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[hengbandforosx/hengbandosx.git] / src / dungeon.c
1 /* File: dungeonc */
2
3 /* Purpose: Angband game engine */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 #define TY_CURSE_CHANCE 100
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 (artifact_p(o_ptr) || o_ptr->art_name)
28         {
29                 /* Cursed/Broken */
30                 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
31
32                 /* Normal */
33                 return FEEL_SPECIAL;
34         }
35
36         /* Ego-Items */
37         if (ego_item_p(o_ptr))
38         {
39                 /* Cursed/Broken */
40                 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
41
42                 /* Normal */
43                 return FEEL_EXCELLENT;
44         }
45
46         /* Cursed items */
47         if (cursed_p(o_ptr)) return FEEL_CURSED;
48
49         /* Broken items */
50         if (broken_p(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 (cursed_p(o_ptr)) return FEEL_CURSED;
72
73         /* Broken items (all of them) */
74         if (broken_p(o_ptr)) return FEEL_BROKEN;
75
76         /* Artifacts -- except cursed/broken ones */
77         if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_GOOD;
78
79         /* Ego-Items -- except cursed/broken ones */
80         if (ego_item_p(o_ptr)) return FEEL_GOOD;
81
82         /* Good armor bonus */
83         if (o_ptr->to_a > 0) return FEEL_GOOD;
84
85         /* Good weapon bonuses */
86         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
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_known_p(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) && !rand_int(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                                 feel = rand_int(3) ? FEEL_GOOD : FEEL_AVERAGE;
130                                 break;
131                         }
132                         case FEEL_AVERAGE:
133                         {
134                                 feel = rand_int(2) ? FEEL_CURSED : FEEL_GOOD;
135                                 break;
136                         }
137                         case FEEL_GOOD:
138                         {
139                                 feel = rand_int(3) ? FEEL_CURSED : FEEL_AVERAGE;
140                                 break;
141                         }
142                         case FEEL_EXCELLENT:
143                         {
144                                 feel = FEEL_WORTHLESS;
145                                 break;
146                         }
147                         case FEEL_SPECIAL:
148                         {
149                                 feel = FEEL_TERRIBLE;
150                                 break;
151                         }
152                 }
153         }
154
155         /* Stop everything */
156         if (disturb_minor) disturb(0, 0);
157
158         /* Get an object description */
159         object_desc(o_name, o_ptr, FALSE, 0);
160
161         /* Message (equipment) */
162         if (slot >= INVEN_RARM)
163         {
164 #ifdef JP
165 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
166 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
167 #else
168                 msg_format("You feel the %s (%c) you are %s %s %s...",
169                            o_name, index_to_label(slot), describe_use(slot),
170                            ((o_ptr->number == 1) ? "is" : "are"),
171                                    game_inscriptions[feel]);
172 #endif
173
174         }
175
176         /* Message (inventory) */
177         else
178         {
179 #ifdef JP
180 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
181 o_name, index_to_label(slot),game_inscriptions[feel]);
182 #else
183                 msg_format("You feel the %s (%c) in your pack %s %s...",
184                            o_name, index_to_label(slot),
185                            ((o_ptr->number == 1) ? "is" : "are"),
186                                    game_inscriptions[feel]);
187 #endif
188
189         }
190
191         /* We have "felt" it */
192         o_ptr->ident |= (IDENT_SENSE);
193
194         /* Set the "inscription" */
195         o_ptr->feeling = feel;
196
197         /* Combine / Reorder the pack (later) */
198         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
199
200         /* Window stuff */
201         p_ptr->window |= (PW_INVEN | PW_EQUIP);
202 }
203
204
205
206 /*
207  * Sense the inventory
208  *
209  *   Class 0 = Warrior --> fast and heavy
210  *   Class 1 = Mage    --> slow and light
211  *   Class 2 = Priest  --> fast but light
212  *   Class 3 = Rogue   --> okay and heavy
213  *   Class 4 = Ranger  --> slow but heavy  (changed!)
214  *   Class 5 = Paladin --> slow but heavy
215  */
216 static void sense_inventory1(void)
217 {
218         int         i;
219         int         plev = p_ptr->lev;
220         bool        heavy = FALSE;
221         object_type *o_ptr;
222
223
224         /*** Check for "sensing" ***/
225
226         /* No sensing when confused */
227         if (p_ptr->confused) return;
228
229         /* Analyze the class */
230         switch (p_ptr->pclass)
231         {
232                 case CLASS_WARRIOR:
233                 case CLASS_ARCHER:
234                 case CLASS_SAMURAI:
235                 case CLASS_CAVALRY:
236                 {
237                         /* Good sensing */
238                         if (0 != rand_int(9000L / (plev * plev + 40))) return;
239
240                         /* Heavy sensing */
241                         heavy = TRUE;
242
243                         /* Done */
244                         break;
245                 }
246
247                 case CLASS_SMITH:
248                 {
249                         /* Good sensing */
250                         if (0 != rand_int(6000L / (plev * plev + 50))) return;
251
252                         /* Heavy sensing */
253                         heavy = TRUE;
254
255                         /* Done */
256                         break;
257                 }
258
259                 case CLASS_MAGE:
260                 case CLASS_HIGH_MAGE:
261                 case CLASS_SORCERER:
262                 case CLASS_MAGIC_EATER:
263                 {
264                         /* Very bad (light) sensing */
265                         if (0 != rand_int(240000L / (plev + 5))) return;
266
267                         /* Done */
268                         break;
269                 }
270
271                 case CLASS_PRIEST:
272                 case CLASS_BARD:
273                 {
274                         /* Good (light) sensing */
275                         if (0 != rand_int(10000L / (plev * plev + 40))) return;
276
277                         /* Done */
278                         break;
279                 }
280
281                 case CLASS_ROGUE:
282                 case CLASS_NINJA:
283                 {
284                         /* Okay sensing */
285                         if (0 != rand_int(20000L / (plev * plev + 40))) return;
286
287                         /* Heavy sensing */
288                         heavy = TRUE;
289
290                         /* Done */
291                         break;
292                 }
293
294                 case CLASS_RANGER:
295                 {
296                         /* Bad sensing */
297                         if (0 != rand_int(95000L / (plev * plev + 40))) return;
298
299                         /* Changed! */
300                         heavy = TRUE;
301
302                         /* Done */
303                         break;
304                 }
305
306                 case CLASS_PALADIN:
307                 {
308                         /* Bad sensing */
309                         if (0 != rand_int(77777L / (plev * plev + 40))) return;
310
311                         /* Heavy sensing */
312                         heavy = TRUE;
313
314                         /* Done */
315                         break;
316                 }
317
318                 case CLASS_WARRIOR_MAGE:
319                 case CLASS_RED_MAGE:
320                 {
321                         /* Bad sensing */
322                         if (0 != rand_int(75000L / (plev * plev + 40))) return;
323
324                         /* Done */
325                         break;
326                 }
327
328                 case CLASS_MINDCRAFTER:
329                 case CLASS_MIRROR_MASTER:
330                 {
331                         /* Bad sensing */
332                         if (0 != rand_int(55000L / (plev * plev + 40))) return;
333
334                         /* Done */
335                         break;
336                 }
337
338                 case CLASS_CHAOS_WARRIOR:
339                 {
340                         /* Bad sensing */
341                         if (0 != rand_int(80000L / (plev * plev + 40))) return;
342
343                         /* Changed! */
344                         heavy = TRUE;
345
346                         /* Done */
347                         break;
348                 }
349
350                 case CLASS_MONK:
351                 case CLASS_FORCETRAINER:
352                 {
353                         /* Okay sensing */
354                         if (0 != rand_int(20000L / (plev * plev + 40))) return;
355
356                         /* Done */
357                         break;
358                 }
359
360                 case CLASS_TOURIST:
361                 {
362                         /* Good sensing */
363                         if (0 != rand_int(20000L / ((plev+50)*(plev+50)))) return;
364
365                         /* Heavy sensing */
366                         heavy = TRUE;
367
368                         /* Done */
369                         break;
370                 }
371
372                 case CLASS_IMITATOR:
373                 case CLASS_BLUE_MAGE:
374                 {
375                         /* Bad sensing */
376                         if (0 != rand_int(55000L / (plev * plev + 40))) return;
377
378                         /* Done */
379                         break;
380                 }
381
382                 case CLASS_BEASTMASTER:
383                 {
384                         /* Bad sensing */
385                         if (0 != rand_int(65000L / (plev * plev + 40))) return;
386
387                         /* Done */
388                         break;
389                 }
390                 case CLASS_BERSERKER:
391                 {
392                         /* Heavy sensing */
393                         heavy = TRUE;
394
395                         /* Done */
396                         break;
397                 }
398         }
399
400         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
401
402         /*** Sense everything ***/
403
404         /* Check everything */
405         for (i = 0; i < INVEN_TOTAL; i++)
406         {
407                 bool okay = FALSE;
408
409                 o_ptr = &inventory[i];
410
411                 /* Skip empty slots */
412                 if (!o_ptr->k_idx) continue;
413
414                 /* Valid "tval" codes */
415                 switch (o_ptr->tval)
416                 {
417                         case TV_SHOT:
418                         case TV_ARROW:
419                         case TV_BOLT:
420                         case TV_BOW:
421                         case TV_DIGGING:
422                         case TV_HAFTED:
423                         case TV_POLEARM:
424                         case TV_SWORD:
425                         case TV_BOOTS:
426                         case TV_GLOVES:
427                         case TV_HELM:
428                         case TV_CROWN:
429                         case TV_SHIELD:
430                         case TV_CLOAK:
431                         case TV_SOFT_ARMOR:
432                         case TV_HARD_ARMOR:
433                         case TV_DRAG_ARMOR:
434                         {
435                                 okay = TRUE;
436                                 break;
437                         }
438                 }
439
440                 /* Skip non-sense machines */
441                 if (!okay) continue;
442
443                 /* Occasional failure on inventory items */
444                 if ((i < INVEN_RARM) && (0 != rand_int(5))) continue;
445
446                 /* Good luck */
447                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !rand_int(13))
448                 {
449                         heavy = TRUE;
450                 }
451
452                 sense_inventory_aux(i, heavy);
453         }
454 }
455
456
457 static void sense_inventory2(void)
458 {
459         int         i;
460         int         plev = p_ptr->lev;
461         object_type *o_ptr;
462
463
464         /*** Check for "sensing" ***/
465
466         /* No sensing when confused */
467         if (p_ptr->confused) return;
468
469         /* Analyze the class */
470         switch (p_ptr->pclass)
471         {
472                 case CLASS_WARRIOR:
473                 case CLASS_ARCHER:
474                 case CLASS_SAMURAI:
475                 case CLASS_CAVALRY:
476                 case CLASS_BERSERKER:
477                 {
478                         return;
479                 }
480
481                 case CLASS_SMITH:
482                 case CLASS_PALADIN:
483                 case CLASS_CHAOS_WARRIOR:
484                 case CLASS_IMITATOR:
485                 case CLASS_BEASTMASTER:
486                 case CLASS_NINJA:
487                 {
488                         /* Very bad (light) sensing */
489                         if (0 != rand_int(240000L / (plev + 5))) return;
490
491                         /* Done */
492                         break;
493                 }
494
495                 case CLASS_RANGER:
496                 case CLASS_WARRIOR_MAGE:
497                 case CLASS_RED_MAGE:
498                 case CLASS_MONK:
499                 {
500                         /* Bad sensing */
501                         if (0 != rand_int(95000L / (plev * plev + 40))) return;
502
503                         /* Done */
504                         break;
505                 }
506
507                 case CLASS_PRIEST:
508                 case CLASS_BARD:
509                 case CLASS_ROGUE:
510                 case CLASS_FORCETRAINER:
511                 case CLASS_MINDCRAFTER:
512                 {
513                         /* Good sensing */
514                         if (0 != rand_int(20000L / (plev * plev + 40))) return;
515
516                         /* Done */
517                         break;
518                 }
519
520                 case CLASS_MAGE:
521                 case CLASS_HIGH_MAGE:
522                 case CLASS_SORCERER:
523                 case CLASS_MAGIC_EATER:
524                 case CLASS_MIRROR_MASTER:
525                 case CLASS_BLUE_MAGE:
526                 {
527                         /* Good sensing */
528                         if (0 != rand_int(9000L / (plev * plev + 40))) return;
529
530                         /* Done */
531                         break;
532                 }
533
534                 case CLASS_TOURIST:
535                 {
536                         /* Good sensing */
537                         if (0 != rand_int(20000L / ((plev+50)*(plev+50)))) return;
538
539                         /* Done */
540                         break;
541                 }
542         }
543
544         /*** Sense everything ***/
545
546         /* Check everything */
547         for (i = 0; i < INVEN_TOTAL; i++)
548         {
549                 bool okay = FALSE;
550
551                 o_ptr = &inventory[i];
552
553                 /* Skip empty slots */
554                 if (!o_ptr->k_idx) continue;
555
556                 /* Valid "tval" codes */
557                 switch (o_ptr->tval)
558                 {
559                         case TV_RING:
560                         case TV_AMULET:
561                         case TV_LITE:
562                         case TV_FIGURINE:
563                         {
564                                 okay = TRUE;
565                                 break;
566                         }
567                 }
568
569                 /* Skip non-sense machines */
570                 if (!okay) continue;
571
572                 /* Occasional failure on inventory items */
573                 if ((i < INVEN_RARM) && (0 != rand_int(5))) continue;
574
575                 sense_inventory_aux(i, TRUE);
576         }
577 }
578
579
580
581 /*
582  * Go to any level (ripped off from wiz_jump)
583  */
584 static void pattern_teleport(void)
585 {
586         int min_level = 0;
587         int max_level = 99;
588
589         /* Ask for level */
590 #ifdef JP
591 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
592 #else
593         if (get_check("Teleport level? "))
594 #endif
595
596         {
597                 char    ppp[80];
598                 char    tmp_val[160];
599
600                 /* Only downward in ironman mode */
601                 if (ironman_downward)
602                         min_level = dun_level;
603
604                 /* Maximum level */
605                 if (dungeon_type == DUNGEON_ANGBAND)
606                 {
607                         if (dun_level > 100)
608                                 max_level = MAX_DEPTH - 1;
609                         else if (dun_level == 100)
610                                 max_level = 100;
611                 }
612                 else max_level = d_info[dungeon_type].maxdepth;
613
614                 /* Prompt */
615 #ifdef JP
616 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
617 #else
618                 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
619 #endif
620
621
622                 /* Default */
623                 sprintf(tmp_val, "%d", dun_level);
624
625                 /* Ask for a level */
626                 if (!get_string(ppp, tmp_val, 10)) return;
627
628                 /* Extract request */
629                 command_arg = atoi(tmp_val);
630         }
631 #ifdef JP
632 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
633 #else
634         else if (get_check("Normal teleport? "))
635 #endif
636
637         {
638                 teleport_player(200);
639                 return;
640         }
641         else
642         {
643                 return;
644         }
645
646         /* Paranoia */
647         if (command_arg < min_level) command_arg = min_level;
648
649         /* Paranoia */
650         if (command_arg > max_level) command_arg = max_level;
651
652         /* Accept request */
653 #ifdef JP
654 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
655 #else
656         msg_format("You teleport to dungeon level %d.", command_arg);
657 #endif
658
659
660         if (autosave_l) do_cmd_save_game(TRUE);
661
662         /* Change level */
663         dun_level = command_arg;
664
665         /* Leaving */
666         p_ptr->leaving = TRUE;
667 }
668
669
670 static void wreck_the_pattern(void)
671 {
672         int to_ruin = 0, r_y, r_x;
673
674         if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
675         {
676                 /* Ruined already */
677                 return;
678         }
679
680 #ifdef JP
681 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
682 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
683 #else
684         msg_print("You bleed on the Pattern!");
685         msg_print("Something terrible happens!");
686 #endif
687
688
689         if (!p_ptr->invuln)
690 #ifdef JP
691 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
692 #else
693                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
694 #endif
695
696
697         to_ruin = randint(45) + 35;
698
699         while (to_ruin--)
700         {
701                 scatter(&r_y, &r_x, py, px, 4, 0);
702
703                 if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
704                     (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
705                 {
706                         cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
707                 }
708         }
709
710         cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
711 }
712
713
714 /* Returns TRUE if we are on the Pattern... */
715 static bool pattern_effect(void)
716 {
717         if ((cave[py][px].feat < FEAT_PATTERN_START) ||
718             (cave[py][px].feat > FEAT_PATTERN_XTRA2))
719                 return FALSE;
720
721         if ((prace_is_(RACE_AMBERITE)) &&
722             (p_ptr->cut > 0) && (randint(10) == 1))
723         {
724                 wreck_the_pattern();
725         }
726
727         if (cave[py][px].feat == FEAT_PATTERN_END)
728         {
729                 (void)set_poisoned(0);
730                 (void)set_image(0);
731                 (void)set_stun(0);
732                 (void)set_cut(0);
733                 (void)set_blind(0);
734                 (void)set_afraid(0);
735                 (void)do_res_stat(A_STR);
736                 (void)do_res_stat(A_INT);
737                 (void)do_res_stat(A_WIS);
738                 (void)do_res_stat(A_DEX);
739                 (void)do_res_stat(A_CON);
740                 (void)do_res_stat(A_CHR);
741                 (void)restore_level();
742                 (void)hp_player(1000);
743                 cave_set_feat(py, px, FEAT_PATTERN_OLD);
744 #ifdef JP
745 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
746 #else
747                 msg_print("This section of the Pattern looks less powerful.");
748 #endif
749
750         }
751
752
753         /*
754          * We could make the healing effect of the
755          * Pattern center one-time only to avoid various kinds
756          * of abuse, like luring the win monster into fighting you
757          * in the middle of the pattern...
758          */
759
760         else if (cave[py][px].feat == FEAT_PATTERN_OLD)
761         {
762                 /* No effect */
763         }
764         else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
765         {
766                 pattern_teleport();
767         }
768         else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
769         {
770                 if (!p_ptr->invuln)
771 #ifdef JP
772 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
773 #else
774                 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
775 #endif
776
777         }
778         else
779         {
780                 if ((prace_is_(RACE_AMBERITE)) && (randint(2) != 1))
781                         return TRUE;
782                 else if (!p_ptr->invuln)
783 #ifdef JP
784 take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
785 #else
786                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
787 #endif
788
789         }
790
791         return TRUE;
792 }
793
794
795
796
797
798 /*
799  * Regenerate hit points                                -RAK-
800  */
801 static void regenhp(int percent)
802 {
803         s32b    new_chp, new_chp_frac;
804         int     old_chp;
805
806         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
807         if (p_ptr->action == ACTION_HAYAGAKE) return;
808         /* Save the old hitpoints */
809         old_chp = p_ptr->chp;
810
811         /* Extract the new hitpoints */
812         new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
813         p_ptr->chp += (s16b)(new_chp >> 16);   /* div 65536 */
814
815         /* check for overflow */
816         if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
817         new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac;    /* mod 65536 */
818         if (new_chp_frac >= 0x10000L)
819         {
820                 p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
821                 p_ptr->chp++;
822         }
823         else
824         {
825                 p_ptr->chp_frac = (u16b)new_chp_frac;
826         }
827
828         /* Fully healed */
829         if (p_ptr->chp >= p_ptr->mhp)
830         {
831                 p_ptr->chp = p_ptr->mhp;
832                 p_ptr->chp_frac = 0;
833         }
834
835         /* Notice changes */
836         if (old_chp != p_ptr->chp)
837         {
838                 /* Redraw */
839                 p_ptr->redraw |= (PR_HP);
840
841                 /* Window stuff */
842                 p_ptr->window |= (PW_PLAYER);
843
844                 wild_regen = 20;
845         }
846 }
847
848
849 /*
850  * Regenerate mana points                               -RAK-
851  */
852 static void regenmana(int percent)
853 {
854         s32b        new_mana, new_mana_frac;
855         int                   old_csp;
856         bool    old_csp_msp = (p_ptr->csp > p_ptr->msp);
857
858         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
859         if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
860         old_csp = p_ptr->csp;
861         new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
862         if (old_csp_msp && (new_mana > 0))
863         {
864                 new_mana *= 32;
865                 p_ptr->csp--;
866                 p_ptr->csp -= (s16b)(new_mana >> 16);   /* div 65536 */
867                 new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
868         }
869         else
870         {
871                 if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
872                 p_ptr->csp += (s16b)(new_mana >> 16);   /* div 65536 */
873
874                 new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac;  /* mod 65536 */
875         }
876         if (new_mana_frac >= 0x10000L)
877         {
878                 p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
879                 p_ptr->csp++;
880         }
881         else
882         {
883                 p_ptr->csp_frac = (u16b)(new_mana_frac);
884         }
885
886         /* check for overflow */
887         if (p_ptr->csp < 0)
888         {
889                 p_ptr->csp = 0;
890                 p_ptr->csp_frac = 0;
891         }
892
893         /* Must set frac to zero even if equal */
894         if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
895         {
896                 p_ptr->csp = p_ptr->msp;
897                 p_ptr->csp_frac = 0;
898         }
899
900         /* Redraw mana */
901         if (old_csp != p_ptr->csp)
902         {
903                 /* Redraw */
904                 p_ptr->redraw |= (PR_MANA);
905
906                 /* Window stuff */
907                 p_ptr->window |= (PW_PLAYER);
908                 p_ptr->window |= (PW_SPELL);
909
910                 wild_regen = 20;
911         }
912 }
913
914
915
916 /*
917  * Regenerate magic
918  */
919 static void regenmagic(int percent)
920 {
921         s32b        new_mana;
922         int i;
923
924         for (i = 0; i < 72; i++)
925         {
926                 if (!p_ptr->magic_num2[i]) continue;
927                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
928                 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
929                 p_ptr->magic_num1[i] += new_mana;
930
931                 /* Must set frac to zero even if equal */
932                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
933                 {
934                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
935                 }
936                 wild_regen = 20;
937         }
938         for (i = 72; i < 108; i++)
939         {
940                 if (!p_ptr->magic_num1[i]) continue;
941                 if (!p_ptr->magic_num2[i]) continue;
942                 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * 0x1000;
943                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
944                 wild_regen = 20;
945         }
946 }
947
948
949
950
951
952
953 /*
954  * Regenerate the monsters (once per 100 game turns)
955  *
956  * XXX XXX XXX Should probably be done during monster turns.
957  */
958 static void regen_monsters(void)
959 {
960         int i, frac;
961
962
963         /* Regenerate everyone */
964         for (i = 1; i < m_max; i++)
965         {
966                 /* Check the i'th monster */
967                 monster_type *m_ptr = &m_list[i];
968                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
969
970
971                 /* Skip dead monsters */
972                 if (!m_ptr->r_idx) continue;
973
974                 /* Allow regeneration (if needed) */
975                 if (m_ptr->hp < m_ptr->maxhp)
976                 {
977                         /* Hack -- Base regeneration */
978                         frac = m_ptr->maxhp / 100;
979
980                         /* Hack -- Minimal regeneration rate */
981                         if (!frac) if (randint(2) == 1) frac = 1;
982
983                         /* Hack -- Some monsters regenerate quickly */
984                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
985
986                         /* Hack -- Regenerate */
987                         m_ptr->hp += frac;
988
989                         /* Do not over-regenerate */
990                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
991
992                         /* Redraw (later) if needed */
993                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
994                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
995                 }
996         }
997 }
998
999
1000 /*
1001  * Regenerate the monsters (once per 100 game turns)
1002  *
1003  * XXX XXX XXX Should probably be done during monster turns.
1004  */
1005 static void regen_captured_monsters(void)
1006 {
1007         int i, frac;
1008         bool heal = FALSE;
1009
1010         /* Regenerate everyone */
1011         for (i = 0; i < INVEN_TOTAL; i++)
1012         {
1013                 monster_race *r_ptr;
1014                 object_type *o_ptr = &inventory[i];
1015
1016                 if (!o_ptr->k_idx) continue;
1017                 if (o_ptr->tval != TV_CAPTURE) continue;
1018                 if (!o_ptr->pval) continue;
1019
1020                 heal = TRUE;
1021
1022                 r_ptr = &r_info[o_ptr->pval];
1023
1024                 /* Allow regeneration (if needed) */
1025                 if (o_ptr->xtra4 < o_ptr->xtra5)
1026                 {
1027                         /* Hack -- Base regeneration */
1028                         frac = o_ptr->xtra5 / 100;
1029
1030                         /* Hack -- Minimal regeneration rate */
1031                         if (!frac) if (randint(2) == 1) frac = 1;
1032
1033                         /* Hack -- Some monsters regenerate quickly */
1034                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1035
1036                         /* Hack -- Regenerate */
1037                         o_ptr->xtra4 += frac;
1038
1039                         /* Do not over-regenerate */
1040                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1041                 }
1042         }
1043
1044         if (heal)
1045         {
1046                 /* Combine pack */
1047                 p_ptr->notice |= (PN_COMBINE);
1048
1049                 /* Window stuff */
1050                 p_ptr->window |= (PW_INVEN);
1051                 p_ptr->window |= (PW_EQUIP);
1052                 wild_regen = 20;
1053         }
1054 }
1055
1056
1057 static void notice_lite_change(object_type *o_ptr)
1058 {
1059         /* Hack -- notice interesting fuel steps */
1060         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1061         {
1062                 /* Window stuff */
1063                 p_ptr->window |= (PW_EQUIP);
1064         }
1065
1066         /* Hack -- Special treatment when blind */
1067         if (p_ptr->blind)
1068         {
1069                 /* Hack -- save some light for later */
1070                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1071         }
1072
1073         /* The light is now out */
1074         else if (o_ptr->xtra4 == 0)
1075         {
1076                 disturb(0, 0);
1077 #ifdef JP
1078 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1079 #else
1080                 msg_print("Your light has gone out!");
1081 #endif
1082                 p_ptr->update |= (PU_BONUS);
1083         }
1084
1085         /* The light is getting dim */
1086         else if (o_ptr->name2 == EGO_LITE_LONG)
1087         {
1088                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5)) && (turn % 40))
1089                 {
1090                         if (disturb_minor) disturb(0, 0);
1091 #ifdef JP
1092 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1093 #else
1094                         msg_print("Your light is growing faint.");
1095 #endif
1096
1097                 }
1098         }
1099
1100         /* The light is getting dim */
1101         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1102         {
1103                 if (disturb_minor) disturb(0, 0);
1104 #ifdef JP
1105 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1106 #else
1107                 msg_print("Your light is growing faint.");
1108 #endif
1109
1110         }
1111 }
1112
1113
1114 /*
1115  * Forcibly pseudo-identify an object in the inventory
1116  * (or on the floor)
1117  *
1118  * note: currently this function allows pseudo-id of any object,
1119  * including silly ones like potions & scrolls, which always
1120  * get '{average}'. This should be changed, either to stop such
1121  * items from being pseudo-id'd, or to allow psychometry to
1122  * detect whether the unidentified potion/scroll/etc is
1123  * good (Cure Light Wounds, Restore Strength, etc) or
1124  * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1125  */
1126 bool psychometry(void)
1127 {
1128         int             item;
1129         object_type     *o_ptr;
1130         char            o_name[MAX_NLEN];
1131         byte            feel;
1132         cptr            q, s;
1133
1134
1135         item_tester_no_ryoute = TRUE;
1136         /* Get an item */
1137 #ifdef JP
1138 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1139 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1140 #else
1141         q = "Meditate on which item? ";
1142         s = "You have nothing appropriate.";
1143 #endif
1144
1145         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1146
1147         /* Get the item (in the pack) */
1148         if (item >= 0)
1149         {
1150                 o_ptr = &inventory[item];
1151         }
1152
1153         /* Get the item (on the floor) */
1154         else
1155         {
1156                 o_ptr = &o_list[0 - item];
1157         }
1158
1159         /* It is fully known, no information needed */
1160         if (object_known_p(o_ptr))
1161         {
1162 #ifdef JP
1163 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1164 #else
1165                 msg_print("You cannot find out anything more about that.");
1166 #endif
1167
1168                 return TRUE;
1169         }
1170
1171         /* Check for a feeling */
1172         feel = value_check_aux1(o_ptr);
1173
1174         /* Get an object description */
1175         object_desc(o_name, o_ptr, FALSE, 0);
1176
1177         /* Skip non-feelings */
1178         if (!feel)
1179         {
1180 #ifdef JP
1181 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1182 #else
1183                 msg_format("You do not perceive anything unusual about the %s.", o_name);
1184 #endif
1185
1186                 return TRUE;
1187         }
1188
1189 #ifdef JP
1190 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1191     o_name,  game_inscriptions[feel]);
1192 #else
1193         msg_format("You feel that the %s %s %s...",
1194                            o_name, ((o_ptr->number == 1) ? "is" : "are"),
1195                            game_inscriptions[feel]);
1196 #endif
1197
1198
1199         /* We have "felt" it */
1200         o_ptr->ident |= (IDENT_SENSE);
1201
1202         /* "Inscribe" it */
1203         o_ptr->feeling = feel;
1204
1205         /* Combine / Reorder the pack (later) */
1206         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1207
1208         /* Window stuff */
1209         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1210
1211         /* Something happened */
1212         return (TRUE);
1213 }
1214
1215
1216 static void gere_music(s32b music)
1217 {
1218         switch(music)
1219         {
1220                 case MUSIC_SLOW:
1221                         slow_monsters();
1222                         break;
1223                 case MUSIC_STUN:
1224                         stun_monsters(damroll(p_ptr->lev/10,2));
1225                         break;
1226                 case MUSIC_L_LIFE:
1227                         hp_player(damroll(2,6));
1228                         break;
1229                 case MUSIC_FEAR:
1230                         project_hack(GF_TURN_ALL, p_ptr->lev);
1231                         break;
1232                 case MUSIC_PSI:
1233                         project_hack(GF_PSI, randint(p_ptr->lev * 3 / 2));
1234                         break;
1235                 case MUSIC_ID:
1236                         project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1237                         break;
1238                 case MUSIC_CONF:
1239                         confuse_monsters(p_ptr->lev * 2);
1240                         break;
1241                 case MUSIC_SOUND:
1242                         project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1243                         break;
1244                 case MUSIC_CHARM:
1245                         charm_monsters(damroll(10 + p_ptr->lev/15,6));
1246                         break;
1247                 case MUSIC_WALL:
1248                         project(0, 0, py, px,
1249                                 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1250                         break;
1251                 case MUSIC_DISPEL:
1252                         dispel_monsters(randint(p_ptr->lev * 3));
1253                         dispel_evil(randint(p_ptr->lev * 3));
1254                         break;
1255                 case MUSIC_SARUMAN:
1256                         slow_monsters();
1257                         sleep_monsters();
1258                         break;
1259                 case MUSIC_QUAKE:
1260                         earthquake(py, px, 10);
1261                         break;
1262                 case MUSIC_STASIS:
1263                         stasis_monsters(p_ptr->lev * 4);
1264                         break;
1265                 case MUSIC_SHERO:
1266                         dispel_monsters(randint(p_ptr->lev * 3));
1267                         break;
1268                 case MUSIC_H_LIFE:
1269                         hp_player(damroll(15,10));
1270                         set_stun(0);
1271                         set_cut(0);
1272                         break;
1273                 case MUSIC_DETECT+19:
1274                         wiz_lite(FALSE, FALSE);
1275                 case MUSIC_DETECT+11:
1276                 case MUSIC_DETECT+12:
1277                 case MUSIC_DETECT+13:
1278                 case MUSIC_DETECT+14:
1279                 case MUSIC_DETECT+15:
1280                 case MUSIC_DETECT+16:
1281                 case MUSIC_DETECT+17:
1282                 case MUSIC_DETECT+18:
1283                         map_area(DETECT_RAD_MAP);
1284                         if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1285                 case MUSIC_DETECT+6:
1286                 case MUSIC_DETECT+7:
1287                 case MUSIC_DETECT+8:
1288                 case MUSIC_DETECT+9:
1289                 case MUSIC_DETECT+10:
1290                         detect_treasure(DETECT_RAD_DEFAULT);
1291                         detect_objects_gold(DETECT_RAD_DEFAULT);
1292                         detect_objects_normal(DETECT_RAD_DEFAULT);
1293                         if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1294                 case MUSIC_DETECT+3:
1295                 case MUSIC_DETECT+4:
1296                 case MUSIC_DETECT+5:
1297                         detect_monsters_invis(DETECT_RAD_DEFAULT);
1298                         detect_monsters_normal(DETECT_RAD_DEFAULT);
1299                         if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1300                 case MUSIC_DETECT:
1301                 case MUSIC_DETECT+1:
1302                 case MUSIC_DETECT+2:
1303                         detect_traps(DETECT_RAD_DEFAULT);
1304                         detect_doors(DETECT_RAD_DEFAULT);
1305                         detect_stairs(DETECT_RAD_DEFAULT);
1306                         if ((p_ptr->lev > 14)  && (music  < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1307                         break;
1308         }
1309 }
1310
1311 /*
1312  * If player has inscribed the object with "!!", let him know when it's
1313  * recharged. -LM-
1314  */
1315 static void recharged_notice(object_type *o_ptr)
1316 {
1317         char o_name[MAX_NLEN];
1318
1319         cptr s;
1320
1321         /* No inscription */
1322         if (!o_ptr->inscription) return;
1323
1324         /* Find a '!' */
1325         s = strchr(quark_str(o_ptr->inscription), '!');
1326
1327         /* Process notification request. */
1328         while (s)
1329         {
1330                 /* Find another '!' */
1331                 if (s[1] == '!')
1332                 {
1333                         /* Describe (briefly) */
1334                         object_desc(o_name, o_ptr, FALSE, 0);
1335
1336                         /* Notify the player */
1337                         if (o_ptr->number > 1)
1338 #ifdef JP
1339 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1340 else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1341 #else
1342                                 msg_format("Your %s are recharged.", o_name);
1343                         else msg_format("Your %s is recharged.", o_name);
1344 #endif
1345
1346
1347                         /* Done. */
1348                         return;
1349                 }
1350
1351                 /* Keep looking for '!'s */
1352                 s = strchr(s + 1, '!');
1353         }
1354 }
1355
1356
1357 static void check_music()
1358 {
1359         magic_type *s_ptr;
1360         u32b shouhimana;
1361
1362         /* Music singed by player */
1363         if(p_ptr->pclass != CLASS_BARD) return;
1364         if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1365
1366         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC - 1][p_ptr->magic_num2[0]];
1367
1368         shouhimana = (s_ptr->smana*(3800-spell_exp[p_ptr->magic_num2[0]])+2399);
1369         if(p_ptr->dec_mana)
1370                 shouhimana *= 3;
1371         else shouhimana *= 4;
1372         shouhimana /= 9600;
1373         if(shouhimana < 1) shouhimana = 1;
1374         shouhimana *= 0x8000;
1375         if ((p_ptr->csp < shouhimana / 0x10000) || (p_ptr->anti_magic))
1376         {
1377                 stop_singing();
1378                 return;
1379         }
1380         else
1381         {
1382                 p_ptr->csp -= shouhimana / 0x10000;
1383                 shouhimana = (shouhimana & 0xffff);
1384                 if (p_ptr->csp_frac < shouhimana)
1385                 {
1386                         p_ptr->csp--;
1387                         p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
1388                 }
1389                 else
1390                 {
1391                         p_ptr->csp_frac -= (u16b)shouhimana;
1392                 }
1393
1394                 p_ptr->redraw |= PR_MANA;
1395                 if (p_ptr->magic_num1[1])
1396                 {
1397                         p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1398                         p_ptr->magic_num1[1] = 0;
1399 #ifdef JP
1400                         msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1401 #else
1402                         msg_print("You restart singing.");
1403 #endif
1404                         p_ptr->action = ACTION_SING;
1405
1406                         /* Recalculate bonuses */
1407                         p_ptr->update |= (PU_BONUS | PU_HP);
1408
1409                         /* Redraw status bar */
1410                         p_ptr->redraw |= (PR_STATUS);
1411                 }
1412         }
1413         if (spell_exp[p_ptr->magic_num2[0]] < 900)
1414                 spell_exp[p_ptr->magic_num2[0]]+=5;
1415         else if(spell_exp[p_ptr->magic_num2[0]] < 1200)
1416                 {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1417         else if(spell_exp[p_ptr->magic_num2[0]] < 1400)
1418                 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1419         else if(spell_exp[p_ptr->magic_num2[0]] < 1600)
1420                 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1421
1422         gere_music(p_ptr->magic_num1[0]);
1423 }
1424
1425 /*
1426  * Handle certain things once every 10 game turns
1427  */
1428 static void process_world(void)
1429 {
1430         int x, y, i, j;
1431         int regen_amount;
1432         bool cave_no_regen = FALSE;
1433         int upkeep_factor = 0;
1434         cave_type *c_ptr;
1435         object_type *o_ptr;
1436         u32b f1 = 0 , f2 = 0 , f3 = 0;
1437         int temp;
1438         object_kind *k_ptr;
1439         const int dec_count = (easy_band ? 2 : 1);
1440
1441         int hour, min, prev_min;
1442         s32b len = 20L * TOWN_DAWN;
1443         s32b tick = turn % len + len / 4;
1444
1445         hour = (24 * tick / len) % 24;
1446         min = (1440 * tick / len) % 60;
1447         prev_min = (1440 * (tick - 20) / len) % 60;
1448
1449         if ((turn - old_turn == (3000 - dun_level*20)) && (dun_level) &&
1450             !(quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) &&
1451             !(p_ptr->inside_battle))
1452                 do_cmd_feeling();
1453
1454         if (p_ptr->inside_battle && !p_ptr->leaving)
1455         {
1456
1457                 int i2, j2;
1458                 int win_m_idx = 0;
1459                 int number_mon = 0;
1460
1461                 /* Count all hostile monsters */
1462                 for (i2 = 0; i2 < cur_wid; ++i2)
1463                         for (j2 = 0; j2 < cur_hgt; j2++)
1464                                 if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
1465                                 {
1466                                         number_mon++;
1467                                         win_m_idx = cave[j2][i2].m_idx;
1468                                 }
1469
1470                 if (number_mon == 0)
1471                 {
1472 #ifdef JP
1473 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
1474 #else
1475                         msg_print("They have kill each other at the same time.");
1476 #endif
1477                         msg_print(NULL);
1478                         p_ptr->energy = 100;
1479                         battle_monsters();
1480                 }
1481                 else if ((number_mon-1) == 0)
1482                 {
1483                         char m_name[80];
1484                         monster_type *wm_ptr;
1485
1486                         wm_ptr = &m_list[win_m_idx];
1487
1488                         monster_desc(m_name, wm_ptr, 0);
1489 #ifdef JP
1490 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
1491 #else
1492                         msg_format("%s is winner!", m_name);
1493 #endif
1494                         msg_print(NULL);
1495
1496                         if (win_m_idx == (sel_monster+1))
1497                         {
1498 #ifdef JP
1499 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
1500 #else
1501                                 msg_print("Congratulations.");
1502 #endif
1503 #ifdef JP
1504 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
1505 #else
1506                                 msg_format("You recieved %d gold.", battle_odds);
1507 #endif
1508                         p_ptr->au += battle_odds;
1509                         }
1510                         else
1511                         {
1512 #ifdef JP
1513 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
1514 #else
1515                                 msg_print("You lost gold.");
1516 #endif
1517                         }
1518                         msg_print(NULL);
1519                         p_ptr->energy = 100;
1520                         battle_monsters();
1521                 }
1522                 else if(turn - old_turn == 3000L)
1523                 {
1524 #ifdef JP
1525 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
1526 #else
1527                         msg_format("This battle have ended in a draw.");
1528 #endif
1529                         p_ptr->au += kakekin;
1530                         msg_print(NULL);
1531                         p_ptr->energy = 100;
1532                         battle_monsters();
1533                 }
1534         }
1535
1536         /* Every 20 game turns */
1537         if (turn % 20) return;
1538
1539         /*** Check the Time and Load ***/
1540
1541         if (!(turn % 1000))
1542         {
1543                 /* Check time and load */
1544                 if ((0 != check_time()) || (0 != check_load()))
1545                 {
1546                         /* Warning */
1547                         if (closing_flag <= 2)
1548                         {
1549                                 /* Disturb */
1550                                 disturb(0, 0);
1551
1552                                 /* Count warnings */
1553                                 closing_flag++;
1554
1555                                 /* Message */
1556 #ifdef JP
1557 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
1558 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
1559 #else
1560                                 msg_print("The gates to ANGBAND are closing...");
1561                                 msg_print("Please finish up and/or save your game.");
1562 #endif
1563
1564                         }
1565
1566                         /* Slam the gate */
1567                         else
1568                         {
1569                                 /* Message */
1570 #ifdef JP
1571 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
1572 #else
1573                                 msg_print("The gates to ANGBAND are now closed.");
1574 #endif
1575
1576
1577                                 /* Stop playing */
1578                                 alive = FALSE;
1579
1580                                 /* Leaving */
1581                                 p_ptr->leaving = TRUE;
1582                         }
1583                 }
1584         }
1585
1586         /*** Attempt timed autosave ***/
1587         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
1588         {
1589                 if (!(turn % ((s32b)autosave_freq * 20)))
1590                         do_cmd_save_game(TRUE);
1591         }
1592
1593         if (mon_fight)
1594         {
1595 #ifdef JP
1596                 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
1597 #else
1598                 msg_print("You hear noise.");
1599 #endif
1600         }
1601
1602         /*** Handle the wilderness/town (sunshine) ***/
1603
1604         /* While in town/wilderness */
1605         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
1606         {
1607                 /* Hack -- Daybreak/Nighfall in town */
1608                 if (!(turn % ((20L * TOWN_DAWN) / 2)))
1609                 {
1610                         bool dawn;
1611
1612                         /* Check for dawn */
1613                         dawn = (!(turn % (20L * TOWN_DAWN)));
1614
1615                         /* Day breaks */
1616                         if (dawn)
1617                         {
1618                                 /* Message */
1619 #ifdef JP
1620 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
1621 #else
1622                                 msg_print("The sun has risen.");
1623 #endif
1624
1625
1626                                 /* Hack -- Scan the town */
1627                                 for (y = 0; y < cur_hgt; y++)
1628                                 {
1629                                         for (x = 0; x < cur_wid; x++)
1630                                         {
1631                                                 /* Get the cave grid */
1632                                                 c_ptr = &cave[y][x];
1633
1634                                                 /* Assume lit */
1635                                                 c_ptr->info |= (CAVE_GLOW);
1636
1637                                                 /* Hack -- Memorize lit grids if allowed */
1638                                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
1639
1640                                                 /* Hack -- Notice spot */
1641                                                 note_spot(y, x);
1642                                         }
1643                                 }
1644                         }
1645
1646                         /* Night falls */
1647                         else
1648                         {
1649                                 /* Message */
1650 #ifdef JP
1651 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
1652 #else
1653                                 msg_print("The sun has fallen.");
1654 #endif
1655
1656
1657                                 /* Hack -- Scan the town */
1658                                 for (y = 0; y < cur_hgt; y++)
1659                                 {
1660                                         for (x = 0; x < cur_wid; x++)
1661                                         {
1662                                                 /* Get the cave grid */
1663                                                 c_ptr = &cave[y][x];
1664
1665                                                 /* Darken "boring" features */
1666                                                 if ((c_ptr->feat <= FEAT_INVIS) ||
1667                                                     ((c_ptr->feat >= FEAT_DEEP_WATER) &&
1668                                                         (c_ptr->feat <= FEAT_TREES) &&
1669                                                     (c_ptr->feat != FEAT_MUSEUM)))
1670                                                 {
1671                                                         /* Forget the grid */
1672                                                         c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
1673
1674                                                         /* Hack -- Notice spot */
1675                                                         note_spot(y, x);
1676                                                 }
1677                                         }
1678                                 }
1679                         }
1680
1681                         /* Update the monsters */
1682                         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
1683
1684                         /* Redraw map */
1685                         p_ptr->redraw |= (PR_MAP);
1686
1687                         /* Window stuff */
1688                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1689                 }
1690         }
1691
1692         /* Set back the rewards once a day */
1693         if (!(turn % (200L * STORE_TURNS)))
1694         {
1695                 int n;
1696
1697                 /* Reset the rewards */
1698                 for (n = 0; n < MAX_BACT; n++)
1699                 {
1700                         p_ptr->rewards[n] = FALSE;
1701                 }
1702
1703                 /* Message */
1704 #ifdef JP
1705 if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
1706 #else
1707                 if (cheat_xtra) msg_print("Rewards reset.");
1708 #endif
1709
1710         }
1711
1712
1713         /*** Process the monsters ***/
1714
1715         /* Check for creature generation. */
1716         if ((rand_int(d_info[dungeon_type].max_m_alloc_chance) == 0) &&
1717             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
1718         {
1719                 /* Make a new monster */
1720                 (void)alloc_monster(MAX_SIGHT + 5, FALSE);
1721         }
1722
1723         /* Hack -- Check for creature regeneration */
1724         if (!(turn % 200) && !p_ptr->inside_battle) regen_monsters();
1725         if (!(turn % 60)) regen_captured_monsters();
1726
1727
1728         /*** Damage over Time ***/
1729
1730         /* Take damage from poison */
1731         if (p_ptr->poisoned && !p_ptr->invuln)
1732         {
1733                 /* Take damage */
1734 #ifdef JP
1735 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1736 #else
1737                 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1738 #endif
1739
1740         }
1741
1742
1743         /* (Vampires) Take damage from sunlight */
1744         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1745         {
1746                 if (!dun_level && !p_ptr->resist_lite && !p_ptr->invuln &&
1747                     (!((turn / ((20L * TOWN_DAWN) / 2)) % 2)))
1748                 {
1749                         if (cave[py][px].info & CAVE_GLOW)
1750                         {
1751                                 /* Take damage */
1752 #ifdef JP
1753 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
1754 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1755 #else
1756                                 msg_print("The sun's rays scorch your undead flesh!");
1757                                 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1758 #endif
1759
1760                                 cave_no_regen = TRUE;
1761                         }
1762                 }
1763
1764                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1765                     !p_ptr->resist_lite)
1766                 {
1767                         object_type * o_ptr = &inventory[INVEN_LITE];
1768                         char o_name [MAX_NLEN];
1769                         char ouch [MAX_NLEN+40];
1770
1771                         /* Get an object description */
1772                         object_desc(o_name, o_ptr, FALSE, 0);
1773
1774 #ifdef JP
1775 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
1776 #else
1777                         msg_format("The %s scorches your undead flesh!", o_name);
1778 #endif
1779
1780
1781                         cave_no_regen = TRUE;
1782
1783                         /* Get an object description */
1784                         object_desc(o_name, o_ptr, TRUE, 0);
1785
1786 #ifdef JP
1787 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1788 #else
1789                         sprintf(ouch, "wielding %s", o_name);
1790 #endif
1791
1792                         if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1793                 }
1794         }
1795
1796         if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
1797                 !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
1798         {
1799                 int damage = 3000 + rand_int(2000);
1800
1801                 if (prace_is_(RACE_ENT)) damage += damage/3;
1802
1803                 if (p_ptr->resist_fire) damage = damage / 3;
1804                 if (p_ptr->oppose_fire) damage = damage / 3;
1805                 damage = damage / 100 + (rand_int(100) < (damage % 100));
1806
1807                 if (damage)
1808                 {
1809                         /* Take damage */
1810 #ifdef JP
1811 msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
1812 take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
1813 #else
1814                         msg_print("The lava burns you!");
1815                         take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
1816 #endif
1817
1818                         cave_no_regen = TRUE;
1819                 }
1820         }
1821
1822         else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
1823                 !p_ptr->invuln && !p_ptr->immune_fire)
1824         {
1825                 int damage = 6000 + rand_int(4000);
1826
1827                 cptr message;
1828                 cptr hit_from;
1829
1830                 if (p_ptr->resist_fire) damage = damage / 3;
1831                 if (p_ptr->oppose_fire) damage = damage / 3;
1832
1833                 if (p_ptr->ffall)
1834                 {
1835                         damage = damage / 5;
1836
1837 #ifdef JP
1838 message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
1839 hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
1840 #else
1841                         message = "The heat burns you!";
1842                         hit_from = "flying over deep lava";
1843 #endif
1844
1845                 }
1846                 else
1847                 {
1848 #ifdef JP
1849 message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
1850 hit_from = "¿¼¤¤ÍÏ´äή";
1851 #else
1852                         message = "The lava burns you!";
1853                         hit_from = "deep lava";
1854 #endif
1855
1856                 }
1857
1858                 damage = damage / 100 + (rand_int(100) < (damage % 100));
1859                 if (damage)
1860                 {
1861                         /* Take damage */
1862                         msg_print(message);
1863                         take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
1864
1865                         cave_no_regen = TRUE;
1866                 }
1867         }
1868
1869         else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
1870         {
1871                 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
1872                 {
1873                         /* Take damage */
1874 #ifdef JP
1875 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1876 take_hit(DAMAGE_NOESCAPE, randint(p_ptr->lev), "Å®¤ì", -1);
1877 #else
1878                         msg_print("You are drowning!");
1879                         take_hit(DAMAGE_NOESCAPE, randint(p_ptr->lev), "drowning", -1);
1880 #endif
1881
1882                         cave_no_regen = TRUE;
1883                 }
1884         }
1885
1886         if (p_ptr->riding)
1887         {
1888                 int damage;
1889                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1890                 {
1891                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1892                         if (prace_is_(RACE_ENT)) damage += damage/3;
1893                         if (p_ptr->resist_fire) damage = damage / 3;
1894                         if (p_ptr->oppose_fire) damage = damage / 3;
1895 #ifdef JP
1896 msg_print("Ç®¤¤¡ª");
1897 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1898 #else
1899                         msg_print("It's hot!");
1900                         take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1901 #endif
1902                 }
1903                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1904                 {
1905                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1906                         if (p_ptr->resist_elec) damage = damage / 3;
1907                         if (p_ptr->oppose_elec) damage = damage / 3;
1908 #ifdef JP
1909 msg_print("Äˤ¤¡ª");
1910 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1911 #else
1912                         msg_print("It hurts!");
1913                         take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1914 #endif
1915                 }
1916                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1917                 {
1918                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1919                         if (p_ptr->resist_cold) damage = damage / 3;
1920                         if (p_ptr->oppose_cold) damage = damage / 3;
1921 #ifdef JP
1922 msg_print("Î䤿¤¤¡ª");
1923 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1924 #else
1925                         msg_print("It's cold!");
1926                         take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1927 #endif
1928                 }
1929         }
1930
1931         /* Spectres -- take damage when moving through walls */
1932         /*
1933          * Added: ANYBODY takes damage if inside through walls
1934          * without wraith form -- NOTE: Spectres will never be
1935          * reduced below 0 hp by being inside a stone wall; others
1936          * WILL BE!
1937          */
1938         if (!cave_floor_bold(py, px))
1939         {
1940                 /* Player can walk through trees */
1941                 if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
1942                 {
1943                         /* Do nothing */
1944                 }
1945                 else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1946                     ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1947                 {
1948                         cptr dam_desc;
1949
1950                         cave_no_regen = TRUE;
1951
1952                         if (p_ptr->pass_wall)
1953                         {
1954 #ifdef JP
1955 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1956 dam_desc = "Ì©ÅÙ";
1957 #else
1958                                 msg_print("Your molecules feel disrupted!");
1959                                 dam_desc = "density";
1960 #endif
1961
1962                         }
1963                         else
1964                         {
1965 #ifdef JP
1966 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1967 dam_desc = "¹Å¤¤´ä";
1968 #else
1969                                 msg_print("You are being crushed!");
1970                                 dam_desc = "solid rock";
1971 #endif
1972
1973                         }
1974
1975                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1976                 }
1977         }
1978
1979         if (!hour && !min)
1980         {
1981                 monster_race *r_ptr;
1982
1983                 if (min != prev_min)
1984                 {
1985                         int max_dl = 3;
1986                         bool old_inside_battle = p_ptr->inside_battle;
1987
1988                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1989
1990                         p_ptr->inside_battle = TRUE;
1991                         get_mon_num_prep(NULL,NULL);
1992
1993                         for (i = 0; i < max_d_idx; i++)
1994                         {
1995                                 if (max_dlv[i] < d_info[i].mindepth) continue;
1996                                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1997                         }
1998                         while (1)
1999                         {
2000                                 today_mon = get_mon_num(max_dl);
2001                                 r_ptr = &r_info[today_mon];
2002
2003                                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2004                                 if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
2005                                 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
2006                                 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
2007                                 if (r_ptr->level < MIN(max_dl/2, 40)) continue;
2008                                 if (r_ptr->rarity > 10) continue;
2009                                 if (r_ptr->level == 0) continue;
2010                                 break;
2011                         }
2012                         p_ptr->today_mon = 0;
2013                         p_ptr->inside_battle = old_inside_battle;
2014                 }
2015         }
2016
2017         /* Nightmare mode activates the TY_CURSE at midnight */
2018         if (ironman_nightmare)
2019         {
2020                 /* Require exact minute */
2021                 if (min != prev_min)
2022                 {
2023                         /* Every 15 minutes after 11:00 pm */
2024                         if ((hour == 23) && !(min % 15))
2025                         {
2026                                 /* Disturbing */
2027                                 disturb(0, 0);
2028
2029                                 switch (min / 15)
2030                                 {
2031                                         case 0:
2032                                         {
2033 #ifdef JP
2034 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
2035 #else
2036                                                 msg_print("You hear a distant bell toll ominously.");
2037 #endif
2038
2039                                                 break;
2040                                         }
2041                                         case 1:
2042                                         {
2043 #ifdef JP
2044 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
2045 #else
2046                                                 msg_print("A distant bell sounds twice.");
2047 #endif
2048
2049                                                 break;
2050                                         }
2051                                         case 2:
2052         {
2053 #ifdef JP
2054 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
2055 #else
2056                                                 msg_print("A distant bell sounds three times.");
2057 #endif
2058
2059                                                 break;
2060                                         }
2061                                         case 3:
2062                                         {
2063 #ifdef JP
2064 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
2065 #else
2066                                                 msg_print("A distant bell tolls four times.");
2067 #endif
2068
2069                                                 break;
2070                                         }
2071                                 }
2072                         }
2073
2074                         /* TY_CURSE activates at mignight! */
2075                         if (!hour && !min)
2076                         {
2077                                 int count = 0;
2078
2079                                 disturb(1, 0);
2080 #ifdef JP
2081 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
2082 #else
2083                                 msg_print("A distant bell tolls many times, fading into an deathly silence.");
2084 #endif
2085
2086                 activate_ty_curse(FALSE, &count);
2087         }
2088                 }
2089         }
2090
2091         /* Take damage from cuts */
2092         if (p_ptr->cut && !p_ptr->invuln)
2093         {
2094                 /* Mortal wound or Deep Gash */
2095                 if (p_ptr->cut > 1000)
2096                 {
2097                         i = 200;
2098                 }
2099
2100                 else if (p_ptr->cut > 200)
2101                 {
2102                         i = 80;
2103                 }
2104
2105                 /* Severe cut */
2106                 else if (p_ptr->cut > 100)
2107                 {
2108                         i = 32;
2109                 }
2110
2111                 else if (p_ptr->cut > 50)
2112                 {
2113                         i = 16;
2114                 }
2115
2116                 else if (p_ptr->cut > 25)
2117                 {
2118                         i = 7;
2119                 }
2120
2121                 else if (p_ptr->cut > 10)
2122                 {
2123                         i = 3;
2124                 }
2125
2126                 /* Other cuts */
2127                 else
2128                 {
2129                         i = 1;
2130                 }
2131
2132                 /* Take damage */
2133 #ifdef JP
2134 take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
2135 #else
2136                 take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
2137 #endif
2138
2139         }
2140
2141
2142         /*** Check the Food, and Regenerate ***/
2143
2144         if (!p_ptr->inside_battle)
2145         {
2146                 /* Digest normally */
2147                 if (p_ptr->food < PY_FOOD_MAX)
2148                 {
2149                         /* Every 100 game turns */
2150                         if (!(turn % 100))
2151                         {
2152                                 /* Basic digestion rate based on speed */
2153                                 i = /* extract_energy[p_ptr->pspeed] * 2;*/
2154                                 ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
2155                                 1 : extract_energy[p_ptr->pspeed]));
2156
2157                                 /* Regeneration takes more food */
2158                                 if (p_ptr->regenerate) i += 20;
2159                                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
2160
2161                                 /* Slow digestion takes less food */
2162                                 if (p_ptr->slow_digest) i -= 5;
2163
2164                                 /* Minimal digestion */
2165                                 if (i < 1) i = 1;
2166
2167                                 /* Digest some food */
2168                                 (void)set_food(p_ptr->food - i);
2169                         }
2170                 }
2171
2172                 /* Digest quickly when gorged */
2173                 else
2174                 {
2175                         /* Digest a lot of food */
2176                         (void)set_food(p_ptr->food - 100);
2177                 }
2178         }
2179
2180         /* Starve to death (slowly) */
2181         if (p_ptr->food < PY_FOOD_STARVE)
2182         {
2183                 /* Calculate damage */
2184                 i = (PY_FOOD_STARVE - p_ptr->food) / 10;
2185
2186                 /* Take damage */
2187 #ifdef JP
2188 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
2189 #else
2190                 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
2191 #endif
2192
2193         }
2194
2195         /* Default regeneration */
2196         regen_amount = PY_REGEN_NORMAL;
2197
2198         /* Getting Weak */
2199         if (p_ptr->food < PY_FOOD_WEAK)
2200         {
2201                 /* Lower regeneration */
2202                 if (p_ptr->food < PY_FOOD_STARVE)
2203                 {
2204                         regen_amount = 0;
2205                 }
2206                 else if (p_ptr->food < PY_FOOD_FAINT)
2207                 {
2208                         regen_amount = PY_REGEN_FAINT;
2209                 }
2210                 else
2211                 {
2212                         regen_amount = PY_REGEN_WEAK;
2213                 }
2214
2215                 /* Getting Faint */
2216                 if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
2217                 {
2218                         /* Faint occasionally */
2219                         if (!p_ptr->paralyzed && (rand_int(100) < 10))
2220                         {
2221                                 /* Message */
2222 #ifdef JP
2223 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
2224 #else
2225                                 msg_print("You faint from the lack of food.");
2226 #endif
2227
2228                                 disturb(1, 0);
2229
2230                                 /* Hack -- faint (bypass free action) */
2231                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + rand_int(5));
2232                         }
2233                 }
2234         }
2235
2236
2237         /* Are we walking the pattern? */
2238         if (pattern_effect())
2239         {
2240                 cave_no_regen = TRUE;
2241         }
2242         else
2243         {
2244                 /* Regeneration ability */
2245                 if (p_ptr->regenerate)
2246                 {
2247                         regen_amount = regen_amount * 2;
2248                 }
2249                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2250                 {
2251                         regen_amount /= 2;
2252                 }
2253         }
2254
2255
2256         /* Searching or Resting */
2257         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2258         {
2259                 regen_amount = regen_amount * 2;
2260         }
2261
2262         upkeep_factor = calculate_upkeep();
2263
2264         /* Regenerate the mana */
2265 /*      if (p_ptr->csp < p_ptr->msp) */
2266         {
2267                 if (upkeep_factor)
2268                 {
2269                         s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2270                         if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2271                         regenmana(upkeep_regen/100);
2272
2273 #ifdef TRACK_FRIENDS
2274                         if (wizard)
2275                         {
2276 #ifdef JP
2277 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2278 #else
2279                                 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2280 #endif
2281
2282                         }
2283 #endif /* TRACK_FRIENDS */
2284
2285                 }
2286                 else if (p_ptr->action != ACTION_LEARN)
2287                 {
2288                         regenmana(regen_amount);
2289                 }
2290         }
2291         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2292         {
2293                 regenmagic(regen_amount);
2294         }
2295
2296         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2297         {
2298                 while (upkeep_factor > 100)
2299                 {
2300 #ifdef JP
2301 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
2302 #else
2303                         msg_print("Such much pets cannot be controled at once!");
2304 #endif
2305                         do_cmd_pet_dismiss();
2306
2307                         upkeep_factor = calculate_upkeep();
2308
2309 #ifdef JP
2310                         msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2311 #else
2312                         msg_format("Upkeep: %d%% mana.", upkeep_factor);
2313 #endif
2314                         msg_print(NULL);
2315                 }
2316         }
2317
2318         /* Poisoned or cut yields no healing */
2319         if (p_ptr->poisoned) regen_amount = 0;
2320         if (p_ptr->cut) regen_amount = 0;
2321
2322         /* Special floor -- Pattern, in a wall -- yields no healing */
2323         if (cave_no_regen) regen_amount = 0;
2324
2325         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2326
2327         /* Regenerate Hit Points if needed */
2328         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2329         {
2330                 if ((cave[py][px].feat < FEAT_PATTERN_END) &&
2331                     (cave[py][px].feat >= FEAT_PATTERN_START))
2332                 {
2333                         regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2334                 }
2335                 else
2336                 {
2337                         regenhp(regen_amount);
2338                 }
2339         }
2340
2341
2342         /*** Timeout Various Things ***/
2343
2344         /* Mimic */
2345         if (p_ptr->tim_mimic)
2346         {
2347                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2348         }
2349
2350         /* Hack -- Hallucinating */
2351         if (p_ptr->image)
2352         {
2353                 (void)set_image(p_ptr->image - dec_count);
2354         }
2355
2356         /* Blindness */
2357         if (p_ptr->blind)
2358         {
2359                 (void)set_blind(p_ptr->blind - dec_count);
2360         }
2361
2362         /* Times see-invisible */
2363         if (p_ptr->tim_invis)
2364         {
2365                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2366         }
2367
2368         if (multi_rew)
2369         {
2370                 multi_rew = FALSE;
2371         }
2372
2373         /* Timed esp */
2374         if (p_ptr->tim_esp)
2375         {
2376                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2377         }
2378
2379         /* Timed temporary elemental brands. -LM- */
2380         if (p_ptr->ele_attack)
2381         {
2382                 p_ptr->ele_attack--;
2383
2384                 /* Clear all temporary elemental brands. */
2385                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2386         }
2387
2388         /* Timed temporary elemental immune. -LM- */
2389         if (p_ptr->ele_immune)
2390         {
2391                 p_ptr->ele_immune--;
2392
2393                 /* Clear all temporary elemental brands. */
2394                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2395         }
2396
2397         /* Timed infra-vision */
2398         if (p_ptr->tim_infra)
2399         {
2400                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2401         }
2402
2403         /* Timed stealth */
2404         if (p_ptr->tim_stealth)
2405         {
2406                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2407         }
2408
2409         /* Timed levitation */
2410         if (p_ptr->tim_ffall)
2411         {
2412                 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2413         }
2414
2415         /* Timed sh_touki */
2416         if (p_ptr->tim_sh_touki)
2417         {
2418                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2419         }
2420
2421         /* Timed sh_fire */
2422         if (p_ptr->tim_sh_fire)
2423         {
2424                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2425         }
2426
2427         /* Timed resist-magic */
2428         if (p_ptr->resist_magic)
2429         {
2430                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2431         }
2432
2433         /* Timed regeneration */
2434         if (p_ptr->tim_regen)
2435         {
2436                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2437         }
2438
2439         /* Timed resist nether */
2440         if (p_ptr->tim_res_nether)
2441         {
2442                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2443         }
2444
2445         /* Timed resist time */
2446         if (p_ptr->tim_res_time)
2447         {
2448                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2449         }
2450
2451         /* Timed reflect */
2452         if (p_ptr->tim_reflect)
2453         {
2454                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2455         }
2456
2457         /* Multi-shadow */
2458         if (p_ptr->multishadow)
2459         {
2460                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2461         }
2462
2463         /* Timed Robe of dust */
2464         if (p_ptr->dustrobe)
2465         {
2466                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2467         }
2468
2469         /* Timed infra-vision */
2470         if (p_ptr->kabenuke)
2471         {
2472                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2473         }
2474
2475         /* Paralysis */
2476         if (p_ptr->paralyzed)
2477         {
2478                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2479         }
2480
2481         /* Confusion */
2482         if (p_ptr->confused)
2483         {
2484                 (void)set_confused(p_ptr->confused - dec_count);
2485         }
2486
2487         /* Afraid */
2488         if (p_ptr->afraid)
2489         {
2490                 (void)set_afraid(p_ptr->afraid - dec_count);
2491         }
2492
2493         /* Fast */
2494         if (p_ptr->fast)
2495         {
2496                 (void)set_fast(p_ptr->fast - 1, TRUE);
2497         }
2498
2499         /* Slow */
2500         if (p_ptr->slow)
2501         {
2502                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2503         }
2504
2505         /* Protection from evil */
2506         if (p_ptr->protevil)
2507         {
2508                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2509         }
2510
2511         /* Invulnerability */
2512         if (p_ptr->invuln)
2513         {
2514                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2515         }
2516
2517         /* Wraith form */
2518         if (p_ptr->wraith_form)
2519         {
2520                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2521         }
2522
2523         /* Heroism */
2524         if (p_ptr->hero)
2525         {
2526                 (void)set_hero(p_ptr->hero - 1, TRUE);
2527         }
2528
2529         /* Super Heroism */
2530         if (p_ptr->shero)
2531         {
2532                 (void)set_shero(p_ptr->shero - 1, TRUE);
2533         }
2534
2535         /* Blessed */
2536         if (p_ptr->blessed)
2537         {
2538                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2539         }
2540
2541         /* Shield */
2542         if (p_ptr->shield)
2543         {
2544                 (void)set_shield(p_ptr->shield - 1, TRUE);
2545         }
2546
2547         /* Tsubureru */
2548         if (p_ptr->tsubureru)
2549         {
2550                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2551         }
2552
2553         /* Magicdef */
2554         if (p_ptr->magicdef)
2555         {
2556                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2557         }
2558
2559         /* Tsuyoshi */
2560         if (p_ptr->tsuyoshi)
2561         {
2562                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2563         }
2564
2565         /* Oppose Acid */
2566         if (p_ptr->oppose_acid)
2567         {
2568                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2569         }
2570
2571         /* Oppose Lightning */
2572         if (p_ptr->oppose_elec)
2573         {
2574                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2575         }
2576
2577         /* Oppose Fire */
2578         if (p_ptr->oppose_fire)
2579         {
2580                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2581         }
2582
2583         /* Oppose Cold */
2584         if (p_ptr->oppose_cold)
2585         {
2586                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2587         }
2588
2589         /* Oppose Poison */
2590         if (p_ptr->oppose_pois)
2591         {
2592                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2593         }
2594
2595         if (p_ptr->ult_res)
2596         {
2597                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2598         }
2599
2600         /*** Poison and Stun and Cut ***/
2601
2602         /* Poison */
2603         if (p_ptr->poisoned)
2604         {
2605                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2606
2607                 /* Apply some healing */
2608                 (void)set_poisoned(p_ptr->poisoned - adjust);
2609         }
2610
2611         /* Stun */
2612         if (p_ptr->stun)
2613         {
2614                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2615
2616                 /* Apply some healing */
2617                 (void)set_stun(p_ptr->stun - adjust);
2618         }
2619
2620         /* Cut */
2621         if (p_ptr->cut)
2622         {
2623                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2624
2625                 /* Hack -- Truly "mortal" wound */
2626                 if (p_ptr->cut > 1000) adjust = 0;
2627
2628                 /* Apply some healing */
2629                 (void)set_cut(p_ptr->cut - adjust);
2630         }
2631
2632
2633
2634         /*** Process Light ***/
2635
2636         /* Check for light being wielded */
2637         o_ptr = &inventory[INVEN_LITE];
2638
2639         /* Burn some fuel in the current lite */
2640         if (o_ptr->tval == TV_LITE)
2641         {
2642                 /* Hack -- Use some fuel (except on artifacts) */
2643                 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2644                 {
2645                         /* Decrease life-span */
2646                         if (o_ptr->name2 == EGO_LITE_LONG)
2647                         {
2648                                 if (turn % 40) o_ptr->xtra4--;
2649                         }
2650                         else o_ptr->xtra4--;
2651
2652                         /* Notice interesting fuel steps */
2653                         notice_lite_change(o_ptr);
2654                 }
2655         }
2656
2657         /* Calculate torch radius */
2658         p_ptr->update |= (PU_TORCH);
2659
2660
2661         /*** Process mutation effects ***/
2662         if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
2663         {
2664                 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && (randint(3000) == 1))
2665                 {
2666                         disturb(0, 0);
2667 #ifdef JP
2668 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2669 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2670 #else
2671                         msg_print("RAAAAGHH!");
2672                         msg_print("You feel a fit of rage coming over you!");
2673 #endif
2674
2675                         (void)set_shero(10 + randint(p_ptr->lev), FALSE);
2676                 }
2677
2678                 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint(3000) == 13))
2679                 {
2680                         if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
2681                         {
2682                                 disturb(0, 0);
2683 #ifdef JP
2684 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2685 #else
2686                                 msg_print("It's so dark... so scary!");
2687 #endif
2688
2689                                 set_afraid(p_ptr->afraid + 13 + randint(26));
2690                         }
2691                 }
2692
2693                 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint(5000) == 88))
2694                 {
2695                         if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2696                             !p_ptr->anti_tele)
2697                         {
2698                                 disturb(0, 0);
2699
2700                                 /* Teleport player */
2701 #ifdef JP
2702 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2703 #else
2704                                 msg_print("Your position suddenly seems very uncertain...");
2705 #endif
2706
2707                                 msg_print(NULL);
2708                                 teleport_player(40);
2709                         }
2710                 }
2711
2712                 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint(6400) == 321))
2713                 {
2714                         if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2715                         {
2716                                 disturb(0, 0);
2717                                 p_ptr->redraw |= PR_EXTRA;
2718 #ifdef JP
2719 msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2720 #else
2721                                 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2722 #endif
2723
2724                         }
2725
2726                         if (!p_ptr->resist_conf)
2727                         {
2728                                 (void)set_confused(p_ptr->confused + rand_int(20) + 15);
2729                         }
2730
2731                         if (!p_ptr->resist_chaos)
2732                         {
2733                                 if (one_in_(20))
2734                                 {
2735                                         msg_print(NULL);
2736                                         if (one_in_(3)) lose_all_info();
2737                                         else wiz_dark();
2738                                         teleport_player(100);
2739                                         wiz_dark();
2740 #ifdef JP
2741 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2742 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2743 #else
2744                                         msg_print("You wake up somewhere with a sore head...");
2745                                         msg_print("You can't remember a thing, or how you got here!");
2746 #endif
2747
2748                                 }
2749                                 else
2750                                 {
2751                                         if (one_in_(3))
2752                                         {
2753 #ifdef JP
2754 msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2755 #else
2756                                                 msg_print("Thishcischs GooDSChtuff!");
2757 #endif
2758
2759                                                 (void)set_image(p_ptr->image + rand_int(150) + 150);
2760                                         }
2761                                 }
2762                         }
2763                 }
2764
2765                 if ((p_ptr->muta2 & MUT2_HALLU) && (randint(6400) == 42))
2766                 {
2767                         if (!p_ptr->resist_chaos)
2768                         {
2769                                 disturb(0, 0);
2770                                 p_ptr->redraw |= PR_EXTRA;
2771                                 (void)set_image(p_ptr->image + rand_int(50) + 20);
2772                         }
2773                 }
2774
2775                 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint(3000) == 13))
2776                 {
2777                         disturb(0, 0);
2778
2779 #ifdef JP
2780 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2781 #else
2782                         msg_print("BRRAAAP! Oops.");
2783 #endif
2784
2785                         msg_print(NULL);
2786                         fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2787                 }
2788
2789                 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2790                     !p_ptr->anti_magic && (randint(9000) == 1))
2791                 {
2792                         int dire = 0;
2793                         disturb(0, 0);
2794 #ifdef JP
2795 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");
2796 #else
2797                         msg_print("Magical energy flows through you! You must release it!");
2798 #endif
2799
2800                         flush();
2801                         msg_print(NULL);
2802                         (void)get_hack_dir(&dire);
2803                         fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2804                 }
2805
2806                 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2807                     !p_ptr->anti_magic && (randint(6666) == 666))
2808                 {
2809                         bool pet = (randint(6) == 1);
2810                         bool not_pet = (bool)(!pet);
2811
2812                         if (summon_specific((pet ? -1 : 0), py, px,
2813                                     dun_level, SUMMON_DEMON, TRUE, FALSE, pet, not_pet, not_pet))
2814                         {
2815 #ifdef JP
2816 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2817 #else
2818                                 msg_print("You have attracted a demon!");
2819 #endif
2820
2821                                 disturb(0, 0);
2822                         }
2823                 }
2824
2825                 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && (randint(6000) == 1))
2826                 {
2827                         disturb(0, 0);
2828                         if (randint(2) == 1)
2829                         {
2830 #ifdef JP
2831 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2832 #else
2833                                 msg_print("You feel less energetic.");
2834 #endif
2835
2836                                 if (p_ptr->fast > 0)
2837                                 {
2838                                         set_fast(0, TRUE);
2839                                 }
2840                                 else
2841                                 {
2842                                         set_slow(randint(30) + 10, FALSE);
2843                                 }
2844                         }
2845                         else
2846                         {
2847 #ifdef JP
2848 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2849 #else
2850                                 msg_print("You feel more energetic.");
2851 #endif
2852
2853                                 if (p_ptr->slow > 0)
2854                                 {
2855                                         set_slow(0, TRUE);
2856                                 }
2857                                 else
2858                                 {
2859                                         set_fast(randint(30) + 10, FALSE);
2860                                 }
2861                         }
2862                         msg_print(NULL);
2863                 }
2864                 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && (randint(9000) == 1))
2865                 {
2866                         disturb(0, 0);
2867 #ifdef JP
2868 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2869 #else
2870                         msg_print("You suddenly feel almost lonely.");
2871 #endif
2872
2873                         banish_monsters(100);
2874                         if (!dun_level && p_ptr->town_num)
2875                         {
2876 #ifdef JP
2877 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2878 #else
2879                                 msg_print("You see one of the shopkeepers running for the hills!");
2880 #endif
2881
2882                                 store_shuffle(rand_int(MAX_STORES));
2883                         }
2884                         msg_print(NULL);
2885                 }
2886
2887                 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2888                 {
2889                         object_type *o_ptr;
2890
2891 #ifdef JP
2892 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2893 #else
2894                         msg_print("A shadow passes over you.");
2895 #endif
2896
2897                         msg_print(NULL);
2898
2899                         /* Absorb light from the current possition */
2900                         if (cave[py][px].info & CAVE_GLOW)
2901                         {
2902                                 hp_player(10);
2903                         }
2904
2905                         o_ptr = &inventory[INVEN_LITE];
2906
2907                         /* Absorb some fuel in the current lite */
2908                         if (o_ptr->tval == TV_LITE)
2909                         {
2910                                 /* Use some fuel (except on artifacts) */
2911                                 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
2912                                 {
2913                                         /* Heal the player a bit */
2914                                         hp_player(o_ptr->xtra4 / 20);
2915
2916                                         /* Decrease life-span of lite */
2917                                         o_ptr->xtra4 /= 2;
2918
2919 #ifdef JP
2920 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2921 #else
2922                                         msg_print("You absorb energy from your light!");
2923 #endif
2924
2925
2926                                         /* Notice interesting fuel steps */
2927                                         notice_lite_change(o_ptr);
2928                                 }
2929                         }
2930
2931                         /*
2932                          * Unlite the area (radius 10) around player and
2933                          * do 50 points damage to every affected monster
2934                          */
2935                         unlite_area(50, 10);
2936                 }
2937
2938                 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2939                    !p_ptr->anti_magic && one_in_(7000))
2940                 {
2941                         bool pet = (randint(3) == 1);
2942                         bool not_pet = (bool)(!pet);
2943
2944                         if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL,
2945                             TRUE, FALSE, pet, not_pet, not_pet))
2946                         {
2947 #ifdef JP
2948 msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
2949 #else
2950                                 msg_print("You have attracted an animal!");
2951 #endif
2952
2953                                 disturb(0, 0);
2954                         }
2955                 }
2956
2957                 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2958                     !p_ptr->anti_magic && one_in_(8000))
2959                 {
2960                         disturb(0, 0);
2961 #ifdef JP
2962 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2963 #else
2964                         msg_print("You feel the world warping around you!");
2965 #endif
2966
2967                         msg_print(NULL);
2968                         fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2969                 }
2970                 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2971                 {
2972                         if (!lose_mutation(0))
2973 #ifdef JP
2974 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2975 #else
2976                                 msg_print("You feel oddly normal.");
2977 #endif
2978
2979                 }
2980                 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2981                 {
2982                         disturb(0, 0);
2983 #ifdef JP
2984 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2985 #else
2986                         msg_print("You feel insubstantial!");
2987 #endif
2988
2989                         msg_print(NULL);
2990                         set_wraith_form(randint(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2991                 }
2992                 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2993                 {
2994                         do_poly_wounds();
2995                 }
2996                 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2997                 {
2998                         int which_stat = rand_int(6);
2999                         int sustained = FALSE;
3000
3001                         switch (which_stat)
3002                         {
3003                         case A_STR:
3004                                 if (p_ptr->sustain_str) sustained = TRUE;
3005                                 break;
3006                         case A_INT:
3007                                 if (p_ptr->sustain_int) sustained = TRUE;
3008                                 break;
3009                         case A_WIS:
3010                                 if (p_ptr->sustain_wis) sustained = TRUE;
3011                                 break;
3012                         case A_DEX:
3013                                 if (p_ptr->sustain_dex) sustained = TRUE;
3014                                 break;
3015                         case A_CON:
3016                                 if (p_ptr->sustain_con) sustained = TRUE;
3017                                 break;
3018                         case A_CHR:
3019                                 if (p_ptr->sustain_chr) sustained = TRUE;
3020                                 break;
3021                         default:
3022 #ifdef JP
3023 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3024 #else
3025                                 msg_print("Invalid stat chosen!");
3026 #endif
3027
3028                                 sustained = TRUE;
3029                         }
3030
3031                         if (!sustained)
3032                         {
3033                                 disturb(0, 0);
3034 #ifdef JP
3035 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3036 #else
3037                                 msg_print("You can feel yourself wasting away!");
3038 #endif
3039
3040                                 msg_print(NULL);
3041                                 (void)dec_stat(which_stat, randint(6) + 6, randint(3) == 1);
3042                         }
3043                 }
3044                 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3045                    !p_ptr->anti_magic && one_in_(3000))
3046                 {
3047                         bool pet = (randint(5) == 1);
3048                         bool not_pet = (bool)(!pet);
3049
3050                         if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON,
3051                             TRUE, FALSE, pet, not_pet, not_pet))
3052                         {
3053 #ifdef JP
3054 msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
3055 #else
3056                                 msg_print("You have attracted a dragon!");
3057 #endif
3058
3059                                 disturb(0, 0);
3060                         }
3061                 }
3062                 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3063                         one_in_(3000))
3064                 {
3065                         if (p_ptr->tim_esp > 0)
3066                         {
3067 #ifdef JP
3068 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3069 #else
3070                                 msg_print("Your mind feels cloudy!");
3071 #endif
3072
3073                                 set_tim_esp(0, TRUE);
3074                         }
3075                         else
3076                         {
3077 #ifdef JP
3078 msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
3079 #else
3080                                 msg_print("Your mind expands!");
3081 #endif
3082
3083                                 set_tim_esp(p_ptr->lev, FALSE);
3084                         }
3085                 }
3086                 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3087                         one_in_(9000))
3088                 {
3089                         disturb(0, 0);
3090 #ifdef JP
3091 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3092 #else
3093                         msg_print("Your stomach roils, and you lose your lunch!");
3094 #endif
3095
3096                         msg_print(NULL);
3097                         set_food(PY_FOOD_WEAK);
3098                 }
3099
3100                 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3101                    !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3102                 {
3103                         alter_reality();
3104                 }
3105
3106                 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3107                 {
3108                         int danger_amount = 0;
3109                         int monster;
3110
3111                         for (monster = 0; monster < m_max; monster++)
3112                         {
3113                                 monster_type    *m_ptr = &m_list[monster];
3114                                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3115
3116                                 /* Paranoia -- Skip dead monsters */
3117                                 if (!m_ptr->r_idx) continue;
3118
3119                                 if (r_ptr->level >= p_ptr->lev)
3120                                 {
3121                                         danger_amount += r_ptr->level - p_ptr->lev + 1;
3122                                 }
3123                         }
3124
3125                         if (danger_amount > 100)
3126 #ifdef JP
3127 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3128 #else
3129                                 msg_print("You feel utterly terrified!");
3130 #endif
3131
3132                         else if (danger_amount > 50)
3133 #ifdef JP
3134 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3135 #else
3136                                 msg_print("You feel terrified!");
3137 #endif
3138
3139                         else if (danger_amount > 20)
3140 #ifdef JP
3141 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3142 #else
3143                                 msg_print("You feel very worried!");
3144 #endif
3145
3146                         else if (danger_amount > 10)
3147 #ifdef JP
3148 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3149 #else
3150                                 msg_print("You feel paranoid!");
3151 #endif
3152
3153                         else if (danger_amount > 5)
3154 #ifdef JP
3155 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3156 #else
3157                                 msg_print("You feel almost safe.");
3158 #endif
3159
3160                         else
3161 #ifdef JP
3162 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3163 #else
3164                                 msg_print("You feel lonely.");
3165 #endif
3166
3167                 }
3168                 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3169                         one_in_(5000))
3170                 {
3171                         disturb(0, 0);
3172 #ifdef JP
3173 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3174 #else
3175                         msg_print("You feel invincible!");
3176 #endif
3177
3178                         msg_print(NULL);
3179                         (void)set_invuln(randint(8) + 8, FALSE);
3180                 }
3181                 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3182                 {
3183                         int wounds = p_ptr->mhp - p_ptr->chp;
3184
3185                         if (wounds > 0)
3186                         {
3187                                 int healing = p_ptr->csp;
3188
3189                                 if (healing > wounds)
3190                                 {
3191                                         healing = wounds;
3192                                 }
3193
3194                                 hp_player(healing);
3195                                 p_ptr->csp -= healing;
3196                         }
3197                 }
3198                 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3199                         one_in_(4000))
3200                 {
3201                         int wounds = p_ptr->msp - p_ptr->csp;
3202
3203                         if (wounds > 0)
3204                         {
3205                                 int healing = p_ptr->chp;
3206
3207                                 if (healing > wounds)
3208                                 {
3209                                         healing = wounds;
3210                                 }
3211
3212                                 p_ptr->csp += healing;
3213 #ifdef JP
3214 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3215 #else
3216                                 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3217 #endif
3218
3219                         }
3220                 }
3221                 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3222                 {
3223                         object_type *o_ptr;
3224
3225                         disturb(0, 0);
3226 #ifdef JP
3227 msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3228 take_hit(DAMAGE_NOESCAPE, randint(p_ptr->wt / 6), "žÅÝ", -1);
3229 #else
3230                         msg_print("You trip over your own feet!");
3231                         take_hit(DAMAGE_NOESCAPE, randint(p_ptr->wt / 6), "tripping", -1);
3232 #endif
3233
3234
3235                         msg_print(NULL);
3236                         if (buki_motteruka(INVEN_RARM))
3237                         {
3238                                 int slot = INVEN_RARM;
3239                                 o_ptr = &inventory[INVEN_RARM];
3240                                 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3241                                 {
3242                                         o_ptr = &inventory[INVEN_LARM];
3243                                         slot = INVEN_LARM;
3244                                 }
3245                                 if (!cursed_p(o_ptr))
3246                                 {
3247 #ifdef JP
3248 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3249 #else
3250                                         msg_print("You drop your weapon!");
3251 #endif
3252
3253                                         inven_drop(slot, 1);
3254                                 }
3255                         }
3256                 }
3257         }
3258
3259
3260         /*** Process Inventory ***/
3261
3262         /* Handle experience draining */
3263         if (p_ptr->exp_drain)
3264         {
3265                 if (rand_int(100) < 25)
3266                 {
3267                         p_ptr->exp -= (p_ptr->lev+1)/2;
3268                         if (p_ptr->exp < 0) p_ptr->exp = 0;
3269                         p_ptr->max_exp -= (p_ptr->lev+1)/2;
3270                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3271                         check_experience();
3272                 }
3273         }
3274
3275         /* Rarely, take damage from the Jewel of Judgement */
3276         if ((randint(999) == 1) && !p_ptr->anti_magic)
3277         {
3278                 if ((inventory[INVEN_LITE].tval) &&
3279                     (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
3280                 {
3281 #ifdef JP
3282 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3283 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3284 #else
3285                         msg_print("The Jewel of Judgement drains life from you!");
3286                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3287 #endif
3288
3289                 }
3290         }
3291
3292
3293         /* Process equipment */
3294         for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3295         {
3296                 /* Get the object */
3297                 o_ptr = &inventory[i];
3298
3299                 object_flags(o_ptr, &f1, &f2, &f3);
3300
3301                 /* Skip non-objects */
3302                 if (!o_ptr->k_idx) continue;
3303
3304                 if (!p_ptr->inside_battle)
3305                 {
3306                         /* TY Curse */
3307                         if ((f3 & TR3_TY_CURSE) && (randint(TY_CURSE_CHANCE) == 1))
3308                         {
3309                                 int count = 0;
3310
3311                                 (void)activate_ty_curse(FALSE, &count);
3312                         }
3313
3314                         /* Make a chainsword noise */
3315                         if ((o_ptr->name1 == ART_CHAINSWORD) && randint(CHAINSWORD_NOISE) == 1)
3316                         {
3317                                 char noise[1024];
3318 #ifdef JP
3319 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3320 #else
3321                                 if (!get_rnd_line("chainswd.txt", 0, noise))
3322 #endif
3323
3324                                         msg_print(noise);
3325                                 disturb(FALSE, FALSE);
3326                         }
3327
3328                         /*
3329                          * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3330                          * can actually be useful!
3331                          */
3332                         if ((f3 & TR3_TELEPORT) && (rand_int(100) < 1))
3333                         {
3334                                 if ((o_ptr->ident & IDENT_CURSED) && !p_ptr->anti_tele)
3335                                 {
3336                                         disturb(0, 0);
3337
3338                                         /* Teleport player */
3339                                         teleport_player(40);
3340                                 }
3341                                 else
3342                                 {
3343                                         if (p_ptr->wild_mode || (o_ptr->inscription &&
3344                                             (strchr(quark_str(o_ptr->inscription),'.'))))
3345                                         {
3346                                                 /* Do nothing */
3347                                                 /* msg_print("Teleport aborted.") */ ;
3348                                         }
3349 #ifdef JP
3350 else if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", 1))
3351 #else
3352                                         else if (get_check("Teleport? "))
3353 #endif
3354
3355                                         {
3356                                                 disturb(0, 0);
3357                                                 teleport_player(50);
3358                                         }
3359                                 }
3360                         }
3361                 }
3362
3363                 /* Recharge activatable objects */
3364                 if (o_ptr->timeout > 0)
3365                 {
3366                         /* Recharge */
3367                         o_ptr->timeout--;
3368
3369                         /* Notice changes */
3370                         if (!o_ptr->timeout)
3371                         {
3372                                 recharged_notice(o_ptr);
3373                                 j++;
3374                         }
3375                 }
3376         }
3377
3378         /* Notice changes */
3379         if (j)
3380         {
3381                 /* Window stuff */
3382                 p_ptr->window |= (PW_EQUIP);
3383                 wild_regen = 20;
3384         }
3385
3386         /*
3387          * Recharge rods.  Rods now use timeout to control charging status,
3388          * and each charging rod in a stack decreases the stack's timeout by
3389          * one per turn. -LM-
3390          */
3391         for (j = 0, i = 0; i < INVEN_PACK; i++)
3392         {
3393                 o_ptr = &inventory[i];
3394                 k_ptr = &k_info[o_ptr->k_idx];
3395
3396                 /* Skip non-objects */
3397                 if (!o_ptr->k_idx) continue;
3398
3399                 /* Examine all charging rods or stacks of charging rods. */
3400                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3401                 {
3402                         /* Determine how many rods are charging. */
3403                         temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3404                         if (temp > o_ptr->number) temp = o_ptr->number;
3405
3406                         /* Decrease timeout by that number. */
3407                         o_ptr->timeout -= temp;
3408
3409                         /* Boundary control. */
3410                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3411
3412                         /* Notice changes, provide message if object is inscribed. */
3413                         if (!(o_ptr->timeout))
3414                         {
3415                                 recharged_notice(o_ptr);
3416                                 j++;
3417                         }
3418                 }
3419         }
3420
3421         /* Notice changes */
3422         if (j)
3423         {
3424                 /* Combine pack */
3425                 p_ptr->notice |= (PN_COMBINE);
3426
3427                 /* Window stuff */
3428                 p_ptr->window |= (PW_INVEN);
3429                 wild_regen = 20;
3430         }
3431
3432         /* Feel the inventory */
3433         sense_inventory1();
3434         sense_inventory2();
3435
3436
3437         /*** Process Objects ***/
3438
3439         /* Process objects */
3440         for (i = 1; i < o_max; i++)
3441         {
3442                 /* Access object */
3443                 o_ptr = &o_list[i];
3444
3445                 /* Skip dead objects */
3446                 if (!o_ptr->k_idx) continue;
3447
3448                 /* Recharge rods on the ground.  No messages. */
3449                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3450                 {
3451                         /* Charge it */
3452                         o_ptr->timeout -= o_ptr->number;
3453
3454                         /* Boundary control. */
3455                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3456                 }
3457         }
3458
3459
3460         /*** Involuntary Movement ***/
3461
3462         /* Delayed Word-of-Recall */
3463         if (p_ptr->word_recall)
3464         {
3465                 /*
3466                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
3467                  * The player is yanked up/down as soon as
3468                  * he loads the autosaved game.
3469                  */
3470                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3471                         do_cmd_save_game(TRUE);
3472
3473                 /* Count down towards recall */
3474                 p_ptr->word_recall--;
3475
3476                 p_ptr->redraw |= (PR_STATUS);
3477
3478                 /* Activate the recall */
3479                 if (!p_ptr->word_recall)
3480                 {
3481                         /* Disturbing! */
3482                         disturb(0, 0);
3483
3484                         /* Determine the level */
3485                         if (dun_level || p_ptr->inside_quest)
3486                         {
3487 #ifdef JP
3488 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3489 #else
3490                                 msg_print("You feel yourself yanked upwards!");
3491 #endif
3492
3493                                 p_ptr->recall_dungeon = dungeon_type;
3494                                 if (record_stair)
3495                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3496
3497                                 dun_level = 0;
3498                                 dungeon_type = 0;
3499
3500                                 leaving_quest = p_ptr->inside_quest;
3501
3502                                 /* Leaving an 'only once' quest marks it as failed */
3503                                 if (leaving_quest &&
3504                                         ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
3505                                         (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
3506                                 {
3507                                         quest[leaving_quest].status = QUEST_STATUS_FAILED;
3508                                         quest[leaving_quest].complev = (byte)p_ptr->lev;
3509                                         if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
3510                                         {
3511                                                 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
3512                                                 if (record_rand_quest)
3513                                                         do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
3514                                         }
3515                                         else if (record_fix_quest)
3516                                                 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
3517                                 }
3518
3519                                 p_ptr->inside_quest = 0;
3520                                 p_ptr->leaving = TRUE;
3521                         }
3522                         else
3523                         {
3524 #ifdef JP
3525 msg_print("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3526 #else
3527                                 msg_print("You feel yourself yanked downwards!");
3528 #endif
3529
3530                                 dungeon_type = p_ptr->recall_dungeon;
3531
3532                                 if (record_stair)
3533                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3534
3535                                 /* New depth */
3536                                 dun_level = max_dlv[dungeon_type];
3537                                 if (dun_level < 1) dun_level = 1;
3538
3539                                 /* Nightmare mode makes recall more dangerous */
3540                                 if (ironman_nightmare && !rand_int(666) && (dungeon_type == DUNGEON_ANGBAND))
3541                                 {
3542                                         if (dun_level < 50)
3543                                         {
3544                                                 dun_level *= 2;
3545                                         }
3546                                         else if (dun_level < 99)
3547                                         {
3548                                                 dun_level = (dun_level + 99) / 2;
3549                                         }
3550                                         else if (dun_level > 100)
3551                                         {
3552                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3553                                         }
3554                                 }
3555
3556                                 if (p_ptr->wild_mode)
3557                                 {
3558                                         p_ptr->wilderness_y = py;
3559                                         p_ptr->wilderness_x = px;
3560                                 }
3561                                 else
3562                                 {
3563                                         /* Save player position */
3564                                         p_ptr->oldpx = px;
3565                                         p_ptr->oldpy = py;
3566                                 }
3567                                 p_ptr->wild_mode = FALSE;
3568
3569                                 /* Leaving */
3570                                 p_ptr->leaving = TRUE;
3571
3572                                 if (dungeon_type == DUNGEON_ANGBAND)
3573                                 {
3574                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3575                                         {
3576                                                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3577                                                     (quest[i].status == QUEST_STATUS_TAKEN) &&
3578                                                     (quest[i].level < dun_level))
3579                                                 {
3580                                                         quest[i].status = QUEST_STATUS_FAILED;
3581                                                         quest[i].complev = (byte)p_ptr->lev;
3582                                                         r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3583                                                 }
3584                                         }
3585                                 }
3586                         }
3587
3588                         /* Sound */
3589                         sound(SOUND_TPLEVEL);
3590                 }
3591         }
3592 }
3593
3594
3595
3596 /*
3597  * Verify use of "wizard" mode
3598  */
3599 static bool enter_wizard_mode(void)
3600 {
3601         /* Ask first time */
3602         if (!noscore)
3603         {
3604                 /* Mention effects */
3605 #ifdef JP
3606 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
3607 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3608 #else
3609                 msg_print("Wizard mode is for debugging and experimenting.");
3610                 msg_print("The game will not be scored if you enter wizard mode.");
3611 #endif
3612
3613                 msg_print(NULL);
3614
3615                 /* Verify request */
3616 #ifdef JP
3617 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
3618 #else
3619                 if (!get_check("Are you sure you want to enter wizard mode? "))
3620 #endif
3621
3622                 {
3623                         return (FALSE);
3624                 }
3625
3626                 /* Mark savefile */
3627                 noscore |= 0x0002;
3628         }
3629
3630         /* Success */
3631         return (TRUE);
3632 }
3633
3634
3635 #ifdef ALLOW_WIZARD
3636
3637 /*
3638  * Verify use of "debug" commands
3639  */
3640 static bool enter_debug_mode(void)
3641 {
3642         /* Ask first time */
3643         if (!noscore)
3644         {
3645                 /* Mention effects */
3646 #ifdef JP
3647 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3648 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3649 #else
3650                 msg_print("The debug commands are for debugging and experimenting.");
3651                 msg_print("The game will not be scored if you use debug commands.");
3652 #endif
3653
3654                 msg_print(NULL);
3655
3656                 /* Verify request */
3657 #ifdef JP
3658 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3659 #else
3660                 if (!get_check("Are you sure you want to use debug commands? "))
3661 #endif
3662
3663                 {
3664                         return (FALSE);
3665                 }
3666
3667 #ifdef JP
3668                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
3669 #else
3670                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
3671 #endif
3672                 /* Mark savefile */
3673                 noscore |= 0x0008;
3674         }
3675
3676         /* Success */
3677         return (TRUE);
3678 }
3679
3680 /*
3681  * Hack -- Declare the Debug Routines
3682  */
3683 extern void do_cmd_debug(void);
3684
3685 #endif /* ALLOW_WIZARD */
3686
3687
3688 #ifdef ALLOW_BORG
3689
3690 /*
3691  * Verify use of "borg" commands
3692  */
3693 static bool enter_borg_mode(void)
3694 {
3695         /* Ask first time */
3696         if (!(noscore & 0x0010))
3697         {
3698                 /* Mention effects */
3699 #ifdef JP
3700 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3701 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3702 #else
3703                 msg_print("The borg commands are for debugging and experimenting.");
3704                 msg_print("The game will not be scored if you use borg commands.");
3705 #endif
3706
3707                 msg_print(NULL);
3708
3709                 /* Verify request */
3710 #ifdef JP
3711 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3712 #else
3713                 if (!get_check("Are you sure you want to use borg commands? "))
3714 #endif
3715
3716                 {
3717                         return (FALSE);
3718                 }
3719
3720                 /* Mark savefile */
3721                 noscore |= 0x0010;
3722         }
3723
3724         /* Success */
3725         return (TRUE);
3726 }
3727
3728 /*
3729  * Hack -- Declare the Ben Borg
3730  */
3731 extern void do_cmd_borg(void);
3732
3733 #endif /* ALLOW_BORG */
3734
3735
3736
3737 /*
3738  * Parse and execute the current command
3739  * Give "Warning" on illegal commands.
3740  *
3741  * XXX XXX XXX Make some "blocks"
3742  */
3743 static void process_command(void)
3744 {
3745         int old_now_message = now_message;
3746
3747 #ifdef ALLOW_REPEAT /* TNB */
3748
3749         /* Handle repeating the last command */
3750         repeat_check();
3751
3752 #endif /* ALLOW_REPEAT -- TNB */
3753
3754         now_message = 0;
3755
3756         /* Parse the command */
3757         switch (command_cmd)
3758         {
3759                 /* Ignore */
3760                 case ESCAPE:
3761                 case ' ':
3762                 {
3763                         break;
3764                 }
3765
3766                 /* Ignore return */
3767                 case '\r':
3768                 case '\n':
3769                 {
3770                         break;
3771                 }
3772
3773                 /*** Wizard Commands ***/
3774
3775                 /* Toggle Wizard Mode */
3776                 case KTRL('W'):
3777                 {
3778                         if (wizard)
3779                         {
3780                                 wizard = FALSE;
3781 #ifdef JP
3782 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
3783 #else
3784                                 msg_print("Wizard mode off.");
3785 #endif
3786
3787                         }
3788                         else if (enter_wizard_mode())
3789                         {
3790                                 wizard = TRUE;
3791 #ifdef JP
3792 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
3793 #else
3794                                 msg_print("Wizard mode on.");
3795 #endif
3796
3797                         }
3798
3799                         /* Update monsters */
3800                         p_ptr->update |= (PU_MONSTERS);
3801
3802                         /* Redraw "title" */
3803                         p_ptr->redraw |= (PR_TITLE);
3804
3805                         break;
3806                 }
3807
3808
3809 #ifdef ALLOW_WIZARD
3810
3811                 /* Special "debug" commands */
3812                 case KTRL('A'):
3813                 {
3814                         /* Enter debug mode */
3815                         if (enter_debug_mode())
3816                         {
3817                                 do_cmd_debug();
3818                         }
3819                         break;
3820                 }
3821
3822 #endif /* ALLOW_WIZARD */
3823
3824
3825 #ifdef ALLOW_BORG
3826
3827                 /* Special "borg" commands */
3828                 case KTRL('Z'):
3829                 {
3830                         /* Enter borg mode */
3831                         if (enter_borg_mode())
3832                         {
3833                                 if (!p_ptr->wild_mode) do_cmd_borg();
3834                         }
3835
3836                         break;
3837                 }
3838
3839 #endif /* ALLOW_BORG */
3840
3841
3842
3843                 /*** Inventory Commands ***/
3844
3845                 /* Wear/wield equipment */
3846                 case 'w':
3847                 {
3848                         if (!p_ptr->wild_mode) do_cmd_wield();
3849                         break;
3850                 }
3851
3852                 /* Take off equipment */
3853                 case 't':
3854                 {
3855                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3856                         break;
3857                 }
3858
3859                 /* Drop an item */
3860                 case 'd':
3861                 {
3862                         if (!p_ptr->wild_mode) do_cmd_drop();
3863                         break;
3864                 }
3865
3866                 /* Destroy an item */
3867                 case 'k':
3868                 {
3869                         do_cmd_destroy();
3870                         break;
3871                 }
3872
3873                 /* Equipment list */
3874                 case 'e':
3875                 {
3876                         do_cmd_equip();
3877                         break;
3878                 }
3879
3880                 /* Inventory list */
3881                 case 'i':
3882                 {
3883                         do_cmd_inven();
3884                         break;
3885                 }
3886
3887
3888                 /*** Various commands ***/
3889
3890                 /* Identify an object */
3891                 case 'I':
3892                 {
3893                         do_cmd_observe();
3894                         break;
3895                 }
3896
3897                 /* Hack -- toggle windows */
3898                 case KTRL('I'):
3899                 {
3900                         toggle_inven_equip();
3901                         break;
3902                 }
3903
3904
3905                 /*** Standard "Movement" Commands ***/
3906
3907                 /* Alter a grid */
3908                 case '+':
3909                 {
3910                         if (!p_ptr->wild_mode) do_cmd_alter();
3911                         break;
3912                 }
3913
3914                 /* Dig a tunnel */
3915                 case 'T':
3916                 {
3917                         if (!p_ptr->wild_mode) do_cmd_tunnel();
3918                         break;
3919                 }
3920
3921                 /* Move (usually pick up things) */
3922                 case ';':
3923                 {
3924 #ifdef ALLOW_EASY_DISARM /* TNB */
3925
3926                         do_cmd_walk(FALSE);
3927
3928 #else /* ALLOW_EASY_DISARM -- TNB */
3929
3930                         do_cmd_walk(always_pickup);
3931
3932 #endif /* ALLOW_EASY_DISARM -- TNB */
3933
3934                         break;
3935                 }
3936
3937                 /* Move (usually do not pick up) */
3938                 case '-':
3939                 {
3940 #ifdef ALLOW_EASY_DISARM /* TNB */
3941
3942                         do_cmd_walk(TRUE);
3943
3944 #else /* ALLOW_EASY_DISARM -- TNB */
3945
3946                         do_cmd_walk(!always_pickup);
3947
3948 #endif /* ALLOW_EASY_DISARM -- TNB */
3949
3950                         break;
3951                 }
3952
3953
3954                 /*** Running, Resting, Searching, Staying */
3955
3956                 /* Begin Running -- Arg is Max Distance */
3957                 case '.':
3958                 {
3959                         if (!p_ptr->wild_mode) do_cmd_run();
3960                         break;
3961                 }
3962
3963                 /* Stay still (usually pick things up) */
3964                 case ',':
3965                 {
3966                         do_cmd_stay(always_pickup);
3967                         break;
3968                 }
3969
3970                 /* Stay still (usually do not pick up) */
3971                 case 'g':
3972                 {
3973                         do_cmd_stay(!always_pickup);
3974                         break;
3975                 }
3976
3977                 /* Rest -- Arg is time */
3978                 case 'R':
3979                 {
3980                         do_cmd_rest();
3981                         break;
3982                 }
3983
3984                 /* Search for traps/doors */
3985                 case 's':
3986                 {
3987                         do_cmd_search();
3988                         break;
3989                 }
3990
3991                 /* Toggle search mode */
3992                 case 'S':
3993                 {
3994                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3995                         else set_action(ACTION_SEARCH);
3996                         break;
3997                 }
3998
3999
4000                 /*** Stairs and Doors and Chests and Traps ***/
4001
4002                 /* Enter store */
4003                 case 253:
4004                 {
4005                         if (!p_ptr->wild_mode) do_cmd_store();
4006                         break;
4007                 }
4008
4009                 /* Enter building -KMW- */
4010                 case 254:
4011                 {
4012                         if (!p_ptr->wild_mode) do_cmd_bldg();
4013                         break;
4014                 }
4015
4016                 /* Enter quest level -KMW- */
4017                 case 255:
4018                 {
4019                         if (!p_ptr->wild_mode) do_cmd_quest();
4020                         break;
4021                 }
4022
4023                 /* Go up staircase */
4024                 case '<':
4025                 {
4026                         if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4027                         {
4028                                 if (!vanilla_town)
4029                                 {
4030                                         if(ambush_flag)
4031                                         {
4032 #ifdef JP
4033                                                 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4034 #else
4035                                                 msg_print("To flee the ambush you have to reach the edge of the map.");
4036 #endif
4037                                         }
4038                                         else if (p_ptr->food < PY_FOOD_WEAK)
4039                                         {
4040 #ifdef JP
4041                                                 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4042 #else
4043                                                 msg_print("You must eat something here.");
4044 #endif
4045                                         }
4046                                         else
4047                                         {
4048                                                 if (change_wild_mode())
4049                                                 {
4050                                                         p_ptr->oldpx = px;
4051                                                         p_ptr->oldpy = py;
4052                                                 }
4053                                         }
4054                                 }
4055                         }
4056                         else
4057                                 do_cmd_go_up();
4058                         break;
4059                 }
4060
4061                 /* Go down staircase */
4062                 case '>':
4063                 {
4064                         if(!p_ptr->wild_mode) do_cmd_go_down();
4065                         else
4066                         {
4067                                 p_ptr->wilderness_x = px;
4068                                 p_ptr->wilderness_y = py;
4069                                 change_wild_mode();
4070                         }
4071                         break;
4072                 }
4073
4074                 /* Open a door or chest */
4075                 case 'o':
4076                 {
4077                         if (!p_ptr->wild_mode) do_cmd_open();
4078                         break;
4079                 }
4080
4081                 /* Close a door */
4082                 case 'c':
4083                 {
4084                         if (!p_ptr->wild_mode) do_cmd_close();
4085                         break;
4086                 }
4087
4088                 /* Jam a door with spikes */
4089                 case 'j':
4090                 {
4091                         if (!p_ptr->wild_mode) do_cmd_spike();
4092                         break;
4093                 }
4094
4095                 /* Bash a door */
4096                 case 'B':
4097                 {
4098                         if (!p_ptr->wild_mode) do_cmd_bash();
4099                         break;
4100                 }
4101
4102                 /* Disarm a trap or chest */
4103                 case 'D':
4104                 {
4105                         if (!p_ptr->wild_mode) do_cmd_disarm();
4106                         break;
4107                 }
4108
4109
4110                 /*** Magic and Prayers ***/
4111
4112                 /* Gain new spells/prayers */
4113                 case 'G':
4114                 {
4115                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4116 #ifdef JP
4117                                 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4118 #else
4119                                 msg_print("You don't have to learn spells!");
4120 #endif
4121                         else if (p_ptr->pclass == CLASS_SAMURAI)
4122                                 do_cmd_gain_hissatsu();
4123                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4124                                 gain_magic();
4125                         else
4126                                 do_cmd_study();
4127                         break;
4128                 }
4129
4130                 /* Browse a book */
4131                 case 'b':
4132                 {
4133                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4134                              (p_ptr->pclass == CLASS_BERSERKER) ||
4135                              (p_ptr->pclass == CLASS_NINJA) ||
4136                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4137                              ) do_cmd_mind_browse();
4138                         else if (p_ptr->pclass == CLASS_SMITH)
4139                                 do_cmd_kaji(TRUE);
4140                         else do_cmd_browse();
4141                         break;
4142                 }
4143
4144                 /* Cast a spell */
4145                 case 'm':
4146                 {
4147                         /* -KMW- */
4148                         if (!p_ptr->wild_mode)
4149                         {
4150                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4151                                 {
4152 #ifdef JP
4153                                         msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4154 #else
4155                                         msg_print("You cannot cast spells!");
4156 #endif
4157                                 }
4158                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4159                                 {
4160 #ifdef JP
4161                                         msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4162 #else
4163                                         msg_print("The arena absorbs all attempted magic!");
4164 #endif
4165                                         msg_print(NULL);
4166                                 }
4167                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4168                                 {
4169 #ifdef JP
4170
4171                                         cptr which_power = "ËâË¡";
4172 #else
4173                                         cptr which_power = "magic";
4174 #endif
4175                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4176 #ifdef JP
4177                                                 which_power = "ĶǽÎÏ";
4178 #else
4179                                                 which_power = "psionic powers";
4180 #endif
4181                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4182 #ifdef JP
4183                                                 which_power = "¤â¤Î¤Þ¤Í";
4184 #else
4185                                                 which_power = "imitation";
4186 #endif
4187                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4188 #ifdef JP
4189                                                 which_power = "ɬ»¦·õ";
4190 #else
4191                                                 which_power = "hissatsu";
4192 #endif
4193                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4194 #ifdef JP
4195                                                 which_power = "¶ÀËâË¡";
4196 #else
4197                                                 which_power = "mirror magic";
4198 #endif
4199                                         else if (p_ptr->pclass == CLASS_NINJA)
4200 #ifdef JP
4201                                                 which_power = "Ǧ½Ñ";
4202 #else
4203                                                 which_power = "ninjutsu";
4204 #endif
4205                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4206 #ifdef JP
4207                                                 which_power = "µ§¤ê";
4208 #else
4209                                                 which_power = "prayer";
4210 #endif
4211
4212 #ifdef JP
4213                                         msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4214 #else
4215                                         msg_format("An anti-magic shell disrupts your %s!", which_power);
4216 #endif
4217                                         energy_use = 0;
4218                                 }
4219                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4220                                 {
4221 #ifdef JP
4222                                         msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4223 #else
4224                                         msg_format("You cannot think directly!");
4225 #endif
4226                                         energy_use = 0;
4227                                 }
4228                                 else
4229                                 {
4230                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4231                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4232                                             (p_ptr->pclass == CLASS_NINJA) ||
4233                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4234                                             )
4235                                                 do_cmd_mind();
4236                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4237                                                 do_cmd_mane(FALSE);
4238                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4239                                                 do_cmd_magic_eater();
4240                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4241                                                 do_cmd_hissatsu();
4242                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4243                                                 do_cmd_cast_learned();
4244                                         else if (p_ptr->pclass == CLASS_SMITH)
4245                                                 do_cmd_kaji(FALSE);
4246                                         else
4247                                                 do_cmd_cast();
4248                                 }
4249                         }
4250                         break;
4251                 }
4252
4253                 /* Issue a pet command */
4254                 case 'p':
4255                 {
4256                         if (!p_ptr->wild_mode) do_cmd_pet();
4257                         break;
4258                 }
4259
4260                 /*** Use various objects ***/
4261
4262                 /* Inscribe an object */
4263                 case '{':
4264                 {
4265                         do_cmd_inscribe();
4266                         break;
4267                 }
4268
4269                 /* Uninscribe an object */
4270                 case '}':
4271                 {
4272                         do_cmd_uninscribe();
4273                         break;
4274                 }
4275
4276                 /* Activate an artifact */
4277                 case 'A':
4278                 {
4279                         if (!p_ptr->wild_mode)
4280                         {
4281                         if (!p_ptr->inside_arena)
4282                                 do_cmd_activate();
4283                         else
4284                         {
4285 #ifdef JP
4286 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4287 #else
4288                                 msg_print("The arena absorbs all attempted magic!");
4289 #endif
4290
4291                                 msg_print(NULL);
4292                         }
4293                         }
4294                         break;
4295                 }
4296
4297                 /* Eat some food */
4298                 case 'E':
4299                 {
4300                         do_cmd_eat_food();
4301                         break;
4302                 }
4303
4304                 /* Fuel your lantern/torch */
4305                 case 'F':
4306                 {
4307                         do_cmd_refill();
4308                         break;
4309                 }
4310
4311                 /* Fire an item */
4312                 case 'f':
4313                 {
4314                         if (!p_ptr->wild_mode) do_cmd_fire();
4315                         break;
4316                 }
4317
4318                 /* Throw an item */
4319                 case 'v':
4320                 {
4321                         if (!p_ptr->wild_mode)
4322                         {
4323                         if (!p_ptr->inside_arena)
4324                                 do_cmd_throw();
4325                         else
4326                         {
4327 #ifdef JP
4328 msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
4329 #else
4330                                 msg_print("You're in the arena now. This is hand-to-hand!");
4331 #endif
4332
4333                                 msg_print(NULL);
4334                         }
4335                         }
4336                         break;
4337                 }
4338
4339                 /* Aim a wand */
4340                 case 'a':
4341                 {
4342                         if (!p_ptr->wild_mode)
4343                         {
4344                         if (!p_ptr->inside_arena)
4345                                 do_cmd_aim_wand();
4346                         else
4347                         {
4348 #ifdef JP
4349 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4350 #else
4351                                 msg_print("The arena absorbs all attempted magic!");
4352 #endif
4353
4354                                 msg_print(NULL);
4355                         }
4356                         }
4357                         break;
4358                 }
4359
4360                 /* Zap a rod */
4361                 case 'z':
4362                 {
4363                         if (!p_ptr->wild_mode)
4364                         {
4365                         if (p_ptr->inside_arena)
4366                         {
4367 #ifdef JP
4368 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4369 #else
4370                                 msg_print("The arena absorbs all attempted magic!");
4371 #endif
4372
4373                                 msg_print(NULL);
4374                         }
4375                         else if (use_command && rogue_like_commands)
4376                         {
4377                                 do_cmd_use();
4378                         }
4379                         else
4380                         {
4381                                 do_cmd_zap_rod();
4382                         }
4383                         }
4384                         break;
4385                 }
4386
4387                 /* Quaff a potion */
4388                 case 'q':
4389                 {
4390                         if (!p_ptr->wild_mode)
4391                         {
4392                         if (!p_ptr->inside_arena)
4393                                 do_cmd_quaff_potion();
4394                         else
4395                         {
4396 #ifdef JP
4397 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4398 #else
4399                                 msg_print("The arena absorbs all attempted magic!");
4400 #endif
4401
4402                                 msg_print(NULL);
4403                         }
4404                         }
4405                         break;
4406                 }
4407
4408                 /* Read a scroll */
4409                 case 'r':
4410                 {
4411                         if (!p_ptr->wild_mode)
4412                         {
4413                         if (!p_ptr->inside_arena)
4414                                 do_cmd_read_scroll();
4415                         else
4416                         {
4417 #ifdef JP
4418 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4419 #else
4420                                 msg_print("The arena absorbs all attempted magic!");
4421 #endif
4422
4423                                 msg_print(NULL);
4424                         }
4425                         }
4426                         break;
4427                 }
4428
4429                 /* Use a staff */
4430                 case 'u':
4431                 {
4432                         if (!p_ptr->wild_mode)
4433                         {
4434                         if (p_ptr->inside_arena)
4435                         {
4436 #ifdef JP
4437 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4438 #else
4439                                 msg_print("The arena absorbs all attempted magic!");
4440 #endif
4441
4442                                 msg_print(NULL);
4443                         }
4444                         else if (use_command && !rogue_like_commands)
4445                         {
4446                                 do_cmd_use();
4447                         }
4448                         else
4449                                 do_cmd_use_staff();
4450                         }
4451                         break;
4452                 }
4453
4454                 /* Use racial power */
4455                 case 'U':
4456                 {
4457                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4458                         break;
4459                 }
4460
4461
4462                 /*** Looking at Things (nearby or on map) ***/
4463
4464                 /* Full dungeon map */
4465                 case 'M':
4466                 {
4467                         do_cmd_view_map();
4468                         break;
4469                 }
4470
4471                 /* Locate player on map */
4472                 case 'L':
4473                 {
4474                         do_cmd_locate();
4475                         break;
4476                 }
4477
4478                 /* Look around */
4479                 case 'l':
4480                 {
4481                         do_cmd_look();
4482                         break;
4483                 }
4484
4485                 /* Target monster or location */
4486                 case '*':
4487                 {
4488                         if (!p_ptr->wild_mode) do_cmd_target();
4489                         break;
4490                 }
4491
4492
4493
4494                 /*** Help and Such ***/
4495
4496                 /* Help */
4497                 case '?':
4498                 {
4499                         do_cmd_help();
4500                         break;
4501                 }
4502
4503                 /* Identify symbol */
4504                 case '/':
4505                 {
4506                         do_cmd_query_symbol();
4507                         break;
4508                 }
4509
4510                 /* Character description */
4511                 case 'C':
4512                 {
4513                         do_cmd_change_name();
4514                         break;
4515                 }
4516
4517
4518                 /*** System Commands ***/
4519
4520                 /* Hack -- User interface */
4521                 case '!':
4522                 {
4523                         (void)Term_user(0);
4524                         break;
4525                 }
4526
4527                 /* Single line from a pref file */
4528                 case '"':
4529                 {
4530                         do_cmd_pref();
4531                         break;
4532                 }
4533
4534                 case '$':
4535                 {
4536                         do_cmd_pickpref();
4537                         break;
4538                 }
4539
4540                 /* Interact with macros */
4541                 case '@':
4542                 {
4543                         do_cmd_macros();
4544                         break;
4545                 }
4546
4547                 /* Interact with visuals */
4548                 case '%':
4549                 {
4550                         do_cmd_visuals();
4551                         do_cmd_redraw();
4552                         break;
4553                 }
4554
4555                 /* Interact with colors */
4556                 case '&':
4557                 {
4558                         do_cmd_colors();
4559                         do_cmd_redraw();
4560                         break;
4561                 }
4562
4563                 /* Interact with options */
4564                 case '=':
4565                 {
4566                         do_cmd_options();
4567                         do_cmd_redraw();
4568                         break;
4569                 }
4570
4571                 /*** Misc Commands ***/
4572
4573                 /* Take notes */
4574                 case ':':
4575                 {
4576                         do_cmd_note();
4577                         break;
4578                 }
4579
4580                 /* Version info */
4581                 case 'V':
4582                 {
4583                         do_cmd_version();
4584                         break;
4585                 }
4586
4587                 /* Repeat level feeling */
4588                 case KTRL('F'):
4589                 {
4590                         if (!p_ptr->wild_mode) do_cmd_feeling();
4591                         break;
4592                 }
4593
4594                 /* Show previous message */
4595                 case KTRL('O'):
4596                 {
4597                         do_cmd_message_one();
4598                         break;
4599                 }
4600
4601                 /* Show previous messages */
4602                 case KTRL('P'):
4603                 {
4604                         do_cmd_messages(old_now_message);
4605                         break;
4606                 }
4607
4608                 /* Show quest status -KMW- */
4609                 case KTRL('Q'):
4610                 {
4611                         do_cmd_checkquest();
4612                         break;
4613                 }
4614
4615                 /* Redraw the screen */
4616                 case KTRL('R'):
4617                 {
4618                         now_message = old_now_message;
4619                         do_cmd_redraw();
4620                         break;
4621                 }
4622
4623 #ifndef VERIFY_SAVEFILE
4624
4625                 /* Hack -- Save and don't quit */
4626                 case KTRL('S'):
4627                 {
4628                         do_cmd_save_game(FALSE);
4629                         break;
4630                 }
4631
4632 #endif /* VERIFY_SAVEFILE */
4633
4634                 case KTRL('T'):
4635                 {
4636                         do_cmd_time();
4637                         break;
4638                 }
4639
4640                 /* Save and quit */
4641                 case KTRL('X'):
4642                 {
4643                         do_cmd_save_and_exit();
4644                         break;
4645                 }
4646
4647                 /* Quit (commit suicide) */
4648                 case 'Q':
4649                 {
4650                         do_cmd_suicide();
4651                         break;
4652                 }
4653
4654                 case '|':
4655                 {
4656                         do_cmd_nikki();
4657                         break;
4658                 }
4659
4660                 /* Check artifacts, uniques, objects */
4661                 case '~':
4662                 {
4663                         do_cmd_knowledge();
4664                         break;
4665                 }
4666
4667                 /* Load "screen dump" */
4668                 case '(':
4669                 {
4670                         do_cmd_load_screen();
4671                         break;
4672                 }
4673
4674                 /* Save "screen dump" */
4675                 case ')':
4676                 {
4677                         do_cmd_save_screen();
4678                         break;
4679                 }
4680
4681                 /* Make random artifact list */
4682                 case KTRL('V'):
4683                 {
4684                         spoil_random_artifact("randifact.txt");
4685                         break;
4686                 }
4687
4688                 /* Hack -- Unknown command */
4689                 default:
4690                 {
4691                         if (flush_failure) flush();
4692                         if (randint(2) == 1)
4693                         {
4694                                 char error_m[1024];
4695                                 sound(SOUND_ILLEGAL);
4696 #ifdef JP
4697                                 if (!get_rnd_line("error_j.txt", 0, error_m))
4698 #else
4699                                 if (!get_rnd_line("error.txt", 0, error_m))
4700 #endif
4701
4702                                         msg_print(error_m);
4703                         }
4704                         else
4705 #ifdef JP
4706 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
4707 #else
4708                                 prt("Type '?' for help.", 0, 0);
4709 #endif
4710
4711                         break;
4712                 }
4713         }
4714         if (!energy_use && !now_message)
4715                 now_message = old_now_message;
4716 }
4717
4718
4719
4720
4721 bool monster_tsuri(int r_idx)
4722 {
4723         monster_race *r_ptr = &r_info[r_idx];
4724
4725         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && strchr("Jjlw", r_ptr->d_char))
4726                 return TRUE;
4727         else
4728                 return FALSE;
4729 }
4730
4731
4732 /*
4733  * Process the player
4734  *
4735  * Notice the annoying code to handle "pack overflow", which
4736  * must come first just in case somebody manages to corrupt
4737  * the savefiles by clever use of menu commands or something.
4738  */
4739 static void process_player(void)
4740 {
4741         int i;
4742
4743         /*** Apply energy ***/
4744
4745         if (hack_mutation)
4746         {
4747 #ifdef JP
4748 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
4749 #else
4750                 msg_print("You feel different!");
4751 #endif
4752
4753                 (void)gain_random_mutation(0);
4754                 hack_mutation = FALSE;
4755         }
4756
4757         if (p_ptr->inside_battle)
4758         {
4759                 for(i = 1; i < m_max; i++)
4760                 {
4761                         monster_type *m_ptr = &m_list[i];
4762
4763                         if (!m_ptr->r_idx) continue;
4764
4765                         /* Hack -- Detect monster */
4766                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4767
4768                         /* Update the monster */
4769                         update_mon(i, FALSE);
4770                 }
4771                 prt_time();
4772         }
4773
4774         /* Give the player some energy */
4775         else if((rand_int(60) < ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ? 1 : extract_energy[p_ptr->pspeed]))) && !(load && p_ptr->energy >= 100))
4776                 p_ptr->energy += gain_energy();
4777
4778         /* No turn yet */
4779         if (p_ptr->energy < 100) return;
4780         if (!command_rep) prt_time();
4781
4782         /*** Check for interupts ***/
4783
4784         /* Complete resting */
4785         if (resting < 0)
4786         {
4787                 /* Basic resting */
4788                 if (resting == -1)
4789                 {
4790                         /* Stop resting */
4791                         if ((p_ptr->chp == p_ptr->mhp) &&
4792                             (p_ptr->csp >= p_ptr->msp))
4793                         {
4794                                 set_action(ACTION_NONE);
4795                         }
4796                 }
4797
4798                 /* Complete resting */
4799                 else if (resting == -2)
4800                 {
4801                         /* Stop resting */
4802                         if ((p_ptr->chp == p_ptr->mhp) &&
4803                             (p_ptr->csp >= p_ptr->msp) &&
4804                             !p_ptr->blind && !p_ptr->confused &&
4805                             !p_ptr->poisoned && !p_ptr->afraid &&
4806                             !p_ptr->stun && !p_ptr->cut &&
4807                             !p_ptr->slow && !p_ptr->paralyzed &&
4808                             !p_ptr->image && !p_ptr->word_recall)
4809                         {
4810                                 set_action(ACTION_NONE);
4811                         }
4812                 }
4813         }
4814
4815         if (p_ptr->action == ACTION_FISH)
4816         {
4817                 /* Delay */
4818                 Term_xtra(TERM_XTRA_DELAY, 10);
4819                 if (one_in_(1000))
4820                 {
4821                         int r_idx;
4822                         bool success = FALSE;
4823                         get_mon_num_prep(monster_tsuri,NULL);
4824                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4825                         msg_print(NULL);
4826                         if (r_idx && one_in_(2))
4827                         {
4828                                 int y, x;
4829                                 y = py+ddy[tsuri_dir];
4830                                 x = px+ddx[tsuri_dir];
4831                                 if (place_monster_aux(y, x, r_idx, FALSE, FALSE, FALSE, FALSE, TRUE, FALSE))
4832                                 {
4833                                         char m_name[80];
4834                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4835 #ifdef JP
4836                                         msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
4837 #else
4838                                         msg_format("You have a good catch!", m_name);
4839 #endif
4840                                         success = TRUE;
4841                                 }
4842                         }
4843                         if (!success)
4844                         {
4845 #ifdef JP
4846                                 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
4847 #else
4848                                 msg_print("Damn! The fish took a bait away!");
4849 #endif
4850                         }
4851                         disturb(0, 0);
4852                 }
4853         }
4854
4855         /* Handle "abort" */
4856         if (avoid_abort)
4857         {
4858                 /* Check for "player abort" (semi-efficiently for resting) */
4859                 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4860                 {
4861                         /* Do not wait */
4862                         inkey_scan = TRUE;
4863
4864                         /* Check for a key */
4865                         if (inkey())
4866                         {
4867                                 /* Flush input */
4868                                 flush();
4869
4870                                 /* Disturb */
4871                                 disturb(0, 0);
4872
4873                                 /* Hack -- Show a Message */
4874 #ifdef JP
4875 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
4876 #else
4877                                 msg_print("Canceled.");
4878 #endif
4879
4880                         }
4881                 }
4882         }
4883
4884         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4885         {
4886                 monster_type *m_ptr = &m_list[p_ptr->riding];
4887
4888                 if (m_ptr->csleep)
4889                 {
4890                         char m_name[80];
4891
4892                         /* Recover fully */
4893                         m_ptr->csleep = 0;
4894
4895                         /* Acquire the monster name */
4896                         monster_desc(m_name, m_ptr, 0);
4897 #ifdef JP
4898 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
4899 #else
4900                         msg_format("You have waked %s up.", m_name);
4901 #endif
4902                         if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4903                         p_ptr->redraw |= (PR_UHEALTH);
4904                 }
4905
4906                 if (m_ptr->stunned)
4907                 {
4908                         int d = 1;
4909
4910                         /* Make a "saving throw" against stun */
4911                         if (rand_int(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4912                         {
4913                                 /* Recover fully */
4914                                 d = m_ptr->stunned;
4915                         }
4916
4917                         /* Hack -- Recover from stun */
4918                         if (m_ptr->stunned > d)
4919                         {
4920                                 /* Recover somewhat */
4921                                 m_ptr->stunned -= d;
4922                         }
4923
4924                         /* Fully recover */
4925                         else
4926                         {
4927                                 char m_name[80];
4928
4929                                 /* Recover fully */
4930                                 m_ptr->stunned = 0;
4931
4932                                 /* Acquire the monster name */
4933                                 monster_desc(m_name, m_ptr, 0);
4934
4935                                 /* Dump a message */
4936 #ifdef JP
4937 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
4938 #else
4939                                 msg_format("%^s is no longer stunned.", m_name);
4940 #endif
4941                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4942                                 p_ptr->redraw |= (PR_UHEALTH);
4943                         }
4944                 }
4945
4946                 if (m_ptr->confused)
4947                 {
4948                         int d = 1;
4949
4950                         /* Make a "saving throw" against stun */
4951                         if (rand_int(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4952                         {
4953                                 /* Recover fully */
4954                                 d = m_ptr->confused;
4955                         }
4956
4957                         /* Hack -- Recover from stun */
4958                         if (m_ptr->confused > d)
4959                         {
4960                                 /* Recover somewhat */
4961                                 m_ptr->confused -= d;
4962                         }
4963
4964                         /* Fully recover */
4965                         else
4966                         {
4967                                 char m_name[80];
4968
4969                                 /* Recover fully */
4970                                 m_ptr->confused = 0;
4971
4972                                 /* Acquire the monster name */
4973                                 monster_desc(m_name, m_ptr, 0);
4974
4975                                 /* Dump a message */
4976 #ifdef JP
4977 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
4978 #else
4979                                 msg_format("%^s is no longer confused.", m_name);
4980 #endif
4981                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4982                                 p_ptr->redraw |= (PR_UHEALTH);
4983                         }
4984                 }
4985
4986                 if (m_ptr->monfear)
4987                 {
4988                         int d = 1;
4989
4990                         /* Make a "saving throw" against stun */
4991                         if (rand_int(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4992                         {
4993                                 /* Recover fully */
4994                                 d = m_ptr->monfear;
4995                         }
4996
4997                         /* Hack -- Recover from stun */
4998                         if (m_ptr->monfear > d)
4999                         {
5000                                 /* Recover somewhat */
5001                                 m_ptr->monfear -= d;
5002                         }
5003
5004                         /* Fully recover */
5005                         else
5006                         {
5007                                 char m_name[80];
5008
5009                                 /* Recover fully */
5010                                 m_ptr->monfear = 0;
5011
5012                                 /* Acquire the monster name */
5013                                 monster_desc(m_name, m_ptr, 0);
5014
5015                                 /* Dump a message */
5016 #ifdef JP
5017 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5018 #else
5019                                 msg_format("%^s is no longer fear.", m_name);
5020 #endif
5021                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5022                                 p_ptr->redraw |= (PR_UHEALTH);
5023                         }
5024                 }
5025
5026                 handle_stuff();
5027         }
5028
5029         /* Handle the player song */
5030         if (!load) check_music();
5031
5032         load = FALSE;
5033
5034         /* Fast */
5035         if (p_ptr->lightspeed)
5036         {
5037                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5038         }
5039         if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5040         {
5041                 if (p_ptr->magic_num1[0] < 40)
5042                 {
5043                         p_ptr->magic_num1[0] = 0;
5044                 }
5045                 else p_ptr->magic_num1[0] -= 40;
5046         }
5047         if (p_ptr->action == ACTION_LEARN)
5048         {
5049                 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5050                 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5051                 {
5052                         p_ptr->csp = 0;
5053                         p_ptr->csp_frac = 0;
5054                         set_action(ACTION_NONE);
5055                 }
5056                 else
5057                 {
5058                         p_ptr->csp -= (s16b)(hoge >> 16);
5059                         hoge &= 0xFFFFL;
5060                         if (p_ptr->csp_frac < hoge)
5061                         {
5062                                 p_ptr->csp_frac += 0x10000L - hoge;
5063                                 p_ptr->csp--;
5064                         }
5065                         else
5066                                 p_ptr->csp_frac -= hoge;
5067                 }
5068                 p_ptr->redraw |= PR_MANA;
5069         }
5070
5071         if (p_ptr->special_defense & KATA_MASK)
5072         {
5073                 if (p_ptr->special_defense & KATA_MUSOU)
5074                 {
5075                         if (p_ptr->csp < 3)
5076                         {
5077                                 set_action(ACTION_NONE);
5078                         }
5079                         else
5080                         {
5081                                 p_ptr->csp -= 2;
5082                                 p_ptr->redraw |= (PR_MANA);
5083                         }
5084                 }
5085         }
5086
5087         /*** Handle actual user input ***/
5088
5089         /* Repeat until out of energy */
5090         while (p_ptr->energy >= 100)
5091         {
5092                 p_ptr->window |= PW_PLAYER;
5093                 p_ptr->sutemi = FALSE;
5094                 p_ptr->counter = FALSE;
5095                 now_damaged = FALSE;
5096
5097                 /* Notice stuff (if needed) */
5098                 if (p_ptr->notice) notice_stuff();
5099
5100                 /* Update stuff (if needed) */
5101                 if (p_ptr->update) update_stuff();
5102
5103                 /* Redraw stuff (if needed) */
5104                 if (p_ptr->redraw) redraw_stuff();
5105
5106                 /* Redraw stuff (if needed) */
5107                 if (p_ptr->window) window_stuff();
5108
5109
5110                 /* Place the cursor on the player */
5111                 move_cursor_relative(py, px);
5112
5113                 /* Refresh (optional) */
5114                 if (fresh_before) Term_fresh();
5115
5116
5117                 /* Hack -- Pack Overflow */
5118                 if (inventory[INVEN_PACK].k_idx)
5119                 {
5120                         int item = INVEN_PACK;
5121
5122                         char o_name[MAX_NLEN];
5123
5124                         object_type *o_ptr;
5125
5126                         /* Access the slot to be dropped */
5127                         o_ptr = &inventory[item];
5128
5129                         /* Disturbing */
5130                         disturb(0, 0);
5131
5132                         /* Warning */
5133 #ifdef JP
5134 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5135 #else
5136                         msg_print("Your pack overflows!");
5137 #endif
5138
5139
5140                         /* Describe */
5141                         object_desc(o_name, o_ptr, TRUE, 3);
5142
5143                         /* Message */
5144 #ifdef JP
5145 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5146 #else
5147                         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5148 #endif
5149
5150
5151                         /* Drop it (carefully) near the player */
5152                         (void)drop_near(o_ptr, 0, py, px);
5153
5154                         /* Modify, Describe, Optimize */
5155                         inven_item_increase(item, -255);
5156                         inven_item_describe(item);
5157                         inven_item_optimize(item);
5158
5159                         /* Notice stuff (if needed) */
5160                         if (p_ptr->notice) notice_stuff();
5161
5162                         /* Update stuff (if needed) */
5163                         if (p_ptr->update) update_stuff();
5164
5165                         /* Redraw stuff (if needed) */
5166                         if (p_ptr->redraw) redraw_stuff();
5167
5168                         /* Redraw stuff (if needed) */
5169                         if (p_ptr->window) window_stuff();
5170                 }
5171
5172
5173                 /* Hack -- cancel "lurking browse mode" */
5174                 if (!command_new) command_see = FALSE;
5175
5176
5177                 /* Assume free turn */
5178                 energy_use = 0;
5179
5180
5181                 if (p_ptr->inside_battle)
5182                 {
5183                         /* Place the cursor on the player */
5184                         move_cursor_relative(py, px);
5185
5186                         command_cmd = 254;
5187
5188                         /* Process the command */
5189                         process_command();
5190                 }
5191
5192                 /* Paralyzed or Knocked Out */
5193                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5194                 {
5195                         /* Take a turn */
5196                         energy_use = 100;
5197                 }
5198
5199                 /* Resting */
5200                 else if (p_ptr->action == ACTION_REST)
5201                 {
5202                         /* Timed rest */
5203                         if (resting > 0)
5204                         {
5205                                 /* Reduce rest count */
5206                                 resting--;
5207
5208                                 if (!resting) set_action(ACTION_NONE);
5209
5210                                 /* Redraw the state */
5211                                 p_ptr->redraw |= (PR_STATE);
5212                         }
5213
5214                         /* Take a turn */
5215                         energy_use = 100;
5216                 }
5217
5218                 /* Fishing */
5219                 else if (p_ptr->action == ACTION_FISH)
5220                 {
5221                         /* Take a turn */
5222                         energy_use = 100;
5223                 }
5224
5225                 /* Running */
5226                 else if (running)
5227                 {
5228                         /* Take a step */
5229                         run_step(0);
5230                 }
5231
5232                 /* Repeated command */
5233                 else if (command_rep)
5234                 {
5235                         /* Count this execution */
5236                         command_rep--;
5237
5238                         /* Redraw the state */
5239                         p_ptr->redraw |= (PR_STATE);
5240
5241                         /* Redraw stuff */
5242                         redraw_stuff();
5243
5244                         /* Hack -- Assume messages were seen */
5245                         msg_flag = FALSE;
5246
5247                         /* Clear the top line */
5248                         prt("", 0, 0);
5249
5250                         /* Process the command */
5251                         process_command();
5252                 }
5253
5254                 /* Normal command */
5255                 else
5256                 {
5257                         /* Place the cursor on the player */
5258                         move_cursor_relative(py, px);
5259
5260                         can_save = TRUE;
5261                         /* Get a command (normal) */
5262                         request_command(FALSE);
5263                         can_save = FALSE;
5264
5265                         /* Process the command */
5266                         process_command();
5267                 }
5268
5269
5270                 /*** Clean up ***/
5271
5272                 /* Significant */
5273                 if (energy_use)
5274                 {
5275                         /* Use some energy */
5276                         p_ptr->energy -= energy_use;
5277
5278
5279                         /* Hack -- constant hallucination */
5280                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5281
5282
5283                         /* Shimmer monsters if needed */
5284                         if (shimmer_monsters)
5285                         {
5286                                 /* Clear the flag */
5287                                 shimmer_monsters = FALSE;
5288
5289                                 /* Shimmer multi-hued monsters */
5290                                 for (i = 1; i < m_max; i++)
5291                                 {
5292                                         monster_type *m_ptr;
5293                                         monster_race *r_ptr;
5294
5295                                         /* Access monster */
5296                                         m_ptr = &m_list[i];
5297
5298                                         /* Skip dead monsters */
5299                                         if (!m_ptr->r_idx) continue;
5300
5301                                         /* Access the monster race */
5302                                         r_ptr = &r_info[m_ptr->r_idx];
5303
5304                                         /* Skip non-multi-hued monsters */
5305                                         if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
5306
5307                                         /* Reset the flag */
5308                                         shimmer_monsters = TRUE;
5309
5310                                         /* Redraw regardless */
5311                                         lite_spot(m_ptr->fy, m_ptr->fx);
5312                                 }
5313                         }
5314
5315
5316                         /* Handle monster detection */
5317                         if (repair_monsters)
5318                         {
5319                                 /* Reset the flag */
5320                                 repair_monsters = FALSE;
5321
5322                                 /* Rotate detection flags */
5323                                 for (i = 1; i < m_max; i++)
5324                                 {
5325                                         monster_type *m_ptr;
5326
5327                                         /* Access monster */
5328                                         m_ptr = &m_list[i];
5329
5330                                         /* Skip dead monsters */
5331                                         if (!m_ptr->r_idx) continue;
5332
5333                                         /* Nice monsters get mean */
5334                                         if (m_ptr->mflag & MFLAG_NICE)
5335                                         {
5336                                                 /* Nice monsters get mean */
5337                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5338                                         }
5339
5340                                         /* Handle memorized monsters */
5341                                         if (m_ptr->mflag & MFLAG_MARK)
5342                                         {
5343                                                 /* Maintain detection */
5344                                                 if (m_ptr->mflag & MFLAG_SHOW)
5345                                                 {
5346                                                         /* Forget flag */
5347                                                         m_ptr->mflag &= ~(MFLAG_SHOW);
5348
5349                                                         /* Still need repairs */
5350                                                         repair_monsters = TRUE;
5351                                                 }
5352
5353                                                 /* Remove detection */
5354                                                 else
5355                                                 {
5356                                                         /* Forget flag */
5357                                                         m_ptr->mflag &= ~(MFLAG_MARK);
5358
5359                                                         /* Assume invisible */
5360                                                         m_ptr->ml = FALSE;
5361
5362                                                         /* Update the monster */
5363                                                         update_mon(i, FALSE);
5364
5365                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5366                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5367
5368                                                         /* Redraw regardless */
5369                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5370                                                 }
5371                                         }
5372                                 }
5373                         }
5374                         if (p_ptr->pclass == CLASS_IMITATOR)
5375                         {
5376                                 if (mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5377                                 {
5378                                         mane_num--;
5379                                         for (i = 0; i < mane_num; i++)
5380                                         {
5381                                                 mane_spell[i] = mane_spell[i+1];
5382                                                 mane_dam[i] = mane_dam[i+1];
5383                                         }
5384                                 }
5385                                 new_mane = FALSE;
5386                                 p_ptr->redraw |= (PR_MANE);
5387                         }
5388                         if (p_ptr->action == ACTION_LEARN)
5389                         {
5390                                 new_mane = FALSE;
5391                                 p_ptr->redraw |= (PR_STATE);
5392                         }
5393
5394                         if (world_player && (p_ptr->energy < 1000))
5395                         {
5396                                 /* Redraw map */
5397                                 p_ptr->redraw |= (PR_MAP);
5398
5399                                 /* Update monsters */
5400                                 p_ptr->update |= (PU_MONSTERS);
5401
5402                                 /* Window stuff */
5403                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5404
5405 #ifdef JP
5406                                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
5407 #else
5408                                 msg_print("You feel time flowing around you once more.");
5409 #endif
5410                                 msg_print(NULL);
5411                                 world_player = FALSE;
5412                                 p_ptr->energy = 0;
5413
5414                                 handle_stuff();
5415                         }
5416                 }
5417
5418                 /* Hack -- notice death */
5419                 if (!alive || death)
5420                 {
5421                         world_player = FALSE;
5422                         break;
5423                 }
5424
5425                 /* Handle "leaving" */
5426                 if (p_ptr->leaving) break;
5427         }
5428
5429         /* Update scent trail */
5430         update_smell();
5431 }
5432
5433
5434 /*
5435  * Interact with the current dungeon level.
5436  *
5437  * This function will not exit until the level is completed,
5438  * the user dies, or the game is terminated.
5439  */
5440 static void dungeon(bool load_game)
5441 {
5442         int quest_num = 0, i, num;
5443
5444         /* Set the base level */
5445         base_level = dun_level;
5446
5447         /* Reset various flags */
5448         hack_mind = FALSE;
5449
5450         /* Not leaving */
5451         p_ptr->leaving = FALSE;
5452
5453         /* Reset the "command" vars */
5454         command_cmd = 0;
5455         command_new = 0;
5456         command_rep = 0;
5457         command_arg = 0;
5458         command_dir = 0;
5459
5460
5461         /* Cancel the target */
5462         target_who = 0;
5463         pet_t_m_idx = 0;
5464         riding_t_m_idx = 0;
5465         ambush_flag = FALSE;
5466
5467         /* Cancel the health bar */
5468         health_track(0);
5469
5470         /* Check visual effects */
5471         shimmer_monsters = TRUE;
5472         shimmer_objects = TRUE;
5473         repair_monsters = TRUE;
5474         repair_objects = TRUE;
5475
5476
5477         /* Disturb */
5478         disturb(1, 0);
5479
5480         /* Get index of current quest (if any) */
5481         quest_num = quest_number(dun_level);
5482
5483         /* Inside a quest? */
5484         if (quest_num)
5485         {
5486                 /* Mark the quest monster */
5487                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5488         }
5489
5490         /* Track maximum player level */
5491         if (p_ptr->max_plv < p_ptr->lev)
5492         {
5493                 p_ptr->max_plv = p_ptr->lev;
5494         }
5495
5496
5497         /* Track maximum dungeon level (if not in quest -KMW-) */
5498         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5499         {
5500                 max_dlv[dungeon_type] = dun_level;
5501                 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5502         }
5503
5504         /* No stairs down from Quest */
5505         if (quest_number(dun_level))
5506         {
5507                 create_down_stair = 0;
5508         }
5509
5510         /* Paranoia -- no stairs from town or wilderness */
5511         if (!dun_level) create_down_stair = create_up_stair = 0;
5512
5513         /* Option -- no connected stairs */
5514         if (!dungeon_stair) create_down_stair = create_up_stair = 0;
5515
5516         /* Option -- no up stairs */
5517         if (ironman_downward) create_down_stair = create_up_stair = 0;
5518
5519         /* Make a stairway. */
5520         if (create_up_stair || create_down_stair)
5521         {
5522                 /* Place a stairway */
5523                 if (cave_valid_bold(py, px))
5524                 {
5525                         /* XXX XXX XXX */
5526                         delete_object(py, px);
5527
5528                         /* Make stairs */
5529                         if (create_down_stair)
5530                         {
5531                                 if (create_down_stair == 2) cave_set_feat(py, px, FEAT_MORE_MORE);
5532                                 else cave_set_feat(py, px, FEAT_MORE);
5533                         }
5534                         else
5535                         {
5536                                 if (create_up_stair == 2) cave_set_feat(py, px, FEAT_LESS_LESS);
5537                                 else cave_set_feat(py, px, FEAT_LESS);
5538                         }
5539                 }
5540
5541                 /* Cancel the stair request */
5542                 create_down_stair = create_up_stair = 0;
5543         }
5544
5545
5546         /* Verify the panel */
5547         verify_panel();
5548
5549         /* Validate the panel */
5550         if (center_player)
5551         {
5552                 panel_bounds_center();
5553         }
5554         else
5555         {
5556         panel_bounds();
5557         }
5558
5559
5560         /* Flush messages */
5561         msg_print(NULL);
5562
5563
5564         /* Enter "xtra" mode */
5565         character_xtra = TRUE;
5566
5567         /* Window stuff */
5568         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5569
5570         /* Window stuff */
5571         p_ptr->window |= (PW_MONSTER);
5572
5573         /* Redraw dungeon */
5574         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5575
5576         /* Redraw map */
5577         p_ptr->redraw |= (PR_MAP);
5578
5579         /* Window stuff */
5580         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5581
5582         /* Update stuff */
5583         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5584
5585         /* Calculate torch radius */
5586         p_ptr->update |= (PU_TORCH);
5587
5588         /* Update stuff */
5589         update_stuff();
5590
5591         /* Redraw stuff */
5592         redraw_stuff();
5593
5594         /* Redraw stuff */
5595         window_stuff();
5596
5597         /* Update stuff */
5598         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_DISTANCE | PU_MON_LITE);
5599         p_ptr->update |= (PU_MONSTERS);/*¼«Ê¬¤Ç¸÷¤Ã¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î°Ù */
5600
5601         /* Update stuff */
5602         update_stuff();
5603
5604         /* Redraw stuff */
5605         redraw_stuff();
5606
5607         /* Leave "xtra" mode */
5608         character_xtra = FALSE;
5609
5610         /* Update stuff */
5611         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5612
5613         /* Combine / Reorder the pack */
5614         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5615
5616         /* Notice stuff */
5617         notice_stuff();
5618
5619         /* Update stuff */
5620         update_stuff();
5621
5622         /* Redraw stuff */
5623         redraw_stuff();
5624
5625         /* Window stuff */
5626         window_stuff();
5627
5628         /* Refresh */
5629         Term_fresh();
5630
5631         if (quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5632
5633         if (p_ptr->inside_battle)
5634         {
5635                 if (load_game)
5636                 {
5637                         p_ptr->energy = 100;
5638                         battle_monsters();
5639                 }
5640                 else
5641                 {
5642                         
5643 #ifdef JP
5644 msg_print("»î¹ç³«»Ï¡ª");
5645 #else
5646                         msg_format("Ready..Fight!");
5647 #endif
5648                         msg_print(NULL);
5649                 }
5650         }
5651
5652         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
5653                 p_ptr->magic_num1[0] = MUSIC_DETECT;
5654
5655         /* Hack -- notice death or departure */
5656         if (!alive || death) return;
5657
5658         /* Print quest message if appropriate */
5659         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5660         {
5661                 quest_discovery(random_quest_number(dun_level));
5662                 p_ptr->inside_quest = random_quest_number(dun_level);
5663         }
5664         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5665         {
5666                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5667 #ifdef JP
5668                         msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
5669                                    d_name+d_info[dungeon_type].name, 
5670                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5671 #else
5672                 msg_format("%^s lives in this level as the keeper of %s.",
5673                                    r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5674                                    d_name+d_info[dungeon_type].name);
5675 #endif
5676         }
5677
5678         /*** Process this dungeon level ***/
5679
5680         /* Reset the monster generation level */
5681         monster_level = base_level;
5682
5683         /* Reset the object generation level */
5684         object_level = base_level;
5685
5686         hack_mind = TRUE;
5687
5688         if (p_ptr->energy < 100 && !p_ptr->inside_battle && (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena)) p_ptr->energy = 100;
5689         /* Not leaving dungeon */
5690         p_ptr->leaving_dungeon = FALSE;
5691
5692         /* Main loop */
5693         while (TRUE)
5694         {
5695                 int i, correct_inven_cnt = 0;
5696
5697                 /* Hack -- Compact the monster list occasionally */
5698                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5699
5700                 /* Hack -- Compress the monster list occasionally */
5701                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5702
5703
5704                 /* Hack -- Compact the object list occasionally */
5705                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5706
5707                 /* Hack -- Compress the object list occasionally */
5708                 if (o_cnt + 32 < o_max) compact_objects(0);
5709
5710
5711                 /* Process the player */
5712                 process_player();
5713
5714                 /* Notice stuff */
5715                 if (p_ptr->notice) notice_stuff();
5716
5717                 /* Similar slot? */
5718                 for (i = 0; i < INVEN_PACK; i++)
5719                 {
5720                         object_type *j_ptr = &inventory[i];
5721
5722                         /* Skip non-objects */
5723                         if (!j_ptr->k_idx) continue;
5724
5725                         correct_inven_cnt++;
5726                 }
5727
5728                 /* Update stuff */
5729                 if (p_ptr->update) update_stuff();
5730
5731                 /* Redraw stuff */
5732                 if (p_ptr->redraw) redraw_stuff();
5733
5734                 /* Redraw stuff */
5735                 if (p_ptr->window) window_stuff();
5736
5737                 /* Hack -- Hilite the player */
5738                 move_cursor_relative(py, px);
5739
5740                 /* Optional fresh */
5741                 if (fresh_after) Term_fresh();
5742
5743                 /* Hack -- Notice death or departure */
5744                 if (!alive || death) break;
5745
5746                 /* Process all of the monsters */
5747                 process_monsters();
5748
5749                 /* Notice stuff */
5750                 if (p_ptr->notice) notice_stuff();
5751
5752                 /* Update stuff */
5753                 if (p_ptr->update) update_stuff();
5754
5755                 /* Redraw stuff */
5756                 if (p_ptr->redraw) redraw_stuff();
5757
5758                 /* Redraw stuff */
5759                 if (p_ptr->window) window_stuff();
5760
5761                 /* Hack -- Hilite the player */
5762                 move_cursor_relative(py, px);
5763
5764                 /* Optional fresh */
5765                 if (fresh_after) Term_fresh();
5766
5767                 /* Hack -- Notice death or departure */
5768                 if (!alive || death) break;
5769
5770
5771                 /* Process the world */
5772                 process_world();
5773
5774                 /* Notice stuff */
5775                 if (p_ptr->notice) notice_stuff();
5776
5777                 /* Update stuff */
5778                 if (p_ptr->update) update_stuff();
5779
5780                 /* Redraw stuff */
5781                 if (p_ptr->redraw) redraw_stuff();
5782
5783                 /* Window stuff */
5784                 if (p_ptr->window) window_stuff();
5785
5786                 /* Hack -- Hilite the player */
5787                 move_cursor_relative(py, px);
5788
5789                 /* Optional fresh */
5790                 if (fresh_after) Term_fresh();
5791
5792                 /* Hack -- Notice death or departure */
5793                 if (!alive || death) break;
5794
5795                 /* Handle "leaving" */
5796                 if (p_ptr->leaving) break;
5797
5798                 /* Count game turns */
5799                 turn++;
5800                 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5801                 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5802                 if (wild_regen) wild_regen--;
5803         }
5804
5805         /* Inside a quest and non-unique questor? */
5806         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5807         {
5808                 /* Un-mark the quest monster */
5809                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5810         }
5811
5812         /* Not save-and-quit and not dead? */
5813         if (alive && !death)
5814         {
5815                 for(num = 0; num < 21; num++)
5816                 {
5817                         party_mon[num].r_idx = 0;
5818                 }
5819
5820                 if (p_ptr->riding)
5821                 {
5822                         COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
5823                 }
5824
5825                 for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
5826                 {
5827                         monster_type *m_ptr = &m_list[i];
5828                         
5829                         if (!m_ptr->r_idx) continue;
5830                         if (!is_pet(m_ptr)) continue;
5831                         if (i == p_ptr->riding) continue;
5832
5833                         if (m_ptr->nickname && (player_has_los_bold(m_ptr->fy, m_ptr->fx) || los(m_ptr->fy, m_ptr->fx, py, px)))
5834                         {
5835                                 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 3) continue;
5836                         }
5837                         else
5838                         {
5839                                 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) continue;
5840                         }
5841                         if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
5842
5843                         COPY(&party_mon[num], &m_list[i], monster_type);
5844                         delete_monster_idx(i);
5845                         num++;
5846                 }
5847                 if (record_named_pet)
5848                 {
5849                         for (i = m_max - 1; i >=1; i--)
5850                         {
5851                                 monster_type *m_ptr = &m_list[i];
5852                                 char m_name[80];
5853                                 
5854                                 if (!m_ptr->r_idx) continue;
5855                                 if (!is_pet(m_ptr)) continue;
5856                                 if (!m_ptr->nickname) continue;
5857                                 if (p_ptr->riding == i) continue;
5858                                 
5859                                 monster_desc(m_name, m_ptr, 0x88);
5860                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
5861                         }
5862                 }
5863         }
5864
5865         write_level = TRUE;
5866 }
5867
5868
5869 /*
5870  * Load some "user pref files"
5871  *
5872  * Modified by Arcum Dagsson to support
5873  * separate macro files for different realms.
5874  */
5875 static void load_all_pref_files(void)
5876 {
5877         char buf[1024];
5878
5879         /* Access the "race" pref file */
5880         sprintf(buf, "%s.prf", rp_ptr->title);
5881
5882         /* Process that file */
5883         process_pref_file(buf);
5884
5885         /* Access the "class" pref file */
5886         sprintf(buf, "%s.prf", cp_ptr->title);
5887
5888         /* Process that file */
5889         process_pref_file(buf);
5890
5891         /* Access the "character" pref file */
5892         sprintf(buf, "%s.prf", player_base);
5893
5894         /* Process that file */
5895         process_pref_file(buf);
5896
5897 #ifdef JP
5898         sprintf(buf, "picktype-%s.prf", player_base);
5899 #else
5900         sprintf(buf, "pickpref-%s.prf", player_base);
5901 #endif
5902         process_pickpref_file(buf);
5903 #ifdef JP
5904         process_pickpref_file("picktype.prf");
5905 #else
5906         process_pickpref_file("pickpref.prf");
5907 #endif
5908
5909         /* Access the "realm 1" pref file */
5910         if (p_ptr->realm1 != REALM_NONE)
5911         {
5912                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5913
5914                 /* Process that file */
5915                 process_pref_file(buf);
5916         }
5917
5918         /* Access the "realm 2" pref file */
5919         if (p_ptr->realm2 != REALM_NONE)
5920         {
5921                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5922
5923                 /* Process that file */
5924                 process_pref_file(buf);
5925         }
5926 }
5927
5928
5929 /*
5930  * Actually play a game
5931  *
5932  * If the "new_game" parameter is true, then, after loading the
5933  * savefile, we will commit suicide, if necessary, to allow the
5934  * player to start a new game.
5935  */
5936 void play_game(bool new_game)
5937 {
5938         int i;
5939         bool load_game = TRUE;
5940
5941 #ifdef CHUUKEI
5942         if(chuukei_client){
5943           reset_visuals();
5944           browse_chuukei();
5945           return;
5946         }
5947 #endif
5948
5949         hack_mutation = FALSE;
5950
5951         /* Hack -- Character is "icky" */
5952         character_icky = TRUE;
5953
5954         /* Hack -- turn off the cursor */
5955         (void)Term_set_cursor(0);
5956
5957
5958         /* Attempt to load */
5959         if (!load_player())
5960         {
5961                 /* Oops */
5962 #ifdef JP
5963 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
5964 #else
5965                 quit("broken savefile");
5966 #endif
5967
5968         }
5969
5970         /* Extract the options */
5971         for (i = 0; option_info[i].o_desc; i++)
5972         {
5973                 int os = option_info[i].o_set;
5974                 int ob = option_info[i].o_bit;
5975
5976                 /* Set the "default" options */
5977                 if (option_info[i].o_var)
5978                 {
5979                         /* Set */
5980                         if (option_flag[os] & (1L << ob))
5981                         {
5982                                 /* Set */
5983                                 (*option_info[i].o_var) = TRUE;
5984                         }
5985
5986                         /* Clear */
5987                         else
5988                         {
5989                                 /* Clear */
5990                                 (*option_info[i].o_var) = FALSE;
5991                         }
5992                 }
5993         }
5994
5995         /* Report waited score */
5996         if (wait_report_score)
5997         {
5998                 char buf[1024];
5999                 bool success;
6000
6001 #ifdef JP
6002                 if (!get_check("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©"))
6003 #else
6004                 if (!get_check("Do you register score now? "))
6005 #endif
6006                         quit(0);
6007
6008                 /* Update stuff */
6009                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6010
6011                 /* Update stuff */
6012                 update_stuff();
6013
6014                 death = TRUE;
6015
6016                 start_time = time(NULL);
6017
6018                 /* No suspending now */
6019                 signals_ignore_tstp();
6020                 
6021                 /* Hack -- Character is now "icky" */
6022                 character_icky = TRUE;
6023
6024                 /* Build the filename */
6025                 path_build(buf, 1024, ANGBAND_DIR_APEX, "scores.raw");
6026
6027                 /* Open the high score file, for reading/writing */
6028                 highscore_fd = fd_open(buf, O_RDWR);
6029
6030                 /* Handle score, show Top scores */
6031                 success = send_world_score(TRUE);
6032
6033 #ifdef JP
6034                 if (!success && !get_check("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©"))
6035 #else
6036                 if (!success && !get_check("Do you give up score registration? "))
6037 #endif
6038                 {
6039 #ifdef JP
6040                         prt("°ú¤­Â³¤­ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6041 #else
6042                         prt("standing by for future registration...", 0, 0);
6043 #endif
6044                         (void)inkey();
6045                 }
6046                 else
6047                 {
6048                         wait_report_score = FALSE;
6049                         top_twenty();
6050 #ifdef JP
6051                         if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6052 #else
6053                         if (!save_player()) msg_print("death save failed!");
6054 #endif
6055                 }
6056                 /* Shut the high score file */
6057                 (void)fd_close(highscore_fd);
6058
6059                 /* Forget the high score fd */
6060                 highscore_fd = -1;
6061                 
6062                 /* Allow suspending now */
6063                 signals_handle_tstp();
6064
6065                 quit(0);
6066         }
6067
6068         /* Nothing loaded */
6069         if (!character_loaded)
6070         {
6071                 /* Make new player */
6072                 new_game = TRUE;
6073
6074                 /* The dungeon is not ready */
6075                 character_dungeon = FALSE;
6076
6077                 /* Prepare to init the RNG */
6078                 Rand_quick = TRUE;
6079         }
6080
6081         /* Process old character */
6082         if (!new_game)
6083         {
6084                 /* Process the player name */
6085                 process_player_name(FALSE);
6086         }
6087
6088         /* Init the RNG */
6089         if (Rand_quick)
6090         {
6091                 u32b seed;
6092
6093                 /* Basic seed */
6094                 seed = (time(NULL));
6095
6096 #ifdef SET_UID
6097
6098                 /* Mutate the seed on Unix machines */
6099                 seed = ((seed >> 3) * (getpid() << 1));
6100
6101 #endif
6102
6103                 /* Use the complex RNG */
6104                 Rand_quick = FALSE;
6105
6106                 /* Seed the "complex" RNG */
6107                 Rand_state_init(seed);
6108         }
6109
6110         /* Roll new character */
6111         if (new_game)
6112         {
6113                 monster_race *r_ptr;
6114
6115                 /* The dungeon is not ready */
6116                 character_dungeon = FALSE;
6117
6118                 /* Start in town */
6119                 dun_level = 0;
6120                 p_ptr->inside_quest = 0;
6121                 p_ptr->inside_arena = FALSE;
6122                 p_ptr->inside_battle = FALSE;
6123
6124                 write_level = TRUE;
6125
6126                 /* Hack -- seed for flavors */
6127                 seed_flavor = rand_int(0x10000000);
6128
6129                 /* Hack -- seed for town layout */
6130                 seed_town = rand_int(0x10000000);
6131
6132                 /* Roll up a new character */
6133                 player_birth();
6134
6135                 counts_write(2,0);
6136                 p_ptr->count = 0;
6137
6138 #ifdef JP
6139                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ÊÕ¶­¤ÎÃϤ˹ߤêΩ¤Ã¤¿¡£");
6140 #else
6141                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You are standing in the Outpost.");
6142 #endif
6143
6144                 load = FALSE;
6145                 get_mon_num_prep(NULL, NULL);
6146                 for (i = 0; i < MAX_KUBI; i++)
6147                 {
6148                         while (1)
6149                         {
6150                                 int j;
6151
6152                                 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6153                                 r_ptr = &r_info[kubi_r_idx[i]];
6154
6155                                 if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6156
6157                                 if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
6158                                 if (r_ptr->rarity > 100) continue;
6159
6160                                 if(r_ptr->flags6 & RF6_SPECIAL) continue;
6161
6162                                 for (j = 0; j < i; j++)
6163                                         if (kubi_r_idx[i] == kubi_r_idx[j])break;
6164
6165                                 if (j == i) break;
6166                         }
6167                 }
6168                 for (i = 0; i < MAX_KUBI -1; i++)
6169                 {
6170                         int j,tmp;
6171                         for (j = i; j < MAX_KUBI; j++)
6172                         {
6173                                 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6174                                 {
6175                                         tmp = kubi_r_idx[i];
6176                                         kubi_r_idx[i] = kubi_r_idx[j];
6177                                         kubi_r_idx[j] = tmp;
6178                                 }
6179                         }
6180                 }
6181
6182                 p_ptr->inside_battle = TRUE;
6183                 while (1)
6184                 {
6185                         today_mon = get_mon_num(3);
6186                         r_ptr = &r_info[today_mon];
6187
6188                         if (r_ptr->flags1 & RF1_UNIQUE) continue;
6189                         if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
6190                         if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
6191                         if (r_ptr->rarity > 10) continue;
6192                         if (r_ptr->level == 0) continue;
6193                         break;
6194                 }
6195                 p_ptr->inside_battle = FALSE;
6196         }
6197         else
6198         {
6199                 write_level = FALSE;
6200
6201 #ifdef JP
6202                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ----¥²¡¼¥àºÆ³«----");
6203 #else
6204                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ---- Restart Game ----");
6205 #endif
6206
6207 /*
6208  * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6209  * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6210  */
6211                 if (p_ptr->riding == -1)
6212                 {
6213                         p_ptr->riding = 0;
6214                         for(i = m_max; i > 0; i--)
6215                         {
6216                                 if ((m_list[i].fy == py) && (m_list[i].fx == px))
6217                                 {
6218                                         p_ptr->riding = i;
6219                                         break;
6220                                 }
6221                         }
6222                 }
6223         }
6224
6225         p_ptr->teleport_town = FALSE;
6226         p_ptr->sutemi = FALSE;
6227         world_monster = FALSE;
6228         now_damaged = FALSE;
6229         now_message = 0;
6230         start_time = time(NULL) - 1;
6231         record_o_name[0] = '\0';
6232
6233         /* Sexy gal gets bonus to maximum weapon skill of whip */
6234         if(p_ptr->pseikaku == SEIKAKU_SEXY)
6235                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
6236
6237         /* Fill the arrays of floors and walls in the good proportions */
6238         for (i = 0; i < 100; i++)
6239         {
6240                 int lim1, lim2, lim3;
6241
6242                 lim1 = d_info[dungeon_type].floor_percent1;
6243                 lim2 = lim1 + d_info[dungeon_type].floor_percent2;
6244                 lim3 = lim2 + d_info[dungeon_type].floor_percent3;
6245
6246                 if (i < lim1)
6247                         floor_type[i] = d_info[dungeon_type].floor1;
6248                 else if (i < lim2)
6249                         floor_type[i] = d_info[dungeon_type].floor2;
6250                 else if (i < lim3)
6251                         floor_type[i] = d_info[dungeon_type].floor3;
6252
6253                 lim1 = d_info[dungeon_type].fill_percent1;
6254                 lim2 = lim1 + d_info[dungeon_type].fill_percent2;
6255                 lim3 = lim2 + d_info[dungeon_type].fill_percent3;
6256                 if (i < lim1)
6257                         fill_type[i] = d_info[dungeon_type].fill_type1;
6258                 else if (i < lim2)
6259                         fill_type[i] = d_info[dungeon_type].fill_type2;
6260                 else if (i < lim3)
6261                         fill_type[i] = d_info[dungeon_type].fill_type3;
6262         }
6263
6264         /* Flavor the objects */
6265         flavor_init();
6266         if (new_game)
6267         {
6268                 wipe_o_list();
6269                 wipe_m_list();
6270                 player_outfit();
6271         }
6272
6273         /* Flash a message */
6274 #ifdef JP
6275 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6276 #else
6277         prt("Please wait...", 0, 0);
6278 #endif
6279
6280
6281         /* Flush the message */
6282         Term_fresh();
6283
6284
6285         /* Hack -- Enter wizard mode */
6286         if (arg_wizard && enter_wizard_mode()) wizard = TRUE;
6287
6288         /* Initialize the town-buildings if necessary */
6289         if (!dun_level && !p_ptr->inside_quest)
6290         {
6291                 /* Init the wilderness */
6292
6293 process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
6294
6295                 /* Init the town */
6296                 init_flags = INIT_ONLY_BUILDINGS;
6297
6298 process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
6299
6300         }
6301
6302
6303         /* Initialize vault info */
6304 #ifdef JP
6305 if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
6306 #else
6307         if (init_v_info()) quit("Cannot initialize vaults");
6308 #endif
6309
6310         /* Generate a dungeon level if needed */
6311         if (!character_dungeon) generate_cave();
6312
6313
6314         /* Character is now "complete" */
6315         character_generated = TRUE;
6316
6317
6318         /* Hack -- Character is no longer "icky" */
6319         character_icky = FALSE;
6320
6321
6322         /* Start game */
6323         alive = TRUE;
6324
6325         /* Reset the visual mappings */
6326         reset_visuals();
6327
6328         /* Load the "pref" files */
6329         load_all_pref_files();
6330
6331         /* React to changes */
6332         Term_xtra(TERM_XTRA_REACT, 0);
6333
6334         /* Window stuff */
6335         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6336
6337         /* Window stuff */
6338         p_ptr->window |= (PW_MONSTER);
6339
6340         /* Window stuff */
6341         window_stuff();
6342
6343
6344         /* Set or clear "rogue_like_commands" if requested */
6345         if (arg_force_original) rogue_like_commands = FALSE;
6346         if (arg_force_roguelike) rogue_like_commands = TRUE;
6347
6348         /* Hack -- Enforce "delayed death" */
6349         if (p_ptr->chp < 0) death = TRUE;
6350
6351         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6352
6353         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6354         {
6355                 monster_type *m_ptr;
6356                 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6357                 monster_race *r_ptr = &r_info[pet_r_idx];
6358                 place_monster_aux(py, px - 1, pet_r_idx,
6359                                   FALSE, FALSE, TRUE, TRUE, TRUE, FALSE);
6360                 m_ptr = &m_list[hack_m_idx_ii];
6361                 m_ptr->mspeed = r_ptr->speed;
6362                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6363                 m_ptr->max_maxhp = m_ptr->maxhp;
6364                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6365                 m_ptr->energy = -100;
6366         }
6367
6368         /* Process */
6369         while (TRUE)
6370         {
6371                 /* Process the level */
6372                 dungeon(load_game);
6373
6374                 /* Notice stuff */
6375                 if (p_ptr->notice) notice_stuff();
6376
6377                 /* Update stuff */
6378                 if (p_ptr->update) update_stuff();
6379
6380                 /* Redraw stuff */
6381                 if (p_ptr->redraw) redraw_stuff();
6382
6383                 /* Window stuff */
6384                 if (p_ptr->window) window_stuff();
6385
6386
6387                 /* Cancel the target */
6388                 target_who = 0;
6389
6390                 /* Cancel the health bar */
6391                 health_track(0);
6392
6393
6394                 /* Forget the lite */
6395                 forget_lite();
6396
6397                 /* Forget the view */
6398                 forget_view();
6399
6400                 /* Forget the view */
6401                 clear_mon_lite();
6402
6403                 /* Handle "quit and save" */
6404                 if (!alive && !death) break;
6405
6406                 /* Erase the old cave */
6407                 wipe_o_list();
6408                 if (!death) wipe_m_list();
6409
6410
6411                 /* XXX XXX XXX */
6412                 msg_print(NULL);
6413
6414                 load_game = FALSE;
6415
6416                 /* Accidental Death */
6417                 if (alive && death)
6418                 {
6419                         if (p_ptr->inside_arena)
6420                         {
6421                                 p_ptr->inside_arena = FALSE;
6422                                 if(p_ptr->arena_number > MAX_ARENA_MONS)
6423                                         p_ptr->arena_number++;
6424                                 else
6425                                         p_ptr->arena_number = 99;
6426                                 death = FALSE;
6427                                 p_ptr->chp = 0;
6428                                 p_ptr->chp_frac = 0;
6429                                 p_ptr->exit_bldg = TRUE;
6430                                 reset_tim_flags();
6431                         }
6432                         else
6433                         {
6434                                 /* Mega-Hack -- Allow player to cheat death */
6435 #ifdef JP
6436 if ((wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6437 #else
6438                                 if ((wizard || cheat_live) && !get_check("Die? "))
6439 #endif
6440
6441                                 {
6442                                         /* Mark social class, reset age, if needed */
6443                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6444
6445                                         /* Increase age */
6446                                         p_ptr->age++;
6447
6448                                         /* Mark savefile */
6449                                         noscore |= 0x0001;
6450
6451                                         /* Message */
6452 #ifdef JP
6453 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6454 #else
6455                                         msg_print("You invoke wizard mode and cheat death.");
6456 #endif
6457                                         wipe_m_list();
6458
6459                                         msg_print(NULL);
6460
6461                                         /* Restore hit points */
6462                                         p_ptr->chp = p_ptr->mhp;
6463                                         p_ptr->chp_frac = 0;
6464
6465                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6466                                         {
6467                                                 for (i = 0; i < 72; i++)
6468                                                 {
6469                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*0x10000;
6470                                                 }
6471                                                 for (; i < 108; i++)
6472                                                 {
6473                                                         p_ptr->magic_num1[i] = 0;
6474                                                 }
6475                                         }
6476                                         /* Restore spell points */
6477                                         p_ptr->csp = p_ptr->msp;
6478                                         p_ptr->csp_frac = 0;
6479
6480                                         /* Hack -- Healing */
6481                                         (void)set_blind(0);
6482                                         (void)set_confused(0);
6483                                         (void)set_poisoned(0);
6484                                         (void)set_afraid(0);
6485                                         (void)set_paralyzed(0);
6486                                         (void)set_image(0);
6487                                         (void)set_stun(0);
6488                                         (void)set_cut(0);
6489
6490                                         /* Hack -- Prevent starvation */
6491                                         (void)set_food(PY_FOOD_MAX - 1);
6492
6493                                         /* Hack -- cancel recall */
6494                                         if (p_ptr->word_recall)
6495                                         {
6496                                                 /* Message */
6497 #ifdef JP
6498 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
6499 #else
6500                                                 msg_print("A tension leaves the air around you...");
6501 #endif
6502
6503                                                 msg_print(NULL);
6504
6505                                                 /* Hack -- Prevent recall */
6506                                                 p_ptr->word_recall = 0;
6507                                                 p_ptr->redraw |= (PR_STATUS);
6508                                         }
6509
6510                                         /* Note cause of death XXX XXX XXX */
6511 #ifdef JP
6512 (void)strcpy(died_from, "»à¤Îµ½¤­");
6513 #else
6514                                         (void)strcpy(died_from, "Cheating death");
6515 #endif
6516
6517
6518                                         /* Do not die */
6519                                         death = FALSE;
6520
6521                                         dun_level = 0;
6522                                         p_ptr->inside_arena = FALSE;
6523                                         p_ptr->inside_battle = FALSE;
6524                                         leaving_quest = 0;
6525                                         p_ptr->inside_quest = 0;
6526                                         p_ptr->recall_dungeon = dungeon_type;
6527                                         dungeon_type = 0;
6528                                         if (lite_town || vanilla_town)
6529                                         {
6530                                                 p_ptr->wilderness_y = 1;
6531                                                 p_ptr->wilderness_x = 1;
6532                                                 if (vanilla_town)
6533                                                 {
6534                                                         p_ptr->oldpy = 10;
6535                                                         p_ptr->oldpx = 34;
6536                                                 }
6537                                                 else
6538                                                 {
6539                                                         p_ptr->oldpy = 33;
6540                                                         p_ptr->oldpx = 131;
6541                                                 }
6542                                         }
6543                                         else
6544                                         {
6545                                                 p_ptr->wilderness_y = 48;
6546                                                 p_ptr->wilderness_x = 5;
6547                                                 p_ptr->oldpy = 33;
6548                                                 p_ptr->oldpx = 131;
6549                                         }
6550
6551                                         /* Leaving */
6552                                         p_ptr->wild_mode = FALSE;
6553                                         p_ptr->leaving = TRUE;
6554
6555 #ifdef JP
6556                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            ¤·¤«¤·¡¢À¸¤­Ê֤ä¿¡£");
6557 #else
6558                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            but revived.");
6559 #endif
6560                                 }
6561                         }
6562                 }
6563
6564                 /* Handle "death" */
6565                 if (death) break;
6566
6567                 /* Make a new level */
6568                 generate_cave();
6569         }
6570
6571         /* Close stuff */
6572         close_game();
6573
6574         /* Quit */
6575         quit(NULL);
6576 }
6577
6578 s32b turn_real(s32b hoge)
6579 {
6580         if ((p_ptr->prace == RACE_VAMPIRE) ||
6581             (p_ptr->prace == RACE_SKELETON) ||
6582             (p_ptr->prace == RACE_ZOMBIE) ||
6583             (p_ptr->prace == RACE_SPECTRE))
6584                 return hoge-(60L * TOWN_DAWN) / 4;
6585         else
6586                 return hoge;
6587 }