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[Refactor] #38997 process_world() に player_type * 引数を追加. / Add player_type * argument...
[hengband/hengband.git] / src / core.c
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 #include "player-inventory.h"
81
82 #include "view-mainwindow.h"
83 #include "dungeon-file.h"
84 #include "files.h"
85 #include "scores.h"
86 #include "autopick.h"
87 #include "save.h"
88 #include "realm.h"
89 #include "realm-song.h"
90 #include "targeting.h"
91
92  /*!
93   * コピーライト情報 /
94   * Hack -- Link a copyright message into the executable
95   */
96 const concptr copyright[5] =
97 {
98         "Copyright (c) 1989 James E. Wilson, Robert A. Keoneke",
99         "",
100         "This software may be copied and distributed for educational, research,",
101         "and not for profit purposes provided that this copyright and statement",
102         "are included in all such copies."
103 };
104
105 bool can_save = FALSE;        /* Game can be saved */
106
107 COMMAND_CODE now_message;
108
109 bool repair_monsters;   /* Hack -- optimize detect monsters */
110 bool repair_objects;    /* Hack -- optimize detect objects */
111
112 concptr ANGBAND_SYS = "xxx"; //!< Hack -- The special Angband "System Suffix" This variable is used to choose an appropriate "pref-xxx" file
113
114 #ifdef JP
115 concptr ANGBAND_KEYBOARD = "JAPAN"; //!< Hack -- The special Angband "Keyboard Suffix" This variable is used to choose an appropriate macro-trigger definition
116 #else
117 concptr ANGBAND_KEYBOARD = "0";
118 #endif
119
120 concptr ANGBAND_GRAF = "ascii"; //!< Hack -- The special Angband "Graphics Suffix" This variable is used to choose an appropriate "graf-xxx" file
121
122 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
123 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)*/
124
125 /*
126  * Flags for initialization
127  */
128 int init_flags;
129
130 /*!
131  * @brief 擬似鑑定を実際に行い判定を反映する
132  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
133  * @param heavy 重度の擬似鑑定を行うならばTRUE
134  * @return なし
135  */
136 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
137 {
138         byte feel;
139         object_type *o_ptr = &p_ptr->inventory_list[slot];
140         GAME_TEXT o_name[MAX_NLEN];
141
142         /* We know about it already, do not tell us again */
143         if (o_ptr->ident & (IDENT_SENSE))return;
144
145         /* It is fully known, no information needed */
146         if (object_is_known(o_ptr)) return;
147
148         /* Check for a feeling */
149         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
150
151         /* Skip non-feelings */
152         if (!feel) return;
153
154         /* Bad luck */
155         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
156         {
157                 switch (feel)
158                 {
159                         case FEEL_TERRIBLE:
160                         {
161                                 feel = FEEL_SPECIAL;
162                                 break;
163                         }
164                         case FEEL_WORTHLESS:
165                         {
166                                 feel = FEEL_EXCELLENT;
167                                 break;
168                         }
169                         case FEEL_CURSED:
170                         {
171                                 if (heavy)
172                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
173                                 else
174                                         feel = FEEL_UNCURSED;
175                                 break;
176                         }
177                         case FEEL_AVERAGE:
178                         {
179                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
180                                 break;
181                         }
182                         case FEEL_GOOD:
183                         {
184                                 if (heavy)
185                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
186                                 else
187                                         feel = FEEL_CURSED;
188                                 break;
189                         }
190                         case FEEL_EXCELLENT:
191                         {
192                                 feel = FEEL_WORTHLESS;
193                                 break;
194                         }
195                         case FEEL_SPECIAL:
196                         {
197                                 feel = FEEL_TERRIBLE;
198                                 break;
199                         }
200                 }
201         }
202
203         /* Stop everything */
204         if (disturb_minor) disturb(p_ptr, FALSE, FALSE);
205
206         /* Get an object description */
207         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
208
209         /* Message (equipment) */
210         if (slot >= INVEN_RARM)
211         {
212 #ifdef JP
213                 msg_format("%s%s(%c)は%sという感じがする...",
214                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
215 #else
216                 msg_format("You feel the %s (%c) you are %s %s %s...",
217                            o_name, index_to_label(slot), describe_use(slot),
218                            ((o_ptr->number == 1) ? "is" : "are"),
219                                    game_inscriptions[feel]);
220 #endif
221
222         }
223
224         /* Message (p_ptr->inventory_list) */
225         else
226         {
227 #ifdef JP
228                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
229                         o_name, index_to_label(slot),game_inscriptions[feel]);
230 #else
231                 msg_format("You feel the %s (%c) in your pack %s %s...",
232                            o_name, index_to_label(slot),
233                            ((o_ptr->number == 1) ? "is" : "are"),
234                                    game_inscriptions[feel]);
235 #endif
236
237         }
238
239         o_ptr->ident |= (IDENT_SENSE);
240
241         /* Set the "inscription" */
242         o_ptr->feeling = feel;
243
244         /* Auto-inscription/destroy */
245         autopick_alter_item(slot, destroy_feeling);
246         p_ptr->update |= (PU_COMBINE | PU_REORDER);
247
248         p_ptr->window |= (PW_INVEN | PW_EQUIP);
249 }
250
251
252
253 /*!
254  * @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。
255  * @return なし
256  * @details
257  * Sense the p_ptr->inventory_list\n
258  *\n
259  *   Class 0 = Warrior --> fast and heavy\n
260  *   Class 1 = Mage    --> slow and light\n
261  *   Class 2 = Priest  --> fast but light\n
262  *   Class 3 = Rogue   --> okay and heavy\n
263  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
264  *   Class 5 = Paladin --> slow but heavy\n
265  */
266 static void sense_inventory1(player_type *creature_ptr)
267 {
268         INVENTORY_IDX i;
269         PLAYER_LEVEL plev = creature_ptr->lev;
270         bool heavy = FALSE;
271         object_type *o_ptr;
272
273
274         /*** Check for "sensing" ***/
275
276         /* No sensing when confused */
277         if (creature_ptr->confused) return;
278
279         /* Analyze the class */
280         switch (creature_ptr->pclass)
281         {
282                 case CLASS_WARRIOR:
283                 case CLASS_ARCHER:
284                 case CLASS_SAMURAI:
285                 case CLASS_CAVALRY:
286                 {
287                         /* Good sensing */
288                         if (0 != randint0(9000L / (plev * plev + 40))) return;
289
290                         /* Heavy sensing */
291                         heavy = TRUE;
292
293                         break;
294                 }
295
296                 case CLASS_SMITH:
297                 {
298                         /* Good sensing */
299                         if (0 != randint0(6000L / (plev * plev + 50))) return;
300
301                         /* Heavy sensing */
302                         heavy = TRUE;
303
304                         break;
305                 }
306
307                 case CLASS_MAGE:
308                 case CLASS_HIGH_MAGE:
309                 case CLASS_SORCERER:
310                 case CLASS_MAGIC_EATER:
311                 {
312                         /* Very bad (light) sensing */
313                         if (0 != randint0(240000L / (plev + 5))) return;
314
315                         break;
316                 }
317
318                 case CLASS_PRIEST:
319                 case CLASS_BARD:
320                 {
321                         /* Good (light) sensing */
322                         if (0 != randint0(10000L / (plev * plev + 40))) return;
323
324                         break;
325                 }
326
327                 case CLASS_ROGUE:
328                 case CLASS_NINJA:
329                 {
330                         /* Okay sensing */
331                         if (0 != randint0(20000L / (plev * plev + 40))) return;
332
333                         /* Heavy sensing */
334                         heavy = TRUE;
335
336                         break;
337                 }
338
339                 case CLASS_RANGER:
340                 {
341                         /* Bad sensing */
342                         if (0 != randint0(95000L / (plev * plev + 40))) return;
343
344                         /* Changed! */
345                         heavy = TRUE;
346
347                         break;
348                 }
349
350                 case CLASS_PALADIN:
351                 case CLASS_SNIPER:
352                 {
353                         /* Bad sensing */
354                         if (0 != randint0(77777L / (plev * plev + 40))) return;
355
356                         /* Heavy sensing */
357                         heavy = TRUE;
358
359                         break;
360                 }
361
362                 case CLASS_WARRIOR_MAGE:
363                 case CLASS_RED_MAGE:
364                 {
365                         /* Bad sensing */
366                         if (0 != randint0(75000L / (plev * plev + 40))) return;
367
368                         break;
369                 }
370
371                 case CLASS_MINDCRAFTER:
372                 case CLASS_IMITATOR:
373                 case CLASS_BLUE_MAGE:
374                 case CLASS_MIRROR_MASTER:
375                 {
376                         /* Bad sensing */
377                         if (0 != randint0(55000L / (plev * plev + 40))) return;
378
379                         break;
380                 }
381
382                 case CLASS_CHAOS_WARRIOR:
383                 {
384                         /* Bad sensing */
385                         if (0 != randint0(80000L / (plev * plev + 40))) return;
386
387                         /* Changed! */
388                         heavy = TRUE;
389
390                         break;
391                 }
392
393                 case CLASS_MONK:
394                 case CLASS_FORCETRAINER:
395                 {
396                         /* Okay sensing */
397                         if (0 != randint0(20000L / (plev * plev + 40))) return;
398
399                         break;
400                 }
401
402                 case CLASS_TOURIST:
403                 {
404                         /* Good sensing */
405                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
406
407                         /* Heavy sensing */
408                         heavy = TRUE;
409
410                         break;
411                 }
412
413                 case CLASS_BEASTMASTER:
414                 {
415                         /* Bad sensing */
416                         if (0 != randint0(65000L / (plev * plev + 40))) return;
417
418                         break;
419                 }
420                 case CLASS_BERSERKER:
421                 {
422                         /* Heavy sensing */
423                         heavy = TRUE;
424
425                         break;
426                 }
427         }
428
429         if (compare_virtue(creature_ptr, V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
430
431         /*** Sense everything ***/
432
433         /* Check everything */
434         for (i = 0; i < INVEN_TOTAL; i++)
435         {
436                 bool okay = FALSE;
437
438                 o_ptr = &creature_ptr->inventory_list[i];
439
440                 /* Skip empty slots */
441                 if (!o_ptr->k_idx) continue;
442
443                 /* Valid "tval" codes */
444                 switch (o_ptr->tval)
445                 {
446                         case TV_SHOT:
447                         case TV_ARROW:
448                         case TV_BOLT:
449                         case TV_BOW:
450                         case TV_DIGGING:
451                         case TV_HAFTED:
452                         case TV_POLEARM:
453                         case TV_SWORD:
454                         case TV_BOOTS:
455                         case TV_GLOVES:
456                         case TV_HELM:
457                         case TV_CROWN:
458                         case TV_SHIELD:
459                         case TV_CLOAK:
460                         case TV_SOFT_ARMOR:
461                         case TV_HARD_ARMOR:
462                         case TV_DRAG_ARMOR:
463                         case TV_CARD:
464                         {
465                                 okay = TRUE;
466                                 break;
467                         }
468                 }
469
470                 /* Skip non-sense machines */
471                 if (!okay) continue;
472
473                 /* Occasional failure on creature_ptr->inventory_list items */
474                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
475
476                 /* Good luck */
477                 if ((creature_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
478                 {
479                         heavy = TRUE;
480                 }
481
482                 sense_inventory_aux(i, heavy);
483         }
484 }
485
486 /*!
487  * @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。
488  * @return なし
489  */
490 static void sense_inventory2(player_type *creature_ptr)
491 {
492         INVENTORY_IDX i;
493         PLAYER_LEVEL plev = creature_ptr->lev;
494         object_type *o_ptr;
495
496
497         /*** Check for "sensing" ***/
498
499         /* No sensing when confused */
500         if (creature_ptr->confused) return;
501
502         /* Analyze the class */
503         switch (creature_ptr->pclass)
504         {
505                 case CLASS_WARRIOR:
506                 case CLASS_ARCHER:
507                 case CLASS_SAMURAI:
508                 case CLASS_CAVALRY:
509                 case CLASS_BERSERKER:
510                 case CLASS_SNIPER:
511                 {
512                         return;
513                 }
514
515                 case CLASS_SMITH:
516                 case CLASS_PALADIN:
517                 case CLASS_CHAOS_WARRIOR:
518                 case CLASS_IMITATOR:
519                 case CLASS_BEASTMASTER:
520                 case CLASS_NINJA:
521                 {
522                         /* Very bad (light) sensing */
523                         if (0 != randint0(240000L / (plev + 5))) return;
524
525                         break;
526                 }
527
528                 case CLASS_RANGER:
529                 case CLASS_WARRIOR_MAGE:
530                 case CLASS_RED_MAGE:
531                 case CLASS_MONK:
532                 {
533                         /* Bad sensing */
534                         if (0 != randint0(95000L / (plev * plev + 40))) return;
535
536                         break;
537                 }
538
539                 case CLASS_PRIEST:
540                 case CLASS_BARD:
541                 case CLASS_ROGUE:
542                 case CLASS_FORCETRAINER:
543                 case CLASS_MINDCRAFTER:
544                 {
545                         /* Good sensing */
546                         if (0 != randint0(20000L / (plev * plev + 40))) return;
547
548                         break;
549                 }
550
551                 case CLASS_MAGE:
552                 case CLASS_HIGH_MAGE:
553                 case CLASS_SORCERER:
554                 case CLASS_MAGIC_EATER:
555                 case CLASS_MIRROR_MASTER:
556                 case CLASS_BLUE_MAGE:
557                 {
558                         /* Good sensing */
559                         if (0 != randint0(9000L / (plev * plev + 40))) return;
560
561                         break;
562                 }
563
564                 case CLASS_TOURIST:
565                 {
566                         /* Good sensing */
567                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
568
569                         break;
570                 }
571         }
572
573         /*** Sense everything ***/
574
575         /* Check everything */
576         for (i = 0; i < INVEN_TOTAL; i++)
577         {
578                 bool okay = FALSE;
579
580                 o_ptr = &creature_ptr->inventory_list[i];
581
582                 /* Skip empty slots */
583                 if (!o_ptr->k_idx) continue;
584
585                 /* Valid "tval" codes */
586                 switch (o_ptr->tval)
587                 {
588                         case TV_RING:
589                         case TV_AMULET:
590                         case TV_LITE:
591                         case TV_FIGURINE:
592                         {
593                                 okay = TRUE;
594                                 break;
595                         }
596                 }
597
598                 /* Skip non-sense machines */
599                 if (!okay) continue;
600
601                 /* Occasional failure on creature_ptr->inventory_list items */
602                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
603
604                 sense_inventory_aux(i, TRUE);
605         }
606 }
607
608 /*!
609  * @brief パターン終点到達時のテレポート処理を行う
610  * @return なし
611  */
612 static void pattern_teleport(player_type *creature_ptr)
613 {
614         DEPTH min_level = 0;
615         DEPTH max_level = 99;
616
617         /* Ask for level */
618         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
619         {
620                 char ppp[80];
621                 char tmp_val[160];
622
623                 /* Only downward in ironman mode */
624                 if (ironman_downward)
625                         min_level = creature_ptr->current_floor_ptr->dun_level;
626
627                 /* Maximum level */
628                 if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)
629                 {
630                         if (creature_ptr->current_floor_ptr->dun_level > 100)
631                                 max_level = MAX_DEPTH - 1;
632                         else if (creature_ptr->current_floor_ptr->dun_level == 100)
633                                 max_level = 100;
634                 }
635                 else
636                 {
637                         max_level = d_info[creature_ptr->dungeon_idx].maxdepth;
638                         min_level = d_info[creature_ptr->dungeon_idx].mindepth;
639                 }
640
641                 /* Prompt */
642                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
643
644                 /* Default */
645                 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
646
647                 /* Ask for a level */
648                 if (!get_string(ppp, tmp_val, 10)) return;
649
650                 /* Extract request */
651                 command_arg = (COMMAND_ARG)atoi(tmp_val);
652         }
653         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
654         {
655                 teleport_player(creature_ptr, 200, 0L);
656                 return;
657         }
658         else
659         {
660                 return;
661         }
662         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
663         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
664
665         /* Accept request */
666         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
667
668         if (autosave_l) do_cmd_save_game(TRUE);
669
670         /* Change level */
671         creature_ptr->current_floor_ptr->dun_level = command_arg;
672
673         leave_quest_check();
674
675         if (record_stair) exe_write_diary(creature_ptr, NIKKI_PAT_TELE, 0, NULL);
676
677         creature_ptr->current_floor_ptr->inside_quest = 0;
678         free_turn(creature_ptr);
679
680         /*
681          * Clear all saved floors
682          * and create a first saved floor
683          */
684         prepare_change_floor_mode(CFM_FIRST_FLOOR);
685         creature_ptr->leaving = TRUE;
686 }
687
688 /*!
689  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
690  * @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。
691  */
692 static bool pattern_effect(player_type *creature_ptr)
693 {
694         int pattern_type;
695
696         if (!pattern_tile(creature_ptr->y, creature_ptr->x)) return FALSE;
697
698         if ((PRACE_IS_(creature_ptr, RACE_AMBERITE)) &&
699             (creature_ptr->cut > 0) && one_in_(10))
700         {
701                 wreck_the_pattern(creature_ptr);
702         }
703
704         pattern_type = f_info[p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
705
706         switch (pattern_type)
707         {
708         case PATTERN_TILE_END:
709                 (void)set_image(creature_ptr, 0);
710                 (void)restore_all_status(creature_ptr);
711                 (void)restore_level(creature_ptr);
712                 (void)cure_critical_wounds(creature_ptr, 1000);
713
714                 cave_set_feat(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_old);
715                 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."));
716
717                 /*
718                  * We could make the healing effect of the
719                  * Pattern center one-time only to avoid various kinds
720                  * of abuse, like luring the win monster into fighting you
721                  * in the middle of the pattern...
722                  */
723                 break;
724
725         case PATTERN_TILE_OLD:
726                 /* No effect */
727                 break;
728
729         case PATTERN_TILE_TELEPORT:
730                 pattern_teleport(creature_ptr);
731                 break;
732
733         case PATTERN_TILE_WRECKED:
734                 if (!IS_INVULN())
735                         take_hit(creature_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
736                 break;
737
738         default:
739                 if (PRACE_IS_(creature_ptr, RACE_AMBERITE) && !one_in_(2))
740                         return TRUE;
741                 else if (!IS_INVULN())
742                         take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
743                 break;
744         }
745
746         return TRUE;
747 }
748
749
750 /*!
751  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
752  * @param percent 回復比率
753  * @return なし
754  */
755 static void regenhp(player_type *creature_ptr, int percent)
756 {
757         HIT_POINT new_chp;
758         u32b new_chp_frac;
759         HIT_POINT old_chp;
760
761         if (creature_ptr->special_defense & KATA_KOUKIJIN) return;
762         if (creature_ptr->action == ACTION_HAYAGAKE) return;
763
764         /* Save the old hitpoints */
765         old_chp = creature_ptr->chp;
766
767         /*
768          * Extract the new hitpoints
769          *
770          * 'percent' is the Regen factor in unit (1/2^16)
771          */
772         new_chp = 0;
773         new_chp_frac = (creature_ptr->mhp * percent + PY_REGEN_HPBASE);
774
775         /* Convert the unit (1/2^16) to (1/2^32) */
776         s64b_LSHIFT(new_chp, new_chp_frac, 16);
777
778         /* Regenerating */
779         s64b_add(&(creature_ptr->chp), &(creature_ptr->chp_frac), new_chp, new_chp_frac);
780
781
782         /* Fully healed */
783         if (0 < s64b_cmp(creature_ptr->chp, creature_ptr->chp_frac, creature_ptr->mhp, 0))
784         {
785                 creature_ptr->chp = creature_ptr->mhp;
786                 creature_ptr->chp_frac = 0;
787         }
788
789         /* Notice changes */
790         if (old_chp != creature_ptr->chp)
791         {
792                 creature_ptr->redraw |= (PR_HP);
793                 creature_ptr->window |= (PW_PLAYER);
794                 wild_regen = 20;
795         }
796 }
797
798
799 /*!
800  * @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
801  * @param upkeep_factor ペット維持によるMPコスト量
802  * @param regen_amount 回復量
803  * @return なし
804  */
805 static void regenmana(player_type *creature_ptr, MANA_POINT upkeep_factor, MANA_POINT regen_amount)
806 {
807         MANA_POINT old_csp = creature_ptr->csp;
808         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
809
810         /*
811          * Excess mana will decay 32 times faster than normal
812          * regeneration rate.
813          */
814         if (creature_ptr->csp > creature_ptr->msp)
815         {
816                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
817                 s32b decay = 0;
818                 u32b decay_frac = (creature_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
819
820                 /* Convert the unit (1/2^16) to (1/2^32) */
821                 s64b_LSHIFT(decay, decay_frac, 16);
822
823                 /* Decay */
824                 s64b_sub(&(creature_ptr->csp), &(creature_ptr->csp_frac), decay, decay_frac);
825
826                 /* Stop decaying */
827                 if (creature_ptr->csp < creature_ptr->msp)
828                 {
829                         creature_ptr->csp = creature_ptr->msp;
830                         creature_ptr->csp_frac = 0;
831                 }
832         }
833
834         /* Regenerating mana (unless the player has excess mana) */
835         else if (regen_rate > 0)
836         {
837                 /* (percent/100) is the Regen factor in unit (1/2^16) */
838                 MANA_POINT new_mana = 0;
839                 u32b new_mana_frac = (creature_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
840
841                 /* Convert the unit (1/2^16) to (1/2^32) */
842                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
843
844                 /* Regenerate */
845                 s64b_add(&(creature_ptr->csp), &(creature_ptr->csp_frac), new_mana, new_mana_frac);
846
847                 /* Must set frac to zero even if equal */
848                 if (creature_ptr->csp >= creature_ptr->msp)
849                 {
850                         creature_ptr->csp = creature_ptr->msp;
851                         creature_ptr->csp_frac = 0;
852                 }
853         }
854
855
856         /* Reduce mana (even when the player has excess mana) */
857         if (regen_rate < 0)
858         {
859                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
860                 s32b reduce_mana = 0;
861                 u32b reduce_mana_frac = (creature_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
862
863                 /* Convert the unit (1/2^16) to (1/2^32) */
864                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
865
866                 /* Reduce mana */
867                 s64b_sub(&(creature_ptr->csp), &(creature_ptr->csp_frac), reduce_mana, reduce_mana_frac);
868
869                 /* Check overflow */
870                 if (creature_ptr->csp < 0)
871                 {
872                         creature_ptr->csp = 0;
873                         creature_ptr->csp_frac = 0;
874                 }
875         }
876
877         if (old_csp != creature_ptr->csp)
878         {
879                 creature_ptr->redraw |= (PR_MANA);
880                 creature_ptr->window |= (PW_PLAYER);
881                 creature_ptr->window |= (PW_SPELL);
882                 wild_regen = 20;
883         }
884 }
885
886 /*!
887  * @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)
888  * @param regen_amount 回復量
889  * @return なし
890  */
891 static void regenmagic(player_type *creature_ptr, int regen_amount)
892 {
893         MANA_POINT new_mana;
894         int i;
895         int dev = 30;
896         int mult = (dev + adj_mag_mana[creature_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
897
898         for (i = 0; i < EATER_EXT*2; i++)
899         {
900                 if (!creature_ptr->magic_num2[i]) continue;
901                 if (creature_ptr->magic_num1[i] == ((long)creature_ptr->magic_num2[i] << 16)) continue;
902
903                 /* Increase remaining charge number like float value */
904                 new_mana = (regen_amount * mult * ((long)creature_ptr->magic_num2[i] + 13)) / (dev * 8);
905                 creature_ptr->magic_num1[i] += new_mana;
906
907                 /* Check maximum charge */
908                 if (creature_ptr->magic_num1[i] > (creature_ptr->magic_num2[i] << 16))
909                 {
910                         creature_ptr->magic_num1[i] = ((long)creature_ptr->magic_num2[i] << 16);
911                 }
912                 wild_regen = 20;
913         }
914         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
915         {
916                 if (!creature_ptr->magic_num1[i]) continue;
917                 if (!creature_ptr->magic_num2[i]) continue;
918
919                 /* Decrease remaining period for charging */
920                 new_mana = (regen_amount * mult * ((long)creature_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
921                                         / (dev * 16 * PY_REGEN_NORMAL); 
922                 creature_ptr->magic_num1[i] -= new_mana;
923
924                 /* Check minimum remaining period for charging */
925                 if (creature_ptr->magic_num1[i] < 0) creature_ptr->magic_num1[i] = 0;
926                 wild_regen = 20;
927         }
928 }
929
930
931 /*!
932  * @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)
933  * @return なし
934  * @note Should probably be done during monster turns.
935  */
936 static void regen_monsters(void)
937 {
938         int i, frac;
939
940
941         /* Regenerate everyone */
942         for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
943         {
944                 /* Check the i'th monster */
945                 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
946                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
947
948                 if (!monster_is_valid(m_ptr)) continue;
949
950                 /* Allow regeneration (if needed) */
951                 if (m_ptr->hp < m_ptr->maxhp)
952                 {
953                         /* Hack -- Base regeneration */
954                         frac = m_ptr->maxhp / 100;
955
956                         /* Hack -- Minimal regeneration rate */
957                         if (!frac) if (one_in_(2)) frac = 1;
958
959                         /* Hack -- Some monsters regenerate quickly */
960                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
961
962                         /* Hack -- Regenerate */
963                         m_ptr->hp += frac;
964
965                         /* Do not over-regenerate */
966                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
967
968                         /* Redraw (later) if needed */
969                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
970                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
971                 }
972         }
973 }
974
975
976 /*!
977  * @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)
978  * @return なし
979  * @note Should probably be done during monster turns.
980  */
981 static void regen_captured_monsters(void)
982 {
983         int i, frac;
984         bool heal = FALSE;
985
986         /* Regenerate everyone */
987         for (i = 0; i < INVEN_TOTAL; i++)
988         {
989                 monster_race *r_ptr;
990                 object_type *o_ptr = &p_ptr->inventory_list[i];
991
992                 if (!o_ptr->k_idx) continue;
993                 if (o_ptr->tval != TV_CAPTURE) continue;
994                 if (!o_ptr->pval) continue;
995
996                 heal = TRUE;
997
998                 r_ptr = &r_info[o_ptr->pval];
999
1000                 /* Allow regeneration (if needed) */
1001                 if (o_ptr->xtra4 < o_ptr->xtra5)
1002                 {
1003                         /* Hack -- Base regeneration */
1004                         frac = o_ptr->xtra5 / 100;
1005
1006                         /* Hack -- Minimal regeneration rate */
1007                         if (!frac) if (one_in_(2)) frac = 1;
1008
1009                         /* Hack -- Some monsters regenerate quickly */
1010                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1011
1012                         /* Hack -- Regenerate */
1013                         o_ptr->xtra4 += (XTRA16)frac;
1014
1015                         /* Do not over-regenerate */
1016                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1017                 }
1018         }
1019
1020         if (heal)
1021         {
1022                 /* Combine pack */
1023                 p_ptr->update |= (PU_COMBINE);
1024                 p_ptr->window |= (PW_INVEN);
1025                 p_ptr->window |= (PW_EQUIP);
1026                 wild_regen = 20;
1027         }
1028 }
1029
1030 /*!
1031  * @brief 寿命つき光源の警告メッセージ処理
1032  * @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
1033  * @return なし
1034  */
1035 static void notice_lite_change(player_type *creature_ptr, object_type *o_ptr)
1036 {
1037         /* Hack -- notice interesting fuel steps */
1038         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1039         {
1040                 creature_ptr->window |= (PW_EQUIP);
1041         }
1042
1043         /* Hack -- Special treatment when blind */
1044         if (creature_ptr->blind)
1045         {
1046                 /* Hack -- save some light for later */
1047                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1048         }
1049
1050         /* The light is now out */
1051         else if (o_ptr->xtra4 == 0)
1052         {
1053                 disturb(creature_ptr, FALSE, TRUE);
1054                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1055
1056                 /* Recalculate torch radius */
1057                 creature_ptr->update |= (PU_TORCH);
1058
1059                 /* Some ego light lose its effects without fuel */
1060                 creature_ptr->update |= (PU_BONUS);
1061         }
1062
1063         /* The light is getting dim */
1064         else if (o_ptr->name2 == EGO_LITE_LONG)
1065         {
1066                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1067                     && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
1068                 {
1069                         if (disturb_minor) disturb(creature_ptr, FALSE, TRUE);
1070                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1071                 }
1072         }
1073
1074         /* The light is getting dim */
1075         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1076         {
1077                 if (disturb_minor) disturb(creature_ptr, FALSE, TRUE);
1078                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1079         }
1080 }
1081
1082
1083 /*!
1084  * @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-
1085  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1086  * @return なし
1087  */
1088 static void recharged_notice(object_type *o_ptr)
1089 {
1090         GAME_TEXT o_name[MAX_NLEN];
1091
1092         concptr s;
1093
1094         /* No inscription */
1095         if (!o_ptr->inscription) return;
1096
1097         /* Find a '!' */
1098         s = my_strchr(quark_str(o_ptr->inscription), '!');
1099
1100         /* Process notification request. */
1101         while (s)
1102         {
1103                 /* Find another '!' */
1104                 if (s[1] == '!')
1105                 {
1106                         /* Describe (briefly) */
1107                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1108
1109                         /* Notify the player */
1110 #ifdef JP
1111                         msg_format("%sは再充填された。", o_name);
1112 #else
1113                         if (o_ptr->number > 1)
1114                                 msg_format("Your %s are recharged.", o_name);
1115                         else
1116                                 msg_format("Your %s is recharged.", o_name);
1117 #endif
1118
1119                         disturb(p_ptr, FALSE, FALSE);
1120
1121                         /* Done. */
1122                         return;
1123                 }
1124
1125                 /* Keep looking for '!'s */
1126                 s = my_strchr(s + 1, '!');
1127         }
1128 }
1129
1130 /*!
1131  * @brief プレイヤーの歌に関する継続処理
1132  * @return なし
1133  */
1134 static void check_music(player_type *caster_ptr)
1135 {
1136         const magic_type *s_ptr;
1137         int spell;
1138         MANA_POINT need_mana;
1139         u32b need_mana_frac;
1140
1141         /* Music singed by player */
1142         if (caster_ptr->pclass != CLASS_BARD) return;
1143         if (!SINGING_SONG_EFFECT(caster_ptr) && !INTERUPTING_SONG_EFFECT(caster_ptr)) return;
1144
1145         if (caster_ptr->anti_magic)
1146         {
1147                 stop_singing(caster_ptr);
1148                 return;
1149         }
1150
1151         spell = SINGING_SONG_ID(caster_ptr);
1152         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1153
1154         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1155         need_mana_frac = 0;
1156
1157         /* Divide by 2 */
1158         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1159
1160         if (s64b_cmp(caster_ptr->csp, caster_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1161         {
1162                 stop_singing(caster_ptr);
1163                 return;
1164         }
1165         else
1166         {
1167                 s64b_sub(&(caster_ptr->csp), &(caster_ptr->csp_frac), need_mana, need_mana_frac);
1168
1169                 caster_ptr->redraw |= PR_MANA;
1170                 if (INTERUPTING_SONG_EFFECT(caster_ptr))
1171                 {
1172                         SINGING_SONG_EFFECT(caster_ptr) = INTERUPTING_SONG_EFFECT(caster_ptr);
1173                         INTERUPTING_SONG_EFFECT(caster_ptr) = MUSIC_NONE;
1174                         msg_print(_("歌を再開した。", "You restart singing."));
1175                         caster_ptr->action = ACTION_SING;
1176                         caster_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1177                         caster_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1178                         caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1179                 }
1180         }
1181         if (caster_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1182                 caster_ptr->spell_exp[spell] += 5;
1183         else if(caster_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1184         { if (one_in_(2) && (caster_ptr->current_floor_ptr->dun_level > 4) && ((caster_ptr->current_floor_ptr->dun_level + 10) > caster_ptr->lev)) caster_ptr->spell_exp[spell] += 1; }
1185         else if(caster_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1186         { if (one_in_(5) && ((caster_ptr->current_floor_ptr->dun_level + 5) > caster_ptr->lev) && ((caster_ptr->current_floor_ptr->dun_level + 5) > s_ptr->slevel)) caster_ptr->spell_exp[spell] += 1; }
1187         else if(caster_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1188         { if (one_in_(5) && ((caster_ptr->current_floor_ptr->dun_level + 5) > caster_ptr->lev) && (caster_ptr->current_floor_ptr->dun_level > s_ptr->slevel)) caster_ptr->spell_exp[spell] += 1; }
1189
1190         /* Do any effects of continual song */
1191         exe_spell(caster_ptr, REALM_MUSIC, spell, SPELL_CONT);
1192 }
1193
1194 /*!
1195  * @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
1196  * @param flag 探し出したい呪いフラグ配列
1197  * @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
1198  * 呪いがない場合NULLを返す。
1199  */
1200 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1201 {
1202         int i;
1203         int choices[INVEN_TOTAL-INVEN_RARM];
1204         int number = 0;
1205
1206         /* Paranoia -- Player has no warning-item */
1207         if (!(p_ptr->cursed & flag)) return NULL;
1208
1209         /* Search Inventry */
1210         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1211         {
1212                 object_type *o_ptr = &p_ptr->inventory_list[i];
1213
1214                 if (o_ptr->curse_flags & flag)
1215                 {
1216                         choices[number] = i;
1217                         number++;
1218                 }
1219                 else if ((flag == TRC_ADD_L_CURSE) || 
1220                                         (flag == TRC_ADD_H_CURSE) || 
1221                                         (flag == TRC_DRAIN_HP) || 
1222                                         (flag == TRC_DRAIN_MANA) || 
1223                                         (flag == TRC_CALL_ANIMAL) || 
1224                                         (flag == TRC_CALL_DEMON) || 
1225                                         (flag == TRC_CALL_DRAGON) || 
1226                                         (flag == TRC_CALL_UNDEAD) || 
1227                                         (flag == TRC_COWARDICE) || 
1228                                         (flag == TRC_LOW_MELEE) || 
1229                                         (flag == TRC_LOW_AC) || 
1230                                         (flag == TRC_LOW_MAGIC) || 
1231                                         (flag == TRC_FAST_DIGEST) || 
1232                                         (flag == TRC_SLOW_REGEN) )
1233                 {
1234                         u32b cf = 0L;
1235                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1236                         object_flags(o_ptr, flgs);
1237                         switch (flag)
1238                         {
1239                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1240                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1241                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1242                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1243                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1244                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1245                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1246                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1247                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1248                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1249                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1250                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1251                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1252                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1253                           default                               : break;
1254                         }
1255                         if (have_flag(flgs, cf))
1256                         {
1257                                 choices[number] = i;
1258                                 number++;
1259                         }
1260                 }
1261         }
1262
1263         /* Choice one of them */
1264         return (&p_ptr->inventory_list[choices[randint0(number)]]);
1265 }
1266
1267 static void process_world_aux_digestion(player_type *creature_ptr)
1268 {
1269         if (!creature_ptr->phase_out)
1270         {
1271                 /* Digest quickly when gorged */
1272                 if (creature_ptr->food >= PY_FOOD_MAX)
1273                 {
1274                         /* Digest a lot of food */
1275                         (void)set_food(creature_ptr, creature_ptr->food - 100);
1276                 }
1277
1278                 /* Digest normally -- Every 50 game turns */
1279                 else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
1280                 {
1281                         /* Basic digestion rate based on speed */
1282                         int digestion = SPEED_TO_ENERGY(creature_ptr->pspeed);
1283
1284                         /* Regeneration takes more food */
1285                         if (creature_ptr->regenerate)
1286                                 digestion += 20;
1287                         if (creature_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1288                                 digestion += 20;
1289                         if (creature_ptr->cursed & TRC_FAST_DIGEST)
1290                                 digestion += 30;
1291
1292                         /* Slow digestion takes less food */
1293                         if (creature_ptr->slow_digest)
1294                                 digestion -= 5;
1295
1296                         /* Minimal digestion */
1297                         if (digestion < 1) digestion = 1;
1298                         /* Maximal digestion */
1299                         if (digestion > 100) digestion = 100;
1300
1301                         /* Digest some food */
1302                         (void)set_food(creature_ptr, creature_ptr->food - digestion);
1303                 }
1304
1305
1306                 /* Getting Faint */
1307                 if ((creature_ptr->food < PY_FOOD_FAINT))
1308                 {
1309                         /* Faint occasionally */
1310                         if (!creature_ptr->paralyzed && (randint0(100) < 10))
1311                         {
1312                                 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."));
1313                                 disturb(creature_ptr, TRUE, TRUE);
1314
1315                                 /* Hack -- faint (bypass free action) */
1316                                 (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + 1 + randint0(5));
1317                         }
1318
1319                         /* Starve to death (slowly) */
1320                         if (creature_ptr->food < PY_FOOD_STARVE)
1321                         {
1322                                 /* Calculate damage */
1323                                 HIT_POINT dam = (PY_FOOD_STARVE - creature_ptr->food) / 10;
1324
1325                                 if (!IS_INVULN()) take_hit(creature_ptr, DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1326                         }
1327                 }
1328         }
1329 }
1330
1331 /*!
1332  * @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。
1333  *  / Handle timed damage and regeneration every 10 game turns
1334  * @return なし
1335  */
1336 static void process_world_aux_hp_and_sp(player_type *creature_ptr)
1337 {
1338         feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
1339         bool cave_no_regen = FALSE;
1340         int upkeep_factor = 0;
1341
1342         /* Default regeneration */
1343         int regen_amount = PY_REGEN_NORMAL;
1344
1345
1346         /*** Damage over Time ***/
1347
1348         /* Take damage from poison */
1349         if (creature_ptr->poisoned && !IS_INVULN())
1350         {
1351                 take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1352         }
1353
1354         /* Take damage from cuts */
1355         if (creature_ptr->cut && !IS_INVULN())
1356         {
1357                 HIT_POINT dam;
1358
1359                 /* Mortal wound or Deep Gash */
1360                 if (creature_ptr->cut > 1000)
1361                 {
1362                         dam = 200;
1363                 }
1364
1365                 else if (creature_ptr->cut > 200)
1366                 {
1367                         dam = 80;
1368                 }
1369
1370                 /* Severe cut */
1371                 else if (creature_ptr->cut > 100)
1372                 {
1373                         dam = 32;
1374                 }
1375
1376                 else if (creature_ptr->cut > 50)
1377                 {
1378                         dam = 16;
1379                 }
1380
1381                 else if (creature_ptr->cut > 25)
1382                 {
1383                         dam = 7;
1384                 }
1385
1386                 else if (creature_ptr->cut > 10)
1387                 {
1388                         dam = 3;
1389                 }
1390
1391                 /* Other cuts */
1392                 else
1393                 {
1394                         dam = 1;
1395                 }
1396
1397                 take_hit(creature_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1398         }
1399
1400         /* (Vampires) Take damage from sunlight */
1401         if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || (creature_ptr->mimic_form == MIMIC_VAMPIRE))
1402         {
1403                 if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->resist_lite && !IS_INVULN() && is_daytime())
1404                 {
1405                         if ((creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1406                         {
1407                                 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!"));
1408                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1409                                 cave_no_regen = TRUE;
1410                         }
1411                 }
1412
1413                 if (creature_ptr->inventory_list[INVEN_LITE].tval && (creature_ptr->inventory_list[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1414                     !creature_ptr->resist_lite)
1415                 {
1416                         object_type * o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
1417                         GAME_TEXT o_name [MAX_NLEN];
1418                         char ouch [MAX_NLEN+40];
1419
1420                         /* Get an object description */
1421                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1422                         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);
1423
1424                         cave_no_regen = TRUE;
1425
1426                         /* Get an object description */
1427                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1428                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1429
1430                         if (!IS_INVULN()) take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, ouch, -1);
1431                 }
1432         }
1433
1434         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !creature_ptr->immune_fire)
1435         {
1436                 int damage = 0;
1437
1438                 if (have_flag(f_ptr->flags, FF_DEEP))
1439                 {
1440                         damage = 6000 + randint0(4000);
1441                 }
1442                 else if (!creature_ptr->levitation)
1443                 {
1444                         damage = 3000 + randint0(2000);
1445                 }
1446
1447                 if (damage)
1448                 {
1449                         if(PRACE_IS_(creature_ptr, RACE_ENT)) damage += damage / 3;
1450                         if(creature_ptr->resist_fire) damage = damage / 3;
1451                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1452                         if(creature_ptr->levitation) damage = damage / 5;
1453
1454                         damage = damage / 100 + (randint0(100) < (damage % 100));
1455
1456                         if (creature_ptr->levitation)
1457                         {
1458                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1459                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1460                                                                 f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
1461                         }
1462                         else
1463                         {
1464                                 concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
1465                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1466                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1467                         }
1468
1469                         cave_no_regen = TRUE;
1470                 }
1471         }
1472
1473         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !creature_ptr->immune_cold)
1474         {
1475                 int damage = 0;
1476
1477                 if (have_flag(f_ptr->flags, FF_DEEP))
1478                 {
1479                         damage = 6000 + randint0(4000);
1480                 }
1481                 else if (!creature_ptr->levitation)
1482                 {
1483                         damage = 3000 + randint0(2000);
1484                 }
1485
1486                 if (damage)
1487                 {
1488                         if (creature_ptr->resist_cold) damage = damage / 3;
1489                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1490                         if (creature_ptr->levitation) damage = damage / 5;
1491
1492                         damage = damage / 100 + (randint0(100) < (damage % 100));
1493
1494                         if (creature_ptr->levitation)
1495                         {
1496                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1497                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1498                                         f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
1499                         }
1500                         else
1501                         {
1502                                 concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
1503                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1504                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1505                         }
1506
1507                         cave_no_regen = TRUE;
1508                 }
1509         }
1510
1511         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !creature_ptr->immune_elec)
1512         {
1513                 int damage = 0;
1514
1515                 if (have_flag(f_ptr->flags, FF_DEEP))
1516                 {
1517                         damage = 6000 + randint0(4000);
1518                 }
1519                 else if (!creature_ptr->levitation)
1520                 {
1521                         damage = 3000 + randint0(2000);
1522                 }
1523
1524                 if (damage)
1525                 {
1526                         if (creature_ptr->resist_elec) damage = damage / 3;
1527                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1528                         if (creature_ptr->levitation) damage = damage / 5;
1529
1530                         damage = damage / 100 + (randint0(100) < (damage % 100));
1531
1532                         if (creature_ptr->levitation)
1533                         {
1534                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1535                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1536                                         f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
1537                         }
1538                         else
1539                         {
1540                                 concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
1541                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1542                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1543                         }
1544
1545                         cave_no_regen = TRUE;
1546                 }
1547         }
1548
1549         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !creature_ptr->immune_acid)
1550         {
1551                 int damage = 0;
1552
1553                 if (have_flag(f_ptr->flags, FF_DEEP))
1554                 {
1555                         damage = 6000 + randint0(4000);
1556                 }
1557                 else if (!creature_ptr->levitation)
1558                 {
1559                         damage = 3000 + randint0(2000);
1560                 }
1561
1562                 if (damage)
1563                 {
1564                         if (creature_ptr->resist_acid) damage = damage / 3;
1565                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1566                         if (creature_ptr->levitation) damage = damage / 5;
1567
1568                         damage = damage / 100 + (randint0(100) < (damage % 100));
1569
1570                         if (creature_ptr->levitation)
1571                         {
1572                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1573                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1574                                         f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
1575                         }
1576                         else
1577                         {
1578                                 concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
1579                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1580                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1581                         }
1582
1583                         cave_no_regen = TRUE;
1584                 }
1585         }
1586
1587         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1588         {
1589                 int damage = 0;
1590
1591                 if (have_flag(f_ptr->flags, FF_DEEP))
1592                 {
1593                         damage = 6000 + randint0(4000);
1594                 }
1595                 else if (!creature_ptr->levitation)
1596                 {
1597                         damage = 3000 + randint0(2000);
1598                 }
1599
1600                 if (damage)
1601                 {
1602                         if (creature_ptr->resist_pois) damage = damage / 3;
1603                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1604                         if (creature_ptr->levitation) damage = damage / 5;
1605
1606                         damage = damage / 100 + (randint0(100) < (damage % 100));
1607
1608                         if (creature_ptr->levitation)
1609                         {
1610                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1611                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1612                                         f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
1613                                 if (creature_ptr->resist_pois) (void)set_poisoned(creature_ptr, creature_ptr->poisoned + 1);
1614                         }
1615                         else
1616                         {
1617                                 concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
1618                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1619                                 take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1620                                 if (creature_ptr->resist_pois) (void)set_poisoned(creature_ptr, creature_ptr->poisoned + 3);
1621                         }
1622
1623                         cave_no_regen = TRUE;
1624                 }
1625         }
1626
1627         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1628             !creature_ptr->levitation && !creature_ptr->can_swim && !creature_ptr->resist_water)
1629         {
1630                 if (creature_ptr->total_weight > weight_limit(creature_ptr))
1631                 {
1632                         msg_print(_("溺れている!", "You are drowning!"));
1633                         take_hit(creature_ptr, DAMAGE_NOESCAPE, randint1(creature_ptr->lev), _("溺れ", "drowning"), -1);
1634                         cave_no_regen = TRUE;
1635                 }
1636         }
1637
1638         if (creature_ptr->riding)
1639         {
1640                 HIT_POINT damage;
1641                 if ((r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !creature_ptr->immune_fire)
1642                 {
1643                         damage = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level / 2;
1644                         if (PRACE_IS_(creature_ptr, RACE_ENT)) damage += damage / 3;
1645                         if (creature_ptr->resist_fire) damage = damage / 3;
1646                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1647                         msg_print(_("熱い!", "It's hot!"));
1648                         take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1649                 }
1650                 if ((r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !creature_ptr->immune_elec)
1651                 {
1652                         damage = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level / 2;
1653                         if (PRACE_IS_(creature_ptr, RACE_ANDROID)) damage += damage / 3;
1654                         if (creature_ptr->resist_elec) damage = damage / 3;
1655                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1656                         msg_print(_("痛い!", "It hurts!"));
1657                         take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1658                 }
1659                 if ((r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !creature_ptr->immune_cold)
1660                 {
1661                         damage = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level / 2;
1662                         if (creature_ptr->resist_cold) damage = damage / 3;
1663                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1664                         msg_print(_("冷たい!", "It's cold!"));
1665                         take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1666                 }
1667         }
1668
1669         /* Spectres -- take damage when moving through walls */
1670         /*
1671          * Added: ANYBODY takes damage if inside through walls
1672          * without wraith form -- NOTE: Spectres will never be
1673          * reduced below 0 hp by being inside a stone wall; others
1674          * WILL BE!
1675          */
1676         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1677         {
1678                 if (!IS_INVULN() && !creature_ptr->wraith_form && !creature_ptr->kabenuke && ((creature_ptr->chp > (creature_ptr->lev / 5)) || !creature_ptr->pass_wall))
1679                 {
1680                         concptr dam_desc;
1681                         cave_no_regen = TRUE;
1682
1683                         if (creature_ptr->pass_wall)
1684                         {
1685                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1686                                 dam_desc = _("密度", "density");
1687                         }
1688                         else
1689                         {
1690                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1691                                 dam_desc = _("硬い岩", "solid rock");
1692                         }
1693
1694                         take_hit(creature_ptr, DAMAGE_NOESCAPE, 1 + (creature_ptr->lev / 5), dam_desc, -1);
1695                 }
1696         }
1697
1698
1699         /*** handle regeneration ***/
1700
1701         /* Getting Weak */
1702         if (creature_ptr->food < PY_FOOD_WEAK)
1703         {
1704                 /* Lower regeneration */
1705                 if (creature_ptr->food < PY_FOOD_STARVE)
1706                 {
1707                         regen_amount = 0;
1708                 }
1709                 else if (creature_ptr->food < PY_FOOD_FAINT)
1710                 {
1711                         regen_amount = PY_REGEN_FAINT;
1712                 }
1713                 else
1714                 {
1715                         regen_amount = PY_REGEN_WEAK;
1716                 }
1717         }
1718
1719         /* Are we walking the pattern? */
1720         if (pattern_effect(creature_ptr))
1721         {
1722                 cave_no_regen = TRUE;
1723         }
1724         else
1725         {
1726                 /* Regeneration ability */
1727                 if (creature_ptr->regenerate)
1728                 {
1729                         regen_amount = regen_amount * 2;
1730                 }
1731                 if (creature_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1732                 {
1733                         regen_amount /= 2;
1734                 }
1735                 if (creature_ptr->cursed & TRC_SLOW_REGEN)
1736                 {
1737                         regen_amount /= 5;
1738                 }
1739         }
1740
1741
1742         /* Searching or Resting */
1743         if ((creature_ptr->action == ACTION_SEARCH) || (creature_ptr->action == ACTION_REST))
1744         {
1745                 regen_amount = regen_amount * 2;
1746         }
1747
1748         upkeep_factor = calculate_upkeep(creature_ptr);
1749
1750         /* No regeneration while special action */
1751         if ((creature_ptr->action == ACTION_LEARN) ||
1752             (creature_ptr->action == ACTION_HAYAGAKE) ||
1753             (creature_ptr->special_defense & KATA_KOUKIJIN))
1754         {
1755                 upkeep_factor += 100;
1756         }
1757
1758         /* Regenerate the mana */
1759         regenmana(creature_ptr, upkeep_factor, regen_amount);
1760
1761
1762         /* Recharge magic eater's power */
1763         if (creature_ptr->pclass == CLASS_MAGIC_EATER)
1764         {
1765                 regenmagic(creature_ptr, regen_amount);
1766         }
1767
1768         if ((creature_ptr->csp == 0) && (creature_ptr->csp_frac == 0))
1769         {
1770                 while (upkeep_factor > 100)
1771                 {
1772                         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!"));
1773                         msg_print(NULL);
1774                         do_cmd_pet_dismiss(creature_ptr);
1775
1776                         upkeep_factor = calculate_upkeep(creature_ptr);
1777
1778                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1779                         msg_print(NULL);
1780                 }
1781         }
1782
1783         /* Poisoned or cut yields no healing */
1784         if (creature_ptr->poisoned) regen_amount = 0;
1785         if (creature_ptr->cut) regen_amount = 0;
1786
1787         /* Special floor -- Pattern, in a wall -- yields no healing */
1788         if (cave_no_regen) regen_amount = 0;
1789
1790         regen_amount = (regen_amount * creature_ptr->mutant_regenerate_mod) / 100;
1791
1792         /* Regenerate Hit Points if needed */
1793         if ((creature_ptr->chp < creature_ptr->mhp) && !cave_no_regen)
1794         {
1795                 regenhp(creature_ptr, regen_amount);
1796         }
1797 }
1798
1799 /*!
1800  * @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
1801  * / Handle timeout every 10 game turns
1802  * @return なし
1803  */
1804 static void process_world_aux_timeout(player_type *creature_ptr)
1805 {
1806         const int dec_count = (easy_band ? 2 : 1);
1807
1808         /*** Timeout Various Things ***/
1809
1810         /* Mimic */
1811         if (creature_ptr->tim_mimic)
1812         {
1813                 (void)set_mimic(creature_ptr, creature_ptr->tim_mimic - 1, creature_ptr->mimic_form, TRUE);
1814         }
1815
1816         /* Hack -- Hallucinating */
1817         if (creature_ptr->image)
1818         {
1819                 (void)set_image(creature_ptr, creature_ptr->image - dec_count);
1820         }
1821
1822         /* Blindness */
1823         if (creature_ptr->blind)
1824         {
1825                 (void)set_blind(creature_ptr, creature_ptr->blind - dec_count);
1826         }
1827
1828         /* Times see-invisible */
1829         if (creature_ptr->tim_invis)
1830         {
1831                 (void)set_tim_invis(creature_ptr, creature_ptr->tim_invis - 1, TRUE);
1832         }
1833
1834         if (creature_ptr->suppress_multi_reward)
1835         {
1836                 creature_ptr->suppress_multi_reward = FALSE;
1837         }
1838
1839         /* Timed esp */
1840         if (creature_ptr->tim_esp)
1841         {
1842                 (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp - 1, TRUE);
1843         }
1844
1845         /* Timed temporary elemental brands. -LM- */
1846         if (creature_ptr->ele_attack)
1847         {
1848                 creature_ptr->ele_attack--;
1849
1850                 /* Clear all temporary elemental brands. */
1851                 if (!creature_ptr->ele_attack) set_ele_attack(creature_ptr, 0, 0);
1852         }
1853
1854         /* Timed temporary elemental immune. -LM- */
1855         if (creature_ptr->ele_immune)
1856         {
1857                 creature_ptr->ele_immune--;
1858
1859                 /* Clear all temporary elemental brands. */
1860                 if (!creature_ptr->ele_immune) set_ele_immune(creature_ptr, 0, 0);
1861         }
1862
1863         /* Timed infra-vision */
1864         if (creature_ptr->tim_infra)
1865         {
1866                 (void)set_tim_infra(creature_ptr, creature_ptr->tim_infra - 1, TRUE);
1867         }
1868
1869         /* Timed stealth */
1870         if (creature_ptr->tim_stealth)
1871         {
1872                 (void)set_tim_stealth(creature_ptr, creature_ptr->tim_stealth - 1, TRUE);
1873         }
1874
1875         /* Timed levitation */
1876         if (creature_ptr->tim_levitation)
1877         {
1878                 (void)set_tim_levitation(creature_ptr, creature_ptr->tim_levitation - 1, TRUE);
1879         }
1880
1881         /* Timed sh_touki */
1882         if (creature_ptr->tim_sh_touki)
1883         {
1884                 (void)set_tim_sh_touki(creature_ptr, creature_ptr->tim_sh_touki - 1, TRUE);
1885         }
1886
1887         /* Timed sh_fire */
1888         if (creature_ptr->tim_sh_fire)
1889         {
1890                 (void)set_tim_sh_fire(creature_ptr, creature_ptr->tim_sh_fire - 1, TRUE);
1891         }
1892
1893         /* Timed sh_holy */
1894         if (creature_ptr->tim_sh_holy)
1895         {
1896                 (void)set_tim_sh_holy(creature_ptr, creature_ptr->tim_sh_holy - 1, TRUE);
1897         }
1898
1899         /* Timed eyeeye */
1900         if (creature_ptr->tim_eyeeye)
1901         {
1902                 (void)set_tim_eyeeye(creature_ptr, creature_ptr->tim_eyeeye - 1, TRUE);
1903         }
1904
1905         /* Timed resist-magic */
1906         if (creature_ptr->resist_magic)
1907         {
1908                 (void)set_resist_magic(creature_ptr, creature_ptr->resist_magic - 1, TRUE);
1909         }
1910
1911         /* Timed regeneration */
1912         if (creature_ptr->tim_regen)
1913         {
1914                 (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen - 1, TRUE);
1915         }
1916
1917         /* Timed resist nether */
1918         if (creature_ptr->tim_res_nether)
1919         {
1920                 (void)set_tim_res_nether(creature_ptr, creature_ptr->tim_res_nether - 1, TRUE);
1921         }
1922
1923         /* Timed resist time */
1924         if (creature_ptr->tim_res_time)
1925         {
1926                 (void)set_tim_res_time(creature_ptr, creature_ptr->tim_res_time - 1, TRUE);
1927         }
1928
1929         /* Timed reflect */
1930         if (creature_ptr->tim_reflect)
1931         {
1932                 (void)set_tim_reflect(creature_ptr, creature_ptr->tim_reflect - 1, TRUE);
1933         }
1934
1935         /* Multi-shadow */
1936         if (creature_ptr->multishadow)
1937         {
1938                 (void)set_multishadow(creature_ptr, creature_ptr->multishadow - 1, TRUE);
1939         }
1940
1941         /* Timed Robe of dust */
1942         if (creature_ptr->dustrobe)
1943         {
1944                 (void)set_dustrobe(creature_ptr, creature_ptr->dustrobe - 1, TRUE);
1945         }
1946
1947         /* Timed infra-vision */
1948         if (creature_ptr->kabenuke)
1949         {
1950                 (void)set_kabenuke(creature_ptr, creature_ptr->kabenuke - 1, TRUE);
1951         }
1952
1953         /* Paralysis */
1954         if (creature_ptr->paralyzed)
1955         {
1956                 (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed - dec_count);
1957         }
1958
1959         /* Confusion */
1960         if (creature_ptr->confused)
1961         {
1962                 (void)set_confused(creature_ptr, creature_ptr->confused - dec_count);
1963         }
1964
1965         /* Afraid */
1966         if (creature_ptr->afraid)
1967         {
1968                 (void)set_afraid(creature_ptr, creature_ptr->afraid - dec_count);
1969         }
1970
1971         /* Fast */
1972         if (creature_ptr->fast)
1973         {
1974                 (void)set_fast(creature_ptr, creature_ptr->fast - 1, TRUE);
1975         }
1976
1977         /* Slow */
1978         if (creature_ptr->slow)
1979         {
1980                 (void)set_slow(creature_ptr, creature_ptr->slow - dec_count, TRUE);
1981         }
1982
1983         /* Protection from evil */
1984         if (creature_ptr->protevil)
1985         {
1986                 (void)set_protevil(creature_ptr, creature_ptr->protevil - 1, TRUE);
1987         }
1988
1989         /* Invulnerability */
1990         if (creature_ptr->invuln)
1991         {
1992                 (void)set_invuln(creature_ptr, creature_ptr->invuln - 1, TRUE);
1993         }
1994
1995         /* Wraith form */
1996         if (creature_ptr->wraith_form)
1997         {
1998                 (void)set_wraith_form(creature_ptr, creature_ptr->wraith_form - 1, TRUE);
1999         }
2000
2001         /* Heroism */
2002         if (creature_ptr->hero)
2003         {
2004                 (void)set_hero(creature_ptr, creature_ptr->hero - 1, TRUE);
2005         }
2006
2007         /* Super Heroism */
2008         if (creature_ptr->shero)
2009         {
2010                 (void)set_shero(creature_ptr, creature_ptr->shero - 1, TRUE);
2011         }
2012
2013         /* Blessed */
2014         if (creature_ptr->blessed)
2015         {
2016                 (void)set_blessed(creature_ptr, creature_ptr->blessed - 1, TRUE);
2017         }
2018
2019         /* Shield */
2020         if (creature_ptr->shield)
2021         {
2022                 (void)set_shield(creature_ptr, creature_ptr->shield - 1, TRUE);
2023         }
2024
2025         /* Tsubureru */
2026         if (creature_ptr->tsubureru)
2027         {
2028                 (void)set_tsubureru(creature_ptr, creature_ptr->tsubureru - 1, TRUE);
2029         }
2030
2031         /* Magicdef */
2032         if (creature_ptr->magicdef)
2033         {
2034                 (void)set_magicdef(creature_ptr, creature_ptr->magicdef - 1, TRUE);
2035         }
2036
2037         /* Tsuyoshi */
2038         if (creature_ptr->tsuyoshi)
2039         {
2040                 (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi - 1, TRUE);
2041         }
2042
2043         /* Oppose Acid */
2044         if (creature_ptr->oppose_acid)
2045         {
2046                 (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid - 1, TRUE);
2047         }
2048
2049         /* Oppose Lightning */
2050         if (creature_ptr->oppose_elec)
2051         {
2052                 (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec - 1, TRUE);
2053         }
2054
2055         /* Oppose Fire */
2056         if (creature_ptr->oppose_fire)
2057         {
2058                 (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire - 1, TRUE);
2059         }
2060
2061         /* Oppose Cold */
2062         if (creature_ptr->oppose_cold)
2063         {
2064                 (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold - 1, TRUE);
2065         }
2066
2067         /* Oppose Poison */
2068         if (creature_ptr->oppose_pois)
2069         {
2070                 (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois - 1, TRUE);
2071         }
2072
2073         if (creature_ptr->ult_res)
2074         {
2075                 (void)set_ultimate_res(creature_ptr, creature_ptr->ult_res - 1, TRUE);
2076         }
2077
2078         /*** Poison and Stun and Cut ***/
2079
2080         /* Poison */
2081         if (creature_ptr->poisoned)
2082         {
2083                 int adjust = adj_con_fix[creature_ptr->stat_ind[A_CON]] + 1;
2084
2085                 /* Apply some healing */
2086                 (void)set_poisoned(creature_ptr, creature_ptr->poisoned - adjust);
2087         }
2088
2089         /* Stun */
2090         if (creature_ptr->stun)
2091         {
2092                 int adjust = adj_con_fix[creature_ptr->stat_ind[A_CON]] + 1;
2093
2094                 /* Apply some healing */
2095                 (void)set_stun(creature_ptr, creature_ptr->stun - adjust);
2096         }
2097
2098         /* Cut */
2099         if (creature_ptr->cut)
2100         {
2101                 int adjust = adj_con_fix[creature_ptr->stat_ind[A_CON]] + 1;
2102
2103                 /* Hack -- Truly "mortal" wound */
2104                 if (creature_ptr->cut > 1000) adjust = 0;
2105
2106                 /* Apply some healing */
2107                 (void)set_cut(creature_ptr,creature_ptr->cut - adjust);
2108         }
2109 }
2110
2111
2112 /*!
2113  * @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
2114  * / Handle burning fuel every 10 game turns
2115  * @return なし
2116  */
2117 static void process_world_aux_light(player_type *creature_ptr)
2118 {
2119         /* Check for light being wielded */
2120         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
2121
2122         /* Burn some fuel in the current lite */
2123         if (o_ptr->tval == TV_LITE)
2124         {
2125                 /* Hack -- Use some fuel (except on artifacts) */
2126                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2127                 {
2128                         /* Decrease life-span */
2129                         if (o_ptr->name2 == EGO_LITE_LONG)
2130                         {
2131                                 if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2132                         }
2133                         else o_ptr->xtra4--;
2134
2135                         /* Notice interesting fuel steps */
2136                         notice_lite_change(creature_ptr, o_ptr);
2137                 }
2138         }
2139 }
2140
2141
2142 /*!
2143  * @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
2144  * / Handle mutation effects once every 10 game turns
2145  * @return なし
2146  */
2147 static void process_world_aux_mutation(player_type *creature_ptr)
2148 {
2149         /* No mutation with effects */
2150         if (!creature_ptr->muta2) return;
2151
2152         /* No effect on monster arena */
2153         if (creature_ptr->phase_out) return;
2154
2155         /* No effect on the global map */
2156         if (creature_ptr->wild_mode) return;
2157
2158         if ((creature_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2159         {
2160                 disturb(creature_ptr, FALSE, TRUE);
2161                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2162                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2163                 (void)set_shero(creature_ptr, 10 + randint1(creature_ptr->lev), FALSE);
2164                 (void)set_afraid(creature_ptr, 0);
2165         }
2166
2167         if ((creature_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2168         {
2169                 if (!creature_ptr->resist_fear)
2170                 {
2171                         disturb(creature_ptr, FALSE, TRUE);
2172                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2173                         set_afraid(creature_ptr, creature_ptr->afraid + 13 + randint1(26));
2174                 }
2175         }
2176
2177         if ((creature_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2178         {
2179                 if (!creature_ptr->resist_nexus && !(creature_ptr->muta1 & MUT1_VTELEPORT) && !creature_ptr->anti_tele)
2180                 {
2181                         disturb(creature_ptr, FALSE, TRUE);
2182                         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..."));
2183                         msg_print(NULL);
2184                         teleport_player(creature_ptr, 40, TELEPORT_PASSIVE);
2185                 }
2186         }
2187
2188         if ((creature_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2189         {
2190                 if (!creature_ptr->resist_conf && !creature_ptr->resist_chaos)
2191                 {
2192                         disturb(creature_ptr, FALSE, TRUE);
2193                         creature_ptr->redraw |= PR_EXTRA;
2194                         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*!"));
2195                 }
2196
2197                 if (!creature_ptr->resist_conf)
2198                 {
2199                         (void)set_confused(creature_ptr, creature_ptr->confused + randint0(20) + 15);
2200                 }
2201
2202                 if (!creature_ptr->resist_chaos)
2203                 {
2204                         if (one_in_(20))
2205                         {
2206                                 msg_print(NULL);
2207                                 if (one_in_(3)) lose_all_info(creature_ptr);
2208                                 else wiz_dark(creature_ptr);
2209                                 (void)teleport_player_aux(creature_ptr,100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2210                                 wiz_dark(creature_ptr);
2211                                 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..."));
2212                                 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!"));
2213                         }
2214                         else
2215                         {
2216                                 if (one_in_(3))
2217                                 {
2218                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2219                                         (void)set_image(creature_ptr, creature_ptr->image + randint0(150) + 150);
2220                                 }
2221                         }
2222                 }
2223         }
2224
2225         if ((creature_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2226         {
2227                 if (!creature_ptr->resist_chaos)
2228                 {
2229                         disturb(creature_ptr, FALSE, TRUE);
2230                         creature_ptr->redraw |= PR_EXTRA;
2231                         (void)set_image(creature_ptr, creature_ptr->image + randint0(50) + 20);
2232                 }
2233         }
2234
2235         if ((creature_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2236         {
2237                 disturb(creature_ptr, FALSE, TRUE);
2238                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2239                 msg_print(NULL);
2240                 fire_ball(creature_ptr, GF_POIS, 0, creature_ptr->lev, 3);
2241         }
2242
2243         if ((creature_ptr->muta2 & MUT2_PROD_MANA) &&
2244             !creature_ptr->anti_magic && one_in_(9000))
2245         {
2246                 int dire = 0;
2247                 disturb(creature_ptr, FALSE, TRUE);
2248                 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!", 
2249                                                 "Magical energy flows through you! You must release it!"));
2250
2251                 flush();
2252                 msg_print(NULL);
2253                 (void)get_hack_dir(&dire);
2254                 fire_ball(creature_ptr, GF_MANA, dire, creature_ptr->lev * 2, 3);
2255         }
2256
2257         if ((creature_ptr->muta2 & MUT2_ATT_DEMON) && !creature_ptr->anti_magic && (randint1(6666) == 666))
2258         {
2259                 bool pet = one_in_(6);
2260                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2261
2262                 if (pet) mode |= PM_FORCE_PET;
2263                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2264
2265                 if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, mode))
2266                 {
2267                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2268                         disturb(creature_ptr, FALSE, TRUE);
2269                 }
2270         }
2271
2272         if ((creature_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2273         {
2274                 disturb(creature_ptr, FALSE, TRUE);
2275                 if (one_in_(2))
2276                 {
2277                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2278
2279                         if (creature_ptr->fast > 0)
2280                         {
2281                                 set_fast(creature_ptr, 0, TRUE);
2282                         }
2283                         else
2284                         {
2285                                 set_slow(creature_ptr, randint1(30) + 10, FALSE);
2286                         }
2287                 }
2288                 else
2289                 {
2290                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2291
2292                         if (creature_ptr->slow > 0)
2293                         {
2294                                 set_slow(creature_ptr, 0, TRUE);
2295                         }
2296                         else
2297                         {
2298                                 set_fast(creature_ptr, randint1(30) + 10, FALSE);
2299                         }
2300                 }
2301                 msg_print(NULL);
2302         }
2303         if ((creature_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2304         {
2305                 disturb(creature_ptr, FALSE, TRUE);
2306                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2307
2308                 banish_monsters(100);
2309                 if (!creature_ptr->current_floor_ptr->dun_level && creature_ptr->town_num)
2310                 {
2311                         int n;
2312
2313                         /* Pick a random shop (except home) */
2314                         do
2315                         {
2316                                 n = randint0(MAX_STORES);
2317                         }
2318                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2319
2320                         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!"));
2321                         store_shuffle(n);
2322                 }
2323                 msg_print(NULL);
2324         }
2325
2326         if ((creature_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2327         {
2328                 object_type *o_ptr;
2329
2330                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2331                 msg_print(NULL);
2332
2333                 /* Absorb light from the current possition */
2334                 if ((creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2335                 {
2336                         hp_player(creature_ptr, 10);
2337                 }
2338
2339                 o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
2340
2341                 /* Absorb some fuel in the current lite */
2342                 if (o_ptr->tval == TV_LITE)
2343                 {
2344                         /* Use some fuel (except on artifacts) */
2345                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2346                         {
2347                                 /* Heal the player a bit */
2348                                 hp_player(creature_ptr, o_ptr->xtra4 / 20);
2349
2350                                 /* Decrease life-span of lite */
2351                                 o_ptr->xtra4 /= 2;
2352                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2353
2354                                 /* Notice interesting fuel steps */
2355                                 notice_lite_change(creature_ptr, o_ptr);
2356                         }
2357                 }
2358
2359                 /*
2360                  * Unlite the area (radius 10) around player and
2361                  * do 50 points damage to every affected monster
2362                  */
2363                 unlite_area(50, 10);
2364         }
2365
2366         if ((creature_ptr->muta2 & MUT2_ATT_ANIMAL) && !creature_ptr->anti_magic && one_in_(7000))
2367         {
2368                 bool pet = one_in_(3);
2369                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2370
2371                 if (pet) mode |= PM_FORCE_PET;
2372                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2373
2374                 if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_ANIMAL, mode))
2375                 {
2376                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2377                         disturb(creature_ptr, FALSE, TRUE);
2378                 }
2379         }
2380
2381         if ((creature_ptr->muta2 & MUT2_RAW_CHAOS) && !creature_ptr->anti_magic && one_in_(8000))
2382         {
2383                 disturb(creature_ptr, FALSE, TRUE);
2384                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2385
2386                 msg_print(NULL);
2387                 fire_ball(creature_ptr, GF_CHAOS, 0, creature_ptr->lev, 8);
2388         }
2389         if ((creature_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2390         {
2391                 if (!lose_mutation(creature_ptr, 0))
2392                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2393         }
2394         if ((creature_ptr->muta2 & MUT2_WRAITH) && !creature_ptr->anti_magic && one_in_(3000))
2395         {
2396                 disturb(creature_ptr, FALSE, TRUE);
2397                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2398
2399                 msg_print(NULL);
2400                 set_wraith_form(creature_ptr, randint1(creature_ptr->lev / 2) + (creature_ptr->lev / 2), FALSE);
2401         }
2402         if ((creature_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2403         {
2404                 do_poly_wounds(creature_ptr);
2405         }
2406         if ((creature_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2407         {
2408                 int which_stat = randint0(A_MAX);
2409                 int sustained = FALSE;
2410
2411                 switch (which_stat)
2412                 {
2413                 case A_STR:
2414                         if (creature_ptr->sustain_str) sustained = TRUE;
2415                         break;
2416                 case A_INT:
2417                         if (creature_ptr->sustain_int) sustained = TRUE;
2418                         break;
2419                 case A_WIS:
2420                         if (creature_ptr->sustain_wis) sustained = TRUE;
2421                         break;
2422                 case A_DEX:
2423                         if (creature_ptr->sustain_dex) sustained = TRUE;
2424                         break;
2425                 case A_CON:
2426                         if (creature_ptr->sustain_con) sustained = TRUE;
2427                         break;
2428                 case A_CHR:
2429                         if (creature_ptr->sustain_chr) sustained = TRUE;
2430                         break;
2431                 default:
2432                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2433                         sustained = TRUE;
2434                 }
2435
2436                 if (!sustained)
2437                 {
2438                         disturb(creature_ptr, FALSE, TRUE);
2439                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2440                         msg_print(NULL);
2441                         (void)dec_stat(creature_ptr, which_stat, randint1(6) + 6, one_in_(3));
2442                 }
2443         }
2444         if ((creature_ptr->muta2 & MUT2_ATT_DRAGON) && !creature_ptr->anti_magic && one_in_(3000))
2445         {
2446                 bool pet = one_in_(5);
2447                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2448
2449                 if (pet) mode |= PM_FORCE_PET;
2450                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2451
2452                 if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DRAGON, mode))
2453                 {
2454                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2455                         disturb(creature_ptr, FALSE, TRUE);
2456                 }
2457         }
2458         if ((creature_ptr->muta2 & MUT2_WEIRD_MIND) && !creature_ptr->anti_magic && one_in_(3000))
2459         {
2460                 if (creature_ptr->tim_esp > 0)
2461                 {
2462                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2463                         set_tim_esp(creature_ptr, 0, TRUE);
2464                 }
2465                 else
2466                 {
2467                         msg_print(_("精神が広がった!", "Your mind expands!"));
2468                         set_tim_esp(creature_ptr, creature_ptr->lev, FALSE);
2469                 }
2470         }
2471         if ((creature_ptr->muta2 & MUT2_NAUSEA) && !creature_ptr->slow_digest && one_in_(9000))
2472         {
2473                 disturb(creature_ptr, FALSE, TRUE);
2474                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2475                 msg_print(NULL);
2476                 set_food(creature_ptr, PY_FOOD_WEAK);
2477                 if (music_singing_any(creature_ptr)) stop_singing(creature_ptr);
2478                 if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
2479         }
2480
2481         if ((creature_ptr->muta2 & MUT2_WALK_SHAD) && !creature_ptr->anti_magic && one_in_(12000) && !creature_ptr->current_floor_ptr->inside_arena)
2482         {
2483                 reserve_alter_reality(creature_ptr);
2484         }
2485
2486         if ((creature_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2487         {
2488                 int danger_amount = 0;
2489                 MONSTER_IDX monster;
2490
2491                 for (monster = 0; monster < creature_ptr->current_floor_ptr->m_max; monster++)
2492                 {
2493                         monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[monster];
2494                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2495                         if (!monster_is_valid(m_ptr)) continue;
2496
2497                         if (r_ptr->level >= creature_ptr->lev)
2498                         {
2499                                 danger_amount += r_ptr->level - creature_ptr->lev + 1;
2500                         }
2501                 }
2502
2503                 if (danger_amount > 100)
2504                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2505                 else if (danger_amount > 50)
2506                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2507                 else if (danger_amount > 20)
2508                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2509                 else if (danger_amount > 10)
2510                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2511                 else if (danger_amount > 5)
2512                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2513                 else
2514                         msg_print(_("寂しい気がする。", "You feel lonely."));
2515         }
2516
2517         if ((creature_ptr->muta2 & MUT2_INVULN) && !creature_ptr->anti_magic && one_in_(5000))
2518         {
2519                 disturb(creature_ptr, FALSE, TRUE);
2520                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2521                 msg_print(NULL);
2522                 (void)set_invuln(creature_ptr, randint1(8) + 8, FALSE);
2523         }
2524
2525         if ((creature_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2526         {
2527                 MANA_POINT wounds = (MANA_POINT)(creature_ptr->mhp - creature_ptr->chp);
2528
2529                 if (wounds > 0)
2530                 {
2531                         HIT_POINT healing = creature_ptr->csp;
2532                         if (healing > wounds) healing = wounds;
2533
2534                         hp_player(creature_ptr, healing);
2535                         creature_ptr->csp -= healing;
2536                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2537                 }
2538         }
2539
2540         if ((creature_ptr->muta2 & MUT2_HP_TO_SP) && !creature_ptr->anti_magic && one_in_(4000))
2541         {
2542                 HIT_POINT wounds = (HIT_POINT)(creature_ptr->msp - creature_ptr->csp);
2543
2544                 if (wounds > 0)
2545                 {
2546                         HIT_POINT healing = creature_ptr->chp;
2547                         if (healing > wounds) healing = wounds;
2548
2549                         creature_ptr->csp += healing;
2550                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2551                         take_hit(creature_ptr, DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2552                 }
2553         }
2554
2555         if ((creature_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2556         {
2557                 INVENTORY_IDX slot = 0;
2558                 object_type *o_ptr = NULL;
2559
2560                 disturb(creature_ptr, FALSE, TRUE);
2561                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2562                 take_hit(creature_ptr, DAMAGE_NOESCAPE, randint1(creature_ptr->wt / 6), _("転倒", "tripping"), -1);
2563
2564                 msg_print(NULL);
2565                 if (has_melee_weapon(creature_ptr, INVEN_RARM))
2566                 {
2567                         slot = INVEN_RARM;
2568                         o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
2569
2570                         if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
2571                         {
2572                                 o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
2573                                 slot = INVEN_LARM;
2574                         }
2575                 }
2576                 else if (has_melee_weapon(creature_ptr, INVEN_LARM))
2577                 {
2578                         o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
2579                         slot = INVEN_LARM;
2580                 }
2581                 if (slot && !object_is_cursed(o_ptr))
2582                 {
2583                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2584                         inven_drop(slot, 1);
2585                 }
2586         }
2587
2588 }
2589
2590 /*!
2591  * @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
2592  * / Handle curse effects once every 10 game turns
2593  * @return なし
2594  */
2595 static void process_world_aux_curse(player_type *creature_ptr)
2596 {
2597         if ((creature_ptr->cursed & TRC_P_FLAG_MASK) && !creature_ptr->phase_out && !creature_ptr->wild_mode)
2598         {
2599                 /*
2600                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2601                  * can actually be useful!
2602                  */
2603                 if ((creature_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2604                 {
2605                         GAME_TEXT o_name[MAX_NLEN];
2606                         object_type *o_ptr;
2607                         int i, i_keep = 0, count = 0;
2608
2609                         /* Scan the equipment with random teleport ability */
2610                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2611                         {
2612                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2613                                 o_ptr = &creature_ptr->inventory_list[i];
2614                                 if (!o_ptr->k_idx) continue;
2615
2616                                 object_flags(o_ptr, flgs);
2617
2618                                 if (have_flag(flgs, TR_TELEPORT))
2619                                 {
2620                                         /* {.} will stop random teleportation. */
2621                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2622                                         {
2623                                                 count++;
2624                                                 if (one_in_(count)) i_keep = i;
2625                                         }
2626                                 }
2627                         }
2628
2629                         o_ptr = &creature_ptr->inventory_list[i_keep];
2630                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2631                         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);
2632                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2633                         {
2634                                 disturb(creature_ptr, FALSE, TRUE);
2635                                 teleport_player(creature_ptr, 50, 0L);
2636                         }
2637                         else
2638                         {
2639                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2640                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2641                                 disturb(creature_ptr, TRUE, TRUE);
2642                         }
2643                 }
2644                 /* Make a chainsword noise */
2645                 if ((creature_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2646                 {
2647                         char noise[1024];
2648                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2649                                 msg_print(noise);
2650                         disturb(creature_ptr, FALSE, FALSE);
2651                 }
2652                 /* TY Curse */
2653                 if ((creature_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2654                 {
2655                         int count = 0;
2656                         (void)activate_ty_curse(FALSE, &count);
2657                 }
2658                 /* Handle experience draining */
2659                 if (creature_ptr->prace != RACE_ANDROID && ((creature_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2660                 {
2661                         creature_ptr->exp -= (creature_ptr->lev + 1) / 2;
2662                         if (creature_ptr->exp < 0) creature_ptr->exp = 0;
2663                         creature_ptr->max_exp -= (creature_ptr->lev + 1) / 2;
2664                         if (creature_ptr->max_exp < 0) creature_ptr->max_exp = 0;
2665                         check_experience(creature_ptr);
2666                 }
2667                 /* Add light curse (Later) */
2668                 if ((creature_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2669                 {
2670                         BIT_FLAGS new_curse;
2671                         object_type *o_ptr;
2672
2673                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2674
2675                         new_curse = get_curse(0, o_ptr);
2676                         if (!(o_ptr->curse_flags & new_curse))
2677                         {
2678                                 GAME_TEXT o_name[MAX_NLEN];
2679
2680                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2681
2682                                 o_ptr->curse_flags |= new_curse;
2683                                 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);
2684
2685                                 o_ptr->feeling = FEEL_NONE;
2686
2687                                 creature_ptr->update |= (PU_BONUS);
2688                         }
2689                 }
2690                 /* Add heavy curse (Later) */
2691                 if ((creature_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2692                 {
2693                         BIT_FLAGS new_curse;
2694                         object_type *o_ptr;
2695
2696                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2697
2698                         new_curse = get_curse(1, o_ptr);
2699                         if (!(o_ptr->curse_flags & new_curse))
2700                         {
2701                                 GAME_TEXT o_name[MAX_NLEN];
2702
2703                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2704
2705                                 o_ptr->curse_flags |= new_curse;
2706                                 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);
2707                                 o_ptr->feeling = FEEL_NONE;
2708
2709                                 creature_ptr->update |= (PU_BONUS);
2710                         }
2711                 }
2712                 /* Call animal */
2713                 if ((creature_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2714                 {
2715                         if (summon_specific(0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2716                         {
2717                                 GAME_TEXT o_name[MAX_NLEN];
2718
2719                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2720                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2721                                 disturb(creature_ptr, FALSE, TRUE);
2722                         }
2723                 }
2724                 /* Call demon */
2725                 if ((creature_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2726                 {
2727                         if (summon_specific(0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2728                         {
2729                                 GAME_TEXT o_name[MAX_NLEN];
2730
2731                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2732                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2733                                 disturb(creature_ptr, FALSE, TRUE);
2734                         }
2735                 }
2736                 /* Call dragon */
2737                 if ((creature_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2738                 {
2739                         if (summon_specific(0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DRAGON,
2740                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2741                         {
2742                                 GAME_TEXT o_name[MAX_NLEN];
2743
2744                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2745                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2746                                 disturb(creature_ptr, FALSE, TRUE);
2747                         }
2748                 }
2749                 /* Call undead */
2750                 if ((creature_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2751                 {
2752                         if (summon_specific(0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD,
2753                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2754                         {
2755                                 GAME_TEXT o_name[MAX_NLEN];
2756
2757                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2758                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2759                                 disturb(creature_ptr, FALSE, TRUE);
2760                         }
2761                 }
2762                 if ((creature_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2763                 {
2764                         if (!creature_ptr->resist_fear)
2765                         {
2766                                 disturb(creature_ptr, FALSE, TRUE);
2767                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2768                                 set_afraid(creature_ptr, creature_ptr->afraid + 13 + randint1(26));
2769                         }
2770                 }
2771                 /* Teleport player */
2772                 if ((creature_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !creature_ptr->anti_tele)
2773                 {
2774                         disturb(creature_ptr, FALSE, TRUE);
2775
2776                         /* Teleport player */
2777                         teleport_player(creature_ptr, 40, TELEPORT_PASSIVE);
2778                 }
2779                 /* Handle HP draining */
2780                 if ((creature_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2781                 {
2782                         GAME_TEXT o_name[MAX_NLEN];
2783
2784                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2785                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2786                         take_hit(creature_ptr, DAMAGE_LOSELIFE, MIN(creature_ptr->lev*2, 100), o_name, -1);
2787                 }
2788                 /* Handle mana draining */
2789                 if ((creature_ptr->cursed & TRC_DRAIN_MANA) && creature_ptr->csp && one_in_(666))
2790                 {
2791                         GAME_TEXT o_name[MAX_NLEN];
2792
2793                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2794                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2795                         creature_ptr->csp -= MIN(creature_ptr->lev, 50);
2796                         if (creature_ptr->csp < 0)
2797                         {
2798                                 creature_ptr->csp = 0;
2799                                 creature_ptr->csp_frac = 0;
2800                         }
2801                         creature_ptr->redraw |= PR_MANA;
2802                 }
2803         }
2804
2805         /* Rarely, take damage from the Jewel of Judgement */
2806         if (one_in_(999) && !creature_ptr->anti_magic)
2807         {
2808                 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
2809
2810                 if (o_ptr->name1 == ART_JUDGE)
2811                 {
2812                         if (object_is_known(o_ptr))
2813                                 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!"));
2814                         else
2815                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2816                         take_hit(creature_ptr, DAMAGE_LOSELIFE, MIN(creature_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2817                 }
2818         }
2819 }
2820
2821
2822 /*!
2823  * @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
2824  * / Handle recharging objects once every 10 game turns
2825  * @return なし
2826  */
2827 static void process_world_aux_recharge(player_type *creature_ptr)
2828 {
2829         int i;
2830         bool changed;
2831
2832         /* Process equipment */
2833         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2834         {
2835                 /* Get the object */
2836                 object_type *o_ptr = &creature_ptr->inventory_list[i];
2837                 if (!o_ptr->k_idx) continue;
2838
2839                 /* Recharge activatable objects */
2840                 if (o_ptr->timeout > 0)
2841                 {
2842                         /* Recharge */
2843                         o_ptr->timeout--;
2844
2845                         /* Notice changes */
2846                         if (!o_ptr->timeout)
2847                         {
2848                                 recharged_notice(o_ptr);
2849                                 changed = TRUE;
2850                         }
2851                 }
2852         }
2853
2854         /* Notice changes */
2855         if (changed)
2856         {
2857                 creature_ptr->window |= (PW_EQUIP);
2858                 wild_regen = 20;
2859         }
2860
2861         /*
2862          * Recharge rods.  Rods now use timeout to control charging status,
2863          * and each charging rod in a stack decreases the stack's timeout by
2864          * one per turn. -LM-
2865          */
2866         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2867         {
2868                 object_type *o_ptr = &creature_ptr->inventory_list[i];
2869                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2870                 if (!o_ptr->k_idx) continue;
2871
2872                 /* Examine all charging rods or stacks of charging rods. */
2873                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2874                 {
2875                         /* Determine how many rods are charging. */
2876                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2877                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2878
2879                         /* Decrease timeout by that number. */
2880                         o_ptr->timeout -= temp;
2881
2882                         /* Boundary control. */
2883                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2884
2885                         /* Notice changes, provide message if object is inscribed. */
2886                         if (!(o_ptr->timeout))
2887                         {
2888                                 recharged_notice(o_ptr);
2889                                 changed = TRUE;
2890                         }
2891
2892                         /* One of the stack of rod is charged */
2893                         else if (o_ptr->timeout % k_ptr->pval)
2894                         {
2895                                 changed = TRUE;
2896                         }
2897                 }
2898         }
2899
2900         /* Notice changes */
2901         if (changed)
2902         {
2903                 creature_ptr->window |= (PW_INVEN);
2904                 wild_regen = 20;
2905         }
2906
2907         /* Process objects on floor */
2908         for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
2909         {
2910                 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
2911
2912                 if (!OBJECT_IS_VALID(o_ptr)) continue;
2913
2914                 /* Recharge rods on the ground.  No messages. */
2915                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2916                 {
2917                         /* Charge it */
2918                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2919
2920                         /* Boundary control. */
2921                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2922                 }
2923         }
2924 }
2925
2926
2927 /*!
2928  * @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。
2929  * / Handle involuntary movement once every 10 game turns
2930  * @return なし
2931  */
2932 static void process_world_aux_movement(player_type *creature_ptr)
2933 {
2934         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2935         /* Delayed Word-of-Recall */
2936         if (creature_ptr->word_recall)
2937         {
2938                 /*
2939                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2940                  * The player is yanked up/down as soon as
2941                  * he loads the autosaved game.
2942                  */
2943                 if (autosave_l && (creature_ptr->word_recall == 1) && !creature_ptr->phase_out)
2944                         do_cmd_save_game(TRUE);
2945
2946                 /* Count down towards recall */
2947                 creature_ptr->word_recall--;
2948
2949                 creature_ptr->redraw |= (PR_STATUS);
2950
2951                 /* Activate the recall */
2952                 if (!creature_ptr->word_recall)
2953                 {
2954                         /* Disturbing! */
2955                         disturb(creature_ptr, FALSE, TRUE);
2956
2957                         /* Determine the level */
2958                         if (floor_ptr->dun_level || creature_ptr->current_floor_ptr->inside_quest || creature_ptr->enter_dungeon)
2959                         {
2960                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2961
2962                                 if (creature_ptr->dungeon_idx) creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
2963                                 if (record_stair)
2964                                         exe_write_diary(creature_ptr, NIKKI_RECALL, floor_ptr->dun_level, NULL);
2965
2966                                 floor_ptr->dun_level = 0;
2967                                 creature_ptr->dungeon_idx = 0;
2968
2969                                 leave_quest_check();
2970                                 leave_tower_check();
2971
2972                                 creature_ptr->current_floor_ptr->inside_quest = 0;
2973
2974                                 creature_ptr->leaving = TRUE;
2975                         }
2976                         else
2977                         {
2978                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
2979
2980                                 creature_ptr->dungeon_idx = creature_ptr->recall_dungeon;
2981
2982                                 if (record_stair)
2983                                         exe_write_diary(creature_ptr, NIKKI_RECALL, floor_ptr->dun_level, NULL);
2984
2985                                 /* New depth */
2986                                 floor_ptr->dun_level = max_dlv[creature_ptr->dungeon_idx];
2987                                 if (floor_ptr->dun_level < 1) floor_ptr->dun_level = 1;
2988
2989                                 /* Nightmare mode makes recall more dangerous */
2990                                 if (ironman_nightmare && !randint0(666) && (creature_ptr->dungeon_idx == DUNGEON_ANGBAND))
2991                                 {
2992                                         if (floor_ptr->dun_level < 50)
2993                                         {
2994                                                 floor_ptr->dun_level *= 2;
2995                                         }
2996                                         else if (floor_ptr->dun_level < 99)
2997                                         {
2998                                                 floor_ptr->dun_level = (floor_ptr->dun_level + 99) / 2;
2999                                         }
3000                                         else if (floor_ptr->dun_level > 100)
3001                                         {
3002                                                 floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].maxdepth - 1;
3003                                         }
3004                                 }
3005
3006                                 if (creature_ptr->wild_mode)
3007                                 {
3008                                         creature_ptr->wilderness_y = creature_ptr->y;
3009                                         creature_ptr->wilderness_x = creature_ptr->x;
3010                                 }
3011                                 else
3012                                 {
3013                                         /* Save player position */
3014                                         creature_ptr->oldpx = creature_ptr->x;
3015                                         creature_ptr->oldpy = creature_ptr->y;
3016                                 }
3017                                 creature_ptr->wild_mode = FALSE;
3018
3019                                 /*
3020                                  * Clear all saved floors
3021                                  * and create a first saved floor
3022                                  */
3023                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3024                                 creature_ptr->leaving = TRUE;
3025
3026                                 if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)
3027                                 {
3028                                         int i;
3029
3030                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3031                                         {
3032                                                 quest_type* const q_ptr = &quest[i];
3033
3034                                                 
3035                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3036                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3037                                                     (q_ptr->level < floor_ptr->dun_level))
3038                                                 {
3039                                                         q_ptr->status = QUEST_STATUS_FAILED;
3040                                                         q_ptr->complev = (byte)creature_ptr->lev;
3041                                                         update_playtime();
3042                                                         q_ptr->comptime = current_world_ptr->play_time;
3043                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3044                                                 }
3045                                         }
3046                                 }
3047                         }
3048
3049                         sound(SOUND_TPLEVEL);
3050                 }
3051         }
3052
3053
3054         /* Delayed Alter reality */
3055         if (creature_ptr->alter_reality)
3056         {
3057                 if (autosave_l && (creature_ptr->alter_reality == 1) && !creature_ptr->phase_out)
3058                         do_cmd_save_game(TRUE);
3059
3060                 /* Count down towards alter */
3061                 creature_ptr->alter_reality--;
3062
3063                 creature_ptr->redraw |= (PR_STATUS);
3064
3065                 /* Activate the alter reality */
3066                 if (!creature_ptr->alter_reality)
3067                 {
3068                         /* Disturbing! */
3069                         disturb(creature_ptr, FALSE, TRUE);
3070
3071                         /* Determine the level */
3072                         if (!quest_number(floor_ptr->dun_level) && floor_ptr->dun_level)
3073                         {
3074                                 msg_print(_("世界が変わった!", "The world changes!"));
3075
3076                                 /*
3077                                  * Clear all saved floors
3078                                  * and create a first saved floor
3079                                  */
3080                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3081                                 creature_ptr->leaving = TRUE;
3082                         }
3083                         else
3084                         {
3085                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3086                         }
3087
3088                         sound(SOUND_TPLEVEL);
3089                 }
3090         }
3091 }
3092
3093 /*!
3094  * @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。
3095  * / Handle certain things once every 10 game turns
3096  * @return なし
3097  */
3098 static void process_world(player_type *player_ptr)
3099 {
3100         int day, hour, min;
3101
3102         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3103         s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3104         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3105         
3106         extract_day_hour_min(&day, &hour, &min);
3107
3108         /* Update dungeon feeling, and announce it if changed */
3109         update_dungeon_feeling(player_ptr, player_ptr->current_floor_ptr);
3110
3111         /* 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.*/
3112         if (ironman_downward && (player_ptr->dungeon_idx != DUNGEON_ANGBAND && player_ptr->dungeon_idx != 0))
3113         {
3114                 player_ptr->current_floor_ptr->dun_level = 0;
3115                 player_ptr->dungeon_idx = 0;
3116                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3117                 player_ptr->current_floor_ptr->inside_arena = FALSE;
3118                 player_ptr->wild_mode = FALSE;
3119                 player_ptr->leaving = TRUE;
3120         }
3121
3122         /*** Check monster arena ***/
3123         if (player_ptr->phase_out && !player_ptr->leaving)
3124         {
3125                 int i2, j2;
3126                 int win_m_idx = 0;
3127                 int number_mon = 0;
3128
3129                 /* Count all hostile monsters */
3130                 for (i2 = 0; i2 < player_ptr->current_floor_ptr->width; ++i2)
3131                         for (j2 = 0; j2 < player_ptr->current_floor_ptr->height; j2++)
3132                         {
3133                                 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[j2][i2];
3134
3135                                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != player_ptr->riding))
3136                                 {
3137                                         number_mon++;
3138                                         win_m_idx = g_ptr->m_idx;
3139                                 }
3140                         }
3141
3142                 if (number_mon == 0)
3143                 {
3144                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3145                         msg_print(NULL);
3146                         player_ptr->energy_need = 0;
3147                         update_gambling_monsters();
3148                 }
3149                 else if ((number_mon-1) == 0)
3150                 {
3151                         GAME_TEXT m_name[MAX_NLEN];
3152                         monster_type *wm_ptr;
3153
3154                         wm_ptr = &player_ptr->current_floor_ptr->m_list[win_m_idx];
3155
3156                         monster_desc(m_name, wm_ptr, 0);
3157                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3158                         msg_print(NULL);
3159
3160                         if (win_m_idx == (sel_monster+1))
3161                         {
3162                                 msg_print(_("おめでとうございます。", "Congratulations."));
3163                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3164                                 player_ptr->au += battle_odds;
3165                         }
3166                         else
3167                         {
3168                                 msg_print(_("残念でした。", "You lost gold."));
3169                         }
3170                         msg_print(NULL);
3171                         player_ptr->energy_need = 0;
3172                         update_gambling_monsters();
3173                 }
3174                 else if (current_world_ptr->game_turn - player_ptr->current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
3175                 {
3176                         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."));
3177                         player_ptr->au += kakekin;
3178                         msg_print(NULL);
3179                         player_ptr->energy_need = 0;
3180                         update_gambling_monsters();
3181                 }
3182         }
3183
3184         /* Every 10 game turns */
3185         if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
3186
3187         /*** Attempt timed autosave ***/
3188         if (autosave_t && autosave_freq && !player_ptr->phase_out)
3189         {
3190                 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3191                         do_cmd_save_game(TRUE);
3192         }
3193
3194         if (player_ptr->current_floor_ptr->monster_noise && !ignore_unview)
3195         {
3196                 msg_print(_("何かが聞こえた。", "You hear noise."));
3197         }
3198
3199         /*** Handle the wilderness/town (sunshine) ***/
3200
3201         /* While in town/wilderness */
3202         if (!player_ptr->current_floor_ptr->dun_level && !player_ptr->current_floor_ptr->inside_quest && !player_ptr->phase_out && !player_ptr->current_floor_ptr->inside_arena)
3203         {
3204                 /* Hack -- Daybreak/Nighfall in town */
3205                 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3206                 {
3207                         bool dawn;
3208
3209                         /* Check for dawn */
3210                         dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
3211
3212                         if (dawn) day_break(player_ptr->current_floor_ptr);
3213                         else night_falls(player_ptr->current_floor_ptr);
3214
3215                 }
3216         }
3217
3218         /* While in the dungeon (vanilla_town or lite_town mode only) */
3219         else if ((vanilla_town || (lite_town && !player_ptr->current_floor_ptr->inside_quest && !player_ptr->phase_out && !player_ptr->current_floor_ptr->inside_arena)) && player_ptr->current_floor_ptr->dun_level)
3220         {
3221                 /*** Shuffle the Storekeepers ***/
3222
3223                 /* Chance is only once a day (while in dungeon) */
3224                 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
3225                 {
3226                         /* Sometimes, shuffle the shop-keepers */
3227                         if (one_in_(STORE_SHUFFLE))
3228                         {
3229                                 int n;
3230                                 FEAT_IDX i;
3231
3232                                 /* Pick a random shop (except home and museum) */
3233                                 do
3234                                 {
3235                                         n = randint0(MAX_STORES);
3236                                 }
3237                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3238
3239                                 /* Check every feature */
3240                                 for (i = 1; i < max_f_idx; i++)
3241                                 {
3242                                         feature_type *f_ptr = &f_info[i];
3243
3244                                         /* Skip empty index */
3245                                         if (!f_ptr->name) continue;
3246
3247                                         /* Skip non-store features */
3248                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3249
3250                                         /* Verify store type */
3251                                         if (f_ptr->subtype == n)
3252                                         {
3253                                                 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);
3254
3255                                                 /* Shuffle it */
3256                                                 store_shuffle(n);
3257
3258                                                 break;
3259                                         }
3260                                 }
3261                         }
3262                 }
3263         }
3264
3265
3266         /*** Process the monsters ***/
3267
3268         /* Check for creature generation. */
3269         if (one_in_(d_info[player_ptr->dungeon_idx].max_m_alloc_chance) &&
3270             !player_ptr->current_floor_ptr->inside_arena && !player_ptr->current_floor_ptr->inside_quest && !player_ptr->phase_out)
3271         {
3272                 /* Make a new monster */
3273                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3274         }
3275
3276         /* Hack -- Check for creature regeneration */
3277         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !player_ptr->phase_out) regen_monsters();
3278         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3279
3280         if (!player_ptr->leaving)
3281         {
3282                 int i;
3283
3284                 /* Hack -- Process the counters of monsters if needed */
3285                 for (i = 0; i < MAX_MTIMED; i++)
3286                 {
3287                         if (player_ptr->current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
3288                 }
3289         }
3290
3291
3292         /* Date changes */
3293         if (!hour && !min)
3294         {
3295                 if (min != prev_min)
3296                 {
3297                         exe_write_diary(player_ptr, NIKKI_HIGAWARI, 0, NULL);
3298                         determine_today_mon(FALSE);
3299                 }
3300         }
3301
3302         /*
3303          * Nightmare mode activates the TY_CURSE at midnight
3304          * Require exact minute -- Don't activate multiple times in a minute
3305          */
3306
3307         if (ironman_nightmare && (min != prev_min))
3308         {
3309
3310                 /* Every 15 minutes after 11:00 pm */
3311                 if ((hour == 23) && !(min % 15))
3312                 {
3313                         disturb(player_ptr, FALSE, TRUE);
3314
3315                         switch (min / 15)
3316                         {
3317                         case 0:
3318                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3319                                 break;
3320
3321                         case 1:
3322                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3323                                 break;
3324
3325                         case 2:
3326                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3327                                 break;
3328
3329                         case 3:
3330                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3331                                 break;
3332                         }
3333                 }
3334
3335                 /* TY_CURSE activates at midnight! */
3336                 if (!hour && !min)
3337                 {
3338
3339                         disturb(player_ptr, TRUE, TRUE);
3340                         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."));
3341
3342                         if (player_ptr->wild_mode)
3343                         {
3344                                 /* Go into large wilderness view */
3345                                 player_ptr->oldpy = randint1(MAX_HGT - 2);
3346                                 player_ptr->oldpx = randint1(MAX_WID - 2);
3347                                 change_wild_mode(player_ptr, TRUE);
3348
3349                                 /* Give first move to monsters */
3350                                 take_turn(player_ptr, 100);
3351
3352                         }
3353
3354                         player_ptr->invoking_midnight_curse = TRUE;
3355                 }
3356         }
3357
3358         process_world_aux_digestion(player_ptr);
3359         process_world_aux_hp_and_sp(player_ptr);
3360         process_world_aux_timeout(player_ptr);
3361         process_world_aux_light(player_ptr);
3362         process_world_aux_mutation(player_ptr);
3363         process_world_aux_curse(player_ptr);
3364         process_world_aux_recharge(player_ptr);
3365         sense_inventory1(player_ptr);
3366         sense_inventory2(player_ptr);
3367         process_world_aux_movement(player_ptr);
3368 }
3369
3370 /*!
3371  * @brief ウィザードモードへの導入処理
3372  * / Verify use of "wizard" mode
3373  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3374  */
3375 static bool enter_wizard_mode(void)
3376 {
3377         /* Ask first time */
3378         if (!p_ptr->noscore)
3379         {
3380                 /* Wizard mode is not permitted */
3381                 if (!allow_debug_opts || arg_wizard)
3382                 {
3383                         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."));
3384                         return FALSE;
3385                 }
3386
3387                 /* Mention effects */
3388                 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."));
3389                 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."));
3390                 msg_print(NULL);
3391
3392                 /* Verify request */
3393                 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? ")))
3394                 {
3395                         return (FALSE);
3396                 }
3397
3398                 exe_write_diary(p_ptr, 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."));
3399                 /* Mark savefile */
3400                 p_ptr->noscore |= 0x0002;
3401         }
3402
3403         /* Success */
3404         return (TRUE);
3405 }
3406
3407
3408 #ifdef ALLOW_WIZARD
3409
3410 /*!
3411  * @brief デバッグコマンドへの導入処理
3412  * / Verify use of "debug" commands
3413  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3414  */
3415 static bool enter_debug_mode(void)
3416 {
3417         /* Ask first time */
3418         if (!p_ptr->noscore)
3419         {
3420                 /* Debug mode is not permitted */
3421                 if (!allow_debug_opts)
3422                 {
3423                         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."));
3424                         return FALSE;
3425                 }
3426
3427                 /* Mention effects */
3428                 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."));
3429                 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."));
3430
3431                 msg_print(NULL);
3432
3433                 /* Verify request */
3434                 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? ")))
3435                 {
3436                         return (FALSE);
3437                 }
3438
3439                 exe_write_diary(p_ptr, 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."));
3440                 /* Mark savefile */
3441                 p_ptr->noscore |= 0x0008;
3442         }
3443
3444         /* Success */
3445         return (TRUE);
3446 }
3447
3448 /*
3449  * Hack -- Declare the Debug Routines
3450  */
3451 extern void do_cmd_debug(player_type *creature_ptr);
3452
3453 #endif /* ALLOW_WIZARD */
3454
3455
3456 #ifdef ALLOW_BORG
3457
3458 /*!
3459  * @brief ボーグコマンドへの導入処理
3460  * / Verify use of "borg" commands
3461  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3462  */
3463 static bool enter_borg_mode(void)
3464 {
3465         /* Ask first time */
3466         if (!(p_ptr->noscore & 0x0010))
3467         {
3468                 /* Mention effects */
3469                 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."));
3470                 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."));
3471
3472                 msg_print(NULL);
3473
3474                 /* Verify request */
3475                 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? ")))
3476                 {
3477                         return (FALSE);
3478                 }
3479
3480                 exe_write_diary(p_ptr, 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."));
3481                 /* Mark savefile */
3482                 p_ptr->noscore |= 0x0010;
3483         }
3484
3485         /* Success */
3486         return (TRUE);
3487 }
3488
3489 /*
3490  * Hack -- Declare the Ben Borg
3491  */
3492 extern void do_cmd_borg(void);
3493
3494 #endif /* ALLOW_BORG */
3495
3496
3497 /*!
3498  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3499  * / Parse and execute the current command Give "Warning" on illegal commands.
3500  * @todo Make some "blocks"
3501  * @return なし
3502  */
3503 static void process_command(player_type *creature_ptr)
3504 {
3505         COMMAND_CODE old_now_message = now_message;
3506
3507         /* Handle repeating the last command */
3508         repeat_check();
3509
3510         now_message = 0;
3511
3512         /* Sniper */
3513         if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->concent))
3514                 creature_ptr->reset_concent = TRUE;
3515
3516         /* Parse the command */
3517         switch (command_cmd)
3518         {
3519                 /* Ignore */
3520                 case ESCAPE:
3521                 case ' ':
3522                 {
3523                         break;
3524                 }
3525
3526                 /* Ignore return */
3527                 case '\r':
3528                 case '\n':
3529                 {
3530                         break;
3531                 }
3532
3533                 /*** Wizard Commands ***/
3534                 case KTRL('W'):
3535                 {
3536                         if (current_world_ptr->wizard)
3537                         {
3538                                 current_world_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                                 current_world_ptr->wizard = TRUE;
3544                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3545                         }
3546                         creature_ptr->update |= (PU_MONSTERS);
3547                         creature_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(creature_ptr);
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 (!creature_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 (!creature_ptr->wild_mode) do_cmd_wield(creature_ptr);
3590                         break;
3591                 }
3592
3593                 /* Take off equipment */
3594                 case 't':
3595                 {
3596                         if (!creature_ptr->wild_mode) do_cmd_takeoff(creature_ptr);
3597                         break;
3598                 }
3599
3600                 /* Drop an item */
3601                 case 'd':
3602                 {
3603                         if (!creature_ptr->wild_mode) do_cmd_drop(creature_ptr);
3604                         break;
3605                 }
3606
3607                 /* Destroy an item */
3608                 case 'k':
3609                 {
3610                         do_cmd_destroy(creature_ptr);
3611                         break;
3612                 }
3613
3614                 /* Equipment list */
3615                 case 'e':
3616                 {
3617                         do_cmd_equip(creature_ptr);
3618                         break;
3619                 }
3620
3621                 /* Inventory list */
3622                 case 'i':
3623                 {
3624                         do_cmd_inven(creature_ptr);
3625                         break;
3626                 }
3627
3628
3629                 /*** Various commands ***/
3630
3631                 /* Identify an object */
3632                 case 'I':
3633                 {
3634                         do_cmd_observe(creature_ptr);
3635                         break;
3636                 }
3637
3638                 case KTRL('I'):
3639                 {
3640                         toggle_inven_equip(creature_ptr);
3641                         break;
3642                 }
3643
3644
3645                 /*** Standard "Movement" Commands ***/
3646
3647                 /* Alter a grid */
3648                 case '+':
3649                 {
3650                         if (!creature_ptr->wild_mode) do_cmd_alter(creature_ptr);
3651                         break;
3652                 }
3653
3654                 /* Dig a tunnel */
3655                 case 'T':
3656                 {
3657                         if (!creature_ptr->wild_mode) do_cmd_tunnel(creature_ptr);
3658                         break;
3659                 }
3660
3661                 /* Move (usually pick up things) */
3662                 case ';':
3663                 {
3664                         do_cmd_walk(creature_ptr, FALSE);
3665                         break;
3666                 }
3667
3668                 /* Move (usually do not pick up) */
3669                 case '-':
3670                 {
3671                         do_cmd_walk(creature_ptr, TRUE);
3672                         break;
3673                 }
3674
3675
3676                 /*** Running, Resting, Searching, Staying */
3677
3678                 /* Begin Running -- Arg is Max Distance */
3679                 case '.':
3680                 {
3681                         if (!creature_ptr->wild_mode) do_cmd_run(creature_ptr);
3682                         break;
3683                 }
3684
3685                 /* Stay still (usually pick things up) */
3686                 case ',':
3687                 {
3688                         do_cmd_stay(creature_ptr, always_pickup);
3689                         break;
3690                 }
3691
3692                 /* Stay still (usually do not pick up) */
3693                 case 'g':
3694                 {
3695                         do_cmd_stay(creature_ptr, !always_pickup);
3696                         break;
3697                 }
3698
3699                 /* Rest -- Arg is time */
3700                 case 'R':
3701                 {
3702                         do_cmd_rest(creature_ptr);
3703                         break;
3704                 }
3705
3706                 /* Search for traps/doors */
3707                 case 's':
3708                 {
3709                         do_cmd_search(creature_ptr);
3710                         break;
3711                 }
3712
3713                 case 'S':
3714                 {
3715                         if (creature_ptr->action == ACTION_SEARCH) set_action(creature_ptr, ACTION_NONE);
3716                         else set_action(creature_ptr, ACTION_SEARCH);
3717                         break;
3718                 }
3719
3720
3721                 /*** Stairs and Doors and Chests and Traps ***/
3722
3723                 /* Enter store */
3724                 case SPECIAL_KEY_STORE:
3725                 {
3726                         do_cmd_store();
3727                         break;
3728                 }
3729
3730                 /* Enter building -KMW- */
3731                 case SPECIAL_KEY_BUILDING:
3732                 {
3733                         do_cmd_bldg();
3734                         break;
3735                 }
3736
3737                 /* Enter quest level -KMW- */
3738                 case SPECIAL_KEY_QUEST:
3739                 {
3740                         do_cmd_quest();
3741                         break;
3742                 }
3743
3744                 /* Go up staircase */
3745                 case '<':
3746                 {
3747                         if (!creature_ptr->wild_mode && !p_ptr->current_floor_ptr->dun_level && !creature_ptr->current_floor_ptr->inside_arena && !creature_ptr->current_floor_ptr->inside_quest)
3748                         {
3749                                 if (vanilla_town) break;
3750
3751                                 if (creature_ptr->ambush_flag)
3752                                 {
3753                                         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."));
3754                                         break;
3755                                 }
3756
3757                                 if (creature_ptr->food < PY_FOOD_WEAK)
3758                                 {
3759                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
3760                                         break;
3761                                 }
3762
3763                                 change_wild_mode(creature_ptr, FALSE);
3764                         }
3765                         else
3766                                 do_cmd_go_up(creature_ptr);
3767                         break;
3768                 }
3769
3770                 /* Go down staircase */
3771                 case '>':
3772                 {
3773                         if (creature_ptr->wild_mode)
3774                                 change_wild_mode(creature_ptr, FALSE);
3775                         else
3776                                 do_cmd_go_down(creature_ptr);
3777                         break;
3778                 }
3779
3780                 /* Open a door or chest */
3781                 case 'o':
3782                 {
3783                         do_cmd_open(creature_ptr);
3784                         break;
3785                 }
3786
3787                 /* Close a door */
3788                 case 'c':
3789                 {
3790                         do_cmd_close(creature_ptr);
3791                         break;
3792                 }
3793
3794                 /* Jam a door with spikes */
3795                 case 'j':
3796                 {
3797                         do_cmd_spike(creature_ptr);
3798                         break;
3799                 }
3800
3801                 /* Bash a door */
3802                 case 'B':
3803                 {
3804                         do_cmd_bash(creature_ptr);
3805                         break;
3806                 }
3807
3808                 /* Disarm a trap or chest */
3809                 case 'D':
3810                 {
3811                         do_cmd_disarm(creature_ptr);
3812                         break;
3813                 }
3814
3815
3816                 /*** Magic and Prayers ***/
3817
3818                 /* Gain new spells/prayers */
3819                 case 'G':
3820                 {
3821                         if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
3822                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
3823                         else if (creature_ptr->pclass == CLASS_SAMURAI)
3824                                 do_cmd_gain_hissatsu(creature_ptr);
3825                         else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
3826                                 import_magic_device(creature_ptr);
3827                         else
3828                                 do_cmd_study(creature_ptr);
3829                         break;
3830                 }
3831
3832                 /* Browse a book */
3833                 case 'b':
3834                 {
3835                         if ( (creature_ptr->pclass == CLASS_MINDCRAFTER) ||
3836                              (creature_ptr->pclass == CLASS_BERSERKER) ||
3837                              (creature_ptr->pclass == CLASS_NINJA) ||
3838                              (creature_ptr->pclass == CLASS_MIRROR_MASTER) 
3839                              ) do_cmd_mind_browse();
3840                         else if (creature_ptr->pclass == CLASS_SMITH)
3841                                 do_cmd_kaji(creature_ptr, TRUE);
3842                         else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
3843                                 do_cmd_magic_eater(creature_ptr, TRUE, FALSE);
3844                         else if (creature_ptr->pclass == CLASS_SNIPER)
3845                                 do_cmd_snipe_browse(creature_ptr);
3846                         else do_cmd_browse(creature_ptr);
3847                         break;
3848                 }
3849
3850                 /* Cast a spell */
3851                 case 'm':
3852                 {
3853                         /* -KMW- */
3854                         if (!creature_ptr->wild_mode)
3855                         {
3856                                 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_ARCHER) || (creature_ptr->pclass == CLASS_CAVALRY))
3857                                 {
3858                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
3859                                 }
3860                                 else if (p_ptr->current_floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (creature_ptr->pclass != CLASS_BERSERKER) && (creature_ptr->pclass != CLASS_SMITH))
3861                                 {
3862                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
3863                                         msg_print(NULL);
3864                                 }
3865                                 else if (creature_ptr->anti_magic && (creature_ptr->pclass != CLASS_BERSERKER) && (creature_ptr->pclass != CLASS_SMITH))
3866                                 {
3867                                         concptr which_power = _("魔法", "magic");
3868                                         if (creature_ptr->pclass == CLASS_MINDCRAFTER)
3869                                                 which_power = _("超能力", "psionic powers");
3870                                         else if (creature_ptr->pclass == CLASS_IMITATOR)
3871                                                 which_power = _("ものまね", "imitation");
3872                                         else if (creature_ptr->pclass == CLASS_SAMURAI)
3873                                                 which_power = _("必殺剣", "hissatsu");
3874                                         else if (creature_ptr->pclass == CLASS_MIRROR_MASTER)
3875                                                 which_power = _("鏡魔法", "mirror magic");
3876                                         else if (creature_ptr->pclass == CLASS_NINJA)
3877                                                 which_power = _("忍術", "ninjutsu");
3878                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
3879                                                 which_power = _("祈り", "prayer");
3880
3881                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
3882                                         free_turn(creature_ptr);
3883                                 }
3884                                 else if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER))
3885                                 {
3886                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
3887                                         free_turn(creature_ptr);
3888                                 }
3889                                 else
3890                                 {
3891                                         if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
3892                                             (creature_ptr->pclass == CLASS_BERSERKER) ||
3893                                             (creature_ptr->pclass == CLASS_NINJA) ||
3894                                             (creature_ptr->pclass == CLASS_MIRROR_MASTER)
3895                                             )
3896                                                 do_cmd_mind();
3897                                         else if (creature_ptr->pclass == CLASS_IMITATOR)
3898                                                 do_cmd_mane(creature_ptr, FALSE);
3899                                         else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
3900                                                 do_cmd_magic_eater(creature_ptr, FALSE, FALSE);
3901                                         else if (creature_ptr->pclass == CLASS_SAMURAI)
3902                                                 do_cmd_hissatsu(creature_ptr);
3903                                         else if (creature_ptr->pclass == CLASS_BLUE_MAGE)
3904                                                 do_cmd_cast_learned();
3905                                         else if (creature_ptr->pclass == CLASS_SMITH)
3906                                                 do_cmd_kaji(creature_ptr, FALSE);
3907                                         else if (creature_ptr->pclass == CLASS_SNIPER)
3908                                                 do_cmd_snipe(creature_ptr);
3909                                         else
3910                                                 do_cmd_cast(creature_ptr);
3911                                 }
3912                         }
3913                         break;
3914                 }
3915
3916                 /* Issue a pet command */
3917                 case 'p':
3918                 {
3919                         do_cmd_pet(creature_ptr);
3920                         break;
3921                 }
3922
3923                 /*** Use various objects ***/
3924
3925                 /* Inscribe an object */
3926                 case '{':
3927                 {
3928                         do_cmd_inscribe(creature_ptr);
3929                         break;
3930                 }
3931
3932                 /* Uninscribe an object */
3933                 case '}':
3934                 {
3935                         do_cmd_uninscribe(creature_ptr);
3936                         break;
3937                 }
3938
3939                 /* Activate an artifact */
3940                 case 'A':
3941                 {
3942                         do_cmd_activate(creature_ptr);
3943                         break;
3944                 }
3945
3946                 /* Eat some food */
3947                 case 'E':
3948                 {
3949                         do_cmd_eat_food(creature_ptr);
3950                         break;
3951                 }
3952
3953                 /* Fuel your lantern/torch */
3954                 case 'F':
3955                 {
3956                         do_cmd_refill(creature_ptr);
3957                         break;
3958                 }
3959
3960                 /* Fire an item */
3961                 case 'f':
3962                 {
3963                         do_cmd_fire(creature_ptr, SP_NONE);
3964                         break;
3965                 }
3966
3967                 /* Throw an item */
3968                 case 'v':
3969                 {
3970                         do_cmd_throw(creature_ptr, 1, FALSE, -1);
3971                         break;
3972                 }
3973
3974                 /* Aim a wand */
3975                 case 'a':
3976                 {
3977                         do_cmd_aim_wand(creature_ptr);
3978                         break;
3979                 }
3980
3981                 /* Zap a rod */
3982                 case 'z':
3983                 {
3984                         if (use_command && rogue_like_commands)
3985                         {
3986                                 do_cmd_use(creature_ptr);
3987                         }
3988                         else
3989                         {
3990                                 do_cmd_zap_rod(creature_ptr);
3991                         }
3992                         break;
3993                 }
3994
3995                 /* Quaff a potion */
3996                 case 'q':
3997                 {
3998                         do_cmd_quaff_potion(creature_ptr);
3999                         break;
4000                 }
4001
4002                 /* Read a scroll */
4003                 case 'r':
4004                 {
4005                         do_cmd_read_scroll(creature_ptr);
4006                         break;
4007                 }
4008
4009                 /* Use a staff */
4010                 case 'u':
4011                 {
4012                         if (use_command && !rogue_like_commands)
4013                                 do_cmd_use(creature_ptr);
4014                         else
4015                                 do_cmd_use_staff(creature_ptr);
4016                         break;
4017                 }
4018
4019                 /* Use racial power */
4020                 case 'U':
4021                 {
4022                         do_cmd_racial_power(creature_ptr);
4023                         break;
4024                 }
4025
4026
4027                 /*** Looking at Things (nearby or on map) ***/
4028
4029                 /* Full dungeon map */
4030                 case 'M':
4031                 {
4032                         do_cmd_view_map();
4033                         break;
4034                 }
4035
4036                 /* Locate player on map */
4037                 case 'L':
4038                 {
4039                         do_cmd_locate(creature_ptr);
4040                         break;
4041                 }
4042
4043                 /* Look around */
4044                 case 'l':
4045                 {
4046                         do_cmd_look(creature_ptr);
4047                         break;
4048                 }
4049
4050                 /* Target monster or location */
4051                 case '*':
4052                 {
4053                         do_cmd_target(creature_ptr);
4054                         break;
4055                 }
4056
4057
4058
4059                 /*** Help and Such ***/
4060
4061                 /* Help */
4062                 case '?':
4063                 {
4064                         do_cmd_help();
4065                         break;
4066                 }
4067
4068                 /* Identify symbol */
4069                 case '/':
4070                 {
4071                         do_cmd_query_symbol();
4072                         break;
4073                 }
4074
4075                 /* Character description */
4076                 case 'C':
4077                 {
4078                         do_cmd_player_status(creature_ptr);
4079                         break;
4080                 }
4081
4082
4083                 /*** System Commands ***/
4084
4085                 /* Hack -- User interface */
4086                 case '!':
4087                 {
4088                         (void)Term_user(0);
4089                         break;
4090                 }
4091
4092                 /* Single line from a pref file */
4093                 case '"':
4094                 {
4095                         do_cmd_pref();
4096                         break;
4097                 }
4098
4099                 case '$':
4100                 {
4101                         do_cmd_reload_autopick();
4102                         break;
4103                 }
4104
4105                 case '_':
4106                 {
4107                         do_cmd_edit_autopick();
4108                         break;
4109                 }
4110
4111                 /* Interact with macros */
4112                 case '@':
4113                 {
4114                         do_cmd_macros(creature_ptr);
4115                         break;
4116                 }
4117
4118                 /* Interact with visuals */
4119                 case '%':
4120                 {
4121                         do_cmd_visuals(creature_ptr);
4122                         do_cmd_redraw(creature_ptr);
4123                         break;
4124                 }
4125
4126                 /* Interact with colors */
4127                 case '&':
4128                 {
4129                         do_cmd_colors(creature_ptr);
4130                         do_cmd_redraw(creature_ptr);
4131                         break;
4132                 }
4133
4134                 /* Interact with options */
4135                 case '=':
4136                 {
4137                         do_cmd_options();
4138                         (void)combine_and_reorder_home(STORE_HOME);
4139                         do_cmd_redraw(creature_ptr);
4140                         break;
4141                 }
4142
4143                 /*** Misc Commands ***/
4144
4145                 /* Take notes */
4146                 case ':':
4147                 {
4148                         do_cmd_note();
4149                         break;
4150                 }
4151
4152                 /* Version info */
4153                 case 'V':
4154                 {
4155                         do_cmd_version();
4156                         break;
4157                 }
4158
4159                 /* Repeat level feeling */
4160                 case KTRL('F'):
4161                 {
4162                         do_cmd_feeling(creature_ptr);
4163                         break;
4164                 }
4165
4166                 /* Show previous message */
4167                 case KTRL('O'):
4168                 {
4169                         do_cmd_message_one();
4170                         break;
4171                 }
4172
4173                 /* Show previous messages */
4174                 case KTRL('P'):
4175                 {
4176                         do_cmd_messages(old_now_message);
4177                         break;
4178                 }
4179
4180                 /* Show quest status -KMW- */
4181                 case KTRL('Q'):
4182                 {
4183                         do_cmd_checkquest();
4184                         break;
4185                 }
4186
4187                 /* Redraw the screen */
4188                 case KTRL('R'):
4189                 {
4190                         now_message = old_now_message;
4191                         do_cmd_redraw(creature_ptr);
4192                         break;
4193                 }
4194
4195 #ifndef VERIFY_SAVEFILE
4196
4197                 /* Hack -- Save and don't quit */
4198                 case KTRL('S'):
4199                 {
4200                         do_cmd_save_game(FALSE);
4201                         break;
4202                 }
4203
4204 #endif /* VERIFY_SAVEFILE */
4205
4206                 case KTRL('T'):
4207                 {
4208                         do_cmd_time();
4209                         break;
4210                 }
4211
4212                 /* Save and quit */
4213                 case KTRL('X'):
4214                 case SPECIAL_KEY_QUIT:
4215                 {
4216                         do_cmd_save_and_exit();
4217                         break;
4218                 }
4219
4220                 /* Quit (commit suicide) */
4221                 case 'Q':
4222                 {
4223                         do_cmd_suicide(creature_ptr);
4224                         break;
4225                 }
4226
4227                 case '|':
4228                 {
4229                         do_cmd_nikki();
4230                         break;
4231                 }
4232
4233                 /* Check artifacts, uniques, objects */
4234                 case '~':
4235                 {
4236                         do_cmd_knowledge();
4237                         break;
4238                 }
4239
4240                 /* Load "screen dump" */
4241                 case '(':
4242                 {
4243                         do_cmd_load_screen();
4244                         break;
4245                 }
4246
4247                 /* Save "screen dump" */
4248                 case ')':
4249                 {
4250                         do_cmd_save_screen();
4251                         break;
4252                 }
4253
4254                 /* Record/stop "Movie" */
4255                 case ']':
4256                 {
4257                         prepare_movie_hooks();
4258                         break;
4259                 }
4260
4261                 /* Make random artifact list */
4262                 case KTRL('V'):
4263                 {
4264                         spoil_random_artifact("randifact.txt");
4265                         break;
4266                 }
4267
4268 #ifdef TRAVEL
4269                 case '`':
4270                 {
4271                         if (!creature_ptr->wild_mode) do_cmd_travel(creature_ptr);
4272                         if (creature_ptr->special_defense & KATA_MUSOU)
4273                         {
4274                                 set_action(creature_ptr, ACTION_NONE);
4275                         }
4276                         break;
4277                 }
4278 #endif
4279
4280                 /* Hack -- Unknown command */
4281                 default:
4282                 {
4283                         if (flush_failure) flush();
4284                         if (one_in_(2))
4285                         {
4286                                 char error_m[1024];
4287                                 sound(SOUND_ILLEGAL);
4288                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4289                                         msg_print(error_m);
4290                         }
4291                         else
4292                         {
4293                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4294                         }
4295
4296                         break;
4297                 }
4298         }
4299         if (!creature_ptr->energy_use && !now_message)
4300                 now_message = old_now_message;
4301 }
4302
4303 /*!
4304  * @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
4305  * @return なし
4306  */
4307 static void pack_overflow(player_type *owner_ptr)
4308 {
4309         if (owner_ptr->inventory_list[INVEN_PACK].k_idx)
4310         {
4311                 GAME_TEXT o_name[MAX_NLEN];
4312                 object_type *o_ptr;
4313
4314                 /* Is auto-destroy done? */
4315                 update_creature(owner_ptr);
4316                 if (!owner_ptr->inventory_list[INVEN_PACK].k_idx) return;
4317
4318                 /* Access the slot to be dropped */
4319                 o_ptr = &owner_ptr->inventory_list[INVEN_PACK];
4320
4321                 disturb(owner_ptr, FALSE, TRUE);
4322
4323                 /* Warning */
4324                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4325                 object_desc(o_name, o_ptr, 0);
4326
4327                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4328
4329                 /* Drop it (carefully) near the player */
4330                 (void)drop_near(o_ptr, 0, owner_ptr->y, owner_ptr->x);
4331
4332                 vary_item(INVEN_PACK, -255);
4333                 handle_stuff();
4334         }
4335 }
4336
4337 /*!
4338  * @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.
4339  * @return なし
4340  */
4341 static void process_upkeep_with_speed(void)
4342 {
4343         /* Give the player some energy */
4344         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4345         {
4346                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4347         }
4348         
4349         /* No turn yet */
4350         if (p_ptr->enchant_energy_need > 0) return;
4351         
4352         while (p_ptr->enchant_energy_need <= 0)
4353         {
4354                 /* Handle the player song */
4355                 if (!load) check_music(p_ptr);
4356
4357                 /* Hex - Handle the hex spells */
4358                 if (!load) check_hex(p_ptr);
4359                 if (!load) revenge_spell(p_ptr);
4360                 
4361                 /* There is some randomness of needed energy */
4362                 p_ptr->enchant_energy_need += ENERGY_NEED();
4363         }
4364 }
4365
4366 static void process_fishing(void)
4367 {
4368         Term_xtra(TERM_XTRA_DELAY, 10);
4369         if (one_in_(1000))
4370         {
4371                 MONRACE_IDX r_idx;
4372                 bool success = FALSE;
4373                 get_mon_num_prep(monster_is_fishing_target, NULL);
4374                 r_idx = get_mon_num(p_ptr->current_floor_ptr->dun_level ? p_ptr->current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4375                 msg_print(NULL);
4376                 if (r_idx && one_in_(2))
4377                 {
4378                         POSITION y, x;
4379                         y = p_ptr->y + ddy[p_ptr->fishing_dir];
4380                         x = p_ptr->x + ddx[p_ptr->fishing_dir];
4381                         if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4382                         {
4383                                 GAME_TEXT m_name[MAX_NLEN];
4384                                 monster_desc(m_name, &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
4385                                 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4386                                 success = TRUE;
4387                         }
4388                 }
4389                 if (!success)
4390                 {
4391                         msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4392                 }
4393                 disturb(p_ptr, FALSE, TRUE);
4394         }
4395 }
4396
4397 /*!
4398  * @brief プレイヤーの行動処理 / Process the player
4399  * @return なし
4400  * @note
4401  * Notice the annoying code to handle "pack overflow", which\n
4402  * must come first just in case somebody manages to corrupt\n
4403  * the savefiles by clever use of menu commands or something.\n
4404  */
4405 static void process_player(player_type *creature_ptr)
4406 {
4407         MONSTER_IDX m_idx;
4408
4409         /*** Apply energy ***/
4410
4411         if (creature_ptr->hack_mutation)
4412         {
4413                 msg_print(_("何か変わった気がする!", "You feel different!"));
4414
4415                 (void)gain_mutation(creature_ptr, 0);
4416                 creature_ptr->hack_mutation = FALSE;
4417         }
4418
4419         if (creature_ptr->invoking_midnight_curse)
4420         {
4421                 int count = 0;
4422                 activate_ty_curse(FALSE, &count);
4423                 creature_ptr->invoking_midnight_curse = FALSE;
4424         }
4425
4426         if (creature_ptr->phase_out)
4427         {
4428                 for(m_idx = 1; m_idx < creature_ptr->current_floor_ptr->m_max; m_idx++)
4429                 {
4430                         monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4431
4432                         if (!monster_is_valid(m_ptr)) continue;
4433
4434                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4435                         update_monster(creature_ptr, m_idx, FALSE);
4436                 }
4437                 prt_time();
4438         }
4439
4440         /* Give the player some energy */
4441         else if (!(load && creature_ptr->energy_need <= 0))
4442         {
4443                 creature_ptr->energy_need -= SPEED_TO_ENERGY(creature_ptr->pspeed);
4444         }
4445
4446         /* No turn yet */
4447         if (creature_ptr->energy_need > 0) return;
4448         if (!command_rep) prt_time();
4449
4450         /*** Check for interupts ***/
4451
4452         /* Complete resting */
4453         if (creature_ptr->resting < 0)
4454         {
4455                 /* Basic resting */
4456                 if (creature_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
4457                 {
4458                         /* Stop resting */
4459                         if ((creature_ptr->chp == creature_ptr->mhp) &&
4460                             (creature_ptr->csp >= creature_ptr->msp))
4461                         {
4462                                 set_action(creature_ptr, ACTION_NONE);
4463                         }
4464                 }
4465
4466                 /* Complete resting */
4467                 else if (creature_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
4468                 {
4469                         /* Stop resting */
4470                         if ((creature_ptr->chp == creature_ptr->mhp) &&
4471                             (creature_ptr->csp >= creature_ptr->msp) &&
4472                             !creature_ptr->blind && !creature_ptr->confused &&
4473                             !creature_ptr->poisoned && !creature_ptr->afraid &&
4474                             !creature_ptr->stun && !creature_ptr->cut &&
4475                             !creature_ptr->slow && !creature_ptr->paralyzed &&
4476                             !creature_ptr->image && !creature_ptr->word_recall &&
4477                             !creature_ptr->alter_reality)
4478                         {
4479                                 set_action(creature_ptr, ACTION_NONE);
4480                         }
4481                 }
4482         }
4483
4484         if (creature_ptr->action == ACTION_FISH) process_fishing();
4485
4486         /* Handle "abort" */
4487         if (check_abort)
4488         {
4489                 /* Check for "player abort" (semi-efficiently for resting) */
4490                 if (creature_ptr->running || travel.run || command_rep || (creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH))
4491                 {
4492                         /* Do not wait */
4493                         inkey_scan = TRUE;
4494
4495                         /* Check for a key */
4496                         if (inkey())
4497                         {
4498                                 flush(); /* Flush input */
4499
4500                                 disturb(creature_ptr, FALSE, TRUE);
4501
4502                                 /* Hack -- Show a Message */
4503                                 msg_print(_("中断しました。", "Canceled."));
4504                         }
4505                 }
4506         }
4507
4508         if (creature_ptr->riding && !creature_ptr->confused && !creature_ptr->blind)
4509         {
4510                 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
4511                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4512
4513                 if (MON_CSLEEP(m_ptr))
4514                 {
4515                         GAME_TEXT m_name[MAX_NLEN];
4516
4517                         /* Recover fully */
4518                         (void)set_monster_csleep(creature_ptr->riding, 0);
4519                         monster_desc(m_name, m_ptr, 0);
4520                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4521                 }
4522
4523                 if (MON_STUNNED(m_ptr))
4524                 {
4525                         /* Hack -- Recover from stun */
4526                         if (set_monster_stunned(creature_ptr->riding,
4527                                 (randint0(r_ptr->level) < creature_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4528                         {
4529                                 GAME_TEXT m_name[MAX_NLEN];
4530                                 monster_desc(m_name, m_ptr, 0);
4531                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4532                         }
4533                 }
4534
4535                 if (MON_CONFUSED(m_ptr))
4536                 {
4537                         /* Hack -- Recover from confusion */
4538                         if (set_monster_confused(creature_ptr->riding,
4539                                 (randint0(r_ptr->level) < creature_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4540                         {
4541                                 GAME_TEXT m_name[MAX_NLEN];
4542                                 monster_desc(m_name, m_ptr, 0);
4543                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4544                         }
4545                 }
4546
4547                 if (MON_MONFEAR(m_ptr))
4548                 {
4549                         /* Hack -- Recover from fear */
4550                         if(set_monster_monfear(creature_ptr->riding,
4551                                 (randint0(r_ptr->level) < creature_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4552                         {
4553                                 GAME_TEXT m_name[MAX_NLEN];
4554                                 monster_desc(m_name, m_ptr, 0);
4555                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4556                         }
4557                 }
4558
4559                 handle_stuff();
4560         }
4561         
4562         load = FALSE;
4563
4564         /* Fast */
4565         if (creature_ptr->lightspeed)
4566         {
4567                 (void)set_lightspeed(creature_ptr, creature_ptr->lightspeed - 1, TRUE);
4568         }
4569         if ((creature_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4570         {
4571                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4572                 else P_PTR_KI -= 40;
4573                 creature_ptr->update |= (PU_BONUS);
4574         }
4575         if (creature_ptr->action == ACTION_LEARN)
4576         {
4577                 s32b cost = 0L;
4578                 u32b cost_frac = (creature_ptr->msp + 30L) * 256L;
4579
4580                 /* Convert the unit (1/2^16) to (1/2^32) */
4581                 s64b_LSHIFT(cost, cost_frac, 16);
4582  
4583                 if (s64b_cmp(creature_ptr->csp, creature_ptr->csp_frac, cost, cost_frac) < 0)
4584                 {
4585                         /* Mana run out */
4586                         creature_ptr->csp = 0;
4587                         creature_ptr->csp_frac = 0;
4588                         set_action(creature_ptr, ACTION_NONE);
4589                 }
4590                 else
4591                 {
4592                         /* Reduce mana */
4593                         s64b_sub(&(creature_ptr->csp), &(creature_ptr->csp_frac), cost, cost_frac);
4594                 }
4595                 creature_ptr->redraw |= PR_MANA;
4596         }
4597
4598         if (creature_ptr->special_defense & KATA_MASK)
4599         {
4600                 if (creature_ptr->special_defense & KATA_MUSOU)
4601                 {
4602                         if (creature_ptr->csp < 3)
4603                         {
4604                                 set_action(creature_ptr, ACTION_NONE);
4605                         }
4606                         else
4607                         {
4608                                 creature_ptr->csp -= 2;
4609                                 creature_ptr->redraw |= (PR_MANA);
4610                         }
4611                 }
4612         }
4613
4614         /*** Handle actual user input ***/
4615
4616         /* Repeat until out of energy */
4617         while (creature_ptr->energy_need <= 0)
4618         {
4619                 creature_ptr->window |= PW_PLAYER;
4620                 creature_ptr->sutemi = FALSE;
4621                 creature_ptr->counter = FALSE;
4622                 creature_ptr->now_damaged = FALSE;
4623
4624                 handle_stuff();
4625
4626                 /* Place the cursor on the player */
4627                 move_cursor_relative(creature_ptr->y, creature_ptr->x);
4628
4629                 /* Refresh (optional) */
4630                 if (fresh_before) Term_fresh();
4631
4632                 /* Hack -- Pack Overflow */
4633                 pack_overflow(creature_ptr);
4634
4635                 /* Hack -- cancel "lurking browse mode" */
4636                 if (!command_new) command_see = FALSE;
4637
4638                 /* Assume free turn */
4639                 free_turn(creature_ptr);
4640
4641                 if (creature_ptr->phase_out)
4642                 {
4643                         /* Place the cursor on the player */
4644                         move_cursor_relative(creature_ptr->y, creature_ptr->x);
4645
4646                         command_cmd = SPECIAL_KEY_BUILDING;
4647
4648                         /* Process the command */
4649                         process_command(creature_ptr);
4650                 }
4651
4652                 /* Paralyzed or Knocked Out */
4653                 else if (creature_ptr->paralyzed || (creature_ptr->stun >= 100))
4654                 {
4655                         take_turn(creature_ptr, 100);
4656                 }
4657
4658                 /* Resting */
4659                 else if (creature_ptr->action == ACTION_REST)
4660                 {
4661                         /* Timed rest */
4662                         if (creature_ptr->resting > 0)
4663                         {
4664                                 /* Reduce rest count */
4665                                 creature_ptr->resting--;
4666
4667                                 if (!creature_ptr->resting) set_action(creature_ptr, ACTION_NONE);
4668                                 creature_ptr->redraw |= (PR_STATE);
4669                         }
4670
4671                         take_turn(creature_ptr, 100);
4672                 }
4673
4674                 /* Fishing */
4675                 else if (creature_ptr->action == ACTION_FISH)
4676                 {
4677                         take_turn(creature_ptr, 100);
4678                 }
4679
4680                 /* Running */
4681                 else if (creature_ptr->running)
4682                 {
4683                         /* Take a step */
4684                         run_step(0);
4685                 }
4686
4687 #ifdef TRAVEL
4688                 /* Traveling */
4689                 else if (travel.run)
4690                 {
4691                         /* Take a step */
4692                         travel_step();
4693                 }
4694 #endif
4695
4696                 /* Repeated command */
4697                 else if (command_rep)
4698                 {
4699                         /* Count this execution */
4700                         command_rep--;
4701
4702                         creature_ptr->redraw |= (PR_STATE);
4703                         handle_stuff();
4704
4705                         /* Hack -- Assume messages were seen */
4706                         msg_flag = FALSE;
4707
4708                         /* Clear the top line */
4709                         prt("", 0, 0);
4710
4711                         /* Process the command */
4712                         process_command(creature_ptr);
4713                 }
4714
4715                 /* Normal command */
4716                 else
4717                 {
4718                         /* Place the cursor on the player */
4719                         move_cursor_relative(creature_ptr->y, creature_ptr->x);
4720
4721                         can_save = TRUE;
4722                         /* Get a command (normal) */
4723                         request_command(FALSE);
4724                         can_save = FALSE;
4725
4726                         /* Process the command */
4727                         process_command(creature_ptr);
4728                 }
4729
4730                 /* Hack -- Pack Overflow */
4731                 pack_overflow(creature_ptr);
4732
4733                 /*** Clean up ***/
4734
4735                 /* Significant */
4736                 if (creature_ptr->energy_use)
4737                 {
4738                         /* Use some energy */
4739                         if (creature_ptr->timewalk || creature_ptr->energy_use > 400)
4740                         {
4741                                 /* The Randomness is irrelevant */
4742                                 creature_ptr->energy_need += creature_ptr->energy_use * TURNS_PER_TICK / 10;
4743                         }
4744                         else
4745                         {
4746                                 /* There is some randomness of needed energy */
4747                                 creature_ptr->energy_need += (s16b)((s32b)creature_ptr->energy_use * ENERGY_NEED() / 100L);
4748                         }
4749
4750                         /* Hack -- constant hallucination */
4751                         if (creature_ptr->image) creature_ptr->redraw |= (PR_MAP);
4752
4753                         /* Shimmer multi-hued monsters */
4754                         for (m_idx = 1; m_idx < creature_ptr->current_floor_ptr->m_max; m_idx++)
4755                         {
4756                                 monster_type *m_ptr;
4757                                 monster_race *r_ptr;
4758
4759                                 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4760                                 if (!monster_is_valid(m_ptr)) continue;
4761
4762                                 /* Skip unseen monsters */
4763                                 if (!m_ptr->ml) continue;
4764
4765                                 /* Access the monster race */
4766                                 r_ptr = &r_info[m_ptr->ap_r_idx];
4767
4768                                 /* Skip non-multi-hued monsters */
4769                                 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
4770                                         continue;
4771
4772                                 /* Redraw regardless */
4773                                 lite_spot(m_ptr->fy, m_ptr->fx);
4774                         }
4775
4776
4777                         /* Handle monster detection */
4778                         if (repair_monsters)
4779                         {
4780                                 /* Reset the flag */
4781                                 repair_monsters = FALSE;
4782
4783                                 /* Rotate detection flags */
4784                                 for (m_idx = 1; m_idx < creature_ptr->current_floor_ptr->m_max; m_idx++)
4785                                 {
4786                                         monster_type *m_ptr;
4787                                         m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4788                                         if (!monster_is_valid(m_ptr)) continue;
4789
4790                                         /* Nice monsters get mean */
4791                                         if (m_ptr->mflag & MFLAG_NICE)
4792                                         {
4793                                                 /* Nice monsters get mean */
4794                                                 m_ptr->mflag &= ~(MFLAG_NICE);
4795                                         }
4796
4797                                         /* Handle memorized monsters */
4798                                         if (m_ptr->mflag2 & MFLAG2_MARK)
4799                                         {
4800                                                 /* Maintain detection */
4801                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
4802                                                 {
4803                                                         /* Forget flag */
4804                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
4805
4806                                                         /* Still need repairs */
4807                                                         repair_monsters = TRUE;
4808                                                 }
4809
4810                                                 /* Remove detection */
4811                                                 else
4812                                                 {
4813                                                         /* Forget flag */
4814                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
4815
4816                                                         /* Assume invisible */
4817                                                         m_ptr->ml = FALSE;
4818                                                         update_monster(creature_ptr, m_idx, FALSE);
4819
4820                                                         if (creature_ptr->health_who == m_idx) creature_ptr->redraw |= (PR_HEALTH);
4821                                                         if (creature_ptr->riding == m_idx) creature_ptr->redraw |= (PR_UHEALTH);
4822
4823                                                         /* Redraw regardless */
4824                                                         lite_spot(m_ptr->fy, m_ptr->fx);
4825                                                 }
4826                                         }
4827                                 }
4828                         }
4829                         if (creature_ptr->pclass == CLASS_IMITATOR)
4830                         {
4831                                 int j;
4832                                 if (creature_ptr->mane_num > (creature_ptr->lev > 44 ? 3 : creature_ptr->lev > 29 ? 2 : 1))
4833                                 {
4834                                         creature_ptr->mane_num--;
4835                                         for (j = 0; j < creature_ptr->mane_num; j++)
4836                                         {
4837                                                 creature_ptr->mane_spell[j] = creature_ptr->mane_spell[j + 1];
4838                                                 creature_ptr->mane_dam[j] = creature_ptr->mane_dam[j + 1];
4839                                         }
4840                                 }
4841                                 creature_ptr->new_mane = FALSE;
4842                                 creature_ptr->redraw |= (PR_IMITATION);
4843                         }
4844                         if (creature_ptr->action == ACTION_LEARN)
4845                         {
4846                                 creature_ptr->new_mane = FALSE;
4847                                 creature_ptr->redraw |= (PR_STATE);
4848                         }
4849
4850                         if (creature_ptr->timewalk && (creature_ptr->energy_need > - 1000))
4851                         {
4852
4853                                 creature_ptr->redraw |= (PR_MAP);
4854                                 creature_ptr->update |= (PU_MONSTERS);
4855                                 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4856
4857                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4858                                 msg_print(NULL);
4859                                 creature_ptr->timewalk = FALSE;
4860                                 creature_ptr->energy_need = ENERGY_NEED();
4861
4862                                 handle_stuff();
4863                         }
4864                 }
4865
4866                 /* Hack -- notice death */
4867                 if (!creature_ptr->playing || creature_ptr->is_dead)
4868                 {
4869                         creature_ptr->timewalk = FALSE;
4870                         break;
4871                 }
4872
4873                 /* Sniper */
4874                 if (creature_ptr->energy_use && creature_ptr->reset_concent) reset_concentration(creature_ptr, TRUE);
4875
4876                 /* Handle "leaving" */
4877                 if (creature_ptr->leaving) break;
4878         }
4879
4880         /* Update scent trail */
4881         update_smell(creature_ptr->current_floor_ptr, creature_ptr);
4882 }
4883
4884 /*!
4885  * @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.
4886  * @return なし
4887  * @details
4888  * <p>
4889  * 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、
4890  * ゲームを終了するかのいずれかまでループする。
4891  * </p>
4892  * <p>
4893  * This function will not exit until the level is completed,\n
4894  * the user dies, or the game is terminated.\n
4895  * </p>
4896  */
4897 static void dungeon(player_type *player_ptr, bool load_game)
4898 {
4899         int quest_num = 0;
4900
4901         /* Set the base level */
4902         player_ptr->current_floor_ptr->base_level = player_ptr->current_floor_ptr->dun_level;
4903
4904         /* Reset various flags */
4905         current_world_ptr->is_loading_now = FALSE;
4906
4907         /* Not leaving */
4908         player_ptr->leaving = FALSE;
4909
4910         /* Reset the "command" vars */
4911         command_cmd = 0;
4912
4913 #if 0 /* Don't reset here --- It's used for Arena */
4914         command_new = 0;
4915 #endif
4916
4917         command_rep = 0;
4918         command_arg = 0;
4919         command_dir = 0;
4920
4921
4922         /* Cancel the target */
4923         target_who = 0;
4924         player_ptr->pet_t_m_idx = 0;
4925         player_ptr->riding_t_m_idx = 0;
4926         player_ptr->ambush_flag = FALSE;
4927
4928         /* Cancel the health bar */
4929         health_track(0);
4930
4931         /* Check visual effects */
4932         repair_monsters = TRUE;
4933         repair_objects = TRUE;
4934
4935
4936         disturb(player_ptr, TRUE, TRUE);
4937
4938         /* Get index of current quest (if any) */
4939         quest_num = quest_number(player_ptr->current_floor_ptr->dun_level);
4940
4941         /* Inside a quest? */
4942         if (quest_num)
4943         {
4944                 /* Mark the quest monster */
4945                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
4946         }
4947
4948         /* Track maximum player level */
4949         if (player_ptr->max_plv < player_ptr->lev)
4950         {
4951                 player_ptr->max_plv = player_ptr->lev;
4952         }
4953
4954
4955         /* Track maximum dungeon level (if not in quest -KMW-) */
4956         if ((max_dlv[player_ptr->dungeon_idx] < player_ptr->current_floor_ptr->dun_level) && !player_ptr->current_floor_ptr->inside_quest)
4957         {
4958                 max_dlv[player_ptr->dungeon_idx] = player_ptr->current_floor_ptr->dun_level;
4959                 if (record_maxdepth) exe_write_diary(player_ptr, NIKKI_MAXDEAPTH, player_ptr->current_floor_ptr->dun_level, NULL);
4960         }
4961
4962         (void)calculate_upkeep(player_ptr);
4963
4964         /* Validate the panel */
4965         panel_bounds_center();
4966
4967         /* Verify the panel */
4968         verify_panel();
4969
4970         msg_erase();
4971
4972
4973         /* Enter "xtra" mode */
4974         current_world_ptr->character_xtra = TRUE;
4975
4976         player_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
4977         player_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4978         player_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);
4979
4980         handle_stuff();
4981
4982         /* Leave "xtra" mode */
4983         current_world_ptr->character_xtra = FALSE;
4984
4985         player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4986         player_ptr->update |= (PU_COMBINE | PU_REORDER);
4987         handle_stuff();
4988         Term_fresh();
4989
4990         if (quest_num && (is_fixed_quest_idx(quest_num) &&
4991             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
4992             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling(player_ptr);
4993
4994         if (player_ptr->phase_out)
4995         {
4996                 if (load_game)
4997                 {
4998                         player_ptr->energy_need = 0;
4999                         update_gambling_monsters();
5000                 }
5001                 else
5002                 {
5003                         msg_print(_("試合開始!", "Ready..Fight!"));
5004                         msg_print(NULL);
5005                 }
5006         }
5007
5008         if ((player_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(player_ptr) > MUSIC_DETECT))
5009                 SINGING_SONG_EFFECT(player_ptr) = MUSIC_DETECT;
5010
5011         /* Hack -- notice death or departure */
5012         if (!player_ptr->playing || player_ptr->is_dead) return;
5013
5014         /* Print quest message if appropriate */
5015         if (!player_ptr->current_floor_ptr->inside_quest && (player_ptr->dungeon_idx == DUNGEON_ANGBAND))
5016         {
5017                 quest_discovery(random_quest_number(player_ptr->current_floor_ptr->dun_level));
5018                 player_ptr->current_floor_ptr->inside_quest = random_quest_number(player_ptr->current_floor_ptr->dun_level);
5019         }
5020         if ((player_ptr->current_floor_ptr->dun_level == d_info[player_ptr->dungeon_idx].maxdepth) && d_info[player_ptr->dungeon_idx].final_guardian)
5021         {
5022                 if (r_info[d_info[player_ptr->dungeon_idx].final_guardian].max_num)
5023 #ifdef JP
5024                         msg_format("この階には%sの主である%sが棲んでいる。",
5025                                    d_name+d_info[player_ptr->dungeon_idx].name, 
5026                                    r_name+r_info[d_info[player_ptr->dungeon_idx].final_guardian].name);
5027 #else
5028                         msg_format("%^s lives in this level as the keeper of %s.",
5029                                            r_name+r_info[d_info[player_ptr->dungeon_idx].final_guardian].name, 
5030                                            d_name+d_info[player_ptr->dungeon_idx].name);
5031 #endif
5032         }
5033
5034         if (!load_game && (player_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(player_ptr, FALSE);
5035
5036         /*** Process this dungeon level ***/
5037
5038         /* Reset the monster generation level */
5039         player_ptr->current_floor_ptr->monster_level = player_ptr->current_floor_ptr->base_level;
5040
5041         /* Reset the object generation level */
5042         player_ptr->current_floor_ptr->object_level = player_ptr->current_floor_ptr->base_level;
5043
5044         current_world_ptr->is_loading_now = TRUE;
5045
5046         if (player_ptr->energy_need > 0 && !player_ptr->phase_out &&
5047             (player_ptr->current_floor_ptr->dun_level || player_ptr->leaving_dungeon || player_ptr->current_floor_ptr->inside_arena))
5048                 player_ptr->energy_need = 0;
5049
5050         /* Not leaving dungeon */
5051         player_ptr->leaving_dungeon = FALSE;
5052
5053         /* Initialize monster process */
5054         mproc_init();
5055
5056         /* Main loop */
5057         while (TRUE)
5058         {
5059                 /* Hack -- Compact the monster list occasionally */
5060                 if ((player_ptr->current_floor_ptr->m_cnt + 32 > current_world_ptr->max_m_idx) && !player_ptr->phase_out) compact_monsters(64);
5061
5062                 /* Hack -- Compress the monster list occasionally */
5063                 if ((player_ptr->current_floor_ptr->m_cnt + 32 < player_ptr->current_floor_ptr->m_max) && !player_ptr->phase_out) compact_monsters(0);
5064
5065
5066                 /* Hack -- Compact the object list occasionally */
5067                 if (player_ptr->current_floor_ptr->o_cnt + 32 > current_world_ptr->max_o_idx) compact_objects(64);
5068
5069                 /* Hack -- Compress the object list occasionally */
5070                 if (player_ptr->current_floor_ptr->o_cnt + 32 < player_ptr->current_floor_ptr->o_max) compact_objects(0);
5071
5072                 /* Process the player */
5073                 process_player(player_ptr);
5074                 process_upkeep_with_speed();
5075
5076                 handle_stuff();
5077
5078                 /* Hack -- Hilite the player */
5079                 move_cursor_relative(player_ptr->y, player_ptr->x);
5080
5081                 /* Optional fresh */
5082                 if (fresh_after) Term_fresh();
5083
5084                 /* Hack -- Notice death or departure */
5085                 if (!player_ptr->playing || player_ptr->is_dead) break;
5086
5087                 /* Process all of the monsters */
5088                 process_monsters();
5089
5090                 handle_stuff();
5091
5092                 /* Hack -- Hilite the player */
5093                 move_cursor_relative(player_ptr->y, player_ptr->x);
5094
5095                 /* Optional fresh */
5096                 if (fresh_after) Term_fresh();
5097
5098                 /* Hack -- Notice death or departure */
5099                 if (!player_ptr->playing || player_ptr->is_dead) break;
5100
5101                 /* Process the world */
5102                 process_world(player_ptr);
5103
5104                 handle_stuff();
5105
5106                 /* Hack -- Hilite the player */
5107                 move_cursor_relative(player_ptr->y, player_ptr->x);
5108
5109                 /* Optional fresh */
5110                 if (fresh_after) Term_fresh();
5111
5112                 /* Hack -- Notice death or departure */
5113                 if (!player_ptr->playing || player_ptr->is_dead) break;
5114
5115                 /* Count game turns */
5116                 current_world_ptr->game_turn++;
5117
5118                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
5119                 {
5120                         if (!player_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
5121                         else if (player_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
5122                 }
5123
5124                 prevent_turn_overflow();
5125
5126                 /* Handle "leaving" */
5127                 if (player_ptr->leaving) break;
5128
5129                 if (wild_regen) wild_regen--;
5130         }
5131
5132         /* Inside a quest and non-unique questor? */
5133         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5134         {
5135                 /* Un-mark the quest monster */
5136                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5137         }
5138
5139         /* Not save-and-quit and not dead? */
5140         if (player_ptr->playing && !player_ptr->is_dead)
5141         {
5142                 /*
5143                  * Maintain Unique monsters and artifact, save current
5144                  * floor, then prepare next floor
5145                  */
5146                 leave_floor(player_ptr);
5147
5148                 /* Forget the flag */
5149                 reinit_wilderness = FALSE;
5150         }
5151
5152         /* Write about current level on the play record once per level */
5153         write_level = TRUE;
5154 }
5155
5156
5157 /*!
5158  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5159  * @return なし
5160  * @note
5161  * Modified by Arcum Dagsson to support
5162  * separate macro files for different realms.
5163  */
5164 static void load_all_pref_files(void)
5165 {
5166         char buf[1024];
5167
5168         /* Access the "user" pref file */
5169         sprintf(buf, "user.prf");
5170
5171         /* Process that file */
5172         process_pref_file(buf);
5173
5174         /* Access the "user" system pref file */
5175         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5176
5177         /* Process that file */
5178         process_pref_file(buf);
5179
5180         /* Access the "race" pref file */
5181         sprintf(buf, "%s.prf", rp_ptr->title);
5182
5183         /* Process that file */
5184         process_pref_file(buf);
5185
5186         /* Access the "class" pref file */
5187         sprintf(buf, "%s.prf", cp_ptr->title);
5188
5189         /* Process that file */
5190         process_pref_file(buf);
5191
5192         /* Access the "character" pref file */
5193         sprintf(buf, "%s.prf", p_ptr->base_name);
5194
5195         /* Process that file */
5196         process_pref_file(buf);
5197
5198         /* Access the "realm 1" pref file */
5199         if (p_ptr->realm1 != REALM_NONE)
5200         {
5201                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5202
5203                 /* Process that file */
5204                 process_pref_file(buf);
5205         }
5206
5207         /* Access the "realm 2" pref file */
5208         if (p_ptr->realm2 != REALM_NONE)
5209         {
5210                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5211
5212                 /* Process that file */
5213                 process_pref_file(buf);
5214         }
5215
5216
5217         /* Load an autopick preference file */
5218         autopick_load_pref(FALSE);
5219 }
5220
5221 /*!
5222  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5223  * @return なし
5224  * @note
5225  * If the "new_game" parameter is true, then, after loading the
5226  * savefile, we will commit suicide, if necessary, to allow the
5227  * player to start a new game.
5228  */
5229 void play_game(bool new_game)
5230 {
5231         MONSTER_IDX i;
5232         bool load_game = TRUE;
5233         bool init_random_seed = FALSE;
5234
5235 #ifdef CHUUKEI
5236         if (chuukei_client)
5237         {
5238                 reset_visuals();
5239                 browse_chuukei();
5240                 return;
5241         }
5242
5243         else if (chuukei_server)
5244         {
5245                 prepare_chuukei_hooks();
5246         }
5247 #endif
5248
5249         if (browsing_movie)
5250         {
5251                 reset_visuals();
5252                 browse_movie();
5253                 return;
5254         }
5255
5256         p_ptr->hack_mutation = FALSE;
5257
5258         /* Hack -- Character is "icky" */
5259         current_world_ptr->character_icky = TRUE;
5260
5261         /* Make sure main term is active */
5262         Term_activate(angband_term[0]);
5263
5264         /* Initialise the resize hooks */
5265         angband_term[0]->resize_hook = resize_map;
5266
5267         for (i = 1; i < 8; i++)
5268         {
5269                 /* Does the term exist? */
5270                 if (angband_term[i])
5271                 {
5272                         /* Add the redraw on resize hook */
5273                         angband_term[i]->resize_hook = redraw_window;
5274                 }
5275         }
5276
5277         /* Hack -- turn off the cursor */
5278         (void)Term_set_cursor(0);
5279
5280
5281         /* Attempt to load */
5282         if (!load_player())
5283         {
5284                 quit(_("セーブファイルが壊れています", "broken savefile"));
5285         }
5286
5287         /* Extract the options */
5288         extract_option_vars();
5289
5290         /* Report waited score */
5291         if (p_ptr->wait_report_score)
5292         {
5293                 char buf[1024];
5294                 bool success;
5295
5296                 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))
5297                         quit(0);
5298
5299                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5300                 update_creature(p_ptr);
5301
5302                 p_ptr->is_dead = TRUE;
5303
5304                 current_world_ptr->start_time = (u32b)time(NULL);
5305
5306                 /* No suspending now */
5307                 signals_ignore_tstp();
5308                 
5309                 /* Hack -- Character is now "icky" */
5310                 current_world_ptr->character_icky = TRUE;
5311                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5312
5313                 /* Open the high score file, for reading/writing */
5314                 highscore_fd = fd_open(buf, O_RDWR);
5315
5316                 /* 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 */
5317                 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5318
5319                 /* Handle score, show Top scores */
5320                 success = send_world_score(TRUE);
5321
5322                 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))
5323                 {
5324                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5325                         (void)inkey();
5326                 }
5327                 else
5328                 {
5329                         p_ptr->wait_report_score = FALSE;
5330                         top_twenty(p_ptr);
5331                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5332                 }
5333                 /* Shut the high score file */
5334                 (void)fd_close(highscore_fd);
5335
5336                 /* Forget the high score fd */
5337                 highscore_fd = -1;
5338                 
5339                 /* Allow suspending now */
5340                 signals_handle_tstp();
5341
5342                 quit(0);
5343         }
5344
5345         current_world_ptr->creating_savefile = new_game;
5346
5347         /* Nothing loaded */
5348         if (!current_world_ptr->character_loaded)
5349         {
5350                 /* Make new player */
5351                 new_game = TRUE;
5352
5353                 /* The dungeon is not ready */
5354                 current_world_ptr->character_dungeon = FALSE;
5355
5356                 /* Prepare to init the RNG */
5357                 init_random_seed = TRUE;
5358
5359                 /* Initialize the saved floors data */
5360                 init_saved_floors(FALSE);
5361         }
5362
5363         /* Old game is loaded.  But new game is requested. */
5364         else if (new_game)
5365         {
5366                 /* Initialize the saved floors data */
5367                 init_saved_floors(TRUE);
5368         }
5369
5370         /* Process old character */
5371         if (!new_game)
5372         {
5373                 /* Process the player name */
5374                 process_player_name(FALSE);
5375         }
5376
5377         /* Init the RNG */
5378         if (init_random_seed)
5379         {
5380                 Rand_state_init();
5381         }
5382
5383         /* Roll new character */
5384         if (new_game)
5385         {
5386                 /* The dungeon is not ready */
5387                 current_world_ptr->character_dungeon = FALSE;
5388
5389                 /* Start in town */
5390                 p_ptr->current_floor_ptr->dun_level = 0;
5391                 p_ptr->current_floor_ptr->inside_quest = 0;
5392                 p_ptr->current_floor_ptr->inside_arena = FALSE;
5393                 p_ptr->phase_out = FALSE;
5394
5395                 write_level = TRUE;
5396
5397                 /* Hack -- seed for flavors */
5398                 current_world_ptr->seed_flavor = randint0(0x10000000);
5399
5400                 /* Hack -- seed for town layout */
5401                 current_world_ptr->seed_town = randint0(0x10000000);
5402
5403                 /* Roll up a new character */
5404                 player_birth(p_ptr);
5405
5406                 counts_write(2,0);
5407                 p_ptr->count = 0;
5408
5409                 load = FALSE;
5410
5411                 determine_bounty_uniques();
5412                 determine_today_mon(FALSE);
5413
5414                 /* Initialize object array */
5415                 wipe_o_list(p_ptr->current_floor_ptr);
5416         }
5417         else
5418         {
5419                 write_level = FALSE;
5420
5421                 exe_write_diary(p_ptr, NIKKI_GAMESTART, 1, 
5422                                           _("                            ----ゲーム再開----",
5423                                                 "                            ---- Restart Game ----"));
5424
5425 /*
5426  * 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。
5427  * 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。
5428  */
5429                 if (p_ptr->riding == -1)
5430                 {
5431                         p_ptr->riding = 0;
5432                         for (i = p_ptr->current_floor_ptr->m_max; i > 0; i--)
5433                         {
5434                                 if (player_bold(p_ptr, p_ptr->current_floor_ptr->m_list[i].fy, p_ptr->current_floor_ptr->m_list[i].fx))
5435                                 {
5436                                         p_ptr->riding = i;
5437                                         break;
5438                                 }
5439                         }
5440                 }
5441         }
5442
5443         current_world_ptr->creating_savefile = FALSE;
5444
5445         p_ptr->teleport_town = FALSE;
5446         p_ptr->sutemi = FALSE;
5447         current_world_ptr->timewalk_m_idx = 0;
5448         p_ptr->now_damaged = FALSE;
5449         now_message = 0;
5450         current_world_ptr->start_time = time(NULL) - 1;
5451         record_o_name[0] = '\0';
5452
5453         /* Reset map panel */
5454         panel_row_min = p_ptr->current_floor_ptr->height;
5455         panel_col_min = p_ptr->current_floor_ptr->width;
5456
5457         /* Sexy gal gets bonus to maximum weapon skill of whip */
5458         if (p_ptr->pseikaku == SEIKAKU_SEXY)
5459                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5460
5461         /* Fill the arrays of floors and walls in the good proportions */
5462         set_floor_and_wall(p_ptr->dungeon_idx);
5463
5464         /* Flavor the objects */
5465         flavor_init();
5466
5467         /* Flash a message */
5468         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5469
5470         /* Flush the message */
5471         Term_fresh();
5472
5473
5474         /* Hack -- Enter wizard mode */
5475         if (arg_wizard)
5476         {
5477                 if (enter_wizard_mode())
5478                 {
5479                         current_world_ptr->wizard = TRUE;
5480
5481                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5482                         {
5483                                 /* Initialize the saved floors data */
5484                                 init_saved_floors(TRUE);
5485
5486                                 /* Avoid crash */
5487                                 p_ptr->current_floor_ptr->inside_quest = 0;
5488
5489                                 /* Avoid crash in update_view() */
5490                                 p_ptr->y = p_ptr->x = 10;
5491                         }
5492                 }
5493                 else if (p_ptr->is_dead)
5494                 {
5495                         quit("Already dead.");
5496                 }
5497         }
5498
5499         /* Initialize the town-buildings if necessary */
5500         if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->current_floor_ptr->inside_quest)
5501         {
5502                 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5503                 init_flags = INIT_ONLY_BUILDINGS;
5504                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5505                 select_floor_music(p_ptr);
5506         }
5507
5508         /* Generate a dungeon level if needed */
5509         if (!current_world_ptr->character_dungeon)
5510         {
5511                 change_floor(p_ptr);
5512         }
5513         else
5514         {
5515                 /* HACK -- Restore from panic-save */
5516                 if (p_ptr->panic_save)
5517                 {
5518                         /* No player?  -- Try to regenerate floor */
5519                         if (!p_ptr->y || !p_ptr->x)
5520                         {
5521                                 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."));
5522                                 change_floor(p_ptr);
5523                         }
5524
5525                         /* Still no player?  -- Try to locate random place */
5526                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
5527
5528                         /* No longer in panic */
5529                         p_ptr->panic_save = 0;
5530                 }
5531         }
5532
5533         /* Character is now "complete" */
5534         current_world_ptr->character_generated = TRUE;
5535
5536
5537         /* Hack -- Character is no longer "icky" */
5538         current_world_ptr->character_icky = FALSE;
5539
5540
5541         if (new_game)
5542         {
5543                 char buf[80];
5544                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
5545                 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, buf);
5546         }
5547
5548
5549         /* Start game */
5550         p_ptr->playing = TRUE;
5551
5552         /* Reset the visual mappings */
5553         reset_visuals();
5554
5555         /* Load the "pref" files */
5556         load_all_pref_files();
5557
5558         /* Give startup outfit (after loading pref files) */
5559         if (new_game)
5560         {
5561                 player_outfit(p_ptr);
5562         }
5563
5564         /* React to changes */
5565         Term_xtra(TERM_XTRA_REACT, 0);
5566
5567         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5568         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
5569         handle_stuff();
5570
5571         /* Set or clear "rogue_like_commands" if requested */
5572         if (arg_force_original) rogue_like_commands = FALSE;
5573         if (arg_force_roguelike) rogue_like_commands = TRUE;
5574
5575         /* Hack -- Enforce "delayed death" */
5576         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
5577
5578         if (p_ptr->prace == RACE_ANDROID) calc_android_exp(p_ptr);
5579
5580         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
5581         {
5582                 monster_type *m_ptr;
5583                 MONRACE_IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
5584                 monster_race *r_ptr = &r_info[pet_r_idx];
5585                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
5586                                   (PM_FORCE_PET | PM_NO_KAGE));
5587                 m_ptr = &p_ptr->current_floor_ptr->m_list[hack_m_idx_ii];
5588                 m_ptr->mspeed = r_ptr->speed;
5589                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
5590                 m_ptr->max_maxhp = m_ptr->maxhp;
5591                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
5592                 m_ptr->dealt_damage = 0;
5593                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
5594         }
5595
5596         (void)combine_and_reorder_home(STORE_HOME);
5597         (void)combine_and_reorder_home(STORE_MUSEUM);
5598
5599         select_floor_music(p_ptr);
5600
5601         /* Process */
5602         while (TRUE)
5603         {
5604                 /* Process the level */
5605                 dungeon(p_ptr, load_game);
5606
5607                 /* Hack -- prevent "icky" message */
5608                 current_world_ptr->character_xtra = TRUE;
5609
5610                 handle_stuff();
5611
5612                 current_world_ptr->character_xtra = FALSE;
5613
5614                 /* Cancel the target */
5615                 target_who = 0;
5616
5617                 /* Cancel the health bar */
5618                 health_track(0);
5619
5620                 forget_lite(p_ptr->current_floor_ptr);
5621                 forget_view(p_ptr->current_floor_ptr);
5622                 clear_mon_lite(p_ptr->current_floor_ptr);
5623
5624                 /* Handle "quit and save" */
5625                 if (!p_ptr->playing && !p_ptr->is_dead) break;
5626
5627                 /* Erase the old p_ptr->current_floor_ptr->grid_array */
5628                 wipe_o_list(p_ptr->current_floor_ptr);
5629                 if (!p_ptr->is_dead) wipe_m_list();
5630
5631
5632                 msg_print(NULL);
5633
5634                 load_game = FALSE;
5635
5636                 /* Accidental Death */
5637                 if (p_ptr->playing && p_ptr->is_dead)
5638                 {
5639                         if (p_ptr->current_floor_ptr->inside_arena)
5640                         {
5641                                 p_ptr->current_floor_ptr->inside_arena = FALSE;
5642                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
5643                                         p_ptr->arena_number++;
5644                                 else
5645                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
5646                                 p_ptr->is_dead = FALSE;
5647                                 p_ptr->chp = 0;
5648                                 p_ptr->chp_frac = 0;
5649                                 p_ptr->exit_bldg = TRUE;
5650                                 reset_tim_flags(p_ptr);
5651
5652                                 /* Leave through the exit */
5653                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
5654
5655                                 /* prepare next floor */
5656                                 leave_floor(p_ptr);
5657                         }
5658                         else
5659                         {
5660                                 /* Mega-Hack -- Allow player to cheat death */
5661                                 if ((current_world_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
5662                                 {
5663                                         cheat_death(p_ptr);
5664                                 }
5665                         }
5666                 }
5667
5668                 /* Handle "death" */
5669                 if (p_ptr->is_dead) break;
5670
5671                 /* Make a new level */
5672                 change_floor(p_ptr);
5673         }
5674
5675         /* Close stuff */
5676         close_game();
5677
5678         /* Quit */
5679         quit(NULL);
5680 }
5681
5682 /*!
5683  * @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
5684  * @param hoge ゲームターン
5685  * @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。
5686  * @return 修正をかけた後のゲームターン
5687  */
5688 s32b turn_real(s32b hoge)
5689 {
5690         switch (p_ptr->start_race)
5691         {
5692         case RACE_VAMPIRE:
5693         case RACE_SKELETON:
5694         case RACE_ZOMBIE:
5695         case RACE_SPECTRE:
5696                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
5697         default:
5698                 return hoge;
5699         }
5700 }
5701
5702 /*!
5703  * @brief ターンのオーバーフローに対する対処
5704  * @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.
5705  * @return 修正をかけた後のゲームターン
5706  */
5707 void prevent_turn_overflow(void)
5708 {
5709         int rollback_days, i, j;
5710         s32b rollback_turns;
5711
5712         if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
5713
5714         rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
5715         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
5716
5717         if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
5718         else current_world_ptr->game_turn = 1;
5719         if (p_ptr->current_floor_ptr->generated_turn > rollback_turns) p_ptr->current_floor_ptr->generated_turn -= rollback_turns;
5720         else p_ptr->current_floor_ptr->generated_turn = 1;
5721         if (current_world_ptr->arena_start_turn > rollback_turns) current_world_ptr->arena_start_turn -= rollback_turns;
5722         else current_world_ptr->arena_start_turn = 1;
5723         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
5724         else p_ptr->feeling_turn = 1;
5725
5726         for (i = 1; i < max_towns; i++)
5727         {
5728                 for (j = 0; j < MAX_STORES; j++)
5729                 {
5730                         store_type *st_ptr = &town_info[i].store[j];
5731
5732                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
5733                         {
5734                                 st_ptr->last_visit -= rollback_turns;
5735                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5736                         }
5737
5738                         if (st_ptr->store_open)
5739                         {
5740                                 st_ptr->store_open -= rollback_turns;
5741                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
5742                         }
5743                 }
5744         }
5745 }
5746
5747 /*!
5748  * @brief ゲーム終了処理 /
5749  * Close up the current game (player may or may not be dead)
5750  * @return なし
5751  * @details
5752  * <pre>
5753  * This function is called only from "main.c" and "signals.c".
5754  * </pre>
5755  */
5756 void close_game(void)
5757 {
5758         char buf[1024];
5759         bool do_send = TRUE;
5760
5761         /*      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]"; */
5762         handle_stuff();
5763
5764         /* Flush the messages */
5765         msg_print(NULL);
5766
5767         /* Flush the input */
5768         flush();
5769
5770
5771         /* No suspending now */
5772         signals_ignore_tstp();
5773
5774
5775         /* Hack -- Character is now "icky" */
5776         current_world_ptr->character_icky = TRUE;
5777
5778         path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5779
5780         /* Grab permissions */
5781         safe_setuid_grab();
5782
5783         /* Open the high score file, for reading/writing */
5784         highscore_fd = fd_open(buf, O_RDWR);
5785
5786         /* Drop permissions */
5787         safe_setuid_drop();
5788
5789         /* Handle death */
5790         if (p_ptr->is_dead)
5791         {
5792                 /* Handle retirement */
5793                 if (p_ptr->total_winner) kingly(p_ptr);
5794
5795                 /* Save memories */
5796                 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
5797                 {
5798                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5799                 }
5800                 else do_send = FALSE;
5801
5802                 /* You are dead */
5803                 print_tomb();
5804
5805                 flush();
5806
5807                 /* Show more info */
5808                 show_info();
5809                 Term_clear();
5810
5811                 if (check_score())
5812                 {
5813                         if ((!send_world_score(do_send)))
5814                         {
5815                                 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? "),
5816                                         (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
5817                                 {
5818                                         p_ptr->wait_report_score = TRUE;
5819                                         p_ptr->is_dead = FALSE;
5820                                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5821                                 }
5822                         }
5823                         if (!p_ptr->wait_report_score)
5824                                 (void)top_twenty(p_ptr);
5825                 }
5826                 else if (highscore_fd >= 0)
5827                 {
5828                         display_scores_aux(0, 10, -1, NULL);
5829                 }
5830 #if 0
5831                 /* Dump bones file */
5832                 make_bones();
5833 #endif
5834         }
5835
5836         /* Still alive */
5837         else
5838         {
5839                 /* Save the game */
5840                 do_cmd_save_game(FALSE);
5841
5842                 /* Prompt for scores */
5843                 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
5844                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
5845
5846                 /* Predict score (or ESCAPE) */
5847                 if (inkey() != ESCAPE) predict_score(p_ptr);
5848         }
5849
5850
5851         /* Shut the high score file */
5852         (void)fd_close(highscore_fd);
5853
5854         /* Forget the high score fd */
5855         highscore_fd = -1;
5856
5857         /* Kill all temporal files */
5858         clear_saved_floor_files();
5859
5860         /* Allow suspending now */
5861         signals_handle_tstp();
5862 }
5863
5864
5865 /*!
5866  * @brief 全更新処理をチェックして処理していく
5867  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5868  * @return なし
5869  */
5870 void handle_stuff(void)
5871 {
5872         if (p_ptr->update) update_creature(p_ptr);
5873         if (p_ptr->redraw) redraw_stuff();
5874         if (p_ptr->window) window_stuff();
5875 }
5876
5877 void update_output(void)
5878 {
5879         if (p_ptr->redraw) redraw_stuff();
5880         if (p_ptr->window) window_stuff();
5881 }
5882