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[hengband/hengband.git] / src / dungeon.c
1 /* File: dungeonc */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Angband game engine */
12
13 #include "angband.h"
14
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
17
18 static bool load = TRUE;
19 static int wild_regen = 20;
20
21 /*
22  * Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
23  */
24 static byte value_check_aux1(object_type *o_ptr)
25 {
26         /* Artifacts */
27         if (object_is_artifact(o_ptr))
28         {
29                 /* Cursed/Broken */
30                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
31
32                 /* Normal */
33                 return FEEL_SPECIAL;
34         }
35
36         /* Ego-Items */
37         if (object_is_ego(o_ptr))
38         {
39                 /* Cursed/Broken */
40                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
41
42                 /* Normal */
43                 return FEEL_EXCELLENT;
44         }
45
46         /* Cursed items */
47         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
48
49         /* Broken items */
50         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
51
52         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
53
54         /* Good "armor" bonus */
55         if (o_ptr->to_a > 0) return FEEL_GOOD;
56
57         /* Good "weapon" bonus */
58         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
59
60         /* Default to "average" */
61         return FEEL_AVERAGE;
62 }
63
64
65 /*
66  * Return a "feeling" (or NULL) about an item.  Method 2 (Light).
67  */
68 static byte value_check_aux2(object_type *o_ptr)
69 {
70         /* Cursed items (all of them) */
71         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
72
73         /* Broken items (all of them) */
74         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
75
76         /* Artifacts -- except cursed/broken ones */
77         if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
78
79         /* Ego-Items -- except cursed/broken ones */
80         if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
81
82         /* Good armor bonus */
83         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
84
85         /* Good weapon bonuses */
86         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
87
88         /* No feeling */
89         return FEEL_NONE;
90 }
91
92
93
94 static void sense_inventory_aux(int slot, bool heavy)
95 {
96         byte        feel;
97         object_type *o_ptr = &inventory[slot];
98         char        o_name[MAX_NLEN];
99
100         /* We know about it already, do not tell us again */
101         if (o_ptr->ident & (IDENT_SENSE))return;
102
103         /* It is fully known, no information needed */
104         if (object_is_known(o_ptr)) return;
105
106         /* Check for a feeling */
107         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
108
109         /* Skip non-feelings */
110         if (!feel) return;
111
112         /* Bad luck */
113         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
114         {
115                 switch (feel)
116                 {
117                         case FEEL_TERRIBLE:
118                         {
119                                 feel = FEEL_SPECIAL;
120                                 break;
121                         }
122                         case FEEL_WORTHLESS:
123                         {
124                                 feel = FEEL_EXCELLENT;
125                                 break;
126                         }
127                         case FEEL_CURSED:
128                         {
129                                 if (heavy)
130                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
131                                 else
132                                         feel = FEEL_UNCURSED;
133                                 break;
134                         }
135                         case FEEL_AVERAGE:
136                         {
137                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
138                                 break;
139                         }
140                         case FEEL_GOOD:
141                         {
142                                 if (heavy)
143                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
144                                 else
145                                         feel = FEEL_CURSED;
146                                 break;
147                         }
148                         case FEEL_EXCELLENT:
149                         {
150                                 feel = FEEL_WORTHLESS;
151                                 break;
152                         }
153                         case FEEL_SPECIAL:
154                         {
155                                 feel = FEEL_TERRIBLE;
156                                 break;
157                         }
158                 }
159         }
160
161         /* Stop everything */
162         if (disturb_minor) disturb(0, 0);
163
164         /* Get an object description */
165         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
166
167         /* Message (equipment) */
168         if (slot >= INVEN_RARM)
169         {
170 #ifdef JP
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
173 #else
174                 msg_format("You feel the %s (%c) you are %s %s %s...",
175                            o_name, index_to_label(slot), describe_use(slot),
176                            ((o_ptr->number == 1) ? "is" : "are"),
177                                    game_inscriptions[feel]);
178 #endif
179
180         }
181
182         /* Message (inventory) */
183         else
184         {
185 #ifdef JP
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
188 #else
189                 msg_format("You feel the %s (%c) in your pack %s %s...",
190                            o_name, index_to_label(slot),
191                            ((o_ptr->number == 1) ? "is" : "are"),
192                                    game_inscriptions[feel]);
193 #endif
194
195         }
196
197         /* We have "felt" it */
198         o_ptr->ident |= (IDENT_SENSE);
199
200         /* Set the "inscription" */
201         o_ptr->feeling = feel;
202
203         /* Auto-inscription/destroy */
204         autopick_alter_item(slot, destroy_feeling);
205
206         /* Combine / Reorder the pack (later) */
207         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
208
209         /* Window stuff */
210         p_ptr->window |= (PW_INVEN | PW_EQUIP);
211 }
212
213
214
215 /*
216  * Sense the inventory
217  *
218  *   Class 0 = Warrior --> fast and heavy
219  *   Class 1 = Mage    --> slow and light
220  *   Class 2 = Priest  --> fast but light
221  *   Class 3 = Rogue   --> okay and heavy
222  *   Class 4 = Ranger  --> slow but heavy  (changed!)
223  *   Class 5 = Paladin --> slow but heavy
224  */
225 static void sense_inventory1(void)
226 {
227         int         i;
228         int         plev = p_ptr->lev;
229         bool        heavy = FALSE;
230         object_type *o_ptr;
231
232
233         /*** Check for "sensing" ***/
234
235         /* No sensing when confused */
236         if (p_ptr->confused) return;
237
238         /* Analyze the class */
239         switch (p_ptr->pclass)
240         {
241                 case CLASS_WARRIOR:
242                 case CLASS_ARCHER:
243                 case CLASS_SAMURAI:
244                 case CLASS_CAVALRY:
245                 {
246                         /* Good sensing */
247                         if (0 != randint0(9000L / (plev * plev + 40))) return;
248
249                         /* Heavy sensing */
250                         heavy = TRUE;
251
252                         /* Done */
253                         break;
254                 }
255
256                 case CLASS_SMITH:
257                 {
258                         /* Good sensing */
259                         if (0 != randint0(6000L / (plev * plev + 50))) return;
260
261                         /* Heavy sensing */
262                         heavy = TRUE;
263
264                         /* Done */
265                         break;
266                 }
267
268                 case CLASS_MAGE:
269                 case CLASS_HIGH_MAGE:
270                 case CLASS_SORCERER:
271                 case CLASS_MAGIC_EATER:
272                 {
273                         /* Very bad (light) sensing */
274                         if (0 != randint0(240000L / (plev + 5))) return;
275
276                         /* Done */
277                         break;
278                 }
279
280                 case CLASS_PRIEST:
281                 case CLASS_BARD:
282                 {
283                         /* Good (light) sensing */
284                         if (0 != randint0(10000L / (plev * plev + 40))) return;
285
286                         /* Done */
287                         break;
288                 }
289
290                 case CLASS_ROGUE:
291                 case CLASS_NINJA:
292                 {
293                         /* Okay sensing */
294                         if (0 != randint0(20000L / (plev * plev + 40))) return;
295
296                         /* Heavy sensing */
297                         heavy = TRUE;
298
299                         /* Done */
300                         break;
301                 }
302
303                 case CLASS_RANGER:
304                 {
305                         /* Bad sensing */
306                         if (0 != randint0(95000L / (plev * plev + 40))) return;
307
308                         /* Changed! */
309                         heavy = TRUE;
310
311                         /* Done */
312                         break;
313                 }
314
315                 case CLASS_PALADIN:
316                 {
317                         /* Bad sensing */
318                         if (0 != randint0(77777L / (plev * plev + 40))) return;
319
320                         /* Heavy sensing */
321                         heavy = TRUE;
322
323                         /* Done */
324                         break;
325                 }
326
327                 case CLASS_WARRIOR_MAGE:
328                 case CLASS_RED_MAGE:
329                 {
330                         /* Bad sensing */
331                         if (0 != randint0(75000L / (plev * plev + 40))) return;
332
333                         /* Done */
334                         break;
335                 }
336
337                 case CLASS_MINDCRAFTER:
338                 case CLASS_IMITATOR:
339                 case CLASS_BLUE_MAGE:
340                 case CLASS_MIRROR_MASTER:
341                 {
342                         /* Bad sensing */
343                         if (0 != randint0(55000L / (plev * plev + 40))) return;
344
345                         /* Done */
346                         break;
347                 }
348
349                 case CLASS_CHAOS_WARRIOR:
350                 {
351                         /* Bad sensing */
352                         if (0 != randint0(80000L / (plev * plev + 40))) return;
353
354                         /* Changed! */
355                         heavy = TRUE;
356
357                         /* Done */
358                         break;
359                 }
360
361                 case CLASS_MONK:
362                 case CLASS_FORCETRAINER:
363                 {
364                         /* Okay sensing */
365                         if (0 != randint0(20000L / (plev * plev + 40))) return;
366
367                         /* Done */
368                         break;
369                 }
370
371                 case CLASS_TOURIST:
372                 {
373                         /* Good sensing */
374                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
375
376                         /* Heavy sensing */
377                         heavy = TRUE;
378
379                         /* Done */
380                         break;
381                 }
382
383                 case CLASS_BEASTMASTER:
384                 {
385                         /* Bad sensing */
386                         if (0 != randint0(65000L / (plev * plev + 40))) return;
387
388                         /* Done */
389                         break;
390                 }
391                 case CLASS_BERSERKER:
392                 {
393                         /* Heavy sensing */
394                         heavy = TRUE;
395
396                         /* Done */
397                         break;
398                 }
399         }
400
401         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
402
403         /*** Sense everything ***/
404
405         /* Check everything */
406         for (i = 0; i < INVEN_TOTAL; i++)
407         {
408                 bool okay = FALSE;
409
410                 o_ptr = &inventory[i];
411
412                 /* Skip empty slots */
413                 if (!o_ptr->k_idx) continue;
414
415                 /* Valid "tval" codes */
416                 switch (o_ptr->tval)
417                 {
418                         case TV_SHOT:
419                         case TV_ARROW:
420                         case TV_BOLT:
421                         case TV_BOW:
422                         case TV_DIGGING:
423                         case TV_HAFTED:
424                         case TV_POLEARM:
425                         case TV_SWORD:
426                         case TV_BOOTS:
427                         case TV_GLOVES:
428                         case TV_HELM:
429                         case TV_CROWN:
430                         case TV_SHIELD:
431                         case TV_CLOAK:
432                         case TV_SOFT_ARMOR:
433                         case TV_HARD_ARMOR:
434                         case TV_DRAG_ARMOR:
435                         case TV_CARD:
436                         {
437                                 okay = TRUE;
438                                 break;
439                         }
440                 }
441
442                 /* Skip non-sense machines */
443                 if (!okay) continue;
444
445                 /* Occasional failure on inventory items */
446                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
447
448                 /* Good luck */
449                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
450                 {
451                         heavy = TRUE;
452                 }
453
454                 sense_inventory_aux(i, heavy);
455         }
456 }
457
458
459 static void sense_inventory2(void)
460 {
461         int         i;
462         int         plev = p_ptr->lev;
463         object_type *o_ptr;
464
465
466         /*** Check for "sensing" ***/
467
468         /* No sensing when confused */
469         if (p_ptr->confused) return;
470
471         /* Analyze the class */
472         switch (p_ptr->pclass)
473         {
474                 case CLASS_WARRIOR:
475                 case CLASS_ARCHER:
476                 case CLASS_SAMURAI:
477                 case CLASS_CAVALRY:
478                 case CLASS_BERSERKER:
479                 {
480                         return;
481                 }
482
483                 case CLASS_SMITH:
484                 case CLASS_PALADIN:
485                 case CLASS_CHAOS_WARRIOR:
486                 case CLASS_IMITATOR:
487                 case CLASS_BEASTMASTER:
488                 case CLASS_NINJA:
489                 {
490                         /* Very bad (light) sensing */
491                         if (0 != randint0(240000L / (plev + 5))) return;
492
493                         /* Done */
494                         break;
495                 }
496
497                 case CLASS_RANGER:
498                 case CLASS_WARRIOR_MAGE:
499                 case CLASS_RED_MAGE:
500                 case CLASS_MONK:
501                 {
502                         /* Bad sensing */
503                         if (0 != randint0(95000L / (plev * plev + 40))) return;
504
505                         /* Done */
506                         break;
507                 }
508
509                 case CLASS_PRIEST:
510                 case CLASS_BARD:
511                 case CLASS_ROGUE:
512                 case CLASS_FORCETRAINER:
513                 case CLASS_MINDCRAFTER:
514                 {
515                         /* Good sensing */
516                         if (0 != randint0(20000L / (plev * plev + 40))) return;
517
518                         /* Done */
519                         break;
520                 }
521
522                 case CLASS_MAGE:
523                 case CLASS_HIGH_MAGE:
524                 case CLASS_SORCERER:
525                 case CLASS_MAGIC_EATER:
526                 case CLASS_MIRROR_MASTER:
527                 case CLASS_BLUE_MAGE:
528                 {
529                         /* Good sensing */
530                         if (0 != randint0(9000L / (plev * plev + 40))) return;
531
532                         /* Done */
533                         break;
534                 }
535
536                 case CLASS_TOURIST:
537                 {
538                         /* Good sensing */
539                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
540
541                         /* Done */
542                         break;
543                 }
544         }
545
546         /*** Sense everything ***/
547
548         /* Check everything */
549         for (i = 0; i < INVEN_TOTAL; i++)
550         {
551                 bool okay = FALSE;
552
553                 o_ptr = &inventory[i];
554
555                 /* Skip empty slots */
556                 if (!o_ptr->k_idx) continue;
557
558                 /* Valid "tval" codes */
559                 switch (o_ptr->tval)
560                 {
561                         case TV_RING:
562                         case TV_AMULET:
563                         case TV_LITE:
564                         case TV_FIGURINE:
565                         {
566                                 okay = TRUE;
567                                 break;
568                         }
569                 }
570
571                 /* Skip non-sense machines */
572                 if (!okay) continue;
573
574                 /* Occasional failure on inventory items */
575                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
576
577                 sense_inventory_aux(i, TRUE);
578         }
579 }
580
581
582
583 /*
584  * Go to any level (ripped off from wiz_jump)
585  */
586 static void pattern_teleport(void)
587 {
588         int min_level = 0;
589         int max_level = 99;
590
591         /* Ask for level */
592 #ifdef JP
593         if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
594 #else
595         if (get_check("Teleport level? "))
596 #endif
597
598         {
599                 char    ppp[80];
600                 char    tmp_val[160];
601
602                 /* Only downward in ironman mode */
603                 if (ironman_downward)
604                         min_level = dun_level;
605
606                 /* Maximum level */
607                 if (dungeon_type == DUNGEON_ANGBAND)
608                 {
609                         if (dun_level > 100)
610                                 max_level = MAX_DEPTH - 1;
611                         else if (dun_level == 100)
612                                 max_level = 100;
613                 }
614                 else
615                 {
616                         max_level = d_info[dungeon_type].maxdepth;
617                         min_level = d_info[dungeon_type].mindepth;
618                 }
619
620                 /* Prompt */
621 #ifdef JP
622                 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
623 #else
624                 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
625 #endif
626
627
628                 /* Default */
629                 sprintf(tmp_val, "%d", dun_level);
630
631                 /* Ask for a level */
632                 if (!get_string(ppp, tmp_val, 10)) return;
633
634                 /* Extract request */
635                 command_arg = atoi(tmp_val);
636         }
637 #ifdef JP
638         else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
639 #else
640         else if (get_check("Normal teleport? "))
641 #endif
642
643         {
644                 teleport_player(200, FALSE);
645                 return;
646         }
647         else
648         {
649                 return;
650         }
651
652         /* Paranoia */
653         if (command_arg < min_level) command_arg = min_level;
654
655         /* Paranoia */
656         if (command_arg > max_level) command_arg = max_level;
657
658         /* Accept request */
659 #ifdef JP
660         msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
661 #else
662         msg_format("You teleport to dungeon level %d.", command_arg);
663 #endif
664
665
666         if (autosave_l) do_cmd_save_game(TRUE);
667
668         /* Change level */
669         dun_level = command_arg;
670
671         leave_quest_check();
672
673         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
674
675         p_ptr->inside_quest = 0;
676         energy_use = 0;
677
678         /*
679          * Clear all saved floors
680          * and create a first saved floor
681          */
682         prepare_change_floor_mode(CFM_FIRST_FLOOR);
683
684         /* Leaving */
685         p_ptr->leaving = TRUE;
686 }
687
688
689 static void wreck_the_pattern(void)
690 {
691         int to_ruin = 0, r_y, r_x;
692         int pattern_type = f_info[cave[py][px].feat].power;
693
694         if (pattern_type == PATTERN_TILE_WRECKED)
695         {
696                 /* Ruined already */
697                 return;
698         }
699
700 #ifdef JP
701         msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
702         msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
703 #else
704         msg_print("You bleed on the Pattern!");
705         msg_print("Something terrible happens!");
706 #endif
707
708         if (!IS_INVULN())
709 #ifdef JP
710                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
711 #else
712                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
713 #endif
714
715         to_ruin = randint1(45) + 35;
716
717         while (to_ruin--)
718         {
719                 scatter(&r_y, &r_x, py, px, 4, 0);
720
721                 if (pattern_tile(r_y, r_x) &&
722                     (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
723                 {
724                         cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
725                 }
726         }
727
728         cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
729 }
730
731
732 /* Returns TRUE if we are on the Pattern... */
733 static bool pattern_effect(void)
734 {
735         int pattern_type;
736
737         if (!pattern_tile(py, px)) return FALSE;
738
739         if ((prace_is_(RACE_AMBERITE)) &&
740             (p_ptr->cut > 0) && one_in_(10))
741         {
742                 wreck_the_pattern();
743         }
744
745         pattern_type = f_info[cave[py][px].feat].power;
746
747         switch (pattern_type)
748         {
749         case PATTERN_TILE_END:
750                 (void)set_poisoned(0);
751                 (void)set_image(0);
752                 (void)set_stun(0);
753                 (void)set_cut(0);
754                 (void)set_blind(0);
755                 (void)set_afraid(0);
756                 (void)do_res_stat(A_STR);
757                 (void)do_res_stat(A_INT);
758                 (void)do_res_stat(A_WIS);
759                 (void)do_res_stat(A_DEX);
760                 (void)do_res_stat(A_CON);
761                 (void)do_res_stat(A_CHR);
762                 (void)restore_level();
763                 (void)hp_player(1000);
764
765                 cave_set_feat(py, px, FEAT_PATTERN_OLD);
766
767 #ifdef JP
768                 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
769 #else
770                 msg_print("This section of the Pattern looks less powerful.");
771 #endif
772
773                 /*
774                  * We could make the healing effect of the
775                  * Pattern center one-time only to avoid various kinds
776                  * of abuse, like luring the win monster into fighting you
777                  * in the middle of the pattern...
778                  */
779                 break;
780
781         case PATTERN_TILE_OLD:
782                 /* No effect */
783                 break;
784
785         case PATTERN_TILE_TELEPORT:
786                 pattern_teleport();
787                 break;
788
789         case PATTERN_TILE_WRECKED:
790                 if (!IS_INVULN())
791 #ifdef JP
792                         take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
793 #else
794                         take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
795 #endif
796                 break;
797
798         default:
799                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
800                         return TRUE;
801                 else if (!IS_INVULN())
802 #ifdef JP
803                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
804 #else
805                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
806 #endif
807                 break;
808         }
809
810         return TRUE;
811 }
812
813
814
815
816
817 /*
818  * Regenerate hit points                                -RAK-
819  */
820 static void regenhp(int percent)
821 {
822         s32b new_chp;
823         u32b new_chp_frac;
824         s32b old_chp;
825
826         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
827         if (p_ptr->action == ACTION_HAYAGAKE) return;
828
829         /* Save the old hitpoints */
830         old_chp = p_ptr->chp;
831
832         /*
833          * Extract the new hitpoints
834          *
835          * 'percent' is the Regen factor in unit (1/2^16)
836          */
837         new_chp = 0;
838         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
839
840         /* Convert the unit (1/2^16) to (1/2^32) */
841         s64b_LSHIFT(new_chp, new_chp_frac, 16);
842
843         /* Regenerating */
844         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
845
846
847         /* Fully healed */
848         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
849         {
850                 p_ptr->chp = p_ptr->mhp;
851                 p_ptr->chp_frac = 0;
852         }
853
854         /* Notice changes */
855         if (old_chp != p_ptr->chp)
856         {
857                 /* Redraw */
858                 p_ptr->redraw |= (PR_HP);
859
860                 /* Window stuff */
861                 p_ptr->window |= (PW_PLAYER);
862
863                 wild_regen = 20;
864         }
865 }
866
867
868 /*
869  * Regenerate mana points
870  */
871 static void regenmana(int percent)
872 {
873         s32b old_csp = p_ptr->csp;
874
875         /*
876          * Excess mana will decay 32 times faster than normal
877          * regeneration rate.
878          */
879         if (p_ptr->csp > p_ptr->msp)
880         {
881                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
882                 s32b decay = 0;
883                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
884
885                 /* Convert the unit (1/2^16) to (1/2^32) */
886                 s64b_LSHIFT(decay, decay_frac, 16);
887
888                 /* Decay */
889                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
890
891                 /* Stop decaying */
892                 if (p_ptr->csp < p_ptr->msp)
893                 {
894                         p_ptr->csp = p_ptr->msp;
895                         p_ptr->csp_frac = 0;
896                 }
897         }
898
899         /* Regenerating mana (unless the player has excess mana) */
900         else if (percent > 0)
901         {
902                 /* (percent/100) is the Regen factor in unit (1/2^16) */
903                 s32b new_mana = 0;
904                 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
905
906                 /* Convert the unit (1/2^16) to (1/2^32) */
907                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
908
909                 /* Regenerate */
910                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
911
912                 /* Must set frac to zero even if equal */
913                 if (p_ptr->csp >= p_ptr->msp)
914                 {
915                         p_ptr->csp = p_ptr->msp;
916                         p_ptr->csp_frac = 0;
917                 }
918         }
919
920
921         /* Reduce mana (even when the player has excess mana) */
922         if (percent < 0)
923         {
924                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
925                 s32b reduce_mana = 0;
926                 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
927
928                 /* Convert the unit (1/2^16) to (1/2^32) */
929                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
930
931                 /* Reduce mana */
932                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
933
934                 /* Check overflow */
935                 if (p_ptr->csp < 0)
936                 {
937                         p_ptr->csp = 0;
938                         p_ptr->csp_frac = 0;
939                 }
940         }
941
942
943         /* Redraw mana */
944         if (old_csp != p_ptr->csp)
945         {
946                 /* Redraw */
947                 p_ptr->redraw |= (PR_MANA);
948
949                 /* Window stuff */
950                 p_ptr->window |= (PW_PLAYER);
951                 p_ptr->window |= (PW_SPELL);
952
953                 wild_regen = 20;
954         }
955 }
956
957
958
959 /*
960  * Regenerate magic
961  */
962 static void regenmagic(int percent)
963 {
964         s32b        new_mana;
965         int i;
966
967         for (i = 0; i < EATER_EXT*2; i++)
968         {
969                 if (!p_ptr->magic_num2[i]) continue;
970                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
971                 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
972                 p_ptr->magic_num1[i] += new_mana;
973
974                 /* Check maximum charge */
975                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
976                 {
977                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
978                 }
979                 wild_regen = 20;
980         }
981         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
982         {
983                 if (!p_ptr->magic_num1[i]) continue;
984                 if (!p_ptr->magic_num2[i]) continue;
985                 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
986                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
987                 wild_regen = 20;
988         }
989 }
990
991
992
993
994
995
996 /*
997  * Regenerate the monsters (once per 100 game turns)
998  *
999  * XXX XXX XXX Should probably be done during monster turns.
1000  */
1001 static void regen_monsters(void)
1002 {
1003         int i, frac;
1004
1005
1006         /* Regenerate everyone */
1007         for (i = 1; i < m_max; i++)
1008         {
1009                 /* Check the i'th monster */
1010                 monster_type *m_ptr = &m_list[i];
1011                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1012
1013
1014                 /* Skip dead monsters */
1015                 if (!m_ptr->r_idx) continue;
1016
1017                 /* Allow regeneration (if needed) */
1018                 if (m_ptr->hp < m_ptr->maxhp)
1019                 {
1020                         /* Hack -- Base regeneration */
1021                         frac = m_ptr->maxhp / 100;
1022
1023                         /* Hack -- Minimal regeneration rate */
1024                         if (!frac) if (one_in_(2)) frac = 1;
1025
1026                         /* Hack -- Some monsters regenerate quickly */
1027                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1028
1029                         /* Hack -- Regenerate */
1030                         m_ptr->hp += frac;
1031
1032                         /* Do not over-regenerate */
1033                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1034
1035                         /* Redraw (later) if needed */
1036                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1037                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1038                 }
1039         }
1040 }
1041
1042
1043 /*
1044  * Regenerate the captured monsters (once per 30 game turns)
1045  *
1046  * XXX XXX XXX Should probably be done during monster turns.
1047  */
1048 static void regen_captured_monsters(void)
1049 {
1050         int i, frac;
1051         bool heal = FALSE;
1052
1053         /* Regenerate everyone */
1054         for (i = 0; i < INVEN_TOTAL; i++)
1055         {
1056                 monster_race *r_ptr;
1057                 object_type *o_ptr = &inventory[i];
1058
1059                 if (!o_ptr->k_idx) continue;
1060                 if (o_ptr->tval != TV_CAPTURE) continue;
1061                 if (!o_ptr->pval) continue;
1062
1063                 heal = TRUE;
1064
1065                 r_ptr = &r_info[o_ptr->pval];
1066
1067                 /* Allow regeneration (if needed) */
1068                 if (o_ptr->xtra4 < o_ptr->xtra5)
1069                 {
1070                         /* Hack -- Base regeneration */
1071                         frac = o_ptr->xtra5 / 100;
1072
1073                         /* Hack -- Minimal regeneration rate */
1074                         if (!frac) if (one_in_(2)) frac = 1;
1075
1076                         /* Hack -- Some monsters regenerate quickly */
1077                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1078
1079                         /* Hack -- Regenerate */
1080                         o_ptr->xtra4 += frac;
1081
1082                         /* Do not over-regenerate */
1083                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1084                 }
1085         }
1086
1087         if (heal)
1088         {
1089                 /* Combine pack */
1090                 p_ptr->notice |= (PN_COMBINE);
1091
1092                 /* Window stuff */
1093                 p_ptr->window |= (PW_INVEN);
1094                 p_ptr->window |= (PW_EQUIP);
1095                 wild_regen = 20;
1096         }
1097 }
1098
1099
1100 static void notice_lite_change(object_type *o_ptr)
1101 {
1102         /* Hack -- notice interesting fuel steps */
1103         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1104         {
1105                 /* Window stuff */
1106                 p_ptr->window |= (PW_EQUIP);
1107         }
1108
1109         /* Hack -- Special treatment when blind */
1110         if (p_ptr->blind)
1111         {
1112                 /* Hack -- save some light for later */
1113                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1114         }
1115
1116         /* The light is now out */
1117         else if (o_ptr->xtra4 == 0)
1118         {
1119                 disturb(0, 0);
1120 #ifdef JP
1121 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1122 #else
1123                 msg_print("Your light has gone out!");
1124 #endif
1125
1126                 /* Recalculate torch radius */
1127                 p_ptr->update |= (PU_TORCH);
1128
1129                 /* Some ego light lose its effects without fuel */
1130                 p_ptr->update |= (PU_BONUS);
1131         }
1132
1133         /* The light is getting dim */
1134         else if (o_ptr->name2 == EGO_LITE_LONG)
1135         {
1136                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1137                     && (turn % (TURNS_PER_TICK*2)))
1138                 {
1139                         if (disturb_minor) disturb(0, 0);
1140 #ifdef JP
1141 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1142 #else
1143                         msg_print("Your light is growing faint.");
1144 #endif
1145
1146                 }
1147         }
1148
1149         /* The light is getting dim */
1150         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1151         {
1152                 if (disturb_minor) disturb(0, 0);
1153 #ifdef JP
1154 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1155 #else
1156                 msg_print("Your light is growing faint.");
1157 #endif
1158
1159         }
1160 }
1161
1162
1163 void leave_quest_check(void)
1164 {
1165         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1166         leaving_quest = p_ptr->inside_quest;
1167
1168         /* Leaving an 'only once' quest marks it as failed */
1169         if (leaving_quest &&
1170             ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1171             (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1172         {
1173                 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1174                 quest[leaving_quest].complev = (byte)p_ptr->lev;
1175                 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1176                 {
1177                         r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1178                         if (record_rand_quest)
1179                                 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1180
1181                         /* Floor of random quest will be blocked */
1182                         prepare_change_floor_mode(CFM_NO_RETURN);
1183                 }
1184                 else if (record_fix_quest)
1185                         do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1186         }
1187 }
1188
1189
1190 /*
1191  * Forcibly pseudo-identify an object in the inventory
1192  * (or on the floor)
1193  *
1194  * note: currently this function allows pseudo-id of any object,
1195  * including silly ones like potions & scrolls, which always
1196  * get '{average}'. This should be changed, either to stop such
1197  * items from being pseudo-id'd, or to allow psychometry to
1198  * detect whether the unidentified potion/scroll/etc is
1199  * good (Cure Light Wounds, Restore Strength, etc) or
1200  * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1201  */
1202 bool psychometry(void)
1203 {
1204         int             item;
1205         object_type     *o_ptr;
1206         char            o_name[MAX_NLEN];
1207         byte            feel;
1208         cptr            q, s;
1209         bool okay = FALSE;
1210
1211         item_tester_no_ryoute = TRUE;
1212         /* Get an item */
1213 #ifdef JP
1214 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1215 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1216 #else
1217         q = "Meditate on which item? ";
1218         s = "You have nothing appropriate.";
1219 #endif
1220
1221         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1222
1223         /* Get the item (in the pack) */
1224         if (item >= 0)
1225         {
1226                 o_ptr = &inventory[item];
1227         }
1228
1229         /* Get the item (on the floor) */
1230         else
1231         {
1232                 o_ptr = &o_list[0 - item];
1233         }
1234
1235         /* It is fully known, no information needed */
1236         if (object_is_known(o_ptr))
1237         {
1238 #ifdef JP
1239 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1240 #else
1241                 msg_print("You cannot find out anything more about that.");
1242 #endif
1243
1244                 return TRUE;
1245         }
1246
1247         /* Check for a feeling */
1248         feel = value_check_aux1(o_ptr);
1249
1250         /* Get an object description */
1251         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1252
1253         /* Skip non-feelings */
1254         if (!feel)
1255         {
1256 #ifdef JP
1257 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1258 #else
1259                 msg_format("You do not perceive anything unusual about the %s.", o_name);
1260 #endif
1261
1262                 return TRUE;
1263         }
1264
1265 #ifdef JP
1266 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1267     o_name,  game_inscriptions[feel]);
1268 #else
1269         msg_format("You feel that the %s %s %s...",
1270                            o_name, ((o_ptr->number == 1) ? "is" : "are"),
1271                            game_inscriptions[feel]);
1272 #endif
1273
1274
1275         /* We have "felt" it */
1276         o_ptr->ident |= (IDENT_SENSE);
1277
1278         /* "Inscribe" it */
1279         o_ptr->feeling = feel;
1280
1281         /* Combine / Reorder the pack (later) */
1282         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1283
1284         /* Window stuff */
1285         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1286
1287         /* Valid "tval" codes */
1288         switch (o_ptr->tval)
1289         {
1290         case TV_SHOT:
1291         case TV_ARROW:
1292         case TV_BOLT:
1293         case TV_BOW:
1294         case TV_DIGGING:
1295         case TV_HAFTED:
1296         case TV_POLEARM:
1297         case TV_SWORD:
1298         case TV_BOOTS:
1299         case TV_GLOVES:
1300         case TV_HELM:
1301         case TV_CROWN:
1302         case TV_SHIELD:
1303         case TV_CLOAK:
1304         case TV_SOFT_ARMOR:
1305         case TV_HARD_ARMOR:
1306         case TV_DRAG_ARMOR:
1307         case TV_CARD:
1308         case TV_RING:
1309         case TV_AMULET:
1310         case TV_LITE:
1311         case TV_FIGURINE:
1312                 okay = TRUE;
1313                 break;
1314         }
1315
1316         /* Auto-inscription/destroy */
1317         autopick_alter_item(item, (bool)(okay && destroy_feeling));
1318
1319         /* Something happened */
1320         return (TRUE);
1321 }
1322
1323
1324 /*
1325  * If player has inscribed the object with "!!", let him know when it's
1326  * recharged. -LM-
1327  */
1328 static void recharged_notice(object_type *o_ptr)
1329 {
1330         char o_name[MAX_NLEN];
1331
1332         cptr s;
1333
1334         /* No inscription */
1335         if (!o_ptr->inscription) return;
1336
1337         /* Find a '!' */
1338         s = my_strchr(quark_str(o_ptr->inscription), '!');
1339
1340         /* Process notification request. */
1341         while (s)
1342         {
1343                 /* Find another '!' */
1344                 if (s[1] == '!')
1345                 {
1346                         /* Describe (briefly) */
1347                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1348
1349                         /* Notify the player */
1350 #ifdef JP
1351                         msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1352 #else
1353                         if (o_ptr->number > 1)
1354                                 msg_format("Your %s are recharged.", o_name);
1355                         else
1356                                 msg_format("Your %s is recharged.", o_name);
1357 #endif
1358
1359                         disturb(0, 0);
1360
1361                         /* Done. */
1362                         return;
1363                 }
1364
1365                 /* Keep looking for '!'s */
1366                 s = my_strchr(s + 1, '!');
1367         }
1368 }
1369
1370
1371 static void check_music(void)
1372 {
1373         magic_type *s_ptr;
1374         int spell;
1375         s32b need_mana;
1376         u32b need_mana_frac;
1377
1378         /* Music singed by player */
1379         if (p_ptr->pclass != CLASS_BARD) return;
1380         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1381
1382         if (p_ptr->anti_magic)
1383         {
1384                 stop_singing();
1385                 return;
1386         }
1387
1388         spell = p_ptr->magic_num2[0];
1389         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1390
1391         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1392         need_mana_frac = 0;
1393
1394         /* Divide by 2 */
1395         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1396
1397         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1398         {
1399                 stop_singing();
1400                 return;
1401         }
1402         else
1403         {
1404                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1405
1406                 p_ptr->redraw |= PR_MANA;
1407                 if (p_ptr->magic_num1[1])
1408                 {
1409                         p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1410                         p_ptr->magic_num1[1] = 0;
1411 #ifdef JP
1412                         msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1413 #else
1414                         msg_print("You restart singing.");
1415 #endif
1416                         p_ptr->action = ACTION_SING;
1417
1418                         /* Recalculate bonuses */
1419                         p_ptr->update |= (PU_BONUS | PU_HP);
1420
1421                         /* Redraw map and status bar */
1422                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1423
1424                         /* Update monsters */
1425                         p_ptr->update |= (PU_MONSTERS);
1426
1427                         /* Window stuff */
1428                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1429                 }
1430         }
1431         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1432                 p_ptr->spell_exp[spell] += 5;
1433         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1434         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1435         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1436         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1437         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1438         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1439
1440         /* Do any effects of continual song */
1441         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1442 }
1443
1444
1445 /* Choose one of items that have cursed flag */
1446 static object_type *choose_cursed_obj_name(u32b flag)
1447 {
1448         int i;
1449         int choices[INVEN_TOTAL-INVEN_RARM];
1450         int number = 0;
1451
1452         /* Paranoia -- Player has no warning-item */
1453         if (!(p_ptr->cursed & flag)) return NULL;
1454
1455         /* Search Inventry */
1456         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1457         {
1458                 object_type *o_ptr = &inventory[i];
1459
1460                 if (o_ptr->curse_flags & flag)
1461                 {
1462                         choices[number] = i;
1463                         number++;
1464                 }
1465         }
1466
1467         /* Choice one of them */
1468         return (&inventory[choices[randint0(number)]]);
1469 }
1470
1471
1472 /*
1473  * Handle timed damage and regeneration every 10 game turns
1474  */
1475 static void process_world_aux_hp_and_sp(void)
1476 {
1477         feature_type *f_ptr = &f_info[cave[py][px].feat];
1478         bool cave_no_regen = FALSE;
1479         int upkeep_factor = 0;
1480         int upkeep_regen;
1481
1482         /* Default regeneration */
1483         int regen_amount = PY_REGEN_NORMAL;
1484
1485
1486         /*** Damage over Time ***/
1487
1488         /* Take damage from poison */
1489         if (p_ptr->poisoned && !IS_INVULN())
1490         {
1491                 /* Take damage */
1492 #ifdef JP
1493                 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1494 #else
1495                 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1496 #endif
1497
1498         }
1499
1500         /* Take damage from cuts */
1501         if (p_ptr->cut && !IS_INVULN())
1502         {
1503                 int dam;
1504
1505                 /* Mortal wound or Deep Gash */
1506                 if (p_ptr->cut > 1000)
1507                 {
1508                         dam = 200;
1509                 }
1510
1511                 else if (p_ptr->cut > 200)
1512                 {
1513                         dam = 80;
1514                 }
1515
1516                 /* Severe cut */
1517                 else if (p_ptr->cut > 100)
1518                 {
1519                         dam = 32;
1520                 }
1521
1522                 else if (p_ptr->cut > 50)
1523                 {
1524                         dam = 16;
1525                 }
1526
1527                 else if (p_ptr->cut > 25)
1528                 {
1529                         dam = 7;
1530                 }
1531
1532                 else if (p_ptr->cut > 10)
1533                 {
1534                         dam = 3;
1535                 }
1536
1537                 /* Other cuts */
1538                 else
1539                 {
1540                         dam = 1;
1541                 }
1542
1543                 /* Take damage */
1544 #ifdef JP
1545                 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1546 #else
1547                 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1548 #endif
1549
1550         }
1551
1552
1553         /* (Vampires) Take damage from sunlight */
1554         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1555         {
1556                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1557                 {
1558                         if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1559                         {
1560                                 /* Take damage */
1561 #ifdef JP
1562 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
1563 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1564 #else
1565                                 msg_print("The sun's rays scorch your undead flesh!");
1566                                 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1567 #endif
1568
1569                                 cave_no_regen = TRUE;
1570                         }
1571                 }
1572
1573                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1574                     !p_ptr->resist_lite)
1575                 {
1576                         object_type * o_ptr = &inventory[INVEN_LITE];
1577                         char o_name [MAX_NLEN];
1578                         char ouch [MAX_NLEN+40];
1579
1580                         /* Get an object description */
1581                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1582
1583 #ifdef JP
1584 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
1585 #else
1586                         msg_format("The %s scorches your undead flesh!", o_name);
1587 #endif
1588
1589
1590                         cave_no_regen = TRUE;
1591
1592                         /* Get an object description */
1593                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1594
1595 #ifdef JP
1596 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1597 #else
1598                         sprintf(ouch, "wielding %s", o_name);
1599 #endif
1600
1601                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1602                 }
1603         }
1604
1605         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1606         {
1607                 int damage = 0;
1608
1609                 if (have_flag(f_ptr->flags, FF_DEEP))
1610                 {
1611                         damage = 6000 + randint0(4000);
1612                 }
1613                 else if (!p_ptr->levitation)
1614                 {
1615                         damage = 3000 + randint0(2000);
1616                 }
1617
1618                 if (damage)
1619                 {
1620                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1621                         if (p_ptr->resist_fire) damage = damage / 3;
1622                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1623
1624                         if (p_ptr->levitation) damage = damage / 5;
1625
1626                         damage = damage / 100 + (randint0(100) < (damage % 100));
1627
1628                         if (p_ptr->levitation)
1629                         {
1630 #ifdef JP
1631                                 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1632                                 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1633 #else
1634                                 msg_print("The heat burns you!");
1635                                 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1636 #endif
1637                         }
1638                         else
1639                         {
1640                                 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1641 #ifdef JP
1642                                 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1643 #else
1644                                 msg_format("The %s burns you!", name);
1645 #endif
1646                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1647                         }
1648
1649                         cave_no_regen = TRUE;
1650                 }
1651         }
1652
1653         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1654             !p_ptr->levitation && !p_ptr->can_swim)
1655         {
1656                 if (p_ptr->total_weight > weight_limit())
1657                 {
1658                         /* Take damage */
1659 #ifdef JP
1660                         msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1661                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1662 #else
1663                         msg_print("You are drowning!");
1664                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1665 #endif
1666
1667                         cave_no_regen = TRUE;
1668                 }
1669         }
1670
1671         if (p_ptr->riding)
1672         {
1673                 int damage;
1674                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1675                 {
1676                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1677                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1678                         if (p_ptr->resist_fire) damage = damage / 3;
1679                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1680 #ifdef JP
1681 msg_print("Ç®¤¤¡ª");
1682 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1683 #else
1684                         msg_print("It's hot!");
1685                         take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1686 #endif
1687                 }
1688                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1689                 {
1690                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1691                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1692                         if (p_ptr->resist_elec) damage = damage / 3;
1693                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1694 #ifdef JP
1695 msg_print("Äˤ¤¡ª");
1696 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1697 #else
1698                         msg_print("It hurts!");
1699                         take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1700 #endif
1701                 }
1702                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1703                 {
1704                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1705                         if (p_ptr->resist_cold) damage = damage / 3;
1706                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1707 #ifdef JP
1708 msg_print("Î䤿¤¤¡ª");
1709 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1710 #else
1711                         msg_print("It's cold!");
1712                         take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1713 #endif
1714                 }
1715         }
1716
1717         /* Spectres -- take damage when moving through walls */
1718         /*
1719          * Added: ANYBODY takes damage if inside through walls
1720          * without wraith form -- NOTE: Spectres will never be
1721          * reduced below 0 hp by being inside a stone wall; others
1722          * WILL BE!
1723          */
1724         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1725         {
1726                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1727                     ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1728                 {
1729                         cptr dam_desc;
1730
1731                         cave_no_regen = TRUE;
1732
1733                         if (p_ptr->pass_wall)
1734                         {
1735 #ifdef JP
1736                                 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1737                                 dam_desc = "Ì©ÅÙ";
1738 #else
1739                                 msg_print("Your molecules feel disrupted!");
1740                                 dam_desc = "density";
1741 #endif
1742                         }
1743                         else
1744                         {
1745 #ifdef JP
1746                                 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1747                                 dam_desc = "¹Å¤¤´ä";
1748 #else
1749                                 msg_print("You are being crushed!");
1750                                 dam_desc = "solid rock";
1751 #endif
1752                         }
1753
1754                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1755                 }
1756         }
1757
1758
1759         /*** handle regeneration ***/
1760
1761         /* Getting Weak */
1762         if (p_ptr->food < PY_FOOD_WEAK)
1763         {
1764                 /* Lower regeneration */
1765                 if (p_ptr->food < PY_FOOD_STARVE)
1766                 {
1767                         regen_amount = 0;
1768                 }
1769                 else if (p_ptr->food < PY_FOOD_FAINT)
1770                 {
1771                         regen_amount = PY_REGEN_FAINT;
1772                 }
1773                 else
1774                 {
1775                         regen_amount = PY_REGEN_WEAK;
1776                 }
1777         }
1778
1779         /* Are we walking the pattern? */
1780         if (pattern_effect())
1781         {
1782                 cave_no_regen = TRUE;
1783         }
1784         else
1785         {
1786                 /* Regeneration ability */
1787                 if (p_ptr->regenerate)
1788                 {
1789                         regen_amount = regen_amount * 2;
1790                 }
1791                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1792                 {
1793                         regen_amount /= 2;
1794                 }
1795                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1796                 {
1797                         regen_amount /= 5;
1798                 }
1799         }
1800
1801
1802         /* Searching or Resting */
1803         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1804         {
1805                 regen_amount = regen_amount * 2;
1806         }
1807
1808         upkeep_factor = calculate_upkeep();
1809
1810         /* No regeneration while special action */
1811         if ((p_ptr->action == ACTION_LEARN) ||
1812             (p_ptr->action == ACTION_HAYAGAKE) ||
1813             (p_ptr->special_defense & KATA_KOUKIJIN))
1814         {
1815                 upkeep_factor += 100;
1816         }
1817
1818         /* Regenerate the mana */
1819         upkeep_regen = (100 - upkeep_factor) * regen_amount;
1820         regenmana(upkeep_regen);
1821
1822
1823         /* Recharge magic eater's power */
1824         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1825         {
1826                 regenmagic(regen_amount);
1827         }
1828
1829         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1830         {
1831                 while (upkeep_factor > 100)
1832                 {
1833 #ifdef JP
1834                         msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
1835 #else
1836                         msg_print("Too many pets to control at once!");
1837 #endif
1838                         msg_print(NULL);
1839                         do_cmd_pet_dismiss();
1840
1841                         upkeep_factor = calculate_upkeep();
1842
1843 #ifdef JP
1844                         msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1845 #else
1846                         msg_format("Upkeep: %d%% mana.", upkeep_factor);
1847 #endif
1848                         msg_print(NULL);
1849                 }
1850         }
1851
1852         /* Poisoned or cut yields no healing */
1853         if (p_ptr->poisoned) regen_amount = 0;
1854         if (p_ptr->cut) regen_amount = 0;
1855
1856         /* Special floor -- Pattern, in a wall -- yields no healing */
1857         if (cave_no_regen) regen_amount = 0;
1858
1859         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1860
1861         /* Regenerate Hit Points if needed */
1862         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1863         {
1864                 regenhp(regen_amount);
1865         }
1866 }
1867
1868
1869 /*
1870  * Handle timeout every 10 game turns
1871  */
1872 static void process_world_aux_timeout(void)
1873 {
1874         const int dec_count = (easy_band ? 2 : 1);
1875
1876         /*** Timeout Various Things ***/
1877
1878         /* Mimic */
1879         if (p_ptr->tim_mimic)
1880         {
1881                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1882         }
1883
1884         /* Hack -- Hallucinating */
1885         if (p_ptr->image)
1886         {
1887                 (void)set_image(p_ptr->image - dec_count);
1888         }
1889
1890         /* Blindness */
1891         if (p_ptr->blind)
1892         {
1893                 (void)set_blind(p_ptr->blind - dec_count);
1894         }
1895
1896         /* Times see-invisible */
1897         if (p_ptr->tim_invis)
1898         {
1899                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1900         }
1901
1902         if (multi_rew)
1903         {
1904                 multi_rew = FALSE;
1905         }
1906
1907         /* Timed esp */
1908         if (p_ptr->tim_esp)
1909         {
1910                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1911         }
1912
1913         /* Timed temporary elemental brands. -LM- */
1914         if (p_ptr->ele_attack)
1915         {
1916                 p_ptr->ele_attack--;
1917
1918                 /* Clear all temporary elemental brands. */
1919                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1920         }
1921
1922         /* Timed temporary elemental immune. -LM- */
1923         if (p_ptr->ele_immune)
1924         {
1925                 p_ptr->ele_immune--;
1926
1927                 /* Clear all temporary elemental brands. */
1928                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1929         }
1930
1931         /* Timed infra-vision */
1932         if (p_ptr->tim_infra)
1933         {
1934                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1935         }
1936
1937         /* Timed stealth */
1938         if (p_ptr->tim_stealth)
1939         {
1940                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1941         }
1942
1943         /* Timed levitation */
1944         if (p_ptr->tim_levitation)
1945         {
1946                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1947         }
1948
1949         /* Timed sh_touki */
1950         if (p_ptr->tim_sh_touki)
1951         {
1952                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1953         }
1954
1955         /* Timed sh_fire */
1956         if (p_ptr->tim_sh_fire)
1957         {
1958                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1959         }
1960
1961         /* Timed sh_holy */
1962         if (p_ptr->tim_sh_holy)
1963         {
1964                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1965         }
1966
1967         /* Timed eyeeye */
1968         if (p_ptr->tim_eyeeye)
1969         {
1970                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1971         }
1972
1973         /* Timed resist-magic */
1974         if (p_ptr->resist_magic)
1975         {
1976                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1977         }
1978
1979         /* Timed regeneration */
1980         if (p_ptr->tim_regen)
1981         {
1982                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1983         }
1984
1985         /* Timed resist nether */
1986         if (p_ptr->tim_res_nether)
1987         {
1988                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1989         }
1990
1991         /* Timed resist time */
1992         if (p_ptr->tim_res_time)
1993         {
1994                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1995         }
1996
1997         /* Timed reflect */
1998         if (p_ptr->tim_reflect)
1999         {
2000                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2001         }
2002
2003         /* Multi-shadow */
2004         if (p_ptr->multishadow)
2005         {
2006                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2007         }
2008
2009         /* Timed Robe of dust */
2010         if (p_ptr->dustrobe)
2011         {
2012                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2013         }
2014
2015         /* Timed infra-vision */
2016         if (p_ptr->kabenuke)
2017         {
2018                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2019         }
2020
2021         /* Paralysis */
2022         if (p_ptr->paralyzed)
2023         {
2024                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2025         }
2026
2027         /* Confusion */
2028         if (p_ptr->confused)
2029         {
2030                 (void)set_confused(p_ptr->confused - dec_count);
2031         }
2032
2033         /* Afraid */
2034         if (p_ptr->afraid)
2035         {
2036                 (void)set_afraid(p_ptr->afraid - dec_count);
2037         }
2038
2039         /* Fast */
2040         if (p_ptr->fast)
2041         {
2042                 (void)set_fast(p_ptr->fast - 1, TRUE);
2043         }
2044
2045         /* Slow */
2046         if (p_ptr->slow)
2047         {
2048                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2049         }
2050
2051         /* Protection from evil */
2052         if (p_ptr->protevil)
2053         {
2054                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2055         }
2056
2057         /* Invulnerability */
2058         if (p_ptr->invuln)
2059         {
2060                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2061         }
2062
2063         /* Wraith form */
2064         if (p_ptr->wraith_form)
2065         {
2066                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2067         }
2068
2069         /* Heroism */
2070         if (p_ptr->hero)
2071         {
2072                 (void)set_hero(p_ptr->hero - 1, TRUE);
2073         }
2074
2075         /* Super Heroism */
2076         if (p_ptr->shero)
2077         {
2078                 (void)set_shero(p_ptr->shero - 1, TRUE);
2079         }
2080
2081         /* Blessed */
2082         if (p_ptr->blessed)
2083         {
2084                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2085         }
2086
2087         /* Shield */
2088         if (p_ptr->shield)
2089         {
2090                 (void)set_shield(p_ptr->shield - 1, TRUE);
2091         }
2092
2093         /* Tsubureru */
2094         if (p_ptr->tsubureru)
2095         {
2096                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2097         }
2098
2099         /* Magicdef */
2100         if (p_ptr->magicdef)
2101         {
2102                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2103         }
2104
2105         /* Tsuyoshi */
2106         if (p_ptr->tsuyoshi)
2107         {
2108                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2109         }
2110
2111         /* Oppose Acid */
2112         if (p_ptr->oppose_acid)
2113         {
2114                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2115         }
2116
2117         /* Oppose Lightning */
2118         if (p_ptr->oppose_elec)
2119         {
2120                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2121         }
2122
2123         /* Oppose Fire */
2124         if (p_ptr->oppose_fire)
2125         {
2126                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2127         }
2128
2129         /* Oppose Cold */
2130         if (p_ptr->oppose_cold)
2131         {
2132                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2133         }
2134
2135         /* Oppose Poison */
2136         if (p_ptr->oppose_pois)
2137         {
2138                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2139         }
2140
2141         if (p_ptr->ult_res)
2142         {
2143                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2144         }
2145
2146         /*** Poison and Stun and Cut ***/
2147
2148         /* Poison */
2149         if (p_ptr->poisoned)
2150         {
2151                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2152
2153                 /* Apply some healing */
2154                 (void)set_poisoned(p_ptr->poisoned - adjust);
2155         }
2156
2157         /* Stun */
2158         if (p_ptr->stun)
2159         {
2160                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2161
2162                 /* Apply some healing */
2163                 (void)set_stun(p_ptr->stun - adjust);
2164         }
2165
2166         /* Cut */
2167         if (p_ptr->cut)
2168         {
2169                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2170
2171                 /* Hack -- Truly "mortal" wound */
2172                 if (p_ptr->cut > 1000) adjust = 0;
2173
2174                 /* Apply some healing */
2175                 (void)set_cut(p_ptr->cut - adjust);
2176         }
2177 }
2178
2179
2180 /*
2181  * Handle burning fuel every 10 game turns
2182  */
2183 static void process_world_aux_light(void)
2184 {
2185         /* Check for light being wielded */
2186         object_type *o_ptr = &inventory[INVEN_LITE];
2187
2188         /* Burn some fuel in the current lite */
2189         if (o_ptr->tval == TV_LITE)
2190         {
2191                 /* Hack -- Use some fuel (except on artifacts) */
2192                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2193                 {
2194                         /* Decrease life-span */
2195                         if (o_ptr->name2 == EGO_LITE_LONG)
2196                         {
2197                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2198                         }
2199                         else o_ptr->xtra4--;
2200
2201                         /* Notice interesting fuel steps */
2202                         notice_lite_change(o_ptr);
2203                 }
2204         }
2205 }
2206
2207
2208 /*
2209  * Handle mutation effects once every 10 game turns
2210  */
2211 static void process_world_aux_mutation(void)
2212 {
2213         /* No mutation with effects */
2214         if (!p_ptr->muta2) return;
2215
2216         /* No effect on monster arena */
2217         if (p_ptr->inside_battle) return;
2218
2219         /* No effect on the global map */
2220         if (p_ptr->wild_mode) return;
2221
2222
2223         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2224         {
2225                 disturb(0, 0);
2226 #ifdef JP
2227                 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2228                 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2229 #else
2230                 msg_print("RAAAAGHH!");
2231                 msg_print("You feel a fit of rage coming over you!");
2232 #endif
2233
2234                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2235         }
2236
2237         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2238         {
2239                 if (!p_ptr->resist_fear)
2240                 {
2241                         disturb(0, 0);
2242 #ifdef JP
2243                         msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2244 #else
2245                         msg_print("It's so dark... so scary!");
2246 #endif
2247
2248                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2249                 }
2250         }
2251
2252         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2253         {
2254                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2255                     !p_ptr->anti_tele)
2256                 {
2257                         disturb(0, 0);
2258
2259                         /* Teleport player */
2260 #ifdef JP
2261                         msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2262 #else
2263                         msg_print("Your position suddenly seems very uncertain...");
2264 #endif
2265
2266                         msg_print(NULL);
2267                         teleport_player(40, TRUE);
2268                 }
2269         }
2270
2271         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2272         {
2273                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2274                 {
2275                         disturb(0, 0);
2276                         p_ptr->redraw |= PR_EXTRA;
2277 #ifdef JP
2278                         msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2279 #else
2280                         msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2281 #endif
2282
2283                 }
2284
2285                 if (!p_ptr->resist_conf)
2286                 {
2287                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2288                 }
2289
2290                 if (!p_ptr->resist_chaos)
2291                 {
2292                         if (one_in_(20))
2293                         {
2294                                 msg_print(NULL);
2295                                 if (one_in_(3)) lose_all_info();
2296                                 else wiz_dark();
2297                                 teleport_player(100, TRUE);
2298                                 wiz_dark();
2299 #ifdef JP
2300                                 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2301                                 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2302 #else
2303                                 msg_print("You wake up somewhere with a sore head...");
2304                                 msg_print("You can't remember a thing, or how you got here!");
2305 #endif
2306
2307                         }
2308                         else
2309                         {
2310                                 if (one_in_(3))
2311                                 {
2312 #ifdef JP
2313                                         msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2314 #else
2315                                         msg_print("Thishcischs GooDSChtuff!");
2316 #endif
2317
2318                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2319                                 }
2320                         }
2321                 }
2322         }
2323
2324         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2325         {
2326                 if (!p_ptr->resist_chaos)
2327                 {
2328                         disturb(0, 0);
2329                         p_ptr->redraw |= PR_EXTRA;
2330                         (void)set_image(p_ptr->image + randint0(50) + 20);
2331                 }
2332         }
2333
2334         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2335         {
2336                 disturb(0, 0);
2337
2338 #ifdef JP
2339                 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2340 #else
2341                 msg_print("BRRAAAP! Oops.");
2342 #endif
2343
2344                 msg_print(NULL);
2345                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2346         }
2347
2348         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2349             !p_ptr->anti_magic && one_in_(9000))
2350         {
2351                 int dire = 0;
2352                 disturb(0, 0);
2353 #ifdef JP
2354                 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤­¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2355 #else
2356                 msg_print("Magical energy flows through you! You must release it!");
2357 #endif
2358
2359                 flush();
2360                 msg_print(NULL);
2361                 (void)get_hack_dir(&dire);
2362                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2363         }
2364
2365         if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2366             !p_ptr->anti_magic && (randint1(6666) == 666))
2367         {
2368                 bool pet = one_in_(6);
2369                 u32b 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), py, px,
2375                                     dun_level, SUMMON_DEMON, mode))
2376                 {
2377 #ifdef JP
2378                         msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2379 #else
2380                         msg_print("You have attracted a demon!");
2381 #endif
2382
2383                         disturb(0, 0);
2384                 }
2385         }
2386
2387         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2388         {
2389                 disturb(0, 0);
2390                 if (one_in_(2))
2391                 {
2392 #ifdef JP
2393                         msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2394 #else
2395                         msg_print("You feel less energetic.");
2396 #endif
2397
2398                         if (p_ptr->fast > 0)
2399                         {
2400                                 set_fast(0, TRUE);
2401                         }
2402                         else
2403                         {
2404                                 set_slow(randint1(30) + 10, FALSE);
2405                         }
2406                 }
2407                 else
2408                 {
2409 #ifdef JP
2410                         msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2411 #else
2412                         msg_print("You feel more energetic.");
2413 #endif
2414
2415                         if (p_ptr->slow > 0)
2416                         {
2417                                 set_slow(0, TRUE);
2418                         }
2419                         else
2420                         {
2421                                 set_fast(randint1(30) + 10, FALSE);
2422                         }
2423                 }
2424                 msg_print(NULL);
2425         }
2426         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2427         {
2428                 disturb(0, 0);
2429 #ifdef JP
2430                 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2431 #else
2432                 msg_print("You suddenly feel almost lonely.");
2433 #endif
2434
2435                 banish_monsters(100);
2436                 if (!dun_level && p_ptr->town_num)
2437                 {
2438                         int n;
2439
2440                         /* Pick a random shop (except home) */
2441                         do
2442                         {
2443                                 n = randint0(MAX_STORES);
2444                         }
2445                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2446
2447 #ifdef JP
2448                         msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2449 #else
2450                         msg_print("You see one of the shopkeepers running for the hills!");
2451 #endif
2452
2453                         store_shuffle(n);
2454                 }
2455                 msg_print(NULL);
2456         }
2457
2458         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2459         {
2460                 object_type *o_ptr;
2461
2462 #ifdef JP
2463                 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2464 #else
2465                 msg_print("A shadow passes over you.");
2466 #endif
2467
2468                 msg_print(NULL);
2469
2470                 /* Absorb light from the current possition */
2471                 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2472                 {
2473                         hp_player(10);
2474                 }
2475
2476                 o_ptr = &inventory[INVEN_LITE];
2477
2478                 /* Absorb some fuel in the current lite */
2479                 if (o_ptr->tval == TV_LITE)
2480                 {
2481                         /* Use some fuel (except on artifacts) */
2482                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2483                         {
2484                                 /* Heal the player a bit */
2485                                 hp_player(o_ptr->xtra4 / 20);
2486
2487                                 /* Decrease life-span of lite */
2488                                 o_ptr->xtra4 /= 2;
2489
2490 #ifdef JP
2491                                 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2492 #else
2493                                 msg_print("You absorb energy from your light!");
2494 #endif
2495
2496
2497                                 /* Notice interesting fuel steps */
2498                                 notice_lite_change(o_ptr);
2499                         }
2500                 }
2501
2502                 /*
2503                  * Unlite the area (radius 10) around player and
2504                  * do 50 points damage to every affected monster
2505                  */
2506                 unlite_area(50, 10);
2507         }
2508
2509         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2510             !p_ptr->anti_magic && one_in_(7000))
2511         {
2512                 bool pet = one_in_(3);
2513                 u32b mode = PM_ALLOW_GROUP;
2514
2515                 if (pet) mode |= PM_FORCE_PET;
2516                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2517
2518                 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2519                 {
2520 #ifdef JP
2521                         msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
2522 #else
2523                         msg_print("You have attracted an animal!");
2524 #endif
2525
2526                         disturb(0, 0);
2527                 }
2528         }
2529
2530         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2531             !p_ptr->anti_magic && one_in_(8000))
2532         {
2533                 disturb(0, 0);
2534 #ifdef JP
2535                 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2536 #else
2537                 msg_print("You feel the world warping around you!");
2538 #endif
2539
2540                 msg_print(NULL);
2541                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2542         }
2543         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2544         {
2545                 if (!lose_mutation(0))
2546 #ifdef JP
2547                         msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2548 #else
2549                 msg_print("You feel oddly normal.");
2550 #endif
2551
2552         }
2553         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2554         {
2555                 disturb(0, 0);
2556 #ifdef JP
2557                 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2558 #else
2559                 msg_print("You feel insubstantial!");
2560 #endif
2561
2562                 msg_print(NULL);
2563                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2564         }
2565         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2566         {
2567                 do_poly_wounds();
2568         }
2569         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2570         {
2571                 int which_stat = randint0(6);
2572                 int sustained = FALSE;
2573
2574                 switch (which_stat)
2575                 {
2576                 case A_STR:
2577                         if (p_ptr->sustain_str) sustained = TRUE;
2578                         break;
2579                 case A_INT:
2580                         if (p_ptr->sustain_int) sustained = TRUE;
2581                         break;
2582                 case A_WIS:
2583                         if (p_ptr->sustain_wis) sustained = TRUE;
2584                         break;
2585                 case A_DEX:
2586                         if (p_ptr->sustain_dex) sustained = TRUE;
2587                         break;
2588                 case A_CON:
2589                         if (p_ptr->sustain_con) sustained = TRUE;
2590                         break;
2591                 case A_CHR:
2592                         if (p_ptr->sustain_chr) sustained = TRUE;
2593                         break;
2594                 default:
2595 #ifdef JP
2596                         msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2597 #else
2598                         msg_print("Invalid stat chosen!");
2599 #endif
2600
2601                         sustained = TRUE;
2602                 }
2603
2604                 if (!sustained)
2605                 {
2606                         disturb(0, 0);
2607 #ifdef JP
2608                         msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2609 #else
2610                         msg_print("You can feel yourself wasting away!");
2611 #endif
2612
2613                         msg_print(NULL);
2614                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2615                 }
2616         }
2617         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2618             !p_ptr->anti_magic && one_in_(3000))
2619         {
2620                 bool pet = one_in_(5);
2621                 u32b mode = PM_ALLOW_GROUP;
2622
2623                 if (pet) mode |= PM_FORCE_PET;
2624                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2625
2626                 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2627                 {
2628 #ifdef JP
2629                         msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2630 #else
2631                         msg_print("You have attracted a dragon!");
2632 #endif
2633
2634                         disturb(0, 0);
2635                 }
2636         }
2637         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2638             one_in_(3000))
2639         {
2640                 if (p_ptr->tim_esp > 0)
2641                 {
2642 #ifdef JP
2643                         msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2644 #else
2645                         msg_print("Your mind feels cloudy!");
2646 #endif
2647
2648                         set_tim_esp(0, TRUE);
2649                 }
2650                 else
2651                 {
2652 #ifdef JP
2653                         msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
2654 #else
2655                         msg_print("Your mind expands!");
2656 #endif
2657
2658                         set_tim_esp(p_ptr->lev, FALSE);
2659                 }
2660         }
2661         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2662             one_in_(9000))
2663         {
2664                 disturb(0, 0);
2665 #ifdef JP
2666                 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2667 #else
2668                 msg_print("Your stomach roils, and you lose your lunch!");
2669 #endif
2670
2671                 msg_print(NULL);
2672                 set_food(PY_FOOD_WEAK);
2673         }
2674
2675         if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2676             !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2677         {
2678                 alter_reality();
2679         }
2680
2681         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2682         {
2683                 int danger_amount = 0;
2684                 int monster;
2685
2686                 for (monster = 0; monster < m_max; monster++)
2687                 {
2688                         monster_type    *m_ptr = &m_list[monster];
2689                         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2690
2691                         /* Paranoia -- Skip dead monsters */
2692                         if (!m_ptr->r_idx) continue;
2693
2694                         if (r_ptr->level >= p_ptr->lev)
2695                         {
2696                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2697                         }
2698                 }
2699
2700                 if (danger_amount > 100)
2701 #ifdef JP
2702                         msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2703 #else
2704                 msg_print("You feel utterly terrified!");
2705 #endif
2706
2707                 else if (danger_amount > 50)
2708 #ifdef JP
2709                         msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2710 #else
2711                 msg_print("You feel terrified!");
2712 #endif
2713
2714                 else if (danger_amount > 20)
2715 #ifdef JP
2716                         msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2717 #else
2718                 msg_print("You feel very worried!");
2719 #endif
2720
2721                 else if (danger_amount > 10)
2722 #ifdef JP
2723                         msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2724 #else
2725                 msg_print("You feel paranoid!");
2726 #endif
2727
2728                 else if (danger_amount > 5)
2729 #ifdef JP
2730                         msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2731 #else
2732                 msg_print("You feel almost safe.");
2733 #endif
2734
2735                 else
2736 #ifdef JP
2737                         msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2738 #else
2739                 msg_print("You feel lonely.");
2740 #endif
2741
2742         }
2743         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2744             one_in_(5000))
2745         {
2746                 disturb(0, 0);
2747 #ifdef JP
2748                 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2749 #else
2750                 msg_print("You feel invincible!");
2751 #endif
2752
2753                 msg_print(NULL);
2754                 (void)set_invuln(randint1(8) + 8, FALSE);
2755         }
2756         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2757         {
2758                 int wounds = p_ptr->mhp - p_ptr->chp;
2759
2760                 if (wounds > 0)
2761                 {
2762                         int healing = p_ptr->csp;
2763
2764                         if (healing > wounds)
2765                         {
2766                                 healing = wounds;
2767                         }
2768
2769                         hp_player(healing);
2770                         p_ptr->csp -= healing;
2771
2772                         /* Redraw mana */
2773                         p_ptr->redraw |= (PR_MANA);
2774                 }
2775         }
2776         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2777             one_in_(4000))
2778         {
2779                 int wounds = p_ptr->msp - p_ptr->csp;
2780
2781                 if (wounds > 0)
2782                 {
2783                         int healing = p_ptr->chp;
2784
2785                         if (healing > wounds)
2786                         {
2787                                 healing = wounds;
2788                         }
2789
2790                         p_ptr->csp += healing;
2791
2792                         /* Redraw mana */
2793                         p_ptr->redraw |= (PR_MANA);
2794 #ifdef JP
2795                         take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2796 #else
2797                         take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2798 #endif
2799
2800                 }
2801         }
2802         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2803         {
2804                 int slot = 0;
2805                 object_type *o_ptr = NULL;
2806
2807                 disturb(0, 0);
2808 #ifdef JP
2809                 msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2810                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2811 #else
2812                 msg_print("You trip over your own feet!");
2813                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2814 #endif
2815
2816                 msg_print(NULL);
2817                 if (buki_motteruka(INVEN_RARM))
2818                 {
2819                         slot = INVEN_RARM;
2820                         o_ptr = &inventory[INVEN_RARM];
2821
2822                         if (buki_motteruka(INVEN_LARM) && one_in_(2))
2823                         {
2824                                 o_ptr = &inventory[INVEN_LARM];
2825                                 slot = INVEN_LARM;
2826                         }
2827                 }
2828                 else if (buki_motteruka(INVEN_LARM))
2829                 {
2830                         o_ptr = &inventory[INVEN_LARM];
2831                         slot = INVEN_LARM;
2832                 }
2833
2834                 if (slot && !object_is_cursed(o_ptr))
2835                 {
2836 #ifdef JP
2837                         msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
2838 #else
2839                         msg_print("You drop your weapon!");
2840 #endif
2841                         inven_drop(slot, 1);
2842                 }
2843         }
2844 }
2845
2846
2847 /*
2848  * Handle curse effects once every 10 game turns
2849  */
2850 static void process_world_aux_curse(void)
2851 {
2852         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2853         {
2854                 /*
2855                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2856                  * can actually be useful!
2857                  */
2858                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2859                 {
2860                         char o_name[MAX_NLEN];
2861                         object_type *o_ptr;
2862                         int i;
2863
2864                         /* Scan the equipment with random teleport ability */
2865                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2866                         {
2867                                 u32b flgs[TR_FLAG_SIZE];
2868                                 o_ptr = &inventory[i];
2869                                 
2870                                 /* Skip non-objects */
2871                                 if (!o_ptr->k_idx) continue;
2872                                 
2873                                 /* Extract the item flags */
2874                                 object_flags(o_ptr, flgs);
2875                                 
2876                                 if (have_flag(flgs, TR_TELEPORT)) break;
2877                         }
2878
2879                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2880
2881 #ifdef JP
2882                         msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2883 #else
2884                         msg_format("Your %s is activating teleportation.", o_name);
2885 #endif
2886
2887 #ifdef JP
2888                         if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2889 #else
2890                         if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2891 #endif
2892                         {
2893                                 disturb(0, 0);
2894                                 teleport_player(50, FALSE);
2895                         }
2896                         else
2897                         {
2898 #ifdef JP
2899                                 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤­¤Þ¤¹¡£", o_name);
2900 #else
2901                                 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2902 #endif
2903                                 disturb(1, 0);
2904                         }
2905                 }
2906                 /* Make a chainsword noise */
2907                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2908                 {
2909                         char noise[1024];
2910 #ifdef JP
2911                         if (!get_rnd_line("chainswd_j.txt", 0, noise))
2912 #else
2913                         if (!get_rnd_line("chainswd.txt", 0, noise))
2914 #endif
2915                                 msg_print(noise);
2916                         disturb(FALSE, FALSE);
2917                 }
2918                 /* TY Curse */
2919                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2920                 {
2921                         int count = 0;
2922                         (void)activate_ty_curse(FALSE, &count);
2923                 }
2924                 /* Handle experience draining */
2925                 if (p_ptr->prace != RACE_ANDROID && 
2926                         ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2927                 {
2928                         p_ptr->exp -= (p_ptr->lev+1)/2;
2929                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2930                         p_ptr->max_exp -= (p_ptr->lev+1)/2;
2931                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2932                         check_experience();
2933                 }
2934                 /* Add light curse (Later) */
2935                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2936                 {
2937                         u32b new_curse;
2938                         object_type *o_ptr;
2939
2940                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2941
2942                         new_curse = get_curse(0, o_ptr);
2943                         if (!(o_ptr->curse_flags & new_curse))
2944                         {
2945                                 char o_name[MAX_NLEN];
2946
2947                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2948
2949                                 o_ptr->curse_flags |= new_curse;
2950 #ifdef JP
2951                                 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2952 #else
2953                                 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2954 #endif
2955
2956                                 o_ptr->feeling = FEEL_NONE;
2957
2958                                 p_ptr->update |= (PU_BONUS);
2959                         }
2960                 }
2961                 /* Add heavy curse (Later) */
2962                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2963                 {
2964                         u32b new_curse;
2965                         object_type *o_ptr;
2966
2967                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2968
2969                         new_curse = get_curse(1, o_ptr);
2970                         if (!(o_ptr->curse_flags & new_curse))
2971                         {
2972                                 char o_name[MAX_NLEN];
2973
2974                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2975
2976                                 o_ptr->curse_flags |= new_curse;
2977 #ifdef JP
2978                                 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2979 #else
2980                                 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2981 #endif
2982
2983                                 o_ptr->feeling = FEEL_NONE;
2984
2985                                 p_ptr->update |= (PU_BONUS);
2986                         }
2987                 }
2988                 /* Call animal */
2989                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2990                 {
2991                         if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
2992                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2993                         {
2994                                 char o_name[MAX_NLEN];
2995
2996                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2997 #ifdef JP
2998                                 msg_format("%s¤¬Æ°Êª¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
2999 #else
3000                                 msg_format("Your %s have attracted an animal!", o_name);
3001 #endif
3002
3003                                 disturb(0, 0);
3004                         }
3005                 }
3006                 /* Call demon */
3007                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3008                 {
3009                         if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3010                         {
3011                                 char o_name[MAX_NLEN];
3012
3013                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3014 #ifdef JP
3015                                 msg_format("%s¤¬°­Ëâ¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3016 #else
3017                                 msg_format("Your %s have attracted a demon!", o_name);
3018 #endif
3019
3020                                 disturb(0, 0);
3021                         }
3022                 }
3023                 /* Call dragon */
3024                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3025                 {
3026                         if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3027                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3028                         {
3029                                 char o_name[MAX_NLEN];
3030
3031                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3032 #ifdef JP
3033                                 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3034 #else
3035                                 msg_format("Your %s have attracted an animal!", o_name);
3036 #endif
3037
3038                                 disturb(0, 0);
3039                         }
3040                 }
3041                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3042                 {
3043                         if (!p_ptr->resist_fear)
3044                         {
3045                                 disturb(0, 0);
3046 #ifdef JP
3047                                 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3048 #else
3049                                 msg_print("It's so dark... so scary!");
3050 #endif
3051
3052                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
3053                         }
3054                 }
3055                 /* Teleport player */
3056                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3057                 {
3058                         disturb(0, 0);
3059
3060                         /* Teleport player */
3061                         teleport_player(40, TRUE);
3062                 }
3063                 /* Handle HP draining */
3064                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3065                 {
3066                         char o_name[MAX_NLEN];
3067
3068                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3069 #ifdef JP
3070                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3071 #else
3072                         msg_format("Your %s drains HP from you!", o_name);
3073 #endif
3074                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3075                 }
3076                 /* Handle mana draining */
3077                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3078                 {
3079                         char o_name[MAX_NLEN];
3080
3081                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3082 #ifdef JP
3083                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3084 #else
3085                         msg_format("Your %s drains mana from you!", o_name);
3086 #endif
3087                         p_ptr->csp -= MIN(p_ptr->lev, 50);
3088                         if (p_ptr->csp < 0)
3089                         {
3090                                 p_ptr->csp = 0;
3091                                 p_ptr->csp_frac = 0;
3092                         }
3093                         p_ptr->redraw |= PR_MANA;
3094                 }
3095         }
3096
3097         /* Rarely, take damage from the Jewel of Judgement */
3098         if (one_in_(999) && !p_ptr->anti_magic)
3099         {
3100                 object_type *o_ptr = &inventory[INVEN_LITE];
3101
3102                 if (o_ptr->name1 == ART_JUDGE)
3103                 {
3104 #ifdef JP
3105                         if (object_is_known(o_ptr))
3106                                 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3107                         else
3108                                 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3109                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3110 #else
3111                         if (object_is_known(o_ptr))
3112                                 msg_print("The Jewel of Judgement drains life from you!");
3113                         else
3114                                 msg_print("Something drains life from you!");
3115                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3116 #endif
3117                 }
3118         }
3119 }
3120
3121
3122 /*
3123  * Handle recharging objects once every 10 game turns
3124  */
3125 static void process_world_aux_recharge(void)
3126 {
3127         int i;
3128         bool changed;
3129
3130         /* Process equipment */
3131         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3132         {
3133                 /* Get the object */
3134                 object_type *o_ptr = &inventory[i];
3135
3136                 /* Skip non-objects */
3137                 if (!o_ptr->k_idx) continue;
3138
3139                 /* Recharge activatable objects */
3140                 if (o_ptr->timeout > 0)
3141                 {
3142                         /* Recharge */
3143                         o_ptr->timeout--;
3144
3145                         /* Notice changes */
3146                         if (!o_ptr->timeout)
3147                         {
3148                                 recharged_notice(o_ptr);
3149                                 changed = TRUE;
3150                         }
3151                 }
3152         }
3153
3154         /* Notice changes */
3155         if (changed)
3156         {
3157                 /* Window stuff */
3158                 p_ptr->window |= (PW_EQUIP);
3159                 wild_regen = 20;
3160         }
3161
3162         /*
3163          * Recharge rods.  Rods now use timeout to control charging status,
3164          * and each charging rod in a stack decreases the stack's timeout by
3165          * one per turn. -LM-
3166          */
3167         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3168         {
3169                 object_type *o_ptr = &inventory[i];
3170                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3171
3172                 /* Skip non-objects */
3173                 if (!o_ptr->k_idx) continue;
3174
3175                 /* Examine all charging rods or stacks of charging rods. */
3176                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3177                 {
3178                         /* Determine how many rods are charging. */
3179                         int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3180                         if (temp > o_ptr->number) temp = o_ptr->number;
3181
3182                         /* Decrease timeout by that number. */
3183                         o_ptr->timeout -= temp;
3184
3185                         /* Boundary control. */
3186                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3187
3188                         /* Notice changes, provide message if object is inscribed. */
3189                         if (!(o_ptr->timeout))
3190                         {
3191                                 recharged_notice(o_ptr);
3192                                 changed = TRUE;
3193                         }
3194
3195                         /* One of the stack of rod is charged */
3196                         else if (o_ptr->timeout % k_ptr->pval)
3197                         {
3198                                 changed = TRUE;
3199                         }
3200                 }
3201         }
3202
3203         /* Notice changes */
3204         if (changed)
3205         {
3206                 /* Window stuff */
3207                 p_ptr->window |= (PW_INVEN);
3208                 wild_regen = 20;
3209         }
3210
3211         /* Process objects on floor */
3212         for (i = 1; i < o_max; i++)
3213         {
3214                 /* Access object */
3215                 object_type *o_ptr = &o_list[i];
3216
3217                 /* Skip dead objects */
3218                 if (!o_ptr->k_idx) continue;
3219
3220                 /* Recharge rods on the ground.  No messages. */
3221                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3222                 {
3223                         /* Charge it */
3224                         o_ptr->timeout -= o_ptr->number;
3225
3226                         /* Boundary control. */
3227                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3228                 }
3229         }
3230 }
3231
3232
3233 /*
3234  * Handle involuntary movement once every 10 game turns
3235  */
3236 static void process_world_aux_movement(void)
3237 {
3238         /* Delayed Word-of-Recall */
3239         if (p_ptr->word_recall)
3240         {
3241                 /*
3242                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
3243                  * The player is yanked up/down as soon as
3244                  * he loads the autosaved game.
3245                  */
3246                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3247                         do_cmd_save_game(TRUE);
3248
3249                 /* Count down towards recall */
3250                 p_ptr->word_recall--;
3251
3252                 p_ptr->redraw |= (PR_STATUS);
3253
3254                 /* Activate the recall */
3255                 if (!p_ptr->word_recall)
3256                 {
3257                         /* Disturbing! */
3258                         disturb(0, 0);
3259
3260                         /* Determine the level */
3261                         if (dun_level || p_ptr->inside_quest)
3262                         {
3263 #ifdef JP
3264 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3265 #else
3266                                 msg_print("You feel yourself yanked upwards!");
3267 #endif
3268
3269                                 p_ptr->recall_dungeon = dungeon_type;
3270                                 if (record_stair)
3271                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3272
3273                                 dun_level = 0;
3274                                 dungeon_type = 0;
3275
3276                                 leave_quest_check();
3277
3278                                 p_ptr->inside_quest = 0;
3279
3280                                 p_ptr->leaving = TRUE;
3281                         }
3282                         else
3283                         {
3284 #ifdef JP
3285 msg_print("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3286 #else
3287                                 msg_print("You feel yourself yanked downwards!");
3288 #endif
3289
3290                                 dungeon_type = p_ptr->recall_dungeon;
3291
3292                                 if (record_stair)
3293                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3294
3295                                 /* New depth */
3296                                 dun_level = max_dlv[dungeon_type];
3297                                 if (dun_level < 1) dun_level = 1;
3298
3299                                 /* Nightmare mode makes recall more dangerous */
3300                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3301                                 {
3302                                         if (dun_level < 50)
3303                                         {
3304                                                 dun_level *= 2;
3305                                         }
3306                                         else if (dun_level < 99)
3307                                         {
3308                                                 dun_level = (dun_level + 99) / 2;
3309                                         }
3310                                         else if (dun_level > 100)
3311                                         {
3312                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3313                                         }
3314                                 }
3315
3316                                 if (p_ptr->wild_mode)
3317                                 {
3318                                         p_ptr->wilderness_y = py;
3319                                         p_ptr->wilderness_x = px;
3320                                 }
3321                                 else
3322                                 {
3323                                         /* Save player position */
3324                                         p_ptr->oldpx = px;
3325                                         p_ptr->oldpy = py;
3326                                 }
3327                                 p_ptr->wild_mode = FALSE;
3328
3329                                 /*
3330                                  * Clear all saved floors
3331                                  * and create a first saved floor
3332                                  */
3333                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3334
3335                                 /* Leaving */
3336                                 p_ptr->leaving = TRUE;
3337
3338                                 if (dungeon_type == DUNGEON_ANGBAND)
3339                                 {
3340                                         int i;
3341
3342                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3343                                         {
3344                                                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3345                                                     (quest[i].status == QUEST_STATUS_TAKEN) &&
3346                                                     (quest[i].level < dun_level))
3347                                                 {
3348                                                         quest[i].status = QUEST_STATUS_FAILED;
3349                                                         quest[i].complev = (byte)p_ptr->lev;
3350                                                         r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3351                                                 }
3352                                         }
3353                                 }
3354                         }
3355
3356                         /* Sound */
3357                         sound(SOUND_TPLEVEL);
3358                 }
3359         }
3360
3361
3362         /* Delayed Alter reality */
3363         if (p_ptr->alter_reality)
3364         {
3365                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3366                         do_cmd_save_game(TRUE);
3367
3368                 /* Count down towards alter */
3369                 p_ptr->alter_reality--;
3370
3371                 p_ptr->redraw |= (PR_STATUS);
3372
3373                 /* Activate the alter reality */
3374                 if (!p_ptr->alter_reality)
3375                 {
3376                         /* Disturbing! */
3377                         disturb(0, 0);
3378
3379                         /* Determine the level */
3380                         if (!quest_number(dun_level) && dun_level)
3381                         {
3382 #ifdef JP
3383                                 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3384 #else
3385                                 msg_print("The world changes!");
3386 #endif
3387
3388                                 /* Leaving */
3389                                 p_ptr->leaving = TRUE;
3390                         }
3391                         else
3392                         {
3393 #ifdef JP
3394                                 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3395 #else
3396                                 msg_print("The world seems to change for a moment!");
3397 #endif
3398                         }
3399
3400                         /* Sound */
3401                         sound(SOUND_TPLEVEL);
3402                 }
3403         }
3404 }
3405
3406
3407 /*
3408  * Count number of adjacent monsters
3409  */
3410 static int get_monster_crowd_number(int m_idx)
3411 {
3412         monster_type *m_ptr = &m_list[m_idx];
3413         int my = m_ptr->fy;
3414         int mx = m_ptr->fx;
3415         int i;
3416         int count = 0;
3417
3418         for (i = 0; i < 7; i++)
3419         {
3420                 int ay = my + ddy_ddd[i];
3421                 int ax = mx + ddx_ddd[i];
3422
3423                 if (!in_bounds(ay, ax)) continue;
3424
3425                 /* Count number of monsters */
3426                 if (cave[ay][ax].m_idx > 0) count++;
3427         }
3428
3429         return count;
3430 }
3431
3432
3433
3434 /*
3435  * Dungeon rating is no longer linear
3436  */
3437 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3438
3439 /*
3440  * Examine all monsters and unidentified objects,
3441  * and get the feeling of current dungeon floor
3442  */
3443 static byte get_dungeon_feeling(void)
3444 {
3445         const int base = 10;
3446         int rating = 0;
3447         int i;
3448
3449         /* Hack -- no feeling in the town */
3450         if (!dun_level) return 0;
3451
3452         /* Examine each monster */
3453         for (i = 1; i < m_max; i++)
3454         {
3455                 monster_type *m_ptr = &m_list[i];
3456                 monster_race *r_ptr;
3457                 int delta = 0;
3458
3459                 /* Skip dead monsters */
3460                 if (!m_ptr->r_idx) continue;
3461
3462                 /* Ignore pet */
3463                 if (is_pet(m_ptr)) continue;
3464
3465                 r_ptr = &r_info[m_ptr->r_idx];
3466
3467                 /* Unique monsters */
3468                 if (r_ptr->flags1 & (RF1_UNIQUE))
3469                 {
3470                         /* Nearly out-of-depth unique monsters */
3471                         if (r_ptr->level + 10 > dun_level)
3472                         {
3473                                 /* Boost rating by twice delta-depth */
3474                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3475                         }
3476                 }
3477                 else
3478                 {
3479                         /* Out-of-depth monsters */
3480                         if (r_ptr->level > dun_level)
3481                         {
3482                                 /* Boost rating by delta-depth */
3483                                 delta += (r_ptr->level - dun_level) * base;
3484                         }
3485                 }
3486
3487                 /* Unusually crowded monsters get a little bit of rating boost */
3488                 if (r_ptr->flags1 & RF1_FRIENDS)
3489                 {
3490                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3491                 }
3492                 else
3493                 {
3494                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3495                 }
3496
3497
3498                 rating += RATING_BOOST(delta);
3499         }
3500
3501         /* Examine each unidentified object */
3502         for (i = 1; i < o_max; i++)
3503         {
3504                 object_type *o_ptr = &o_list[i];
3505                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3506                 int delta = 0;
3507
3508                 /* Skip dead objects */
3509                 if (!o_ptr->k_idx) continue;
3510
3511                 /* Skip known objects */
3512                 if (object_is_known(o_ptr)) continue;
3513
3514                 /* Skip pseudo-known objects */
3515                 if (o_ptr->ident & IDENT_SENSE) continue;
3516
3517                 /* Ego objects */
3518                 if (object_is_ego(o_ptr))
3519                 {
3520                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3521
3522                         delta += e_ptr->rating * base;
3523                 }
3524
3525                 /* Artifacts */
3526                 if (object_is_artifact(o_ptr))
3527                 {
3528                         s32b cost = object_value_real(o_ptr);
3529
3530                         delta += 10 * base;
3531                         if (cost > 10000L) delta += 10 * base;
3532                         if (cost > 50000L) delta += 10 * base;
3533                         if (cost > 100000L) delta += 10 * base;
3534
3535                         /* Special feeling */
3536                         if (!preserve_mode) return 1;
3537                 }
3538
3539                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3540                 if (o_ptr->tval == TV_SHIELD &&
3541                     o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3542                 if (o_ptr->tval == TV_GLOVES &&
3543                     o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3544                 if (o_ptr->tval == TV_BOOTS &&
3545                     o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3546                 if (o_ptr->tval == TV_HELM &&
3547                     o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3548                 if (o_ptr->tval == TV_RING &&
3549                     o_ptr->sval == SV_RING_SPEED &&
3550                     !object_is_cursed(o_ptr)) delta += 25 * base;
3551                 if (o_ptr->tval == TV_RING &&
3552                     o_ptr->sval == SV_RING_LORDLY &&
3553                     !object_is_cursed(o_ptr)) delta += 15 * base;
3554                 if (o_ptr->tval == TV_AMULET &&
3555                     o_ptr->sval == SV_AMULET_THE_MAGI &&
3556                     !object_is_cursed(o_ptr)) delta += 15 * base;
3557
3558                 /* Out-of-depth objects */
3559                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3560                     k_ptr->level > dun_level)
3561                 {
3562                         /* Rating increase */
3563                         delta += (k_ptr->level - dun_level) * base;
3564                 }
3565
3566                 rating += RATING_BOOST(delta);
3567         }
3568
3569
3570         if (rating > RATING_BOOST(1000)) return 2;
3571         if (rating > RATING_BOOST(800)) return 3;
3572         if (rating > RATING_BOOST(600)) return 4;
3573         if (rating > RATING_BOOST(400)) return 5;
3574         if (rating > RATING_BOOST(300)) return 6;
3575         if (rating > RATING_BOOST(200)) return 7;
3576         if (rating > RATING_BOOST(100)) return 8;
3577         if (rating > RATING_BOOST(0)) return 9;
3578
3579         return 10;
3580 }
3581
3582
3583 /*
3584  * Update dungeon feeling, and announce it if changed
3585  */
3586 static void update_dungeon_feeling(void)
3587 {
3588         byte new_feeling;
3589         int quest_num;
3590         int delay;
3591
3592         /* No feeling on the surface */
3593         if (!dun_level) return;
3594
3595         /* No feeling in the arena */
3596         if (p_ptr->inside_battle) return;
3597
3598         /* Extract delay time */
3599         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3600
3601         /* Not yet felt anything */
3602         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3603
3604         /* Extract quest number (if any) */
3605         quest_num = quest_number(dun_level);
3606
3607         /* No feeling in a quest */
3608         if (quest_num &&
3609             (is_fixed_quest_idx(quest_num) &&
3610              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3611                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3612
3613
3614         /* Get new dungeon feeling */
3615         new_feeling = get_dungeon_feeling();
3616
3617         /* Remember last time updated */
3618         p_ptr->feeling_turn = turn;
3619
3620         /* No change */
3621         if (p_ptr->feeling == new_feeling) return;
3622
3623         /* Dungeon feeling is changed */
3624         p_ptr->feeling = new_feeling;
3625
3626         /* Announce feeling */
3627         do_cmd_feeling();
3628
3629         /* Update the level indicator */
3630         p_ptr->redraw |= (PR_DEPTH);
3631
3632         /* Disturb */
3633         if (disturb_minor) disturb(0, 0);
3634 }
3635
3636
3637 /*
3638  * Handle certain things once every 10 game turns
3639  */
3640 static void process_world(void)
3641 {
3642         int day, hour, min;
3643
3644         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3645         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3646         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3647         
3648         extract_day_hour_min(&day, &hour, &min);
3649
3650         /* Update dungeon feeling, and announce it if changed */
3651         update_dungeon_feeling();
3652
3653         /*** Check monster arena ***/
3654         if (p_ptr->inside_battle && !p_ptr->leaving)
3655         {
3656                 int i2, j2;
3657                 int win_m_idx = 0;
3658                 int number_mon = 0;
3659
3660                 /* Count all hostile monsters */
3661                 for (i2 = 0; i2 < cur_wid; ++i2)
3662                         for (j2 = 0; j2 < cur_hgt; j2++)
3663                         {
3664                                 cave_type *c_ptr = &cave[j2][i2];
3665
3666                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3667                                 {
3668                                         number_mon++;
3669                                         win_m_idx = c_ptr->m_idx;
3670                                 }
3671                         }
3672
3673                 if (number_mon == 0)
3674                 {
3675 #ifdef JP
3676                         msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3677 #else
3678                         msg_print("They have kill each other at the same time.");
3679 #endif
3680                         msg_print(NULL);
3681                         p_ptr->energy_need = 0;
3682                         battle_monsters();
3683                 }
3684                 else if ((number_mon-1) == 0)
3685                 {
3686                         char m_name[80];
3687                         monster_type *wm_ptr;
3688
3689                         wm_ptr = &m_list[win_m_idx];
3690
3691                         monster_desc(m_name, wm_ptr, 0);
3692 #ifdef JP
3693                         msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3694 #else
3695                         msg_format("%s is winner!", m_name);
3696 #endif
3697                         msg_print(NULL);
3698
3699                         if (win_m_idx == (sel_monster+1))
3700                         {
3701 #ifdef JP
3702                                 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3703 #else
3704                                 msg_print("Congratulations.");
3705 #endif
3706 #ifdef JP
3707                                 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3708 #else
3709                                 msg_format("You received %d gold.", battle_odds);
3710 #endif
3711                                 p_ptr->au += battle_odds;
3712                         }
3713                         else
3714                         {
3715 #ifdef JP
3716                                 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3717 #else
3718                                 msg_print("You lost gold.");
3719 #endif
3720                         }
3721                         msg_print(NULL);
3722                         p_ptr->energy_need = 0;
3723                         battle_monsters();
3724                 }
3725                 else if (turn - old_turn == 150*TURNS_PER_TICK)
3726                 {
3727 #ifdef JP
3728                         msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
3729 #else
3730                         msg_format("This battle have ended in a draw.");
3731 #endif
3732                         p_ptr->au += kakekin;
3733                         msg_print(NULL);
3734                         p_ptr->energy_need = 0;
3735                         battle_monsters();
3736                 }
3737         }
3738
3739         /* Every 10 game turns */
3740         if (turn % TURNS_PER_TICK) return;
3741
3742         /*** Check the Time and Load ***/
3743
3744         if (!(turn % (50*TURNS_PER_TICK)))
3745         {
3746                 /* Check time and load */
3747                 if ((0 != check_time()) || (0 != check_load()))
3748                 {
3749                         /* Warning */
3750                         if (closing_flag <= 2)
3751                         {
3752                                 /* Disturb */
3753                                 disturb(0, 0);
3754
3755                                 /* Count warnings */
3756                                 closing_flag++;
3757
3758                                 /* Message */
3759 #ifdef JP
3760 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3761 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3762 #else
3763                                 msg_print("The gates to ANGBAND are closing...");
3764                                 msg_print("Please finish up and/or save your game.");
3765 #endif
3766
3767                         }
3768
3769                         /* Slam the gate */
3770                         else
3771                         {
3772                                 /* Message */
3773 #ifdef JP
3774 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3775 #else
3776                                 msg_print("The gates to ANGBAND are now closed.");
3777 #endif
3778
3779
3780                                 /* Stop playing */
3781                                 p_ptr->playing = FALSE;
3782
3783                                 /* Leaving */
3784                                 p_ptr->leaving = TRUE;
3785                         }
3786                 }
3787         }
3788
3789         /*** Attempt timed autosave ***/
3790         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3791         {
3792                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3793                         do_cmd_save_game(TRUE);
3794         }
3795
3796         if (mon_fight && !ignore_unview)
3797         {
3798 #ifdef JP
3799                 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3800 #else
3801                 msg_print("You hear noise.");
3802 #endif
3803         }
3804
3805         /*** Handle the wilderness/town (sunshine) ***/
3806
3807         /* While in town/wilderness */
3808         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3809         {
3810                 /* Hack -- Daybreak/Nighfall in town */
3811                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3812                 {
3813                         bool dawn;
3814
3815                         /* Check for dawn */
3816                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3817
3818                         /* Day breaks */
3819                         if (dawn)
3820                         {
3821                                 int y, x;
3822
3823                                 /* Message */
3824 #ifdef JP
3825                                 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3826 #else
3827                                 msg_print("The sun has risen.");
3828 #endif
3829
3830                                 if (!p_ptr->wild_mode)
3831                                 {
3832                                         /* Hack -- Scan the town */
3833                                         for (y = 0; y < cur_hgt; y++)
3834                                         {
3835                                                 for (x = 0; x < cur_wid; x++)
3836                                                 {
3837                                                         /* Get the cave grid */
3838                                                         cave_type *c_ptr = &cave[y][x];
3839
3840                                                         /* Assume lit */
3841                                                         c_ptr->info |= (CAVE_GLOW);
3842
3843                                                         /* Hack -- Memorize lit grids if allowed */
3844                                                         if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3845
3846                                                         /* Hack -- Notice spot */
3847                                                         note_spot(y, x);
3848                                                 }
3849                                         }
3850                                 }
3851                         }
3852
3853                         /* Night falls */
3854                         else
3855                         {
3856                                 int y, x;
3857
3858                                 /* Message */
3859 #ifdef JP
3860                                 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3861 #else
3862                                 msg_print("The sun has fallen.");
3863 #endif
3864
3865                                 if (!p_ptr->wild_mode)
3866                                 {
3867                                         /* Hack -- Scan the town */
3868                                         for (y = 0; y < cur_hgt; y++)
3869                                         {
3870                                                 for (x = 0; x < cur_wid; x++)
3871                                                 {
3872                                                         /* Get the cave grid */
3873                                                         cave_type *c_ptr = &cave[y][x];
3874
3875                                                         /* Feature code (applying "mimic" field) */
3876                                                         feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3877
3878                                                         if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3879                                                             !have_flag(f_ptr->flags, FF_ENTRANCE))
3880                                                         {
3881                                                                 /* Assume dark */
3882                                                                 c_ptr->info &= ~(CAVE_GLOW);
3883
3884                                                                 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3885                                                                 {
3886                                                                         /* Forget the normal floor grid */
3887                                                                         c_ptr->info &= ~(CAVE_MARK);
3888
3889                                                                         /* Hack -- Notice spot */
3890                                                                         note_spot(y, x);
3891                                                                 }
3892                                                         }
3893                                                 }
3894
3895                                                 /* Glow deep lava and building entrances */
3896                                                 glow_deep_lava_and_bldg();
3897                                         }
3898                                 }
3899                         }
3900
3901                         /* Update the monsters */
3902                         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3903
3904                         /* Redraw map */
3905                         p_ptr->redraw |= (PR_MAP);
3906
3907                         /* Window stuff */
3908                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3909
3910                         if (p_ptr->special_defense & NINJA_S_STEALTH)
3911                         {
3912                                 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3913                         }
3914                 }
3915         }
3916
3917         /* While in the dungeon (vanilla_town or lite_town mode only) */
3918         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3919         {
3920                 /*** Shuffle the Storekeepers ***/
3921
3922                 /* Chance is only once a day (while in dungeon) */
3923                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3924                 {
3925                         /* Sometimes, shuffle the shop-keepers */
3926                         if (one_in_(STORE_SHUFFLE))
3927                         {
3928                                 int n, i;
3929
3930                                 /* Pick a random shop (except home and museum) */
3931                                 do
3932                                 {
3933                                         n = randint0(MAX_STORES);
3934                                 }
3935                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3936
3937                                 /* Check every feature */
3938                                 for (i = 1; i < max_f_idx; i++)
3939                                 {
3940                                         /* Access the index */
3941                                         feature_type *f_ptr = &f_info[i];
3942
3943                                         /* Skip empty index */
3944                                         if (!f_ptr->name) continue;
3945
3946                                         /* Skip non-store features */
3947                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3948
3949                                         /* Verify store type */
3950                                         if (f_ptr->power == n)
3951                                         {
3952                                                 /* Message */
3953 #ifdef JP
3954                                                 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
3955 #else
3956                                                 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
3957 #endif
3958
3959                                                 /* Shuffle it */
3960                                                 store_shuffle(n);
3961
3962                                                 break;
3963                                         }
3964                                 }
3965                         }
3966                 }
3967         }
3968
3969
3970         /*** Process the monsters ***/
3971
3972         /* Check for creature generation. */
3973         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3974             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3975         {
3976                 /* Make a new monster */
3977                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3978         }
3979
3980         /* Hack -- Check for creature regeneration */
3981         if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
3982         if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
3983
3984         if (!p_ptr->leaving)
3985         {
3986                 int i;
3987
3988                 /* Hack -- Process the counters of monsters if needed */
3989                 for (i = 0; i < MAX_MTIMED; i++)
3990                 {
3991                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3992                 }
3993         }
3994
3995
3996         /* Date changes */
3997         if (!hour && !min)
3998         {
3999                 if (min != prev_min)
4000                 {
4001                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4002                         determine_today_mon(FALSE);
4003                 }
4004         }
4005
4006         /*
4007          * Nightmare mode activates the TY_CURSE at midnight
4008          *
4009          * Require exact minute -- Don't activate multiple times in a minute
4010          */
4011         if (ironman_nightmare && (min != prev_min))
4012         {
4013                 /* Every 15 minutes after 11:00 pm */
4014                 if ((hour == 23) && !(min % 15))
4015                 {
4016                         /* Disturbing */
4017                         disturb(0, 0);
4018
4019                         switch (min / 15)
4020                         {
4021                         case 0:
4022 #ifdef JP
4023                                 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4024 #else
4025                                 msg_print("You hear a distant bell toll ominously.");
4026 #endif
4027                                 break;
4028
4029                         case 1:
4030 #ifdef JP
4031                                 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4032 #else
4033                                 msg_print("A distant bell sounds twice.");
4034 #endif
4035                                 break;
4036
4037                         case 2:
4038 #ifdef JP
4039                                 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4040 #else
4041                                 msg_print("A distant bell sounds three times.");
4042 #endif
4043                                 break;
4044
4045                         case 3:
4046 #ifdef JP
4047                                 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4048 #else
4049                                 msg_print("A distant bell tolls four times.");
4050 #endif
4051                                 break;
4052                         }
4053                 }
4054
4055                 /* TY_CURSE activates at mignight! */
4056                 if (!hour && !min)
4057                 {
4058                         int count = 0;
4059
4060                         disturb(1, 0);
4061 #ifdef JP
4062                         msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4063 #else
4064                         msg_print("A distant bell tolls many times, fading into an deathly silence.");
4065 #endif
4066
4067                         activate_ty_curse(FALSE, &count);
4068                 }
4069         }
4070
4071
4072         /*** Check the Food, and Regenerate ***/
4073
4074         if (!p_ptr->inside_battle)
4075         {
4076                 /* Digest quickly when gorged */
4077                 if (p_ptr->food >= PY_FOOD_MAX)
4078                 {
4079                         /* Digest a lot of food */
4080                         (void)set_food(p_ptr->food - 100);
4081                 }
4082
4083                 /* Digest normally -- Every 50 game turns */
4084                 else if (!(turn % (TURNS_PER_TICK*5)))
4085                 {
4086                         /* Basic digestion rate based on speed */
4087                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4088
4089                         /* Regeneration takes more food */
4090                         if (p_ptr->regenerate)
4091                                 digestion += 20;
4092                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4093                                 digestion += 20;
4094                         if (p_ptr->cursed & TRC_FAST_DIGEST)
4095                                 digestion += 30;
4096
4097                         /* Slow digestion takes less food */
4098                         if (p_ptr->slow_digest)
4099                                 digestion -= 5;
4100
4101                         /* Minimal digestion */
4102                         if (digestion < 1) digestion = 1;
4103                         /* Maximal digestion */
4104                         if (digestion > 100) digestion = 100;
4105
4106                         /* Digest some food */
4107                         (void)set_food(p_ptr->food - digestion);
4108                 }
4109
4110
4111                 /* Getting Faint */
4112                 if ((p_ptr->food < PY_FOOD_FAINT))
4113                 {
4114                         /* Faint occasionally */
4115                         if (!p_ptr->paralyzed && (randint0(100) < 10))
4116                         {
4117                                 /* Message */
4118 #ifdef JP
4119                                 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4120 #else
4121                                 msg_print("You faint from the lack of food.");
4122 #endif
4123
4124                                 disturb(1, 0);
4125
4126                                 /* Hack -- faint (bypass free action) */
4127                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4128                         }
4129
4130                         /* Starve to death (slowly) */
4131                         if (p_ptr->food < PY_FOOD_STARVE)
4132                         {
4133                                 /* Calculate damage */
4134                                 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4135
4136                                 /* Take damage */
4137 #ifdef JP
4138                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4139 #else
4140                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4141 #endif
4142                         }
4143                 }
4144         }
4145
4146
4147
4148         /* Process timed damage and regeneration */
4149         process_world_aux_hp_and_sp();
4150
4151         /* Process timeout */
4152         process_world_aux_timeout();
4153
4154         /* Process light */
4155         process_world_aux_light();
4156
4157         /* Process mutation effects */
4158         process_world_aux_mutation();
4159
4160         /* Process curse effects */
4161         process_world_aux_curse();
4162
4163         /* Process recharging */
4164         process_world_aux_recharge();
4165
4166         /* Feel the inventory */
4167         sense_inventory1();
4168         sense_inventory2();
4169
4170         /* Involuntary Movement */
4171         process_world_aux_movement();
4172 }
4173
4174
4175
4176 /*
4177  * Verify use of "wizard" mode
4178  */
4179 static bool enter_wizard_mode(void)
4180 {
4181         /* Ask first time */
4182         if (!p_ptr->noscore)
4183         {
4184                 /* Wizard mode is not permitted */
4185                 if (!allow_debug_opts || arg_wizard)
4186                 {
4187 #ifdef JP
4188                         msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4189 #else
4190                         msg_print("Wizard mode is not permitted.");
4191 #endif
4192                         return FALSE;
4193                 }
4194
4195                 /* Mention effects */
4196 #ifdef JP
4197                 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4198                 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4199 #else
4200                 msg_print("Wizard mode is for debugging and experimenting.");
4201                 msg_print("The game will not be scored if you enter wizard mode.");
4202 #endif
4203
4204                 msg_print(NULL);
4205
4206                 /* Verify request */
4207 #ifdef JP
4208                 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4209 #else
4210                 if (!get_check("Are you sure you want to enter wizard mode? "))
4211 #endif
4212                 {
4213                         return (FALSE);
4214                 }
4215
4216 #ifdef JP
4217                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4218 #else
4219                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4220 #endif
4221                 /* Mark savefile */
4222                 p_ptr->noscore |= 0x0002;
4223         }
4224
4225         /* Success */
4226         return (TRUE);
4227 }
4228
4229
4230 #ifdef ALLOW_WIZARD
4231
4232 /*
4233  * Verify use of "debug" commands
4234  */
4235 static bool enter_debug_mode(void)
4236 {
4237         /* Ask first time */
4238         if (!p_ptr->noscore)
4239         {
4240                 /* Debug mode is not permitted */
4241                 if (!allow_debug_opts)
4242                 {
4243 #ifdef JP
4244                         msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4245 #else
4246                         msg_print("Use of debug command is not permitted.");
4247 #endif
4248                         return FALSE;
4249                 }
4250
4251                 /* Mention effects */
4252 #ifdef JP
4253                 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4254                 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4255 #else
4256                 msg_print("The debug commands are for debugging and experimenting.");
4257                 msg_print("The game will not be scored if you use debug commands.");
4258 #endif
4259
4260                 msg_print(NULL);
4261
4262                 /* Verify request */
4263 #ifdef JP
4264                 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4265 #else
4266                 if (!get_check("Are you sure you want to use debug commands? "))
4267 #endif
4268                 {
4269                         return (FALSE);
4270                 }
4271
4272 #ifdef JP
4273                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4274 #else
4275                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4276 #endif
4277                 /* Mark savefile */
4278                 p_ptr->noscore |= 0x0008;
4279         }
4280
4281         /* Success */
4282         return (TRUE);
4283 }
4284
4285 /*
4286  * Hack -- Declare the Debug Routines
4287  */
4288 extern void do_cmd_debug(void);
4289
4290 #endif /* ALLOW_WIZARD */
4291
4292
4293 #ifdef ALLOW_BORG
4294
4295 /*
4296  * Verify use of "borg" commands
4297  */
4298 static bool enter_borg_mode(void)
4299 {
4300         /* Ask first time */
4301         if (!(p_ptr->noscore & 0x0010))
4302         {
4303                 /* Mention effects */
4304 #ifdef JP
4305                 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4306                 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4307 #else
4308                 msg_print("The borg commands are for debugging and experimenting.");
4309                 msg_print("The game will not be scored if you use borg commands.");
4310 #endif
4311
4312                 msg_print(NULL);
4313
4314                 /* Verify request */
4315 #ifdef JP
4316                 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4317 #else
4318                 if (!get_check("Are you sure you want to use borg commands? "))
4319 #endif
4320                 {
4321                         return (FALSE);
4322                 }
4323
4324 #ifdef JP
4325                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4326 #else
4327                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4328 #endif
4329                 /* Mark savefile */
4330                 p_ptr->noscore |= 0x0010;
4331         }
4332
4333         /* Success */
4334         return (TRUE);
4335 }
4336
4337 /*
4338  * Hack -- Declare the Ben Borg
4339  */
4340 extern void do_cmd_borg(void);
4341
4342 #endif /* ALLOW_BORG */
4343
4344
4345
4346 /*
4347  * Parse and execute the current command
4348  * Give "Warning" on illegal commands.
4349  *
4350  * XXX XXX XXX Make some "blocks"
4351  */
4352 static void process_command(void)
4353 {
4354         int old_now_message = now_message;
4355
4356 #ifdef ALLOW_REPEAT /* TNB */
4357
4358         /* Handle repeating the last command */
4359         repeat_check();
4360
4361 #endif /* ALLOW_REPEAT -- TNB */
4362
4363         now_message = 0;
4364
4365         /* Parse the command */
4366         switch (command_cmd)
4367         {
4368                 /* Ignore */
4369                 case ESCAPE:
4370                 case ' ':
4371                 {
4372                         break;
4373                 }
4374
4375                 /* Ignore return */
4376                 case '\r':
4377                 case '\n':
4378                 {
4379                         break;
4380                 }
4381
4382                 /*** Wizard Commands ***/
4383
4384                 /* Toggle Wizard Mode */
4385                 case KTRL('W'):
4386                 {
4387                         if (p_ptr->wizard)
4388                         {
4389                                 p_ptr->wizard = FALSE;
4390 #ifdef JP
4391 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4392 #else
4393                                 msg_print("Wizard mode off.");
4394 #endif
4395
4396                         }
4397                         else if (enter_wizard_mode())
4398                         {
4399                                 p_ptr->wizard = TRUE;
4400 #ifdef JP
4401 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4402 #else
4403                                 msg_print("Wizard mode on.");
4404 #endif
4405
4406                         }
4407
4408                         /* Update monsters */
4409                         p_ptr->update |= (PU_MONSTERS);
4410
4411                         /* Redraw "title" */
4412                         p_ptr->redraw |= (PR_TITLE);
4413
4414                         break;
4415                 }
4416
4417
4418 #ifdef ALLOW_WIZARD
4419
4420                 /* Special "debug" commands */
4421                 case KTRL('A'):
4422                 {
4423                         /* Enter debug mode */
4424                         if (enter_debug_mode())
4425                         {
4426                                 do_cmd_debug();
4427                         }
4428                         break;
4429                 }
4430
4431 #endif /* ALLOW_WIZARD */
4432
4433
4434 #ifdef ALLOW_BORG
4435
4436                 /* Special "borg" commands */
4437                 case KTRL('Z'):
4438                 {
4439                         /* Enter borg mode */
4440                         if (enter_borg_mode())
4441                         {
4442                                 if (!p_ptr->wild_mode) do_cmd_borg();
4443                         }
4444
4445                         break;
4446                 }
4447
4448 #endif /* ALLOW_BORG */
4449
4450
4451
4452                 /*** Inventory Commands ***/
4453
4454                 /* Wear/wield equipment */
4455                 case 'w':
4456                 {
4457                         if (!p_ptr->wild_mode) do_cmd_wield();
4458                         break;
4459                 }
4460
4461                 /* Take off equipment */
4462                 case 't':
4463                 {
4464                         if (!p_ptr->wild_mode) do_cmd_takeoff();
4465                         break;
4466                 }
4467
4468                 /* Drop an item */
4469                 case 'd':
4470                 {
4471                         if (!p_ptr->wild_mode) do_cmd_drop();
4472                         break;
4473                 }
4474
4475                 /* Destroy an item */
4476                 case 'k':
4477                 {
4478                         do_cmd_destroy();
4479                         break;
4480                 }
4481
4482                 /* Equipment list */
4483                 case 'e':
4484                 {
4485                         do_cmd_equip();
4486                         break;
4487                 }
4488
4489                 /* Inventory list */
4490                 case 'i':
4491                 {
4492                         do_cmd_inven();
4493                         break;
4494                 }
4495
4496
4497                 /*** Various commands ***/
4498
4499                 /* Identify an object */
4500                 case 'I':
4501                 {
4502                         do_cmd_observe();
4503                         break;
4504                 }
4505
4506                 /* Hack -- toggle windows */
4507                 case KTRL('I'):
4508                 {
4509                         toggle_inven_equip();
4510                         break;
4511                 }
4512
4513
4514                 /*** Standard "Movement" Commands ***/
4515
4516                 /* Alter a grid */
4517                 case '+':
4518                 {
4519                         if (!p_ptr->wild_mode) do_cmd_alter();
4520                         break;
4521                 }
4522
4523                 /* Dig a tunnel */
4524                 case 'T':
4525                 {
4526                         if (!p_ptr->wild_mode) do_cmd_tunnel();
4527                         break;
4528                 }
4529
4530                 /* Move (usually pick up things) */
4531                 case ';':
4532                 {
4533 #ifdef ALLOW_EASY_DISARM /* TNB */
4534
4535                         do_cmd_walk(FALSE);
4536
4537 #else /* ALLOW_EASY_DISARM -- TNB */
4538
4539                         do_cmd_walk(always_pickup);
4540
4541 #endif /* ALLOW_EASY_DISARM -- TNB */
4542
4543                         break;
4544                 }
4545
4546                 /* Move (usually do not pick up) */
4547                 case '-':
4548                 {
4549 #ifdef ALLOW_EASY_DISARM /* TNB */
4550
4551                         do_cmd_walk(TRUE);
4552
4553 #else /* ALLOW_EASY_DISARM -- TNB */
4554
4555                         do_cmd_walk(!always_pickup);
4556
4557 #endif /* ALLOW_EASY_DISARM -- TNB */
4558
4559                         break;
4560                 }
4561
4562
4563                 /*** Running, Resting, Searching, Staying */
4564
4565                 /* Begin Running -- Arg is Max Distance */
4566                 case '.':
4567                 {
4568                         if (!p_ptr->wild_mode) do_cmd_run();
4569                         break;
4570                 }
4571
4572                 /* Stay still (usually pick things up) */
4573                 case ',':
4574                 {
4575                         do_cmd_stay(always_pickup);
4576                         break;
4577                 }
4578
4579                 /* Stay still (usually do not pick up) */
4580                 case 'g':
4581                 {
4582                         do_cmd_stay(!always_pickup);
4583                         break;
4584                 }
4585
4586                 /* Rest -- Arg is time */
4587                 case 'R':
4588                 {
4589                         do_cmd_rest();
4590                         break;
4591                 }
4592
4593                 /* Search for traps/doors */
4594                 case 's':
4595                 {
4596                         do_cmd_search();
4597                         break;
4598                 }
4599
4600                 /* Toggle search mode */
4601                 case 'S':
4602                 {
4603                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4604                         else set_action(ACTION_SEARCH);
4605                         break;
4606                 }
4607
4608
4609                 /*** Stairs and Doors and Chests and Traps ***/
4610
4611                 /* Enter store */
4612                 case SPECIAL_KEY_STORE:
4613                 {
4614                         if (!p_ptr->wild_mode) do_cmd_store();
4615                         break;
4616                 }
4617
4618                 /* Enter building -KMW- */
4619                 case SPECIAL_KEY_BUILDING:
4620                 {
4621                         if (!p_ptr->wild_mode) do_cmd_bldg();
4622                         break;
4623                 }
4624
4625                 /* Enter quest level -KMW- */
4626                 case SPECIAL_KEY_QUEST:
4627                 {
4628                         if (!p_ptr->wild_mode) do_cmd_quest();
4629                         break;
4630                 }
4631
4632                 /* Go up staircase */
4633                 case '<':
4634                 {
4635                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4636                         {
4637                                 if (vanilla_town) break;
4638
4639                                 if (ambush_flag)
4640                                 {
4641 #ifdef JP
4642                                         msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4643 #else
4644                                         msg_print("To flee the ambush you have to reach the edge of the map.");
4645 #endif
4646                                         break;
4647                                 }
4648
4649                                 if (p_ptr->food < PY_FOOD_WEAK)
4650                                 {
4651 #ifdef JP
4652                                         msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4653 #else
4654                                         msg_print("You must eat something here.");
4655 #endif
4656                                         break;
4657                                 }
4658
4659                                 change_wild_mode();
4660                         }
4661                         else
4662                                 do_cmd_go_up();
4663                         break;
4664                 }
4665
4666                 /* Go down staircase */
4667                 case '>':
4668                 {
4669                         if (p_ptr->wild_mode)
4670                                 change_wild_mode();
4671                         else
4672                                 do_cmd_go_down();
4673
4674                         break;
4675                 }
4676
4677                 /* Open a door or chest */
4678                 case 'o':
4679                 {
4680                         if (!p_ptr->wild_mode) do_cmd_open();
4681                         break;
4682                 }
4683
4684                 /* Close a door */
4685                 case 'c':
4686                 {
4687                         if (!p_ptr->wild_mode) do_cmd_close();
4688                         break;
4689                 }
4690
4691                 /* Jam a door with spikes */
4692                 case 'j':
4693                 {
4694                         if (!p_ptr->wild_mode) do_cmd_spike();
4695                         break;
4696                 }
4697
4698                 /* Bash a door */
4699                 case 'B':
4700                 {
4701                         if (!p_ptr->wild_mode) do_cmd_bash();
4702                         break;
4703                 }
4704
4705                 /* Disarm a trap or chest */
4706                 case 'D':
4707                 {
4708                         if (!p_ptr->wild_mode) do_cmd_disarm();
4709                         break;
4710                 }
4711
4712
4713                 /*** Magic and Prayers ***/
4714
4715                 /* Gain new spells/prayers */
4716                 case 'G':
4717                 {
4718                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4719 #ifdef JP
4720                                 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4721 #else
4722                                 msg_print("You don't have to learn spells!");
4723 #endif
4724                         else if (p_ptr->pclass == CLASS_SAMURAI)
4725                                 do_cmd_gain_hissatsu();
4726                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4727                                 gain_magic();
4728                         else
4729                                 do_cmd_study();
4730                         break;
4731                 }
4732
4733                 /* Browse a book */
4734                 case 'b':
4735                 {
4736                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4737                              (p_ptr->pclass == CLASS_BERSERKER) ||
4738                              (p_ptr->pclass == CLASS_NINJA) ||
4739                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4740                              ) do_cmd_mind_browse();
4741                         else if (p_ptr->pclass == CLASS_SMITH)
4742                                 do_cmd_kaji(TRUE);
4743                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4744                                 do_cmd_magic_eater(TRUE);
4745                         else do_cmd_browse();
4746                         break;
4747                 }
4748
4749                 /* Cast a spell */
4750                 case 'm':
4751                 {
4752                         /* -KMW- */
4753                         if (!p_ptr->wild_mode)
4754                         {
4755                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4756                                 {
4757 #ifdef JP
4758                                         msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4759 #else
4760                                         msg_print("You cannot cast spells!");
4761 #endif
4762                                 }
4763                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4764                                 {
4765 #ifdef JP
4766                                         msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4767 #else
4768                                         msg_print("The dungeon absorbs all attempted magic!");
4769 #endif
4770                                         msg_print(NULL);
4771                                 }
4772                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4773                                 {
4774 #ifdef JP
4775
4776                                         cptr which_power = "ËâË¡";
4777 #else
4778                                         cptr which_power = "magic";
4779 #endif
4780                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4781 #ifdef JP
4782                                                 which_power = "ĶǽÎÏ";
4783 #else
4784                                                 which_power = "psionic powers";
4785 #endif
4786                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4787 #ifdef JP
4788                                                 which_power = "¤â¤Î¤Þ¤Í";
4789 #else
4790                                                 which_power = "imitation";
4791 #endif
4792                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4793 #ifdef JP
4794                                                 which_power = "ɬ»¦·õ";
4795 #else
4796                                                 which_power = "hissatsu";
4797 #endif
4798                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4799 #ifdef JP
4800                                                 which_power = "¶ÀËâË¡";
4801 #else
4802                                                 which_power = "mirror magic";
4803 #endif
4804                                         else if (p_ptr->pclass == CLASS_NINJA)
4805 #ifdef JP
4806                                                 which_power = "Ǧ½Ñ";
4807 #else
4808                                                 which_power = "ninjutsu";
4809 #endif
4810                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4811 #ifdef JP
4812                                                 which_power = "µ§¤ê";
4813 #else
4814                                                 which_power = "prayer";
4815 #endif
4816
4817 #ifdef JP
4818                                         msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4819 #else
4820                                         msg_format("An anti-magic shell disrupts your %s!", which_power);
4821 #endif
4822                                         energy_use = 0;
4823                                 }
4824                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4825                                 {
4826 #ifdef JP
4827                                         msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4828 #else
4829                                         msg_format("You cannot think directly!");
4830 #endif
4831                                         energy_use = 0;
4832                                 }
4833                                 else
4834                                 {
4835                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4836                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4837                                             (p_ptr->pclass == CLASS_NINJA) ||
4838                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4839                                             )
4840                                                 do_cmd_mind();
4841                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4842                                                 do_cmd_mane(FALSE);
4843                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4844                                                 do_cmd_magic_eater(FALSE);
4845                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4846                                                 do_cmd_hissatsu();
4847                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4848                                                 do_cmd_cast_learned();
4849                                         else if (p_ptr->pclass == CLASS_SMITH)
4850                                                 do_cmd_kaji(FALSE);
4851                                         else
4852                                                 do_cmd_cast();
4853                                 }
4854                         }
4855                         break;
4856                 }
4857
4858                 /* Issue a pet command */
4859                 case 'p':
4860                 {
4861                         if (!p_ptr->wild_mode) do_cmd_pet();
4862                         break;
4863                 }
4864
4865                 /*** Use various objects ***/
4866
4867                 /* Inscribe an object */
4868                 case '{':
4869                 {
4870                         do_cmd_inscribe();
4871                         break;
4872                 }
4873
4874                 /* Uninscribe an object */
4875                 case '}':
4876                 {
4877                         do_cmd_uninscribe();
4878                         break;
4879                 }
4880
4881                 /* Activate an artifact */
4882                 case 'A':
4883                 {
4884                         if (!p_ptr->wild_mode)
4885                         {
4886                         if (!p_ptr->inside_arena)
4887                                 do_cmd_activate();
4888                         else
4889                         {
4890 #ifdef JP
4891 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4892 #else
4893                                 msg_print("The arena absorbs all attempted magic!");
4894 #endif
4895
4896                                 msg_print(NULL);
4897                         }
4898                         }
4899                         break;
4900                 }
4901
4902                 /* Eat some food */
4903                 case 'E':
4904                 {
4905                         do_cmd_eat_food();
4906                         break;
4907                 }
4908
4909                 /* Fuel your lantern/torch */
4910                 case 'F':
4911                 {
4912                         do_cmd_refill();
4913                         break;
4914                 }
4915
4916                 /* Fire an item */
4917                 case 'f':
4918                 {
4919                         if (!p_ptr->wild_mode) do_cmd_fire();
4920                         break;
4921                 }
4922
4923                 /* Throw an item */
4924                 case 'v':
4925                 {
4926                         if (!p_ptr->wild_mode)
4927                         {
4928                                 do_cmd_throw();
4929                         }
4930                         break;
4931                 }
4932
4933                 /* Aim a wand */
4934                 case 'a':
4935                 {
4936                         if (!p_ptr->wild_mode)
4937                         {
4938                         if (!p_ptr->inside_arena)
4939                                 do_cmd_aim_wand();
4940                         else
4941                         {
4942 #ifdef JP
4943 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4944 #else
4945                                 msg_print("The arena absorbs all attempted magic!");
4946 #endif
4947
4948                                 msg_print(NULL);
4949                         }
4950                         }
4951                         break;
4952                 }
4953
4954                 /* Zap a rod */
4955                 case 'z':
4956                 {
4957                         if (!p_ptr->wild_mode)
4958                         {
4959                         if (p_ptr->inside_arena)
4960                         {
4961 #ifdef JP
4962 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4963 #else
4964                                 msg_print("The arena absorbs all attempted magic!");
4965 #endif
4966
4967                                 msg_print(NULL);
4968                         }
4969                         else if (use_command && rogue_like_commands)
4970                         {
4971                                 do_cmd_use();
4972                         }
4973                         else
4974                         {
4975                                 do_cmd_zap_rod();
4976                         }
4977                         }
4978                         break;
4979                 }
4980
4981                 /* Quaff a potion */
4982                 case 'q':
4983                 {
4984                         if (!p_ptr->wild_mode)
4985                         {
4986                         if (!p_ptr->inside_arena)
4987                                 do_cmd_quaff_potion();
4988                         else
4989                         {
4990 #ifdef JP
4991 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4992 #else
4993                                 msg_print("The arena absorbs all attempted magic!");
4994 #endif
4995
4996                                 msg_print(NULL);
4997                         }
4998                         }
4999                         break;
5000                 }
5001
5002                 /* Read a scroll */
5003                 case 'r':
5004                 {
5005                         if (!p_ptr->wild_mode)
5006                         {
5007                         if (!p_ptr->inside_arena)
5008                                 do_cmd_read_scroll();
5009                         else
5010                         {
5011 #ifdef JP
5012 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5013 #else
5014                                 msg_print("The arena absorbs all attempted magic!");
5015 #endif
5016
5017                                 msg_print(NULL);
5018                         }
5019                         }
5020                         break;
5021                 }
5022
5023                 /* Use a staff */
5024                 case 'u':
5025                 {
5026                         if (!p_ptr->wild_mode)
5027                         {
5028                         if (p_ptr->inside_arena)
5029                         {
5030 #ifdef JP
5031 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5032 #else
5033                                 msg_print("The arena absorbs all attempted magic!");
5034 #endif
5035
5036                                 msg_print(NULL);
5037                         }
5038                         else if (use_command && !rogue_like_commands)
5039                         {
5040                                 do_cmd_use();
5041                         }
5042                         else
5043                                 do_cmd_use_staff();
5044                         }
5045                         break;
5046                 }
5047
5048                 /* Use racial power */
5049                 case 'U':
5050                 {
5051                         if (!p_ptr->wild_mode) do_cmd_racial_power();
5052                         break;
5053                 }
5054
5055
5056                 /*** Looking at Things (nearby or on map) ***/
5057
5058                 /* Full dungeon map */
5059                 case 'M':
5060                 {
5061                         do_cmd_view_map();
5062                         break;
5063                 }
5064
5065                 /* Locate player on map */
5066                 case 'L':
5067                 {
5068                         do_cmd_locate();
5069                         break;
5070                 }
5071
5072                 /* Look around */
5073                 case 'l':
5074                 {
5075                         do_cmd_look();
5076                         break;
5077                 }
5078
5079                 /* Target monster or location */
5080                 case '*':
5081                 {
5082                         if (!p_ptr->wild_mode) do_cmd_target();
5083                         break;
5084                 }
5085
5086
5087
5088                 /*** Help and Such ***/
5089
5090                 /* Help */
5091                 case '?':
5092                 {
5093                         do_cmd_help();
5094                         break;
5095                 }
5096
5097                 /* Identify symbol */
5098                 case '/':
5099                 {
5100                         do_cmd_query_symbol();
5101                         break;
5102                 }
5103
5104                 /* Character description */
5105                 case 'C':
5106                 {
5107                         do_cmd_change_name();
5108                         break;
5109                 }
5110
5111
5112                 /*** System Commands ***/
5113
5114                 /* Hack -- User interface */
5115                 case '!':
5116                 {
5117                         (void)Term_user(0);
5118                         break;
5119                 }
5120
5121                 /* Single line from a pref file */
5122                 case '"':
5123                 {
5124                         do_cmd_pref();
5125                         break;
5126                 }
5127
5128                 case '$':
5129                 {
5130                         do_cmd_reload_autopick();
5131                         break;
5132                 }
5133
5134                 case '_':
5135                 {
5136                         do_cmd_edit_autopick();
5137                         break;
5138                 }
5139
5140                 /* Interact with macros */
5141                 case '@':
5142                 {
5143                         do_cmd_macros();
5144                         break;
5145                 }
5146
5147                 /* Interact with visuals */
5148                 case '%':
5149                 {
5150                         do_cmd_visuals();
5151                         do_cmd_redraw();
5152                         break;
5153                 }
5154
5155                 /* Interact with colors */
5156                 case '&':
5157                 {
5158                         do_cmd_colors();
5159                         do_cmd_redraw();
5160                         break;
5161                 }
5162
5163                 /* Interact with options */
5164                 case '=':
5165                 {
5166                         do_cmd_options();
5167                         do_cmd_redraw();
5168                         break;
5169                 }
5170
5171                 /*** Misc Commands ***/
5172
5173                 /* Take notes */
5174                 case ':':
5175                 {
5176                         do_cmd_note();
5177                         break;
5178                 }
5179
5180                 /* Version info */
5181                 case 'V':
5182                 {
5183                         do_cmd_version();
5184                         break;
5185                 }
5186
5187                 /* Repeat level feeling */
5188                 case KTRL('F'):
5189                 {
5190                         if (!p_ptr->wild_mode) do_cmd_feeling();
5191                         break;
5192                 }
5193
5194                 /* Show previous message */
5195                 case KTRL('O'):
5196                 {
5197                         do_cmd_message_one();
5198                         break;
5199                 }
5200
5201                 /* Show previous messages */
5202                 case KTRL('P'):
5203                 {
5204                         do_cmd_messages(old_now_message);
5205                         break;
5206                 }
5207
5208                 /* Show quest status -KMW- */
5209                 case KTRL('Q'):
5210                 {
5211                         do_cmd_checkquest();
5212                         break;
5213                 }
5214
5215                 /* Redraw the screen */
5216                 case KTRL('R'):
5217                 {
5218                         now_message = old_now_message;
5219                         do_cmd_redraw();
5220                         break;
5221                 }
5222
5223 #ifndef VERIFY_SAVEFILE
5224
5225                 /* Hack -- Save and don't quit */
5226                 case KTRL('S'):
5227                 {
5228                         do_cmd_save_game(FALSE);
5229                         break;
5230                 }
5231
5232 #endif /* VERIFY_SAVEFILE */
5233
5234                 case KTRL('T'):
5235                 {
5236                         do_cmd_time();
5237                         break;
5238                 }
5239
5240                 /* Save and quit */
5241                 case KTRL('X'):
5242                 case SPECIAL_KEY_QUIT:
5243                 {
5244                         do_cmd_save_and_exit();
5245                         break;
5246                 }
5247
5248                 /* Quit (commit suicide) */
5249                 case 'Q':
5250                 {
5251                         do_cmd_suicide();
5252                         break;
5253                 }
5254
5255                 case '|':
5256                 {
5257                         do_cmd_nikki();
5258                         break;
5259                 }
5260
5261                 /* Check artifacts, uniques, objects */
5262                 case '~':
5263                 {
5264                         do_cmd_knowledge();
5265                         break;
5266                 }
5267
5268                 /* Load "screen dump" */
5269                 case '(':
5270                 {
5271                         do_cmd_load_screen();
5272                         break;
5273                 }
5274
5275                 /* Save "screen dump" */
5276                 case ')':
5277                 {
5278                         do_cmd_save_screen();
5279                         break;
5280                 }
5281
5282                 /* Make random artifact list */
5283                 case KTRL('V'):
5284                 {
5285                         spoil_random_artifact("randifact.txt");
5286                         break;
5287                 }
5288
5289                 /* Hack -- Unknown command */
5290                 default:
5291                 {
5292                         if (flush_failure) flush();
5293                         if (one_in_(2))
5294                         {
5295                                 char error_m[1024];
5296                                 sound(SOUND_ILLEGAL);
5297 #ifdef JP
5298                                 if (!get_rnd_line("error_j.txt", 0, error_m))
5299 #else
5300                                 if (!get_rnd_line("error.txt", 0, error_m))
5301 #endif
5302
5303                                         msg_print(error_m);
5304                         }
5305                         else
5306 #ifdef JP
5307 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5308 #else
5309                                 prt("Type '?' for help.", 0, 0);
5310 #endif
5311
5312                         break;
5313                 }
5314         }
5315         if (!energy_use && !now_message)
5316                 now_message = old_now_message;
5317 }
5318
5319
5320
5321
5322 static bool monster_tsuri(int r_idx)
5323 {
5324         monster_race *r_ptr = &r_info[r_idx];
5325
5326         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5327                 return TRUE;
5328         else
5329                 return FALSE;
5330 }
5331
5332
5333 /*
5334  * Process the player
5335  *
5336  * Notice the annoying code to handle "pack overflow", which
5337  * must come first just in case somebody manages to corrupt
5338  * the savefiles by clever use of menu commands or something.
5339  */
5340 static void process_player(void)
5341 {
5342         int i;
5343
5344         /*** Apply energy ***/
5345
5346         if (hack_mutation)
5347         {
5348 #ifdef JP
5349 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5350 #else
5351                 msg_print("You feel different!");
5352 #endif
5353
5354                 (void)gain_random_mutation(0);
5355                 hack_mutation = FALSE;
5356         }
5357
5358         if (p_ptr->inside_battle)
5359         {
5360                 for(i = 1; i < m_max; i++)
5361                 {
5362                         monster_type *m_ptr = &m_list[i];
5363
5364                         if (!m_ptr->r_idx) continue;
5365
5366                         /* Hack -- Detect monster */
5367                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5368
5369                         /* Update the monster */
5370                         update_mon(i, FALSE);
5371                 }
5372                 prt_time();
5373         }
5374
5375         /* Give the player some energy */
5376         else if (!(load && p_ptr->energy_need <= 0))
5377         {
5378                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5379         }
5380
5381         /* No turn yet */
5382         if (p_ptr->energy_need > 0) return;
5383         if (!command_rep) prt_time();
5384
5385         /*** Check for interupts ***/
5386
5387         /* Complete resting */
5388         if (resting < 0)
5389         {
5390                 /* Basic resting */
5391                 if (resting == -1)
5392                 {
5393                         /* Stop resting */
5394                         if ((p_ptr->chp == p_ptr->mhp) &&
5395                             (p_ptr->csp >= p_ptr->msp))
5396                         {
5397                                 set_action(ACTION_NONE);
5398                         }
5399                 }
5400
5401                 /* Complete resting */
5402                 else if (resting == -2)
5403                 {
5404                         /* Stop resting */
5405                         if ((p_ptr->chp == p_ptr->mhp) &&
5406                             (p_ptr->csp >= p_ptr->msp) &&
5407                             !p_ptr->blind && !p_ptr->confused &&
5408                             !p_ptr->poisoned && !p_ptr->afraid &&
5409                             !p_ptr->stun && !p_ptr->cut &&
5410                             !p_ptr->slow && !p_ptr->paralyzed &&
5411                             !p_ptr->image && !p_ptr->word_recall &&
5412                             !p_ptr->alter_reality)
5413                         {
5414                                 set_action(ACTION_NONE);
5415                         }
5416                 }
5417         }
5418
5419         if (p_ptr->action == ACTION_FISH)
5420         {
5421                 /* Delay */
5422                 Term_xtra(TERM_XTRA_DELAY, 10);
5423                 if (one_in_(1000))
5424                 {
5425                         int r_idx;
5426                         bool success = FALSE;
5427                         get_mon_num_prep(monster_tsuri,NULL);
5428                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5429                         msg_print(NULL);
5430                         if (r_idx && one_in_(2))
5431                         {
5432                                 int y, x;
5433                                 y = py+ddy[tsuri_dir];
5434                                 x = px+ddx[tsuri_dir];
5435                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5436                                 {
5437                                         char m_name[80];
5438                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5439 #ifdef JP
5440                                         msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5441 #else
5442                                         msg_format("You have a good catch!", m_name);
5443 #endif
5444                                         success = TRUE;
5445                                 }
5446                         }
5447                         if (!success)
5448                         {
5449 #ifdef JP
5450                                 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5451 #else
5452                                 msg_print("Damn!  The fish stole your bait!");
5453 #endif
5454                         }
5455                         disturb(0, 0);
5456                 }
5457         }
5458
5459         /* Handle "abort" */
5460         if (check_abort)
5461         {
5462                 /* Check for "player abort" (semi-efficiently for resting) */
5463                 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5464                 {
5465                         /* Do not wait */
5466                         inkey_scan = TRUE;
5467
5468                         /* Check for a key */
5469                         if (inkey())
5470                         {
5471                                 /* Flush input */
5472                                 flush();
5473
5474                                 /* Disturb */
5475                                 disturb(0, 0);
5476
5477                                 /* Hack -- Show a Message */
5478 #ifdef JP
5479 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5480 #else
5481                                 msg_print("Canceled.");
5482 #endif
5483
5484                         }
5485                 }
5486         }
5487
5488         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5489         {
5490                 monster_type *m_ptr = &m_list[p_ptr->riding];
5491                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5492
5493                 if (MON_CSLEEP(m_ptr))
5494                 {
5495                         char m_name[80];
5496
5497                         /* Recover fully */
5498                         (void)set_monster_csleep(p_ptr->riding, 0);
5499
5500                         /* Acquire the monster name */
5501                         monster_desc(m_name, m_ptr, 0);
5502 #ifdef JP
5503                         msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5504 #else
5505                         msg_format("You have waked %s up.", m_name);
5506 #endif
5507                 }
5508
5509                 if (MON_STUNNED(m_ptr))
5510                 {
5511                         /* Hack -- Recover from stun */
5512                         if (set_monster_stunned(p_ptr->riding,
5513                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5514                         {
5515                                 char m_name[80];
5516
5517                                 /* Acquire the monster name */
5518                                 monster_desc(m_name, m_ptr, 0);
5519
5520                                 /* Dump a message */
5521 #ifdef JP
5522                                 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5523 #else
5524                                 msg_format("%^s is no longer stunned.", m_name);
5525 #endif
5526                         }
5527                 }
5528
5529                 if (MON_CONFUSED(m_ptr))
5530                 {
5531                         /* Hack -- Recover from confusion */
5532                         if (set_monster_confused(p_ptr->riding,
5533                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5534                         {
5535                                 char m_name[80];
5536
5537                                 /* Acquire the monster name */
5538                                 monster_desc(m_name, m_ptr, 0);
5539
5540                                 /* Dump a message */
5541 #ifdef JP
5542                                 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5543 #else
5544                                 msg_format("%^s is no longer confused.", m_name);
5545 #endif
5546                         }
5547                 }
5548
5549                 if (MON_MONFEAR(m_ptr))
5550                 {
5551                         /* Hack -- Recover from fear */
5552                         if (set_monster_monfear(p_ptr->riding,
5553                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5554                         {
5555                                 char m_name[80];
5556
5557                                 /* Acquire the monster name */
5558                                 monster_desc(m_name, m_ptr, 0);
5559
5560                                 /* Dump a message */
5561 #ifdef JP
5562                                 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5563 #else
5564                                 msg_format("%^s is no longer fear.", m_name);
5565 #endif
5566                         }
5567                 }
5568
5569                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5570                 handle_stuff();
5571         }
5572
5573         /* Handle the player song */
5574         if (!load) check_music();
5575
5576         load = FALSE;
5577
5578         /* Fast */
5579         if (p_ptr->lightspeed)
5580         {
5581                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5582         }
5583         if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5584         {
5585                 if (p_ptr->magic_num1[0] < 40)
5586                 {
5587                         p_ptr->magic_num1[0] = 0;
5588                 }
5589                 else p_ptr->magic_num1[0] -= 40;
5590                 p_ptr->update |= (PU_BONUS);
5591         }
5592         if (p_ptr->action == ACTION_LEARN)
5593         {
5594                 s32b cost = 0L;
5595                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5596
5597                 /* Convert the unit (1/2^16) to (1/2^32) */
5598                 s64b_LSHIFT(cost, cost_frac, 16);
5599
5600  
5601                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5602                 {
5603                         /* Mana run out */
5604                         p_ptr->csp = 0;
5605                         p_ptr->csp_frac = 0;
5606                         set_action(ACTION_NONE);
5607                 }
5608                 else
5609                 {
5610                         /* Reduce mana */
5611                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5612                 }
5613                 p_ptr->redraw |= PR_MANA;
5614         }
5615
5616         if (p_ptr->special_defense & KATA_MASK)
5617         {
5618                 if (p_ptr->special_defense & KATA_MUSOU)
5619                 {
5620                         if (p_ptr->csp < 3)
5621                         {
5622                                 set_action(ACTION_NONE);
5623                         }
5624                         else
5625                         {
5626                                 p_ptr->csp -= 2;
5627                                 p_ptr->redraw |= (PR_MANA);
5628                         }
5629                 }
5630         }
5631
5632         /*** Handle actual user input ***/
5633
5634         /* Repeat until out of energy */
5635         while (p_ptr->energy_need <= 0)
5636         {
5637                 p_ptr->window |= PW_PLAYER;
5638                 p_ptr->sutemi = FALSE;
5639                 p_ptr->counter = FALSE;
5640                 now_damaged = FALSE;
5641
5642                 /* Handle "p_ptr->notice" */
5643                 notice_stuff();
5644
5645                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5646                 handle_stuff();
5647
5648                 /* Place the cursor on the player */
5649                 move_cursor_relative(py, px);
5650
5651                 /* Refresh (optional) */
5652                 if (fresh_before) Term_fresh();
5653
5654
5655                 /* Hack -- Pack Overflow */
5656                 if (inventory[INVEN_PACK].k_idx)
5657                 {
5658                         int item = INVEN_PACK;
5659
5660                         char o_name[MAX_NLEN];
5661
5662                         object_type *o_ptr;
5663
5664                         /* Access the slot to be dropped */
5665                         o_ptr = &inventory[item];
5666
5667                         /* Disturbing */
5668                         disturb(0, 0);
5669
5670                         /* Warning */
5671 #ifdef JP
5672 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5673 #else
5674                         msg_print("Your pack overflows!");
5675 #endif
5676
5677
5678                         /* Describe */
5679                         object_desc(o_name, o_ptr, 0);
5680
5681                         /* Message */
5682 #ifdef JP
5683 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5684 #else
5685                         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5686 #endif
5687
5688
5689                         /* Drop it (carefully) near the player */
5690                         (void)drop_near(o_ptr, 0, py, px);
5691
5692                         /* Modify, Describe, Optimize */
5693                         inven_item_increase(item, -255);
5694                         inven_item_describe(item);
5695                         inven_item_optimize(item);
5696
5697                         /* Handle "p_ptr->notice" */
5698                         notice_stuff();
5699
5700                         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5701                         handle_stuff();
5702                 }
5703
5704
5705                 /* Hack -- cancel "lurking browse mode" */
5706                 if (!command_new) command_see = FALSE;
5707
5708
5709                 /* Assume free turn */
5710                 energy_use = 0;
5711
5712
5713                 if (p_ptr->inside_battle)
5714                 {
5715                         /* Place the cursor on the player */
5716                         move_cursor_relative(py, px);
5717
5718                         command_cmd = SPECIAL_KEY_BUILDING;
5719
5720                         /* Process the command */
5721                         process_command();
5722                 }
5723
5724                 /* Paralyzed or Knocked Out */
5725                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5726                 {
5727                         /* Take a turn */
5728                         energy_use = 100;
5729                 }
5730
5731                 /* Resting */
5732                 else if (p_ptr->action == ACTION_REST)
5733                 {
5734                         /* Timed rest */
5735                         if (resting > 0)
5736                         {
5737                                 /* Reduce rest count */
5738                                 resting--;
5739
5740                                 if (!resting) set_action(ACTION_NONE);
5741
5742                                 /* Redraw the state */
5743                                 p_ptr->redraw |= (PR_STATE);
5744                         }
5745
5746                         /* Take a turn */
5747                         energy_use = 100;
5748                 }
5749
5750                 /* Fishing */
5751                 else if (p_ptr->action == ACTION_FISH)
5752                 {
5753                         /* Take a turn */
5754                         energy_use = 100;
5755                 }
5756
5757                 /* Running */
5758                 else if (running)
5759                 {
5760                         /* Take a step */
5761                         run_step(0);
5762                 }
5763
5764                 /* Repeated command */
5765                 else if (command_rep)
5766                 {
5767                         /* Count this execution */
5768                         command_rep--;
5769
5770                         /* Redraw the state */
5771                         p_ptr->redraw |= (PR_STATE);
5772
5773                         /* Redraw stuff */
5774                         redraw_stuff();
5775
5776                         /* Hack -- Assume messages were seen */
5777                         msg_flag = FALSE;
5778
5779                         /* Clear the top line */
5780                         prt("", 0, 0);
5781
5782                         /* Process the command */
5783                         process_command();
5784                 }
5785
5786                 /* Normal command */
5787                 else
5788                 {
5789                         /* Place the cursor on the player */
5790                         move_cursor_relative(py, px);
5791
5792                         can_save = TRUE;
5793                         /* Get a command (normal) */
5794                         request_command(FALSE);
5795                         can_save = FALSE;
5796
5797                         /* Process the command */
5798                         process_command();
5799                 }
5800
5801
5802                 /*** Clean up ***/
5803
5804                 /* Significant */
5805                 if (energy_use)
5806                 {
5807                         /* Use some energy */
5808                         if (world_player || energy_use > 400)
5809                         {
5810                                 /* The Randomness is irrelevant */
5811                                 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5812                         }
5813                         else
5814                         {
5815                                 /* There is some randomness of needed energy */
5816                                 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5817                         }
5818
5819                         /* Hack -- constant hallucination */
5820                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5821
5822
5823                         /* Shimmer monsters if needed */
5824                         if (shimmer_monsters)
5825                         {
5826                                 /* Clear the flag */
5827                                 shimmer_monsters = FALSE;
5828
5829                                 /* Shimmer multi-hued monsters */
5830                                 for (i = 1; i < m_max; i++)
5831                                 {
5832                                         monster_type *m_ptr;
5833                                         monster_race *r_ptr;
5834
5835                                         /* Access monster */
5836                                         m_ptr = &m_list[i];
5837
5838                                         /* Skip dead monsters */
5839                                         if (!m_ptr->r_idx) continue;
5840
5841                                         /* Skip unseen monsters */
5842                                         if (!m_ptr->ml) continue;
5843
5844                                         /* Access the monster race */
5845                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5846
5847                                         /* Skip non-multi-hued monsters */
5848                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5849                                                 continue;
5850
5851                                         /* Reset the flag */
5852                                         shimmer_monsters = TRUE;
5853
5854                                         /* Redraw regardless */
5855                                         lite_spot(m_ptr->fy, m_ptr->fx);
5856                                 }
5857                         }
5858
5859
5860                         /* Handle monster detection */
5861                         if (repair_monsters)
5862                         {
5863                                 /* Reset the flag */
5864                                 repair_monsters = FALSE;
5865
5866                                 /* Rotate detection flags */
5867                                 for (i = 1; i < m_max; i++)
5868                                 {
5869                                         monster_type *m_ptr;
5870
5871                                         /* Access monster */
5872                                         m_ptr = &m_list[i];
5873
5874                                         /* Skip dead monsters */
5875                                         if (!m_ptr->r_idx) continue;
5876
5877                                         /* Nice monsters get mean */
5878                                         if (m_ptr->mflag & MFLAG_NICE)
5879                                         {
5880                                                 /* Nice monsters get mean */
5881                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5882                                         }
5883
5884                                         /* Handle memorized monsters */
5885                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5886                                         {
5887                                                 /* Maintain detection */
5888                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5889                                                 {
5890                                                         /* Forget flag */
5891                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5892
5893                                                         /* Still need repairs */
5894                                                         repair_monsters = TRUE;
5895                                                 }
5896
5897                                                 /* Remove detection */
5898                                                 else
5899                                                 {
5900                                                         /* Forget flag */
5901                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5902
5903                                                         /* Assume invisible */
5904                                                         m_ptr->ml = FALSE;
5905
5906                                                         /* Update the monster */
5907                                                         update_mon(i, FALSE);
5908
5909                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5910                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5911
5912                                                         /* Redraw regardless */
5913                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5914                                                 }
5915                                         }
5916                                 }
5917                         }
5918                         if (p_ptr->pclass == CLASS_IMITATOR)
5919                         {
5920                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5921                                 {
5922                                         p_ptr->mane_num--;
5923                                         for (i = 0; i < p_ptr->mane_num; i++)
5924                                         {
5925                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5926                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5927                                         }
5928                                 }
5929                                 new_mane = FALSE;
5930                                 p_ptr->redraw |= (PR_MANE);
5931                         }
5932                         if (p_ptr->action == ACTION_LEARN)
5933                         {
5934                                 new_mane = FALSE;
5935                                 p_ptr->redraw |= (PR_STATE);
5936                         }
5937
5938                         if (world_player && (p_ptr->energy_need > - 1000))
5939                         {
5940                                 /* Redraw map */
5941                                 p_ptr->redraw |= (PR_MAP);
5942
5943                                 /* Update monsters */
5944                                 p_ptr->update |= (PU_MONSTERS);
5945
5946                                 /* Window stuff */
5947                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5948
5949 #ifdef JP
5950                                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
5951 #else
5952                                 msg_print("You feel time flowing around you once more.");
5953 #endif
5954                                 msg_print(NULL);
5955                                 world_player = FALSE;
5956                                 p_ptr->energy_need = ENERGY_NEED();
5957
5958                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5959                                 handle_stuff();
5960                         }
5961                 }
5962
5963                 /* Hack -- notice death */
5964                 if (!p_ptr->playing || p_ptr->is_dead)
5965                 {
5966                         world_player = FALSE;
5967                         break;
5968                 }
5969
5970                 /* Handle "leaving" */
5971                 if (p_ptr->leaving) break;
5972         }
5973
5974         /* Update scent trail */
5975         update_smell();
5976 }
5977
5978
5979 /*
5980  * Interact with the current dungeon level.
5981  *
5982  * This function will not exit until the level is completed,
5983  * the user dies, or the game is terminated.
5984  */
5985 static void dungeon(bool load_game)
5986 {
5987         int quest_num = 0;
5988
5989         /* Set the base level */
5990         base_level = dun_level;
5991
5992         /* Reset various flags */
5993         hack_mind = FALSE;
5994
5995         /* Not leaving */
5996         p_ptr->leaving = FALSE;
5997
5998         /* Reset the "command" vars */
5999         command_cmd = 0;
6000
6001 #if 0 /* Don't reset here --- It's used for Arena */
6002         command_new = 0;
6003 #endif
6004
6005         command_rep = 0;
6006         command_arg = 0;
6007         command_dir = 0;
6008
6009
6010         /* Cancel the target */
6011         target_who = 0;
6012         pet_t_m_idx = 0;
6013         riding_t_m_idx = 0;
6014         ambush_flag = FALSE;
6015
6016         /* Cancel the health bar */
6017         health_track(0);
6018
6019         /* Check visual effects */
6020         shimmer_monsters = TRUE;
6021         shimmer_objects = TRUE;
6022         repair_monsters = TRUE;
6023         repair_objects = TRUE;
6024
6025
6026         /* Disturb */
6027         disturb(1, 0);
6028
6029         /* Get index of current quest (if any) */
6030         quest_num = quest_number(dun_level);
6031
6032         /* Inside a quest? */
6033         if (quest_num)
6034         {
6035                 /* Mark the quest monster */
6036                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6037         }
6038
6039         /* Track maximum player level */
6040         if (p_ptr->max_plv < p_ptr->lev)
6041         {
6042                 p_ptr->max_plv = p_ptr->lev;
6043         }
6044
6045
6046         /* Track maximum dungeon level (if not in quest -KMW-) */
6047         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6048         {
6049                 max_dlv[dungeon_type] = dun_level;
6050                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6051         }
6052
6053         /* Validate the panel */
6054         panel_bounds_center();
6055
6056         /* Verify the panel */
6057         verify_panel();
6058
6059         /* Flush messages */
6060         msg_print(NULL);
6061
6062
6063         /* Enter "xtra" mode */
6064         character_xtra = TRUE;
6065
6066         /* Window stuff */
6067         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6068
6069         /* Redraw dungeon */
6070         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6071
6072         /* Redraw map */
6073         p_ptr->redraw |= (PR_MAP);
6074
6075         /* Update stuff */
6076         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6077
6078         /* Update lite/view */
6079         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6080
6081         /* Update monsters */
6082         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6083
6084         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6085         handle_stuff();
6086
6087         /* Leave "xtra" mode */
6088         character_xtra = FALSE;
6089
6090         /* Update stuff */
6091         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6092
6093         /* Combine / Reorder the pack */
6094         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6095
6096         /* Handle "p_ptr->notice" */
6097         notice_stuff();
6098
6099         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6100         handle_stuff();
6101
6102         /* Refresh */
6103         Term_fresh();
6104
6105         if (quest_num && (is_fixed_quest_idx(quest_num) &&
6106             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6107             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6108
6109         if (p_ptr->inside_battle)
6110         {
6111                 if (load_game)
6112                 {
6113                         p_ptr->energy_need = 0;
6114                         battle_monsters();
6115                 }
6116                 else
6117                 {
6118 #ifdef JP
6119 msg_print("»î¹ç³«»Ï¡ª");
6120 #else
6121                         msg_format("Ready..Fight!");
6122 #endif
6123                         msg_print(NULL);
6124                 }
6125         }
6126
6127         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6128                 p_ptr->magic_num1[0] = MUSIC_DETECT;
6129
6130         /* Hack -- notice death or departure */
6131         if (!p_ptr->playing || p_ptr->is_dead) return;
6132
6133         /* Print quest message if appropriate */
6134         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6135         {
6136                 quest_discovery(random_quest_number(dun_level));
6137                 p_ptr->inside_quest = random_quest_number(dun_level);
6138         }
6139         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6140         {
6141                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6142 #ifdef JP
6143                         msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6144                                    d_name+d_info[dungeon_type].name, 
6145                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
6146 #else
6147                         msg_format("%^s lives in this level as the keeper of %s.",
6148                                            r_name+r_info[d_info[dungeon_type].final_guardian].name, 
6149                                            d_name+d_info[dungeon_type].name);
6150 #endif
6151         }
6152
6153         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6154
6155         /*** Process this dungeon level ***/
6156
6157         /* Reset the monster generation level */
6158         monster_level = base_level;
6159
6160         /* Reset the object generation level */
6161         object_level = base_level;
6162
6163         hack_mind = TRUE;
6164
6165         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6166             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6167                 p_ptr->energy_need = 0;
6168
6169         /* Not leaving dungeon */
6170         p_ptr->leaving_dungeon = FALSE;
6171
6172         /* Initialize monster process */
6173         mproc_init();
6174
6175         /* Main loop */
6176         while (TRUE)
6177         {
6178                 /* Hack -- Compact the monster list occasionally */
6179                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6180
6181                 /* Hack -- Compress the monster list occasionally */
6182                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6183
6184
6185                 /* Hack -- Compact the object list occasionally */
6186                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6187
6188                 /* Hack -- Compress the object list occasionally */
6189                 if (o_cnt + 32 < o_max) compact_objects(0);
6190
6191
6192                 /* Process the player */
6193                 process_player();
6194
6195                 /* Handle "p_ptr->notice" */
6196                 notice_stuff();
6197
6198                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6199                 handle_stuff();
6200
6201                 /* Hack -- Hilite the player */
6202                 move_cursor_relative(py, px);
6203
6204                 /* Optional fresh */
6205                 if (fresh_after) Term_fresh();
6206
6207                 /* Hack -- Notice death or departure */
6208                 if (!p_ptr->playing || p_ptr->is_dead) break;
6209
6210                 /* Process all of the monsters */
6211                 process_monsters();
6212
6213                 /* Handle "p_ptr->notice" */
6214                 notice_stuff();
6215
6216                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6217                 handle_stuff();
6218
6219                 /* Hack -- Hilite the player */
6220                 move_cursor_relative(py, px);
6221
6222                 /* Optional fresh */
6223                 if (fresh_after) Term_fresh();
6224
6225                 /* Hack -- Notice death or departure */
6226                 if (!p_ptr->playing || p_ptr->is_dead) break;
6227
6228
6229                 /* Process the world */
6230                 process_world();
6231
6232                 /* Handle "p_ptr->notice" */
6233                 notice_stuff();
6234
6235                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6236                 handle_stuff();
6237
6238                 /* Hack -- Hilite the player */
6239                 move_cursor_relative(py, px);
6240
6241                 /* Optional fresh */
6242                 if (fresh_after) Term_fresh();
6243
6244                 /* Hack -- Notice death or departure */
6245                 if (!p_ptr->playing || p_ptr->is_dead) break;
6246
6247                 /* Handle "leaving" */
6248                 if (p_ptr->leaving) break;
6249
6250                 /* Count game turns */
6251                 turn++;
6252                 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6253                 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6254                 if (wild_regen) wild_regen--;
6255         }
6256
6257         /* Inside a quest and non-unique questor? */
6258         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6259         {
6260                 /* Un-mark the quest monster */
6261                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6262         }
6263
6264         /* Not save-and-quit and not dead? */
6265         if (p_ptr->playing && !p_ptr->is_dead)
6266         {
6267                 /*
6268                  * Maintain Unique monsters and artifact, save current
6269                  * floor, then prepare next floor
6270                  */
6271                 leave_floor();
6272
6273                 /* Forget the flag */
6274                 reinit_wilderness = FALSE;
6275         }
6276
6277         /* Write about current level on the play record once per level */
6278         write_level = TRUE;
6279 }
6280
6281
6282 /*
6283  * Load some "user pref files"
6284  *
6285  * Modified by Arcum Dagsson to support
6286  * separate macro files for different realms.
6287  */
6288 static void load_all_pref_files(void)
6289 {
6290         char buf[1024];
6291
6292         /* Access the "user" pref file */
6293         sprintf(buf, "user.prf");
6294
6295         /* Process that file */
6296         process_pref_file(buf);
6297
6298         /* Access the "user" system pref file */
6299         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6300
6301         /* Process that file */
6302         process_pref_file(buf);
6303
6304         /* Access the "race" pref file */
6305         sprintf(buf, "%s.prf", rp_ptr->title);
6306
6307         /* Process that file */
6308         process_pref_file(buf);
6309
6310         /* Access the "class" pref file */
6311         sprintf(buf, "%s.prf", cp_ptr->title);
6312
6313         /* Process that file */
6314         process_pref_file(buf);
6315
6316         /* Access the "character" pref file */
6317         sprintf(buf, "%s.prf", player_base);
6318
6319         /* Process that file */
6320         process_pref_file(buf);
6321
6322         /* Access the "realm 1" pref file */
6323         if (p_ptr->realm1 != REALM_NONE)
6324         {
6325                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6326
6327                 /* Process that file */
6328                 process_pref_file(buf);
6329         }
6330
6331         /* Access the "realm 2" pref file */
6332         if (p_ptr->realm2 != REALM_NONE)
6333         {
6334                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6335
6336                 /* Process that file */
6337                 process_pref_file(buf);
6338         }
6339
6340
6341         /* Load an autopick preference file */
6342         autopick_load_pref(FALSE);
6343 }
6344
6345
6346 /*
6347  * Extract option variables from bit sets
6348  */
6349 void extract_option_vars(void)
6350 {
6351         int i;
6352
6353         for (i = 0; option_info[i].o_desc; i++)
6354         {
6355                 int os = option_info[i].o_set;
6356                 int ob = option_info[i].o_bit;
6357
6358                 /* Set the "default" options */
6359                 if (option_info[i].o_var)
6360                 {
6361                         /* Set */
6362                         if (option_flag[os] & (1L << ob))
6363                         {
6364                                 /* Set */
6365                                 (*option_info[i].o_var) = TRUE;
6366                         }
6367
6368                         /* Clear */
6369                         else
6370                         {
6371                                 /* Clear */
6372                                 (*option_info[i].o_var) = FALSE;
6373                         }
6374                 }
6375         }
6376 }
6377
6378
6379 /*
6380  * Determine bounty uniques
6381  */
6382 void determine_bounty_uniques(void)
6383 {
6384         int          i, j, tmp;
6385         monster_race *r_ptr;
6386
6387         get_mon_num_prep(NULL, NULL);
6388         for (i = 0; i < MAX_KUBI; i++)
6389         {
6390                 while (1)
6391                 {
6392                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6393                         r_ptr = &r_info[kubi_r_idx[i]];
6394
6395                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6396
6397                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6398
6399                         if (r_ptr->rarity > 100) continue;
6400
6401                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6402
6403                         for (j = 0; j < i; j++)
6404                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6405
6406                         if (j == i) break;
6407                 }
6408         }
6409
6410         /* Sort them */
6411         for (i = 0; i < MAX_KUBI - 1; i++)
6412         {
6413                 for (j = i; j < MAX_KUBI; j++)
6414                 {
6415                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6416                         {
6417                                 tmp = kubi_r_idx[i];
6418                                 kubi_r_idx[i] = kubi_r_idx[j];
6419                                 kubi_r_idx[j] = tmp;
6420                         }
6421                 }
6422         }
6423 }
6424
6425
6426 /*
6427  * Determine today's bounty monster
6428  * Note: conv_old is used if loaded 0.0.3 or older save file
6429  */
6430 void determine_today_mon(bool conv_old)
6431 {
6432         int max_dl = 3, i;
6433         bool old_inside_battle = p_ptr->inside_battle;
6434         monster_race *r_ptr;
6435
6436         if (!conv_old)
6437         {
6438                 for (i = 0; i < max_d_idx; i++)
6439                 {
6440                         if (max_dlv[i] < d_info[i].mindepth) continue;
6441                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6442                 }
6443         }
6444         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6445
6446         p_ptr->inside_battle = TRUE;
6447         get_mon_num_prep(NULL, NULL);
6448
6449         while (1)
6450         {
6451                 today_mon = get_mon_num(max_dl);
6452                 r_ptr = &r_info[today_mon];
6453
6454                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6455                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6456                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6457                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6458                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6459                 if (r_ptr->rarity > 10) continue;
6460                 break;
6461         }
6462
6463         p_ptr->today_mon = 0;
6464         p_ptr->inside_battle = old_inside_battle;
6465 }
6466
6467
6468 /*
6469  * Actually play a game
6470  *
6471  * If the "new_game" parameter is true, then, after loading the
6472  * savefile, we will commit suicide, if necessary, to allow the
6473  * player to start a new game.
6474  */
6475 void play_game(bool new_game)
6476 {
6477         int i;
6478         bool load_game = TRUE;
6479
6480 #ifdef CHUUKEI
6481         if (chuukei_client)
6482         {
6483                 reset_visuals();
6484                 browse_chuukei();
6485                 return;
6486         }
6487
6488         else if (chuukei_server)
6489         {
6490                 prepare_chuukei_hooks();
6491         }
6492 #endif
6493
6494         hack_mutation = FALSE;
6495
6496         /* Hack -- Character is "icky" */
6497         character_icky = TRUE;
6498
6499         /* Make sure main term is active */
6500         Term_activate(angband_term[0]);
6501
6502         /* Initialise the resize hooks */
6503         angband_term[0]->resize_hook = resize_map;
6504
6505         for (i = 1; i < 8; i++)
6506         {
6507                 /* Does the term exist? */
6508                 if (angband_term[i])
6509                 {
6510                         /* Add the redraw on resize hook */
6511                         angband_term[i]->resize_hook = redraw_window;
6512                 }
6513         }
6514
6515         /* Hack -- turn off the cursor */
6516         (void)Term_set_cursor(0);
6517
6518
6519         /* Attempt to load */
6520         if (!load_player())
6521         {
6522                 /* Oops */
6523 #ifdef JP
6524 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6525 #else
6526                 quit("broken savefile");
6527 #endif
6528
6529         }
6530
6531         /* Extract the options */
6532         extract_option_vars();
6533
6534         /* Report waited score */
6535         if (p_ptr->wait_report_score)
6536         {
6537                 char buf[1024];
6538                 bool success;
6539
6540 #ifdef JP
6541                 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6542 #else
6543                 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6544 #endif
6545                         quit(0);
6546
6547                 /* Update stuff */
6548                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6549
6550                 /* Update stuff */
6551                 update_stuff();
6552
6553                 p_ptr->is_dead = TRUE;
6554
6555                 start_time = time(NULL);
6556
6557                 /* No suspending now */
6558                 signals_ignore_tstp();
6559                 
6560                 /* Hack -- Character is now "icky" */
6561                 character_icky = TRUE;
6562
6563                 /* Build the filename */
6564                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6565
6566                 /* Open the high score file, for reading/writing */
6567                 highscore_fd = fd_open(buf, O_RDWR);
6568
6569                 /* Handle score, show Top scores */
6570                 success = send_world_score(TRUE);
6571
6572 #ifdef JP
6573                 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6574 #else
6575                 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6576 #endif
6577                 {
6578 #ifdef JP
6579                         prt("°ú¤­Â³¤­ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6580 #else
6581                         prt("standing by for future registration...", 0, 0);
6582 #endif
6583                         (void)inkey();
6584                 }
6585                 else
6586                 {
6587                         p_ptr->wait_report_score = FALSE;
6588                         top_twenty();
6589 #ifdef JP
6590                         if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6591 #else
6592                         if (!save_player()) msg_print("death save failed!");
6593 #endif
6594                 }
6595                 /* Shut the high score file */
6596                 (void)fd_close(highscore_fd);
6597
6598                 /* Forget the high score fd */
6599                 highscore_fd = -1;
6600                 
6601                 /* Allow suspending now */
6602                 signals_handle_tstp();
6603
6604                 quit(0);
6605         }
6606
6607         /* Nothing loaded */
6608         if (!character_loaded)
6609         {
6610                 /* Make new player */
6611                 new_game = TRUE;
6612
6613                 /* The dungeon is not ready */
6614                 character_dungeon = FALSE;
6615
6616                 /* Prepare to init the RNG */
6617                 Rand_quick = TRUE;
6618
6619                 /* Initialize the saved floors data */
6620                 init_saved_floors(FALSE);
6621         }
6622
6623         /* Old game is loaded.  But new game is requested. */
6624         else if (new_game)
6625         {
6626                 /* Initialize the saved floors data */
6627                 init_saved_floors(TRUE);
6628         }
6629
6630         /* Process old character */
6631         if (!new_game)
6632         {
6633                 /* Process the player name */
6634                 process_player_name(FALSE);
6635         }
6636
6637         /* Init the RNG */
6638         if (Rand_quick)
6639         {
6640                 u32b seed;
6641
6642                 /* Basic seed */
6643                 seed = (time(NULL));
6644
6645 #ifdef SET_UID
6646
6647                 /* Mutate the seed on Unix machines */
6648                 seed = ((seed >> 3) * (getpid() << 1));
6649
6650 #endif
6651
6652                 /* Use the complex RNG */
6653                 Rand_quick = FALSE;
6654
6655                 /* Seed the "complex" RNG */
6656                 Rand_state_init(seed);
6657         }
6658
6659         /* Roll new character */
6660         if (new_game)
6661         {
6662                 /* The dungeon is not ready */
6663                 character_dungeon = FALSE;
6664
6665                 /* Start in town */
6666                 dun_level = 0;
6667                 p_ptr->inside_quest = 0;
6668                 p_ptr->inside_arena = FALSE;
6669                 p_ptr->inside_battle = FALSE;
6670
6671                 write_level = TRUE;
6672
6673                 /* Hack -- seed for flavors */
6674                 seed_flavor = randint0(0x10000000);
6675
6676                 /* Hack -- seed for town layout */
6677                 seed_town = randint0(0x10000000);
6678
6679                 /* Roll up a new character */
6680                 player_birth();
6681
6682                 counts_write(2,0);
6683                 p_ptr->count = 0;
6684
6685                 load = FALSE;
6686
6687                 determine_bounty_uniques();
6688                 determine_today_mon(FALSE);
6689
6690                 /* Initialize object array */
6691                 wipe_o_list();
6692         }
6693         else
6694         {
6695                 write_level = FALSE;
6696
6697 #ifdef JP
6698                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ----¥²¡¼¥àºÆ³«----");
6699 #else
6700                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ---- Restart Game ----");
6701 #endif
6702
6703 /*
6704  * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6705  * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6706  */
6707                 if (p_ptr->riding == -1)
6708                 {
6709                         p_ptr->riding = 0;
6710                         for (i = m_max; i > 0; i--)
6711                         {
6712                                 if (player_bold(m_list[i].fy, m_list[i].fx))
6713                                 {
6714                                         p_ptr->riding = i;
6715                                         break;
6716                                 }
6717                         }
6718                 }
6719         }
6720
6721         p_ptr->teleport_town = FALSE;
6722         p_ptr->sutemi = FALSE;
6723         world_monster = FALSE;
6724         now_damaged = FALSE;
6725         now_message = 0;
6726         start_time = time(NULL) - 1;
6727         record_o_name[0] = '\0';
6728
6729         /* Reset map panel */
6730         panel_row_min = cur_hgt;
6731         panel_col_min = cur_wid;
6732
6733         /* Sexy gal gets bonus to maximum weapon skill of whip */
6734         if (p_ptr->pseikaku == SEIKAKU_SEXY)
6735                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6736
6737         /* Fill the arrays of floors and walls in the good proportions */
6738         set_floor_and_wall(dungeon_type);
6739
6740         /* Flavor the objects */
6741         flavor_init();
6742
6743         /* Flash a message */
6744 #ifdef JP
6745 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6746 #else
6747         prt("Please wait...", 0, 0);
6748 #endif
6749
6750
6751         /* Flush the message */
6752         Term_fresh();
6753
6754
6755         /* Hack -- Enter wizard mode */
6756         if (arg_wizard)
6757         {
6758                 if (enter_wizard_mode())
6759                 {
6760                         p_ptr->wizard = TRUE;
6761
6762                         if (p_ptr->is_dead || !py || !px)
6763                         {
6764                                 /* Initialize the saved floors data */
6765                                 init_saved_floors(TRUE);
6766
6767                                 /* Avoid crash */
6768                                 p_ptr->inside_quest = 0;
6769
6770                                 /* Avoid crash in update_view() */
6771                                 py = px = 10;
6772                         }
6773                 }
6774                 else if (p_ptr->is_dead)
6775                 {
6776                         quit("Already dead.");
6777                 }
6778         }
6779
6780         /* Initialize the town-buildings if necessary */
6781         if (!dun_level && !p_ptr->inside_quest)
6782         {
6783                 /* Init the wilderness */
6784
6785                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6786
6787                 /* Init the town */
6788                 init_flags = INIT_ONLY_BUILDINGS;
6789
6790                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6791
6792         }
6793
6794
6795         /* Generate a dungeon level if needed */
6796         if (!character_dungeon)
6797         {
6798                 change_floor();
6799         }
6800
6801         else
6802         {
6803                 /* HACK -- Restore from panic-save */
6804                 if (p_ptr->panic_save)
6805                 {
6806                         /* No player?  -- Try to regenerate floor */
6807                         if (!py || !px)
6808                         {
6809 #ifdef JP
6810                                 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6811 #else
6812                                 msg_print("What a strange player location.  Regenerate the dungeon floor.");
6813 #endif
6814                                 change_floor();
6815                         }
6816
6817                         /* Still no player?  -- Try to locate random place */
6818                         if (!py || !px) py = px = 10;
6819
6820                         /* No longer in panic */
6821                         p_ptr->panic_save = 0;
6822                 }
6823         }
6824
6825         /* Character is now "complete" */
6826         character_generated = TRUE;
6827
6828
6829         /* Hack -- Character is no longer "icky" */
6830         character_icky = FALSE;
6831
6832
6833         if (new_game)
6834         {
6835                 char buf[80];
6836
6837 #ifdef JP
6838                 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6839 #else
6840                 sprintf(buf, "You are standing in the %s.", map_name());
6841 #endif
6842                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6843         }
6844
6845
6846         /* Start game */
6847         p_ptr->playing = TRUE;
6848
6849         /* Reset the visual mappings */
6850         reset_visuals();
6851
6852         /* Load the "pref" files */
6853         load_all_pref_files();
6854
6855         /* Give startup outfit (after loading pref files) */
6856         if (new_game)
6857         {
6858                 player_outfit();
6859         }
6860
6861         /* React to changes */
6862         Term_xtra(TERM_XTRA_REACT, 0);
6863
6864         /* Window stuff */
6865         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6866
6867         /* Window stuff */
6868         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6869
6870         /* Window stuff */
6871         window_stuff();
6872
6873
6874         /* Set or clear "rogue_like_commands" if requested */
6875         if (arg_force_original) rogue_like_commands = FALSE;
6876         if (arg_force_roguelike) rogue_like_commands = TRUE;
6877
6878         /* Hack -- Enforce "delayed death" */
6879         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6880
6881         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6882
6883         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6884         {
6885                 monster_type *m_ptr;
6886                 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6887                 monster_race *r_ptr = &r_info[pet_r_idx];
6888                 place_monster_aux(0, py, px - 1, pet_r_idx,
6889                                   (PM_FORCE_PET | PM_NO_KAGE));
6890                 m_ptr = &m_list[hack_m_idx_ii];
6891                 m_ptr->mspeed = r_ptr->speed;
6892                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6893                 m_ptr->max_maxhp = m_ptr->maxhp;
6894                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6895                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6896         }
6897
6898         /* Process */
6899         while (TRUE)
6900         {
6901                 /* Process the level */
6902                 dungeon(load_game);
6903
6904                 /* Handle "p_ptr->notice" */
6905                 notice_stuff();
6906
6907                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6908                 handle_stuff();
6909
6910                 /* Cancel the target */
6911                 target_who = 0;
6912
6913                 /* Cancel the health bar */
6914                 health_track(0);
6915
6916
6917                 /* Forget the lite */
6918                 forget_lite();
6919
6920                 /* Forget the view */
6921                 forget_view();
6922
6923                 /* Forget the view */
6924                 clear_mon_lite();
6925
6926                 /* Handle "quit and save" */
6927                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6928
6929                 /* Erase the old cave */
6930                 wipe_o_list();
6931                 if (!p_ptr->is_dead) wipe_m_list();
6932
6933
6934                 /* XXX XXX XXX */
6935                 msg_print(NULL);
6936
6937                 load_game = FALSE;
6938
6939                 /* Accidental Death */
6940                 if (p_ptr->playing && p_ptr->is_dead)
6941                 {
6942                         if (p_ptr->inside_arena)
6943                         {
6944                                 p_ptr->inside_arena = FALSE;
6945                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6946                                         p_ptr->arena_number++;
6947                                 else
6948                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6949                                 p_ptr->is_dead = FALSE;
6950                                 p_ptr->chp = 0;
6951                                 p_ptr->chp_frac = 0;
6952                                 p_ptr->exit_bldg = TRUE;
6953                                 reset_tim_flags();
6954
6955                                 /* Leave through the exit */
6956                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6957
6958                                 /* prepare next floor */
6959                                 leave_floor();
6960                         }
6961                         else
6962                         {
6963                                 /* Mega-Hack -- Allow player to cheat death */
6964 #ifdef JP
6965                                 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6966 #else
6967                                 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
6968 #endif
6969                                 {
6970                                         /* Mark social class, reset age, if needed */
6971                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6972
6973                                         /* Increase age */
6974                                         p_ptr->age++;
6975
6976                                         /* Mark savefile */
6977                                         p_ptr->noscore |= 0x0001;
6978
6979                                         /* Message */
6980 #ifdef JP
6981                                         msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6982 #else
6983                                         msg_print("You invoke wizard mode and cheat death.");
6984 #endif
6985                                         msg_print(NULL);
6986
6987                                         /* Restore hit points */
6988                                         p_ptr->chp = p_ptr->mhp;
6989                                         p_ptr->chp_frac = 0;
6990
6991                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6992                                         {
6993                                                 for (i = 0; i < EATER_EXT*2; i++)
6994                                                 {
6995                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
6996                                                 }
6997                                                 for (; i < EATER_EXT*3; i++)
6998                                                 {
6999                                                         p_ptr->magic_num1[i] = 0;
7000                                                 }
7001                                         }
7002                                         /* Restore spell points */
7003                                         p_ptr->csp = p_ptr->msp;
7004                                         p_ptr->csp_frac = 0;
7005
7006                                         /* Hack -- cancel recall */
7007                                         if (p_ptr->word_recall)
7008                                         {
7009                                                 /* Message */
7010 #ifdef JP
7011                                                 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7012 #else
7013                                                 msg_print("A tension leaves the air around you...");
7014 #endif
7015
7016                                                 msg_print(NULL);
7017
7018                                                 /* Hack -- Prevent recall */
7019                                                 p_ptr->word_recall = 0;
7020                                                 p_ptr->redraw |= (PR_STATUS);
7021                                         }
7022
7023                                         /* Hack -- cancel alter */
7024                                         if (p_ptr->alter_reality)
7025                                         {
7026                                                 /* Hack -- Prevent alter */
7027                                                 p_ptr->alter_reality = 0;
7028                                                 p_ptr->redraw |= (PR_STATUS);
7029                                         }
7030
7031                                         /* Note cause of death XXX XXX XXX */
7032 #ifdef JP
7033                                         (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤­");
7034 #else
7035                                         (void)strcpy(p_ptr->died_from, "Cheating death");
7036 #endif
7037
7038                                         /* Do not die */
7039                                         p_ptr->is_dead = FALSE;
7040
7041                                         /* Hack -- Healing */
7042                                         (void)set_blind(0);
7043                                         (void)set_confused(0);
7044                                         (void)set_poisoned(0);
7045                                         (void)set_afraid(0);
7046                                         (void)set_paralyzed(0);
7047                                         (void)set_image(0);
7048                                         (void)set_stun(0);
7049                                         (void)set_cut(0);
7050
7051                                         /* Hack -- Prevent starvation */
7052                                         (void)set_food(PY_FOOD_MAX - 1);
7053
7054                                         dun_level = 0;
7055                                         p_ptr->inside_arena = FALSE;
7056                                         p_ptr->inside_battle = FALSE;
7057                                         leaving_quest = 0;
7058                                         p_ptr->inside_quest = 0;
7059                                         p_ptr->recall_dungeon = dungeon_type;
7060                                         dungeon_type = 0;
7061                                         if (lite_town || vanilla_town)
7062                                         {
7063                                                 p_ptr->wilderness_y = 1;
7064                                                 p_ptr->wilderness_x = 1;
7065                                                 if (vanilla_town)
7066                                                 {
7067                                                         p_ptr->oldpy = 10;
7068                                                         p_ptr->oldpx = 34;
7069                                                 }
7070                                                 else
7071                                                 {
7072                                                         p_ptr->oldpy = 33;
7073                                                         p_ptr->oldpx = 131;
7074                                                 }
7075                                         }
7076                                         else
7077                                         {
7078                                                 p_ptr->wilderness_y = 48;
7079                                                 p_ptr->wilderness_x = 5;
7080                                                 p_ptr->oldpy = 33;
7081                                                 p_ptr->oldpx = 131;
7082                                         }
7083
7084                                         /* Leaving */
7085                                         p_ptr->wild_mode = FALSE;
7086                                         p_ptr->leaving = TRUE;
7087
7088 #ifdef JP
7089                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            ¤·¤«¤·¡¢À¸¤­Ê֤ä¿¡£");
7090 #else
7091                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            but revived.");
7092 #endif
7093
7094                                         /* Prepare next floor */
7095                                         leave_floor();
7096                                         wipe_m_list();
7097                                 }
7098                         }
7099                 }
7100
7101                 /* Handle "death" */
7102                 if (p_ptr->is_dead) break;
7103
7104                 /* Make a new level */
7105                 change_floor();
7106         }
7107
7108         /* Close stuff */
7109         close_game();
7110
7111         /* Quit */
7112         quit(NULL);
7113 }
7114
7115 s32b turn_real(s32b hoge)
7116 {
7117         switch (p_ptr->start_race)
7118         {
7119         case RACE_VAMPIRE:
7120         case RACE_SKELETON:
7121         case RACE_ZOMBIE:
7122         case RACE_SPECTRE:
7123                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7124         default:
7125                 return hoge;
7126         }
7127 }