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1 /*!
2     @file dungeon.c
3     @brief Angbandゲームエンジン / Angband game engine
4     @date 2013/12/31
5     @author
6     Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7     This software may be copied and distributed for educational, research, and\n
8     not for profit purposes provided that this copyright and statement are\n
9     included in all such copies.\n
10     2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14 #include "util.h"
15 #include "core.h"
16 #include "inet.h"
17 #include "term.h"
18
19 #include "creature.h"
20
21 #include "birth.h"
22 #include "bldg.h"
23 #include "cmd-activate.h"
24 #include "cmd-dump.h"
25 #include "cmd-eat.h"
26 #include "cmd-hissatsu.h"
27 #include "cmd-item.h"
28 #include "cmd-magiceat.h"
29 #include "cmd-mane.h"
30 #include "cmd-quaff.h"
31 #include "cmd-read.h"
32 #include "cmd-smith.h"
33 #include "cmd-usestaff.h"
34 #include "cmd-zaprod.h"
35 #include "cmd-zapwand.h"
36 #include "cmd-pet.h"
37 #include "cmd-basic.h"
38 #include "racial.h"
39 #include "snipe.h"
40 #include "dungeon.h"
41 #include "feature.h"
42 #include "floor.h"
43 #include "floor-events.h"
44 #include "floor-town.h"
45 #include "grid.h"
46 #include "object-ego.h"
47 #include "object-curse.h"
48 #include "object-flavor.h"
49 #include "store.h"
50 #include "spells.h"
51 #include "spells-summon.h"
52 #include "spells-object.h"
53 #include "spells-status.h"
54 #include "spells-floor.h"
55 #include "monster-spell.h"
56 #include "mind.h"
57 #include "world.h"
58 #include "mutation.h"
59 #include "quest.h"
60 #include "artifact.h"
61 #include "avatar.h"
62 #include "player-move.h"
63 #include "player-status.h"
64 #include "player-class.h"
65 #include "player-race.h"
66 #include "player-personality.h"
67 #include "player-damage.h"
68 #include "player-effects.h"
69 #include "cmd-spell.h"
70 #include "realm-hex.h"
71 #include "objectkind.h"
72 #include "object-hook.h"
73 #include "wild.h"
74 #include "monster-process.h"
75 #include "monster-status.h"
76 #include "monsterrace-hook.h"
77 #include "floor-save.h"
78 #include "feature.h"
79 #include "player-skill.h"
80
81 #include "view-mainwindow.h"
82 #include "dungeon-file.h"
83 #include "files.h"
84 #include "scores.h"
85 #include "autopick.h"
86 #include "save.h"
87 #include "realm.h"
88 #include "realm-song.h"
89 #include "targeting.h"
90
91  /*!
92   * コピーライト情報 /
93   * Hack -- Link a copyright message into the executable
94   */
95 const concptr copyright[5] =
96 {
97         "Copyright (c) 1989 James E. Wilson, Robert A. Keoneke",
98         "",
99         "This software may be copied and distributed for educational, research,",
100         "and not for profit purposes provided that this copyright and statement",
101         "are included in all such copies."
102 };
103
104 bool can_save = FALSE;        /* Game can be saved */
105
106 COMMAND_CODE now_message;
107
108 bool repair_monsters;   /* Hack -- optimize detect monsters */
109 bool repair_objects;    /* Hack -- optimize detect objects */
110
111 concptr ANGBAND_SYS = "xxx"; //!< Hack -- The special Angband "System Suffix" This variable is used to choose an appropriate "pref-xxx" file
112
113 #ifdef JP
114 concptr ANGBAND_KEYBOARD = "JAPAN"; //!< Hack -- The special Angband "Keyboard Suffix" This variable is used to choose an appropriate macro-trigger definition
115 #else
116 concptr ANGBAND_KEYBOARD = "0";
117 #endif
118
119 concptr ANGBAND_GRAF = "ascii"; //!< Hack -- The special Angband "Graphics Suffix" This variable is used to choose an appropriate "graf-xxx" file
120
121 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
122 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
123
124 /*
125  * Flags for initialization
126  */
127 int init_flags;
128
129 /*!
130  * @brief 擬似鑑定を実際に行い判定を反映する
131  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
132  * @param heavy 重度の擬似鑑定を行うならばTRUE
133  * @return なし
134  */
135 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
136 {
137         byte feel;
138         object_type *o_ptr = &p_ptr->inventory_list[slot];
139         GAME_TEXT o_name[MAX_NLEN];
140
141         /* We know about it already, do not tell us again */
142         if (o_ptr->ident & (IDENT_SENSE))return;
143
144         /* It is fully known, no information needed */
145         if (object_is_known(o_ptr)) return;
146
147         /* Check for a feeling */
148         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
149
150         /* Skip non-feelings */
151         if (!feel) return;
152
153         /* Bad luck */
154         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
155         {
156                 switch (feel)
157                 {
158                         case FEEL_TERRIBLE:
159                         {
160                                 feel = FEEL_SPECIAL;
161                                 break;
162                         }
163                         case FEEL_WORTHLESS:
164                         {
165                                 feel = FEEL_EXCELLENT;
166                                 break;
167                         }
168                         case FEEL_CURSED:
169                         {
170                                 if (heavy)
171                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
172                                 else
173                                         feel = FEEL_UNCURSED;
174                                 break;
175                         }
176                         case FEEL_AVERAGE:
177                         {
178                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
179                                 break;
180                         }
181                         case FEEL_GOOD:
182                         {
183                                 if (heavy)
184                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
185                                 else
186                                         feel = FEEL_CURSED;
187                                 break;
188                         }
189                         case FEEL_EXCELLENT:
190                         {
191                                 feel = FEEL_WORTHLESS;
192                                 break;
193                         }
194                         case FEEL_SPECIAL:
195                         {
196                                 feel = FEEL_TERRIBLE;
197                                 break;
198                         }
199                 }
200         }
201
202         /* Stop everything */
203         if (disturb_minor) disturb(FALSE, FALSE);
204
205         /* Get an object description */
206         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
207
208         /* Message (equipment) */
209         if (slot >= INVEN_RARM)
210         {
211 #ifdef JP
212                 msg_format("%s%s(%c)は%sという感じがする...",
213                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
214 #else
215                 msg_format("You feel the %s (%c) you are %s %s %s...",
216                            o_name, index_to_label(slot), describe_use(slot),
217                            ((o_ptr->number == 1) ? "is" : "are"),
218                                    game_inscriptions[feel]);
219 #endif
220
221         }
222
223         /* Message (p_ptr->inventory_list) */
224         else
225         {
226 #ifdef JP
227                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
228                         o_name, index_to_label(slot),game_inscriptions[feel]);
229 #else
230                 msg_format("You feel the %s (%c) in your pack %s %s...",
231                            o_name, index_to_label(slot),
232                            ((o_ptr->number == 1) ? "is" : "are"),
233                                    game_inscriptions[feel]);
234 #endif
235
236         }
237
238         o_ptr->ident |= (IDENT_SENSE);
239
240         /* Set the "inscription" */
241         o_ptr->feeling = feel;
242
243         /* Auto-inscription/destroy */
244         autopick_alter_item(slot, destroy_feeling);
245         p_ptr->update |= (PU_COMBINE | PU_REORDER);
246
247         p_ptr->window |= (PW_INVEN | PW_EQUIP);
248 }
249
250
251
252 /*!
253  * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
254  * @return なし
255  * @details
256  * Sense the p_ptr->inventory_list\n
257  *\n
258  *   Class 0 = Warrior --> fast and heavy\n
259  *   Class 1 = Mage    --> slow and light\n
260  *   Class 2 = Priest  --> fast but light\n
261  *   Class 3 = Rogue   --> okay and heavy\n
262  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
263  *   Class 5 = Paladin --> slow but heavy\n
264  */
265 static void sense_inventory1(void)
266 {
267         INVENTORY_IDX i;
268         PLAYER_LEVEL plev = p_ptr->lev;
269         bool heavy = FALSE;
270         object_type *o_ptr;
271
272
273         /*** Check for "sensing" ***/
274
275         /* No sensing when confused */
276         if (p_ptr->confused) return;
277
278         /* Analyze the class */
279         switch (p_ptr->pclass)
280         {
281                 case CLASS_WARRIOR:
282                 case CLASS_ARCHER:
283                 case CLASS_SAMURAI:
284                 case CLASS_CAVALRY:
285                 {
286                         /* Good sensing */
287                         if (0 != randint0(9000L / (plev * plev + 40))) return;
288
289                         /* Heavy sensing */
290                         heavy = TRUE;
291
292                         break;
293                 }
294
295                 case CLASS_SMITH:
296                 {
297                         /* Good sensing */
298                         if (0 != randint0(6000L / (plev * plev + 50))) return;
299
300                         /* Heavy sensing */
301                         heavy = TRUE;
302
303                         break;
304                 }
305
306                 case CLASS_MAGE:
307                 case CLASS_HIGH_MAGE:
308                 case CLASS_SORCERER:
309                 case CLASS_MAGIC_EATER:
310                 {
311                         /* Very bad (light) sensing */
312                         if (0 != randint0(240000L / (plev + 5))) return;
313
314                         break;
315                 }
316
317                 case CLASS_PRIEST:
318                 case CLASS_BARD:
319                 {
320                         /* Good (light) sensing */
321                         if (0 != randint0(10000L / (plev * plev + 40))) return;
322
323                         break;
324                 }
325
326                 case CLASS_ROGUE:
327                 case CLASS_NINJA:
328                 {
329                         /* Okay sensing */
330                         if (0 != randint0(20000L / (plev * plev + 40))) return;
331
332                         /* Heavy sensing */
333                         heavy = TRUE;
334
335                         break;
336                 }
337
338                 case CLASS_RANGER:
339                 {
340                         /* Bad sensing */
341                         if (0 != randint0(95000L / (plev * plev + 40))) return;
342
343                         /* Changed! */
344                         heavy = TRUE;
345
346                         break;
347                 }
348
349                 case CLASS_PALADIN:
350                 case CLASS_SNIPER:
351                 {
352                         /* Bad sensing */
353                         if (0 != randint0(77777L / (plev * plev + 40))) return;
354
355                         /* Heavy sensing */
356                         heavy = TRUE;
357
358                         break;
359                 }
360
361                 case CLASS_WARRIOR_MAGE:
362                 case CLASS_RED_MAGE:
363                 {
364                         /* Bad sensing */
365                         if (0 != randint0(75000L / (plev * plev + 40))) return;
366
367                         break;
368                 }
369
370                 case CLASS_MINDCRAFTER:
371                 case CLASS_IMITATOR:
372                 case CLASS_BLUE_MAGE:
373                 case CLASS_MIRROR_MASTER:
374                 {
375                         /* Bad sensing */
376                         if (0 != randint0(55000L / (plev * plev + 40))) return;
377
378                         break;
379                 }
380
381                 case CLASS_CHAOS_WARRIOR:
382                 {
383                         /* Bad sensing */
384                         if (0 != randint0(80000L / (plev * plev + 40))) return;
385
386                         /* Changed! */
387                         heavy = TRUE;
388
389                         break;
390                 }
391
392                 case CLASS_MONK:
393                 case CLASS_FORCETRAINER:
394                 {
395                         /* Okay sensing */
396                         if (0 != randint0(20000L / (plev * plev + 40))) return;
397
398                         break;
399                 }
400
401                 case CLASS_TOURIST:
402                 {
403                         /* Good sensing */
404                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
405
406                         /* Heavy sensing */
407                         heavy = TRUE;
408
409                         break;
410                 }
411
412                 case CLASS_BEASTMASTER:
413                 {
414                         /* Bad sensing */
415                         if (0 != randint0(65000L / (plev * plev + 40))) return;
416
417                         break;
418                 }
419                 case CLASS_BERSERKER:
420                 {
421                         /* Heavy sensing */
422                         heavy = TRUE;
423
424                         break;
425                 }
426         }
427
428         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
429
430         /*** Sense everything ***/
431
432         /* Check everything */
433         for (i = 0; i < INVEN_TOTAL; i++)
434         {
435                 bool okay = FALSE;
436
437                 o_ptr = &p_ptr->inventory_list[i];
438
439                 /* Skip empty slots */
440                 if (!o_ptr->k_idx) continue;
441
442                 /* Valid "tval" codes */
443                 switch (o_ptr->tval)
444                 {
445                         case TV_SHOT:
446                         case TV_ARROW:
447                         case TV_BOLT:
448                         case TV_BOW:
449                         case TV_DIGGING:
450                         case TV_HAFTED:
451                         case TV_POLEARM:
452                         case TV_SWORD:
453                         case TV_BOOTS:
454                         case TV_GLOVES:
455                         case TV_HELM:
456                         case TV_CROWN:
457                         case TV_SHIELD:
458                         case TV_CLOAK:
459                         case TV_SOFT_ARMOR:
460                         case TV_HARD_ARMOR:
461                         case TV_DRAG_ARMOR:
462                         case TV_CARD:
463                         {
464                                 okay = TRUE;
465                                 break;
466                         }
467                 }
468
469                 /* Skip non-sense machines */
470                 if (!okay) continue;
471
472                 /* Occasional failure on p_ptr->inventory_list items */
473                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
474
475                 /* Good luck */
476                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
477                 {
478                         heavy = TRUE;
479                 }
480
481                 sense_inventory_aux(i, heavy);
482         }
483 }
484
485 /*!
486  * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
487  * @return なし
488  */
489 static void sense_inventory2(void)
490 {
491         INVENTORY_IDX i;
492         PLAYER_LEVEL plev = p_ptr->lev;
493         object_type *o_ptr;
494
495
496         /*** Check for "sensing" ***/
497
498         /* No sensing when confused */
499         if (p_ptr->confused) return;
500
501         /* Analyze the class */
502         switch (p_ptr->pclass)
503         {
504                 case CLASS_WARRIOR:
505                 case CLASS_ARCHER:
506                 case CLASS_SAMURAI:
507                 case CLASS_CAVALRY:
508                 case CLASS_BERSERKER:
509                 case CLASS_SNIPER:
510                 {
511                         return;
512                 }
513
514                 case CLASS_SMITH:
515                 case CLASS_PALADIN:
516                 case CLASS_CHAOS_WARRIOR:
517                 case CLASS_IMITATOR:
518                 case CLASS_BEASTMASTER:
519                 case CLASS_NINJA:
520                 {
521                         /* Very bad (light) sensing */
522                         if (0 != randint0(240000L / (plev + 5))) return;
523
524                         break;
525                 }
526
527                 case CLASS_RANGER:
528                 case CLASS_WARRIOR_MAGE:
529                 case CLASS_RED_MAGE:
530                 case CLASS_MONK:
531                 {
532                         /* Bad sensing */
533                         if (0 != randint0(95000L / (plev * plev + 40))) return;
534
535                         break;
536                 }
537
538                 case CLASS_PRIEST:
539                 case CLASS_BARD:
540                 case CLASS_ROGUE:
541                 case CLASS_FORCETRAINER:
542                 case CLASS_MINDCRAFTER:
543                 {
544                         /* Good sensing */
545                         if (0 != randint0(20000L / (plev * plev + 40))) return;
546
547                         break;
548                 }
549
550                 case CLASS_MAGE:
551                 case CLASS_HIGH_MAGE:
552                 case CLASS_SORCERER:
553                 case CLASS_MAGIC_EATER:
554                 case CLASS_MIRROR_MASTER:
555                 case CLASS_BLUE_MAGE:
556                 {
557                         /* Good sensing */
558                         if (0 != randint0(9000L / (plev * plev + 40))) return;
559
560                         break;
561                 }
562
563                 case CLASS_TOURIST:
564                 {
565                         /* Good sensing */
566                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
567
568                         break;
569                 }
570         }
571
572         /*** Sense everything ***/
573
574         /* Check everything */
575         for (i = 0; i < INVEN_TOTAL; i++)
576         {
577                 bool okay = FALSE;
578
579                 o_ptr = &p_ptr->inventory_list[i];
580
581                 /* Skip empty slots */
582                 if (!o_ptr->k_idx) continue;
583
584                 /* Valid "tval" codes */
585                 switch (o_ptr->tval)
586                 {
587                         case TV_RING:
588                         case TV_AMULET:
589                         case TV_LITE:
590                         case TV_FIGURINE:
591                         {
592                                 okay = TRUE;
593                                 break;
594                         }
595                 }
596
597                 /* Skip non-sense machines */
598                 if (!okay) continue;
599
600                 /* Occasional failure on p_ptr->inventory_list items */
601                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
602
603                 sense_inventory_aux(i, TRUE);
604         }
605 }
606
607 /*!
608  * @brief パターン終点到達時のテレポート処理を行う
609  * @return なし
610  */
611 static void pattern_teleport(void)
612 {
613         DEPTH min_level = 0;
614         DEPTH max_level = 99;
615
616         /* Ask for level */
617         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
618         {
619                 char ppp[80];
620                 char tmp_val[160];
621
622                 /* Only downward in ironman mode */
623                 if (ironman_downward)
624                         min_level = current_floor_ptr->dun_level;
625
626                 /* Maximum level */
627                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
628                 {
629                         if (current_floor_ptr->dun_level > 100)
630                                 max_level = MAX_DEPTH - 1;
631                         else if (current_floor_ptr->dun_level == 100)
632                                 max_level = 100;
633                 }
634                 else
635                 {
636                         max_level = d_info[p_ptr->dungeon_idx].maxdepth;
637                         min_level = d_info[p_ptr->dungeon_idx].mindepth;
638                 }
639
640                 /* Prompt */
641                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
642
643                 /* Default */
644                 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
645
646                 /* Ask for a level */
647                 if (!get_string(ppp, tmp_val, 10)) return;
648
649                 /* Extract request */
650                 command_arg = (COMMAND_ARG)atoi(tmp_val);
651         }
652         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
653         {
654                 teleport_player(200, 0L);
655                 return;
656         }
657         else
658         {
659                 return;
660         }
661         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
662         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
663
664         /* Accept request */
665         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
666
667         if (autosave_l) do_cmd_save_game(TRUE);
668
669         /* Change level */
670         current_floor_ptr->dun_level = command_arg;
671
672         leave_quest_check();
673
674         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
675
676         p_ptr->inside_quest = 0;
677         free_turn(p_ptr);
678
679         /*
680          * Clear all saved floors
681          * and create a first saved floor
682          */
683         prepare_change_floor_mode(CFM_FIRST_FLOOR);
684         p_ptr->leaving = TRUE;
685 }
686
687 /*!
688  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
689  * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
690  */
691 static bool pattern_effect(void)
692 {
693         int pattern_type;
694
695         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
696
697         if ((PRACE_IS_(p_ptr, RACE_AMBERITE)) &&
698             (p_ptr->cut > 0) && one_in_(10))
699         {
700                 wreck_the_pattern();
701         }
702
703         pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
704
705         switch (pattern_type)
706         {
707         case PATTERN_TILE_END:
708                 (void)set_image(0);
709                 (void)restore_all_status();
710                 (void)restore_level();
711                 (void)cure_critical_wounds(1000);
712
713                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
714                 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
715
716                 /*
717                  * We could make the healing effect of the
718                  * Pattern center one-time only to avoid various kinds
719                  * of abuse, like luring the win monster into fighting you
720                  * in the middle of the pattern...
721                  */
722                 break;
723
724         case PATTERN_TILE_OLD:
725                 /* No effect */
726                 break;
727
728         case PATTERN_TILE_TELEPORT:
729                 pattern_teleport();
730                 break;
731
732         case PATTERN_TILE_WRECKED:
733                 if (!IS_INVULN())
734                         take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
735                 break;
736
737         default:
738                 if (PRACE_IS_(p_ptr, RACE_AMBERITE) && !one_in_(2))
739                         return TRUE;
740                 else if (!IS_INVULN())
741                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
742                 break;
743         }
744
745         return TRUE;
746 }
747
748
749 /*!
750  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
751  * @param percent 回復比率
752  * @return なし
753  */
754 static void regenhp(int percent)
755 {
756         HIT_POINT new_chp;
757         u32b new_chp_frac;
758         HIT_POINT old_chp;
759
760         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
761         if (p_ptr->action == ACTION_HAYAGAKE) return;
762
763         /* Save the old hitpoints */
764         old_chp = p_ptr->chp;
765
766         /*
767          * Extract the new hitpoints
768          *
769          * 'percent' is the Regen factor in unit (1/2^16)
770          */
771         new_chp = 0;
772         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
773
774         /* Convert the unit (1/2^16) to (1/2^32) */
775         s64b_LSHIFT(new_chp, new_chp_frac, 16);
776
777         /* Regenerating */
778         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
779
780
781         /* Fully healed */
782         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
783         {
784                 p_ptr->chp = p_ptr->mhp;
785                 p_ptr->chp_frac = 0;
786         }
787
788         /* Notice changes */
789         if (old_chp != p_ptr->chp)
790         {
791                 p_ptr->redraw |= (PR_HP);
792                 p_ptr->window |= (PW_PLAYER);
793                 wild_regen = 20;
794         }
795 }
796
797
798 /*!
799  * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
800  * @param upkeep_factor ペット維持によるMPコスト量
801  * @param regen_amount 回復量
802  * @return なし
803  */
804 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
805 {
806         MANA_POINT old_csp = p_ptr->csp;
807         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
808
809         /*
810          * Excess mana will decay 32 times faster than normal
811          * regeneration rate.
812          */
813         if (p_ptr->csp > p_ptr->msp)
814         {
815                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
816                 s32b decay = 0;
817                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
818
819                 /* Convert the unit (1/2^16) to (1/2^32) */
820                 s64b_LSHIFT(decay, decay_frac, 16);
821
822                 /* Decay */
823                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
824
825                 /* Stop decaying */
826                 if (p_ptr->csp < p_ptr->msp)
827                 {
828                         p_ptr->csp = p_ptr->msp;
829                         p_ptr->csp_frac = 0;
830                 }
831         }
832
833         /* Regenerating mana (unless the player has excess mana) */
834         else if (regen_rate > 0)
835         {
836                 /* (percent/100) is the Regen factor in unit (1/2^16) */
837                 MANA_POINT new_mana = 0;
838                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
839
840                 /* Convert the unit (1/2^16) to (1/2^32) */
841                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
842
843                 /* Regenerate */
844                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
845
846                 /* Must set frac to zero even if equal */
847                 if (p_ptr->csp >= p_ptr->msp)
848                 {
849                         p_ptr->csp = p_ptr->msp;
850                         p_ptr->csp_frac = 0;
851                 }
852         }
853
854
855         /* Reduce mana (even when the player has excess mana) */
856         if (regen_rate < 0)
857         {
858                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
859                 s32b reduce_mana = 0;
860                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
861
862                 /* Convert the unit (1/2^16) to (1/2^32) */
863                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
864
865                 /* Reduce mana */
866                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
867
868                 /* Check overflow */
869                 if (p_ptr->csp < 0)
870                 {
871                         p_ptr->csp = 0;
872                         p_ptr->csp_frac = 0;
873                 }
874         }
875
876         if (old_csp != p_ptr->csp)
877         {
878                 p_ptr->redraw |= (PR_MANA);
879                 p_ptr->window |= (PW_PLAYER);
880                 p_ptr->window |= (PW_SPELL);
881                 wild_regen = 20;
882         }
883 }
884
885 /*!
886  * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
887  * @param regen_amount 回復量
888  * @return なし
889  */
890 static void regenmagic(int regen_amount)
891 {
892         MANA_POINT new_mana;
893         int i;
894         int dev = 30;
895         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
896
897         for (i = 0; i < EATER_EXT*2; i++)
898         {
899                 if (!p_ptr->magic_num2[i]) continue;
900                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
901
902                 /* Increase remaining charge number like float value */
903                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
904                 p_ptr->magic_num1[i] += new_mana;
905
906                 /* Check maximum charge */
907                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
908                 {
909                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
910                 }
911                 wild_regen = 20;
912         }
913         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
914         {
915                 if (!p_ptr->magic_num1[i]) continue;
916                 if (!p_ptr->magic_num2[i]) continue;
917
918                 /* Decrease remaining period for charging */
919                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
920                                         / (dev * 16 * PY_REGEN_NORMAL); 
921                 p_ptr->magic_num1[i] -= new_mana;
922
923                 /* Check minimum remaining period for charging */
924                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
925                 wild_regen = 20;
926         }
927 }
928
929
930 /*!
931  * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
932  * @return なし
933  * @note Should probably be done during monster turns.
934  */
935 static void regen_monsters(void)
936 {
937         int i, frac;
938
939
940         /* Regenerate everyone */
941         for (i = 1; i < current_floor_ptr->m_max; i++)
942         {
943                 /* Check the i'th monster */
944                 monster_type *m_ptr = &current_floor_ptr->m_list[i];
945                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
946
947                 if (!monster_is_valid(m_ptr)) continue;
948
949                 /* Allow regeneration (if needed) */
950                 if (m_ptr->hp < m_ptr->maxhp)
951                 {
952                         /* Hack -- Base regeneration */
953                         frac = m_ptr->maxhp / 100;
954
955                         /* Hack -- Minimal regeneration rate */
956                         if (!frac) if (one_in_(2)) frac = 1;
957
958                         /* Hack -- Some monsters regenerate quickly */
959                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
960
961                         /* Hack -- Regenerate */
962                         m_ptr->hp += frac;
963
964                         /* Do not over-regenerate */
965                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
966
967                         /* Redraw (later) if needed */
968                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
969                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
970                 }
971         }
972 }
973
974
975 /*!
976  * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
977  * @return なし
978  * @note Should probably be done during monster turns.
979  */
980 static void regen_captured_monsters(void)
981 {
982         int i, frac;
983         bool heal = FALSE;
984
985         /* Regenerate everyone */
986         for (i = 0; i < INVEN_TOTAL; i++)
987         {
988                 monster_race *r_ptr;
989                 object_type *o_ptr = &p_ptr->inventory_list[i];
990
991                 if (!o_ptr->k_idx) continue;
992                 if (o_ptr->tval != TV_CAPTURE) continue;
993                 if (!o_ptr->pval) continue;
994
995                 heal = TRUE;
996
997                 r_ptr = &r_info[o_ptr->pval];
998
999                 /* Allow regeneration (if needed) */
1000                 if (o_ptr->xtra4 < o_ptr->xtra5)
1001                 {
1002                         /* Hack -- Base regeneration */
1003                         frac = o_ptr->xtra5 / 100;
1004
1005                         /* Hack -- Minimal regeneration rate */
1006                         if (!frac) if (one_in_(2)) frac = 1;
1007
1008                         /* Hack -- Some monsters regenerate quickly */
1009                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1010
1011                         /* Hack -- Regenerate */
1012                         o_ptr->xtra4 += (XTRA16)frac;
1013
1014                         /* Do not over-regenerate */
1015                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1016                 }
1017         }
1018
1019         if (heal)
1020         {
1021                 /* Combine pack */
1022                 p_ptr->update |= (PU_COMBINE);
1023                 p_ptr->window |= (PW_INVEN);
1024                 p_ptr->window |= (PW_EQUIP);
1025                 wild_regen = 20;
1026         }
1027 }
1028
1029 /*!
1030  * @brief 寿命つき光源の警告メッセージ処理
1031  * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
1032  * @return なし
1033  */
1034 static void notice_lite_change(object_type *o_ptr)
1035 {
1036         /* Hack -- notice interesting fuel steps */
1037         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1038         {
1039                 p_ptr->window |= (PW_EQUIP);
1040         }
1041
1042         /* Hack -- Special treatment when blind */
1043         if (p_ptr->blind)
1044         {
1045                 /* Hack -- save some light for later */
1046                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1047         }
1048
1049         /* The light is now out */
1050         else if (o_ptr->xtra4 == 0)
1051         {
1052                 disturb(FALSE, TRUE);
1053                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1054
1055                 /* Recalculate torch radius */
1056                 p_ptr->update |= (PU_TORCH);
1057
1058                 /* Some ego light lose its effects without fuel */
1059                 p_ptr->update |= (PU_BONUS);
1060         }
1061
1062         /* The light is getting dim */
1063         else if (o_ptr->name2 == EGO_LITE_LONG)
1064         {
1065                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1066                     && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
1067                 {
1068                         if (disturb_minor) disturb(FALSE, TRUE);
1069                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1070                 }
1071         }
1072
1073         /* The light is getting dim */
1074         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1075         {
1076                 if (disturb_minor) disturb(FALSE, TRUE);
1077                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1078         }
1079 }
1080
1081
1082 /*!
1083  * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1084  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1085  * @return なし
1086  */
1087 static void recharged_notice(object_type *o_ptr)
1088 {
1089         GAME_TEXT o_name[MAX_NLEN];
1090
1091         concptr s;
1092
1093         /* No inscription */
1094         if (!o_ptr->inscription) return;
1095
1096         /* Find a '!' */
1097         s = my_strchr(quark_str(o_ptr->inscription), '!');
1098
1099         /* Process notification request. */
1100         while (s)
1101         {
1102                 /* Find another '!' */
1103                 if (s[1] == '!')
1104                 {
1105                         /* Describe (briefly) */
1106                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1107
1108                         /* Notify the player */
1109 #ifdef JP
1110                         msg_format("%sは再充填された。", o_name);
1111 #else
1112                         if (o_ptr->number > 1)
1113                                 msg_format("Your %s are recharged.", o_name);
1114                         else
1115                                 msg_format("Your %s is recharged.", o_name);
1116 #endif
1117
1118                         disturb(FALSE, FALSE);
1119
1120                         /* Done. */
1121                         return;
1122                 }
1123
1124                 /* Keep looking for '!'s */
1125                 s = my_strchr(s + 1, '!');
1126         }
1127 }
1128
1129 /*!
1130  * @brief プレイヤーの歌に関する継続処理
1131  * @return なし
1132  */
1133 static void check_music(void)
1134 {
1135         const magic_type *s_ptr;
1136         int spell;
1137         MANA_POINT need_mana;
1138         u32b need_mana_frac;
1139
1140         /* Music singed by player */
1141         if (p_ptr->pclass != CLASS_BARD) return;
1142         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1143
1144         if (p_ptr->anti_magic)
1145         {
1146                 stop_singing(p_ptr);
1147                 return;
1148         }
1149
1150         spell = SINGING_SONG_ID(p_ptr);
1151         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1152
1153         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1154         need_mana_frac = 0;
1155
1156         /* Divide by 2 */
1157         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1158
1159         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1160         {
1161                 stop_singing(p_ptr);
1162                 return;
1163         }
1164         else
1165         {
1166                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1167
1168                 p_ptr->redraw |= PR_MANA;
1169                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1170                 {
1171                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1172                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1173                         msg_print(_("歌を再開した。", "You restart singing."));
1174                         p_ptr->action = ACTION_SING;
1175                         p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1176                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1177                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1178                 }
1179         }
1180         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1181                 p_ptr->spell_exp[spell] += 5;
1182         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1183         { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1184         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1185         { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1186         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1187         { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1188
1189         /* Do any effects of continual song */
1190         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1191 }
1192
1193 /*!
1194  * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1195  * @param flag 探し出したい呪いフラグ配列
1196  * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1197  * 呪いがない場合NULLを返す。
1198  */
1199 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1200 {
1201         int i;
1202         int choices[INVEN_TOTAL-INVEN_RARM];
1203         int number = 0;
1204
1205         /* Paranoia -- Player has no warning-item */
1206         if (!(p_ptr->cursed & flag)) return NULL;
1207
1208         /* Search Inventry */
1209         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1210         {
1211                 object_type *o_ptr = &p_ptr->inventory_list[i];
1212
1213                 if (o_ptr->curse_flags & flag)
1214                 {
1215                         choices[number] = i;
1216                         number++;
1217                 }
1218                 else if ((flag == TRC_ADD_L_CURSE) || 
1219                                         (flag == TRC_ADD_H_CURSE) || 
1220                                         (flag == TRC_DRAIN_HP) || 
1221                                         (flag == TRC_DRAIN_MANA) || 
1222                                         (flag == TRC_CALL_ANIMAL) || 
1223                                         (flag == TRC_CALL_DEMON) || 
1224                                         (flag == TRC_CALL_DRAGON) || 
1225                                         (flag == TRC_CALL_UNDEAD) || 
1226                                         (flag == TRC_COWARDICE) || 
1227                                         (flag == TRC_LOW_MELEE) || 
1228                                         (flag == TRC_LOW_AC) || 
1229                                         (flag == TRC_LOW_MAGIC) || 
1230                                         (flag == TRC_FAST_DIGEST) || 
1231                                         (flag == TRC_SLOW_REGEN) )
1232                 {
1233                         u32b cf = 0L;
1234                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1235                         object_flags(o_ptr, flgs);
1236                         switch (flag)
1237                         {
1238                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1239                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1240                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1241                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1242                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1243                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1244                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1245                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1246                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1247                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1248                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1249                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1250                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1251                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1252                           default                               : break;
1253                         }
1254                         if (have_flag(flgs, cf))
1255                         {
1256                                 choices[number] = i;
1257                                 number++;
1258                         }
1259                 }
1260         }
1261
1262         /* Choice one of them */
1263         return (&p_ptr->inventory_list[choices[randint0(number)]]);
1264 }
1265
1266 static void process_world_aux_digestion(void)
1267 {
1268         if (!p_ptr->inside_battle)
1269         {
1270                 /* Digest quickly when gorged */
1271                 if (p_ptr->food >= PY_FOOD_MAX)
1272                 {
1273                         /* Digest a lot of food */
1274                         (void)set_food(p_ptr->food - 100);
1275                 }
1276
1277                 /* Digest normally -- Every 50 game turns */
1278                 else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
1279                 {
1280                         /* Basic digestion rate based on speed */
1281                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1282
1283                         /* Regeneration takes more food */
1284                         if (p_ptr->regenerate)
1285                                 digestion += 20;
1286                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1287                                 digestion += 20;
1288                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1289                                 digestion += 30;
1290
1291                         /* Slow digestion takes less food */
1292                         if (p_ptr->slow_digest)
1293                                 digestion -= 5;
1294
1295                         /* Minimal digestion */
1296                         if (digestion < 1) digestion = 1;
1297                         /* Maximal digestion */
1298                         if (digestion > 100) digestion = 100;
1299
1300                         /* Digest some food */
1301                         (void)set_food(p_ptr->food - digestion);
1302                 }
1303
1304
1305                 /* Getting Faint */
1306                 if ((p_ptr->food < PY_FOOD_FAINT))
1307                 {
1308                         /* Faint occasionally */
1309                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1310                         {
1311                                 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1312                                 disturb(TRUE, TRUE);
1313
1314                                 /* Hack -- faint (bypass free action) */
1315                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1316                         }
1317
1318                         /* Starve to death (slowly) */
1319                         if (p_ptr->food < PY_FOOD_STARVE)
1320                         {
1321                                 /* Calculate damage */
1322                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1323
1324                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1325                         }
1326                 }
1327         }
1328 }
1329
1330 /*!
1331  * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1332  *  / Handle timed damage and regeneration every 10 game turns
1333  * @return なし
1334  */
1335 static void process_world_aux_hp_and_sp(void)
1336 {
1337         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
1338         bool cave_no_regen = FALSE;
1339         int upkeep_factor = 0;
1340
1341         /* Default regeneration */
1342         int regen_amount = PY_REGEN_NORMAL;
1343
1344
1345         /*** Damage over Time ***/
1346
1347         /* Take damage from poison */
1348         if (p_ptr->poisoned && !IS_INVULN())
1349         {
1350                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1351         }
1352
1353         /* Take damage from cuts */
1354         if (p_ptr->cut && !IS_INVULN())
1355         {
1356                 HIT_POINT dam;
1357
1358                 /* Mortal wound or Deep Gash */
1359                 if (p_ptr->cut > 1000)
1360                 {
1361                         dam = 200;
1362                 }
1363
1364                 else if (p_ptr->cut > 200)
1365                 {
1366                         dam = 80;
1367                 }
1368
1369                 /* Severe cut */
1370                 else if (p_ptr->cut > 100)
1371                 {
1372                         dam = 32;
1373                 }
1374
1375                 else if (p_ptr->cut > 50)
1376                 {
1377                         dam = 16;
1378                 }
1379
1380                 else if (p_ptr->cut > 25)
1381                 {
1382                         dam = 7;
1383                 }
1384
1385                 else if (p_ptr->cut > 10)
1386                 {
1387                         dam = 3;
1388                 }
1389
1390                 /* Other cuts */
1391                 else
1392                 {
1393                         dam = 1;
1394                 }
1395
1396                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1397         }
1398
1399         /* (Vampires) Take damage from sunlight */
1400         if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1401         {
1402                 if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1403                 {
1404                         if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1405                         {
1406                                 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1407                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1408                                 cave_no_regen = TRUE;
1409                         }
1410                 }
1411
1412                 if (p_ptr->inventory_list[INVEN_LITE].tval && (p_ptr->inventory_list[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1413                     !p_ptr->resist_lite)
1414                 {
1415                         object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
1416                         GAME_TEXT o_name [MAX_NLEN];
1417                         char ouch [MAX_NLEN+40];
1418
1419                         /* Get an object description */
1420                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1421                         msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1422
1423                         cave_no_regen = TRUE;
1424
1425                         /* Get an object description */
1426                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1427                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1428
1429                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1430                 }
1431         }
1432
1433         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1434         {
1435                 int damage = 0;
1436
1437                 if (have_flag(f_ptr->flags, FF_DEEP))
1438                 {
1439                         damage = 6000 + randint0(4000);
1440                 }
1441                 else if (!p_ptr->levitation)
1442                 {
1443                         damage = 3000 + randint0(2000);
1444                 }
1445
1446                 if (damage)
1447                 {
1448                         if(PRACE_IS_(p_ptr, RACE_ENT)) damage += damage / 3;
1449                         if(p_ptr->resist_fire) damage = damage / 3;
1450                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1451                         if(p_ptr->levitation) damage = damage / 5;
1452
1453                         damage = damage / 100 + (randint0(100) < (damage % 100));
1454
1455                         if (p_ptr->levitation)
1456                         {
1457                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1458                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1459                                                                 f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1460                         }
1461                         else
1462                         {
1463                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1464                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1465                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1466                         }
1467
1468                         cave_no_regen = TRUE;
1469                 }
1470         }
1471
1472         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1473         {
1474                 int damage = 0;
1475
1476                 if (have_flag(f_ptr->flags, FF_DEEP))
1477                 {
1478                         damage = 6000 + randint0(4000);
1479                 }
1480                 else if (!p_ptr->levitation)
1481                 {
1482                         damage = 3000 + randint0(2000);
1483                 }
1484
1485                 if (damage)
1486                 {
1487                         if (p_ptr->resist_cold) damage = damage / 3;
1488                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1489                         if (p_ptr->levitation) damage = damage / 5;
1490
1491                         damage = damage / 100 + (randint0(100) < (damage % 100));
1492
1493                         if (p_ptr->levitation)
1494                         {
1495                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1496                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1497                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1498                         }
1499                         else
1500                         {
1501                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1502                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1503                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1504                         }
1505
1506                         cave_no_regen = TRUE;
1507                 }
1508         }
1509
1510         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1511         {
1512                 int damage = 0;
1513
1514                 if (have_flag(f_ptr->flags, FF_DEEP))
1515                 {
1516                         damage = 6000 + randint0(4000);
1517                 }
1518                 else if (!p_ptr->levitation)
1519                 {
1520                         damage = 3000 + randint0(2000);
1521                 }
1522
1523                 if (damage)
1524                 {
1525                         if (p_ptr->resist_elec) damage = damage / 3;
1526                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1527                         if (p_ptr->levitation) damage = damage / 5;
1528
1529                         damage = damage / 100 + (randint0(100) < (damage % 100));
1530
1531                         if (p_ptr->levitation)
1532                         {
1533                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1534                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1535                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1536                         }
1537                         else
1538                         {
1539                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1540                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1541                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1542                         }
1543
1544                         cave_no_regen = TRUE;
1545                 }
1546         }
1547
1548         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1549         {
1550                 int damage = 0;
1551
1552                 if (have_flag(f_ptr->flags, FF_DEEP))
1553                 {
1554                         damage = 6000 + randint0(4000);
1555                 }
1556                 else if (!p_ptr->levitation)
1557                 {
1558                         damage = 3000 + randint0(2000);
1559                 }
1560
1561                 if (damage)
1562                 {
1563                         if (p_ptr->resist_acid) damage = damage / 3;
1564                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1565                         if (p_ptr->levitation) damage = damage / 5;
1566
1567                         damage = damage / 100 + (randint0(100) < (damage % 100));
1568
1569                         if (p_ptr->levitation)
1570                         {
1571                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1572                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1573                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1574                         }
1575                         else
1576                         {
1577                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1578                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1579                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1580                         }
1581
1582                         cave_no_regen = TRUE;
1583                 }
1584         }
1585
1586         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1587         {
1588                 int damage = 0;
1589
1590                 if (have_flag(f_ptr->flags, FF_DEEP))
1591                 {
1592                         damage = 6000 + randint0(4000);
1593                 }
1594                 else if (!p_ptr->levitation)
1595                 {
1596                         damage = 3000 + randint0(2000);
1597                 }
1598
1599                 if (damage)
1600                 {
1601                         if (p_ptr->resist_pois) damage = damage / 3;
1602                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1603                         if (p_ptr->levitation) damage = damage / 5;
1604
1605                         damage = damage / 100 + (randint0(100) < (damage % 100));
1606
1607                         if (p_ptr->levitation)
1608                         {
1609                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1610                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1611                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1612                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1613                         }
1614                         else
1615                         {
1616                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1617                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1618                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1619                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1620                         }
1621
1622                         cave_no_regen = TRUE;
1623                 }
1624         }
1625
1626         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1627             !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1628         {
1629                 if (p_ptr->total_weight > weight_limit())
1630                 {
1631                         msg_print(_("溺れている!", "You are drowning!"));
1632                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1633                         cave_no_regen = TRUE;
1634                 }
1635         }
1636
1637         if (p_ptr->riding)
1638         {
1639                 HIT_POINT damage;
1640                 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1641                 {
1642                         damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1643                         if (PRACE_IS_(p_ptr, RACE_ENT)) damage += damage / 3;
1644                         if (p_ptr->resist_fire) damage = damage / 3;
1645                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1646                         msg_print(_("熱い!", "It's hot!"));
1647                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1648                 }
1649                 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1650                 {
1651                         damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1652                         if (PRACE_IS_(p_ptr, RACE_ANDROID)) damage += damage / 3;
1653                         if (p_ptr->resist_elec) damage = damage / 3;
1654                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1655                         msg_print(_("痛い!", "It hurts!"));
1656                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1657                 }
1658                 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1659                 {
1660                         damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1661                         if (p_ptr->resist_cold) damage = damage / 3;
1662                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1663                         msg_print(_("冷たい!", "It's cold!"));
1664                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1665                 }
1666         }
1667
1668         /* Spectres -- take damage when moving through walls */
1669         /*
1670          * Added: ANYBODY takes damage if inside through walls
1671          * without wraith form -- NOTE: Spectres will never be
1672          * reduced below 0 hp by being inside a stone wall; others
1673          * WILL BE!
1674          */
1675         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1676         {
1677                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1678                 {
1679                         concptr dam_desc;
1680                         cave_no_regen = TRUE;
1681
1682                         if (p_ptr->pass_wall)
1683                         {
1684                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1685                                 dam_desc = _("密度", "density");
1686                         }
1687                         else
1688                         {
1689                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1690                                 dam_desc = _("硬い岩", "solid rock");
1691                         }
1692
1693                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1694                 }
1695         }
1696
1697
1698         /*** handle regeneration ***/
1699
1700         /* Getting Weak */
1701         if (p_ptr->food < PY_FOOD_WEAK)
1702         {
1703                 /* Lower regeneration */
1704                 if (p_ptr->food < PY_FOOD_STARVE)
1705                 {
1706                         regen_amount = 0;
1707                 }
1708                 else if (p_ptr->food < PY_FOOD_FAINT)
1709                 {
1710                         regen_amount = PY_REGEN_FAINT;
1711                 }
1712                 else
1713                 {
1714                         regen_amount = PY_REGEN_WEAK;
1715                 }
1716         }
1717
1718         /* Are we walking the pattern? */
1719         if (pattern_effect())
1720         {
1721                 cave_no_regen = TRUE;
1722         }
1723         else
1724         {
1725                 /* Regeneration ability */
1726                 if (p_ptr->regenerate)
1727                 {
1728                         regen_amount = regen_amount * 2;
1729                 }
1730                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1731                 {
1732                         regen_amount /= 2;
1733                 }
1734                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1735                 {
1736                         regen_amount /= 5;
1737                 }
1738         }
1739
1740
1741         /* Searching or Resting */
1742         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1743         {
1744                 regen_amount = regen_amount * 2;
1745         }
1746
1747         upkeep_factor = calculate_upkeep();
1748
1749         /* No regeneration while special action */
1750         if ((p_ptr->action == ACTION_LEARN) ||
1751             (p_ptr->action == ACTION_HAYAGAKE) ||
1752             (p_ptr->special_defense & KATA_KOUKIJIN))
1753         {
1754                 upkeep_factor += 100;
1755         }
1756
1757         /* Regenerate the mana */
1758         regenmana(upkeep_factor, regen_amount);
1759
1760
1761         /* Recharge magic eater's power */
1762         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1763         {
1764                 regenmagic(regen_amount);
1765         }
1766
1767         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1768         {
1769                 while (upkeep_factor > 100)
1770                 {
1771                         msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1772                         msg_print(NULL);
1773                         do_cmd_pet_dismiss();
1774
1775                         upkeep_factor = calculate_upkeep();
1776
1777                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1778                         msg_print(NULL);
1779                 }
1780         }
1781
1782         /* Poisoned or cut yields no healing */
1783         if (p_ptr->poisoned) regen_amount = 0;
1784         if (p_ptr->cut) regen_amount = 0;
1785
1786         /* Special floor -- Pattern, in a wall -- yields no healing */
1787         if (cave_no_regen) regen_amount = 0;
1788
1789         regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
1790
1791         /* Regenerate Hit Points if needed */
1792         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1793         {
1794                 regenhp(regen_amount);
1795         }
1796 }
1797
1798 /*!
1799  * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1800  * / Handle timeout every 10 game turns
1801  * @return なし
1802  */
1803 static void process_world_aux_timeout(void)
1804 {
1805         const int dec_count = (easy_band ? 2 : 1);
1806
1807         /*** Timeout Various Things ***/
1808
1809         /* Mimic */
1810         if (p_ptr->tim_mimic)
1811         {
1812                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1813         }
1814
1815         /* Hack -- Hallucinating */
1816         if (p_ptr->image)
1817         {
1818                 (void)set_image(p_ptr->image - dec_count);
1819         }
1820
1821         /* Blindness */
1822         if (p_ptr->blind)
1823         {
1824                 (void)set_blind(p_ptr->blind - dec_count);
1825         }
1826
1827         /* Times see-invisible */
1828         if (p_ptr->tim_invis)
1829         {
1830                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1831         }
1832
1833         if (p_ptr->suppress_multi_reward)
1834         {
1835                 p_ptr->suppress_multi_reward = FALSE;
1836         }
1837
1838         /* Timed esp */
1839         if (p_ptr->tim_esp)
1840         {
1841                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1842         }
1843
1844         /* Timed temporary elemental brands. -LM- */
1845         if (p_ptr->ele_attack)
1846         {
1847                 p_ptr->ele_attack--;
1848
1849                 /* Clear all temporary elemental brands. */
1850                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1851         }
1852
1853         /* Timed temporary elemental immune. -LM- */
1854         if (p_ptr->ele_immune)
1855         {
1856                 p_ptr->ele_immune--;
1857
1858                 /* Clear all temporary elemental brands. */
1859                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1860         }
1861
1862         /* Timed infra-vision */
1863         if (p_ptr->tim_infra)
1864         {
1865                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1866         }
1867
1868         /* Timed stealth */
1869         if (p_ptr->tim_stealth)
1870         {
1871                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1872         }
1873
1874         /* Timed levitation */
1875         if (p_ptr->tim_levitation)
1876         {
1877                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1878         }
1879
1880         /* Timed sh_touki */
1881         if (p_ptr->tim_sh_touki)
1882         {
1883                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1884         }
1885
1886         /* Timed sh_fire */
1887         if (p_ptr->tim_sh_fire)
1888         {
1889                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1890         }
1891
1892         /* Timed sh_holy */
1893         if (p_ptr->tim_sh_holy)
1894         {
1895                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1896         }
1897
1898         /* Timed eyeeye */
1899         if (p_ptr->tim_eyeeye)
1900         {
1901                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1902         }
1903
1904         /* Timed resist-magic */
1905         if (p_ptr->resist_magic)
1906         {
1907                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1908         }
1909
1910         /* Timed regeneration */
1911         if (p_ptr->tim_regen)
1912         {
1913                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1914         }
1915
1916         /* Timed resist nether */
1917         if (p_ptr->tim_res_nether)
1918         {
1919                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1920         }
1921
1922         /* Timed resist time */
1923         if (p_ptr->tim_res_time)
1924         {
1925                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1926         }
1927
1928         /* Timed reflect */
1929         if (p_ptr->tim_reflect)
1930         {
1931                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1932         }
1933
1934         /* Multi-shadow */
1935         if (p_ptr->multishadow)
1936         {
1937                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1938         }
1939
1940         /* Timed Robe of dust */
1941         if (p_ptr->dustrobe)
1942         {
1943                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1944         }
1945
1946         /* Timed infra-vision */
1947         if (p_ptr->kabenuke)
1948         {
1949                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1950         }
1951
1952         /* Paralysis */
1953         if (p_ptr->paralyzed)
1954         {
1955                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1956         }
1957
1958         /* Confusion */
1959         if (p_ptr->confused)
1960         {
1961                 (void)set_confused(p_ptr->confused - dec_count);
1962         }
1963
1964         /* Afraid */
1965         if (p_ptr->afraid)
1966         {
1967                 (void)set_afraid(p_ptr->afraid - dec_count);
1968         }
1969
1970         /* Fast */
1971         if (p_ptr->fast)
1972         {
1973                 (void)set_fast(p_ptr->fast - 1, TRUE);
1974         }
1975
1976         /* Slow */
1977         if (p_ptr->slow)
1978         {
1979                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
1980         }
1981
1982         /* Protection from evil */
1983         if (p_ptr->protevil)
1984         {
1985                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
1986         }
1987
1988         /* Invulnerability */
1989         if (p_ptr->invuln)
1990         {
1991                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
1992         }
1993
1994         /* Wraith form */
1995         if (p_ptr->wraith_form)
1996         {
1997                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
1998         }
1999
2000         /* Heroism */
2001         if (p_ptr->hero)
2002         {
2003                 (void)set_hero(p_ptr->hero - 1, TRUE);
2004         }
2005
2006         /* Super Heroism */
2007         if (p_ptr->shero)
2008         {
2009                 (void)set_shero(p_ptr->shero - 1, TRUE);
2010         }
2011
2012         /* Blessed */
2013         if (p_ptr->blessed)
2014         {
2015                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2016         }
2017
2018         /* Shield */
2019         if (p_ptr->shield)
2020         {
2021                 (void)set_shield(p_ptr->shield - 1, TRUE);
2022         }
2023
2024         /* Tsubureru */
2025         if (p_ptr->tsubureru)
2026         {
2027                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2028         }
2029
2030         /* Magicdef */
2031         if (p_ptr->magicdef)
2032         {
2033                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2034         }
2035
2036         /* Tsuyoshi */
2037         if (p_ptr->tsuyoshi)
2038         {
2039                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2040         }
2041
2042         /* Oppose Acid */
2043         if (p_ptr->oppose_acid)
2044         {
2045                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2046         }
2047
2048         /* Oppose Lightning */
2049         if (p_ptr->oppose_elec)
2050         {
2051                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2052         }
2053
2054         /* Oppose Fire */
2055         if (p_ptr->oppose_fire)
2056         {
2057                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2058         }
2059
2060         /* Oppose Cold */
2061         if (p_ptr->oppose_cold)
2062         {
2063                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2064         }
2065
2066         /* Oppose Poison */
2067         if (p_ptr->oppose_pois)
2068         {
2069                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2070         }
2071
2072         if (p_ptr->ult_res)
2073         {
2074                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2075         }
2076
2077         /*** Poison and Stun and Cut ***/
2078
2079         /* Poison */
2080         if (p_ptr->poisoned)
2081         {
2082                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2083
2084                 /* Apply some healing */
2085                 (void)set_poisoned(p_ptr->poisoned - adjust);
2086         }
2087
2088         /* Stun */
2089         if (p_ptr->stun)
2090         {
2091                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2092
2093                 /* Apply some healing */
2094                 (void)set_stun(p_ptr->stun - adjust);
2095         }
2096
2097         /* Cut */
2098         if (p_ptr->cut)
2099         {
2100                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2101
2102                 /* Hack -- Truly "mortal" wound */
2103                 if (p_ptr->cut > 1000) adjust = 0;
2104
2105                 /* Apply some healing */
2106                 (void)set_cut(p_ptr->cut - adjust);
2107         }
2108 }
2109
2110
2111 /*!
2112  * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2113  * / Handle burning fuel every 10 game turns
2114  * @return なし
2115  */
2116 static void process_world_aux_light(void)
2117 {
2118         /* Check for light being wielded */
2119         object_type *o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2120
2121         /* Burn some fuel in the current lite */
2122         if (o_ptr->tval == TV_LITE)
2123         {
2124                 /* Hack -- Use some fuel (except on artifacts) */
2125                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2126                 {
2127                         /* Decrease life-span */
2128                         if (o_ptr->name2 == EGO_LITE_LONG)
2129                         {
2130                                 if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2131                         }
2132                         else o_ptr->xtra4--;
2133
2134                         /* Notice interesting fuel steps */
2135                         notice_lite_change(o_ptr);
2136                 }
2137         }
2138 }
2139
2140
2141 /*!
2142  * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2143  * / Handle mutation effects once every 10 game turns
2144  * @return なし
2145  */
2146 static void process_world_aux_mutation(void)
2147 {
2148         /* No mutation with effects */
2149         if (!p_ptr->muta2) return;
2150
2151         /* No effect on monster arena */
2152         if (p_ptr->inside_battle) return;
2153
2154         /* No effect on the global map */
2155         if (p_ptr->wild_mode) return;
2156
2157         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2158         {
2159                 disturb(FALSE, TRUE);
2160                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2161                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2162                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2163                 (void)set_afraid(0);
2164         }
2165
2166         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2167         {
2168                 if (!p_ptr->resist_fear)
2169                 {
2170                         disturb(FALSE, TRUE);
2171                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2172                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2173                 }
2174         }
2175
2176         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2177         {
2178                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2179                 {
2180                         disturb(FALSE, TRUE);
2181                         msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2182                         msg_print(NULL);
2183                         teleport_player(40, TELEPORT_PASSIVE);
2184                 }
2185         }
2186
2187         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2188         {
2189                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2190                 {
2191                         disturb(FALSE, TRUE);
2192                         p_ptr->redraw |= PR_EXTRA;
2193                         msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2194                 }
2195
2196                 if (!p_ptr->resist_conf)
2197                 {
2198                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2199                 }
2200
2201                 if (!p_ptr->resist_chaos)
2202                 {
2203                         if (one_in_(20))
2204                         {
2205                                 msg_print(NULL);
2206                                 if (one_in_(3)) lose_all_info();
2207                                 else wiz_dark();
2208                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2209                                 wiz_dark();
2210                                 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2211                                 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2212                         }
2213                         else
2214                         {
2215                                 if (one_in_(3))
2216                                 {
2217                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2218                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2219                                 }
2220                         }
2221                 }
2222         }
2223
2224         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2225         {
2226                 if (!p_ptr->resist_chaos)
2227                 {
2228                         disturb(FALSE, TRUE);
2229                         p_ptr->redraw |= PR_EXTRA;
2230                         (void)set_image(p_ptr->image + randint0(50) + 20);
2231                 }
2232         }
2233
2234         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2235         {
2236                 disturb(FALSE, TRUE);
2237                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2238                 msg_print(NULL);
2239                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2240         }
2241
2242         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2243             !p_ptr->anti_magic && one_in_(9000))
2244         {
2245                 int dire = 0;
2246                 disturb(FALSE, TRUE);
2247                 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!", 
2248                                                 "Magical energy flows through you! You must release it!"));
2249
2250                 flush();
2251                 msg_print(NULL);
2252                 (void)get_hack_dir(&dire);
2253                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2254         }
2255
2256         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2257         {
2258                 bool pet = one_in_(6);
2259                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2260
2261                 if (pet) mode |= PM_FORCE_PET;
2262                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2263
2264                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode))
2265                 {
2266                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2267                         disturb(FALSE, TRUE);
2268                 }
2269         }
2270
2271         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2272         {
2273                 disturb(FALSE, TRUE);
2274                 if (one_in_(2))
2275                 {
2276                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2277
2278                         if (p_ptr->fast > 0)
2279                         {
2280                                 set_fast(0, TRUE);
2281                         }
2282                         else
2283                         {
2284                                 set_slow(randint1(30) + 10, FALSE);
2285                         }
2286                 }
2287                 else
2288                 {
2289                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2290
2291                         if (p_ptr->slow > 0)
2292                         {
2293                                 set_slow(0, TRUE);
2294                         }
2295                         else
2296                         {
2297                                 set_fast(randint1(30) + 10, FALSE);
2298                         }
2299                 }
2300                 msg_print(NULL);
2301         }
2302         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2303         {
2304                 disturb(FALSE, TRUE);
2305                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2306
2307                 banish_monsters(100);
2308                 if (!current_floor_ptr->dun_level && p_ptr->town_num)
2309                 {
2310                         int n;
2311
2312                         /* Pick a random shop (except home) */
2313                         do
2314                         {
2315                                 n = randint0(MAX_STORES);
2316                         }
2317                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2318
2319                         msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2320                         store_shuffle(n);
2321                 }
2322                 msg_print(NULL);
2323         }
2324
2325         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2326         {
2327                 object_type *o_ptr;
2328
2329                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2330                 msg_print(NULL);
2331
2332                 /* Absorb light from the current possition */
2333                 if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2334                 {
2335                         hp_player(10);
2336                 }
2337
2338                 o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2339
2340                 /* Absorb some fuel in the current lite */
2341                 if (o_ptr->tval == TV_LITE)
2342                 {
2343                         /* Use some fuel (except on artifacts) */
2344                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2345                         {
2346                                 /* Heal the player a bit */
2347                                 hp_player(o_ptr->xtra4 / 20);
2348
2349                                 /* Decrease life-span of lite */
2350                                 o_ptr->xtra4 /= 2;
2351                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2352
2353                                 /* Notice interesting fuel steps */
2354                                 notice_lite_change(o_ptr);
2355                         }
2356                 }
2357
2358                 /*
2359                  * Unlite the area (radius 10) around player and
2360                  * do 50 points damage to every affected monster
2361                  */
2362                 unlite_area(50, 10);
2363         }
2364
2365         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2366         {
2367                 bool pet = one_in_(3);
2368                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2369
2370                 if (pet) mode |= PM_FORCE_PET;
2371                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2372
2373                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode))
2374                 {
2375                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2376                         disturb(FALSE, TRUE);
2377                 }
2378         }
2379
2380         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2381         {
2382                 disturb(FALSE, TRUE);
2383                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2384
2385                 msg_print(NULL);
2386                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2387         }
2388         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2389         {
2390                 if (!lose_mutation(0))
2391                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2392         }
2393         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2394         {
2395                 disturb(FALSE, TRUE);
2396                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2397
2398                 msg_print(NULL);
2399                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2400         }
2401         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2402         {
2403                 do_poly_wounds();
2404         }
2405         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2406         {
2407                 int which_stat = randint0(A_MAX);
2408                 int sustained = FALSE;
2409
2410                 switch (which_stat)
2411                 {
2412                 case A_STR:
2413                         if (p_ptr->sustain_str) sustained = TRUE;
2414                         break;
2415                 case A_INT:
2416                         if (p_ptr->sustain_int) sustained = TRUE;
2417                         break;
2418                 case A_WIS:
2419                         if (p_ptr->sustain_wis) sustained = TRUE;
2420                         break;
2421                 case A_DEX:
2422                         if (p_ptr->sustain_dex) sustained = TRUE;
2423                         break;
2424                 case A_CON:
2425                         if (p_ptr->sustain_con) sustained = TRUE;
2426                         break;
2427                 case A_CHR:
2428                         if (p_ptr->sustain_chr) sustained = TRUE;
2429                         break;
2430                 default:
2431                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2432                         sustained = TRUE;
2433                 }
2434
2435                 if (!sustained)
2436                 {
2437                         disturb(FALSE, TRUE);
2438                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2439                         msg_print(NULL);
2440                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2441                 }
2442         }
2443         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2444         {
2445                 bool pet = one_in_(5);
2446                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2447
2448                 if (pet) mode |= PM_FORCE_PET;
2449                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2450
2451                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode))
2452                 {
2453                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2454                         disturb(FALSE, TRUE);
2455                 }
2456         }
2457         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2458         {
2459                 if (p_ptr->tim_esp > 0)
2460                 {
2461                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2462                         set_tim_esp(0, TRUE);
2463                 }
2464                 else
2465                 {
2466                         msg_print(_("精神が広がった!", "Your mind expands!"));
2467                         set_tim_esp(p_ptr->lev, FALSE);
2468                 }
2469         }
2470         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2471         {
2472                 disturb(FALSE, TRUE);
2473                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2474                 msg_print(NULL);
2475                 set_food(PY_FOOD_WEAK);
2476                 if (music_singing_any()) stop_singing(p_ptr);
2477                 if (hex_spelling_any()) stop_hex_spell_all();
2478         }
2479
2480         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2481         {
2482                 alter_reality();
2483         }
2484
2485         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2486         {
2487                 int danger_amount = 0;
2488                 MONSTER_IDX monster;
2489
2490                 for (monster = 0; monster < current_floor_ptr->m_max; monster++)
2491                 {
2492                         monster_type *m_ptr = &current_floor_ptr->m_list[monster];
2493                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2494                         if (!monster_is_valid(m_ptr)) continue;
2495
2496                         if (r_ptr->level >= p_ptr->lev)
2497                         {
2498                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2499                         }
2500                 }
2501
2502                 if (danger_amount > 100)
2503                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2504                 else if (danger_amount > 50)
2505                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2506                 else if (danger_amount > 20)
2507                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2508                 else if (danger_amount > 10)
2509                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2510                 else if (danger_amount > 5)
2511                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2512                 else
2513                         msg_print(_("寂しい気がする。", "You feel lonely."));
2514         }
2515
2516         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2517         {
2518                 disturb(FALSE, TRUE);
2519                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2520                 msg_print(NULL);
2521                 (void)set_invuln(randint1(8) + 8, FALSE);
2522         }
2523
2524         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2525         {
2526                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2527
2528                 if (wounds > 0)
2529                 {
2530                         HIT_POINT healing = p_ptr->csp;
2531                         if (healing > wounds) healing = wounds;
2532
2533                         hp_player(healing);
2534                         p_ptr->csp -= healing;
2535                         p_ptr->redraw |= (PR_HP | PR_MANA);
2536                 }
2537         }
2538
2539         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2540         {
2541                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2542
2543                 if (wounds > 0)
2544                 {
2545                         HIT_POINT healing = p_ptr->chp;
2546                         if (healing > wounds) healing = wounds;
2547
2548                         p_ptr->csp += healing;
2549                         p_ptr->redraw |= (PR_HP | PR_MANA);
2550                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2551                 }
2552         }
2553
2554         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2555         {
2556                 INVENTORY_IDX slot = 0;
2557                 object_type *o_ptr = NULL;
2558
2559                 disturb(FALSE, TRUE);
2560                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2561                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2562
2563                 msg_print(NULL);
2564                 if (has_melee_weapon(INVEN_RARM))
2565                 {
2566                         slot = INVEN_RARM;
2567                         o_ptr = &p_ptr->inventory_list[INVEN_RARM];
2568
2569                         if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2570                         {
2571                                 o_ptr = &p_ptr->inventory_list[INVEN_LARM];
2572                                 slot = INVEN_LARM;
2573                         }
2574                 }
2575                 else if (has_melee_weapon(INVEN_LARM))
2576                 {
2577                         o_ptr = &p_ptr->inventory_list[INVEN_LARM];
2578                         slot = INVEN_LARM;
2579                 }
2580                 if (slot && !object_is_cursed(o_ptr))
2581                 {
2582                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2583                         inven_drop(slot, 1);
2584                 }
2585         }
2586
2587 }
2588
2589 /*!
2590  * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2591  * / Handle curse effects once every 10 game turns
2592  * @return なし
2593  */
2594 static void process_world_aux_curse(void)
2595 {
2596         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2597         {
2598                 /*
2599                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2600                  * can actually be useful!
2601                  */
2602                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2603                 {
2604                         GAME_TEXT o_name[MAX_NLEN];
2605                         object_type *o_ptr;
2606                         int i, i_keep = 0, count = 0;
2607
2608                         /* Scan the equipment with random teleport ability */
2609                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2610                         {
2611                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2612                                 o_ptr = &p_ptr->inventory_list[i];
2613                                 if (!o_ptr->k_idx) continue;
2614
2615                                 object_flags(o_ptr, flgs);
2616
2617                                 if (have_flag(flgs, TR_TELEPORT))
2618                                 {
2619                                         /* {.} will stop random teleportation. */
2620                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2621                                         {
2622                                                 count++;
2623                                                 if (one_in_(count)) i_keep = i;
2624                                         }
2625                                 }
2626                         }
2627
2628                         o_ptr = &p_ptr->inventory_list[i_keep];
2629                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2630                         msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2631                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2632                         {
2633                                 disturb(FALSE, TRUE);
2634                                 teleport_player(50, 0L);
2635                         }
2636                         else
2637                         {
2638                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2639                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2640                                 disturb(TRUE, TRUE);
2641                         }
2642                 }
2643                 /* Make a chainsword noise */
2644                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2645                 {
2646                         char noise[1024];
2647                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2648                                 msg_print(noise);
2649                         disturb(FALSE, FALSE);
2650                 }
2651                 /* TY Curse */
2652                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2653                 {
2654                         int count = 0;
2655                         (void)activate_ty_curse(FALSE, &count);
2656                 }
2657                 /* Handle experience draining */
2658                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2659                 {
2660                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2661                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2662                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2663                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2664                         check_experience();
2665                 }
2666                 /* Add light curse (Later) */
2667                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2668                 {
2669                         BIT_FLAGS new_curse;
2670                         object_type *o_ptr;
2671
2672                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2673
2674                         new_curse = get_curse(0, o_ptr);
2675                         if (!(o_ptr->curse_flags & new_curse))
2676                         {
2677                                 GAME_TEXT o_name[MAX_NLEN];
2678
2679                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2680
2681                                 o_ptr->curse_flags |= new_curse;
2682                                 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2683
2684                                 o_ptr->feeling = FEEL_NONE;
2685
2686                                 p_ptr->update |= (PU_BONUS);
2687                         }
2688                 }
2689                 /* Add heavy curse (Later) */
2690                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2691                 {
2692                         BIT_FLAGS new_curse;
2693                         object_type *o_ptr;
2694
2695                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2696
2697                         new_curse = get_curse(1, o_ptr);
2698                         if (!(o_ptr->curse_flags & new_curse))
2699                         {
2700                                 GAME_TEXT o_name[MAX_NLEN];
2701
2702                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2703
2704                                 o_ptr->curse_flags |= new_curse;
2705                                 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2706                                 o_ptr->feeling = FEEL_NONE;
2707
2708                                 p_ptr->update |= (PU_BONUS);
2709                         }
2710                 }
2711                 /* Call animal */
2712                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2713                 {
2714                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2715                         {
2716                                 GAME_TEXT o_name[MAX_NLEN];
2717
2718                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2719                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2720                                 disturb(FALSE, TRUE);
2721                         }
2722                 }
2723                 /* Call demon */
2724                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2725                 {
2726                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2727                         {
2728                                 GAME_TEXT o_name[MAX_NLEN];
2729
2730                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2731                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2732                                 disturb(FALSE, TRUE);
2733                         }
2734                 }
2735                 /* Call dragon */
2736                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2737                 {
2738                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
2739                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2740                         {
2741                                 GAME_TEXT o_name[MAX_NLEN];
2742
2743                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2744                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2745                                 disturb(FALSE, TRUE);
2746                         }
2747                 }
2748                 /* Call undead */
2749                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2750                 {
2751                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD,
2752                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2753                         {
2754                                 GAME_TEXT o_name[MAX_NLEN];
2755
2756                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2757                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2758                                 disturb(FALSE, TRUE);
2759                         }
2760                 }
2761                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2762                 {
2763                         if (!p_ptr->resist_fear)
2764                         {
2765                                 disturb(FALSE, TRUE);
2766                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2767                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2768                         }
2769                 }
2770                 /* Teleport player */
2771                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2772                 {
2773                         disturb(FALSE, TRUE);
2774
2775                         /* Teleport player */
2776                         teleport_player(40, TELEPORT_PASSIVE);
2777                 }
2778                 /* Handle HP draining */
2779                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2780                 {
2781                         GAME_TEXT o_name[MAX_NLEN];
2782
2783                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2784                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2785                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2786                 }
2787                 /* Handle mana draining */
2788                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2789                 {
2790                         GAME_TEXT o_name[MAX_NLEN];
2791
2792                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2793                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2794                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2795                         if (p_ptr->csp < 0)
2796                         {
2797                                 p_ptr->csp = 0;
2798                                 p_ptr->csp_frac = 0;
2799                         }
2800                         p_ptr->redraw |= PR_MANA;
2801                 }
2802         }
2803
2804         /* Rarely, take damage from the Jewel of Judgement */
2805         if (one_in_(999) && !p_ptr->anti_magic)
2806         {
2807                 object_type *o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2808
2809                 if (o_ptr->name1 == ART_JUDGE)
2810                 {
2811                         if (object_is_known(o_ptr))
2812                                 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2813                         else
2814                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2815                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2816                 }
2817         }
2818 }
2819
2820
2821 /*!
2822  * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2823  * / Handle recharging objects once every 10 game turns
2824  * @return なし
2825  */
2826 static void process_world_aux_recharge(void)
2827 {
2828         int i;
2829         bool changed;
2830
2831         /* Process equipment */
2832         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2833         {
2834                 /* Get the object */
2835                 object_type *o_ptr = &p_ptr->inventory_list[i];
2836                 if (!o_ptr->k_idx) continue;
2837
2838                 /* Recharge activatable objects */
2839                 if (o_ptr->timeout > 0)
2840                 {
2841                         /* Recharge */
2842                         o_ptr->timeout--;
2843
2844                         /* Notice changes */
2845                         if (!o_ptr->timeout)
2846                         {
2847                                 recharged_notice(o_ptr);
2848                                 changed = TRUE;
2849                         }
2850                 }
2851         }
2852
2853         /* Notice changes */
2854         if (changed)
2855         {
2856                 p_ptr->window |= (PW_EQUIP);
2857                 wild_regen = 20;
2858         }
2859
2860         /*
2861          * Recharge rods.  Rods now use timeout to control charging status,
2862          * and each charging rod in a stack decreases the stack's timeout by
2863          * one per current_world_ptr->game_turn. -LM-
2864          */
2865         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2866         {
2867                 object_type *o_ptr = &p_ptr->inventory_list[i];
2868                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2869                 if (!o_ptr->k_idx) continue;
2870
2871                 /* Examine all charging rods or stacks of charging rods. */
2872                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2873                 {
2874                         /* Determine how many rods are charging. */
2875                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2876                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2877
2878                         /* Decrease timeout by that number. */
2879                         o_ptr->timeout -= temp;
2880
2881                         /* Boundary control. */
2882                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2883
2884                         /* Notice changes, provide message if object is inscribed. */
2885                         if (!(o_ptr->timeout))
2886                         {
2887                                 recharged_notice(o_ptr);
2888                                 changed = TRUE;
2889                         }
2890
2891                         /* One of the stack of rod is charged */
2892                         else if (o_ptr->timeout % k_ptr->pval)
2893                         {
2894                                 changed = TRUE;
2895                         }
2896                 }
2897         }
2898
2899         /* Notice changes */
2900         if (changed)
2901         {
2902                 p_ptr->window |= (PW_INVEN);
2903                 wild_regen = 20;
2904         }
2905
2906         /* Process objects on floor */
2907         for (i = 1; i < current_floor_ptr->o_max; i++)
2908         {
2909                 object_type *o_ptr = &current_floor_ptr->o_list[i];
2910
2911                 if (!OBJECT_IS_VALID(o_ptr)) continue;
2912
2913                 /* Recharge rods on the ground.  No messages. */
2914                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2915                 {
2916                         /* Charge it */
2917                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2918
2919                         /* Boundary control. */
2920                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2921                 }
2922         }
2923 }
2924
2925
2926 /*!
2927  * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2928  * / Handle involuntary movement once every 10 game turns
2929  * @return なし
2930  */
2931 static void process_world_aux_movement(void)
2932 {
2933         /* Delayed Word-of-Recall */
2934         if (p_ptr->word_recall)
2935         {
2936                 /*
2937                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2938                  * The player is yanked up/down as soon as
2939                  * he loads the autosaved game.
2940                  */
2941                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2942                         do_cmd_save_game(TRUE);
2943
2944                 /* Count down towards recall */
2945                 p_ptr->word_recall--;
2946
2947                 p_ptr->redraw |= (PR_STATUS);
2948
2949                 /* Activate the recall */
2950                 if (!p_ptr->word_recall)
2951                 {
2952                         /* Disturbing! */
2953                         disturb(FALSE, TRUE);
2954
2955                         /* Determine the level */
2956                         if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2957                         {
2958                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2959
2960                                 if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
2961                                 if (record_stair)
2962                                         do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2963
2964                                 current_floor_ptr->dun_level = 0;
2965                                 p_ptr->dungeon_idx = 0;
2966
2967                                 leave_quest_check();
2968                                 leave_tower_check();
2969
2970                                 p_ptr->inside_quest = 0;
2971
2972                                 p_ptr->leaving = TRUE;
2973                         }
2974                         else
2975                         {
2976                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
2977
2978                                 p_ptr->dungeon_idx = p_ptr->recall_dungeon;
2979
2980                                 if (record_stair)
2981                                         do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2982
2983                                 /* New depth */
2984                                 current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
2985                                 if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
2986
2987                                 /* Nightmare mode makes recall more dangerous */
2988                                 if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
2989                                 {
2990                                         if (current_floor_ptr->dun_level < 50)
2991                                         {
2992                                                 current_floor_ptr->dun_level *= 2;
2993                                         }
2994                                         else if (current_floor_ptr->dun_level < 99)
2995                                         {
2996                                                 current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
2997                                         }
2998                                         else if (current_floor_ptr->dun_level > 100)
2999                                         {
3000                                                 current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
3001                                         }
3002                                 }
3003
3004                                 if (p_ptr->wild_mode)
3005                                 {
3006                                         p_ptr->wilderness_y = p_ptr->y;
3007                                         p_ptr->wilderness_x = p_ptr->x;
3008                                 }
3009                                 else
3010                                 {
3011                                         /* Save player position */
3012                                         p_ptr->oldpx = p_ptr->x;
3013                                         p_ptr->oldpy = p_ptr->y;
3014                                 }
3015                                 p_ptr->wild_mode = FALSE;
3016
3017                                 /*
3018                                  * Clear all saved floors
3019                                  * and create a first saved floor
3020                                  */
3021                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3022                                 p_ptr->leaving = TRUE;
3023
3024                                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
3025                                 {
3026                                         int i;
3027
3028                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3029                                         {
3030                                                 quest_type* const q_ptr = &quest[i];
3031
3032                                                 
3033                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3034                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3035                                                     (q_ptr->level < current_floor_ptr->dun_level))
3036                                                 {
3037                                                         q_ptr->status = QUEST_STATUS_FAILED;
3038                                                         q_ptr->complev = (byte)p_ptr->lev;
3039                                                         update_playtime();
3040                                                         q_ptr->comptime = current_world_ptr->play_time;
3041                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3042                                                 }
3043                                         }
3044                                 }
3045                         }
3046
3047                         sound(SOUND_TPLEVEL);
3048                 }
3049         }
3050
3051
3052         /* Delayed Alter reality */
3053         if (p_ptr->alter_reality)
3054         {
3055                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3056                         do_cmd_save_game(TRUE);
3057
3058                 /* Count down towards alter */
3059                 p_ptr->alter_reality--;
3060
3061                 p_ptr->redraw |= (PR_STATUS);
3062
3063                 /* Activate the alter reality */
3064                 if (!p_ptr->alter_reality)
3065                 {
3066                         /* Disturbing! */
3067                         disturb(FALSE, TRUE);
3068
3069                         /* Determine the level */
3070                         if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
3071                         {
3072                                 msg_print(_("世界が変わった!", "The world changes!"));
3073
3074                                 /*
3075                                  * Clear all saved floors
3076                                  * and create a first saved floor
3077                                  */
3078                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3079                                 p_ptr->leaving = TRUE;
3080                         }
3081                         else
3082                         {
3083                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3084                         }
3085
3086                         sound(SOUND_TPLEVEL);
3087                 }
3088         }
3089 }
3090
3091 /*!
3092  * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3093  * / Handle certain things once every 10 game turns
3094  * @return なし
3095  */
3096 static void process_world(void)
3097 {
3098         int day, hour, min;
3099
3100         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3101         s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3102         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3103         
3104         extract_day_hour_min(&day, &hour, &min);
3105
3106         /* Update dungeon feeling, and announce it if changed */
3107         update_dungeon_feeling();
3108
3109         /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3110         if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
3111         {
3112                 current_floor_ptr->dun_level = 0;
3113                 p_ptr->dungeon_idx = 0;
3114                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3115                 p_ptr->inside_arena = FALSE;
3116                 p_ptr->wild_mode = FALSE;
3117                 p_ptr->leaving = TRUE;
3118         }
3119
3120         /*** Check monster arena ***/
3121         if (p_ptr->inside_battle && !p_ptr->leaving)
3122         {
3123                 int i2, j2;
3124                 int win_m_idx = 0;
3125                 int number_mon = 0;
3126
3127                 /* Count all hostile monsters */
3128                 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
3129                         for (j2 = 0; j2 < current_floor_ptr->height; j2++)
3130                         {
3131                                 grid_type *g_ptr = &current_floor_ptr->grid_array[j2][i2];
3132
3133                                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
3134                                 {
3135                                         number_mon++;
3136                                         win_m_idx = g_ptr->m_idx;
3137                                 }
3138                         }
3139
3140                 if (number_mon == 0)
3141                 {
3142                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3143                         msg_print(NULL);
3144                         p_ptr->energy_need = 0;
3145                         update_gambling_monsters();
3146                 }
3147                 else if ((number_mon-1) == 0)
3148                 {
3149                         GAME_TEXT m_name[MAX_NLEN];
3150                         monster_type *wm_ptr;
3151
3152                         wm_ptr = &current_floor_ptr->m_list[win_m_idx];
3153
3154                         monster_desc(m_name, wm_ptr, 0);
3155                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3156                         msg_print(NULL);
3157
3158                         if (win_m_idx == (sel_monster+1))
3159                         {
3160                                 msg_print(_("おめでとうございます。", "Congratulations."));
3161                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3162                                 p_ptr->au += battle_odds;
3163                         }
3164                         else
3165                         {
3166                                 msg_print(_("残念でした。", "You lost gold."));
3167                         }
3168                         msg_print(NULL);
3169                         p_ptr->energy_need = 0;
3170                         update_gambling_monsters();
3171                 }
3172                 else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
3173                 {
3174                         msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3175                         p_ptr->au += kakekin;
3176                         msg_print(NULL);
3177                         p_ptr->energy_need = 0;
3178                         update_gambling_monsters();
3179                 }
3180         }
3181
3182         /* Every 10 game turns */
3183         if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
3184
3185         /*** Attempt timed autosave ***/
3186         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3187         {
3188                 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3189                         do_cmd_save_game(TRUE);
3190         }
3191
3192         if (current_floor_ptr->monster_noise && !ignore_unview)
3193         {
3194                 msg_print(_("何かが聞こえた。", "You hear noise."));
3195         }
3196
3197         /*** Handle the wilderness/town (sunshine) ***/
3198
3199         /* While in town/wilderness */
3200         if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3201         {
3202                 /* Hack -- Daybreak/Nighfall in town */
3203                 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3204                 {
3205                         bool dawn;
3206
3207                         /* Check for dawn */
3208                         dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
3209
3210                         if (dawn) day_break();
3211                         else night_falls();
3212
3213                 }
3214         }
3215
3216         /* While in the dungeon (vanilla_town or lite_town mode only) */
3217         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
3218         {
3219                 /*** Shuffle the Storekeepers ***/
3220
3221                 /* Chance is only once a day (while in dungeon) */
3222                 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
3223                 {
3224                         /* Sometimes, shuffle the shop-keepers */
3225                         if (one_in_(STORE_SHUFFLE))
3226                         {
3227                                 int n;
3228                                 FEAT_IDX i;
3229
3230                                 /* Pick a random shop (except home and museum) */
3231                                 do
3232                                 {
3233                                         n = randint0(MAX_STORES);
3234                                 }
3235                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3236
3237                                 /* Check every feature */
3238                                 for (i = 1; i < max_f_idx; i++)
3239                                 {
3240                                         feature_type *f_ptr = &f_info[i];
3241
3242                                         /* Skip empty index */
3243                                         if (!f_ptr->name) continue;
3244
3245                                         /* Skip non-store features */
3246                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3247
3248                                         /* Verify store type */
3249                                         if (f_ptr->subtype == n)
3250                                         {
3251                                                 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3252
3253                                                 /* Shuffle it */
3254                                                 store_shuffle(n);
3255
3256                                                 break;
3257                                         }
3258                                 }
3259                         }
3260                 }
3261         }
3262
3263
3264         /*** Process the monsters ***/
3265
3266         /* Check for creature generation. */
3267         if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
3268             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3269         {
3270                 /* Make a new monster */
3271                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3272         }
3273
3274         /* Hack -- Check for creature regeneration */
3275         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3276         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3277
3278         if (!p_ptr->leaving)
3279         {
3280                 int i;
3281
3282                 /* Hack -- Process the counters of monsters if needed */
3283                 for (i = 0; i < MAX_MTIMED; i++)
3284                 {
3285                         if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
3286                 }
3287         }
3288
3289
3290         /* Date changes */
3291         if (!hour && !min)
3292         {
3293                 if (min != prev_min)
3294                 {
3295                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3296                         determine_today_mon(FALSE);
3297                 }
3298         }
3299
3300         /*
3301          * Nightmare mode activates the TY_CURSE at midnight
3302          * Require exact minute -- Don't activate multiple times in a minute
3303          */
3304
3305         if (ironman_nightmare && (min != prev_min))
3306         {
3307
3308                 /* Every 15 minutes after 11:00 pm */
3309                 if ((hour == 23) && !(min % 15))
3310                 {
3311                         disturb(FALSE, TRUE);
3312
3313                         switch (min / 15)
3314                         {
3315                         case 0:
3316                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3317                                 break;
3318
3319                         case 1:
3320                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3321                                 break;
3322
3323                         case 2:
3324                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3325                                 break;
3326
3327                         case 3:
3328                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3329                                 break;
3330                         }
3331                 }
3332
3333                 /* TY_CURSE activates at midnight! */
3334                 if (!hour && !min)
3335                 {
3336
3337                         disturb(TRUE, TRUE);
3338                         msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3339
3340                         if (p_ptr->wild_mode)
3341                         {
3342                                 /* Go into large wilderness view */
3343                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3344                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3345                                 change_wild_mode(TRUE);
3346
3347                                 /* Give first move to monsters */
3348                                 take_turn(p_ptr, 100);
3349
3350                         }
3351
3352                         p_ptr->invoking_midnight_curse = TRUE;
3353                 }
3354         }
3355
3356         process_world_aux_digestion();
3357         process_world_aux_hp_and_sp();
3358         process_world_aux_timeout();
3359         process_world_aux_light();
3360         process_world_aux_mutation();
3361         process_world_aux_curse();
3362         process_world_aux_recharge();
3363         sense_inventory1();
3364         sense_inventory2();
3365         process_world_aux_movement();
3366 }
3367
3368 /*!
3369  * @brief ウィザードモードへの導入処理
3370  * / Verify use of "wizard" mode
3371  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3372  */
3373 static bool enter_wizard_mode(void)
3374 {
3375         /* Ask first time */
3376         if (!p_ptr->noscore)
3377         {
3378                 /* Wizard mode is not permitted */
3379                 if (!allow_debug_opts || arg_wizard)
3380                 {
3381                         msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3382                         return FALSE;
3383                 }
3384
3385                 /* Mention effects */
3386                 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3387                 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3388                 msg_print(NULL);
3389
3390                 /* Verify request */
3391                 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3392                 {
3393                         return (FALSE);
3394                 }
3395
3396                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3397                 /* Mark savefile */
3398                 p_ptr->noscore |= 0x0002;
3399         }
3400
3401         /* Success */
3402         return (TRUE);
3403 }
3404
3405
3406 #ifdef ALLOW_WIZARD
3407
3408 /*!
3409  * @brief デバッグコマンドへの導入処理
3410  * / Verify use of "debug" commands
3411  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3412  */
3413 static bool enter_debug_mode(void)
3414 {
3415         /* Ask first time */
3416         if (!p_ptr->noscore)
3417         {
3418                 /* Debug mode is not permitted */
3419                 if (!allow_debug_opts)
3420                 {
3421                         msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3422                         return FALSE;
3423                 }
3424
3425                 /* Mention effects */
3426                 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3427                 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3428
3429                 msg_print(NULL);
3430
3431                 /* Verify request */
3432                 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3433                 {
3434                         return (FALSE);
3435                 }
3436
3437                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3438                 /* Mark savefile */
3439                 p_ptr->noscore |= 0x0008;
3440         }
3441
3442         /* Success */
3443         return (TRUE);
3444 }
3445
3446 /*
3447  * Hack -- Declare the Debug Routines
3448  */
3449 extern void do_cmd_debug(void);
3450
3451 #endif /* ALLOW_WIZARD */
3452
3453
3454 #ifdef ALLOW_BORG
3455
3456 /*!
3457  * @brief ボーグコマンドへの導入処理
3458  * / Verify use of "borg" commands
3459  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3460  */
3461 static bool enter_borg_mode(void)
3462 {
3463         /* Ask first time */
3464         if (!(p_ptr->noscore & 0x0010))
3465         {
3466                 /* Mention effects */
3467                 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3468                 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3469
3470                 msg_print(NULL);
3471
3472                 /* Verify request */
3473                 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3474                 {
3475                         return (FALSE);
3476                 }
3477
3478                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3479                 /* Mark savefile */
3480                 p_ptr->noscore |= 0x0010;
3481         }
3482
3483         /* Success */
3484         return (TRUE);
3485 }
3486
3487 /*
3488  * Hack -- Declare the Ben Borg
3489  */
3490 extern void do_cmd_borg(void);
3491
3492 #endif /* ALLOW_BORG */
3493
3494
3495 /*!
3496  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3497  * / Parse and execute the current command Give "Warning" on illegal commands.
3498  * @todo Make some "blocks"
3499  * @return なし
3500  */
3501 static void process_command(void)
3502 {
3503         COMMAND_CODE old_now_message = now_message;
3504
3505         /* Handle repeating the last command */
3506         repeat_check();
3507
3508         now_message = 0;
3509
3510         /* Sniper */
3511         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3512                 p_ptr->reset_concent = TRUE;
3513
3514         /* Parse the command */
3515         switch (command_cmd)
3516         {
3517                 /* Ignore */
3518                 case ESCAPE:
3519                 case ' ':
3520                 {
3521                         break;
3522                 }
3523
3524                 /* Ignore return */
3525                 case '\r':
3526                 case '\n':
3527                 {
3528                         break;
3529                 }
3530
3531                 /*** Wizard Commands ***/
3532
3533                 /* Toggle Wizard Mode */
3534                 case KTRL('W'):
3535                 {
3536                         if (p_ptr->wizard)
3537                         {
3538                                 p_ptr->wizard = FALSE;
3539                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3540                         }
3541                         else if (enter_wizard_mode())
3542                         {
3543                                 p_ptr->wizard = TRUE;
3544                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3545                         }
3546                         p_ptr->update |= (PU_MONSTERS);
3547                         p_ptr->redraw |= (PR_TITLE);
3548
3549                         break;
3550                 }
3551
3552
3553 #ifdef ALLOW_WIZARD
3554
3555                 /* Special "debug" commands */
3556                 case KTRL('A'):
3557                 {
3558                         if (enter_debug_mode())
3559                         {
3560                                 do_cmd_debug();
3561                         }
3562                         break;
3563                 }
3564
3565 #endif /* ALLOW_WIZARD */
3566
3567
3568 #ifdef ALLOW_BORG
3569
3570                 /* Special "borg" commands */
3571                 case KTRL('Z'):
3572                 {
3573                         if (enter_borg_mode())
3574                         {
3575                                 if (!p_ptr->wild_mode) do_cmd_borg();
3576                         }
3577                         break;
3578                 }
3579
3580 #endif /* ALLOW_BORG */
3581
3582
3583
3584                 /*** Inventory Commands ***/
3585
3586                 /* Wear/wield equipment */
3587                 case 'w':
3588                 {
3589                         if (!p_ptr->wild_mode) do_cmd_wield();
3590                         break;
3591                 }
3592
3593                 /* Take off equipment */
3594                 case 't':
3595                 {
3596                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3597                         break;
3598                 }
3599
3600                 /* Drop an item */
3601                 case 'd':
3602                 {
3603                         if (!p_ptr->wild_mode) do_cmd_drop();
3604                         break;
3605                 }
3606
3607                 /* Destroy an item */
3608                 case 'k':
3609                 {
3610                         do_cmd_destroy();
3611                         break;
3612                 }
3613
3614                 /* Equipment list */
3615                 case 'e':
3616                 {
3617                         do_cmd_equip();
3618                         break;
3619                 }
3620
3621                 /* Inventory list */
3622                 case 'i':
3623                 {
3624                         do_cmd_inven();
3625                         break;
3626                 }
3627
3628
3629                 /*** Various commands ***/
3630
3631                 /* Identify an object */
3632                 case 'I':
3633                 {
3634                         do_cmd_observe();
3635                         break;
3636                 }
3637
3638                 /* Hack -- toggle windows */
3639                 case KTRL('I'):
3640                 {
3641                         toggle_inven_equip();
3642                         break;
3643                 }
3644
3645
3646                 /*** Standard "Movement" Commands ***/
3647
3648                 /* Alter a grid */
3649                 case '+':
3650                 {
3651                         if (!p_ptr->wild_mode) do_cmd_alter();
3652                         break;
3653                 }
3654
3655                 /* Dig a tunnel */
3656                 case 'T':
3657                 {
3658                         if (!p_ptr->wild_mode) do_cmd_tunnel();
3659                         break;
3660                 }
3661
3662                 /* Move (usually pick up things) */
3663                 case ';':
3664                 {
3665                         do_cmd_walk(FALSE);
3666                         break;
3667                 }
3668
3669                 /* Move (usually do not pick up) */
3670                 case '-':
3671                 {
3672                         do_cmd_walk(TRUE);
3673                         break;
3674                 }
3675
3676
3677                 /*** Running, Resting, Searching, Staying */
3678
3679                 /* Begin Running -- Arg is Max Distance */
3680                 case '.':
3681                 {
3682                         if (!p_ptr->wild_mode) do_cmd_run();
3683                         break;
3684                 }
3685
3686                 /* Stay still (usually pick things up) */
3687                 case ',':
3688                 {
3689                         do_cmd_stay(always_pickup);
3690                         break;
3691                 }
3692
3693                 /* Stay still (usually do not pick up) */
3694                 case 'g':
3695                 {
3696                         do_cmd_stay(!always_pickup);
3697                         break;
3698                 }
3699
3700                 /* Rest -- Arg is time */
3701                 case 'R':
3702                 {
3703                         do_cmd_rest();
3704                         break;
3705                 }
3706
3707                 /* Search for traps/doors */
3708                 case 's':
3709                 {
3710                         do_cmd_search();
3711                         break;
3712                 }
3713
3714                 /* Toggle search mode */
3715                 case 'S':
3716                 {
3717                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3718                         else set_action(ACTION_SEARCH);
3719                         break;
3720                 }
3721
3722
3723                 /*** Stairs and Doors and Chests and Traps ***/
3724
3725                 /* Enter store */
3726                 case SPECIAL_KEY_STORE:
3727                 {
3728                         do_cmd_store();
3729                         break;
3730                 }
3731
3732                 /* Enter building -KMW- */
3733                 case SPECIAL_KEY_BUILDING:
3734                 {
3735                         do_cmd_bldg();
3736                         break;
3737                 }
3738
3739                 /* Enter quest level -KMW- */
3740                 case SPECIAL_KEY_QUEST:
3741                 {
3742                         do_cmd_quest();
3743                         break;
3744                 }
3745
3746                 /* Go up staircase */
3747                 case '<':
3748                 {
3749                         if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
3750                         {
3751                                 if (vanilla_town) break;
3752
3753                                 if (p_ptr->ambush_flag)
3754                                 {
3755                                         msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
3756                                         break;
3757                                 }
3758
3759                                 if (p_ptr->food < PY_FOOD_WEAK)
3760                                 {
3761                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
3762                                         break;
3763                                 }
3764
3765                                 change_wild_mode(FALSE);
3766                         }
3767                         else
3768                                 do_cmd_go_up(p_ptr);
3769                         break;
3770                 }
3771
3772                 /* Go down staircase */
3773                 case '>':
3774                 {
3775                         if (p_ptr->wild_mode)
3776                                 change_wild_mode(FALSE);
3777                         else
3778                                 do_cmd_go_down();
3779                         break;
3780                 }
3781
3782                 /* Open a door or chest */
3783                 case 'o':
3784                 {
3785                         do_cmd_open();
3786                         break;
3787                 }
3788
3789                 /* Close a door */
3790                 case 'c':
3791                 {
3792                         do_cmd_close();
3793                         break;
3794                 }
3795
3796                 /* Jam a door with spikes */
3797                 case 'j':
3798                 {
3799                         do_cmd_spike();
3800                         break;
3801                 }
3802
3803                 /* Bash a door */
3804                 case 'B':
3805                 {
3806                         do_cmd_bash();
3807                         break;
3808                 }
3809
3810                 /* Disarm a trap or chest */
3811                 case 'D':
3812                 {
3813                         do_cmd_disarm();
3814                         break;
3815                 }
3816
3817
3818                 /*** Magic and Prayers ***/
3819
3820                 /* Gain new spells/prayers */
3821                 case 'G':
3822                 {
3823                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3824                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
3825                         else if (p_ptr->pclass == CLASS_SAMURAI)
3826                                 do_cmd_gain_hissatsu();
3827                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3828                                 import_magic_device();
3829                         else
3830                                 do_cmd_study();
3831                         break;
3832                 }
3833
3834                 /* Browse a book */
3835                 case 'b':
3836                 {
3837                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
3838                              (p_ptr->pclass == CLASS_BERSERKER) ||
3839                              (p_ptr->pclass == CLASS_NINJA) ||
3840                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
3841                              ) do_cmd_mind_browse();
3842                         else if (p_ptr->pclass == CLASS_SMITH)
3843                                 do_cmd_kaji(TRUE);
3844                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3845                                 do_cmd_magic_eater(TRUE, FALSE);
3846                         else if (p_ptr->pclass == CLASS_SNIPER)
3847                                 do_cmd_snipe_browse();
3848                         else do_cmd_browse();
3849                         break;
3850                 }
3851
3852                 /* Cast a spell */
3853                 case 'm':
3854                 {
3855                         /* -KMW- */
3856                         if (!p_ptr->wild_mode)
3857                         {
3858                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
3859                                 {
3860                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
3861                                 }
3862                                 else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
3863                                 {
3864                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
3865                                         msg_print(NULL);
3866                                 }
3867                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
3868                                 {
3869                                         concptr which_power = _("魔法", "magic");
3870                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
3871                                                 which_power = _("超能力", "psionic powers");
3872                                         else if (p_ptr->pclass == CLASS_IMITATOR)
3873                                                 which_power = _("ものまね", "imitation");
3874                                         else if (p_ptr->pclass == CLASS_SAMURAI)
3875                                                 which_power = _("必殺剣", "hissatsu");
3876                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
3877                                                 which_power = _("鏡魔法", "mirror magic");
3878                                         else if (p_ptr->pclass == CLASS_NINJA)
3879                                                 which_power = _("忍術", "ninjutsu");
3880                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
3881                                                 which_power = _("祈り", "prayer");
3882
3883                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
3884                                         free_turn(p_ptr);
3885                                 }
3886                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
3887                                 {
3888                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
3889                                         free_turn(p_ptr);
3890                                 }
3891                                 else
3892                                 {
3893                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3894                                             (p_ptr->pclass == CLASS_BERSERKER) ||
3895                                             (p_ptr->pclass == CLASS_NINJA) ||
3896                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
3897                                             )
3898                                                 do_cmd_mind();
3899                                         else if (p_ptr->pclass == CLASS_IMITATOR)
3900                                                 do_cmd_mane(FALSE);
3901                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3902                                                 do_cmd_magic_eater(FALSE, FALSE);
3903                                         else if (p_ptr->pclass == CLASS_SAMURAI)
3904                                                 do_cmd_hissatsu();
3905                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
3906                                                 do_cmd_cast_learned();
3907                                         else if (p_ptr->pclass == CLASS_SMITH)
3908                                                 do_cmd_kaji(FALSE);
3909                                         else if (p_ptr->pclass == CLASS_SNIPER)
3910                                                 do_cmd_snipe();
3911                                         else
3912                                                 do_cmd_cast();
3913                                 }
3914                         }
3915                         break;
3916                 }
3917
3918                 /* Issue a pet command */
3919                 case 'p':
3920                 {
3921                         do_cmd_pet();
3922                         break;
3923                 }
3924
3925                 /*** Use various objects ***/
3926
3927                 /* Inscribe an object */
3928                 case '{':
3929                 {
3930                         do_cmd_inscribe();
3931                         break;
3932                 }
3933
3934                 /* Uninscribe an object */
3935                 case '}':
3936                 {
3937                         do_cmd_uninscribe();
3938                         break;
3939                 }
3940
3941                 /* Activate an artifact */
3942                 case 'A':
3943                 {
3944                         do_cmd_activate(p_ptr);
3945                         break;
3946                 }
3947
3948                 /* Eat some food */
3949                 case 'E':
3950                 {
3951                         do_cmd_eat_food();
3952                         break;
3953                 }
3954
3955                 /* Fuel your lantern/torch */
3956                 case 'F':
3957                 {
3958                         do_cmd_refill();
3959                         break;
3960                 }
3961
3962                 /* Fire an item */
3963                 case 'f':
3964                 {
3965                         do_cmd_fire(SP_NONE);
3966                         break;
3967                 }
3968
3969                 /* Throw an item */
3970                 case 'v':
3971                 {
3972                         do_cmd_throw(1, FALSE, -1);
3973                         break;
3974                 }
3975
3976                 /* Aim a wand */
3977                 case 'a':
3978                 {
3979                         do_cmd_aim_wand();
3980                         break;
3981                 }
3982
3983                 /* Zap a rod */
3984                 case 'z':
3985                 {
3986                         if (use_command && rogue_like_commands)
3987                         {
3988                                 do_cmd_use();
3989                         }
3990                         else
3991                         {
3992                                 do_cmd_zap_rod();
3993                         }
3994                         break;
3995                 }
3996
3997                 /* Quaff a potion */
3998                 case 'q':
3999                 {
4000                         do_cmd_quaff_potion();
4001                         break;
4002                 }
4003
4004                 /* Read a scroll */
4005                 case 'r':
4006                 {
4007                         do_cmd_read_scroll();
4008                         break;
4009                 }
4010
4011                 /* Use a staff */
4012                 case 'u':
4013                 {
4014                         if (use_command && !rogue_like_commands)
4015                                 do_cmd_use();
4016                         else
4017                                 do_cmd_use_staff();
4018                         break;
4019                 }
4020
4021                 /* Use racial power */
4022                 case 'U':
4023                 {
4024                         do_cmd_racial_power();
4025                         break;
4026                 }
4027
4028
4029                 /*** Looking at Things (nearby or on map) ***/
4030
4031                 /* Full dungeon map */
4032                 case 'M':
4033                 {
4034                         do_cmd_view_map();
4035                         break;
4036                 }
4037
4038                 /* Locate player on map */
4039                 case 'L':
4040                 {
4041                         do_cmd_locate();
4042                         break;
4043                 }
4044
4045                 /* Look around */
4046                 case 'l':
4047                 {
4048                         do_cmd_look();
4049                         break;
4050                 }
4051
4052                 /* Target monster or location */
4053                 case '*':
4054                 {
4055                         do_cmd_target();
4056                         break;
4057                 }
4058
4059
4060
4061                 /*** Help and Such ***/
4062
4063                 /* Help */
4064                 case '?':
4065                 {
4066                         do_cmd_help();
4067                         break;
4068                 }
4069
4070                 /* Identify symbol */
4071                 case '/':
4072                 {
4073                         do_cmd_query_symbol();
4074                         break;
4075                 }
4076
4077                 /* Character description */
4078                 case 'C':
4079                 {
4080                         do_cmd_player_status();
4081                         break;
4082                 }
4083
4084
4085                 /*** System Commands ***/
4086
4087                 /* Hack -- User interface */
4088                 case '!':
4089                 {
4090                         (void)Term_user(0);
4091                         break;
4092                 }
4093
4094                 /* Single line from a pref file */
4095                 case '"':
4096                 {
4097                         do_cmd_pref();
4098                         break;
4099                 }
4100
4101                 case '$':
4102                 {
4103                         do_cmd_reload_autopick();
4104                         break;
4105                 }
4106
4107                 case '_':
4108                 {
4109                         do_cmd_edit_autopick();
4110                         break;
4111                 }
4112
4113                 /* Interact with macros */
4114                 case '@':
4115                 {
4116                         do_cmd_macros();
4117                         break;
4118                 }
4119
4120                 /* Interact with visuals */
4121                 case '%':
4122                 {
4123                         do_cmd_visuals();
4124                         do_cmd_redraw();
4125                         break;
4126                 }
4127
4128                 /* Interact with colors */
4129                 case '&':
4130                 {
4131                         do_cmd_colors();
4132                         do_cmd_redraw();
4133                         break;
4134                 }
4135
4136                 /* Interact with options */
4137                 case '=':
4138                 {
4139                         do_cmd_options();
4140                         (void)combine_and_reorder_home(STORE_HOME);
4141                         do_cmd_redraw();
4142                         break;
4143                 }
4144
4145                 /*** Misc Commands ***/
4146
4147                 /* Take notes */
4148                 case ':':
4149                 {
4150                         do_cmd_note();
4151                         break;
4152                 }
4153
4154                 /* Version info */
4155                 case 'V':
4156                 {
4157                         do_cmd_version();
4158                         break;
4159                 }
4160
4161                 /* Repeat level feeling */
4162                 case KTRL('F'):
4163                 {
4164                         do_cmd_feeling();
4165                         break;
4166                 }
4167
4168                 /* Show previous message */
4169                 case KTRL('O'):
4170                 {
4171                         do_cmd_message_one();
4172                         break;
4173                 }
4174
4175                 /* Show previous messages */
4176                 case KTRL('P'):
4177                 {
4178                         do_cmd_messages(old_now_message);
4179                         break;
4180                 }
4181
4182                 /* Show quest status -KMW- */
4183                 case KTRL('Q'):
4184                 {
4185                         do_cmd_checkquest();
4186                         break;
4187                 }
4188
4189                 /* Redraw the screen */
4190                 case KTRL('R'):
4191                 {
4192                         now_message = old_now_message;
4193                         do_cmd_redraw();
4194                         break;
4195                 }
4196
4197 #ifndef VERIFY_SAVEFILE
4198
4199                 /* Hack -- Save and don't quit */
4200                 case KTRL('S'):
4201                 {
4202                         do_cmd_save_game(FALSE);
4203                         break;
4204                 }
4205
4206 #endif /* VERIFY_SAVEFILE */
4207
4208                 case KTRL('T'):
4209                 {
4210                         do_cmd_time();
4211                         break;
4212                 }
4213
4214                 /* Save and quit */
4215                 case KTRL('X'):
4216                 case SPECIAL_KEY_QUIT:
4217                 {
4218                         do_cmd_save_and_exit();
4219                         break;
4220                 }
4221
4222                 /* Quit (commit suicide) */
4223                 case 'Q':
4224                 {
4225                         do_cmd_suicide();
4226                         break;
4227                 }
4228
4229                 case '|':
4230                 {
4231                         do_cmd_nikki();
4232                         break;
4233                 }
4234
4235                 /* Check artifacts, uniques, objects */
4236                 case '~':
4237                 {
4238                         do_cmd_knowledge();
4239                         break;
4240                 }
4241
4242                 /* Load "screen dump" */
4243                 case '(':
4244                 {
4245                         do_cmd_load_screen();
4246                         break;
4247                 }
4248
4249                 /* Save "screen dump" */
4250                 case ')':
4251                 {
4252                         do_cmd_save_screen();
4253                         break;
4254                 }
4255
4256                 /* Record/stop "Movie" */
4257                 case ']':
4258                 {
4259                         prepare_movie_hooks();
4260                         break;
4261                 }
4262
4263                 /* Make random artifact list */
4264                 case KTRL('V'):
4265                 {
4266                         spoil_random_artifact("randifact.txt");
4267                         break;
4268                 }
4269
4270 #ifdef TRAVEL
4271                 case '`':
4272                 {
4273                         if (!p_ptr->wild_mode) do_cmd_travel();
4274                         if (p_ptr->special_defense & KATA_MUSOU)
4275                         {
4276                                 set_action(ACTION_NONE);
4277                         }
4278                         break;
4279                 }
4280 #endif
4281
4282                 /* Hack -- Unknown command */
4283                 default:
4284                 {
4285                         if (flush_failure) flush();
4286                         if (one_in_(2))
4287                         {
4288                                 char error_m[1024];
4289                                 sound(SOUND_ILLEGAL);
4290                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4291                                         msg_print(error_m);
4292                         }
4293                         else
4294                         {
4295                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4296                         }
4297
4298                         break;
4299                 }
4300         }
4301         if (!p_ptr->energy_use && !now_message)
4302                 now_message = old_now_message;
4303 }
4304
4305 /*!
4306  * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4307  * @return なし
4308  */
4309 static void pack_overflow(void)
4310 {
4311         if (p_ptr->inventory_list[INVEN_PACK].k_idx)
4312         {
4313                 GAME_TEXT o_name[MAX_NLEN];
4314                 object_type *o_ptr;
4315
4316                 /* Is auto-destroy done? */
4317                 update_creature(p_ptr);
4318                 if (!p_ptr->inventory_list[INVEN_PACK].k_idx) return;
4319
4320                 /* Access the slot to be dropped */
4321                 o_ptr = &p_ptr->inventory_list[INVEN_PACK];
4322
4323                 disturb(FALSE, TRUE);
4324
4325                 /* Warning */
4326                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4327                 object_desc(o_name, o_ptr, 0);
4328
4329                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4330
4331                 /* Drop it (carefully) near the player */
4332                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4333
4334                 /* Modify, Describe, Optimize */
4335                 inven_item_increase(INVEN_PACK, -255);
4336                 inven_item_describe(INVEN_PACK);
4337                 inven_item_optimize(INVEN_PACK);
4338
4339                 handle_stuff();
4340         }
4341 }
4342
4343 /*!
4344  * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理  / process the effects per 100 energy at player speed.
4345  * @return なし
4346  */
4347 static void process_upkeep_with_speed(void)
4348 {
4349         /* Give the player some energy */
4350         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4351         {
4352                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4353         }
4354         
4355         /* No current_world_ptr->game_turn yet */
4356         if (p_ptr->enchant_energy_need > 0) return;
4357         
4358         while (p_ptr->enchant_energy_need <= 0)
4359         {
4360                 /* Handle the player song */
4361                 if (!load) check_music();
4362
4363                 /* Hex - Handle the hex spells */
4364                 if (!load) check_hex();
4365                 if (!load) revenge_spell();
4366                 
4367                 /* There is some randomness of needed energy */
4368                 p_ptr->enchant_energy_need += ENERGY_NEED();
4369         }
4370 }
4371
4372 static void process_fishing(void)
4373 {
4374         Term_xtra(TERM_XTRA_DELAY, 10);
4375         if (one_in_(1000))
4376         {
4377                 MONRACE_IDX r_idx;
4378                 bool success = FALSE;
4379                 get_mon_num_prep(monster_is_fishing_target, NULL);
4380                 r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4381                 msg_print(NULL);
4382                 if (r_idx && one_in_(2))
4383                 {
4384                         POSITION y, x;
4385                         y = p_ptr->y + ddy[p_ptr->fishing_dir];
4386                         x = p_ptr->x + ddx[p_ptr->fishing_dir];
4387                         if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4388                         {
4389                                 GAME_TEXT m_name[MAX_NLEN];
4390                                 monster_desc(m_name, &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
4391                                 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4392                                 success = TRUE;
4393                         }
4394                 }
4395                 if (!success)
4396                 {
4397                         msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4398                 }
4399                 disturb(FALSE, TRUE);
4400         }
4401 }
4402
4403 /*!
4404  * @brief プレイヤーの行動処理 / Process the player
4405  * @return なし
4406  * @note
4407  * Notice the annoying code to handle "pack overflow", which\n
4408  * must come first just in case somebody manages to corrupt\n
4409  * the savefiles by clever use of menu commands or something.\n
4410  */
4411 static void process_player(void)
4412 {
4413         MONSTER_IDX m_idx;
4414
4415         /*** Apply energy ***/
4416
4417         if (p_ptr->hack_mutation)
4418         {
4419                 msg_print(_("何か変わった気がする!", "You feel different!"));
4420
4421                 (void)gain_mutation(p_ptr, 0);
4422                 p_ptr->hack_mutation = FALSE;
4423         }
4424
4425         if (p_ptr->invoking_midnight_curse)
4426         {
4427                 int count = 0;
4428                 activate_ty_curse(FALSE, &count);
4429                 p_ptr->invoking_midnight_curse = FALSE;
4430         }
4431
4432         if (p_ptr->inside_battle)
4433         {
4434                 for(m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
4435                 {
4436                         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
4437
4438                         if (!monster_is_valid(m_ptr)) continue;
4439
4440                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4441                         update_monster(m_idx, FALSE);
4442                 }
4443                 prt_time();
4444         }
4445
4446         /* Give the player some energy */
4447         else if (!(load && p_ptr->energy_need <= 0))
4448         {
4449                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4450         }
4451
4452         /* No current_world_ptr->game_turn yet */
4453         if (p_ptr->energy_need > 0) return;
4454         if (!command_rep) prt_time();
4455
4456         /*** Check for interupts ***/
4457
4458         /* Complete resting */
4459         if (p_ptr->resting < 0)
4460         {
4461                 /* Basic resting */
4462                 if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
4463                 {
4464                         /* Stop resting */
4465                         if ((p_ptr->chp == p_ptr->mhp) &&
4466                             (p_ptr->csp >= p_ptr->msp))
4467                         {
4468                                 set_action(ACTION_NONE);
4469                         }
4470                 }
4471
4472                 /* Complete resting */
4473                 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
4474                 {
4475                         /* Stop resting */
4476                         if ((p_ptr->chp == p_ptr->mhp) &&
4477                             (p_ptr->csp >= p_ptr->msp) &&
4478                             !p_ptr->blind && !p_ptr->confused &&
4479                             !p_ptr->poisoned && !p_ptr->afraid &&
4480                             !p_ptr->stun && !p_ptr->cut &&
4481                             !p_ptr->slow && !p_ptr->paralyzed &&
4482                             !p_ptr->image && !p_ptr->word_recall &&
4483                             !p_ptr->alter_reality)
4484                         {
4485                                 set_action(ACTION_NONE);
4486                         }
4487                 }
4488         }
4489
4490         if (p_ptr->action == ACTION_FISH) process_fishing();
4491
4492         /* Handle "abort" */
4493         if (check_abort)
4494         {
4495                 /* Check for "player abort" (semi-efficiently for resting) */
4496                 if (p_ptr->running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4497                 {
4498                         /* Do not wait */
4499                         inkey_scan = TRUE;
4500
4501                         /* Check for a key */
4502                         if (inkey())
4503                         {
4504                                 flush(); /* Flush input */
4505
4506                                 disturb(FALSE, TRUE);
4507
4508                                 /* Hack -- Show a Message */
4509                                 msg_print(_("中断しました。", "Canceled."));
4510                         }
4511                 }
4512         }
4513
4514         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4515         {
4516                 monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
4517                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4518
4519                 if (MON_CSLEEP(m_ptr))
4520                 {
4521                         GAME_TEXT m_name[MAX_NLEN];
4522
4523                         /* Recover fully */
4524                         (void)set_monster_csleep(p_ptr->riding, 0);
4525                         monster_desc(m_name, m_ptr, 0);
4526                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4527                 }
4528
4529                 if (MON_STUNNED(m_ptr))
4530                 {
4531                         /* Hack -- Recover from stun */
4532                         if (set_monster_stunned(p_ptr->riding,
4533                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4534                         {
4535                                 GAME_TEXT m_name[MAX_NLEN];
4536                                 monster_desc(m_name, m_ptr, 0);
4537                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4538                         }
4539                 }
4540
4541                 if (MON_CONFUSED(m_ptr))
4542                 {
4543                         /* Hack -- Recover from confusion */
4544                         if (set_monster_confused(p_ptr->riding,
4545                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4546                         {
4547                                 GAME_TEXT m_name[MAX_NLEN];
4548                                 monster_desc(m_name, m_ptr, 0);
4549                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4550                         }
4551                 }
4552
4553                 if (MON_MONFEAR(m_ptr))
4554                 {
4555                         /* Hack -- Recover from fear */
4556                         if(set_monster_monfear(p_ptr->riding,
4557                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4558                         {
4559                                 GAME_TEXT m_name[MAX_NLEN];
4560                                 monster_desc(m_name, m_ptr, 0);
4561                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4562                         }
4563                 }
4564
4565                 handle_stuff();
4566         }
4567         
4568         load = FALSE;
4569
4570         /* Fast */
4571         if (p_ptr->lightspeed)
4572         {
4573                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4574         }
4575         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4576         {
4577                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4578                 else P_PTR_KI -= 40;
4579                 p_ptr->update |= (PU_BONUS);
4580         }
4581         if (p_ptr->action == ACTION_LEARN)
4582         {
4583                 s32b cost = 0L;
4584                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4585
4586                 /* Convert the unit (1/2^16) to (1/2^32) */
4587                 s64b_LSHIFT(cost, cost_frac, 16);
4588  
4589                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4590                 {
4591                         /* Mana run out */
4592                         p_ptr->csp = 0;
4593                         p_ptr->csp_frac = 0;
4594                         set_action(ACTION_NONE);
4595                 }
4596                 else
4597                 {
4598                         /* Reduce mana */
4599                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4600                 }
4601                 p_ptr->redraw |= PR_MANA;
4602         }
4603
4604         if (p_ptr->special_defense & KATA_MASK)
4605         {
4606                 if (p_ptr->special_defense & KATA_MUSOU)
4607                 {
4608                         if (p_ptr->csp < 3)
4609                         {
4610                                 set_action(ACTION_NONE);
4611                         }
4612                         else
4613                         {
4614                                 p_ptr->csp -= 2;
4615                                 p_ptr->redraw |= (PR_MANA);
4616                         }
4617                 }
4618         }
4619
4620         /*** Handle actual user input ***/
4621
4622         /* Repeat until out of energy */
4623         while (p_ptr->energy_need <= 0)
4624         {
4625                 p_ptr->window |= PW_PLAYER;
4626                 p_ptr->sutemi = FALSE;
4627                 p_ptr->counter = FALSE;
4628                 p_ptr->now_damaged = FALSE;
4629
4630                 handle_stuff();
4631
4632                 /* Place the cursor on the player */
4633                 move_cursor_relative(p_ptr->y, p_ptr->x);
4634
4635                 /* Refresh (optional) */
4636                 if (fresh_before) Term_fresh();
4637
4638                 /* Hack -- Pack Overflow */
4639                 pack_overflow();
4640
4641                 /* Hack -- cancel "lurking browse mode" */
4642                 if (!command_new) command_see = FALSE;
4643
4644                 /* Assume free current_world_ptr->game_turn */
4645                 free_turn(p_ptr);
4646
4647                 if (p_ptr->inside_battle)
4648                 {
4649                         /* Place the cursor on the player */
4650                         move_cursor_relative(p_ptr->y, p_ptr->x);
4651
4652                         command_cmd = SPECIAL_KEY_BUILDING;
4653
4654                         /* Process the command */
4655                         process_command();
4656                 }
4657
4658                 /* Paralyzed or Knocked Out */
4659                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4660                 {
4661                         take_turn(p_ptr, 100);
4662                 }
4663
4664                 /* Resting */
4665                 else if (p_ptr->action == ACTION_REST)
4666                 {
4667                         /* Timed rest */
4668                         if (p_ptr->resting > 0)
4669                         {
4670                                 /* Reduce rest count */
4671                                 p_ptr->resting--;
4672
4673                                 if (!p_ptr->resting) set_action(ACTION_NONE);
4674                                 p_ptr->redraw |= (PR_STATE);
4675                         }
4676
4677                         take_turn(p_ptr, 100);
4678                 }
4679
4680                 /* Fishing */
4681                 else if (p_ptr->action == ACTION_FISH)
4682                 {
4683                         take_turn(p_ptr, 100);
4684                 }
4685
4686                 /* Running */
4687                 else if (p_ptr->running)
4688                 {
4689                         /* Take a step */
4690                         run_step(0);
4691                 }
4692
4693 #ifdef TRAVEL
4694                 /* Traveling */
4695                 else if (travel.run)
4696                 {
4697                         /* Take a step */
4698                         travel_step();
4699                 }
4700 #endif
4701
4702                 /* Repeated command */
4703                 else if (command_rep)
4704                 {
4705                         /* Count this execution */
4706                         command_rep--;
4707
4708                         p_ptr->redraw |= (PR_STATE);
4709                         handle_stuff();
4710
4711                         /* Hack -- Assume messages were seen */
4712                         msg_flag = FALSE;
4713
4714                         /* Clear the top line */
4715                         prt("", 0, 0);
4716
4717                         /* Process the command */
4718                         process_command();
4719                 }
4720
4721                 /* Normal command */
4722                 else
4723                 {
4724                         /* Place the cursor on the player */
4725                         move_cursor_relative(p_ptr->y, p_ptr->x);
4726
4727                         can_save = TRUE;
4728                         /* Get a command (normal) */
4729                         request_command(FALSE);
4730                         can_save = FALSE;
4731
4732                         /* Process the command */
4733                         process_command();
4734                 }
4735
4736                 /* Hack -- Pack Overflow */
4737                 pack_overflow();
4738
4739                 /*** Clean up ***/
4740
4741                 /* Significant */
4742                 if (p_ptr->energy_use)
4743                 {
4744                         /* Use some energy */
4745                         if (p_ptr->timewalk || p_ptr->energy_use > 400)
4746                         {
4747                                 /* The Randomness is irrelevant */
4748                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
4749                         }
4750                         else
4751                         {
4752                                 /* There is some randomness of needed energy */
4753                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
4754                         }
4755
4756                         /* Hack -- constant hallucination */
4757                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
4758
4759                         /* Shimmer multi-hued monsters */
4760                         for (m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
4761                         {
4762                                 monster_type *m_ptr;
4763                                 monster_race *r_ptr;
4764
4765                                 m_ptr = &current_floor_ptr->m_list[m_idx];
4766                                 if (!monster_is_valid(m_ptr)) continue;
4767
4768                                 /* Skip unseen monsters */
4769                                 if (!m_ptr->ml) continue;
4770
4771                                 /* Access the monster race */
4772                                 r_ptr = &r_info[m_ptr->ap_r_idx];
4773
4774                                 /* Skip non-multi-hued monsters */
4775                                 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
4776                                         continue;
4777
4778                                 /* Redraw regardless */
4779                                 lite_spot(m_ptr->fy, m_ptr->fx);
4780                         }
4781
4782
4783                         /* Handle monster detection */
4784                         if (repair_monsters)
4785                         {
4786                                 /* Reset the flag */
4787                                 repair_monsters = FALSE;
4788
4789                                 /* Rotate detection flags */
4790                                 for (m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
4791                                 {
4792                                         monster_type *m_ptr;
4793                                         m_ptr = &current_floor_ptr->m_list[m_idx];
4794                                         if (!monster_is_valid(m_ptr)) continue;
4795
4796                                         /* Nice monsters get mean */
4797                                         if (m_ptr->mflag & MFLAG_NICE)
4798                                         {
4799                                                 /* Nice monsters get mean */
4800                                                 m_ptr->mflag &= ~(MFLAG_NICE);
4801                                         }
4802
4803                                         /* Handle memorized monsters */
4804                                         if (m_ptr->mflag2 & MFLAG2_MARK)
4805                                         {
4806                                                 /* Maintain detection */
4807                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
4808                                                 {
4809                                                         /* Forget flag */
4810                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
4811
4812                                                         /* Still need repairs */
4813                                                         repair_monsters = TRUE;
4814                                                 }
4815
4816                                                 /* Remove detection */
4817                                                 else
4818                                                 {
4819                                                         /* Forget flag */
4820                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
4821
4822                                                         /* Assume invisible */
4823                                                         m_ptr->ml = FALSE;
4824                                                         update_monster(m_idx, FALSE);
4825
4826                                                         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4827                                                         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4828
4829                                                         /* Redraw regardless */
4830                                                         lite_spot(m_ptr->fy, m_ptr->fx);
4831                                                 }
4832                                         }
4833                                 }
4834                         }
4835                         if (p_ptr->pclass == CLASS_IMITATOR)
4836                         {
4837                                 int j;
4838                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
4839                                 {
4840                                         p_ptr->mane_num--;
4841                                         for (j = 0; j < p_ptr->mane_num; j++)
4842                                         {
4843                                                 p_ptr->mane_spell[j] = p_ptr->mane_spell[j + 1];
4844                                                 p_ptr->mane_dam[j] = p_ptr->mane_dam[j + 1];
4845                                         }
4846                                 }
4847                                 p_ptr->new_mane = FALSE;
4848                                 p_ptr->redraw |= (PR_IMITATION);
4849                         }
4850                         if (p_ptr->action == ACTION_LEARN)
4851                         {
4852                                 p_ptr->new_mane = FALSE;
4853                                 p_ptr->redraw |= (PR_STATE);
4854                         }
4855
4856                         if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
4857                         {
4858
4859                                 p_ptr->redraw |= (PR_MAP);
4860                                 p_ptr->update |= (PU_MONSTERS);
4861                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4862
4863                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4864                                 msg_print(NULL);
4865                                 p_ptr->timewalk = FALSE;
4866                                 p_ptr->energy_need = ENERGY_NEED();
4867
4868                                 handle_stuff();
4869                         }
4870                 }
4871
4872                 /* Hack -- notice death */
4873                 if (!p_ptr->playing || p_ptr->is_dead)
4874                 {
4875                         p_ptr->timewalk = FALSE;
4876                         break;
4877                 }
4878
4879                 /* Sniper */
4880                 if (p_ptr->energy_use && p_ptr->reset_concent) reset_concentration(TRUE);
4881
4882                 /* Handle "leaving" */
4883                 if (p_ptr->leaving) break;
4884         }
4885
4886         /* Update scent trail */
4887         update_smell();
4888 }
4889
4890 /*!
4891  * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
4892  * @return なし
4893  * @details
4894  * <p>
4895  * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
4896  * ゲームを終了するかのいずれかまでループする。
4897  * </p>
4898  * <p>
4899  * This function will not exit until the level is completed,\n
4900  * the user dies, or the game is terminated.\n
4901  * </p>
4902  */
4903 static void dungeon(bool load_game)
4904 {
4905         int quest_num = 0;
4906
4907         /* Set the base level */
4908         current_floor_ptr->base_level = current_floor_ptr->dun_level;
4909
4910         /* Reset various flags */
4911         current_world_ptr->is_loading_now = FALSE;
4912
4913         /* Not leaving */
4914         p_ptr->leaving = FALSE;
4915
4916         /* Reset the "command" vars */
4917         command_cmd = 0;
4918
4919 #if 0 /* Don't reset here --- It's used for Arena */
4920         command_new = 0;
4921 #endif
4922
4923         command_rep = 0;
4924         command_arg = 0;
4925         command_dir = 0;
4926
4927
4928         /* Cancel the target */
4929         target_who = 0;
4930         p_ptr->pet_t_m_idx = 0;
4931         p_ptr->riding_t_m_idx = 0;
4932         p_ptr->ambush_flag = FALSE;
4933
4934         /* Cancel the health bar */
4935         health_track(0);
4936
4937         /* Check visual effects */
4938         repair_monsters = TRUE;
4939         repair_objects = TRUE;
4940
4941
4942         disturb(TRUE, TRUE);
4943
4944         /* Get index of current quest (if any) */
4945         quest_num = quest_number(current_floor_ptr->dun_level);
4946
4947         /* Inside a quest? */
4948         if (quest_num)
4949         {
4950                 /* Mark the quest monster */
4951                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
4952         }
4953
4954         /* Track maximum player level */
4955         if (p_ptr->max_plv < p_ptr->lev)
4956         {
4957                 p_ptr->max_plv = p_ptr->lev;
4958         }
4959
4960
4961         /* Track maximum dungeon level (if not in quest -KMW-) */
4962         if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
4963         {
4964                 max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
4965                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
4966         }
4967
4968         (void)calculate_upkeep();
4969
4970         /* Validate the panel */
4971         panel_bounds_center();
4972
4973         /* Verify the panel */
4974         verify_panel();
4975
4976         msg_erase();
4977
4978
4979         /* Enter "xtra" mode */
4980         current_world_ptr->character_xtra = TRUE;
4981
4982         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
4983         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4984         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
4985
4986         handle_stuff();
4987
4988         /* Leave "xtra" mode */
4989         current_world_ptr->character_xtra = FALSE;
4990
4991         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4992         p_ptr->update |= (PU_COMBINE | PU_REORDER);
4993         handle_stuff();
4994         Term_fresh();
4995
4996         if (quest_num && (is_fixed_quest_idx(quest_num) &&
4997             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
4998             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
4999
5000         if (p_ptr->inside_battle)
5001         {
5002                 if (load_game)
5003                 {
5004                         p_ptr->energy_need = 0;
5005                         update_gambling_monsters();
5006                 }
5007                 else
5008                 {
5009                         msg_print(_("試合開始!", "Ready..Fight!"));
5010                         msg_print(NULL);
5011                 }
5012         }
5013
5014         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5015                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5016
5017         /* Hack -- notice death or departure */
5018         if (!p_ptr->playing || p_ptr->is_dead) return;
5019
5020         /* Print quest message if appropriate */
5021         if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
5022         {
5023                 quest_discovery(random_quest_number(current_floor_ptr->dun_level));
5024                 p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
5025         }
5026         if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
5027         {
5028                 if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
5029 #ifdef JP
5030                         msg_format("この階には%sの主である%sが棲んでいる。",
5031                                    d_name+d_info[p_ptr->dungeon_idx].name, 
5032                                    r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
5033 #else
5034                         msg_format("%^s lives in this level as the keeper of %s.",
5035                                            r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name, 
5036                                            d_name+d_info[p_ptr->dungeon_idx].name);
5037 #endif
5038         }
5039
5040         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5041
5042         /*** Process this dungeon level ***/
5043
5044         /* Reset the monster generation level */
5045         current_floor_ptr->monster_level = current_floor_ptr->base_level;
5046
5047         /* Reset the object generation level */
5048         current_floor_ptr->object_level = current_floor_ptr->base_level;
5049
5050         current_world_ptr->is_loading_now = TRUE;
5051
5052         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5053             (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5054                 p_ptr->energy_need = 0;
5055
5056         /* Not leaving dungeon */
5057         p_ptr->leaving_dungeon = FALSE;
5058
5059         /* Initialize monster process */
5060         mproc_init();
5061
5062         /* Main loop */
5063         while (TRUE)
5064         {
5065                 /* Hack -- Compact the monster list occasionally */
5066                 if ((current_floor_ptr->m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5067
5068                 /* Hack -- Compress the monster list occasionally */
5069                 if ((current_floor_ptr->m_cnt + 32 < current_floor_ptr->m_max) && !p_ptr->inside_battle) compact_monsters(0);
5070
5071
5072                 /* Hack -- Compact the object list occasionally */
5073                 if (current_floor_ptr->o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
5074
5075                 /* Hack -- Compress the object list occasionally */
5076                 if (current_floor_ptr->o_cnt + 32 < current_floor_ptr->o_max) compact_objects(0);
5077
5078                 /* Process the player */
5079                 process_player();
5080                 process_upkeep_with_speed();
5081
5082                 handle_stuff();
5083
5084                 /* Hack -- Hilite the player */
5085                 move_cursor_relative(p_ptr->y, p_ptr->x);
5086
5087                 /* Optional fresh */
5088                 if (fresh_after) Term_fresh();
5089
5090                 /* Hack -- Notice death or departure */
5091                 if (!p_ptr->playing || p_ptr->is_dead) break;
5092
5093                 /* Process all of the monsters */
5094                 process_monsters();
5095
5096                 handle_stuff();
5097
5098                 /* Hack -- Hilite the player */
5099                 move_cursor_relative(p_ptr->y, p_ptr->x);
5100
5101                 /* Optional fresh */
5102                 if (fresh_after) Term_fresh();
5103
5104                 /* Hack -- Notice death or departure */
5105                 if (!p_ptr->playing || p_ptr->is_dead) break;
5106
5107                 /* Process the world */
5108                 process_world();
5109
5110                 handle_stuff();
5111
5112                 /* Hack -- Hilite the player */
5113                 move_cursor_relative(p_ptr->y, p_ptr->x);
5114
5115                 /* Optional fresh */
5116                 if (fresh_after) Term_fresh();
5117
5118                 /* Hack -- Notice death or departure */
5119                 if (!p_ptr->playing || p_ptr->is_dead) break;
5120
5121                 /* Count game turns */
5122                 current_world_ptr->game_turn++;
5123
5124                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
5125                 {
5126                         if (!p_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
5127                         else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
5128                 }
5129
5130                 prevent_turn_overflow();
5131
5132                 /* Handle "leaving" */
5133                 if (p_ptr->leaving) break;
5134
5135                 if (wild_regen) wild_regen--;
5136         }
5137
5138         /* Inside a quest and non-unique questor? */
5139         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5140         {
5141                 /* Un-mark the quest monster */
5142                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5143         }
5144
5145         /* Not save-and-quit and not dead? */
5146         if (p_ptr->playing && !p_ptr->is_dead)
5147         {
5148                 /*
5149                  * Maintain Unique monsters and artifact, save current
5150                  * floor, then prepare next floor
5151                  */
5152                 leave_floor(p_ptr->change_floor_mode);
5153
5154                 /* Forget the flag */
5155                 reinit_wilderness = FALSE;
5156         }
5157
5158         /* Write about current level on the play record once per level */
5159         write_level = TRUE;
5160 }
5161
5162
5163 /*!
5164  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5165  * @return なし
5166  * @note
5167  * Modified by Arcum Dagsson to support
5168  * separate macro files for different realms.
5169  */
5170 static void load_all_pref_files(void)
5171 {
5172         char buf[1024];
5173
5174         /* Access the "user" pref file */
5175         sprintf(buf, "user.prf");
5176
5177         /* Process that file */
5178         process_pref_file(buf);
5179
5180         /* Access the "user" system pref file */
5181         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5182
5183         /* Process that file */
5184         process_pref_file(buf);
5185
5186         /* Access the "race" pref file */
5187         sprintf(buf, "%s.prf", rp_ptr->title);
5188
5189         /* Process that file */
5190         process_pref_file(buf);
5191
5192         /* Access the "class" pref file */
5193         sprintf(buf, "%s.prf", cp_ptr->title);
5194
5195         /* Process that file */
5196         process_pref_file(buf);
5197
5198         /* Access the "character" pref file */
5199         sprintf(buf, "%s.prf", p_ptr->base_name);
5200
5201         /* Process that file */
5202         process_pref_file(buf);
5203
5204         /* Access the "realm 1" pref file */
5205         if (p_ptr->realm1 != REALM_NONE)
5206         {
5207                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5208
5209                 /* Process that file */
5210                 process_pref_file(buf);
5211         }
5212
5213         /* Access the "realm 2" pref file */
5214         if (p_ptr->realm2 != REALM_NONE)
5215         {
5216                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5217
5218                 /* Process that file */
5219                 process_pref_file(buf);
5220         }
5221
5222
5223         /* Load an autopick preference file */
5224         autopick_load_pref(FALSE);
5225 }
5226
5227 /*!
5228  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5229  * @return なし
5230  * @note
5231  * If the "new_game" parameter is true, then, after loading the
5232  * savefile, we will commit suicide, if necessary, to allow the
5233  * player to start a new game.
5234  */
5235 void play_game(bool new_game)
5236 {
5237         MONSTER_IDX i;
5238         bool load_game = TRUE;
5239         bool init_random_seed = FALSE;
5240
5241 #ifdef CHUUKEI
5242         if (chuukei_client)
5243         {
5244                 reset_visuals();
5245                 browse_chuukei();
5246                 return;
5247         }
5248
5249         else if (chuukei_server)
5250         {
5251                 prepare_chuukei_hooks();
5252         }
5253 #endif
5254
5255         if (browsing_movie)
5256         {
5257                 reset_visuals();
5258                 browse_movie();
5259                 return;
5260         }
5261
5262         p_ptr->hack_mutation = FALSE;
5263
5264         /* Hack -- Character is "icky" */
5265         current_world_ptr->character_icky = TRUE;
5266
5267         /* Make sure main term is active */
5268         Term_activate(angband_term[0]);
5269
5270         /* Initialise the resize hooks */
5271         angband_term[0]->resize_hook = resize_map;
5272
5273         for (i = 1; i < 8; i++)
5274         {
5275                 /* Does the term exist? */
5276                 if (angband_term[i])
5277                 {
5278                         /* Add the redraw on resize hook */
5279                         angband_term[i]->resize_hook = redraw_window;
5280                 }
5281         }
5282
5283         /* Hack -- current_world_ptr->game_turn off the cursor */
5284         (void)Term_set_cursor(0);
5285
5286
5287         /* Attempt to load */
5288         if (!load_player())
5289         {
5290                 quit(_("セーブファイルが壊れています", "broken savefile"));
5291         }
5292
5293         /* Extract the options */
5294         extract_option_vars();
5295
5296         /* Report waited score */
5297         if (p_ptr->wait_report_score)
5298         {
5299                 char buf[1024];
5300                 bool success;
5301
5302                 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5303                         quit(0);
5304
5305                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5306                 update_creature(p_ptr);
5307
5308                 p_ptr->is_dead = TRUE;
5309
5310                 current_world_ptr->start_time = (u32b)time(NULL);
5311
5312                 /* No suspending now */
5313                 signals_ignore_tstp();
5314                 
5315                 /* Hack -- Character is now "icky" */
5316                 current_world_ptr->character_icky = TRUE;
5317                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5318
5319                 /* Open the high score file, for reading/writing */
5320                 highscore_fd = fd_open(buf, O_RDWR);
5321
5322                 /* 町名消失バグ対策(#38205)のためここで世界マップ情報を読み出す */
5323                 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5324
5325                 /* Handle score, show Top scores */
5326                 success = send_world_score(TRUE);
5327
5328                 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5329                 {
5330                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5331                         (void)inkey();
5332                 }
5333                 else
5334                 {
5335                         p_ptr->wait_report_score = FALSE;
5336                         top_twenty();
5337                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5338                 }
5339                 /* Shut the high score file */
5340                 (void)fd_close(highscore_fd);
5341
5342                 /* Forget the high score fd */
5343                 highscore_fd = -1;
5344                 
5345                 /* Allow suspending now */
5346                 signals_handle_tstp();
5347
5348                 quit(0);
5349         }
5350
5351         current_world_ptr->creating_savefile = new_game;
5352
5353         /* Nothing loaded */
5354         if (!current_world_ptr->character_loaded)
5355         {
5356                 /* Make new player */
5357                 new_game = TRUE;
5358
5359                 /* The dungeon is not ready */
5360                 current_world_ptr->character_dungeon = FALSE;
5361
5362                 /* Prepare to init the RNG */
5363                 init_random_seed = TRUE;
5364
5365                 /* Initialize the saved floors data */
5366                 init_saved_floors(FALSE);
5367         }
5368
5369         /* Old game is loaded.  But new game is requested. */
5370         else if (new_game)
5371         {
5372                 /* Initialize the saved floors data */
5373                 init_saved_floors(TRUE);
5374         }
5375
5376         /* Process old character */
5377         if (!new_game)
5378         {
5379                 /* Process the player name */
5380                 process_player_name(FALSE);
5381         }
5382
5383         /* Init the RNG */
5384         if (init_random_seed)
5385         {
5386                 Rand_state_init();
5387         }
5388
5389         /* Roll new character */
5390         if (new_game)
5391         {
5392                 /* The dungeon is not ready */
5393                 current_world_ptr->character_dungeon = FALSE;
5394
5395                 /* Start in town */
5396                 current_floor_ptr->dun_level = 0;
5397                 p_ptr->inside_quest = 0;
5398                 p_ptr->inside_arena = FALSE;
5399                 p_ptr->inside_battle = FALSE;
5400
5401                 write_level = TRUE;
5402
5403                 /* Hack -- seed for flavors */
5404                 current_world_ptr->seed_flavor = randint0(0x10000000);
5405
5406                 /* Hack -- seed for town layout */
5407                 current_world_ptr->seed_town = randint0(0x10000000);
5408
5409                 /* Roll up a new character */
5410                 player_birth();
5411
5412                 counts_write(2,0);
5413                 p_ptr->count = 0;
5414
5415                 load = FALSE;
5416
5417                 determine_bounty_uniques();
5418                 determine_today_mon(FALSE);
5419
5420                 /* Initialize object array */
5421                 wipe_o_list();
5422         }
5423         else
5424         {
5425                 write_level = FALSE;
5426
5427                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
5428                                           _("                            ----ゲーム再開----",
5429                                                 "                            ---- Restart Game ----"));
5430
5431 /*
5432  * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5433  * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5434  */
5435                 if (p_ptr->riding == -1)
5436                 {
5437                         p_ptr->riding = 0;
5438                         for (i = current_floor_ptr->m_max; i > 0; i--)
5439                         {
5440                                 if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
5441                                 {
5442                                         p_ptr->riding = i;
5443                                         break;
5444                                 }
5445                         }
5446                 }
5447         }
5448
5449         current_world_ptr->creating_savefile = FALSE;
5450
5451         p_ptr->teleport_town = FALSE;
5452         p_ptr->sutemi = FALSE;
5453         current_world_ptr->timewalk_m_idx = 0;
5454         p_ptr->now_damaged = FALSE;
5455         now_message = 0;
5456         current_world_ptr->start_time = time(NULL) - 1;
5457         record_o_name[0] = '\0';
5458
5459         /* Reset map panel */
5460         panel_row_min = current_floor_ptr->height;
5461         panel_col_min = current_floor_ptr->width;
5462
5463         /* Sexy gal gets bonus to maximum weapon skill of whip */
5464         if (p_ptr->pseikaku == SEIKAKU_SEXY)
5465                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5466
5467         /* Fill the arrays of floors and walls in the good proportions */
5468         set_floor_and_wall(p_ptr->dungeon_idx);
5469
5470         /* Flavor the objects */
5471         flavor_init();
5472
5473         /* Flash a message */
5474         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5475
5476         /* Flush the message */
5477         Term_fresh();
5478
5479
5480         /* Hack -- Enter wizard mode */
5481         if (arg_wizard)
5482         {
5483                 if (enter_wizard_mode())
5484                 {
5485                         p_ptr->wizard = TRUE;
5486
5487                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5488                         {
5489                                 /* Initialize the saved floors data */
5490                                 init_saved_floors(TRUE);
5491
5492                                 /* Avoid crash */
5493                                 p_ptr->inside_quest = 0;
5494
5495                                 /* Avoid crash in update_view() */
5496                                 p_ptr->y = p_ptr->x = 10;
5497                         }
5498                 }
5499                 else if (p_ptr->is_dead)
5500                 {
5501                         quit("Already dead.");
5502                 }
5503         }
5504
5505         /* Initialize the town-buildings if necessary */
5506         if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
5507         {
5508                 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5509                 init_flags = INIT_ONLY_BUILDINGS;
5510                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5511                 select_floor_music();
5512         }
5513
5514         /* Generate a dungeon level if needed */
5515         if (!current_world_ptr->character_dungeon)
5516         {
5517                 change_floor(p_ptr->change_floor_mode);
5518         }
5519         else
5520         {
5521                 /* HACK -- Restore from panic-save */
5522                 if (p_ptr->panic_save)
5523                 {
5524                         /* No player?  -- Try to regenerate floor */
5525                         if (!p_ptr->y || !p_ptr->x)
5526                         {
5527                                 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location.  Regenerate the dungeon floor."));
5528                                 change_floor(p_ptr->change_floor_mode);
5529                         }
5530
5531                         /* Still no player?  -- Try to locate random place */
5532                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
5533
5534                         /* No longer in panic */
5535                         p_ptr->panic_save = 0;
5536                 }
5537         }
5538
5539         /* Character is now "complete" */
5540         current_world_ptr->character_generated = TRUE;
5541
5542
5543         /* Hack -- Character is no longer "icky" */
5544         current_world_ptr->character_icky = FALSE;
5545
5546
5547         if (new_game)
5548         {
5549                 char buf[80];
5550                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
5551                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
5552         }
5553
5554
5555         /* Start game */
5556         p_ptr->playing = TRUE;
5557
5558         /* Reset the visual mappings */
5559         reset_visuals();
5560
5561         /* Load the "pref" files */
5562         load_all_pref_files();
5563
5564         /* Give startup outfit (after loading pref files) */
5565         if (new_game)
5566         {
5567                 player_outfit();
5568         }
5569
5570         /* React to changes */
5571         Term_xtra(TERM_XTRA_REACT, 0);
5572
5573         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5574         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
5575         handle_stuff();
5576
5577         /* Set or clear "rogue_like_commands" if requested */
5578         if (arg_force_original) rogue_like_commands = FALSE;
5579         if (arg_force_roguelike) rogue_like_commands = TRUE;
5580
5581         /* Hack -- Enforce "delayed death" */
5582         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
5583
5584         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5585
5586         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
5587         {
5588                 monster_type *m_ptr;
5589                 MONRACE_IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
5590                 monster_race *r_ptr = &r_info[pet_r_idx];
5591                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
5592                                   (PM_FORCE_PET | PM_NO_KAGE));
5593                 m_ptr = &current_floor_ptr->m_list[hack_m_idx_ii];
5594                 m_ptr->mspeed = r_ptr->speed;
5595                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
5596                 m_ptr->max_maxhp = m_ptr->maxhp;
5597                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
5598                 m_ptr->dealt_damage = 0;
5599                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
5600         }
5601
5602         (void)combine_and_reorder_home(STORE_HOME);
5603         (void)combine_and_reorder_home(STORE_MUSEUM);
5604
5605         select_floor_music();
5606
5607         /* Process */
5608         while (TRUE)
5609         {
5610                 /* Process the level */
5611                 dungeon(load_game);
5612
5613                 /* Hack -- prevent "icky" message */
5614                 current_world_ptr->character_xtra = TRUE;
5615
5616                 handle_stuff();
5617
5618                 current_world_ptr->character_xtra = FALSE;
5619
5620                 /* Cancel the target */
5621                 target_who = 0;
5622
5623                 /* Cancel the health bar */
5624                 health_track(0);
5625
5626                 forget_lite();
5627                 forget_view();
5628                 clear_mon_lite();
5629
5630                 /* Handle "quit and save" */
5631                 if (!p_ptr->playing && !p_ptr->is_dead) break;
5632
5633                 /* Erase the old current_floor_ptr->grid_array */
5634                 wipe_o_list();
5635                 if (!p_ptr->is_dead) wipe_m_list();
5636
5637
5638                 msg_print(NULL);
5639
5640                 load_game = FALSE;
5641
5642                 /* Accidental Death */
5643                 if (p_ptr->playing && p_ptr->is_dead)
5644                 {
5645                         if (p_ptr->inside_arena)
5646                         {
5647                                 p_ptr->inside_arena = FALSE;
5648                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
5649                                         p_ptr->arena_number++;
5650                                 else
5651                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
5652                                 p_ptr->is_dead = FALSE;
5653                                 p_ptr->chp = 0;
5654                                 p_ptr->chp_frac = 0;
5655                                 p_ptr->exit_bldg = TRUE;
5656                                 reset_tim_flags();
5657
5658                                 /* Leave through the exit */
5659                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
5660
5661                                 /* prepare next floor */
5662                                 leave_floor(p_ptr->change_floor_mode);
5663                         }
5664                         else
5665                         {
5666                                 /* Mega-Hack -- Allow player to cheat death */
5667                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
5668                                 {
5669                                         cheat_death(p_ptr);
5670                                 }
5671                         }
5672                 }
5673
5674                 /* Handle "death" */
5675                 if (p_ptr->is_dead) break;
5676
5677                 /* Make a new level */
5678                 change_floor(p_ptr->change_floor_mode);
5679         }
5680
5681         /* Close stuff */
5682         close_game();
5683
5684         /* Quit */
5685         quit(NULL);
5686 }
5687
5688 /*!
5689  * @brief ゲームターンからの実時間換算を行うための補正をかける
5690  * @param hoge ゲームターン
5691  * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
5692  * @return 修正をかけた後のゲームターン
5693  */
5694 s32b turn_real(s32b hoge)
5695 {
5696         switch (p_ptr->start_race)
5697         {
5698         case RACE_VAMPIRE:
5699         case RACE_SKELETON:
5700         case RACE_ZOMBIE:
5701         case RACE_SPECTRE:
5702                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
5703         default:
5704                 return hoge;
5705         }
5706 }
5707
5708 /*!
5709  * @brief ターンのオーバーフローに対する対処
5710  * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
5711  * @return 修正をかけた後のゲームターン
5712  */
5713 void prevent_turn_overflow(void)
5714 {
5715         int rollback_days, i, j;
5716         s32b rollback_turns;
5717
5718         if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
5719
5720         rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
5721         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
5722
5723         if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
5724         else current_world_ptr->game_turn = 1;
5725         if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
5726         else current_floor_ptr->generated_turn = 1;
5727         if (current_world_ptr->arena_start_turn > rollback_turns) current_world_ptr->arena_start_turn -= rollback_turns;
5728         else current_world_ptr->arena_start_turn = 1;
5729         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
5730         else p_ptr->feeling_turn = 1;
5731
5732         for (i = 1; i < max_towns; i++)
5733         {
5734                 for (j = 0; j < MAX_STORES; j++)
5735                 {
5736                         store_type *st_ptr = &town_info[i].store[j];
5737
5738                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
5739                         {
5740                                 st_ptr->last_visit -= rollback_turns;
5741                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5742                         }
5743
5744                         if (st_ptr->store_open)
5745                         {
5746                                 st_ptr->store_open -= rollback_turns;
5747                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
5748                         }
5749                 }
5750         }
5751 }
5752
5753 /*!
5754  * @brief ゲーム終了処理 /
5755  * Close up the current game (player may or may not be dead)
5756  * @return なし
5757  * @details
5758  * <pre>
5759  * This function is called only from "main.c" and "signals.c".
5760  * </pre>
5761  */
5762 void close_game(void)
5763 {
5764         char buf[1024];
5765         bool do_send = TRUE;
5766
5767         /*      concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
5768         handle_stuff();
5769
5770         /* Flush the messages */
5771         msg_print(NULL);
5772
5773         /* Flush the input */
5774         flush();
5775
5776
5777         /* No suspending now */
5778         signals_ignore_tstp();
5779
5780
5781         /* Hack -- Character is now "icky" */
5782         current_world_ptr->character_icky = TRUE;
5783
5784         path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5785
5786         /* Grab permissions */
5787         safe_setuid_grab();
5788
5789         /* Open the high score file, for reading/writing */
5790         highscore_fd = fd_open(buf, O_RDWR);
5791
5792         /* Drop permissions */
5793         safe_setuid_drop();
5794
5795         /* Handle death */
5796         if (p_ptr->is_dead)
5797         {
5798                 /* Handle retirement */
5799                 if (p_ptr->total_winner) kingly();
5800
5801                 /* Save memories */
5802                 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
5803                 {
5804                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5805                 }
5806                 else do_send = FALSE;
5807
5808                 /* You are dead */
5809                 print_tomb();
5810
5811                 flush();
5812
5813                 /* Show more info */
5814                 show_info();
5815                 Term_clear();
5816
5817                 if (check_score())
5818                 {
5819                         if ((!send_world_score(do_send)))
5820                         {
5821                                 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
5822                                         (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
5823                                 {
5824                                         p_ptr->wait_report_score = TRUE;
5825                                         p_ptr->is_dead = FALSE;
5826                                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5827                                 }
5828                         }
5829                         if (!p_ptr->wait_report_score)
5830                                 (void)top_twenty();
5831                 }
5832                 else if (highscore_fd >= 0)
5833                 {
5834                         display_scores_aux(0, 10, -1, NULL);
5835                 }
5836 #if 0
5837                 /* Dump bones file */
5838                 make_bones();
5839 #endif
5840         }
5841
5842         /* Still alive */
5843         else
5844         {
5845                 /* Save the game */
5846                 do_cmd_save_game(FALSE);
5847
5848                 /* Prompt for scores */
5849                 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
5850                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
5851
5852                 /* Predict score (or ESCAPE) */
5853                 if (inkey() != ESCAPE) predict_score();
5854         }
5855
5856
5857         /* Shut the high score file */
5858         (void)fd_close(highscore_fd);
5859
5860         /* Forget the high score fd */
5861         highscore_fd = -1;
5862
5863         /* Kill all temporal files */
5864         clear_saved_floor_files();
5865
5866         /* Allow suspending now */
5867         signals_handle_tstp();
5868 }
5869
5870
5871 /*!
5872  * @brief 全更新処理をチェックして処理していく
5873  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5874  * @return なし
5875  */
5876 void handle_stuff(void)
5877 {
5878         if (p_ptr->update) update_creature(p_ptr);
5879         if (p_ptr->redraw) redraw_stuff();
5880         if (p_ptr->window) window_stuff();
5881 }
5882
5883 void update_output(void)
5884 {
5885         if (p_ptr->redraw) redraw_stuff();
5886         if (p_ptr->window) window_stuff();
5887 }
5888