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[Refactor] #38997 check_score() にplayer_type * 引数を追加 / Added 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 creature_ptr プレーヤーへの参照ポインタ
134  * @param heavy 重度の擬似鑑定を行うならばTRUE
135  * @return なし
136  */
137 static void sense_inventory_aux(player_type *creature_ptr, INVENTORY_IDX slot, bool heavy)
138 {
139         byte feel;
140         object_type *o_ptr = &creature_ptr->inventory_list[slot];
141         GAME_TEXT o_name[MAX_NLEN];
142
143         /* We know about it already, do not tell us again */
144         if (o_ptr->ident & (IDENT_SENSE))return;
145
146         /* It is fully known, no information needed */
147         if (object_is_known(o_ptr)) return;
148
149         /* Check for a feeling */
150         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
151
152         /* Skip non-feelings */
153         if (!feel) return;
154
155         /* Bad luck */
156         if ((creature_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
157         {
158                 switch (feel)
159                 {
160                         case FEEL_TERRIBLE:
161                         {
162                                 feel = FEEL_SPECIAL;
163                                 break;
164                         }
165                         case FEEL_WORTHLESS:
166                         {
167                                 feel = FEEL_EXCELLENT;
168                                 break;
169                         }
170                         case FEEL_CURSED:
171                         {
172                                 if (heavy)
173                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
174                                 else
175                                         feel = FEEL_UNCURSED;
176                                 break;
177                         }
178                         case FEEL_AVERAGE:
179                         {
180                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
181                                 break;
182                         }
183                         case FEEL_GOOD:
184                         {
185                                 if (heavy)
186                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
187                                 else
188                                         feel = FEEL_CURSED;
189                                 break;
190                         }
191                         case FEEL_EXCELLENT:
192                         {
193                                 feel = FEEL_WORTHLESS;
194                                 break;
195                         }
196                         case FEEL_SPECIAL:
197                         {
198                                 feel = FEEL_TERRIBLE;
199                                 break;
200                         }
201                 }
202         }
203
204         /* Stop everything */
205         if (disturb_minor) disturb(creature_ptr, FALSE, FALSE);
206
207         /* Get an object description */
208         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
209
210         /* Message (equipment) */
211         if (slot >= INVEN_RARM)
212         {
213 #ifdef JP
214                 msg_format("%s%s(%c)は%sという感じがする...",
215                         describe_use(creature_ptr, slot),o_name, index_to_label(slot),game_inscriptions[feel]);
216 #else
217                 msg_format("You feel the %s (%c) you are %s %s %s...",
218                            o_name, index_to_label(slot), describe_use(slot),
219                            ((o_ptr->number == 1) ? "is" : "are"),
220                                    game_inscriptions[feel]);
221 #endif
222
223         }
224         else
225         {
226 #ifdef JP
227                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
228                         o_name, index_to_label(slot),game_inscriptions[feel]);
229 #else
230                 msg_format("You feel the %s (%c) in your pack %s %s...",
231                            o_name, index_to_label(slot),
232                            ((o_ptr->number == 1) ? "is" : "are"),
233                                    game_inscriptions[feel]);
234 #endif
235
236         }
237
238         o_ptr->ident |= (IDENT_SENSE);
239
240         /* Set the "inscription" */
241         o_ptr->feeling = feel;
242
243         /* Auto-inscription/destroy */
244         autopick_alter_item(creature_ptr, slot, destroy_feeling);
245         creature_ptr->update |= (PU_COMBINE | PU_REORDER);
246         creature_ptr->window |= (PW_INVEN | PW_EQUIP);
247 }
248
249
250 /*!
251  * @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。
252  * @return なし
253  * @details
254  * Sense the inventory\n
255  *\n
256  *   Class 0 = Warrior --> fast and heavy\n
257  *   Class 1 = Mage    --> slow and light\n
258  *   Class 2 = Priest  --> fast but light\n
259  *   Class 3 = Rogue   --> okay and heavy\n
260  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
261  *   Class 5 = Paladin --> slow but heavy\n
262  */
263 static void sense_inventory1(player_type *creature_ptr)
264 {
265         INVENTORY_IDX i;
266         PLAYER_LEVEL plev = creature_ptr->lev;
267         bool heavy = FALSE;
268         object_type *o_ptr;
269
270
271         /*** Check for "sensing" ***/
272
273         /* No sensing when confused */
274         if (creature_ptr->confused) return;
275
276         /* Analyze the class */
277         switch (creature_ptr->pclass)
278         {
279                 case CLASS_WARRIOR:
280                 case CLASS_ARCHER:
281                 case CLASS_SAMURAI:
282                 case CLASS_CAVALRY:
283                 {
284                         /* Good sensing */
285                         if (0 != randint0(9000L / (plev * plev + 40))) return;
286
287                         /* Heavy sensing */
288                         heavy = TRUE;
289
290                         break;
291                 }
292
293                 case CLASS_SMITH:
294                 {
295                         /* Good sensing */
296                         if (0 != randint0(6000L / (plev * plev + 50))) return;
297
298                         /* Heavy sensing */
299                         heavy = TRUE;
300
301                         break;
302                 }
303
304                 case CLASS_MAGE:
305                 case CLASS_HIGH_MAGE:
306                 case CLASS_SORCERER:
307                 case CLASS_MAGIC_EATER:
308                 {
309                         /* Very bad (light) sensing */
310                         if (0 != randint0(240000L / (plev + 5))) return;
311
312                         break;
313                 }
314
315                 case CLASS_PRIEST:
316                 case CLASS_BARD:
317                 {
318                         /* Good (light) sensing */
319                         if (0 != randint0(10000L / (plev * plev + 40))) return;
320
321                         break;
322                 }
323
324                 case CLASS_ROGUE:
325                 case CLASS_NINJA:
326                 {
327                         /* Okay sensing */
328                         if (0 != randint0(20000L / (plev * plev + 40))) return;
329
330                         /* Heavy sensing */
331                         heavy = TRUE;
332
333                         break;
334                 }
335
336                 case CLASS_RANGER:
337                 {
338                         /* Bad sensing */
339                         if (0 != randint0(95000L / (plev * plev + 40))) return;
340
341                         /* Changed! */
342                         heavy = TRUE;
343
344                         break;
345                 }
346
347                 case CLASS_PALADIN:
348                 case CLASS_SNIPER:
349                 {
350                         /* Bad sensing */
351                         if (0 != randint0(77777L / (plev * plev + 40))) return;
352
353                         /* Heavy sensing */
354                         heavy = TRUE;
355
356                         break;
357                 }
358
359                 case CLASS_WARRIOR_MAGE:
360                 case CLASS_RED_MAGE:
361                 {
362                         /* Bad sensing */
363                         if (0 != randint0(75000L / (plev * plev + 40))) return;
364
365                         break;
366                 }
367
368                 case CLASS_MINDCRAFTER:
369                 case CLASS_IMITATOR:
370                 case CLASS_BLUE_MAGE:
371                 case CLASS_MIRROR_MASTER:
372                 {
373                         /* Bad sensing */
374                         if (0 != randint0(55000L / (plev * plev + 40))) return;
375
376                         break;
377                 }
378
379                 case CLASS_CHAOS_WARRIOR:
380                 {
381                         /* Bad sensing */
382                         if (0 != randint0(80000L / (plev * plev + 40))) return;
383
384                         /* Changed! */
385                         heavy = TRUE;
386
387                         break;
388                 }
389
390                 case CLASS_MONK:
391                 case CLASS_FORCETRAINER:
392                 {
393                         /* Okay sensing */
394                         if (0 != randint0(20000L / (plev * plev + 40))) return;
395
396                         break;
397                 }
398
399                 case CLASS_TOURIST:
400                 {
401                         /* Good sensing */
402                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
403
404                         /* Heavy sensing */
405                         heavy = TRUE;
406
407                         break;
408                 }
409
410                 case CLASS_BEASTMASTER:
411                 {
412                         /* Bad sensing */
413                         if (0 != randint0(65000L / (plev * plev + 40))) return;
414
415                         break;
416                 }
417                 case CLASS_BERSERKER:
418                 {
419                         /* Heavy sensing */
420                         heavy = TRUE;
421
422                         break;
423                 }
424         }
425
426         if (compare_virtue(creature_ptr, V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
427
428         /*** Sense everything ***/
429
430         /* Check everything */
431         for (i = 0; i < INVEN_TOTAL; i++)
432         {
433                 bool okay = FALSE;
434
435                 o_ptr = &creature_ptr->inventory_list[i];
436
437                 /* Skip empty slots */
438                 if (!o_ptr->k_idx) continue;
439
440                 /* Valid "tval" codes */
441                 switch (o_ptr->tval)
442                 {
443                         case TV_SHOT:
444                         case TV_ARROW:
445                         case TV_BOLT:
446                         case TV_BOW:
447                         case TV_DIGGING:
448                         case TV_HAFTED:
449                         case TV_POLEARM:
450                         case TV_SWORD:
451                         case TV_BOOTS:
452                         case TV_GLOVES:
453                         case TV_HELM:
454                         case TV_CROWN:
455                         case TV_SHIELD:
456                         case TV_CLOAK:
457                         case TV_SOFT_ARMOR:
458                         case TV_HARD_ARMOR:
459                         case TV_DRAG_ARMOR:
460                         case TV_CARD:
461                         {
462                                 okay = TRUE;
463                                 break;
464                         }
465                 }
466
467                 /* Skip non-sense machines */
468                 if (!okay) continue;
469
470                 /* Occasional failure on creature_ptr->inventory_list items */
471                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
472
473                 /* Good luck */
474                 if ((creature_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
475                 {
476                         heavy = TRUE;
477                 }
478
479                 sense_inventory_aux(creature_ptr, i, heavy);
480         }
481 }
482
483 /*!
484  * @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。
485  * @return なし
486  */
487 static void sense_inventory2(player_type *creature_ptr)
488 {
489         INVENTORY_IDX i;
490         PLAYER_LEVEL plev = creature_ptr->lev;
491         object_type *o_ptr;
492
493
494         /*** Check for "sensing" ***/
495
496         /* No sensing when confused */
497         if (creature_ptr->confused) return;
498
499         /* Analyze the class */
500         switch (creature_ptr->pclass)
501         {
502                 case CLASS_WARRIOR:
503                 case CLASS_ARCHER:
504                 case CLASS_SAMURAI:
505                 case CLASS_CAVALRY:
506                 case CLASS_BERSERKER:
507                 case CLASS_SNIPER:
508                 {
509                         return;
510                 }
511
512                 case CLASS_SMITH:
513                 case CLASS_PALADIN:
514                 case CLASS_CHAOS_WARRIOR:
515                 case CLASS_IMITATOR:
516                 case CLASS_BEASTMASTER:
517                 case CLASS_NINJA:
518                 {
519                         /* Very bad (light) sensing */
520                         if (0 != randint0(240000L / (plev + 5))) return;
521
522                         break;
523                 }
524
525                 case CLASS_RANGER:
526                 case CLASS_WARRIOR_MAGE:
527                 case CLASS_RED_MAGE:
528                 case CLASS_MONK:
529                 {
530                         /* Bad sensing */
531                         if (0 != randint0(95000L / (plev * plev + 40))) return;
532
533                         break;
534                 }
535
536                 case CLASS_PRIEST:
537                 case CLASS_BARD:
538                 case CLASS_ROGUE:
539                 case CLASS_FORCETRAINER:
540                 case CLASS_MINDCRAFTER:
541                 {
542                         /* Good sensing */
543                         if (0 != randint0(20000L / (plev * plev + 40))) return;
544
545                         break;
546                 }
547
548                 case CLASS_MAGE:
549                 case CLASS_HIGH_MAGE:
550                 case CLASS_SORCERER:
551                 case CLASS_MAGIC_EATER:
552                 case CLASS_MIRROR_MASTER:
553                 case CLASS_BLUE_MAGE:
554                 {
555                         /* Good sensing */
556                         if (0 != randint0(9000L / (plev * plev + 40))) return;
557
558                         break;
559                 }
560
561                 case CLASS_TOURIST:
562                 {
563                         /* Good sensing */
564                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
565
566                         break;
567                 }
568         }
569
570         /*** Sense everything ***/
571
572         /* Check everything */
573         for (i = 0; i < INVEN_TOTAL; i++)
574         {
575                 bool okay = FALSE;
576
577                 o_ptr = &creature_ptr->inventory_list[i];
578
579                 /* Skip empty slots */
580                 if (!o_ptr->k_idx) continue;
581
582                 /* Valid "tval" codes */
583                 switch (o_ptr->tval)
584                 {
585                         case TV_RING:
586                         case TV_AMULET:
587                         case TV_LITE:
588                         case TV_FIGURINE:
589                         {
590                                 okay = TRUE;
591                                 break;
592                         }
593                 }
594
595                 /* Skip non-sense machines */
596                 if (!okay) continue;
597
598                 /* Occasional failure on creature_ptr->inventory_list items */
599                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
600
601                 sense_inventory_aux(creature_ptr, i, TRUE);
602         }
603 }
604
605
606 /*!
607  * @brief パターン終点到達時のテレポート処理を行う
608  * @param creature_ptr プレーヤーへの参照ポインタ
609  * @return なし
610  */
611 static void pattern_teleport(player_type *creature_ptr)
612 {
613         DEPTH min_level = 0;
614         DEPTH max_level = 99;
615
616         /* Ask for level */
617         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
618         {
619                 char ppp[80];
620                 char tmp_val[160];
621
622                 /* Only downward in ironman mode */
623                 if (ironman_downward)
624                         min_level = creature_ptr->current_floor_ptr->dun_level;
625
626                 /* Maximum level */
627                 if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)
628                 {
629                         if (creature_ptr->current_floor_ptr->dun_level > 100)
630                                 max_level = MAX_DEPTH - 1;
631                         else if (creature_ptr->current_floor_ptr->dun_level == 100)
632                                 max_level = 100;
633                 }
634                 else
635                 {
636                         max_level = d_info[creature_ptr->dungeon_idx].maxdepth;
637                         min_level = d_info[creature_ptr->dungeon_idx].mindepth;
638                 }
639
640                 /* Prompt */
641                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
642
643                 /* Default */
644                 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
645
646                 /* Ask for a level */
647                 if (!get_string(ppp, tmp_val, 10)) return;
648
649                 /* Extract request */
650                 command_arg = (COMMAND_ARG)atoi(tmp_val);
651         }
652         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
653         {
654                 teleport_player(creature_ptr, 200, 0L);
655                 return;
656         }
657         else
658         {
659                 return;
660         }
661         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
662         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
663
664         /* Accept request */
665         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
666
667         if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
668
669         /* Change level */
670         creature_ptr->current_floor_ptr->dun_level = command_arg;
671
672         leave_quest_check(creature_ptr);
673
674         if (record_stair) exe_write_diary(creature_ptr, NIKKI_PAT_TELE, 0, NULL);
675
676         creature_ptr->current_floor_ptr->inside_quest = 0;
677         free_turn(creature_ptr);
678
679         /*
680          * Clear all saved floors
681          * and create a first saved floor
682          */
683         prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
684         creature_ptr->leaving = TRUE;
685 }
686
687 /*!
688  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
689  * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
690  */
691 static bool pattern_effect(player_type *creature_ptr)
692 {
693         int pattern_type;
694
695         if (!pattern_tile(creature_ptr->y, creature_ptr->x)) return FALSE;
696
697         if ((PRACE_IS_(creature_ptr, RACE_AMBERITE)) &&
698             (creature_ptr->cut > 0) && one_in_(10))
699         {
700                 wreck_the_pattern(creature_ptr);
701         }
702
703         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
704         pattern_type = f_info[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, 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(creature_ptr))
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(creature_ptr))
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  * @param player_ptr プレーヤーへの参照ポインタ
934  * @return なし
935  * @note Should probably be done during monster turns.
936  */
937 static void regenerate_monsters(player_type *player_ptr)
938 {
939         for (int i = 1; i < player_ptr->current_floor_ptr->m_max; i++)
940         {
941                 /* Check the i'th monster */
942                 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
943                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
944
945                 if (!monster_is_valid(m_ptr)) continue;
946
947                 /* Allow regeneration (if needed) */
948                 if (m_ptr->hp < m_ptr->maxhp)
949                 {
950                         /* Hack -- Base regeneration */
951                         int frac = m_ptr->maxhp / 100;
952
953                         /* Hack -- Minimal regeneration rate */
954                         if (!frac) if (one_in_(2)) frac = 1;
955
956                         /* Hack -- Some monsters regenerate quickly */
957                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
958
959                         /* Hack -- Regenerate */
960                         m_ptr->hp += frac;
961
962                         /* Do not over-regenerate */
963                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
964
965                         /* Redraw (later) if needed */
966                         if (player_ptr->health_who == i) player_ptr->redraw |= (PR_HEALTH);
967                         if (player_ptr->riding == i) player_ptr->redraw |= (PR_UHEALTH);
968                 }
969         }
970 }
971
972
973 /*!
974  * @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)
975  * @param creature_ptr プレーヤーへの参照ポインタ
976  * @return なし
977  * @note Should probably be done during monster turns.
978  */
979 static void regenerate_captured_monsters(player_type *creature_ptr)
980 {
981         int i, frac;
982         bool heal = FALSE;
983
984         /* Regenerate everyone */
985         for (i = 0; i < INVEN_TOTAL; i++)
986         {
987                 monster_race *r_ptr;
988                 object_type *o_ptr = &creature_ptr->inventory_list[i];
989
990                 if (!o_ptr->k_idx) continue;
991                 if (o_ptr->tval != TV_CAPTURE) continue;
992                 if (!o_ptr->pval) continue;
993
994                 heal = TRUE;
995
996                 r_ptr = &r_info[o_ptr->pval];
997
998                 /* Allow regeneration (if needed) */
999                 if (o_ptr->xtra4 < o_ptr->xtra5)
1000                 {
1001                         /* Hack -- Base regeneration */
1002                         frac = o_ptr->xtra5 / 100;
1003
1004                         /* Hack -- Minimal regeneration rate */
1005                         if (!frac) if (one_in_(2)) frac = 1;
1006
1007                         /* Hack -- Some monsters regenerate quickly */
1008                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1009
1010                         /* Hack -- Regenerate */
1011                         o_ptr->xtra4 += (XTRA16)frac;
1012
1013                         /* Do not over-regenerate */
1014                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1015                 }
1016         }
1017
1018         if (heal)
1019         {
1020                 /* Combine pack */
1021                 creature_ptr->update |= (PU_COMBINE);
1022                 creature_ptr->window |= (PW_INVEN);
1023                 creature_ptr->window |= (PW_EQUIP);
1024                 wild_regen = 20;
1025         }
1026 }
1027
1028 /*!
1029  * @brief 寿命つき光源の警告メッセージ処理
1030  * @param creature_ptr プレーヤーへの参照ポインタ
1031  * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
1032  * @return なし
1033  */
1034 static void notice_lite_change(player_type *creature_ptr, object_type *o_ptr)
1035 {
1036         /* Hack -- notice interesting fuel steps */
1037         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1038         {
1039                 creature_ptr->window |= (PW_EQUIP);
1040         }
1041
1042         /* Hack -- Special treatment when blind */
1043         if (creature_ptr->blind)
1044         {
1045                 /* Hack -- save some light for later */
1046                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1047         }
1048
1049         /* The light is now out */
1050         else if (o_ptr->xtra4 == 0)
1051         {
1052                 disturb(creature_ptr, FALSE, TRUE);
1053                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1054
1055                 /* Recalculate torch radius */
1056                 creature_ptr->update |= (PU_TORCH);
1057
1058                 /* Some ego light lose its effects without fuel */
1059                 creature_ptr->update |= (PU_BONUS);
1060         }
1061
1062         /* The light is getting dim */
1063         else if (o_ptr->name2 == EGO_LITE_LONG)
1064         {
1065                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1066                     && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
1067                 {
1068                         if (disturb_minor) disturb(creature_ptr, FALSE, TRUE);
1069                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1070                 }
1071         }
1072
1073         /* The light is getting dim */
1074         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1075         {
1076                 if (disturb_minor) disturb(creature_ptr, FALSE, TRUE);
1077                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1078         }
1079 }
1080
1081
1082 /*!
1083  * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1084  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1085  * @return なし
1086  */
1087 static void recharged_notice(object_type *o_ptr)
1088 {
1089         GAME_TEXT o_name[MAX_NLEN];
1090
1091         concptr s;
1092
1093         /* No inscription */
1094         if (!o_ptr->inscription) return;
1095
1096         /* Find a '!' */
1097         s = my_strchr(quark_str(o_ptr->inscription), '!');
1098
1099         /* Process notification request. */
1100         while (s)
1101         {
1102                 /* Find another '!' */
1103                 if (s[1] == '!')
1104                 {
1105                         /* Describe (briefly) */
1106                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1107
1108                         /* Notify the player */
1109 #ifdef JP
1110                         msg_format("%sは再充填された。", o_name);
1111 #else
1112                         if (o_ptr->number > 1)
1113                                 msg_format("Your %s are recharged.", o_name);
1114                         else
1115                                 msg_format("Your %s is recharged.", o_name);
1116 #endif
1117
1118                         disturb(p_ptr, FALSE, FALSE);
1119
1120                         /* Done. */
1121                         return;
1122                 }
1123
1124                 /* Keep looking for '!'s */
1125                 s = my_strchr(s + 1, '!');
1126         }
1127 }
1128
1129 /*!
1130  * @brief プレイヤーの歌に関する継続処理
1131  * @return なし
1132  */
1133 static void check_music(player_type *caster_ptr)
1134 {
1135         const magic_type *s_ptr;
1136         int spell;
1137         MANA_POINT need_mana;
1138         u32b need_mana_frac;
1139
1140         /* Music singed by player */
1141         if (caster_ptr->pclass != CLASS_BARD) return;
1142         if (!SINGING_SONG_EFFECT(caster_ptr) && !INTERUPTING_SONG_EFFECT(caster_ptr)) return;
1143
1144         if (caster_ptr->anti_magic)
1145         {
1146                 stop_singing(caster_ptr);
1147                 return;
1148         }
1149
1150         spell = SINGING_SONG_ID(caster_ptr);
1151         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1152
1153         need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, REALM_MUSIC);
1154         need_mana_frac = 0;
1155
1156         /* Divide by 2 */
1157         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1158
1159         if (s64b_cmp(caster_ptr->csp, caster_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1160         {
1161                 stop_singing(caster_ptr);
1162                 return;
1163         }
1164         else
1165         {
1166                 s64b_sub(&(caster_ptr->csp), &(caster_ptr->csp_frac), need_mana, need_mana_frac);
1167
1168                 caster_ptr->redraw |= PR_MANA;
1169                 if (INTERUPTING_SONG_EFFECT(caster_ptr))
1170                 {
1171                         SINGING_SONG_EFFECT(caster_ptr) = INTERUPTING_SONG_EFFECT(caster_ptr);
1172                         INTERUPTING_SONG_EFFECT(caster_ptr) = MUSIC_NONE;
1173                         msg_print(_("歌を再開した。", "You restart singing."));
1174                         caster_ptr->action = ACTION_SING;
1175                         caster_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1176                         caster_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1177                         caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1178                 }
1179         }
1180         if (caster_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1181                 caster_ptr->spell_exp[spell] += 5;
1182         else if(caster_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1183         { 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; }
1184         else if(caster_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1185         { 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; }
1186         else if(caster_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1187         { 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; }
1188
1189         /* Do any effects of continual song */
1190         exe_spell(caster_ptr, REALM_MUSIC, spell, SPELL_CONT);
1191 }
1192
1193 /*!
1194  * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1195  * @param flag 探し出したい呪いフラグ配列
1196  * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1197  * 呪いがない場合NULLを返す。
1198  */
1199 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1200 {
1201         int i;
1202         int choices[INVEN_TOTAL-INVEN_RARM];
1203         int number = 0;
1204
1205         /* Paranoia -- Player has no warning-item */
1206         if (!(p_ptr->cursed & flag)) return NULL;
1207
1208         /* Search Inventry */
1209         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1210         {
1211                 object_type *o_ptr = &p_ptr->inventory_list[i];
1212
1213                 if (o_ptr->curse_flags & flag)
1214                 {
1215                         choices[number] = i;
1216                         number++;
1217                 }
1218                 else if ((flag == TRC_ADD_L_CURSE) || 
1219                                         (flag == TRC_ADD_H_CURSE) || 
1220                                         (flag == TRC_DRAIN_HP) || 
1221                                         (flag == TRC_DRAIN_MANA) || 
1222                                         (flag == TRC_CALL_ANIMAL) || 
1223                                         (flag == TRC_CALL_DEMON) || 
1224                                         (flag == TRC_CALL_DRAGON) || 
1225                                         (flag == TRC_CALL_UNDEAD) || 
1226                                         (flag == TRC_COWARDICE) || 
1227                                         (flag == TRC_LOW_MELEE) || 
1228                                         (flag == TRC_LOW_AC) || 
1229                                         (flag == TRC_LOW_MAGIC) || 
1230                                         (flag == TRC_FAST_DIGEST) || 
1231                                         (flag == TRC_SLOW_REGEN) )
1232                 {
1233                         u32b cf = 0L;
1234                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1235                         object_flags(o_ptr, flgs);
1236                         switch (flag)
1237                         {
1238                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1239                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1240                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1241                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1242                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1243                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1244                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1245                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1246                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1247                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1248                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1249                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1250                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1251                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1252                           default                               : break;
1253                         }
1254                         if (have_flag(flgs, cf))
1255                         {
1256                                 choices[number] = i;
1257                                 number++;
1258                         }
1259                 }
1260         }
1261
1262         /* Choice one of them */
1263         return (&p_ptr->inventory_list[choices[randint0(number)]]);
1264 }
1265
1266
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(creature_ptr)) 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(creature_ptr))
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(creature_ptr))
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(creature_ptr) && 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(creature_ptr)) 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) && !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(creature_ptr)) 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) && !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(creature_ptr)) 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) && !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(creature_ptr)) 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) && !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(creature_ptr)) 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(creature_ptr))
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(creature_ptr)) 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(creature_ptr)) 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(creature_ptr)) 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(creature_ptr)) 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) && !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(creature_ptr, &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(creature_ptr, 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(creature_ptr, 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                         drop_from_inventory(creature_ptr, 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(creature_ptr, 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 has 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 has 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 has 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 has 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 < creature_ptr->current_floor_ptr->o_max; i++)
2909         {
2910                 object_type *o_ptr = &creature_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(creature_ptr, 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(creature_ptr);
2970                                 leave_tower_check(creature_ptr);
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(creature_ptr, 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(creature_ptr, 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(creature_ptr, 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(creature_ptr, 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(player_ptr, &day, &hour, &min);
3107
3108         /* Update dungeon feeling, and announce it if changed */
3109         update_dungeon_feeling(player_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         floor_type *floor_ptr = player_ptr->current_floor_ptr;
3113         if (ironman_downward && (player_ptr->dungeon_idx != DUNGEON_ANGBAND && player_ptr->dungeon_idx != 0))
3114         {
3115                 floor_ptr->dun_level = 0;
3116                 player_ptr->dungeon_idx = 0;
3117                 prepare_change_floor_mode(player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3118                 floor_ptr->inside_arena = FALSE;
3119                 player_ptr->wild_mode = FALSE;
3120                 player_ptr->leaving = TRUE;
3121         }
3122
3123         /*** Check monster arena ***/
3124         if (player_ptr->phase_out && !player_ptr->leaving)
3125         {
3126                 int i2, j2;
3127                 int win_m_idx = 0;
3128                 int number_mon = 0;
3129
3130                 /* Count all hostile monsters */
3131                 for (i2 = 0; i2 < floor_ptr->width; ++i2)
3132                         for (j2 = 0; j2 < floor_ptr->height; j2++)
3133                         {
3134                                 grid_type *g_ptr = &floor_ptr->grid_array[j2][i2];
3135
3136                                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != player_ptr->riding))
3137                                 {
3138                                         number_mon++;
3139                                         win_m_idx = g_ptr->m_idx;
3140                                 }
3141                         }
3142
3143                 if (number_mon == 0)
3144                 {
3145                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3146                         msg_print(NULL);
3147                         player_ptr->energy_need = 0;
3148                         update_gambling_monsters(player_ptr);
3149                 }
3150                 else if ((number_mon-1) == 0)
3151                 {
3152                         GAME_TEXT m_name[MAX_NLEN];
3153                         monster_type *wm_ptr;
3154
3155                         wm_ptr = &floor_ptr->m_list[win_m_idx];
3156
3157                         monster_desc(m_name, wm_ptr, 0);
3158                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3159                         msg_print(NULL);
3160
3161                         if (win_m_idx == (sel_monster+1))
3162                         {
3163                                 msg_print(_("おめでとうございます。", "Congratulations."));
3164                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3165                                 player_ptr->au += battle_odds;
3166                         }
3167                         else
3168                         {
3169                                 msg_print(_("残念でした。", "You lost gold."));
3170                         }
3171                         msg_print(NULL);
3172                         player_ptr->energy_need = 0;
3173                         update_gambling_monsters(player_ptr);
3174                 }
3175                 else if (current_world_ptr->game_turn - floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
3176                 {
3177                         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."));
3178                         player_ptr->au += kakekin;
3179                         msg_print(NULL);
3180                         player_ptr->energy_need = 0;
3181                         update_gambling_monsters(player_ptr);
3182                 }
3183         }
3184
3185         /* Every 10 game turns */
3186         if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
3187
3188         /*** Attempt timed autosave ***/
3189         if (autosave_t && autosave_freq && !player_ptr->phase_out)
3190         {
3191                 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3192                         do_cmd_save_game(player_ptr, TRUE);
3193         }
3194
3195         if (floor_ptr->monster_noise && !ignore_unview)
3196         {
3197                 msg_print(_("何かが聞こえた。", "You hear noise."));
3198         }
3199
3200         /*** Handle the wilderness/town (sunshine) ***/
3201
3202         /* While in town/wilderness */
3203         if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena)
3204         {
3205                 /* Hack -- Daybreak/Nighfall in town */
3206                 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3207                 {
3208                         bool dawn;
3209
3210                         /* Check for dawn */
3211                         dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
3212
3213                         if (dawn) day_break(player_ptr);
3214                         else night_falls(player_ptr);
3215
3216                 }
3217         }
3218
3219         /* While in the dungeon (vanilla_town or lite_town mode only) */
3220         else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level)
3221         {
3222                 /*** Shuffle the Storekeepers ***/
3223
3224                 /* Chance is only once a day (while in dungeon) */
3225                 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
3226                 {
3227                         /* Sometimes, shuffle the shop-keepers */
3228                         if (one_in_(STORE_SHUFFLE))
3229                         {
3230                                 int n;
3231                                 FEAT_IDX i;
3232
3233                                 /* Pick a random shop (except home and museum) */
3234                                 do
3235                                 {
3236                                         n = randint0(MAX_STORES);
3237                                 }
3238                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3239
3240                                 /* Check every feature */
3241                                 for (i = 1; i < max_f_idx; i++)
3242                                 {
3243                                         feature_type *f_ptr = &f_info[i];
3244
3245                                         /* Skip empty index */
3246                                         if (!f_ptr->name) continue;
3247
3248                                         /* Skip non-store features */
3249                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3250
3251                                         /* Verify store type */
3252                                         if (f_ptr->subtype == n)
3253                                         {
3254                                                 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);
3255
3256                                                 /* Shuffle it */
3257                                                 store_shuffle(n);
3258
3259                                                 break;
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             !floor_ptr->inside_arena && !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) regenerate_monsters(player_ptr);
3278         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regenerate_captured_monsters(player_ptr);
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 (floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(player_ptr, i);
3288                 }
3289         }
3290
3291         /* Date changes */
3292         if (!hour && !min)
3293         {
3294                 if (min != prev_min)
3295                 {
3296                         exe_write_diary(player_ptr, NIKKI_HIGAWARI, 0, NULL);
3297                         determine_daily_bounty(player_ptr, FALSE);
3298                 }
3299         }
3300
3301         /*
3302          * Nightmare mode activates the TY_CURSE at midnight
3303          * Require exact minute -- Don't activate multiple times in a minute
3304          */
3305
3306         if (ironman_nightmare && (min != prev_min))
3307         {
3308
3309                 /* Every 15 minutes after 11:00 pm */
3310                 if ((hour == 23) && !(min % 15))
3311                 {
3312                         disturb(player_ptr, FALSE, TRUE);
3313
3314                         switch (min / 15)
3315                         {
3316                         case 0:
3317                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3318                                 break;
3319
3320                         case 1:
3321                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3322                                 break;
3323
3324                         case 2:
3325                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3326                                 break;
3327
3328                         case 3:
3329                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3330                                 break;
3331                         }
3332                 }
3333
3334                 /* TY_CURSE activates at midnight! */
3335                 if (!hour && !min)
3336                 {
3337
3338                         disturb(player_ptr, TRUE, TRUE);
3339                         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."));
3340
3341                         if (player_ptr->wild_mode)
3342                         {
3343                                 /* Go into large wilderness view */
3344                                 player_ptr->oldpy = randint1(MAX_HGT - 2);
3345                                 player_ptr->oldpx = randint1(MAX_WID - 2);
3346                                 change_wild_mode(player_ptr, TRUE);
3347
3348                                 /* Give first move to monsters */
3349                                 take_turn(player_ptr, 100);
3350
3351                         }
3352
3353                         player_ptr->invoking_midnight_curse = TRUE;
3354                 }
3355         }
3356
3357         process_world_aux_digestion(player_ptr);
3358         process_world_aux_hp_and_sp(player_ptr);
3359         process_world_aux_timeout(player_ptr);
3360         process_world_aux_light(player_ptr);
3361         process_world_aux_mutation(player_ptr);
3362         process_world_aux_curse(player_ptr);
3363         process_world_aux_recharge(player_ptr);
3364         sense_inventory1(player_ptr);
3365         sense_inventory2(player_ptr);
3366         process_world_aux_movement(player_ptr);
3367 }
3368
3369 /*!
3370  * @brief ウィザードモードへの導入処理
3371  * / Verify use of "wizard" mode
3372  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3373  */
3374 static bool enter_wizard_mode(void)
3375 {
3376         /* Ask first time */
3377         if (!current_world_ptr->noscore)
3378         {
3379                 /* Wizard mode is not permitted */
3380                 if (!allow_debug_opts || arg_wizard)
3381                 {
3382                         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."));
3383                         return FALSE;
3384                 }
3385
3386                 /* Mention effects */
3387                 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."));
3388                 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."));
3389                 msg_print(NULL);
3390
3391                 /* Verify request */
3392                 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? ")))
3393                 {
3394                         return FALSE;
3395                 }
3396
3397                 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."));
3398                 /* Mark savefile */
3399                 current_world_ptr->noscore |= 0x0002;
3400         }
3401
3402         /* Success */
3403         return TRUE;
3404 }
3405
3406
3407 #ifdef ALLOW_WIZARD
3408
3409 /*!
3410  * @brief デバッグコマンドへの導入処理
3411  * / Verify use of "debug" commands
3412  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3413  */
3414 static bool enter_debug_mode(void)
3415 {
3416         /* Ask first time */
3417         if (!current_world_ptr->noscore)
3418         {
3419                 /* Debug mode is not permitted */
3420                 if (!allow_debug_opts)
3421                 {
3422                         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."));
3423                         return FALSE;
3424                 }
3425
3426                 /* Mention effects */
3427                 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."));
3428                 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."));
3429
3430                 msg_print(NULL);
3431
3432                 /* Verify request */
3433                 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? ")))
3434                 {
3435                         return FALSE;
3436                 }
3437
3438                 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."));
3439                 /* Mark savefile */
3440                 current_world_ptr->noscore |= 0x0008;
3441         }
3442
3443         /* Success */
3444         return TRUE;
3445 }
3446
3447 /*
3448  * Hack -- Declare the Debug Routines
3449  */
3450 extern void do_cmd_debug(player_type *creature_ptr);
3451
3452 #endif /* ALLOW_WIZARD */
3453
3454
3455 #ifdef ALLOW_BORG
3456
3457 /*!
3458  * @brief ボーグコマンドへの導入処理
3459  * / Verify use of "borg" commands
3460  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3461  */
3462 static bool enter_borg_mode(void)
3463 {
3464         /* Ask first time */
3465         if (!(current_world_ptr->noscore & 0x0010))
3466         {
3467                 /* Mention effects */
3468                 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."));
3469                 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."));
3470
3471                 msg_print(NULL);
3472
3473                 /* Verify request */
3474                 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? ")))
3475                 {
3476                         return FALSE;
3477                 }
3478
3479                 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."));
3480                 /* Mark savefile */
3481                 current_world_ptr->noscore |= 0x0010;
3482         }
3483
3484         /* Success */
3485         return TRUE;
3486 }
3487
3488 /*
3489  * Hack -- Declare the Ben Borg
3490  */
3491 extern void do_cmd_borg(void);
3492
3493 #endif /* ALLOW_BORG */
3494
3495
3496 /*!
3497  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3498  * / Parse and execute the current command Give "Warning" on illegal commands.
3499  * @todo Make some "blocks"
3500  * @return なし
3501  */
3502 static void process_command(player_type *creature_ptr)
3503 {
3504         COMMAND_CODE old_now_message = now_message;
3505
3506         /* Handle repeating the last command */
3507         repeat_check();
3508
3509         now_message = 0;
3510
3511         /* Sniper */
3512         if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->concent))
3513                 creature_ptr->reset_concent = TRUE;
3514
3515         /* Parse the command */
3516         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
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(creature_ptr);
3727                         break;
3728                 }
3729
3730                 /* Enter building -KMW- */
3731                 case SPECIAL_KEY_BUILDING:
3732                 {
3733                         do_cmd_bldg(creature_ptr);
3734                         break;
3735                 }
3736
3737                 /* Enter quest level -KMW- */
3738                 case SPECIAL_KEY_QUEST:
3739                 {
3740                         do_cmd_quest(creature_ptr);
3741                         break;
3742                 }
3743
3744                 /* Go up staircase */
3745                 case '<':
3746                 {
3747                         if (!creature_ptr->wild_mode && !floor_ptr->dun_level && !floor_ptr->inside_arena && !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(creature_ptr);
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 (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(creature_ptr);
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(creature_ptr);
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(creature_ptr);
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(creature_ptr);
4065                         break;
4066                 }
4067
4068                 /* Identify symbol */
4069                 case '/':
4070                 {
4071                         do_cmd_query_symbol(creature_ptr);
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(creature_ptr);
4096                         break;
4097                 }
4098
4099                 case '$':
4100                 {
4101                         do_cmd_reload_autopick(creature_ptr);
4102                         break;
4103                 }
4104
4105                 case '_':
4106                 {
4107                         do_cmd_edit_autopick(creature_ptr);
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(creature_ptr);
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(creature_ptr, FALSE);
4201                         break;
4202                 }
4203
4204 #endif /* VERIFY_SAVEFILE */
4205
4206                 case KTRL('T'):
4207                 {
4208                         do_cmd_time(creature_ptr);
4209                         break;
4210                 }
4211
4212                 /* Save and quit */
4213                 case KTRL('X'):
4214                 case SPECIAL_KEY_QUIT:
4215                 {
4216                         do_cmd_save_and_exit(creature_ptr);
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_diary(creature_ptr);
4230                         break;
4231                 }
4232
4233                 /* Check artifacts, uniques, objects */
4234                 case '~':
4235                 {
4236                         do_cmd_knowledge(creature_ptr);
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(creature_ptr);
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(creature_ptr, "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 == 0) return;
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(owner_ptr, o_ptr, 0, owner_ptr->y, owner_ptr->x);
4331
4332         vary_item(owner_ptr, INVEN_PACK, -255);
4333         handle_stuff(owner_ptr);
4334 }
4335
4336 /*!
4337  * @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.
4338  * @return なし
4339  */
4340 static void process_upkeep_with_speed(player_type *creature_ptr)
4341 {
4342         /* Give the player some energy */
4343         if (!load && creature_ptr->enchant_energy_need > 0 && !creature_ptr->leaving)
4344         {
4345                 creature_ptr->enchant_energy_need -= SPEED_TO_ENERGY(creature_ptr->pspeed);
4346         }
4347         
4348         /* No turn yet */
4349         if (creature_ptr->enchant_energy_need > 0) return;
4350         
4351         while (creature_ptr->enchant_energy_need <= 0)
4352         {
4353                 /* Handle the player song */
4354                 if (!load) check_music(creature_ptr);
4355
4356                 /* Hex - Handle the hex spells */
4357                 if (!load) check_hex(creature_ptr);
4358                 if (!load) revenge_spell(creature_ptr);
4359                 
4360                 /* There is some randomness of needed energy */
4361                 creature_ptr->enchant_energy_need += ENERGY_NEED();
4362         }
4363 }
4364
4365 static void process_fishing(player_type *creature_ptr)
4366 {
4367         Term_xtra(TERM_XTRA_DELAY, 10);
4368         if (one_in_(1000))
4369         {
4370                 MONRACE_IDX r_idx;
4371                 bool success = FALSE;
4372                 get_mon_num_prep(monster_is_fishing_target, NULL);
4373                 r_idx = get_mon_num(creature_ptr->current_floor_ptr->dun_level ? creature_ptr->current_floor_ptr->dun_level : wilderness[creature_ptr->wilderness_y][creature_ptr->wilderness_x].level);
4374                 msg_print(NULL);
4375                 if (r_idx && one_in_(2))
4376                 {
4377                         POSITION y, x;
4378                         y = creature_ptr->y + ddy[creature_ptr->fishing_dir];
4379                         x = creature_ptr->x + ddx[creature_ptr->fishing_dir];
4380                         if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4381                         {
4382                                 GAME_TEXT m_name[MAX_NLEN];
4383                                 monster_desc(m_name, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
4384                                 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4385                                 success = TRUE;
4386                         }
4387                 }
4388                 if (!success)
4389                 {
4390                         msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4391                 }
4392                 disturb(creature_ptr, FALSE, TRUE);
4393         }
4394 }
4395
4396 /*!
4397  * @brief プレイヤーの行動処理 / Process the player
4398  * @return なし
4399  * @note
4400  * Notice the annoying code to handle "pack overflow", which\n
4401  * must come first just in case somebody manages to corrupt\n
4402  * the savefiles by clever use of menu commands or something.\n
4403  */
4404 static void process_player(player_type *creature_ptr)
4405 {
4406         MONSTER_IDX m_idx;
4407
4408         /*** Apply energy ***/
4409
4410         if (creature_ptr->hack_mutation)
4411         {
4412                 msg_print(_("何か変わった気がする!", "You feel different!"));
4413
4414                 (void)gain_mutation(creature_ptr, 0);
4415                 creature_ptr->hack_mutation = FALSE;
4416         }
4417
4418         if (creature_ptr->invoking_midnight_curse)
4419         {
4420                 int count = 0;
4421                 activate_ty_curse(creature_ptr, FALSE, &count);
4422                 creature_ptr->invoking_midnight_curse = FALSE;
4423         }
4424
4425         if (creature_ptr->phase_out)
4426         {
4427                 for(m_idx = 1; m_idx < creature_ptr->current_floor_ptr->m_max; m_idx++)
4428                 {
4429                         monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4430
4431                         if (!monster_is_valid(m_ptr)) continue;
4432
4433                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4434                         update_monster(creature_ptr, m_idx, FALSE);
4435                 }
4436
4437                 print_time(creature_ptr);
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) print_time(creature_ptr);
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(creature_ptr);
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, creature_ptr->riding, 0);
4519                         monster_desc(m_name, m_ptr, 0);
4520                         msg_format(_("%^sを起こした。", "You have woken %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, 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, 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, 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 afraid."), m_name);
4556                         }
4557                 }
4558
4559                 handle_stuff(creature_ptr);
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(creature_ptr);
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(creature_ptr, 0);
4685                 }
4686
4687 #ifdef TRAVEL
4688                 /* Traveling */
4689                 else if (travel.run)
4690                 {
4691                         /* Take a step */
4692                         travel_step(creature_ptr);
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(creature_ptr);
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(creature_ptr);
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         floor_type *floor_ptr = player_ptr->current_floor_ptr;
4903         floor_ptr->base_level = floor_ptr->dun_level;
4904
4905         /* Reset various flags */
4906         current_world_ptr->is_loading_now = FALSE;
4907
4908         /* Not leaving */
4909         player_ptr->leaving = FALSE;
4910
4911         /* Reset the "command" vars */
4912         command_cmd = 0;
4913
4914 #if 0 /* Don't reset here --- It's used for Arena */
4915         command_new = 0;
4916 #endif
4917
4918         command_rep = 0;
4919         command_arg = 0;
4920         command_dir = 0;
4921
4922
4923         /* Cancel the target */
4924         target_who = 0;
4925         player_ptr->pet_t_m_idx = 0;
4926         player_ptr->riding_t_m_idx = 0;
4927         player_ptr->ambush_flag = FALSE;
4928
4929         health_track(player_ptr, 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, 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] < floor_ptr->dun_level) && !floor_ptr->inside_quest)
4957         {
4958                 max_dlv[player_ptr->dungeon_idx] = floor_ptr->dun_level;
4959                 if (record_maxdepth) exe_write_diary(player_ptr, NIKKI_MAXDEAPTH, 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(player_ptr);
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(player_ptr);
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(player_ptr);
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 (!floor_ptr->inside_quest && (player_ptr->dungeon_idx == DUNGEON_ANGBAND))
5016         {
5017                 quest_discovery(random_quest_number(player_ptr, floor_ptr->dun_level));
5018                 floor_ptr->inside_quest = random_quest_number(player_ptr, floor_ptr->dun_level);
5019         }
5020         if ((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         floor_ptr->monster_level = floor_ptr->base_level;
5040
5041         /* Reset the object generation level */
5042         floor_ptr->object_level = 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             (floor_ptr->dun_level || player_ptr->leaving_dungeon || 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(floor_ptr);
5055
5056         /* Main loop */
5057         while (TRUE)
5058         {
5059                 /* Hack -- Compact the monster list occasionally */
5060                 if ((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 ((floor_ptr->m_cnt + 32 < floor_ptr->m_max) && !player_ptr->phase_out) compact_monsters(0);
5064
5065
5066                 /* Hack -- Compact the object list occasionally */
5067                 if (floor_ptr->o_cnt + 32 > current_world_ptr->max_o_idx) compact_objects(player_ptr, 64);
5068
5069                 /* Hack -- Compress the object list occasionally */
5070                 if (floor_ptr->o_cnt + 32 < floor_ptr->o_max) compact_objects(player_ptr, 0);
5071
5072                 /* Process the player */
5073                 process_player(player_ptr);
5074                 process_upkeep_with_speed(player_ptr);
5075
5076                 handle_stuff(player_ptr);
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(player_ptr);
5089
5090                 handle_stuff(player_ptr);
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(player_ptr);
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  * @paaram player_ptr プレーヤーへの参照ポインタ
5160  * @return なし
5161  * @note
5162  * Modified by Arcum Dagsson to support
5163  * separate macro files for different realms.
5164  */
5165 static void load_all_pref_files(player_type *player_ptr)
5166 {
5167         char buf[1024];
5168
5169         /* Access the "user" pref file */
5170         sprintf(buf, "user.prf");
5171
5172         /* Process that file */
5173         process_pref_file(player_ptr, buf);
5174
5175         /* Access the "user" system pref file */
5176         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5177
5178         /* Process that file */
5179         process_pref_file(player_ptr, buf);
5180
5181         /* Access the "race" pref file */
5182         sprintf(buf, "%s.prf", rp_ptr->title);
5183
5184         /* Process that file */
5185         process_pref_file(player_ptr, buf);
5186
5187         /* Access the "class" pref file */
5188         sprintf(buf, "%s.prf", cp_ptr->title);
5189
5190         /* Process that file */
5191         process_pref_file(player_ptr, buf);
5192
5193         /* Access the "character" pref file */
5194         sprintf(buf, "%s.prf", player_ptr->base_name);
5195
5196         /* Process that file */
5197         process_pref_file(player_ptr, buf);
5198
5199         /* Access the "realm 1" pref file */
5200         if (player_ptr->realm1 != REALM_NONE)
5201         {
5202                 sprintf(buf, "%s.prf", realm_names[player_ptr->realm1]);
5203
5204                 /* Process that file */
5205                 process_pref_file(player_ptr, buf);
5206         }
5207
5208         /* Access the "realm 2" pref file */
5209         if (player_ptr->realm2 != REALM_NONE)
5210         {
5211                 sprintf(buf, "%s.prf", realm_names[player_ptr->realm2]);
5212
5213                 /* Process that file */
5214                 process_pref_file(player_ptr, buf);
5215         }
5216
5217
5218         /* Load an autopick preference file */
5219         autopick_load_pref(player_ptr, FALSE);
5220 }
5221
5222
5223 /*!
5224  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5225  * @return なし
5226  * @note
5227  * If the "new_game" parameter is true, then, after loading the
5228  * savefile, we will commit suicide, if necessary, to allow the
5229  * player to start a new game.
5230  */
5231 void play_game(player_type *player_ptr, bool new_game)
5232 {
5233         MONSTER_IDX i;
5234         bool load_game = TRUE;
5235         bool init_random_seed = FALSE;
5236
5237 #ifdef CHUUKEI
5238         if (chuukei_client)
5239         {
5240                 reset_visuals();
5241                 browse_chuukei();
5242                 return;
5243         }
5244
5245         else if (chuukei_server)
5246         {
5247                 prepare_chuukei_hooks();
5248         }
5249 #endif
5250
5251         if (browsing_movie)
5252         {
5253                 reset_visuals();
5254                 browse_movie();
5255                 return;
5256         }
5257
5258         player_ptr->hack_mutation = FALSE;
5259
5260         /* Hack -- Character is "icky" */
5261         current_world_ptr->character_icky = TRUE;
5262
5263         /* Make sure main term is active */
5264         Term_activate(angband_term[0]);
5265
5266         /* Initialise the resize hooks */
5267         angband_term[0]->resize_hook = resize_map;
5268
5269         for (i = 1; i < 8; i++)
5270         {
5271                 /* Does the term exist? */
5272                 if (angband_term[i])
5273                 {
5274                         /* Add the redraw on resize hook */
5275                         angband_term[i]->resize_hook = redraw_window;
5276                 }
5277         }
5278
5279         /* Hack -- turn off the cursor */
5280         (void)Term_set_cursor(0);
5281
5282
5283         /* Attempt to load */
5284         if (!load_player(player_ptr))
5285         {
5286                 quit(_("セーブファイルが壊れています", "broken savefile"));
5287         }
5288
5289         /* Extract the options */
5290         extract_option_vars();
5291
5292         /* Report waited score */
5293         if (player_ptr->wait_report_score)
5294         {
5295                 char buf[1024];
5296                 bool success;
5297
5298                 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))
5299                         quit(0);
5300
5301                 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5302                 update_creature(player_ptr);
5303
5304                 player_ptr->is_dead = TRUE;
5305
5306                 current_world_ptr->start_time = (u32b)time(NULL);
5307
5308                 /* No suspending now */
5309                 signals_ignore_tstp();
5310                 
5311                 /* Hack -- Character is now "icky" */
5312                 current_world_ptr->character_icky = TRUE;
5313                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5314
5315                 /* Open the high score file, for reading/writing */
5316                 highscore_fd = fd_open(buf, O_RDWR);
5317
5318                 /* 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 */
5319                 process_dungeon_file(player_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5320
5321                 /* Handle score, show Top scores */
5322                 success = send_world_score(player_ptr, TRUE);
5323
5324                 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))
5325                 {
5326                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5327                         (void)inkey();
5328                 }
5329                 else
5330                 {
5331                         player_ptr->wait_report_score = FALSE;
5332                         top_twenty(player_ptr);
5333                         if (!save_player(player_ptr)) msg_print(_("セーブ失敗!", "death save failed!"));
5334                 }
5335                 /* Shut the high score file */
5336                 (void)fd_close(highscore_fd);
5337
5338                 /* Forget the high score fd */
5339                 highscore_fd = -1;
5340                 
5341                 /* Allow suspending now */
5342                 signals_handle_tstp();
5343
5344                 quit(0);
5345         }
5346
5347         current_world_ptr->creating_savefile = new_game;
5348
5349         /* Nothing loaded */
5350         if (!current_world_ptr->character_loaded)
5351         {
5352                 /* Make new player */
5353                 new_game = TRUE;
5354
5355                 /* The dungeon is not ready */
5356                 current_world_ptr->character_dungeon = FALSE;
5357
5358                 /* Prepare to init the RNG */
5359                 init_random_seed = TRUE;
5360
5361                 /* Initialize the saved floors data */
5362                 init_saved_floors(player_ptr, FALSE);
5363         }
5364
5365         /* Old game is loaded.  But new game is requested. */
5366         else if (new_game)
5367         {
5368                 /* Initialize the saved floors data */
5369                 init_saved_floors(player_ptr, TRUE);
5370         }
5371
5372         /* Process old character */
5373         if (!new_game)
5374         {
5375                 /* Process the player name */
5376                 process_player_name(player_ptr, FALSE);
5377         }
5378
5379         /* Init the RNG */
5380         if (init_random_seed)
5381         {
5382                 Rand_state_init();
5383         }
5384
5385         /* Roll new character */
5386         floor_type *floor_ptr = player_ptr->current_floor_ptr;
5387         if (new_game)
5388         {
5389                 /* The dungeon is not ready */
5390                 current_world_ptr->character_dungeon = FALSE;
5391
5392                 /* Start in town */
5393                 floor_ptr->dun_level = 0;
5394                 floor_ptr->inside_quest = 0;
5395                 floor_ptr->inside_arena = FALSE;
5396                 player_ptr->phase_out = FALSE;
5397
5398                 write_level = TRUE;
5399
5400                 /* Hack -- seed for flavors */
5401                 current_world_ptr->seed_flavor = randint0(0x10000000);
5402
5403                 /* Hack -- seed for town layout */
5404                 current_world_ptr->seed_town = randint0(0x10000000);
5405
5406                 /* Roll up a new character */
5407                 player_birth(player_ptr);
5408
5409                 counts_write(player_ptr, 2,0);
5410                 player_ptr->count = 0;
5411
5412                 load = FALSE;
5413
5414                 determine_bounty_uniques();
5415                 determine_daily_bounty(player_ptr, FALSE);
5416
5417                 /* Initialize object array */
5418                 wipe_o_list(floor_ptr);
5419         }
5420         else
5421         {
5422                 write_level = FALSE;
5423
5424                 exe_write_diary(player_ptr, NIKKI_GAMESTART, 1, 
5425                                           _("                            ----ゲーム再開----",
5426                                                 "                            ---- Restart Game ----"));
5427
5428 /*
5429  * 1.0.9 以前はセーブ前に player_ptr->riding = -1 としていたので、再設定が必要だった。
5430  * 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。
5431  */
5432                 if (player_ptr->riding == -1)
5433                 {
5434                         player_ptr->riding = 0;
5435                         for (i = floor_ptr->m_max; i > 0; i--)
5436                         {
5437                                 if (player_bold(player_ptr, floor_ptr->m_list[i].fy, floor_ptr->m_list[i].fx))
5438                                 {
5439                                         player_ptr->riding = i;
5440                                         break;
5441                                 }
5442                         }
5443                 }
5444         }
5445
5446         current_world_ptr->creating_savefile = FALSE;
5447
5448         player_ptr->teleport_town = FALSE;
5449         player_ptr->sutemi = FALSE;
5450         current_world_ptr->timewalk_m_idx = 0;
5451         player_ptr->now_damaged = FALSE;
5452         now_message = 0;
5453         current_world_ptr->start_time = time(NULL) - 1;
5454         record_o_name[0] = '\0';
5455
5456         /* Reset map panel */
5457         panel_row_min = floor_ptr->height;
5458         panel_col_min = floor_ptr->width;
5459
5460         /* Sexy gal gets bonus to maximum weapon skill of whip */
5461         if (player_ptr->pseikaku == SEIKAKU_SEXY)
5462                 s_info[player_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5463
5464         /* Fill the arrays of floors and walls in the good proportions */
5465         set_floor_and_wall(player_ptr->dungeon_idx);
5466
5467         /* Flavor the objects */
5468         flavor_init();
5469
5470         /* Flash a message */
5471         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5472
5473         /* Flush the message */
5474         Term_fresh();
5475
5476
5477         /* Hack -- Enter wizard mode */
5478         if (arg_wizard)
5479         {
5480                 if (enter_wizard_mode())
5481                 {
5482                         current_world_ptr->wizard = TRUE;
5483
5484                         if (player_ptr->is_dead || !player_ptr->y || !player_ptr->x)
5485                         {
5486                                 /* Initialize the saved floors data */
5487                                 init_saved_floors(player_ptr, TRUE);
5488
5489                                 /* Avoid crash */
5490                                 floor_ptr->inside_quest = 0;
5491
5492                                 /* Avoid crash in update_view() */
5493                                 player_ptr->y = player_ptr->x = 10;
5494                         }
5495                 }
5496                 else if (player_ptr->is_dead)
5497                 {
5498                         quit("Already dead.");
5499                 }
5500         }
5501
5502         /* Initialize the town-buildings if necessary */
5503         if (!floor_ptr->dun_level && !floor_ptr->inside_quest)
5504         {
5505                 process_dungeon_file(player_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5506                 init_flags = INIT_ONLY_BUILDINGS;
5507                 process_dungeon_file(player_ptr, "t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5508                 select_floor_music(player_ptr);
5509         }
5510
5511         /* Generate a dungeon level if needed */
5512         if (!current_world_ptr->character_dungeon)
5513         {
5514                 change_floor(player_ptr);
5515         }
5516         else
5517         {
5518                 /* HACK -- Restore from panic-save */
5519                 if (player_ptr->panic_save)
5520                 {
5521                         /* No player?  -- Try to regenerate floor */
5522                         if (!player_ptr->y || !player_ptr->x)
5523                         {
5524                                 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."));
5525                                 change_floor(player_ptr);
5526                         }
5527
5528                         /* Still no player?  -- Try to locate random place */
5529                         if (!player_ptr->y || !player_ptr->x) player_ptr->y = player_ptr->x = 10;
5530
5531                         /* No longer in panic */
5532                         player_ptr->panic_save = 0;
5533                 }
5534         }
5535
5536         /* Character is now "complete" */
5537         current_world_ptr->character_generated = TRUE;
5538
5539         /* Hack -- Character is no longer "icky" */
5540         current_world_ptr->character_icky = FALSE;
5541
5542         if (new_game)
5543         {
5544                 char buf[80];
5545                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name(player_ptr));
5546                 exe_write_diary(player_ptr, NIKKI_BUNSHOU, 0, buf);
5547         }
5548
5549         /* Start game */
5550         player_ptr->playing = TRUE;
5551
5552         /* Reset the visual mappings */
5553         reset_visuals();
5554
5555         /* Load the "pref" files */
5556         load_all_pref_files(player_ptr);
5557
5558         /* Give startup outfit (after loading pref files) */
5559         if (new_game)
5560         {
5561                 player_outfit(player_ptr);
5562         }
5563
5564         /* React to changes */
5565         Term_xtra(TERM_XTRA_REACT, 0);
5566
5567         player_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5568         player_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
5569         handle_stuff(player_ptr);
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 (player_ptr->chp < 0) player_ptr->is_dead = TRUE;
5577
5578         if (player_ptr->prace == RACE_ANDROID) calc_android_exp(player_ptr);
5579
5580         if (new_game && ((player_ptr->pclass == CLASS_CAVALRY) || (player_ptr->pclass == CLASS_BEASTMASTER)))
5581         {
5582                 monster_type *m_ptr;
5583                 MONRACE_IDX pet_r_idx = ((player_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
5584                 monster_race *r_ptr = &r_info[pet_r_idx];
5585                 place_monster_aux(0, player_ptr->y, player_ptr->x - 1, pet_r_idx,
5586                                   (PM_FORCE_PET | PM_NO_KAGE));
5587                 m_ptr = &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(player_ptr);
5600
5601         /* Process */
5602         while (TRUE)
5603         {
5604                 /* Process the level */
5605                 dungeon(player_ptr, load_game);
5606
5607                 /* Hack -- prevent "icky" message */
5608                 current_world_ptr->character_xtra = TRUE;
5609
5610                 handle_stuff(player_ptr);
5611
5612                 current_world_ptr->character_xtra = FALSE;
5613
5614                 /* Cancel the target */
5615                 target_who = 0;
5616
5617                 health_track(player_ptr, 0);
5618
5619                 forget_lite(floor_ptr);
5620                 forget_view(floor_ptr);
5621                 clear_mon_lite(floor_ptr);
5622
5623                 /* Handle "quit and save" */
5624                 if (!player_ptr->playing && !player_ptr->is_dead) break;
5625
5626                 wipe_o_list(floor_ptr);
5627                 if (!player_ptr->is_dead) wipe_m_list();
5628
5629
5630                 msg_print(NULL);
5631
5632                 load_game = FALSE;
5633
5634                 /* Accidental Death */
5635                 if (player_ptr->playing && player_ptr->is_dead)
5636                 {
5637                         if (floor_ptr->inside_arena)
5638                         {
5639                                 floor_ptr->inside_arena = FALSE;
5640                                 if (player_ptr->arena_number > MAX_ARENA_MONS)
5641                                         player_ptr->arena_number++;
5642                                 else
5643                                         player_ptr->arena_number = -1 - player_ptr->arena_number;
5644                                 player_ptr->is_dead = FALSE;
5645                                 player_ptr->chp = 0;
5646                                 player_ptr->chp_frac = 0;
5647                                 player_ptr->exit_bldg = TRUE;
5648                                 reset_tim_flags(player_ptr);
5649
5650                                 /* Leave through the exit */
5651                                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
5652
5653                                 /* prepare next floor */
5654                                 leave_floor(player_ptr);
5655                         }
5656                         else
5657                         {
5658                                 /* Mega-Hack -- Allow player to cheat death */
5659                                 if ((current_world_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
5660                                 {
5661                                         cheat_death(player_ptr);
5662                                 }
5663                         }
5664                 }
5665
5666                 /* Handle "death" */
5667                 if (player_ptr->is_dead) break;
5668
5669                 /* Make a new level */
5670                 change_floor(player_ptr);
5671         }
5672
5673         /* Close stuff */
5674         close_game(player_ptr);
5675
5676         /* Quit */
5677         quit(NULL);
5678 }
5679
5680 /*!
5681  * @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
5682  * @param hoge ゲームターン
5683  * @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。
5684  * @return 修正をかけた後のゲームターン
5685  */
5686 s32b turn_real(s32b hoge)
5687 {
5688         switch (p_ptr->start_race)
5689         {
5690         case RACE_VAMPIRE:
5691         case RACE_SKELETON:
5692         case RACE_ZOMBIE:
5693         case RACE_SPECTRE:
5694                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
5695         default:
5696                 return hoge;
5697         }
5698 }
5699
5700
5701 /*!
5702  * @brief ターンのオーバーフローに対する対処
5703  * @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.
5704  * @return 修正をかけた後のゲームターン
5705  */
5706 void prevent_turn_overflow(void)
5707 {
5708         int rollback_days, i, j;
5709         s32b rollback_turns;
5710
5711         if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
5712
5713         rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
5714         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
5715
5716         if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
5717         else current_world_ptr->game_turn = 1;
5718         if (p_ptr->current_floor_ptr->generated_turn > rollback_turns) p_ptr->current_floor_ptr->generated_turn -= rollback_turns;
5719         else p_ptr->current_floor_ptr->generated_turn = 1;
5720         if (current_world_ptr->arena_start_turn > rollback_turns) current_world_ptr->arena_start_turn -= rollback_turns;
5721         else current_world_ptr->arena_start_turn = 1;
5722         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
5723         else p_ptr->feeling_turn = 1;
5724
5725         for (i = 1; i < max_towns; i++)
5726         {
5727                 for (j = 0; j < MAX_STORES; j++)
5728                 {
5729                         store_type *st_ptr = &town_info[i].store[j];
5730
5731                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
5732                         {
5733                                 st_ptr->last_visit -= rollback_turns;
5734                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5735                         }
5736
5737                         if (st_ptr->store_open)
5738                         {
5739                                 st_ptr->store_open -= rollback_turns;
5740                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
5741                         }
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  * @param creature_ptr プレーヤーへの参照ポインタ
5751  * @return なし
5752  * @details
5753  * <pre>
5754  * This function is called only from "main.c" and "signals.c".
5755  * </pre>
5756  */
5757 void close_game(player_type *player_ptr)
5758 {
5759         char buf[1024];
5760         bool do_send = TRUE;
5761
5762         /*      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]"; */
5763         handle_stuff(player_ptr);
5764
5765         /* Flush the messages */
5766         msg_print(NULL);
5767
5768         /* Flush the input */
5769         flush();
5770
5771
5772         /* No suspending now */
5773         signals_ignore_tstp();
5774
5775
5776         /* Hack -- Character is now "icky" */
5777         current_world_ptr->character_icky = TRUE;
5778
5779         path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5780
5781         /* Grab permissions */
5782         safe_setuid_grab();
5783
5784         /* Open the high score file, for reading/writing */
5785         highscore_fd = fd_open(buf, O_RDWR);
5786
5787         /* Drop permissions */
5788         safe_setuid_drop();
5789
5790         /* Handle death */
5791         if (player_ptr->is_dead)
5792         {
5793                 /* Handle retirement */
5794                 if (current_world_ptr->total_winner) kingly(player_ptr);
5795
5796                 /* Save memories */
5797                 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
5798                 {
5799                         if (!save_player(player_ptr)) msg_print(_("セーブ失敗!", "death save failed!"));
5800                 }
5801                 else do_send = FALSE;
5802
5803                 /* You are dead */
5804                 print_tomb(player_ptr);
5805
5806                 flush();
5807
5808                 /* Show more info */
5809                 show_info(player_ptr);
5810                 Term_clear();
5811
5812                 if (check_score(player_ptr))
5813                 {
5814                         if ((!send_world_score(player_ptr, do_send)))
5815                         {
5816                                 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? "),
5817                                         (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
5818                                 {
5819                                         player_ptr->wait_report_score = TRUE;
5820                                         player_ptr->is_dead = FALSE;
5821                                         if (!save_player(player_ptr)) msg_print(_("セーブ失敗!", "death save failed!"));
5822                                 }
5823                         }
5824                         if (!player_ptr->wait_report_score)
5825                                 (void)top_twenty(player_ptr);
5826                 }
5827                 else if (highscore_fd >= 0)
5828                 {
5829                         display_scores_aux(0, 10, -1, NULL);
5830                 }
5831 #if 0
5832                 /* Dump bones file */
5833                 make_bones();
5834 #endif
5835         }
5836
5837         /* Still alive */
5838         else
5839         {
5840                 /* Save the game */
5841                 do_cmd_save_game(player_ptr, FALSE);
5842
5843                 /* Prompt for scores */
5844                 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
5845                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
5846
5847                 /* Predict score (or ESCAPE) */
5848                 if (inkey() != ESCAPE) predict_score(player_ptr);
5849         }
5850
5851
5852         /* Shut the high score file */
5853         (void)fd_close(highscore_fd);
5854
5855         /* Forget the high score fd */
5856         highscore_fd = -1;
5857
5858         /* Kill all temporary files */
5859         clear_saved_floor_files(player_ptr);
5860
5861         /* Allow suspending now */
5862         signals_handle_tstp();
5863 }
5864
5865
5866 /*!
5867  * @brief 全更新処理をチェックして処理していく
5868  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5869  * @return なし
5870  */
5871 void handle_stuff(player_type *player_ptr)
5872 {
5873         if (player_ptr->update) update_creature(player_ptr);
5874         if (player_ptr->redraw) redraw_stuff(player_ptr);
5875         if (player_ptr->window) window_stuff(player_ptr);
5876 }
5877
5878
5879 void update_output(player_type *player_ptr)
5880 {
5881         if (player_ptr->redraw) redraw_stuff(player_ptr);
5882         if (player_ptr->window) window_stuff(player_ptr);
5883 }