1722         {
1723                 i = randint1(MIN(max_dl, 122))+5;
1724                 mon_level = MAX(i, mon_level);
1725         }
1726         if (randint0(100) < 30)
1727         {
1728                 i = randint1(MIN(max_dl, 122))+5;
1729                 mon_level = MAX(i, mon_level);
1730         }
1731
1732         while (1)
1733         {
1734                 total = 0;
1735                 tekitou = FALSE;
1736                 for(i=0;i<4;i++)
1737                 {
1738                         int r_idx, j;
1739                         while (1)
1740                         {
1741                                 get_mon_num_prep(vault_aux_battle, NULL);
1742                                 p_ptr->inside_battle = TRUE;
1743                                 r_idx = get_mon_num(mon_level);
1744                                 p_ptr->inside_battle = old_inside_battle;
1745                                 if (!r_idx) continue;
1746
1747                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1748                                 {
1749                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1750                                 }
1751
1752                                 for (j = 0; j < i; j++)
1753                                         if(r_idx == battle_mon[j]) break;
1754                                 if (j<i) continue;
1755
1756                                 break;
1757                         }
1758                         battle_mon[i] = r_idx;
1759                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1760                 }
1761
1762                 for (i=0;i<4;i++)
1763                 {
1764                         monster_race *r_ptr = &r_info[battle_mon[i]];
1765                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1766
1767                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1768                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1769                         else
1770                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1771                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1772                         if (r_ptr->speed > 110)
1773                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1774                         if (r_ptr->speed < 110)
1775                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1776                         if (num_taisei > 2)
1777                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1778                         else if (r_ptr->flags6 & RF6_INVULNER)
1779                                 power[i] = power[i] * 4 / 3;
1780                         else if (r_ptr->flags6 & RF6_HEAL)
1781                                 power[i] = power[i] * 4 / 3;
1782                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1783                                 power[i] = power[i] * 11 / 10;
1784                         if (r_ptr->flags1 & RF1_RAND_25)
1785                                 power[i] = power[i] * 9 / 10;
1786                         if (r_ptr->flags1 & RF1_RAND_50)
1787                                 power[i] = power[i] * 9 / 10;
1788
1789                         switch (battle_mon[i])
1790                         {
1791                                 case MON_GREEN_G:
1792                                 case MON_THAT_BAT:
1793                                 case MON_GHOST_Q:
1794                                         power[i] /= 4;
1795                                         break;
1796                                 case MON_LOST_SOUL:
1797                                 case MON_GHOST:
1798                                         power[i] /= 2;
1799                                         break;
1800                                 case MON_UND_BEHOLDER:
1801                                 case MON_SANTACLAUS:
1802                                 case MON_ULT_BEHOLDER:
1803                                 case MON_UNGOLIANT:
1804                                 case MON_ATLACH_NACHA:
1805                                 case MON_Y_GOLONAC:
1806                                         power[i] = power[i] * 3 / 5;
1807                                         break;
1808                                 case MON_ROBIN_HOOD:
1809                                 case MON_RICH:
1810                                 case MON_LICH:
1811                                 case MON_COLOSSUS:
1812                                 case MON_CRYPT_THING:
1813                                 case MON_MASTER_LICH:
1814                                 case MON_DREADMASTER:
1815                                 case MON_DEMILICH:
1816                                 case MON_SHADOWLORD:
1817                                 case MON_ARCHLICH:
1818                                 case MON_BLEYS:
1819                                 case MON_CAINE:
1820                                 case MON_JULIAN:
1821                                 case MON_VENOM_WYRM:
1822                                 case MON_MASTER_MYS:
1823                                 case MON_G_MASTER_MYS:
1824                                         power[i] = power[i] * 3 / 4;
1825                                         break;
1826                                 case MON_VORPAL_BUNNY:
1827                                 case MON_SHAGRAT:
1828                                 case MON_GORBAG:
1829                                 case MON_LOG_MASTER:
1830                                 case MON_JURT:
1831                                 case MON_GRAV_HOUND:
1832                                 case MON_SHIM_VOR:
1833                                 case MON_JUBJUB:
1834                                 case MON_CLUB_DEMON:
1835                                 case MON_LLOIGOR:
1836                                 case MON_NIGHTCRAWLER:
1837                                 case MON_NIGHTWALKER:
1838                                 case MON_RAPHAEL:
1839                                 case MON_SHAMBLER:
1840                                 case MON_SKY_DRAKE:
1841                                 case MON_GERARD:
1842                                 case MON_G_CTHULHU:
1843                                 case MON_SPECT_WYRM:
1844                                 case MON_BAZOOKER:
1845                                 case MON_GCWADL:
1846                                 case MON_KIRIN:
1847                                 case MON_FENGHUANG:
1848                                         power[i] = power[i] * 4 / 3;
1849                                         break;
1850                                 case MON_UMBER_HULK:
1851                                 case MON_FIRE_VOR:
1852                                 case MON_WATER_VOR:
1853                                 case MON_COLD_VOR:
1854                                 case MON_ENERGY_VOR:
1855                                 case MON_GACHAPIN:
1856                                 case MON_REVENANT:
1857                                 case MON_NEXUS_VOR:
1858                                 case MON_PLASMA_VOR:
1859                                 case MON_TIME_VOR:
1860                                 case MON_MANDOR:
1861                                 case MON_KAVLAX:
1862                                 case MON_RINALDO:
1863                                 case MON_STORMBRINGER:
1864                                 case MON_TIME_HOUND:
1865                                 case MON_PLASMA_HOUND:
1866                                 case MON_TINDALOS:
1867                                 case MON_CHAOS_VOR:
1868                                 case MON_AETHER_VOR:
1869                                 case MON_AETHER_HOUND:
1870                                 case MON_CANTORAS:
1871                                 case MON_GODZILLA:
1872                                 case MON_TARRASQUE:
1873                                 case MON_DESTROYER:
1874                                 case MON_MORGOTH:
1875                                 case MON_SERPENT:
1876                                 case MON_OROCHI:
1877                                 case MON_D_ELF_SHADE:
1878                                 case MON_MANA_HOUND:
1879                                 case MON_SHARD_VOR:
1880                                 case MON_BANORLUPART:
1881                                 case MON_BOTEI:
1882                                 case MON_JAIAN:
1883                                 case MON_BAHAMUT:
1884                                 case MON_WAHHA:
1885                                         power[i] = power[i] * 3 / 2;
1886                                         break;
1887                                 case MON_ROLENTO:
1888                                 case MON_CYBER:
1889                                 case MON_CYBER_KING:
1890                                 case MON_UNICORN_ORD:
1891                                         power[i] = power[i] * 5 / 3;
1892                                         break;
1893                                 case MON_ARCH_VILE:
1894                                 case MON_PHANTOM_B:
1895                                 case MON_WYRM_POWER:
1896                                         power[i] *= 2;
1897                                         break;
1898                                 case MON_NODENS:
1899                                 case MON_CULVERIN:
1900                                         power[i] *= 3;
1901                                         break;
1902                                 case MON_ECHIZEN:
1903                                         power[i] *= 9;
1904                                         break;
1905                                 case MON_HAGURE:
1906                                         power[i] *= 100000;
1907                                         break;
1908                                 default:
1909                                         break;
1910                         }
1911                         total += power[i];
1912                 }
1913                 for (i=0;i<4;i++)
1914                 {
1915                         power[i] = total*60/power[i];
1916                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1917                         if ((power[i] < 160) && randint0(20)) break;
1918                         if (power[i] < 101) power[i] = 100 + randint1(5);
1919                         mon_odds[i] = power[i];
1920                 }
1921                 if (i == 4) break;
1922         }
1923 }
1924
1925 static bool kakutoujou(void)
1926 {
1927         s32b maxbet;
1928         s32b wager;
1929         char out_val[160], tmp_str[80];
1930         cptr p;
1931
1932         if ((turn - old_battle) > TURNS_PER_TICK*250)
1933         {
1934                 battle_monsters();
1935                 old_battle = turn;
1936         }
1937
1938         screen_save();
1939
1940         /* No money */
1941         if (p_ptr->au < 1)
1942         {
1943 #ifdef JP
1944                 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1945 #else
1946                 msg_print("Hey! You don't have gold - get out of here!");
1947 #endif
1948
1949                 msg_print(NULL);
1950                 screen_load();
1951                 return FALSE;
1952         }
1953         else
1954         {
1955                 int i;
1956
1957                 clear_bldg(4, 10);
1958
1959 #ifdef JP
1960                 prt("¥â¥ó¥¹¥¿¡¼                                                     ÇÜΨ", 4, 4);
1961 #else
1962                 prt("Monsters                                                       Odds", 4, 4);
1963 #endif
1964                 for (i=0;i<4;i++)
1965                 {
1966                         char buf[80];
1967                         monster_race *r_ptr = &r_info[battle_mon[i]];
1968
1969 #ifdef JP
1970                         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);
1971 #else
1972                         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);
1973 #endif
1974                         prt(buf, 5+i, 1);
1975                 }
1976
1977 #ifdef JP
1978                 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1979 #else
1980                 prt("Which monster: ", 0, 0);
1981 #endif
1982                 while(1)
1983                 {
1984                         i = inkey();
1985
1986                         if (i == ESCAPE)
1987                         {
1988                                 screen_load();
1989                                 return FALSE;
1990                         }
1991                         if (i >= '1' && i <= '4')
1992                         {
1993                                 sel_monster = i-'1';
1994                                 battle_odds = mon_odds[sel_monster];
1995                                 break;
1996                         }
1997                         else bell();
1998                 }
1999
2000                 clear_bldg(4,4);
2001                 for (i=0;i<4;i++)
2002                         if (i !=sel_monster) clear_bldg(i+5,i+5);
2003
2004                 maxbet = p_ptr->lev * 200;
2005
2006                 /* We can't bet more than we have */
2007                 maxbet = MIN(maxbet, p_ptr->au);
2008
2009                 /* Get the wager */
2010                 strcpy(out_val, "");
2011 #ifdef JP
2012 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
2013 #else
2014                 sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
2015 #endif
2016
2017
2018                 /*
2019                  * Use get_string() because we may need more than
2020                  * the s16b value returned by get_quantity().
2021                  */
2022                 if (get_string(tmp_str, out_val, 32))
2023                 {
2024                         /* Strip spaces */
2025                         for (p = out_val; *p == ' '; p++);
2026
2027                         /* Get the wager */
2028                         wager = atol(p);
2029
2030                         if (wager > p_ptr->au)
2031                         {
2032 #ifdef JP
2033 msg_print("¤ª¤¤¡ª¶â¤¬Â­¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2034 #else
2035                                 msg_print("Hey! You don't have the gold - get out of here!");
2036 #endif
2037
2038                                 msg_print(NULL);
2039                                 screen_load();
2040                                 return (FALSE);
2041                         }
2042                         else if (wager > maxbet)
2043                         {
2044 #ifdef JP
2045 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤­¤Ê¡£", (long int)maxbet);
2046 #else
2047                                 msg_format("I'll take %ld gold of that. Keep the rest.",(long int) maxbet);
2048 #endif
2049
2050                                 wager = maxbet;
2051                         }
2052                         else if (wager < 1)
2053                         {
2054 #ifdef JP
2055 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2056 #else
2057                                 msg_print("Ok, we'll start with 1 gold.");
2058 #endif
2059
2060
2061                                 wager = 1;
2062                         }
2063                         msg_print(NULL);
2064                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
2065                         kakekin = wager;
2066                         p_ptr->au -= wager;
2067                         reset_tim_flags();
2068
2069                         /* Save the surface floor as saved floor */
2070                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
2071
2072                         p_ptr->inside_battle = TRUE;
2073                         p_ptr->leaving = TRUE;
2074
2075                         leave_bldg = TRUE;
2076                         screen_load();
2077
2078                         return (TRUE);
2079                 }
2080         }
2081         screen_load();
2082
2083         return (FALSE);
2084 }
2085
2086 static void today_target(void)
2087 {
2088         char buf[160];
2089         monster_race *r_ptr = &r_info[today_mon];
2090
2091         clear_bldg(4,18);
2092 #ifdef JP
2093 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2094 #else
2095         prt("Wanted monster that changes from day to day", 5, 10);
2096 #endif
2097 #ifdef JP
2098         sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2099 #else
2100         sprintf(buf,"target: %s",r_name + r_ptr->name);
2101 #endif
2102         c_put_str(TERM_YELLOW, buf, 6, 10);
2103 #ifdef JP
2104         sprintf(buf,"»àÂΠ---- $%d",r_ptr->level * 50 + 100);
2105 #else
2106         sprintf(buf,"corpse   ---- $%d",r_ptr->level * 50 + 100);
2107 #endif
2108         prt(buf, 8, 10);
2109 #ifdef JP
2110         sprintf(buf,"¹ü   ---- $%d",r_ptr->level * 30 + 60);
2111 #else
2112         sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2113 #endif
2114         prt(buf, 9, 10);
2115         p_ptr->today_mon = today_mon;
2116 }
2117
2118 static void tsuchinoko(void)
2119 {
2120         clear_bldg(4,18);
2121 #ifdef JP
2122 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2123 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2124 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2125 c_put_str(TERM_WHITE, "»àÂΠ    ----   $200,000", 9, 10);
2126 c_put_str(TERM_WHITE, "¹ü       ----   $100,000", 10, 10);
2127 #else
2128 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2129 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2130 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2131 c_put_str(TERM_WHITE, "corpse      ----   $200,000", 9, 10);
2132 c_put_str(TERM_WHITE, "bones       ----   $100,000", 10, 10);
2133 #endif
2134 }
2135
2136 static void shoukinkubi(void)
2137 {
2138         int i;
2139         int y = 0;
2140
2141         clear_bldg(4,18);
2142
2143 #ifdef JP
2144         prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2145 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2146 #else
2147         prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2148 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2149 #endif
2150
2151         for (i = 0; i < MAX_KUBI; i++)
2152         {
2153                 byte color;
2154                 cptr done_mark;
2155                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2156
2157                 if (kubi_r_idx[i] > 10000)
2158                 {
2159                         color = TERM_RED;
2160 #ifdef JP
2161                         done_mark = "(ºÑ)";
2162 #else
2163                         done_mark = "(done)";
2164 #endif
2165                 }
2166                 else
2167                 {
2168                         color = TERM_WHITE;
2169                         done_mark = "";
2170                 }
2171
2172                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2173
2174                 y = (y+1) % 10;
2175                 if (!y && (i < MAX_KUBI -1))
2176                 {
2177 #ifdef JP
2178                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2179 #else
2180                         prt("Hit any key.", 0, 0);
2181 #endif
2182                         (void)inkey();
2183                         prt("", 0, 0);
2184                         clear_bldg(7,18);
2185                 }
2186         }
2187 }
2188
2189
2190 /* List of prize object */
2191 static struct {
2192         s16b tval;
2193         s16b sval;
2194 } prize_list[MAX_KUBI] = 
2195 {
2196         {TV_POTION, SV_POTION_CURING},
2197         {TV_POTION, SV_POTION_SPEED},
2198         {TV_POTION, SV_POTION_SPEED},
2199         {TV_POTION, SV_POTION_RESISTANCE},
2200         {TV_POTION, SV_POTION_ENLIGHTENMENT},
2201
2202         {TV_POTION, SV_POTION_HEALING},
2203         {TV_POTION, SV_POTION_RESTORE_MANA},
2204         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2205         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2206         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2207
2208         {TV_SCROLL, SV_SCROLL_GENOCIDE},
2209         {TV_POTION, SV_POTION_STAR_HEALING},
2210         {TV_POTION, SV_POTION_STAR_HEALING},
2211         {TV_POTION, SV_POTION_NEW_LIFE},
2212         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2213
2214         {TV_POTION, SV_POTION_LIFE},
2215         {TV_POTION, SV_POTION_LIFE},
2216         {TV_POTION, SV_POTION_AUGMENTATION},
2217         {TV_POTION, SV_POTION_INVULNERABILITY},
2218         {TV_SCROLL, SV_SCROLL_ARTIFACT},
2219 };
2220
2221
2222 /* Get prize */
2223 static bool kankin(void)
2224 {
2225         int i, j;
2226         bool change = FALSE;
2227         char o_name[MAX_NLEN];
2228         object_type *o_ptr;
2229
2230         /* Loop for inventory and right/left arm */
2231         for (i = 0; i <= INVEN_LARM; i++)
2232         {
2233                 o_ptr = &inventory[i];
2234
2235                 /* Living Tsuchinoko worthes $1000000 */
2236                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2237                 {
2238                         char buf[MAX_NLEN+20];
2239                         object_desc(o_name, o_ptr, 0);
2240 #ifdef JP
2241                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2242 #else
2243                         sprintf(buf, "Convert %s into money? ",o_name);
2244 #endif
2245                         if (get_check(buf))
2246                         {
2247 #ifdef JP
2248                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(1000000L * o_ptr->number));
2249 #else
2250                                 msg_format("You get %ldgp.", (long int)(1000000L * o_ptr->number));
2251 #endif
2252                                 p_ptr->au += 1000000L * o_ptr->number;
2253                                 p_ptr->redraw |= (PR_GOLD);
2254                                 inven_item_increase(i, -o_ptr->number);
2255                                 inven_item_describe(i);
2256                                 inven_item_optimize(i);
2257                         }
2258                         change = TRUE;
2259                 }
2260         }
2261
2262         for (i = 0; i < INVEN_PACK; i++)
2263         {
2264                 o_ptr = &inventory[i];
2265
2266                 /* Corpse of Tsuchinoko worthes $200000 */
2267                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2268                 {
2269                         char buf[MAX_NLEN+20];
2270                         object_desc(o_name, o_ptr, 0);
2271 #ifdef JP
2272                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2273 #else
2274                         sprintf(buf, "Convert %s into money? ",o_name);
2275 #endif
2276                         if (get_check(buf))
2277                         {
2278 #ifdef JP
2279                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(200000L * o_ptr->number));
2280 #else
2281                                 msg_format("You get %ldgp.", (long int)(200000L * o_ptr->number));
2282 #endif
2283                                 p_ptr->au += 200000L * o_ptr->number;
2284                                 p_ptr->redraw |= (PR_GOLD);
2285                                 inven_item_increase(i, -o_ptr->number);
2286                                 inven_item_describe(i);
2287                                 inven_item_optimize(i);
2288                         }
2289                         change = TRUE;
2290                 }
2291         }
2292
2293         for (i = 0; i < INVEN_PACK; i++)
2294         {
2295                 o_ptr = &inventory[i];
2296
2297                 /* Bones of Tsuchinoko worthes $100000 */
2298                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2299                 {
2300                         char buf[MAX_NLEN+20];
2301                         object_desc(o_name, o_ptr, 0);
2302 #ifdef JP
2303                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2304 #else
2305                         sprintf(buf, "Convert %s into money? ",o_name);
2306 #endif
2307                         if (get_check(buf))
2308                         {
2309 #ifdef JP
2310                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(100000L * o_ptr->number));
2311 #else
2312                                 msg_format("You get %ldgp.", (long int)(100000L * o_ptr->number));
2313 #endif
2314                                 p_ptr->au += 100000L * o_ptr->number;
2315                                 p_ptr->redraw |= (PR_GOLD);
2316                                 inven_item_increase(i, -o_ptr->number);
2317                                 inven_item_describe(i);
2318                                 inven_item_optimize(i);
2319                         }
2320                         change = TRUE;
2321                 }
2322         }
2323
2324         for (i = 0; i < INVEN_PACK; i++)
2325         {
2326                 o_ptr = &inventory[i];
2327                 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)))
2328                 {
2329                         char buf[MAX_NLEN+20];
2330                         object_desc(o_name, o_ptr, 0);
2331 #ifdef JP
2332                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2333 #else
2334                         sprintf(buf, "Convert %s into money? ",o_name);
2335 #endif
2336                         if (get_check(buf))
2337                         {
2338 #ifdef JP
2339                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
2340 #else
2341                                 msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
2342 #endif
2343                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2344                                 p_ptr->redraw |= (PR_GOLD);
2345                                 inven_item_increase(i, -o_ptr->number);
2346                                 inven_item_describe(i);
2347                                 inven_item_optimize(i);
2348                         }
2349                         change = TRUE;
2350                 }
2351         }
2352
2353         for (i = 0; i < INVEN_PACK; i++)
2354         {
2355                 o_ptr = &inventory[i];
2356
2357                 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)))
2358                 {
2359                         char buf[MAX_NLEN+20];
2360                         object_desc(o_name, o_ptr, 0);
2361 #ifdef JP
2362                         sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2363 #else
2364                         sprintf(buf, "Convert %s into money? ",o_name);
2365 #endif
2366                         if (get_check(buf))
2367                         {
2368 #ifdef JP
2369                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2370 #else
2371                                 msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2372 #endif
2373                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2374                                 p_ptr->redraw |= (PR_GOLD);
2375                                 inven_item_increase(i, -o_ptr->number);
2376                                 inven_item_describe(i);
2377                                 inven_item_optimize(i);
2378                         }
2379                         change = TRUE;
2380                 }
2381         }
2382
2383         for (j = 0; j < MAX_KUBI; j++)
2384         {
2385                 /* Need reverse order --- Positions will be changed in the loop */
2386                 for (i = INVEN_PACK-1; i >= 0; i--)
2387                 {
2388                         o_ptr = &inventory[i];
2389                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2390                         {
2391                                 char buf[MAX_NLEN+20];
2392                                 int num, k, item_new;
2393                                 object_type forge;
2394
2395                                 object_desc(o_name, o_ptr, 0);
2396 #ifdef JP
2397                                 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2398 #else
2399                                 sprintf(buf, "Hand %s over? ",o_name);
2400 #endif
2401                                 if (!get_check(buf)) continue;
2402
2403 #if 0 /* Obsoleted */
2404 #ifdef JP
2405                                 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2406 #else
2407                                 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2408 #endif
2409                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2410                                 p_ptr->redraw |= (PR_GOLD);
2411                                 inven_item_increase(i, -o_ptr->number);
2412                                 inven_item_describe(i);
2413                                 inven_item_optimize(i);
2414                                 chg_virtue(V_JUSTICE, 5);
2415                                 kubi_r_idx[j] += 10000;
2416
2417                                 change = TRUE;
2418 #endif /* Obsoleted */
2419
2420                                 /* Hand it first */
2421                                 inven_item_increase(i, -o_ptr->number);
2422                                 inven_item_describe(i);
2423                                 inven_item_optimize(i);
2424
2425                                 chg_virtue(V_JUSTICE, 5);
2426                                 kubi_r_idx[j] += 10000;
2427
2428                                 /* Count number of unique corpses already handed */
2429                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
2430                                 {
2431                                         if (kubi_r_idx[k] >= 10000) num++;
2432                                 }
2433
2434 #ifdef JP
2435                                 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2436 #else
2437                                 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2438 #endif
2439
2440                                 /* Prepare to make a prize */
2441                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2442                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2443
2444                                 /* Identify it fully */
2445                                 object_aware(&forge);
2446                                 object_known(&forge);
2447
2448                                 /*
2449                                  * Hand it --- Assume there is an empty slot.
2450                                  * Since a corpse is handed at first,
2451                                  * there is at least one empty slot.
2452                                  */
2453                                 item_new = inven_carry(&forge);
2454
2455                                 /* Describe the object */
2456                                 object_desc(o_name, &forge, 0);
2457 #ifdef JP
2458                                 msg_format("%s(%c)¤òÌã¤Ã¤¿¡£", o_name, index_to_label(item_new));
2459 #else
2460                                 msg_format("You get %s (%c). ", o_name, index_to_label(item_new));
2461 #endif
2462
2463                                 /* Auto-inscription */
2464                                 autopick_alter_item(item_new, FALSE);
2465
2466                                 /* Handle stuff */
2467                                 handle_stuff();
2468
2469                                 change = TRUE;
2470                         }
2471                 }
2472         }
2473
2474         if (!change)
2475         {
2476 #ifdef JP
2477                 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2478 #else
2479                 msg_print("You have nothing.");
2480 #endif
2481                 msg_print(NULL);
2482                 return FALSE;
2483         }
2484         return TRUE;
2485 }
2486
2487 bool get_nightmare(int r_idx)
2488 {
2489         monster_race *r_ptr = &r_info[r_idx];
2490
2491         /* Require eldritch horrors */
2492         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2493
2494         /* Require high level */
2495         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2496
2497         /* Accept this monster */
2498         return (TRUE);
2499 }
2500
2501
2502 void have_nightmare(int r_idx)
2503 {
2504         bool happened = FALSE;
2505         monster_race *r_ptr = &r_info[r_idx];
2506         int power = r_ptr->level + 10;
2507         char m_name[80];
2508         cptr desc = r_name + r_ptr->name;
2509
2510         /* Describe it */
2511 #ifndef JP
2512         if (!(r_ptr->flags1 & RF1_UNIQUE))
2513                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2514         else
2515 #endif
2516                 sprintf(m_name, "%s", desc);
2517
2518         if (!(r_ptr->flags1 & RF1_UNIQUE))
2519         {
2520                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2521         }
2522         else power *= 2;
2523
2524         if (saving_throw(p_ptr->skill_sav * 100 / power))
2525         {
2526 #ifdef JP
2527                 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2528 #else
2529                 msg_format("%^s chases you through your dreams.", m_name);
2530 #endif
2531
2532                 /* Safe */
2533                 return;
2534         }
2535
2536         if (p_ptr->image)
2537         {
2538                 /* Something silly happens... */
2539 #ifdef JP
2540                 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2541 #else
2542                 msg_format("You behold the %s visage of %s!",
2543 #endif
2544
2545                                           funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2546
2547                 if (one_in_(3))
2548                 {
2549                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2550                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2551                 }
2552
2553                 /* Never mind; we can't see it clearly enough */
2554                 return;
2555         }
2556
2557         /* Something frightening happens... */
2558 #ifdef JP
2559         msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2560 #else
2561         msg_format("You behold the %s visage of %s!",
2562 #endif
2563
2564                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2565
2566         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2567
2568         if (!p_ptr->mimic_form)
2569         {
2570                 switch (p_ptr->prace)
2571                 {
2572                 /* Demons may make a saving throw */
2573                 case RACE_IMP:
2574                 case RACE_DEMON:
2575                         if (saving_throw(20 + p_ptr->lev)) return;
2576                         break;
2577                 /* Undead may make a saving throw */
2578                 case RACE_SKELETON:
2579                 case RACE_ZOMBIE:
2580                 case RACE_SPECTRE:
2581                 case RACE_VAMPIRE:
2582                         if (saving_throw(10 + p_ptr->lev)) return;
2583                         break;
2584                 }
2585         }
2586         else
2587         {
2588                 /* Demons may make a saving throw */
2589                 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2590                 {
2591                         if (saving_throw(20 + p_ptr->lev)) return;
2592                 }
2593                 /* Undead may make a saving throw */
2594                 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2595                 {
2596                         if (saving_throw(10 + p_ptr->lev)) return;
2597                 }
2598         }
2599
2600         /* Mind blast */
2601         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2602         {
2603                 if (!p_ptr->resist_conf)
2604                 {
2605                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2606                 }
2607                 if (!p_ptr->resist_chaos && one_in_(3))
2608                 {
2609                         (void)set_image(p_ptr->image + randint0(250) + 150);
2610                 }
2611                 return;
2612         }
2613
2614         /* Lose int & wis */
2615         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2616         {
2617                 do_dec_stat(A_INT);
2618                 do_dec_stat(A_WIS);
2619                 return;
2620         }
2621
2622         /* Brain smash */
2623         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2624         {
2625                 if (!p_ptr->resist_conf)
2626                 {
2627                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2628                 }
2629                 if (!p_ptr->free_act)
2630                 {
2631                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2632                 }
2633                 while (!saving_throw(p_ptr->skill_sav))
2634                 {
2635                         (void)do_dec_stat(A_INT);
2636                 }
2637                 while (!saving_throw(p_ptr->skill_sav))
2638                 {
2639                         (void)do_dec_stat(A_WIS);
2640                 }
2641                 if (!p_ptr->resist_chaos)
2642                 {
2643                         (void)set_image(p_ptr->image + randint0(250) + 150);
2644                 }
2645                 return;
2646         }
2647
2648
2649         /* Amnesia */
2650         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2651         {
2652                 if (lose_all_info())
2653                 {
2654 #ifdef JP
2655 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2656 #else
2657                         msg_print("You forget everything in your utmost terror!");
2658 #endif
2659
2660                 }
2661                 return;
2662         }
2663
2664         /* Else gain permanent insanity */
2665         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2666                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2667                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2668         {
2669                 /* The poor bastard already has all possible insanities! */
2670                 return;
2671         }
2672
2673         while (!happened)
2674         {
2675                 switch (randint1(4))
2676                 {
2677                         case 1:
2678                         {
2679                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2680                                 {
2681                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2682                                         {
2683 #ifdef JP
2684 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2685 #else
2686                                                 msg_print("You turn into an utter moron!");
2687 #endif
2688                                         }
2689                                         else
2690                                         {
2691 #ifdef JP
2692 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2693 #else
2694                                                 msg_print("You turn into an utter moron!");
2695 #endif
2696                                         }
2697
2698                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2699                                         {
2700 #ifdef JP
2701 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2702 #else
2703                                                 msg_print("Your brain is no longer a living computer.");
2704 #endif
2705
2706                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2707                                         }
2708                                         p_ptr->muta3 |= MUT3_MORONIC;
2709                                         happened = TRUE;
2710                                 }
2711                                 break;
2712                         }
2713                         case 2:
2714                         {
2715                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2716                                 {
2717 #ifdef JP
2718 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2719 #else
2720                                         msg_print("You become paranoid!");
2721 #endif
2722
2723
2724                                         /* Duh, the following should never happen, but anyway... */
2725                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2726                                         {
2727 #ifdef JP
2728 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2729 #else
2730                                                 msg_print("You are no longer fearless.");
2731 #endif
2732
2733                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2734                                         }
2735
2736                                         p_ptr->muta2 |= MUT2_COWARDICE;
2737                                         happened = TRUE;
2738                                 }
2739                                 break;
2740                         }
2741                         case 3:
2742                         {
2743                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2744                                 {
2745 #ifdef JP
2746 msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2747 #else
2748                                         msg_print("You are afflicted by a hallucinatory insanity!");
2749 #endif
2750
2751                                         p_ptr->muta2 |= MUT2_HALLU;
2752                                         happened = TRUE;
2753                                 }
2754                                 break;
2755                         }
2756                         default:
2757                         {
2758                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2759                                 {
2760 #ifdef JP
2761 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2762 #else
2763                                         msg_print("You become subject to fits of berserk rage!");
2764 #endif
2765
2766                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2767                                         happened = TRUE;
2768                                 }
2769                                 break;
2770                         }
2771                 }
2772         }
2773
2774         p_ptr->update |= PU_BONUS;
2775         handle_stuff();
2776 }
2777
2778
2779 /*
2780  * inn commands
2781  * Note that resting for the night was a perfect way to avoid player
2782  * ghosts in the town *if* you could only make it to the inn in time (-:
2783  * Now that the ghosts are temporarily disabled in 2.8.X, this function
2784  * will not be that useful.  I will keep it in the hopes the player
2785  * ghost code does become a reality again. Does help to avoid filthy urchins.
2786  * Resting at night is also a quick way to restock stores -KMW-
2787  */
2788 static bool inn_comm(int cmd)
2789 {
2790         switch (cmd)
2791         {
2792                 case BACT_FOOD: /* Buy food & drink */
2793                         if (p_ptr->food >= PY_FOOD_FULL)
2794                         {
2795 #ifdef JP
2796                                 msg_print("º£¤ÏËþÊ¢¤À¡£");
2797 #else
2798                                 msg_print("You are full now.");
2799 #endif
2800                                 return FALSE;
2801                         }
2802
2803 #ifdef JP
2804 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2805 #else
2806                         msg_print("The barkeep gives you some gruel and a beer.");
2807 #endif
2808
2809                         (void)set_food(PY_FOOD_MAX - 1);
2810                         break;
2811
2812                 case BACT_REST: /* Rest for the night */
2813                         if ((p_ptr->poisoned) || (p_ptr->cut))
2814                         {
2815 #ifdef JP
2816                                 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2817 #else
2818                                 msg_print("You need a healer, not a room.");
2819 #endif
2820
2821                                 msg_print(NULL);
2822 #ifdef JP
2823                                 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2824 #else
2825                                 msg_print("Sorry, but don't want anyone dying in here.");
2826 #endif
2827                         }
2828                         else
2829                         {
2830                                 s32b oldturn = turn;
2831                                 int prev_day, prev_hour, prev_min;
2832
2833                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2834 #ifdef JP
2835                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2836 #else
2837                                 if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
2838                                 else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
2839 #endif
2840                                 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2841                                 if (dungeon_turn < dungeon_turn_limit)
2842                                 {
2843                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2844                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2845                                 }
2846
2847                                 prevent_turn_overflow();
2848
2849                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2850                                 p_ptr->chp = p_ptr->mhp;
2851
2852                                 if (ironman_nightmare)
2853                                 {
2854 #ifdef JP
2855                                         msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2856 #else
2857                                         msg_print("Horrible visions flit through your mind as you sleep.");
2858 #endif
2859
2860                                         /* Pick a nightmare */
2861                                         get_mon_num_prep(get_nightmare, NULL);
2862
2863                                         /* Have some nightmares */
2864                                         while(1)
2865                                         {
2866                                                 have_nightmare(get_mon_num(MAX_DEPTH));
2867
2868                                                 if (!one_in_(3)) break;
2869                                         }
2870
2871                                         /* Remove the monster restriction */
2872                                         get_mon_num_prep(NULL, NULL);
2873
2874 #ifdef JP
2875                                         msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2876                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°­Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2877 #else
2878                                         msg_print("You awake screaming.");
2879                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2880 #endif
2881                                 }
2882                                 else
2883                                 {
2884                                         set_blind(0);
2885                                         set_confused(0);
2886                                         p_ptr->stun = 0;
2887                                         p_ptr->chp = p_ptr->mhp;
2888                                         p_ptr->csp = p_ptr->msp;
2889                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2890                                         {
2891                                                 int i;
2892                                                 for (i = 0; i < 72; i++)
2893                                                 {
2894                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2895                                                 }
2896                                                 for (; i < 108; i++)
2897                                                 {
2898                                                         p_ptr->magic_num1[i] = 0;
2899                                                 }
2900                                         }
2901
2902                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2903                                         {
2904 #ifdef JP
2905                                                 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢͼÊý¤ò·Þ¤¨¤¿¡£");
2906                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ͼÊý¤ò·Þ¤¨¤¿¡£");
2907 #else
2908                                                 msg_print("You awake refreshed for the evening.");
2909                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2910 #endif
2911                                         }
2912                                         else
2913                                         {
2914 #ifdef JP
2915                                                 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2916                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò·Þ¤¨¤¿¡£");
2917 #else
2918                                                 msg_print("You awake refreshed for the new day.");
2919                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2920 #endif
2921                                         }
2922                                 }
2923                         }
2924                         break;
2925
2926                 case BACT_RUMORS: /* Listen for rumors */
2927                         {
2928                                 display_rumor(TRUE);
2929                                 break;
2930                         }
2931         }
2932
2933         return (TRUE);
2934 }
2935
2936
2937 /*
2938  * Display quest information
2939  */
2940 static void get_questinfo(int questnum, bool do_init)
2941 {
2942         int     i;
2943         int     old_quest;
2944         char    tmp_str[80];
2945
2946
2947         /* Clear the text */
2948         for (i = 0; i < 10; i++)
2949         {
2950                 quest_text[i][0] = '\0';
2951         }
2952
2953         quest_text_line = 0;
2954
2955         /* Set the quest number temporary */
2956         old_quest = p_ptr->inside_quest;
2957         p_ptr->inside_quest = questnum;
2958
2959         /* Get the quest text */
2960         init_flags = INIT_SHOW_TEXT;
2961         if (do_init) init_flags |= 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, FALSE);
3023
3024                 reinit_wilderness = TRUE;
3025         }
3026         /* Failed quest */
3027         else if (q_ptr->status == QUEST_STATUS_FAILED)
3028         {
3029                 get_questinfo(q_index, FALSE);
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, TRUE);
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 static s16b calc_expext_cirt(int weight, int plus, int dam, s16b meichuu, bool dokubari)
3130 {
3131         long i,k, num;
3132         
3133         if(dokubari) return dam;
3134         
3135         i = weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3);
3136         k = weight;
3137         num=0;
3138         
3139         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
3140         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k+650) - MAX(400, k));
3141         if (k > (700-650) && k < 900)           num += (3 * dam + 15) * (MIN(900, k+650) - MAX(700, k));
3142         if (k > (900-650) && k < 1300)          num += (3 * dam + 20) * (MIN(1300, k+650) - MAX(900, k));
3143         if (k > (1300-650))                                     num += (7 * dam / 2 + 25) * MIN(650, k-(1300-650));
3144         
3145         if(p_ptr->pclass == CLASS_NINJA)
3146         {
3147                 num *= i;
3148                 num += (4444 - i) * dam * 650;
3149                 num /= 4444;
3150         }
3151         else
3152         {
3153                 num *= i;
3154                 num += (5000 - i) * dam * 650;
3155                 num /= 5000;
3156         }
3157         num /= 650;
3158         
3159         return num;
3160 }
3161
3162 static s16b calc_slaydam(int dam, int mult, int div, bool force)
3163 {
3164         int tmp;
3165         if(force)
3166         {
3167                 tmp = dam * 60;
3168                 tmp *= mult * 3;
3169                 tmp /= div * 2;
3170                 tmp += dam * 60 * 2;
3171                 tmp /= 60;
3172         }
3173         else
3174         {
3175                 tmp = dam * 60;
3176                 tmp *= mult; 
3177                 tmp /= div;
3178                 tmp /= 60;
3179         }
3180         return tmp;
3181 }
3182
3183 /*
3184  * Display the damage figure of an object
3185  * (used by compare_weapon_aux1)
3186  *
3187  * Only accurate for the current weapon, because it includes
3188  * the current +dam of the player.
3189  */
3190 static void compare_weapon_aux2(int r, int c, int mindam, int maxdam, cptr attr, byte color)
3191 {
3192         char tmp_str[80];
3193
3194
3195         /* Print the intro text */
3196         c_put_str(color, attr, r, c);
3197
3198         /* Calculate the min and max damage figures */
3199 #ifdef JP
3200         sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3201 #else
3202         sprintf(tmp_str, "Attack: %d-%d damage",
3203 #endif
3204                         mindam, maxdam);
3205         
3206         /* Print the damage */
3207         put_str(tmp_str, r, c + 8);
3208 }
3209
3210
3211 /*
3212  * Show the damage figures for the various monster types
3213  *
3214  * Only accurate for the current weapon, because it includes
3215  * the current number of blows for the player.
3216  */
3217 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3218 {
3219         int mult = 60;
3220         u32b flgs[TR_FLAG_SIZE];
3221         int blow = p_ptr->num_blow[0];
3222         bool force = FALSE;
3223         bool dokubari = FALSE;
3224         
3225         /* Effective dices */
3226         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3227         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3228         
3229         int mindice = eff_dd;
3230         int maxdice = eff_ds * eff_dd;
3231         int mindam = 0;
3232         int maxdam = 0;
3233         int slaydice_min = 0;
3234         int slaydice_max = 0;
3235         int critdice_min = 0;
3236         int critdice_max = 0;
3237         int vorpal_mult = 1;
3238         int vorpal_div = 1;
3239         
3240
3241         /* Get the flags of the weapon */
3242         object_flags(o_ptr, flgs);
3243         
3244         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
3245         
3246         
3247         /* Show Critical Damage*/
3248         critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
3249         critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
3250         
3251         mindam = blow * (critdice_min+ o_ptr->to_d + p_ptr->to_d[0]);
3252         maxdam = blow * (critdice_max+ o_ptr->to_d + p_ptr->to_d[0]);
3253         
3254 #ifdef JP
3255         compare_weapon_aux2(r++, col, mindam, maxdam, "²ñ¿´:", TERM_L_RED);
3256 #else
3257         compare_weapon_aux2(r++, col, mindam, maxdam, "Critical:", TERM_L_RED);
3258 #endif
3259         
3260         /* Vorpal Hit*/
3261         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
3262         {
3263                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
3264                 {
3265                         vorpal_mult = 5;
3266                         vorpal_div = 3;
3267                 }
3268                 else
3269                 {
3270                         vorpal_mult = 11;
3271                         vorpal_div = 9;
3272                 }
3273                 
3274                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
3275                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
3276                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3277                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3278                 
3279                 #ifdef JP
3280                         compare_weapon_aux2(r++, col, mindam, maxdam, "ÀÚ¤ìÌ£:", TERM_L_RED);
3281                 #else
3282                         compare_weapon_aux2(r++, col, mindam, maxdam, "Vorpal:", TERM_L_RED);
3283                 #endif
3284         }       
3285         
3286         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3287         {
3288                 force = TRUE;
3289                 
3290                 slaydice_min = calc_slaydam(mindice, 1, 1, force);
3291                 slaydice_max = calc_slaydam(maxdice, 1, 1, force);
3292                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3293                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3294                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3295                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3296                 
3297                 /* Print the relevant lines */
3298 #ifdef JP
3299                 compare_weapon_aux2(r++, col, mindam, maxdam, "ÍýÎÏ:", TERM_L_BLUE);
3300 #else
3301                 compare_weapon_aux2(r++, col, mindam, maxdam, "Force  :", TERM_L_BLUE);
3302 #endif          
3303         }
3304                 
3305         /* Print the relevant lines */
3306 #ifdef JP
3307         if (have_flag(flgs, TR_KILL_ANIMAL))
3308         {
3309                 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3310                 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3311                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3312                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3313                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3314                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3315                 compare_weapon_aux2(r++, col, mindam, maxdam, "ưʪ:", TERM_YELLOW);
3316         }
3317         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
3318         {
3319                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3320                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3321                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3322                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3323                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3324                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3325                 compare_weapon_aux2(r++, col, mindam, maxdam, "ưʪ:", TERM_YELLOW);
3326         }
3327         if (have_flag(flgs, TR_KILL_EVIL))
3328         {       
3329                 slaydice_min = calc_slaydam(mindice, 7, 2, force);
3330                 slaydice_max = calc_slaydam(maxdice, 7, 2, force);
3331                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3332                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3333                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3334                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3335                 compare_weapon_aux2(r++, col, mindam, maxdam, "¼Ù°­:", TERM_YELLOW);
3336         }
3337         else if (have_flag(flgs, TR_SLAY_EVIL))
3338         {       
3339                 slaydice_min = calc_slaydam(mindice, 2, 1, force);
3340                 slaydice_max = calc_slaydam(maxdice, 2, 1, force);
3341                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3342                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3343                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3344                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3345                 compare_weapon_aux2(r++, col, mindam, maxdam, "¼Ù°­:", TERM_YELLOW);
3346         }
3347         if (have_flag(flgs, TR_KILL_HUMAN))
3348         {       
3349                 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3350                 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3351                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3352                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3353                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3354                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3355                 compare_weapon_aux2(r++, col, mindam, maxdam, "¿Í´Ö:", TERM_YELLOW);
3356         }
3357         else if (have_flag(flgs, TR_SLAY_HUMAN))
3358         {       
3359                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3360                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3361                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3362                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3363                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3364                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3365                 compare_weapon_aux2(r++, col, mindam, maxdam, "¿Í´Ö:", TERM_YELLOW);
3366         }
3367         if (have_flag(flgs, TR_KILL_UNDEAD))
3368         {
3369                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3370                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3371                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3372                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3373                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3374                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3375                 compare_weapon_aux2(r++, col, mindam, maxdam, "ÉÔ»à:", TERM_YELLOW);
3376         }
3377         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
3378         {
3379                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3380                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3381                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3382                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3383                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3384                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3385                 compare_weapon_aux2(r++, col, mindam, maxdam, "ÉÔ»à:", TERM_YELLOW);
3386         }
3387         if (have_flag(flgs, TR_KILL_DEMON))
3388         {       
3389                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3390                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3391                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3392                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3393                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3394                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3395                 compare_weapon_aux2(r++, col, mindam, maxdam, "°­Ëâ:", TERM_YELLOW);
3396         }
3397         else if (have_flag(flgs, TR_SLAY_DEMON))
3398         {       
3399                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3400                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3401                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3402                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3403                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3404                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3405                 compare_weapon_aux2(r++, col, mindam, maxdam, "°­Ëâ:", TERM_YELLOW);
3406         }
3407         if (have_flag(flgs, TR_KILL_ORC))
3408         {
3409                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3410                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3411                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3412                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3413                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3414                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3415                 compare_weapon_aux2(r++, col, mindam, maxdam, "¥ª¡¼¥¯:", TERM_YELLOW);
3416         }
3417         else if (have_flag(flgs, TR_SLAY_ORC))
3418         {
3419                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3420                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3421                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3422                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3423                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3424                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3425                 compare_weapon_aux2(r++, col, mindam, maxdam, "¥ª¡¼¥¯:", TERM_YELLOW);
3426         }
3427         if (have_flag(flgs, TR_KILL_TROLL))
3428         {
3429                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3430                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3431                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3432                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3433                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3434                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3435                 compare_weapon_aux2(r++, col, mindam, maxdam, "¥È¥í¥ë:", TERM_YELLOW);
3436         }
3437         else if (have_flag(flgs, TR_SLAY_TROLL))
3438         {
3439                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3440                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3441                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3442                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3443                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3444                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3445                 compare_weapon_aux2(r++, col, mindam, maxdam, "¥È¥í¥ë:", TERM_YELLOW);
3446         }
3447         if (have_flag(flgs, TR_KILL_GIANT))
3448         {
3449                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3450                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3451                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3452                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3453                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3454                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3455                 compare_weapon_aux2(r++, col, mindam, maxdam, "µð¿Í:", TERM_YELLOW);
3456         }
3457         else if (have_flag(flgs, TR_SLAY_GIANT))
3458         {
3459                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3460                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3461                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3462                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3463                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3464                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3465                 compare_weapon_aux2(r++, col, mindam, maxdam, "µð¿Í:", TERM_YELLOW);
3466         }
3467         if (have_flag(flgs, TR_KILL_DRAGON))
3468         {
3469                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3470                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3471                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3472                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3473                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3474                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3475                 compare_weapon_aux2(r++, col, mindam, maxdam, "ε:", TERM_YELLOW);
3476         }
3477         else if (have_flag(flgs, TR_SLAY_DRAGON))
3478         {
3479                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3480                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3481                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3482                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3483                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3484                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3485                 compare_weapon_aux2(r++, col, mindam, maxdam, "ε:", TERM_YELLOW);
3486         }
3487         if (have_flag(flgs, TR_BRAND_ACID))
3488         {
3489                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3490                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3491                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3492                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3493                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3494                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3495                 compare_weapon_aux2(r++, col, mindam, maxdam, "»À°À­:", TERM_RED);
3496         }
3497         if (have_flag(flgs, TR_BRAND_ELEC))
3498         {
3499                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3500                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3501                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3502                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3503                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3504                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3505                 compare_weapon_aux2(r++, col, mindam, maxdam, "ÅÅ°À­:", TERM_RED);
3506         }
3507         if (have_flag(flgs, TR_BRAND_FIRE))
3508         {
3509                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3510                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3511                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3512                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3513                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3514                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3515                 compare_weapon_aux2(r++, col, mindam, maxdam, "±ê°À­:", TERM_RED);
3516         }
3517         if (have_flag(flgs, TR_BRAND_COLD))
3518         {
3519                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3520                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3521                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3522                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3523                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3524                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3525                 compare_weapon_aux2(r++, col, mindam, maxdam, "Îä°À­:", TERM_RED);
3526         }
3527         if (have_flag(flgs, TR_BRAND_POIS))
3528         {
3529                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3530                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3531                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3532                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3533                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3534                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3535                 compare_weapon_aux2(r++, col, mindam, maxdam, "ÆÇ°À­:", TERM_RED);
3536         }
3537 #else
3538         if (have_flag(flgs, TR_KILL_ANIMAL))
3539         {
3540                 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3541                 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3542                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3543                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3544                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3545                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3546                 compare_weapon_aux2(r++, col, mindam, maxdam, "Animals:", TERM_YELLOW);
3547         }
3548         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
3549         {
3550                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3551                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3552                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3553                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3554                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3555                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3556                 compare_weapon_aux2(r++, col, mindam, maxdam, "Animals:", TERM_YELLOW);
3557         }
3558         if (have_flag(flgs, TR_KILL_EVIL))
3559         {       
3560                 slaydice_min = calc_slaydam(mindice, 7, 2, force);
3561                 slaydice_max = calc_slaydam(maxdice, 7, 2, force);
3562                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3563                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3564                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3565                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3566                 compare_weapon_aux2(r++, col, mindam, maxdam, "Evil:", TERM_YELLOW);
3567         }
3568         else if (have_flag(flgs, TR_SLAY_EVIL))
3569         {       
3570                 slaydice_min = calc_slaydam(mindice, 2, 1, force);
3571                 slaydice_max = calc_slaydam(maxdice, 2, 1, force);
3572                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3573                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3574                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3575                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3576                 compare_weapon_aux2(r++, col, mindam, maxdam, "Evil:", TERM_YELLOW);
3577         }
3578         if (have_flag(flgs, TR_KILL_HUMAN))
3579         {       
3580                 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3581                 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3582                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3583                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3584                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3585                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3586                 compare_weapon_aux2(r++, col, mindam, maxdam, "Human:", TERM_YELLOW);
3587         }
3588         else if (have_flag(flgs, TR_SLAY_HUMAN))
3589         {       
3590                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3591                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3592                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3593                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3594                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3595                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3596                 compare_weapon_aux2(r++, col, mindam, maxdam, "Human:", TERM_YELLOW);
3597         }
3598         if (have_flag(flgs, TR_KILL_UNDEAD))
3599         {
3600                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3601                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3602                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3603                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3604                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3605                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3606                 compare_weapon_aux2(r++, col, mindam, maxdam, "Undead:", TERM_YELLOW);
3607         }
3608         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
3609         {
3610                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3611                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3612                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3613                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3614                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3615                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3616                 compare_weapon_aux2(r++, col, mindam, maxdam, "Undead:", TERM_YELLOW);
3617         }
3618         if (have_flag(flgs, TR_KILL_DEMON))
3619         {       
3620                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3621                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3622                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3623                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3624                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3625                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3626                 compare_weapon_aux2(r++, col, mindam, maxdam, "Demons:", TERM_YELLOW);
3627         }
3628         else if (have_flag(flgs, TR_SLAY_DEMON))
3629         {       
3630                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3631                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3632                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3633                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3634                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3635                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3636                 compare_weapon_aux2(r++, col, mindam, maxdam, "Demons:", TERM_YELLOW);
3637         }
3638         if (have_flag(flgs, TR_KILL_ORC))
3639         {
3640                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3641                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3642                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3643                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3644                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3645                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3646                 compare_weapon_aux2(r++, col, mindam, maxdam, "Orcs:", TERM_YELLOW);
3647         }
3648         else if (have_flag(flgs, TR_SLAY_ORC))
3649         {
3650                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3651                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3652                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3653                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3654                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3655                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3656                 compare_weapon_aux2(r++, col, mindam, maxdam, "Orcs:", TERM_YELLOW);
3657         }
3658         if (have_flag(flgs, TR_KILL_TROLL))
3659         {
3660                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3661                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3662                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3663                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3664                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3665                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3666                 compare_weapon_aux2(r++, col, mindam, maxdam, "Trolls:", TERM_YELLOW);
3667         }
3668         else if (have_flag(flgs, TR_SLAY_TROLL))
3669         {
3670                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3671                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3672                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3673                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3674                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3675                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3676                 compare_weapon_aux2(r++, col, mindam, maxdam, "Trolls:", TERM_YELLOW);
3677         }
3678         if (have_flag(flgs, TR_KILL_GIANT))
3679         {
3680                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3681                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3682                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3683                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3684                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3685                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3686                 compare_weapon_aux2(r++, col, mindam, maxdam, "Giants:", TERM_YELLOW);
3687         }
3688         else if (have_flag(flgs, TR_SLAY_GIANT))
3689         {
3690                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3691                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3692                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3693                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3694                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3695                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3696                 compare_weapon_aux2(r++, col, mindam, maxdam, "Giants:", TERM_YELLOW);
3697         }
3698         if (have_flag(flgs, TR_KILL_DRAGON))
3699         {
3700                 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3701                 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3702                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3703                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3704                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3705                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3706                 compare_weapon_aux2(r++, col, mindam, maxdam, "Dragons:", TERM_YELLOW);
3707         }
3708         else if (have_flag(flgs, TR_SLAY_DRAGON))
3709         {
3710                 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3711                 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3712                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3713                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3714                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3715                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3716                 compare_weapon_aux2(r++, col, mindam, maxdam, "Dragons:", TERM_YELLOW);
3717         }
3718         if (have_flag(flgs, TR_BRAND_ACID))
3719         {
3720                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3721                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3722                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3723                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3724                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3725                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3726                 compare_weapon_aux2(r++, col, mindam, maxdam, "Acid:", TERM_RED);
3727         }
3728         if (have_flag(flgs, TR_BRAND_ELEC))
3729         {
3730                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3731                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3732                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3733                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3734                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3735                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3736                 compare_weapon_aux2(r++, col, mindam, maxdam, "Elec:", TERM_RED);
3737         }
3738         if (have_flag(flgs, TR_BRAND_FIRE))
3739         {
3740                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3741                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3742                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3743                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3744                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3745                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3746                 compare_weapon_aux2(r++, col, mindam, maxdam, "Fire:", TERM_RED);
3747         }
3748         if (have_flag(flgs, TR_BRAND_COLD))
3749         {
3750                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3751                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3752                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3753                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3754                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3755                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3756                 compare_weapon_aux2(r++, col, mindam, maxdam, "Cold:", TERM_RED);
3757         }
3758         if (have_flag(flgs, TR_BRAND_POIS))
3759         {
3760                 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3761                 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3762                 critdice_min = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3763                 critdice_max = calc_expext_cirt(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3764                 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3765                 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3766                 compare_weapon_aux2(r++, col, mindam, maxdam, "Poison:", TERM_RED);
3767         }
3768 #endif
3769         
3770 }
3771
3772 static int hit_chance(int to_h, int ac)
3773 {
3774         int chance = 0;
3775         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3776
3777         if (meichuu <= 0) return 5;
3778
3779         chance = 100 - ((ac * 75) / meichuu);
3780
3781         if (chance > 95) chance = 95;
3782         if (chance < 5) chance = 5;
3783         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3784                 chance = (chance*19+9)/20;
3785         return chance;
3786 }
3787
3788 /*
3789  * Displays all info about a weapon
3790  *
3791  * Only accurate for the current weapon, because it includes
3792  * various info about the player's +to_dam and number of blows.
3793  */
3794 static void list_weapon(object_type *o_ptr, int row, int col)
3795 {
3796         char o_name[MAX_NLEN];
3797         char tmp_str[80];
3798
3799         /* Effective dices */
3800         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3801         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3802
3803         /* Print the weapon name */
3804         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3805         c_put_str(TERM_YELLOW, o_name, row, col);
3806
3807         /* Print the player's number of blows */
3808 #ifdef JP
3809 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3810 #else
3811         sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3812 #endif
3813
3814         put_str(tmp_str, row+1, col);
3815
3816         /* Print to_hit and to_dam of the weapon */
3817 #ifdef JP
3818 sprintf(tmp_str, "Ì¿ÃæΨ:  0  50 100 150 200 (Ũ¤ÎAC)");
3819 #else
3820 sprintf(tmp_str, "To Hit:  0  50 100 150 200 (AC)");
3821 #endif
3822
3823         put_str(tmp_str, row+2, col);
3824
3825         /* Print the weapons base damage dice */
3826 #ifdef JP
3827 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));
3828 #else
3829 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));
3830 #endif
3831
3832         put_str(tmp_str, row+3, col);
3833
3834 #ifdef JP
3835 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3836 #else
3837         c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3838 #endif
3839
3840
3841         /* Damage for one blow (if it hits) */
3842 #ifdef JP
3843 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤­ %d-%d",
3844 #else
3845         sprintf(tmp_str, "One Strike: %d-%d damage",
3846 #endif
3847
3848             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3849             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3850         put_str(tmp_str, row+6, col+1);
3851
3852         /* Damage for the complete attack (if all blows hit) */
3853 #ifdef JP
3854 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤­ %d-%d",
3855 #else
3856         sprintf(tmp_str, "One Attack: %d-%d damage",
3857 #endif
3858
3859             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3860             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3861         put_str(tmp_str, row+7, col+1);
3862 }
3863
3864
3865 /*
3866  * Hook to specify "weapon"
3867  */
3868 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3869 {
3870         switch (o_ptr->tval)
3871         {
3872                 case TV_HAFTED:
3873                 case TV_POLEARM:
3874                 case TV_DIGGING:
3875                 {
3876                         return (TRUE);
3877                 }
3878                 case TV_SWORD:
3879                 {
3880                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3881                 }
3882         }
3883
3884         return (FALSE);
3885 }
3886
3887
3888 /*
3889  * Hook to specify "ammo"
3890  */
3891 static bool item_tester_hook_ammo(object_type *o_ptr)
3892 {
3893         switch (o_ptr->tval)
3894         {
3895                 case TV_SHOT:
3896                 case TV_ARROW:
3897                 case TV_BOLT:
3898                 {
3899                         return (TRUE);
3900                 }
3901         }
3902
3903         return (FALSE);
3904 }
3905
3906
3907 /*
3908  * Compare weapons
3909  *
3910  * Copies the weapons to compare into the weapon-slot and
3911  * compares the values for both weapons.
3912  */
3913 static int compare_weapons(int bcost)
3914 {
3915         int i, n;
3916         int item, item2;
3917         object_type *o_ptr[2];
3918         object_type orig_weapon;
3919         object_type *i_ptr;
3920         cptr q, s;
3921         int row = 2;
3922         int wid = 38, mgn = 2;
3923         bool old_character_xtra = character_xtra;
3924         char ch;
3925         int total = 0;
3926         int cost = 0; /* First time no price */
3927
3928         /* Save the screen */
3929         screen_save();
3930
3931         /* Clear the screen */
3932         clear_bldg(0, 22);
3933
3934         /* Store copy of original wielded weapon */
3935         i_ptr = &inventory[INVEN_RARM];
3936         object_copy(&orig_weapon, i_ptr);
3937
3938         /* Only compare melee weapons */
3939         item_tester_no_ryoute = TRUE;
3940         item_tester_hook = item_tester_hook_melee_weapon;
3941
3942         /* Get the first weapon */
3943         q = _("Âè°ì¤ÎÉð´ï¤Ï¡©", "What is your first weapon? ");
3944         s = _("Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have nothing to compare.");
3945
3946         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3947         {
3948                 screen_load();
3949                 return (0);
3950         }
3951
3952         /* Get the item (in the pack) */
3953         o_ptr[0] = &inventory[item];
3954         n = 1;
3955         total = bcost;
3956
3957         while (TRUE)
3958         {
3959                 /* Clear the screen */
3960                 clear_bldg(0, 22);
3961
3962                 /* Only compare melee weapons */
3963                 item_tester_no_ryoute = TRUE;
3964                 item_tester_hook = item_tester_hook_melee_weapon;
3965
3966                 /* Hack -- prevent "icky" message */
3967                 character_xtra = TRUE;
3968
3969                 /* Diaplay selected weapon's infomation */
3970                 for (i = 0; i < n; i++)
3971                 {
3972                         int col = (wid * i + mgn);
3973
3974                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
3975                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
3976
3977                         /* Get the new values */
3978                         calc_bonuses();
3979
3980                         /* List the new values */
3981                         list_weapon(o_ptr[i], row, col);
3982                         compare_weapon_aux1(o_ptr[i], col, row + 8);
3983                 }
3984
3985                 character_xtra = old_character_xtra;
3986
3987 #ifdef JP
3988                 put_str(format("[ Èæ³ÓÂоÝ: 's'¤ÇÊѹ¹ ($%d) ]", cost), 1, (wid + mgn));
3989                 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï­¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3990                 prt("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:", 0, 0);
3991 #else
3992                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
3993                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3994                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
3995 #endif
3996
3997                 flush();
3998                 ch = inkey();
3999
4000                 if (ch == 's')
4001                 {
4002                         if (total + cost > p_ptr->au)
4003                         {
4004                                 msg_print(_("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª", "You don't have enough money!"));
4005                                 msg_print(NULL);
4006                                 continue;
4007                         }
4008
4009                         q = _("ÂèÆó¤ÎÉð´ï¤Ï¡©", "What is your second weapon? ");
4010                         s = _("Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have nothing to compare.");
4011
4012                         /* Get the second weapon */
4013                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
4014
4015                         total += cost;
4016                         cost = bcost / 2;
4017
4018                         /* Get the item (in the pack) */
4019                         o_ptr[1] = &inventory[item2];
4020                         n = 2;
4021                 }
4022                 else
4023                 {
4024                         break;
4025                 }
4026         }
4027
4028         /* Copy back the original weapon into the weapon slot */
4029         object_copy(i_ptr, &orig_weapon);
4030
4031         /* Reset the values for the old weapon */
4032         calc_bonuses();
4033         screen_load();
4034
4035         /* Done */
4036         return (total);
4037 }
4038
4039
4040 /*
4041  * Evaluate AC
4042  *
4043  * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
4044  * Calculate and display the dodge-rate and the protection-rate
4045  * based on AC
4046  */
4047 static bool eval_ac(int iAC)
4048 {
4049 #ifdef JP
4050         const char memo[] =
4051                 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
4052                 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
4053                 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
4054                 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
4055                 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
4056                 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
4057                 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
4058                 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
4059                 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
4060 #else
4061         const char memo[] =
4062                 "'Protection Rate' means how much damage is reduced by your armor.\n"
4063                 "Note that the Protection rate is effective only against normal "
4064                 "'attack' and 'shatter' type melee attacks, "
4065                 "and has no effect against any other types such as 'poison'.\n \n"
4066                 "'Dodge Rate' indicates the success rate on dodging the "
4067                 "monster's melee attacks.  "
4068                 "It is depend on the level of the monster and your AC.\n \n"
4069                 "'Average Damage' indicates the expected amount of damage "
4070                 "when you are attacked by normal melee attacks with power=100.";
4071 #endif
4072
4073         int protection;
4074         int col, row = 2;
4075         int lvl;
4076         char buf[80*20], *t;
4077
4078         /* AC lower than zero has no effect */
4079         if (iAC < 0) iAC = 0;
4080
4081         /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
4082         protection = 100 * MIN(iAC, 150) / 250;
4083
4084         screen_save();
4085         clear_bldg(0, 22);
4086
4087 #ifdef JP
4088         put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
4089         put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨  : %3d%%", protection), row++, 0);
4090         row++;
4091
4092         put_str("Ũ¤Î¥ì¥Ù¥ë      :", row + 0, 0);
4093         put_str("²óÈòΨ          :", row + 1, 0);
4094         put_str("¥À¥á¡¼¥¸´üÂÔÃÍ  :", row + 2, 0);
4095 #else
4096         put_str(format("Your current AC : %3d", iAC), row++, 0);
4097         put_str(format("Protection rate : %3d%%", protection), row++, 0);
4098         row++;
4099
4100         put_str("Level of Monster:", row + 0, 0);
4101         put_str("Dodge Rate      :", row + 1, 0);
4102         put_str("Average Damage  :", row + 2, 0);
4103 #endif
4104     
4105         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
4106         {
4107                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
4108                 int dodge;   /* ²óÈòΨ(%) */
4109                 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
4110
4111                 put_str(format("%3d", lvl), row + 0, col);
4112
4113                 /* ²óÈòΨ¤ò·×»» */
4114                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
4115                 put_str(format("%3d%%", dodge), row + 1, col);
4116
4117                 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
4118                 average = (100 - dodge) * (100 - protection) / 100;
4119                 put_str(format("%3d", average), row + 2, col);
4120         }
4121
4122         /* Display note */
4123         roff_to_buf(memo, 70, buf, sizeof(buf));
4124         for (t = buf; t[0]; t += strlen(t) + 1)
4125                 put_str(t, (row++) + 4, 4);
4126
4127 #ifdef JP
4128         prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
4129                    "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
4130 #else
4131         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
4132 #endif
4133   
4134         flush();
4135         (void)inkey();
4136         screen_load();
4137
4138         /* Done */
4139         return (TRUE);
4140 }
4141
4142
4143 /*
4144  * Hook to specify "broken weapon"
4145  */
4146 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
4147 {
4148         if (o_ptr->tval != TV_SWORD) return FALSE;
4149
4150         switch (o_ptr->sval)
4151         {
4152         case SV_BROKEN_DAGGER:
4153         case SV_BROKEN_SWORD:
4154                 return TRUE;
4155         }
4156
4157         return FALSE;
4158 }
4159
4160 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
4161 {
4162         int i, n = 0;
4163         int idx = 0;
4164         int cand[TR_FLAG_MAX];
4165         u32b to_flgs[TR_FLAG_SIZE];
4166         u32b from_flgs[TR_FLAG_SIZE];
4167
4168         object_flags(to_ptr, to_flgs);
4169         object_flags(from_ptr, from_flgs);
4170
4171         for (i = 0; i < TR_FLAG_MAX; i++)
4172         {
4173                 switch (i)
4174                 {
4175                 case TR_IGNORE_ACID:
4176                 case TR_IGNORE_ELEC:
4177                 case TR_IGNORE_FIRE:
4178                 case TR_IGNORE_COLD:
4179                 case TR_ACTIVATE:
4180                 case TR_RIDING:
4181                 case TR_THROW:
4182                 case TR_SHOW_MODS:
4183                 case TR_HIDE_TYPE:
4184                 case TR_ES_ATTACK:
4185                 case TR_ES_AC:
4186                 case TR_FULL_NAME:
4187                 case TR_FIXED_FLAVOR:
4188                         break;
4189                 default:
4190                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
4191                         {
4192                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
4193                         }
4194                 }
4195         }
4196
4197         if (n > 0)
4198         {
4199                 int bmax;
4200                 int tr_idx = cand[randint0(n)];
4201                 add_flag(to_ptr->art_flags, tr_idx);
4202                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
4203                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
4204                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
4205                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
4206         }
4207
4208         return;
4209 }
4210
4211 /*
4212  * Repair broken weapon
4213  */
4214 static int repair_broken_weapon_aux(int bcost)
4215 {
4216         s32b cost;
4217         int item, mater;
4218         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
4219         object_kind *k_ptr;
4220         int i, k_idx, tr_idx, dd_bonus, ds_bonus;
4221         char basenm[MAX_NLEN];
4222         cptr q, s; /* For get_item prompt */
4223         int row = 7;
4224
4225         /* Clear screen */
4226         clear_bldg(0, 22);
4227
4228         /* Notice */
4229         prt(_("½¤Éü¤Ë¤ÏºàÎÁ¤È¤Ê¤ë¤â¤¦1¤Ä¤ÎÉð´ï¤¬É¬ÍפǤ¹¡£", "Hand one material weapon to repair a broken weapon."), row, 2);
4230         prt(_("ºàÎÁ¤Ë»ÈÍѤ·¤¿Éð´ï¤Ï¤Ê¤¯¤Ê¤ê¤Þ¤¹¡ª", "The material weapon will disappear after repairing!!"), row+1, 2);
4231
4232         /* Get an item */
4233         q = _("¤É¤ÎÀޤ줿Éð´ï¤ò½¤Éü¤·¤Þ¤¹¤«¡©", "Repair which broken weapon? ");
4234         s = _("½¤Éü¤Ç¤­¤ëÀޤ줿Éð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have no broken weapon to repair.");
4235
4236         /* Only forge broken weapons */
4237         item_tester_hook = item_tester_hook_broken_weapon;
4238
4239         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
4240
4241         /* Get the item (in the pack) */
4242         o_ptr = &inventory[item];
4243
4244         /* It is worthless */
4245         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
4246         {
4247                 msg_format(_("¤½¤ì¤Ïľ¤·¤Æ¤â¤·¤ç¤¦¤¬¤Ê¤¤¤¼¡£", "It is worthless to repair."));
4248                 return (0);
4249         }
4250
4251         /* They are too many */
4252         if (o_ptr->number > 1)
4253         {
4254                 msg_format(_("°ìÅÙ¤ËÊ£¿ô¤ò½¤Éü¤¹¤ë¤³¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡ª", "They are too many to repair at once!"));
4255                 return (0);
4256         }
4257
4258         /* Display item name */
4259         object_desc(basenm, o_ptr, OD_NAME_ONLY);
4260         prt(format(_("½¤Éü¤¹¤ëÉð´ï¡¡¡§ %s", "Repairing: %s"), basenm), row+3, 2);
4261
4262         /* Get an item */
4263         q = _("ºàÎÁ¤È¤Ê¤ëÉð´ï¤Ï¡©", "Which weapon for material? ");
4264         s = _("ºàÎÁ¤È¤Ê¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have no material to repair.");
4265
4266         /* Only forge broken weapons */
4267         item_tester_hook = item_tester_hook_melee_weapon;
4268
4269         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
4270         if (mater == item)
4271         {
4272                 msg_print(_("¥¯¥é¥¤¥ó¤ÎÄÛ¤¸¤ã¤Ê¤¤¡ª", "This is not a klein bottle!"));
4273                 return (0);
4274         }
4275
4276         /* Get the item (in the pack) */
4277         mo_ptr = &inventory[mater];
4278
4279         /* Display item name */
4280         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
4281         prt(format(_("ºàÎÁ¤È¤¹¤ëÉð´ï¡§ %s", "Material : %s"), basenm), row+4, 2);
4282
4283         /* Get the value of one of the items (except curses) */
4284         cost = bcost + object_value_real(o_ptr) * 2;
4285
4286 #ifdef JP
4287         if (!get_check(format("¡ð%d¤«¤«¤ê¤Þ¤¹¤¬¤è¤í¤·¤¤¤Ç¤¹¤«¡© ", cost))) return (0);
4288 #else
4289         if (!get_check(format("Costs %d gold, okay? ", cost))) return (0);
4290 #endif
4291
4292         /* Check if the player has enough money */
4293         if (p_ptr->au < cost)
4294         {
4295                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
4296                 msg_format(_("%s¤ò½¤Éü¤¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª",
4297                         "You do not have the gold to repair %s!"), basenm);
4298                 msg_print(NULL);
4299                 return (0);
4300         }
4301
4302         if (o_ptr->sval == SV_BROKEN_DAGGER)
4303         {
4304                 int i, n = 1;
4305
4306                 for (i = 1; i < max_k_idx; i++)
4307                 {
4308                         object_type forge;
4309                         object_kind *k_ptr = &k_info[i];
4310
4311                         if (k_ptr->tval != TV_SWORD) continue;
4312                         if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
4313                                 (k_ptr->sval == SV_BROKEN_SWORD) ||
4314                                 (k_ptr->sval == SV_DOKUBARI)) continue;
4315                         if (k_ptr->weight > 99) continue;
4316
4317                         if (one_in_(n)) 
4318                         {
4319                                 k_idx = i;
4320                                 n++;
4321                         }
4322                 }
4323         }
4324         else /* TV_BROKEN_SWORD */
4325         {
4326                 /* Repair to a sword or sometimes material's type weapon */
4327                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
4328
4329                 while(1)
4330                 {
4331                         object_kind *ck_ptr;
4332
4333                         k_idx = lookup_kind(tval, SV_ANY);
4334                         ck_ptr = &k_info[k_idx];
4335
4336                         if (tval == TV_SWORD)
4337                         {
4338                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
4339                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
4340                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
4341                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
4342                         }
4343                         if (tval == TV_POLEARM)
4344                         {
4345                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
4346                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
4347                         }
4348                         if (tval == TV_HAFTED)
4349                         {
4350                                 if ((ck_ptr->sval == SV_GROND) ||
4351                                         (ck_ptr->sval == SV_WIZSTAFF) ||
4352                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
4353                         }
4354
4355                         break;
4356                 }
4357         }
4358
4359         /* Calculate dice bonuses */
4360         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
4361         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
4362         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
4363         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
4364
4365         /* Change base object */
4366         k_ptr = &k_info[k_idx];
4367         o_ptr->k_idx = k_idx;
4368         o_ptr->weight = k_ptr->weight;
4369         o_ptr->tval = k_ptr->tval;
4370         o_ptr->sval = k_ptr->sval;
4371         o_ptr->dd = k_ptr->dd;
4372         o_ptr->ds = k_ptr->ds;
4373
4374         /* Copy base object's ability */
4375         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
4376         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
4377         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
4378
4379         /* Dice up */
4380         if (dd_bonus > 0)
4381         {
4382                 o_ptr->dd++;
4383                 for (i = 0; i < dd_bonus; i++)
4384                 {
4385                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
4386                 }
4387         }
4388         if (ds_bonus > 0)
4389         {
4390                 o_ptr->ds++;
4391                 for (i = 0; i < ds_bonus; i++)
4392                 {
4393                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
4394                 }
4395         }
4396
4397         /* */
4398         if (have_flag(k_ptr->flags, TR_BLOWS))
4399         {
4400                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
4401                 o_ptr->pval = MIN(o_ptr->pval, bmax);
4402         }
4403
4404         /* Add one random ability from material weapon */
4405         give_one_ability_of_object(o_ptr, mo_ptr);
4406
4407         /* Add to-dam, to-hit and to-ac from material weapon */
4408         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
4409         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
4410         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
4411
4412         if ((o_ptr->name1 == ART_NARSIL) ||
4413                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
4414                 (object_is_ego(o_ptr) && one_in_(7)))
4415         {
4416                 /* Forge it */
4417                 if (object_is_ego(o_ptr))
4418                 {
4419                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
4420                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4421                 }
4422
4423                 /* Add one random ability from material weapon */
4424                 give_one_ability_of_object(o_ptr, mo_ptr);
4425
4426                 /* Add one random activation */
4427                 if (!activation_index(o_ptr)) one_activation(o_ptr);
4428
4429                 /* Narsil */
4430                 if (o_ptr->name1 == ART_NARSIL)
4431                 {
4432                         one_high_resistance(o_ptr);
4433                         one_ability(o_ptr);
4434                 }
4435
4436                 msg_print(_("¤³¤ì¤Ï¤«¤Ê¤ê¤Î¶Èʪ¤À¤Ã¤¿¤è¤¦¤À¡£", "This blade seems to be exceptionally."));
4437         }
4438
4439         object_desc(basenm, o_ptr, OD_NAME_ONLY);
4440 #ifdef JP
4441         msg_format("¡ð%d¤Ç%s¤Ë½¤Éü¤·¤Þ¤·¤¿¡£", cost, basenm);
4442 #else
4443         msg_format("Repaired into %s for %d gold.", basenm, cost);
4444 #endif
4445         msg_print(NULL);
4446
4447         /* Remove BROKEN flag */
4448         o_ptr->ident &= ~(IDENT_BROKEN);
4449
4450         /* Add repaired flag */
4451         o_ptr->discount = 99;
4452
4453         /* Decrease material object */
4454         inven_item_increase(mater, -1);
4455         inven_item_optimize(mater);
4456
4457         /* Copyback */
4458         p_ptr->update |= PU_BONUS;
4459         handle_stuff();
4460
4461         /* Something happened */
4462         return (cost);
4463 }
4464
4465 static int repair_broken_weapon(int bcost)
4466 {
4467         int cost;
4468
4469         screen_save();
4470         cost = repair_broken_weapon_aux(bcost);
4471         screen_load();
4472         return cost;
4473 }
4474
4475
4476 /*
4477  * Enchant item
4478  */
4479 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
4480 {
4481         int         i, item;
4482         bool        okay = FALSE;
4483         object_type *o_ptr;
4484         cptr        q, s;
4485         int         maxenchant = (p_ptr->lev / 5);
4486         char        tmp_str[MAX_NLEN];
4487
4488         clear_bldg(4, 18);
4489 #ifdef JP
4490         prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ­¤Þ¤¹¡£", maxenchant), 5, 0);
4491         prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤­¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
4492 #else
4493         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
4494         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
4495 #endif
4496
4497         item_tester_no_ryoute = TRUE;
4498
4499         /* Get an item */
4500 #ifdef JP
4501         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
4502         s = "²þÎɤǤ­¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
4503 #else
4504         q = "Improve which item? ";
4505         s = "You have nothing to improve.";
4506 #endif
4507
4508         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
4509
4510         /* Get the item (in the pack) */
4511         o_ptr = &inventory[item];
4512
4513         /* Check if the player has enough money */
4514         if (p_ptr->au < (cost * o_ptr->number))
4515         {
4516                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4517 #ifdef JP
4518                 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
4519 #else
4520                 msg_format("You do not have the gold to improve %s!", tmp_str);
4521 #endif
4522
4523                 return (FALSE);
4524         }
4525
4526         /* Enchant to hit */
4527         for (i = 0; i < to_hit; i++)
4528         {
4529                 if (o_ptr->to_h < maxenchant)
4530                 {
4531                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
4532                         {
4533                                 okay = TRUE;
4534                                 break;
4535                         }
4536                 }
4537         }
4538
4539         /* Enchant to damage */
4540         for (i = 0; i < to_dam; i++)
4541         {
4542                 if (o_ptr->to_d < maxenchant)
4543                 {
4544                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
4545                         {
4546                                 okay = TRUE;
4547                                 break;
4548                         }
4549                 }
4550         }
4551
4552         /* Enchant to AC */
4553         for (i = 0; i < to_ac; i++)
4554         {
4555                 if (o_ptr->to_a < maxenchant)
4556                 {
4557                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
4558                         {
4559                                 okay = TRUE;
4560                                 break;
4561                         }
4562                 }
4563         }
4564
4565         /* Failure */
4566         if (!okay)
4567         {
4568                 /* Flush */
4569                 if (flush_failure) flush();
4570
4571                 /* Message */
4572 #ifdef JP
4573                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
4574 #else
4575                 msg_print("The improvement failed.");
4576 #endif
4577
4578                 return (FALSE);
4579         }
4580         else
4581         {
4582                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
4583 #ifdef JP
4584                 msg_format("¡ð%d¤Ç%s¤Ë²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str);
4585 #else
4586                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
4587 #endif
4588
4589                 /* Charge the money */
4590                 p_ptr->au -= (cost * o_ptr->number);
4591
4592                 if (item >= INVEN_RARM) calc_android_exp();
4593
4594                 /* Something happened */
4595                 return (TRUE);
4596         }
4597 }
4598
4599
4600 /*
4601  * Recharge rods, wands and staves
4602  *
4603  * The player can select the number of charges to add
4604  * (up to a limit), and the recharge never fails.
4605  *
4606  * The cost for rods depends on the level of the rod. The prices
4607  * for recharging wands and staves are dependent on the cost of
4608  * the base-item.
4609  */
4610 static void building_recharge(void)
4611 {
4612         int         item, lev;
4613         object_type *o_ptr;
4614         object_kind *k_ptr;
4615         cptr        q, s;
4616         int         price;
4617         int         charges;
4618         int         max_charges;
4619         char        tmp_str[MAX_NLEN];
4620
4621         msg_flag = FALSE;
4622
4623         /* Display some info */
4624         clear_bldg(4, 18);
4625 #ifdef JP
4626 prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4627 #else
4628         prt("  The prices of recharge depend on the type.", 6, 0);
4629 #endif
4630
4631
4632         /* Only accept legal items */
4633         item_tester_hook = item_tester_hook_recharge;
4634
4635         /* Get an item */
4636 #ifdef JP
4637 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
4638 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
4639 #else
4640         q = "Recharge which item? ";
4641         s = "You have nothing to recharge.";
4642 #endif
4643
4644         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
4645
4646         /* Get the item (in the pack) */
4647         if (item >= 0)
4648         {
4649                 o_ptr = &inventory[item];
4650         }
4651
4652         /* Get the item (on the floor) */
4653         else
4654         {
4655                 o_ptr = &o_list[0 - item];
4656         }
4657
4658         k_ptr = &k_info[o_ptr->k_idx];
4659
4660         /*
4661          * We don't want to give the player free info about
4662          * the level of the item or the number of charges.
4663          */
4664         /* The item must be "known" */
4665         if (!object_is_known(o_ptr))
4666         {
4667 #ifdef JP
4668 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
4669 #else
4670                 msg_format("The item must be identified first!");
4671 #endif
4672
4673                 msg_print(NULL);
4674
4675                 if ((p_ptr->au >= 50) &&
4676 #ifdef JP
4677 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
4678 #else
4679                         get_check("Identify for 50 gold? "))
4680 #endif
4681
4682                 {
4683                         /* Pay the price */
4684                         p_ptr->au -= 50;
4685
4686                         /* Identify it */
4687                         identify_item(o_ptr);
4688
4689                         /* Description */
4690                         object_desc(tmp_str, o_ptr, 0);
4691
4692 #ifdef JP
4693 msg_format("%s ¤Ç¤¹¡£", tmp_str);
4694 #else
4695                         msg_format("You have: %s.", tmp_str);
4696 #endif
4697
4698                         /* Auto-inscription */
4699                         autopick_alter_item(item, FALSE);
4700
4701                         /* Update the gold display */
4702                         building_prt_gold();
4703                 }
4704                 else
4705                 {
4706                         return;
4707                 }
4708         }
4709
4710         /* Extract the object "level" */
4711         lev = k_info[o_ptr->k_idx].level;
4712
4713         /* Price for a rod */
4714         if (o_ptr->tval == TV_ROD)
4715         {
4716                 if (o_ptr->timeout > 0)
4717                 {
4718                         /* Fully recharge */
4719                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4720                 }
4721                 else
4722                 {
4723                         /* No recharge necessary */
4724                         price = 0;
4725 #ifdef JP
4726 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4727 #else
4728                         msg_format("That doesn't need to be recharged.");
4729 #endif
4730
4731                         return;
4732                 }
4733         }
4734         else if (o_ptr->tval == TV_STAFF)
4735         {
4736                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4737                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4738
4739                 /* Pay at least 10 gold per charge */
4740                 price = MAX(10, price);
4741         }
4742         else
4743         {
4744                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4745                 price = (k_info[o_ptr->k_idx].cost / 10);
4746
4747                 /* Pay at least 10 gold per charge */
4748                 price = MAX(10, price);
4749         }
4750
4751         /* Limit the number of charges for wands and staffs */
4752         if (o_ptr->tval == TV_WAND
4753                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
4754         {
4755                 if (o_ptr->number > 1)
4756                 {
4757 #ifdef JP
4758 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4759 #else
4760                         msg_print("These wands are already fully charged.");
4761 #endif
4762                 }
4763                 else
4764                 {
4765 #ifdef JP
4766 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4767 #else
4768                         msg_print("This wand is already fully charged.");
4769 #endif
4770                 }
4771                 return;
4772         }
4773         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
4774         {
4775                 if (o_ptr->number > 1)
4776                 {
4777 #ifdef JP
4778 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4779 #else
4780                         msg_print("These staffs are already fully charged.");
4781 #endif
4782                 }
4783                 else
4784                 {
4785 #ifdef JP
4786 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4787 #else
4788                         msg_print("This staff is already fully charged.");
4789 #endif
4790                 }
4791                 return;
4792         }
4793
4794         /* Check if the player has enough money */
4795         if (p_ptr->au < price)
4796         {
4797                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4798 #ifdef JP
4799 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", tmp_str,price );
4800 #else
4801                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
4802 #endif
4803
4804                 return;
4805         }
4806
4807         if (o_ptr->tval == TV_ROD)
4808         {
4809 #ifdef JP
4810 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
4811  price)))
4812 #else
4813                 if (get_check(format("Recharge the %s for %d gold? ",
4814                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
4815 #endif
4816
4817                 {
4818                         /* Recharge fully */
4819                         o_ptr->timeout = 0;
4820                 }
4821                 else
4822                 {
4823                         return;
4824                 }
4825         }
4826         else
4827         {
4828                 if (o_ptr->tval == TV_STAFF)
4829                         max_charges = k_ptr->pval - o_ptr->pval;
4830                 else
4831                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
4832
4833                 /* Get the quantity for staves and wands */
4834 #ifdef JP
4835 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
4836 #else
4837                 charges = get_quantity(format("Add how many charges for %d gold? ",
4838 #endif
4839
4840                               price), MIN(p_ptr->au / price, max_charges));
4841
4842                 /* Do nothing */
4843                 if (charges < 1) return;
4844
4845                 /* Get the new price */
4846                 price *= charges;
4847
4848                 /* Recharge */
4849                 o_ptr->pval += charges;
4850
4851                 /* We no longer think the item is empty */
4852                 o_ptr->ident &= ~(IDENT_EMPTY);
4853         }
4854
4855         /* Give feedback */
4856         object_desc(tmp_str, o_ptr, 0);
4857 #ifdef JP
4858 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
4859 #else
4860         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4861 #endif
4862
4863         /* Combine / Reorder the pack (later) */
4864         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4865
4866         /* Window stuff */
4867         p_ptr->window |= (PW_INVEN);
4868
4869         /* Pay the price */
4870         p_ptr->au -= price;
4871
4872         /* Finished */
4873         return;
4874 }
4875
4876
4877 /*
4878  * Recharge rods, wands and staves
4879  *
4880  * The player can select the number of charges to add
4881  * (up to a limit), and the recharge never fails.
4882  *
4883  * The cost for rods depends on the level of the rod. The prices
4884  * for recharging wands and staves are dependent on the cost of
4885  * the base-item.
4886  */
4887 static void building_recharge_all(void)
4888 {
4889         int         i;
4890         int         lev;
4891         object_type *o_ptr;
4892         object_kind *k_ptr;
4893         int         price = 0;
4894         int         total_cost = 0;
4895
4896
4897         /* Display some info */
4898         msg_flag = FALSE;
4899         clear_bldg(4, 18);
4900 #ifdef JP
4901         prt("  ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4902 #else
4903         prt("  The prices of recharge depend on the type.", 6, 0);
4904 #endif
4905
4906         /* Calculate cost */
4907         for ( i = 0; i < INVEN_PACK; i++)
4908         {
4909                 o_ptr = &inventory[i];
4910                                 
4911                 /* skip non magic device */
4912                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4913
4914                 /* need identified */
4915                 if (!object_is_known(o_ptr)) total_cost += 50;
4916
4917                 /* Extract the object "level" */
4918                 lev = k_info[o_ptr->k_idx].level;
4919
4920                 k_ptr = &k_info[o_ptr->k_idx];
4921
4922                 switch (o_ptr->tval)
4923                 {
4924                 case TV_ROD:
4925                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4926                         break;
4927
4928                 case TV_STAFF:
4929                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4930                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4931
4932                         /* Pay at least 10 gold per charge */
4933                         price = MAX(10, price);
4934
4935                         /* Fully charge */
4936                         price = (k_ptr->pval - o_ptr->pval) * price;
4937                         break;
4938
4939                 case TV_WAND:
4940                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4941                         price = (k_info[o_ptr->k_idx].cost / 10);
4942
4943                         /* Pay at least 10 gold per charge */
4944                         price = MAX(10, price);
4945
4946                         /* Fully charge */
4947                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4948                         break;
4949                 }
4950
4951                 /* if price <= 0 then item have enough charge */
4952                 if (price > 0) total_cost += price;
4953         }
4954
4955         if (!total_cost)
4956         {
4957 #ifdef JP
4958                 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4959 #else
4960                 msg_print("No need to recharge.");
4961 #endif
4962
4963                 msg_print(NULL);
4964                 return;
4965         }
4966
4967         /* Check if the player has enough money */
4968         if (p_ptr->au < total_cost)
4969         {
4970 #ifdef JP
4971                 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d É¬ÍפǤ¹¡ª", total_cost );
4972 #else
4973                 msg_format("You need %d gold to recharge all items!",total_cost);
4974 #endif
4975
4976                 msg_print(NULL);
4977                 return;
4978         }
4979
4980 #ifdef JP
4981         if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",  total_cost))) return;
4982 #else
4983         if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
4984 #endif
4985
4986         for (i = 0; i < INVEN_PACK; i++)
4987         {
4988                 o_ptr = &inventory[i];
4989                 k_ptr = &k_info[o_ptr->k_idx];
4990
4991                 /* skip non magic device */
4992                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4993
4994                 /* Identify it */
4995                 if (!object_is_known(o_ptr))
4996                 {
4997                         identify_item(o_ptr);
4998
4999                         /* Auto-inscription */
5000                         autopick_alter_item(i, FALSE);
5001                 }
5002
5003                 /* Recharge */
5004                 switch (o_ptr->tval)
5005                 {
5006                 case TV_ROD:
5007                         o_ptr->timeout = 0;
5008                         break;
5009                 case TV_STAFF:
5010                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
5011                         /* We no longer think the item is empty */
5012                         o_ptr->ident &= ~(IDENT_EMPTY);
5013                         break;
5014                 case TV_WAND:
5015                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
5016                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
5017                         /* We no longer think the item is empty */
5018                         o_ptr->ident &= ~(IDENT_EMPTY);
5019                         break;
5020                 }
5021         }
5022
5023         /* Give feedback */
5024 #ifdef JP
5025         msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
5026 #else
5027         msg_format("You pay %d gold.", total_cost);
5028 #endif
5029
5030         msg_print(NULL);
5031
5032         /* Combine / Reorder the pack (later) */
5033         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5034
5035         /* Window stuff */
5036         p_ptr->window |= (PW_INVEN);
5037
5038         /* Pay the price */
5039         p_ptr->au -= total_cost;
5040
5041         /* Finished */
5042         return;
5043 }
5044
5045
5046 bool tele_town(void)
5047 {
5048         int i, x, y;
5049         int num = 0;
5050
5051         if (dun_level)
5052         {
5053 #ifdef JP
5054                 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
5055 #else
5056                 msg_print("This spell can only be used on the surface!");
5057 #endif
5058                 return FALSE;
5059         }
5060
5061         if (p_ptr->inside_arena || p_ptr->inside_battle)
5062         {
5063 #ifdef JP
5064                 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
5065 #else
5066                 msg_print("This spell can only be used outside!");
5067 #endif
5068                 return FALSE;
5069         }
5070
5071         screen_save();
5072         clear_bldg(4, 10);
5073
5074         for (i=1;i<max_towns;i++)
5075         {
5076                 char buf[80];
5077
5078                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
5079
5080                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
5081                 prt(buf, 5+i, 5);
5082                 num++;
5083         }
5084
5085         if (!num)
5086         {
5087 #ifdef JP
5088                 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
5089 #else
5090                 msg_print("You have not yet visited any town.");
5091 #endif
5092
5093                 msg_print(NULL);
5094                 screen_load();
5095                 return FALSE;
5096         }
5097
5098 #ifdef JP
5099         prt("¤É¤³¤Ë¹Ô¤­¤Þ¤¹¤«:", 0, 0);
5100 #else
5101         prt("Which town you go: ", 0, 0);
5102 #endif
5103         while(1)
5104         {
5105                 i = inkey();
5106
5107                 if (i == ESCAPE)
5108                 {
5109                         screen_load();
5110                         return FALSE;
5111                 }
5112                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
5113                 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;
5114                 break;
5115         }
5116
5117         for (y = 0; y < max_wild_y; y++)
5118         {
5119                 for (x = 0; x < max_wild_x; x++)
5120                 {
5121                         if(wilderness[y][x].town == (i-'a'+1))
5122                         {
5123                                 p_ptr->wilderness_y = y;
5124                                 p_ptr->wilderness_x = x;
5125                         }
5126                 }
5127         }
5128
5129         p_ptr->leaving = TRUE;
5130         leave_bldg = TRUE;
5131         p_ptr->teleport_town = TRUE;
5132         screen_load();
5133         return TRUE;
5134 }
5135
5136
5137 /*
5138  *  research_mon
5139  *  -KMW-
5140  */
5141 static bool research_mon(void)
5142 {
5143         int i, n, r_idx;
5144         char sym, query;
5145         char buf[128];
5146
5147         bool notpicked;
5148
5149         bool recall = FALSE;
5150
5151         u16b why = 0;
5152
5153         u16b    *who;
5154
5155         /* XTRA HACK WHATSEARCH */
5156         bool    all = FALSE;
5157         bool    uniq = FALSE;
5158         bool    norm = FALSE;
5159         char temp[80] = "";
5160
5161         /* XTRA HACK REMEMBER_IDX */
5162         static int old_sym = '\0';
5163         static int old_i = 0;
5164
5165
5166         /* Save the screen */
5167         screen_save();
5168
5169         /* Get a character, or abort */
5170 #ifdef JP
5171 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ­¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE)) 
5172 #else
5173         if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
5174 #endif
5175
5176         {
5177                 /* Restore */
5178                 screen_load();
5179
5180                 return (FALSE);
5181         }
5182
5183         /* Find that character info, and describe it */
5184         for (i = 0; ident_info[i]; ++i)
5185         {
5186                 if (sym == ident_info[i][0]) break;
5187         }
5188
5189                 /* XTRA HACK WHATSEARCH */
5190         if (sym == KTRL('A'))
5191         {
5192                 all = TRUE;
5193 #ifdef JP
5194                 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
5195 #else
5196                 strcpy(buf, "Full monster list.");
5197 #endif
5198         }
5199         else if (sym == KTRL('U'))
5200         {
5201                 all = uniq = TRUE;
5202 #ifdef JP
5203                 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
5204 #else
5205                 strcpy(buf, "Unique monster list.");
5206 #endif
5207         }
5208         else if (sym == KTRL('N'))
5209         {
5210                 all = norm = TRUE;
5211 #ifdef JP
5212                 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
5213 #else
5214                 strcpy(buf, "Non-unique monster list.");
5215 #endif
5216         }
5217         else if (sym == KTRL('M'))
5218         {
5219                 all = TRUE;
5220 #ifdef JP
5221                 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
5222 #else
5223                 if (!get_string("Enter name:",temp, 70))
5224 #endif
5225                 {
5226                         temp[0]=0;
5227
5228                         /* Restore */
5229                         screen_load();
5230
5231                         return FALSE;
5232                 }
5233 #ifdef JP
5234                 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
5235 #else
5236                 sprintf(buf, "Monsters with a name \"%s\"",temp);
5237 #endif
5238         }
5239         else if (ident_info[i])
5240         {
5241                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
5242         }
5243         else
5244         {
5245 #ifdef JP
5246 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
5247 #else
5248                 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
5249 #endif
5250
5251         }
5252
5253         /* Display the result */
5254         prt(buf, 16, 10);
5255
5256
5257         /* Allocate the "who" array */
5258         C_MAKE(who, max_r_idx, u16b);
5259
5260         /* Collect matching monsters */
5261         for (n = 0, i = 1; i < max_r_idx; i++)
5262         {
5263                 monster_race *r_ptr = &r_info[i];
5264
5265                 /* Empty monster */
5266                 if (!r_ptr->name) continue;
5267
5268                 /* XTRA HACK WHATSEARCH */
5269                 /* Require non-unique monsters if needed */
5270                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
5271
5272                 /* Require unique monsters if needed */
5273                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
5274
5275                 /* Ì¾Á°¸¡º÷ */
5276                 if (temp[0])
5277                 {
5278                         int xx;
5279                         char temp2[80];
5280
5281                         for (xx = 0; temp[xx] && xx < 80; xx++)
5282                         {
5283 #ifdef JP
5284                                 if (iskanji(temp[xx]))
5285                                 {
5286                                         xx++;
5287                                         continue;
5288                                 }
5289 #endif
5290                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
5291                         }
5292   
5293 #ifdef JP
5294                         strcpy(temp2, r_name + r_ptr->E_name);
5295 #else
5296                         strcpy(temp2, r_name + r_ptr->name);
5297 #endif
5298                         for (xx = 0; temp2[xx] && xx < 80; xx++)
5299                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
5300
5301 #ifdef JP
5302                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
5303 #else
5304                         if (my_strstr(temp2, temp))
5305 #endif
5306                                 who[n++] = i;
5307                 }
5308                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
5309         }
5310
5311         /* Nothing to recall */
5312         if (!n)
5313         {
5314                 /* Free the "who" array */
5315                 C_KILL(who, max_r_idx, u16b);
5316
5317                 /* Restore */
5318                 screen_load();
5319
5320                 return (FALSE);
5321         }
5322
5323         /* Sort by level */
5324         why = 2;
5325         query = 'y';
5326
5327         /* Sort if needed */
5328         if (why)
5329         {
5330                 /* Select the sort method */
5331                 ang_sort_comp = ang_sort_comp_hook;
5332                 ang_sort_swap = ang_sort_swap_hook;
5333
5334                 /* Sort the array */
5335                 ang_sort(who, &why, n);
5336         }
5337
5338
5339         /* Start at the end */
5340         /* XTRA HACK REMEMBER_IDX */
5341         if (old_sym == sym && old_i < n) i = old_i;
5342         else i = n - 1;
5343
5344         notpicked = TRUE;
5345
5346         /* Scan the monster memory */
5347         while (notpicked)
5348         {
5349                 /* Extract a race */
5350                 r_idx = who[i];
5351
5352                 /* Hack -- Begin the prompt */
5353                 roff_top(r_idx);
5354
5355                 /* Hack -- Complete the prompt */
5356 #ifdef JP
5357 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
5358 #else
5359                 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
5360 #endif
5361
5362
5363                 /* Interact */
5364                 while (1)
5365                 {
5366                         /* Recall */
5367                         if (recall)
5368                         {
5369                                 /*** Recall on screen ***/
5370
5371                                 /* Get maximal info about this monster */
5372                                 lore_do_probe(r_idx);
5373
5374                                 /* Save this monster ID */
5375                                 monster_race_track(r_idx);
5376
5377                                 /* Hack -- Handle stuff */
5378                                 handle_stuff();
5379
5380                                 /* know every thing mode */
5381                                 screen_roff(r_idx, 0x01);
5382                                 notpicked = FALSE;
5383
5384                                 /* XTRA HACK REMEMBER_IDX */
5385                                 old_sym = sym;
5386                                 old_i = i;
5387                         }
5388
5389                         /* Command */
5390                         query = inkey();
5391
5392                         /* Normal commands */
5393                         if (query != 'r') break;
5394
5395                         /* Toggle recall */
5396                         recall = !recall;
5397                 }
5398
5399                 /* Stop scanning */
5400                 if (query == ESCAPE) break;
5401
5402                 /* Move to "prev" monster */
5403                 if (query == '-')
5404                 {
5405                         if (++i == n)
5406                         {
5407                                 i = 0;
5408                                 if (!expand_list) break;
5409                         }
5410                 }
5411
5412                 /* Move to "next" monster */
5413                 else
5414                 {
5415                         if (i-- == 0)
5416                         {
5417                                 i = n - 1;
5418                                 if (!expand_list) break;
5419                         }
5420                 }
5421         }
5422
5423
5424         /* Re-display the identity */
5425         /* prt(buf, 5, 5);*/
5426
5427         /* Free the "who" array */
5428         C_KILL(who, max_r_idx, u16b);
5429
5430         /* Restore */
5431         screen_load();
5432
5433         return (!notpicked);
5434 }
5435
5436
5437 /*
5438  * Execute a building command
5439  */
5440 static void bldg_process_command(building_type *bldg, int i)
5441 {
5442         int bact = bldg->actions[i];
5443         int bcost;
5444         bool paid = FALSE;
5445         int amt;
5446
5447         /* Flush messages XXX XXX XXX */
5448         msg_flag = FALSE;
5449         msg_print(NULL);
5450
5451         if (is_owner(bldg))
5452                 bcost = bldg->member_costs[i];
5453         else
5454                 bcost = bldg->other_costs[i];
5455
5456         /* action restrictions */
5457         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
5458             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
5459         {
5460 #ifdef JP
5461 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
5462 #else
5463                 msg_print("You have no right to choose that!");
5464 #endif
5465                 return;
5466         }
5467
5468         /* check gold (HACK - Recharge uses variable costs) */
5469         if ((bact != BACT_RECHARGE) &&
5470             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
5471              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
5472         {
5473 #ifdef JP
5474 msg_print("¤ª¶â¤¬Â­¤ê¤Þ¤»¤ó¡ª");
5475 #else
5476                 msg_print("You do not have the gold!");
5477 #endif
5478                 return;
5479         }
5480
5481         switch (bact)
5482         {
5483         case BACT_NOTHING:
5484                 /* Do nothing */
5485                 break;
5486         case BACT_RESEARCH_ITEM:
5487                 paid = identify_fully(FALSE);
5488                 break;
5489         case BACT_TOWN_HISTORY:
5490                 town_history();
5491                 break;
5492         case BACT_RACE_LEGENDS:
5493                 race_legends();
5494                 break;
5495         case BACT_QUEST:
5496                 castle_quest();
5497                 break;
5498         case BACT_KING_LEGENDS:
5499         case BACT_ARENA_LEGENDS:
5500         case BACT_LEGENDS:
5501                 show_highclass();
5502                 break;
5503         case BACT_POSTER:
5504         case BACT_ARENA_RULES:
5505         case BACT_ARENA:
5506                 arena_comm(bact);
5507                 break;
5508         case BACT_IN_BETWEEN:
5509         case BACT_CRAPS:
5510         case BACT_SPIN_WHEEL:
5511         case BACT_DICE_SLOTS:
5512         case BACT_GAMBLE_RULES:
5513         case BACT_POKER:
5514                 gamble_comm(bact);
5515                 break;
5516         case BACT_REST:
5517         case BACT_RUMORS:
5518         case BACT_FOOD:
5519                 paid = inn_comm(bact);
5520                 break;
5521         case BACT_RESEARCH_MONSTER:
5522                 paid = research_mon();
5523                 break;
5524         case BACT_COMPARE_WEAPONS:
5525                 paid = TRUE;
5526                 bcost = compare_weapons(bcost);
5527                 break;
5528         case BACT_ENCHANT_WEAPON:
5529                 item_tester_hook = object_allow_enchant_melee_weapon;
5530                 enchant_item(bcost, 1, 1, 0);
5531                 break;
5532         case BACT_ENCHANT_ARMOR:
5533                 item_tester_hook = object_is_armour;
5534                 enchant_item(bcost, 0, 0, 1);
5535                 break;
5536         case BACT_RECHARGE:
5537                 building_recharge();
5538                 break;
5539         case BACT_RECHARGE_ALL:
5540                 building_recharge_all();
5541                 break;
5542         case BACT_IDENTS: /* needs work */
5543 #ifdef JP
5544                 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
5545                 identify_pack();
5546                 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
5547 #else
5548                 if (!get_check("Do you pay for identify all your possession? ")) break;
5549                 identify_pack();
5550                 msg_print("Your possessions have been identified.");
5551 #endif
5552
5553                 paid = TRUE;
5554                 break;
5555         case BACT_IDENT_ONE: /* needs work */
5556                 paid = ident_spell(FALSE);
5557                 break;
5558         case BACT_LEARN:
5559                 do_cmd_study();
5560                 break;
5561         case BACT_HEALING: /* needs work */
5562                 hp_player(200);
5563                 set_poisoned(0);
5564                 set_blind(0);
5565                 set_confused(0);
5566                 set_cut(0);
5567                 set_stun(0);
5568                 paid = TRUE;
5569                 break;
5570         case BACT_RESTORE: /* needs work */
5571                 if (do_res_stat(A_STR)) paid = TRUE;
5572                 if (do_res_stat(A_INT)) paid = TRUE;
5573                 if (do_res_stat(A_WIS)) paid = TRUE;
5574                 if (do_res_stat(A_DEX)) paid = TRUE;
5575                 if (do_res_stat(A_CON)) paid = TRUE;
5576                 if (do_res_stat(A_CHR)) paid = TRUE;
5577                 break;
5578         case BACT_ENCHANT_ARROWS:
5579                 item_tester_hook = item_tester_hook_ammo;
5580                 enchant_item(bcost, 1, 1, 0);
5581                 break;
5582         case BACT_ENCHANT_BOW:
5583                 item_tester_tval = TV_BOW;
5584                 enchant_item(bcost, 1, 1, 0);
5585                 break;
5586         case BACT_RECALL:
5587                 if (recall_player(1)) paid = TRUE;
5588                 break;
5589         case BACT_TELEPORT_LEVEL:
5590         {
5591                 int select_dungeon;
5592                 int max_depth;
5593
5594                 clear_bldg(4, 20);
5595 #ifdef JP
5596                 select_dungeon = choose_dungeon("¤Ë¥Æ¥ì¥Ý¡¼¥È", 4, 0);
5597 #else
5598                 select_dungeon = choose_dungeon("teleport", 4, 0);
5599 #endif
5600                 show_building(bldg);
5601                 if (!select_dungeon) return;
5602
5603                 max_depth = d_info[select_dungeon].maxdepth;
5604
5605                 /* Limit depth in Angband */
5606                 if (select_dungeon == DUNGEON_ANGBAND)
5607                 {
5608                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
5609                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
5610                 }
5611
5612 #ifdef JP
5613                 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
5614 #else
5615                 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
5616 #endif
5617
5618                 if (amt > 0)
5619                 {
5620                         p_ptr->word_recall = 1;
5621                         p_ptr->recall_dungeon = select_dungeon;
5622                         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));
5623                         if (record_maxdepth)
5624 #ifdef JP
5625                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
5626 #else
5627                         do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
5628 #endif
5629 #ifdef JP
5630                         msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤­¤¿...");
5631 #else
5632                         msg_print("The air about you becomes charged...");
5633 #endif
5634
5635                         paid = TRUE;
5636                         p_ptr->redraw |= (PR_STATUS);
5637                 }
5638                 break;
5639         }
5640         case BACT_LOSE_MUTATION:
5641                 if (p_ptr->muta1 || p_ptr->muta2 ||
5642                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
5643                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
5644                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
5645                 {
5646                         while(!lose_mutation(0));
5647                         paid = TRUE;
5648                 }
5649                 else
5650                 {
5651 #ifdef JP
5652                         msg_print("¼£¤¹¤Ù¤­ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
5653 #else
5654                         msg_print("You have no mutations.");
5655 #endif
5656                         msg_print(NULL);
5657                 }
5658                 break;
5659         case BACT_BATTLE:
5660                 kakutoujou();
5661                 break;
5662         case BACT_TSUCHINOKO:
5663                 tsuchinoko();
5664                 break;
5665         case BACT_KUBI:
5666                 shoukinkubi();
5667                 break;
5668         case BACT_TARGET:
5669                 today_target();
5670                 break;
5671         case BACT_KANKIN:
5672                 kankin();
5673                 break;
5674         case BACT_HEIKOUKA:
5675 #ifdef JP
5676                 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
5677 #else
5678                 msg_print("You received an equalization ritual.");
5679 #endif
5680                 set_virtue(V_COMPASSION, 0);
5681                 set_virtue(V_HONOUR, 0);
5682                 set_virtue(V_JUSTICE, 0);
5683                 set_virtue(V_SACRIFICE, 0);
5684                 set_virtue(V_KNOWLEDGE, 0);
5685                 set_virtue(V_FAITH, 0);
5686                 set_virtue(V_ENLIGHTEN, 0);
5687                 set_virtue(V_ENCHANT, 0);
5688                 set_virtue(V_CHANCE, 0);
5689                 set_virtue(V_NATURE, 0);
5690                 set_virtue(V_HARMONY, 0);
5691                 set_virtue(V_VITALITY, 0);
5692                 set_virtue(V_UNLIFE, 0);
5693                 set_virtue(V_PATIENCE, 0);
5694                 set_virtue(V_TEMPERANCE, 0);
5695                 set_virtue(V_DILIGENCE, 0);
5696                 set_virtue(V_VALOUR, 0);
5697                 set_virtue(V_INDIVIDUALISM, 0);
5698                 get_virtues();
5699                 paid = TRUE;
5700                 break;
5701         case BACT_TELE_TOWN:
5702                 paid = tele_town();
5703                 break;
5704         case BACT_EVAL_AC:
5705                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
5706                 break;
5707         case BACT_BROKEN_WEAPON:
5708                 paid = TRUE;
5709                 bcost = repair_broken_weapon(bcost);
5710                 break;
5711         }
5712
5713         if (paid)
5714         {
5715                 p_ptr->au -= bcost;
5716         }
5717 }
5718
5719
5720 /*
5721  * Enter quest level
5722  */
5723 void do_cmd_quest(void)
5724 {
5725         energy_use = 100;
5726
5727         if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
5728         {
5729 #ifdef JP
5730 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
5731 #else
5732                 msg_print("You see no quest level here.");
5733 #endif
5734
5735                 return;
5736         }
5737         else
5738         {
5739 #ifdef JP
5740                 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
5741                 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
5742                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
5743                         msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
5744 #else
5745                 msg_print("There is an entry of a quest.");
5746                 if (!get_check("Do you enter? ")) return;
5747 #endif
5748
5749                 /* Player enters a new quest */
5750                 p_ptr->oldpy = 0;
5751                 p_ptr->oldpx = 0;
5752
5753                 leave_quest_check();
5754
5755                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
5756                 p_ptr->inside_quest = cave[py][px].special;
5757
5758                 p_ptr->leaving = TRUE;
5759         }
5760 }
5761
5762
5763 /*
5764  * Do building commands
5765  */
5766 void do_cmd_bldg(void)
5767 {
5768         int             i, which;
5769         char            command;
5770         bool            validcmd;
5771         building_type   *bldg;
5772
5773
5774         energy_use = 100;
5775
5776         if (!cave_have_flag_bold(py, px, FF_BLDG))
5777         {
5778 #ifdef JP
5779                 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
5780 #else
5781                 msg_print("You see no building here.");
5782 #endif
5783
5784                 return;
5785         }
5786
5787         which = f_info[cave[py][px].feat].subtype;
5788
5789         bldg = &building[which];
5790
5791         /* Don't re-init the wilderness */
5792         reinit_wilderness = FALSE;
5793
5794         if ((which == 2) && (p_ptr->arena_number < 0))
5795         {
5796 #ifdef JP
5797                 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
5798 #else
5799                 msg_print("'There's no place here for a LOSER like you!'");
5800 #endif
5801                 return;
5802         }
5803         else if ((which == 2) && p_ptr->inside_arena)
5804         {
5805                 if (!p_ptr->exit_bldg && m_cnt > 0)
5806                 {
5807 #ifdef JP
5808                         prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª", 0, 0);
5809 #else
5810                         prt("The gates are closed.  The monster awaits!", 0, 0);
5811 #endif
5812                 }
5813                 else
5814                 {
5815                         /* Don't save the arena as saved floor */
5816                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
5817
5818                         p_ptr->inside_arena = FALSE;
5819                         p_ptr->leaving = TRUE;
5820
5821                         /* Re-enter the arena */
5822                         command_new = SPECIAL_KEY_BUILDING;
5823
5824                         /* No energy needed to re-enter the arena */
5825                         energy_use = 0;
5826                 }
5827
5828                 return;
5829         }
5830         else if (p_ptr->inside_battle)
5831         {
5832                 /* Don't save the arena as saved floor */
5833                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
5834
5835                 p_ptr->leaving = TRUE;
5836                 p_ptr->inside_battle = FALSE;
5837
5838                 /* Re-enter the monster arena */
5839                 command_new = SPECIAL_KEY_BUILDING;
5840
5841                 /* No energy needed to re-enter the arena */
5842                 energy_use = 0;
5843
5844                 return;
5845         }
5846         else
5847         {
5848                 p_ptr->oldpy = py;
5849                 p_ptr->oldpx = px;
5850         }
5851
5852         /* Forget the lite */
5853         forget_lite();
5854
5855         /* Forget the view */
5856         forget_view();
5857
5858         /* Hack -- Increase "icky" depth */
5859         character_icky++;
5860
5861         command_arg = 0;
5862         command_rep = 0;
5863         command_new = 0;
5864
5865         show_building(bldg);
5866         leave_bldg = FALSE;
5867
5868         while (!leave_bldg)
5869         {
5870                 validcmd = FALSE;
5871                 prt("", 1, 0);
5872
5873                 building_prt_gold();
5874
5875                 command = inkey();
5876
5877                 if (command == ESCAPE)
5878                 {
5879                         leave_bldg = TRUE;
5880                         p_ptr->inside_arena = FALSE;
5881                         p_ptr->inside_battle = FALSE;
5882                         break;
5883                 }
5884
5885                 for (i = 0; i < 8; i++)
5886                 {
5887                         if (bldg->letters[i])
5888                         {
5889                                 if (bldg->letters[i] == command)
5890                                 {
5891                                         validcmd = TRUE;
5892                                         break;
5893                                 }
5894                         }
5895                 }
5896
5897                 if (validcmd)
5898                         bldg_process_command(bldg, i);
5899
5900                 /* Notice stuff */
5901                 notice_stuff();
5902
5903                 /* Handle stuff */
5904                 handle_stuff();
5905         }
5906
5907         /* Flush messages XXX XXX XXX */
5908         msg_flag = FALSE;
5909         msg_print(NULL);
5910
5911         /* Reinit wilderness to activate quests ... */
5912         if (reinit_wilderness)
5913         {
5914                 p_ptr->leaving = TRUE;
5915         }
5916
5917         /* Hack -- Decrease "icky" depth */
5918         character_icky--;
5919
5920         /* Clear the screen */
5921         Term_clear();
5922
5923         /* Update the visuals */
5924         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5925
5926         /* Redraw entire screen */
5927         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5928
5929         /* Window stuff */
5930         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5931 }
5932
5933
5934 /* Array of places to find an inscription */
5935 static cptr find_quest[] =
5936 {
5937 #ifdef JP
5938 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5939 #else
5940         "You find the following inscription in the floor",
5941 #endif
5942
5943 #ifdef JP
5944 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5945 #else
5946         "You see a message inscribed in the wall",
5947 #endif
5948
5949 #ifdef JP
5950 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5951 #else
5952         "There is a sign saying",
5953 #endif
5954
5955 #ifdef JP
5956 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5957 #else
5958         "Something is written on the staircase",
5959 #endif
5960
5961 #ifdef JP
5962 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
5963 #else
5964         "You find a scroll with the following message",
5965 #endif
5966
5967 };
5968
5969
5970 /*
5971  * Discover quest
5972  */
5973 void quest_discovery(int q_idx)
5974 {
5975         quest_type      *q_ptr = &quest[q_idx];
5976         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5977         int             q_num = q_ptr->max_num;
5978         char            name[80];
5979
5980         /* No quest index */
5981         if (!q_idx) return;
5982
5983         strcpy(name, (r_name + r_ptr->name));
5984
5985         msg_print(find_quest[rand_range(0, 4)]);
5986         msg_print(NULL);
5987
5988         if (q_num == 1)
5989         {
5990                 /* Unique */
5991
5992                 /* Hack -- "unique" monsters must be "unique" */
5993                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5994                     (0 == r_ptr->max_num))
5995                 {
5996 #ifdef JP
5997                         msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5998 #else
5999                         msg_print("It seems that this level was protected by someone before...");
6000 #endif
6001                         /* The unique is already dead */
6002                         quest[q_idx].status = QUEST_STATUS_FINISHED;
6003                 }
6004                 else
6005                 {
6006 #ifdef JP
6007                         msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
6008 #else
6009                         msg_format("Beware, this level is protected by %s!", name);
6010 #endif
6011                 }
6012         }
6013         else
6014         {
6015                 /* Normal monsters */
6016 #ifdef JP
6017 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
6018 #else
6019                 plural_aux(name);
6020                 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
6021 #endif
6022
6023         }
6024 }
6025
6026
6027 /*
6028  * Hack -- Check if a level is a "quest" level
6029  */
6030 int quest_number(int level)
6031 {
6032         int i;
6033
6034         /* Check quests */
6035         if (p_ptr->inside_quest)
6036                 return (p_ptr->inside_quest);
6037
6038         for (i = 0; i < max_quests; i++)
6039         {
6040                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
6041
6042                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
6043                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
6044                     (quest[i].level == level) &&
6045                     (quest[i].dungeon == dungeon_type))
6046                         return (i);
6047         }
6048
6049         /* Check for random quest */
6050         return (random_quest_number(level));
6051 }
6052
6053
6054 /*
6055  * Return the index of the random quest on this level
6056  * (or zero)
6057  */
6058 int random_quest_number(int level)
6059 {
6060         int i;
6061
6062         if (dungeon_type != DUNGEON_ANGBAND) return 0;
6063
6064         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
6065         {
6066                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
6067                     (quest[i].status == QUEST_STATUS_TAKEN) &&
6068                     (quest[i].level == level) &&
6069                     (quest[i].dungeon == DUNGEON_ANGBAND))
6070                 {
6071                         return i;
6072                 }
6073         }
6074
6075         /* Nope */
6076         return 0;
6077 }