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[hengband/hengband.git] / src / dungeon.c
1 /* File: dungeonc */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Angband game engine */
12
13 #include "angband.h"
14
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
17
18 static bool load = TRUE;
19 static int wild_regen = 20;
20
21 /*
22  * Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
23  */
24 static byte value_check_aux1(object_type *o_ptr)
25 {
26         /* Artifacts */
27         if (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_UNCURSED;
78
79         /* Ego-Items -- except cursed/broken ones */
80         if (ego_item_p(o_ptr)) return FEEL_UNCURSED;
81
82         /* Good armor bonus */
83         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
84
85         /* Good weapon bonuses */
86         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
87
88         /* No feeling */
89         return FEEL_NONE;
90 }
91
92
93
94 static void sense_inventory_aux(int slot, bool heavy)
95 {
96         byte        feel;
97         object_type *o_ptr = &inventory[slot];
98         char        o_name[MAX_NLEN];
99         int idx;
100
101         /* We know about it already, do not tell us again */
102         if (o_ptr->ident & (IDENT_SENSE))return;
103
104         /* It is fully known, no information needed */
105         if (object_known_p(o_ptr)) return;
106
107         /* Check for a feeling */
108         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109
110         /* Skip non-feelings */
111         if (!feel) return;
112
113         /* Bad luck */
114         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
115         {
116                 switch (feel)
117                 {
118                         case FEEL_TERRIBLE:
119                         {
120                                 feel = FEEL_SPECIAL;
121                                 break;
122                         }
123                         case FEEL_WORTHLESS:
124                         {
125                                 feel = FEEL_EXCELLENT;
126                                 break;
127                         }
128                         case FEEL_CURSED:
129                         {
130                                 if (heavy)
131                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132                                 else
133                                         feel = FEEL_UNCURSED;
134                                 break;
135                         }
136                         case FEEL_AVERAGE:
137                         {
138                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
139                                 break;
140                         }
141                         case FEEL_GOOD:
142                         {
143                                 if (heavy)
144                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
145                                 else
146                                         feel = FEEL_CURSED;
147                                 break;
148                         }
149                         case FEEL_EXCELLENT:
150                         {
151                                 feel = FEEL_WORTHLESS;
152                                 break;
153                         }
154                         case FEEL_SPECIAL:
155                         {
156                                 feel = FEEL_TERRIBLE;
157                                 break;
158                         }
159                 }
160         }
161
162         /* Stop everything */
163         if (disturb_minor) disturb(0, 0);
164
165         /* Get an object description */
166         object_desc(o_name, o_ptr, FALSE, 0);
167
168         /* Message (equipment) */
169         if (slot >= INVEN_RARM)
170         {
171 #ifdef JP
172 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
173 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 #else
175                 msg_format("You feel the %s (%c) you are %s %s %s...",
176                            o_name, index_to_label(slot), describe_use(slot),
177                            ((o_ptr->number == 1) ? "is" : "are"),
178                                    game_inscriptions[feel]);
179 #endif
180
181         }
182
183         /* Message (inventory) */
184         else
185         {
186 #ifdef JP
187 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
188 o_name, index_to_label(slot),game_inscriptions[feel]);
189 #else
190                 msg_format("You feel the %s (%c) in your pack %s %s...",
191                            o_name, index_to_label(slot),
192                            ((o_ptr->number == 1) ? "is" : "are"),
193                                    game_inscriptions[feel]);
194 #endif
195
196         }
197
198         /* We have "felt" it */
199         o_ptr->ident |= (IDENT_SENSE);
200
201         /* Set the "inscription" */
202         o_ptr->feeling = feel;
203
204         /* Auto-inscription/destroy */
205         idx = is_autopick(o_ptr);
206         auto_inscribe_item(slot, idx);
207         if (destroy_feeling)
208                 auto_destroy_item(slot, idx);
209
210         /* Combine / Reorder the pack (later) */
211         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
212
213         /* Window stuff */
214         p_ptr->window |= (PW_INVEN | PW_EQUIP);
215 }
216
217
218
219 /*
220  * Sense the inventory
221  *
222  *   Class 0 = Warrior --> fast and heavy
223  *   Class 1 = Mage    --> slow and light
224  *   Class 2 = Priest  --> fast but light
225  *   Class 3 = Rogue   --> okay and heavy
226  *   Class 4 = Ranger  --> slow but heavy  (changed!)
227  *   Class 5 = Paladin --> slow but heavy
228  */
229 static void sense_inventory1(void)
230 {
231         int         i;
232         int         plev = p_ptr->lev;
233         bool        heavy = FALSE;
234         object_type *o_ptr;
235
236
237         /*** Check for "sensing" ***/
238
239         /* No sensing when confused */
240         if (p_ptr->confused) return;
241
242         /* Analyze the class */
243         switch (p_ptr->pclass)
244         {
245                 case CLASS_WARRIOR:
246                 case CLASS_ARCHER:
247                 case CLASS_SAMURAI:
248                 case CLASS_CAVALRY:
249                 {
250                         /* Good sensing */
251                         if (0 != randint0(9000L / (plev * plev + 40))) return;
252
253                         /* Heavy sensing */
254                         heavy = TRUE;
255
256                         /* Done */
257                         break;
258                 }
259
260                 case CLASS_SMITH:
261                 {
262                         /* Good sensing */
263                         if (0 != randint0(6000L / (plev * plev + 50))) return;
264
265                         /* Heavy sensing */
266                         heavy = TRUE;
267
268                         /* Done */
269                         break;
270                 }
271
272                 case CLASS_MAGE:
273                 case CLASS_HIGH_MAGE:
274                 case CLASS_SORCERER:
275                 case CLASS_MAGIC_EATER:
276                 {
277                         /* Very bad (light) sensing */
278                         if (0 != randint0(240000L / (plev + 5))) return;
279
280                         /* Done */
281                         break;
282                 }
283
284                 case CLASS_PRIEST:
285                 case CLASS_BARD:
286                 {
287                         /* Good (light) sensing */
288                         if (0 != randint0(10000L / (plev * plev + 40))) return;
289
290                         /* Done */
291                         break;
292                 }
293
294                 case CLASS_ROGUE:
295                 case CLASS_NINJA:
296                 {
297                         /* Okay sensing */
298                         if (0 != randint0(20000L / (plev * plev + 40))) return;
299
300                         /* Heavy sensing */
301                         heavy = TRUE;
302
303                         /* Done */
304                         break;
305                 }
306
307                 case CLASS_RANGER:
308                 {
309                         /* Bad sensing */
310                         if (0 != randint0(95000L / (plev * plev + 40))) return;
311
312                         /* Changed! */
313                         heavy = TRUE;
314
315                         /* Done */
316                         break;
317                 }
318
319                 case CLASS_PALADIN:
320                 {
321                         /* Bad sensing */
322                         if (0 != randint0(77777L / (plev * plev + 40))) return;
323
324                         /* Heavy sensing */
325                         heavy = TRUE;
326
327                         /* Done */
328                         break;
329                 }
330
331                 case CLASS_WARRIOR_MAGE:
332                 case CLASS_RED_MAGE:
333                 {
334                         /* Bad sensing */
335                         if (0 != randint0(75000L / (plev * plev + 40))) return;
336
337                         /* Done */
338                         break;
339                 }
340
341                 case CLASS_MINDCRAFTER:
342                 case CLASS_MIRROR_MASTER:
343                 {
344                         /* Bad sensing */
345                         if (0 != randint0(55000L / (plev * plev + 40))) return;
346
347                         /* Done */
348                         break;
349                 }
350
351                 case CLASS_CHAOS_WARRIOR:
352                 {
353                         /* Bad sensing */
354                         if (0 != randint0(80000L / (plev * plev + 40))) return;
355
356                         /* Changed! */
357                         heavy = TRUE;
358
359                         /* Done */
360                         break;
361                 }
362
363                 case CLASS_MONK:
364                 case CLASS_FORCETRAINER:
365                 {
366                         /* Okay sensing */
367                         if (0 != randint0(20000L / (plev * plev + 40))) return;
368
369                         /* Done */
370                         break;
371                 }
372
373                 case CLASS_TOURIST:
374                 {
375                         /* Good sensing */
376                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
377
378                         /* Heavy sensing */
379                         heavy = TRUE;
380
381                         /* Done */
382                         break;
383                 }
384
385                 case CLASS_IMITATOR:
386                 case CLASS_BLUE_MAGE:
387                 {
388                         /* Bad sensing */
389                         if (0 != randint0(55000L / (plev * plev + 40))) return;
390
391                         /* Done */
392                         break;
393                 }
394
395                 case CLASS_BEASTMASTER:
396                 {
397                         /* Bad sensing */
398                         if (0 != randint0(65000L / (plev * plev + 40))) return;
399
400                         /* Done */
401                         break;
402                 }
403                 case CLASS_BERSERKER:
404                 {
405                         /* Heavy sensing */
406                         heavy = TRUE;
407
408                         /* Done */
409                         break;
410                 }
411         }
412
413         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
414
415         /*** Sense everything ***/
416
417         /* Check everything */
418         for (i = 0; i < INVEN_TOTAL; i++)
419         {
420                 bool okay = FALSE;
421
422                 o_ptr = &inventory[i];
423
424                 /* Skip empty slots */
425                 if (!o_ptr->k_idx) continue;
426
427                 /* Valid "tval" codes */
428                 switch (o_ptr->tval)
429                 {
430                         case TV_SHOT:
431                         case TV_ARROW:
432                         case TV_BOLT:
433                         case TV_BOW:
434                         case TV_DIGGING:
435                         case TV_HAFTED:
436                         case TV_POLEARM:
437                         case TV_SWORD:
438                         case TV_BOOTS:
439                         case TV_GLOVES:
440                         case TV_HELM:
441                         case TV_CROWN:
442                         case TV_SHIELD:
443                         case TV_CLOAK:
444                         case TV_SOFT_ARMOR:
445                         case TV_HARD_ARMOR:
446                         case TV_DRAG_ARMOR:
447                         case TV_CARD:
448                         {
449                                 okay = TRUE;
450                                 break;
451                         }
452                 }
453
454                 /* Skip non-sense machines */
455                 if (!okay) continue;
456
457                 /* Occasional failure on inventory items */
458                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
459
460                 /* Good luck */
461                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
462                 {
463                         heavy = TRUE;
464                 }
465
466                 sense_inventory_aux(i, heavy);
467         }
468 }
469
470
471 static void sense_inventory2(void)
472 {
473         int         i;
474         int         plev = p_ptr->lev;
475         object_type *o_ptr;
476
477
478         /*** Check for "sensing" ***/
479
480         /* No sensing when confused */
481         if (p_ptr->confused) return;
482
483         /* Analyze the class */
484         switch (p_ptr->pclass)
485         {
486                 case CLASS_WARRIOR:
487                 case CLASS_ARCHER:
488                 case CLASS_SAMURAI:
489                 case CLASS_CAVALRY:
490                 case CLASS_BERSERKER:
491                 {
492                         return;
493                 }
494
495                 case CLASS_SMITH:
496                 case CLASS_PALADIN:
497                 case CLASS_CHAOS_WARRIOR:
498                 case CLASS_IMITATOR:
499                 case CLASS_BEASTMASTER:
500                 case CLASS_NINJA:
501                 {
502                         /* Very bad (light) sensing */
503                         if (0 != randint0(240000L / (plev + 5))) return;
504
505                         /* Done */
506                         break;
507                 }
508
509                 case CLASS_RANGER:
510                 case CLASS_WARRIOR_MAGE:
511                 case CLASS_RED_MAGE:
512                 case CLASS_MONK:
513                 {
514                         /* Bad sensing */
515                         if (0 != randint0(95000L / (plev * plev + 40))) return;
516
517                         /* Done */
518                         break;
519                 }
520
521                 case CLASS_PRIEST:
522                 case CLASS_BARD:
523                 case CLASS_ROGUE:
524                 case CLASS_FORCETRAINER:
525                 case CLASS_MINDCRAFTER:
526                 {
527                         /* Good sensing */
528                         if (0 != randint0(20000L / (plev * plev + 40))) return;
529
530                         /* Done */
531                         break;
532                 }
533
534                 case CLASS_MAGE:
535                 case CLASS_HIGH_MAGE:
536                 case CLASS_SORCERER:
537                 case CLASS_MAGIC_EATER:
538                 case CLASS_MIRROR_MASTER:
539                 case CLASS_BLUE_MAGE:
540                 {
541                         /* Good sensing */
542                         if (0 != randint0(9000L / (plev * plev + 40))) return;
543
544                         /* Done */
545                         break;
546                 }
547
548                 case CLASS_TOURIST:
549                 {
550                         /* Good sensing */
551                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
552
553                         /* Done */
554                         break;
555                 }
556         }
557
558         /*** Sense everything ***/
559
560         /* Check everything */
561         for (i = 0; i < INVEN_TOTAL; i++)
562         {
563                 bool okay = FALSE;
564
565                 o_ptr = &inventory[i];
566
567                 /* Skip empty slots */
568                 if (!o_ptr->k_idx) continue;
569
570                 /* Valid "tval" codes */
571                 switch (o_ptr->tval)
572                 {
573                         case TV_RING:
574                         case TV_AMULET:
575                         case TV_LITE:
576                         case TV_FIGURINE:
577                         {
578                                 okay = TRUE;
579                                 break;
580                         }
581                 }
582
583                 /* Skip non-sense machines */
584                 if (!okay) continue;
585
586                 /* Occasional failure on inventory items */
587                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
588
589                 sense_inventory_aux(i, TRUE);
590         }
591 }
592
593
594
595 /*
596  * Go to any level (ripped off from wiz_jump)
597  */
598 static void pattern_teleport(void)
599 {
600         int min_level = 0;
601         int max_level = 99;
602
603         /* Ask for level */
604 #ifdef JP
605 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
606 #else
607         if (get_check("Teleport level? "))
608 #endif
609
610         {
611                 char    ppp[80];
612                 char    tmp_val[160];
613
614                 /* Only downward in ironman mode */
615                 if (ironman_downward)
616                         min_level = dun_level;
617
618                 /* Maximum level */
619                 if (dungeon_type == DUNGEON_ANGBAND)
620                 {
621                         if (dun_level > 100)
622                                 max_level = MAX_DEPTH - 1;
623                         else if (dun_level == 100)
624                                 max_level = 100;
625                 }
626                 else
627                 {
628                         max_level = d_info[dungeon_type].maxdepth;
629                         min_level = d_info[dungeon_type].mindepth;
630                 }
631
632                 /* Prompt */
633 #ifdef JP
634 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
635 #else
636                 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
637 #endif
638
639
640                 /* Default */
641                 sprintf(tmp_val, "%d", dun_level);
642
643                 /* Ask for a level */
644                 if (!get_string(ppp, tmp_val, 10)) return;
645
646                 /* Extract request */
647                 command_arg = atoi(tmp_val);
648         }
649 #ifdef JP
650 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
651 #else
652         else if (get_check("Normal teleport? "))
653 #endif
654
655         {
656                 teleport_player(200);
657                 return;
658         }
659         else
660         {
661                 return;
662         }
663
664         /* Paranoia */
665         if (command_arg < min_level) command_arg = min_level;
666
667         /* Paranoia */
668         if (command_arg > max_level) command_arg = max_level;
669
670         /* Accept request */
671 #ifdef JP
672 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
673 #else
674         msg_format("You teleport to dungeon level %d.", command_arg);
675 #endif
676
677
678         if (autosave_l) do_cmd_save_game(TRUE);
679
680         /* Change level */
681         dun_level = command_arg;
682         prepare_change_floor_mode(CFM_CLEAR_ALL);
683
684         leave_quest_check();
685
686         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
687
688         p_ptr->inside_quest = 0;
689         p_ptr->leftbldg = FALSE;
690         energy_use = 0;
691
692         /* Leaving */
693         p_ptr->leaving = TRUE;
694 }
695
696
697 static void wreck_the_pattern(void)
698 {
699         int to_ruin = 0, r_y, r_x;
700
701         if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
702         {
703                 /* Ruined already */
704                 return;
705         }
706
707 #ifdef JP
708 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
709 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
710 #else
711         msg_print("You bleed on the Pattern!");
712         msg_print("Something terrible happens!");
713 #endif
714
715
716         if (!p_ptr->invuln)
717 #ifdef JP
718 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
719 #else
720                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
721 #endif
722
723
724         to_ruin = randint1(45) + 35;
725
726         while (to_ruin--)
727         {
728                 scatter(&r_y, &r_x, py, px, 4, 0);
729
730                 if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
731                     (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
732                 {
733                         cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
734                 }
735         }
736
737         cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
738 }
739
740
741 /* Returns TRUE if we are on the Pattern... */
742 static bool pattern_effect(void)
743 {
744         if ((cave[py][px].feat < FEAT_PATTERN_START) ||
745             (cave[py][px].feat > FEAT_PATTERN_XTRA2))
746                 return FALSE;
747
748         if ((prace_is_(RACE_AMBERITE)) &&
749             (p_ptr->cut > 0) && one_in_(10))
750         {
751                 wreck_the_pattern();
752         }
753
754         if (cave[py][px].feat == FEAT_PATTERN_END)
755         {
756                 (void)set_poisoned(0);
757                 (void)set_image(0);
758                 (void)set_stun(0);
759                 (void)set_cut(0);
760                 (void)set_blind(0);
761                 (void)set_afraid(0);
762                 (void)do_res_stat(A_STR);
763                 (void)do_res_stat(A_INT);
764                 (void)do_res_stat(A_WIS);
765                 (void)do_res_stat(A_DEX);
766                 (void)do_res_stat(A_CON);
767                 (void)do_res_stat(A_CHR);
768                 (void)restore_level();
769                 (void)hp_player(1000);
770                 cave_set_feat(py, px, FEAT_PATTERN_OLD);
771 #ifdef JP
772 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
773 #else
774                 msg_print("This section of the Pattern looks less powerful.");
775 #endif
776
777         }
778
779
780         /*
781          * We could make the healing effect of the
782          * Pattern center one-time only to avoid various kinds
783          * of abuse, like luring the win monster into fighting you
784          * in the middle of the pattern...
785          */
786
787         else if (cave[py][px].feat == FEAT_PATTERN_OLD)
788         {
789                 /* No effect */
790         }
791         else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
792         {
793                 pattern_teleport();
794         }
795         else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
796         {
797                 if (!p_ptr->invuln)
798 #ifdef JP
799 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
800 #else
801                 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
802 #endif
803
804         }
805         else
806         {
807                 if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
808                         return TRUE;
809                 else if (!p_ptr->invuln)
810 #ifdef JP
811 take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
812 #else
813                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
814 #endif
815
816         }
817
818         return TRUE;
819 }
820
821
822
823
824
825 /*
826  * Regenerate hit points                                -RAK-
827  */
828 static void regenhp(int percent)
829 {
830         s32b    new_chp, new_chp_frac;
831         int     old_chp;
832
833         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
834         if (p_ptr->action == ACTION_HAYAGAKE) return;
835         /* Save the old hitpoints */
836         old_chp = p_ptr->chp;
837
838         /* Extract the new hitpoints */
839         new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
840         p_ptr->chp += (s16b)(new_chp >> 16);   /* div 65536 */
841
842         /* check for overflow */
843         if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
844         new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac;    /* mod 65536 */
845         if (new_chp_frac >= 0x10000L)
846         {
847                 p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
848                 p_ptr->chp++;
849         }
850         else
851         {
852                 p_ptr->chp_frac = (u16b)new_chp_frac;
853         }
854
855         /* Fully healed */
856         if (p_ptr->chp >= p_ptr->mhp)
857         {
858                 p_ptr->chp = p_ptr->mhp;
859                 p_ptr->chp_frac = 0;
860         }
861
862         /* Notice changes */
863         if (old_chp != p_ptr->chp)
864         {
865                 /* Redraw */
866                 p_ptr->redraw |= (PR_HP);
867
868                 /* Window stuff */
869                 p_ptr->window |= (PW_PLAYER);
870
871                 wild_regen = 20;
872         }
873 }
874
875
876 /*
877  * Regenerate mana points                               -RAK-
878  */
879 static void regenmana(int percent)
880 {
881         s32b        new_mana, new_mana_frac;
882         int                   old_csp;
883         bool    old_csp_msp = (p_ptr->csp > p_ptr->msp);
884
885         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
886         if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
887         old_csp = p_ptr->csp;
888         new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
889         if (old_csp_msp && (new_mana > 0))
890         {
891                 new_mana *= 32;
892                 p_ptr->csp--;
893                 p_ptr->csp -= (s16b)(new_mana >> 16);   /* div 65536 */
894                 new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
895         }
896         else
897         {
898                 if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
899                 p_ptr->csp += (s16b)(new_mana >> 16);   /* div 65536 */
900
901                 new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac;  /* mod 65536 */
902         }
903         if (new_mana_frac >= 0x10000L)
904         {
905                 p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
906                 p_ptr->csp++;
907         }
908         else
909         {
910                 p_ptr->csp_frac = (u16b)(new_mana_frac);
911         }
912
913         /* check for overflow */
914         if (p_ptr->csp < 0)
915         {
916                 p_ptr->csp = 0;
917                 p_ptr->csp_frac = 0;
918         }
919
920         /* Must set frac to zero even if equal */
921         if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
922         {
923                 p_ptr->csp = p_ptr->msp;
924                 p_ptr->csp_frac = 0;
925         }
926
927         /* Redraw mana */
928         if (old_csp != p_ptr->csp)
929         {
930                 /* Redraw */
931                 p_ptr->redraw |= (PR_MANA);
932
933                 /* Window stuff */
934                 p_ptr->window |= (PW_PLAYER);
935                 p_ptr->window |= (PW_SPELL);
936
937                 wild_regen = 20;
938         }
939 }
940
941
942
943 /*
944  * Regenerate magic
945  */
946 static void regenmagic(int percent)
947 {
948         s32b        new_mana;
949         int i;
950
951         for (i = 0; i < EATER_EXT*2; i++)
952         {
953                 if (!p_ptr->magic_num2[i]) continue;
954                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
955                 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
956                 p_ptr->magic_num1[i] += new_mana;
957
958                 /* Must set frac to zero even if equal */
959                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
960                 {
961                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
962                 }
963                 wild_regen = 20;
964         }
965         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
966         {
967                 if (!p_ptr->magic_num1[i]) continue;
968                 if (!p_ptr->magic_num2[i]) continue;
969                 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
970                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
971                 wild_regen = 20;
972         }
973 }
974
975
976
977
978
979
980 /*
981  * Regenerate the monsters (once per 100 game turns)
982  *
983  * XXX XXX XXX Should probably be done during monster turns.
984  */
985 static void regen_monsters(void)
986 {
987         int i, frac;
988
989
990         /* Regenerate everyone */
991         for (i = 1; i < m_max; i++)
992         {
993                 /* Check the i'th monster */
994                 monster_type *m_ptr = &m_list[i];
995                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
996
997
998                 /* Skip dead monsters */
999                 if (!m_ptr->r_idx) continue;
1000
1001                 /* Allow regeneration (if needed) */
1002                 if (m_ptr->hp < m_ptr->maxhp)
1003                 {
1004                         /* Hack -- Base regeneration */
1005                         frac = m_ptr->maxhp / 100;
1006
1007                         /* Hack -- Minimal regeneration rate */
1008                         if (!frac) if (one_in_(2)) frac = 1;
1009
1010                         /* Hack -- Some monsters regenerate quickly */
1011                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1012
1013                         /* Hack -- Regenerate */
1014                         m_ptr->hp += frac;
1015
1016                         /* Do not over-regenerate */
1017                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1018
1019                         /* Redraw (later) if needed */
1020                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1021                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1022                 }
1023         }
1024 }
1025
1026
1027 /*
1028  * Regenerate the monsters (once per 100 game turns)
1029  *
1030  * XXX XXX XXX Should probably be done during monster turns.
1031  */
1032 static void regen_captured_monsters(void)
1033 {
1034         int i, frac;
1035         bool heal = FALSE;
1036
1037         /* Regenerate everyone */
1038         for (i = 0; i < INVEN_TOTAL; i++)
1039         {
1040                 monster_race *r_ptr;
1041                 object_type *o_ptr = &inventory[i];
1042
1043                 if (!o_ptr->k_idx) continue;
1044                 if (o_ptr->tval != TV_CAPTURE) continue;
1045                 if (!o_ptr->pval) continue;
1046
1047                 heal = TRUE;
1048
1049                 r_ptr = &r_info[o_ptr->pval];
1050
1051                 /* Allow regeneration (if needed) */
1052                 if (o_ptr->xtra4 < o_ptr->xtra5)
1053                 {
1054                         /* Hack -- Base regeneration */
1055                         frac = o_ptr->xtra5 / 100;
1056
1057                         /* Hack -- Minimal regeneration rate */
1058                         if (!frac) if (one_in_(2)) frac = 1;
1059
1060                         /* Hack -- Some monsters regenerate quickly */
1061                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1062
1063                         /* Hack -- Regenerate */
1064                         o_ptr->xtra4 += frac;
1065
1066                         /* Do not over-regenerate */
1067                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1068                 }
1069         }
1070
1071         if (heal)
1072         {
1073                 /* Combine pack */
1074                 p_ptr->notice |= (PN_COMBINE);
1075
1076                 /* Window stuff */
1077                 p_ptr->window |= (PW_INVEN);
1078                 p_ptr->window |= (PW_EQUIP);
1079                 wild_regen = 20;
1080         }
1081 }
1082
1083
1084 static void notice_lite_change(object_type *o_ptr)
1085 {
1086         /* Hack -- notice interesting fuel steps */
1087         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1088         {
1089                 /* Window stuff */
1090                 p_ptr->window |= (PW_EQUIP);
1091         }
1092
1093         /* Hack -- Special treatment when blind */
1094         if (p_ptr->blind)
1095         {
1096                 /* Hack -- save some light for later */
1097                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1098         }
1099
1100         /* The light is now out */
1101         else if (o_ptr->xtra4 == 0)
1102         {
1103                 disturb(0, 0);
1104 #ifdef JP
1105 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1106 #else
1107                 msg_print("Your light has gone out!");
1108 #endif
1109                 p_ptr->update |= (PU_BONUS);
1110         }
1111
1112         /* The light is getting dim */
1113         else if (o_ptr->name2 == EGO_LITE_LONG)
1114         {
1115                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1116                     && (turn % (TURNS_PER_TICK*2)))
1117                 {
1118                         if (disturb_minor) disturb(0, 0);
1119 #ifdef JP
1120 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1121 #else
1122                         msg_print("Your light is growing faint.");
1123 #endif
1124
1125                 }
1126         }
1127
1128         /* The light is getting dim */
1129         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1130         {
1131                 if (disturb_minor) disturb(0, 0);
1132 #ifdef JP
1133 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1134 #else
1135                 msg_print("Your light is growing faint.");
1136 #endif
1137
1138         }
1139 }
1140
1141
1142 void leave_quest_check(void)
1143 {
1144         /* Save quset number for dungeon pref file ($LEAVING_QUEST) */
1145         leaving_quest = p_ptr->inside_quest;
1146
1147         /* Leaving an 'only once' quest marks it as failed */
1148         if (leaving_quest &&
1149             ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1150             (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1151         {
1152                 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1153                 quest[leaving_quest].complev = (byte)p_ptr->lev;
1154                 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1155                 {
1156                         r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1157                         if (record_rand_quest)
1158                                 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1159
1160                         /* Floor of random quest will be blocked */
1161                         prepare_change_floor_mode(CFM_NO_RETURN);
1162                 }
1163                 else if (record_fix_quest)
1164                         do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1165         }
1166 }
1167
1168
1169 /*
1170  * Forcibly pseudo-identify an object in the inventory
1171  * (or on the floor)
1172  *
1173  * note: currently this function allows pseudo-id of any object,
1174  * including silly ones like potions & scrolls, which always
1175  * get '{average}'. This should be changed, either to stop such
1176  * items from being pseudo-id'd, or to allow psychometry to
1177  * detect whether the unidentified potion/scroll/etc is
1178  * good (Cure Light Wounds, Restore Strength, etc) or
1179  * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1180  */
1181 bool psychometry(void)
1182 {
1183         int             item;
1184         object_type     *o_ptr;
1185         char            o_name[MAX_NLEN];
1186         byte            feel;
1187         cptr            q, s;
1188         bool okay = FALSE;
1189         int idx;
1190
1191         item_tester_no_ryoute = TRUE;
1192         /* Get an item */
1193 #ifdef JP
1194 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1195 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1196 #else
1197         q = "Meditate on which item? ";
1198         s = "You have nothing appropriate.";
1199 #endif
1200
1201         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1202
1203         /* Get the item (in the pack) */
1204         if (item >= 0)
1205         {
1206                 o_ptr = &inventory[item];
1207         }
1208
1209         /* Get the item (on the floor) */
1210         else
1211         {
1212                 o_ptr = &o_list[0 - item];
1213         }
1214
1215         /* It is fully known, no information needed */
1216         if (object_known_p(o_ptr))
1217         {
1218 #ifdef JP
1219 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1220 #else
1221                 msg_print("You cannot find out anything more about that.");
1222 #endif
1223
1224                 return TRUE;
1225         }
1226
1227         /* Check for a feeling */
1228         feel = value_check_aux1(o_ptr);
1229
1230         /* Get an object description */
1231         object_desc(o_name, o_ptr, FALSE, 0);
1232
1233         /* Skip non-feelings */
1234         if (!feel)
1235         {
1236 #ifdef JP
1237 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1238 #else
1239                 msg_format("You do not perceive anything unusual about the %s.", o_name);
1240 #endif
1241
1242                 return TRUE;
1243         }
1244
1245 #ifdef JP
1246 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1247     o_name,  game_inscriptions[feel]);
1248 #else
1249         msg_format("You feel that the %s %s %s...",
1250                            o_name, ((o_ptr->number == 1) ? "is" : "are"),
1251                            game_inscriptions[feel]);
1252 #endif
1253
1254
1255         /* We have "felt" it */
1256         o_ptr->ident |= (IDENT_SENSE);
1257
1258         /* "Inscribe" it */
1259         o_ptr->feeling = feel;
1260
1261         /* Combine / Reorder the pack (later) */
1262         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1263
1264         /* Window stuff */
1265         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1266
1267         /* Valid "tval" codes */
1268         switch (o_ptr->tval)
1269         {
1270         case TV_SHOT:
1271         case TV_ARROW:
1272         case TV_BOLT:
1273         case TV_BOW:
1274         case TV_DIGGING:
1275         case TV_HAFTED:
1276         case TV_POLEARM:
1277         case TV_SWORD:
1278         case TV_BOOTS:
1279         case TV_GLOVES:
1280         case TV_HELM:
1281         case TV_CROWN:
1282         case TV_SHIELD:
1283         case TV_CLOAK:
1284         case TV_SOFT_ARMOR:
1285         case TV_HARD_ARMOR:
1286         case TV_DRAG_ARMOR:
1287         case TV_CARD:
1288         case TV_RING:
1289         case TV_AMULET:
1290         case TV_LITE:
1291         case TV_FIGURINE:
1292                 okay = TRUE;
1293                 break;
1294         }
1295
1296         /* Auto-inscription/destroy */
1297         idx = is_autopick(o_ptr);
1298         auto_inscribe_item(item, idx);
1299         if (okay && destroy_feeling)
1300                 auto_destroy_item(item, idx);
1301
1302         /* Something happened */
1303         return (TRUE);
1304 }
1305
1306
1307 static void gere_music(s32b music)
1308 {
1309         switch(music)
1310         {
1311                 case MUSIC_SLOW:
1312                         slow_monsters();
1313                         break;
1314                 case MUSIC_STUN:
1315                         stun_monsters(damroll(p_ptr->lev/10,2));
1316                         break;
1317                 case MUSIC_L_LIFE:
1318                         hp_player(damroll(2,6));
1319                         break;
1320                 case MUSIC_FEAR:
1321                         project_hack(GF_TURN_ALL, p_ptr->lev);
1322                         break;
1323                 case MUSIC_PSI:
1324                         project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1325                         break;
1326                 case MUSIC_ID:
1327                         project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1328                         break;
1329                 case MUSIC_CONF:
1330                         confuse_monsters(p_ptr->lev * 2);
1331                         break;
1332                 case MUSIC_SOUND:
1333                         project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1334                         break;
1335                 case MUSIC_CHARM:
1336                         charm_monsters(damroll(10 + p_ptr->lev/15,6));
1337                         break;
1338                 case MUSIC_WALL:
1339                         project(0, 0, py, px,
1340                                 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1341                         break;
1342                 case MUSIC_DISPEL:
1343                         dispel_monsters(randint1(p_ptr->lev * 3));
1344                         dispel_evil(randint1(p_ptr->lev * 3));
1345                         break;
1346                 case MUSIC_SARUMAN:
1347                         slow_monsters();
1348                         sleep_monsters();
1349                         break;
1350                 case MUSIC_QUAKE:
1351                         earthquake(py, px, 10);
1352                         break;
1353                 case MUSIC_STASIS:
1354                         stasis_monsters(p_ptr->lev * 4);
1355                         break;
1356                 case MUSIC_SHERO:
1357                         dispel_monsters(randint1(p_ptr->lev * 3));
1358                         break;
1359                 case MUSIC_H_LIFE:
1360                         hp_player(damroll(15,10));
1361                         set_stun(0);
1362                         set_cut(0);
1363                         break;
1364                 case MUSIC_DETECT+19:
1365                         wiz_lite(FALSE);
1366                 case MUSIC_DETECT+11:
1367                 case MUSIC_DETECT+12:
1368                 case MUSIC_DETECT+13:
1369                 case MUSIC_DETECT+14:
1370                 case MUSIC_DETECT+15:
1371                 case MUSIC_DETECT+16:
1372                 case MUSIC_DETECT+17:
1373                 case MUSIC_DETECT+18:
1374                         map_area(DETECT_RAD_MAP);
1375                         if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1376                 case MUSIC_DETECT+6:
1377                 case MUSIC_DETECT+7:
1378                 case MUSIC_DETECT+8:
1379                 case MUSIC_DETECT+9:
1380                 case MUSIC_DETECT+10:
1381                         /* There are too many hidden treasure.  So... */
1382                         /* detect_treasure(DETECT_RAD_DEFAULT); */
1383                         detect_objects_gold(DETECT_RAD_DEFAULT);
1384                         detect_objects_normal(DETECT_RAD_DEFAULT);
1385                         if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1386                 case MUSIC_DETECT+3:
1387                 case MUSIC_DETECT+4:
1388                 case MUSIC_DETECT+5:
1389                         detect_monsters_invis(DETECT_RAD_DEFAULT);
1390                         detect_monsters_normal(DETECT_RAD_DEFAULT);
1391                         if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1392                 case MUSIC_DETECT:
1393                 case MUSIC_DETECT+1:
1394                 case MUSIC_DETECT+2:
1395                         detect_traps(DETECT_RAD_DEFAULT, TRUE);
1396                         detect_doors(DETECT_RAD_DEFAULT);
1397                         detect_stairs(DETECT_RAD_DEFAULT);
1398                         if ((p_ptr->lev > 14)  && (music  < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1399                         break;
1400         }
1401 }
1402
1403 /*
1404  * If player has inscribed the object with "!!", let him know when it's
1405  * recharged. -LM-
1406  */
1407 static void recharged_notice(object_type *o_ptr)
1408 {
1409         char o_name[MAX_NLEN];
1410
1411         cptr s;
1412
1413         /* No inscription */
1414         if (!o_ptr->inscription) return;
1415
1416         /* Find a '!' */
1417         s = strchr(quark_str(o_ptr->inscription), '!');
1418
1419         /* Process notification request. */
1420         while (s)
1421         {
1422                 /* Find another '!' */
1423                 if (s[1] == '!')
1424                 {
1425                         /* Describe (briefly) */
1426                         object_desc(o_name, o_ptr, FALSE, 0);
1427
1428                         /* Notify the player */
1429 #ifdef JP
1430                         msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1431 #else
1432                         if (o_ptr->number > 1)
1433                                 msg_format("Your %s are recharged.", o_name);
1434                         else
1435                                 msg_format("Your %s is recharged.", o_name);
1436 #endif
1437
1438                         disturb(0, 0);
1439
1440                         /* Done. */
1441                         return;
1442                 }
1443
1444                 /* Keep looking for '!'s */
1445                 s = strchr(s + 1, '!');
1446         }
1447 }
1448
1449
1450 static void check_music(void)
1451 {
1452         magic_type *s_ptr;
1453         u32b shouhimana;
1454
1455         /* Music singed by player */
1456         if(p_ptr->pclass != CLASS_BARD) return;
1457         if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1458
1459         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][p_ptr->magic_num2[0]];
1460
1461         shouhimana = (s_ptr->smana*(3800-p_ptr->spell_exp[p_ptr->magic_num2[0]])+2399);
1462         if(p_ptr->dec_mana)
1463                 shouhimana *= 3;
1464         else shouhimana *= 4;
1465         shouhimana /= 9600;
1466         if(shouhimana < 1) shouhimana = 1;
1467         shouhimana *= 0x8000;
1468         if (((u16b)(p_ptr->csp) < (shouhimana / 0x10000)) || (p_ptr->anti_magic))
1469         {
1470                 stop_singing();
1471                 return;
1472         }
1473         else
1474         {
1475                         p_ptr->csp -= (u16b) (shouhimana / 0x10000);
1476                         shouhimana = (shouhimana & 0xffff);
1477                         if (p_ptr->csp_frac < shouhimana)
1478                 {
1479                         p_ptr->csp--;
1480                         p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
1481                 }
1482                 else
1483                 {
1484                         p_ptr->csp_frac -= (u16b)shouhimana;
1485                 }
1486
1487                 p_ptr->redraw |= PR_MANA;
1488                 if (p_ptr->magic_num1[1])
1489                 {
1490                         p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1491                         p_ptr->magic_num1[1] = 0;
1492 #ifdef JP
1493                         msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1494 #else
1495                         msg_print("You restart singing.");
1496 #endif
1497                         p_ptr->action = ACTION_SING;
1498
1499                         /* Recalculate bonuses */
1500                         p_ptr->update |= (PU_BONUS | PU_HP);
1501
1502                         /* Redraw status bar */
1503                         p_ptr->redraw |= (PR_STATUS);
1504                 }
1505         }
1506         if (p_ptr->spell_exp[p_ptr->magic_num2[0]] < 900)
1507                 p_ptr->spell_exp[p_ptr->magic_num2[0]]+=5;
1508         else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1200)
1509                 {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
1510         else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1400)
1511                 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
1512         else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1600)
1513                 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
1514
1515         gere_music(p_ptr->magic_num1[0]);
1516 }
1517
1518 /* Choose one of items that have cursed flag */
1519 static object_type *choose_cursed_obj_name(u32b flag)
1520 {
1521         int i;
1522         int choices[INVEN_TOTAL-INVEN_RARM];
1523         int number = 0;
1524
1525         /* Paranoia -- Player has no warning-item */
1526         if (!(p_ptr->cursed & flag)) return NULL;
1527
1528         /* Search Inventry */
1529         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1530         {
1531                 object_type *o_ptr = &inventory[i];
1532
1533                 if (o_ptr->curse_flags & flag)
1534                 {
1535                         choices[number] = i;
1536                         number++;
1537                 }
1538         }
1539
1540         /* Choice one of them */
1541         return (&inventory[choices[randint0(number)]]);
1542 }
1543
1544
1545 /*
1546  * Handle certain things once every 10 game turns
1547  */
1548 static void process_world(void)
1549 {
1550         int x, y, i, j;
1551         int regen_amount;
1552         bool cave_no_regen = FALSE;
1553         int upkeep_factor = 0;
1554         cave_type *c_ptr;
1555         object_type *o_ptr;
1556         int temp;
1557         object_kind *k_ptr;
1558         const int dec_count = (easy_band ? 2 : 1);
1559
1560         int day, hour, min, prev_min;
1561
1562         s32b len = TURNS_PER_TICK * TOWN_DAWN;
1563         s32b tick = turn % len + len / 4;
1564
1565         extract_day_hour_min(&day, &hour, &min);
1566         prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
1567
1568         if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
1569             && (dun_level) &&
1570             !(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)))) &&
1571             !(p_ptr->inside_battle))
1572                 do_cmd_feeling();
1573
1574         if (p_ptr->inside_battle && !p_ptr->leaving)
1575         {
1576
1577                 int i2, j2;
1578                 int win_m_idx = 0;
1579                 int number_mon = 0;
1580
1581                 /* Count all hostile monsters */
1582                 for (i2 = 0; i2 < cur_wid; ++i2)
1583                         for (j2 = 0; j2 < cur_hgt; j2++)
1584                                 if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
1585                                 {
1586                                         number_mon++;
1587                                         win_m_idx = cave[j2][i2].m_idx;
1588                                 }
1589
1590                 if (number_mon == 0)
1591                 {
1592 #ifdef JP
1593 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
1594 #else
1595                         msg_print("They have kill each other at the same time.");
1596 #endif
1597                         msg_print(NULL);
1598                         p_ptr->energy_need = 0;
1599                         battle_monsters();
1600                 }
1601                 else if ((number_mon-1) == 0)
1602                 {
1603                         char m_name[80];
1604                         monster_type *wm_ptr;
1605
1606                         wm_ptr = &m_list[win_m_idx];
1607
1608                         monster_desc(m_name, wm_ptr, 0);
1609 #ifdef JP
1610 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
1611 #else
1612                         msg_format("%s is winner!", m_name);
1613 #endif
1614                         msg_print(NULL);
1615
1616                         if (win_m_idx == (sel_monster+1))
1617                         {
1618 #ifdef JP
1619 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
1620 #else
1621                                 msg_print("Congratulations.");
1622 #endif
1623 #ifdef JP
1624 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
1625 #else
1626                                 msg_format("You received %d gold.", battle_odds);
1627 #endif
1628                         p_ptr->au += battle_odds;
1629                         }
1630                         else
1631                         {
1632 #ifdef JP
1633 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
1634 #else
1635                                 msg_print("You lost gold.");
1636 #endif
1637                         }
1638                         msg_print(NULL);
1639                         p_ptr->energy_need = 0;
1640                         battle_monsters();
1641                 }
1642                 else if(turn - old_turn == 150*TURNS_PER_TICK)
1643                 {
1644 #ifdef JP
1645 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
1646 #else
1647                         msg_format("This battle have ended in a draw.");
1648 #endif
1649                         p_ptr->au += kakekin;
1650                         msg_print(NULL);
1651                         p_ptr->energy_need = 0;
1652                         battle_monsters();
1653                 }
1654         }
1655
1656         /* Every 20 game turns */
1657         if (turn % TURNS_PER_TICK) return;
1658
1659         /*** Check the Time and Load ***/
1660
1661         if (!(turn % (50*TURNS_PER_TICK)))
1662         {
1663                 /* Check time and load */
1664                 if ((0 != check_time()) || (0 != check_load()))
1665                 {
1666                         /* Warning */
1667                         if (closing_flag <= 2)
1668                         {
1669                                 /* Disturb */
1670                                 disturb(0, 0);
1671
1672                                 /* Count warnings */
1673                                 closing_flag++;
1674
1675                                 /* Message */
1676 #ifdef JP
1677 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
1678 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
1679 #else
1680                                 msg_print("The gates to ANGBAND are closing...");
1681                                 msg_print("Please finish up and/or save your game.");
1682 #endif
1683
1684                         }
1685
1686                         /* Slam the gate */
1687                         else
1688                         {
1689                                 /* Message */
1690 #ifdef JP
1691 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
1692 #else
1693                                 msg_print("The gates to ANGBAND are now closed.");
1694 #endif
1695
1696
1697                                 /* Stop playing */
1698                                 p_ptr->playing = FALSE;
1699
1700                                 /* Leaving */
1701                                 p_ptr->leaving = TRUE;
1702                         }
1703                 }
1704         }
1705
1706         /*** Attempt timed autosave ***/
1707         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
1708         {
1709                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
1710                         do_cmd_save_game(TRUE);
1711         }
1712
1713         if (mon_fight)
1714         {
1715 #ifdef JP
1716                 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
1717 #else
1718                 msg_print("You hear noise.");
1719 #endif
1720         }
1721
1722         /*** Handle the wilderness/town (sunshine) ***/
1723
1724         /* While in town/wilderness */
1725         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
1726         {
1727                 /* Hack -- Daybreak/Nighfall in town */
1728                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
1729                 {
1730                         bool dawn;
1731
1732                         /* Check for dawn */
1733                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
1734
1735                         /* Day breaks */
1736                         if (dawn)
1737                         {
1738                                 /* Message */
1739 #ifdef JP
1740 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
1741 #else
1742                                 msg_print("The sun has risen.");
1743 #endif
1744
1745
1746                                 /* Hack -- Scan the town */
1747                                 for (y = 0; y < cur_hgt; y++)
1748                                 {
1749                                         for (x = 0; x < cur_wid; x++)
1750                                         {
1751                                                 /* Get the cave grid */
1752                                                 c_ptr = &cave[y][x];
1753
1754                                                 /* Assume lit */
1755                                                 c_ptr->info |= (CAVE_GLOW);
1756
1757                                                 /* Hack -- Memorize lit grids if allowed */
1758                                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
1759
1760                                                 /* Hack -- Notice spot */
1761                                                 note_spot(y, x);
1762                                         }
1763                                 }
1764                         }
1765
1766                         /* Night falls */
1767                         else
1768                         {
1769                                 /* Message */
1770 #ifdef JP
1771 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
1772 #else
1773                                 msg_print("The sun has fallen.");
1774 #endif
1775
1776
1777                                 /* Hack -- Scan the town */
1778                                 for (y = 0; y < cur_hgt; y++)
1779                                 {
1780                                         for (x = 0; x < cur_wid; x++)
1781                                         {
1782                                                 /* Get the cave grid */
1783                                                 c_ptr = &cave[y][x];
1784
1785                                                 /* Darken "boring" features */
1786                                                 if ((c_ptr->feat <= FEAT_INVIS) ||
1787                                                     ((c_ptr->feat >= FEAT_DEEP_WATER) &&
1788                                                         (c_ptr->feat <= FEAT_MOUNTAIN) &&
1789                                                      (c_ptr->feat != FEAT_MUSEUM)) ||
1790                                                     (x == 0) || (x == cur_wid-1) ||
1791                                                     (y == 0) || (y == cur_hgt-1))
1792                                                 {
1793                                                         /* Forget the grid */
1794                                                         if (!is_mirror_grid(c_ptr)) c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
1795
1796                                                         /* Hack -- Notice spot */
1797                                                         note_spot(y, x);
1798                                                 }
1799                                         }
1800                                 }
1801                         }
1802
1803                         /* Update the monsters */
1804                         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
1805
1806                         /* Redraw map */
1807                         p_ptr->redraw |= (PR_MAP);
1808
1809                         /* Window stuff */
1810                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1811                 }
1812         }
1813
1814         /* Set back the rewards once a day */
1815         if (!(turn % (TURNS_PER_TICK*10 * STORE_TURNS)))
1816         {
1817                 int n;
1818
1819                 /* Reset the rewards */
1820                 for (n = 0; n < MAX_BACT; n++)
1821                 {
1822                         p_ptr->rewards[n] = FALSE;
1823                 }
1824
1825                 /* Message */
1826 #ifdef JP
1827 if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
1828 #else
1829                 if (cheat_xtra) msg_print("Rewards reset.");
1830 #endif
1831
1832         }
1833
1834
1835         /*** Process the monsters ***/
1836
1837         /* Check for creature generation. */
1838         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
1839             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
1840         {
1841                 /* Make a new monster */
1842                 (void)alloc_monster(MAX_SIGHT + 5, 0);
1843         }
1844
1845         /* Hack -- Check for creature regeneration */
1846         if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
1847         if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
1848
1849
1850         /*** Damage over Time ***/
1851
1852         /* Take damage from poison */
1853         if (p_ptr->poisoned && !p_ptr->invuln)
1854         {
1855                 /* Take damage */
1856 #ifdef JP
1857 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1858 #else
1859                 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1860 #endif
1861
1862         }
1863
1864
1865         /* (Vampires) Take damage from sunlight */
1866         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1867         {
1868                 if (!dun_level && !p_ptr->resist_lite && !p_ptr->invuln && is_daytime())
1869                 {
1870                         if (cave[py][px].info & CAVE_GLOW)
1871                         {
1872                                 /* Take damage */
1873 #ifdef JP
1874 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
1875 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1876 #else
1877                                 msg_print("The sun's rays scorch your undead flesh!");
1878                                 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1879 #endif
1880
1881                                 cave_no_regen = TRUE;
1882                         }
1883                 }
1884
1885                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1886                     !p_ptr->resist_lite)
1887                 {
1888                         object_type * o_ptr = &inventory[INVEN_LITE];
1889                         char o_name [MAX_NLEN];
1890                         char ouch [MAX_NLEN+40];
1891
1892                         /* Get an object description */
1893                         object_desc(o_name, o_ptr, FALSE, 0);
1894
1895 #ifdef JP
1896 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
1897 #else
1898                         msg_format("The %s scorches your undead flesh!", o_name);
1899 #endif
1900
1901
1902                         cave_no_regen = TRUE;
1903
1904                         /* Get an object description */
1905                         object_desc(o_name, o_ptr, TRUE, 0);
1906
1907 #ifdef JP
1908 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1909 #else
1910                         sprintf(ouch, "wielding %s", o_name);
1911 #endif
1912
1913                         if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1914                 }
1915         }
1916
1917         if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
1918                 !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
1919         {
1920                 int damage = 3000 + randint0(2000);
1921
1922                 if (prace_is_(RACE_ENT)) damage += damage/3;
1923
1924                 if (p_ptr->resist_fire) damage = damage / 3;
1925                 if (p_ptr->oppose_fire) damage = damage / 3;
1926                 damage = damage / 100 + (randint0(100) < (damage % 100));
1927
1928                 if (damage)
1929                 {
1930                         /* Take damage */
1931 #ifdef JP
1932 msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
1933 take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
1934 #else
1935                         msg_print("The lava burns you!");
1936                         take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
1937 #endif
1938
1939                         cave_no_regen = TRUE;
1940                 }
1941         }
1942
1943         else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
1944                 !p_ptr->invuln && !p_ptr->immune_fire)
1945         {
1946                 int damage = 6000 + randint0(4000);
1947
1948                 cptr message;
1949                 cptr hit_from;
1950
1951                 if (p_ptr->resist_fire) damage = damage / 3;
1952                 if (p_ptr->oppose_fire) damage = damage / 3;
1953
1954                 if (p_ptr->ffall)
1955                 {
1956                         damage = damage / 5;
1957
1958 #ifdef JP
1959 message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
1960 hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
1961 #else
1962                         message = "The heat burns you!";
1963                         hit_from = "flying over deep lava";
1964 #endif
1965
1966                 }
1967                 else
1968                 {
1969 #ifdef JP
1970 message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
1971 hit_from = "¿¼¤¤ÍÏ´äή";
1972 #else
1973                         message = "The lava burns you!";
1974                         hit_from = "deep lava";
1975 #endif
1976
1977                 }
1978
1979                 damage = damage / 100 + (randint0(100) < (damage % 100));
1980                 if (damage)
1981                 {
1982                         /* Take damage */
1983                         msg_print(message);
1984                         take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
1985
1986                         cave_no_regen = TRUE;
1987                 }
1988         }
1989
1990         else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
1991         {
1992                 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
1993                 {
1994                         /* Take damage */
1995 #ifdef JP
1996 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1997 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1998 #else
1999                         msg_print("You are drowning!");
2000                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
2001 #endif
2002
2003                         cave_no_regen = TRUE;
2004                 }
2005         }
2006
2007         if (p_ptr->riding)
2008         {
2009                 int damage;
2010                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
2011                 {
2012                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2013                         if (prace_is_(RACE_ENT)) damage += damage/3;
2014                         if (p_ptr->resist_fire) damage = damage / 3;
2015                         if (p_ptr->oppose_fire) damage = damage / 3;
2016 #ifdef JP
2017 msg_print("Ç®¤¤¡ª");
2018 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
2019 #else
2020                         msg_print("It's hot!");
2021                         take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
2022 #endif
2023                 }
2024                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
2025                 {
2026                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2027                         if (p_ptr->resist_elec) damage = damage / 3;
2028                         if (p_ptr->oppose_elec) damage = damage / 3;
2029 #ifdef JP
2030 msg_print("Äˤ¤¡ª");
2031 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
2032 #else
2033                         msg_print("It hurts!");
2034                         take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
2035 #endif
2036                 }
2037                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
2038                 {
2039                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2040                         if (p_ptr->resist_cold) damage = damage / 3;
2041                         if (p_ptr->oppose_cold) damage = damage / 3;
2042 #ifdef JP
2043 msg_print("Î䤿¤¤¡ª");
2044 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
2045 #else
2046                         msg_print("It's cold!");
2047                         take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
2048 #endif
2049                 }
2050         }
2051
2052         /* Spectres -- take damage when moving through walls */
2053         /*
2054          * Added: ANYBODY takes damage if inside through walls
2055          * without wraith form -- NOTE: Spectres will never be
2056          * reduced below 0 hp by being inside a stone wall; others
2057          * WILL BE!
2058          */
2059         if (!cave_floor_bold(py, px))
2060         {
2061                 /* Player can walk through trees */
2062                 if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
2063                 {
2064                         /* Do nothing */
2065                 }
2066                 else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2067                     ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2068                 {
2069                         cptr dam_desc;
2070
2071                         cave_no_regen = TRUE;
2072
2073                         if (p_ptr->pass_wall)
2074                         {
2075 #ifdef JP
2076 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2077 dam_desc = "Ì©ÅÙ";
2078 #else
2079                                 msg_print("Your molecules feel disrupted!");
2080                                 dam_desc = "density";
2081 #endif
2082
2083                         }
2084                         else
2085                         {
2086 #ifdef JP
2087 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2088 dam_desc = "¹Å¤¤´ä";
2089 #else
2090                                 msg_print("You are being crushed!");
2091                                 dam_desc = "solid rock";
2092 #endif
2093
2094                         }
2095
2096                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2097                 }
2098         }
2099
2100         if (!hour && !min)
2101         {
2102                 monster_race *r_ptr;
2103
2104                 if (min != prev_min)
2105                 {
2106                         int max_dl = 3;
2107                         bool old_inside_battle = p_ptr->inside_battle;
2108
2109                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2110
2111                         p_ptr->inside_battle = TRUE;
2112                         get_mon_num_prep(NULL,NULL);
2113
2114                         for (i = 0; i < max_d_idx; i++)
2115                         {
2116                                 if (max_dlv[i] < d_info[i].mindepth) continue;
2117                                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2118                         }
2119                         while (1)
2120                         {
2121                                 today_mon = get_mon_num(max_dl);
2122                                 r_ptr = &r_info[today_mon];
2123
2124                                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2125                                 if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
2126                                 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
2127                                 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
2128                                 if (r_ptr->level < MIN(max_dl/2, 40)) continue;
2129                                 if (r_ptr->rarity > 10) continue;
2130                                 if (r_ptr->level == 0) continue;
2131                                 break;
2132                         }
2133                         p_ptr->today_mon = 0;
2134                         p_ptr->inside_battle = old_inside_battle;
2135                 }
2136         }
2137
2138         /* Nightmare mode activates the TY_CURSE at midnight */
2139         if (ironman_nightmare)
2140         {
2141                 /* Require exact minute */
2142                 if (min != prev_min)
2143                 {
2144                         /* Every 15 minutes after 11:00 pm */
2145                         if ((hour == 23) && !(min % 15))
2146                         {
2147                                 /* Disturbing */
2148                                 disturb(0, 0);
2149
2150                                 switch (min / 15)
2151                                 {
2152                                         case 0:
2153                                         {
2154 #ifdef JP
2155 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
2156 #else
2157                                                 msg_print("You hear a distant bell toll ominously.");
2158 #endif
2159
2160                                                 break;
2161                                         }
2162                                         case 1:
2163                                         {
2164 #ifdef JP
2165 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
2166 #else
2167                                                 msg_print("A distant bell sounds twice.");
2168 #endif
2169
2170                                                 break;
2171                                         }
2172                                         case 2:
2173         {
2174 #ifdef JP
2175 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
2176 #else
2177                                                 msg_print("A distant bell sounds three times.");
2178 #endif
2179
2180                                                 break;
2181                                         }
2182                                         case 3:
2183                                         {
2184 #ifdef JP
2185 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
2186 #else
2187                                                 msg_print("A distant bell tolls four times.");
2188 #endif
2189
2190                                                 break;
2191                                         }
2192                                 }
2193                         }
2194
2195                         /* TY_CURSE activates at mignight! */
2196                         if (!hour && !min)
2197                         {
2198                                 int count = 0;
2199
2200                                 disturb(1, 0);
2201 #ifdef JP
2202 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
2203 #else
2204                                 msg_print("A distant bell tolls many times, fading into an deathly silence.");
2205 #endif
2206
2207                 activate_ty_curse(FALSE, &count);
2208         }
2209                 }
2210         }
2211
2212         /* Take damage from cuts */
2213         if (p_ptr->cut && !p_ptr->invuln)
2214         {
2215                 /* Mortal wound or Deep Gash */
2216                 if (p_ptr->cut > 1000)
2217                 {
2218                         i = 200;
2219                 }
2220
2221                 else if (p_ptr->cut > 200)
2222                 {
2223                         i = 80;
2224                 }
2225
2226                 /* Severe cut */
2227                 else if (p_ptr->cut > 100)
2228                 {
2229                         i = 32;
2230                 }
2231
2232                 else if (p_ptr->cut > 50)
2233                 {
2234                         i = 16;
2235                 }
2236
2237                 else if (p_ptr->cut > 25)
2238                 {
2239                         i = 7;
2240                 }
2241
2242                 else if (p_ptr->cut > 10)
2243                 {
2244                         i = 3;
2245                 }
2246
2247                 /* Other cuts */
2248                 else
2249                 {
2250                         i = 1;
2251                 }
2252
2253                 /* Take damage */
2254 #ifdef JP
2255 take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
2256 #else
2257                 take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
2258 #endif
2259
2260         }
2261
2262
2263         /*** Check the Food, and Regenerate ***/
2264
2265         if (!p_ptr->inside_battle)
2266         {
2267                 /* Digest normally */
2268                 if (p_ptr->food < PY_FOOD_MAX)
2269                 {
2270                         /* Every 100 game turns */
2271                         if (!(turn % (TURNS_PER_TICK*5)))
2272                         {
2273                                 /* Basic digestion rate based on speed */
2274                                 i = /* extract_energy[p_ptr->pspeed] * 2;*/
2275                                 ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
2276                                 1 : extract_energy[p_ptr->pspeed]));
2277
2278                                 /* Regeneration takes more food */
2279                                 if (p_ptr->regenerate) i += 20;
2280                                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
2281                                 if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
2282
2283                                 /* Slow digestion takes less food */
2284                                 if (p_ptr->slow_digest) i -= 5;
2285
2286                                 /* Minimal digestion */
2287                                 if (i < 1) i = 1;
2288                                 /* Maximal digestion */
2289                                 if (i > 100) i = 100;
2290
2291                                 /* Digest some food */
2292                                 (void)set_food(p_ptr->food - i);
2293                         }
2294                 }
2295
2296                 /* Digest quickly when gorged */
2297                 else
2298                 {
2299                         /* Digest a lot of food */
2300                         (void)set_food(p_ptr->food - 100);
2301                 }
2302         }
2303
2304         /* Starve to death (slowly) */
2305         if (p_ptr->food < PY_FOOD_STARVE)
2306         {
2307                 /* Calculate damage */
2308                 i = (PY_FOOD_STARVE - p_ptr->food) / 10;
2309
2310                 /* Take damage */
2311 #ifdef JP
2312 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
2313 #else
2314                 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
2315 #endif
2316
2317         }
2318
2319         /* Default regeneration */
2320         regen_amount = PY_REGEN_NORMAL;
2321
2322         /* Getting Weak */
2323         if (p_ptr->food < PY_FOOD_WEAK)
2324         {
2325                 /* Lower regeneration */
2326                 if (p_ptr->food < PY_FOOD_STARVE)
2327                 {
2328                         regen_amount = 0;
2329                 }
2330                 else if (p_ptr->food < PY_FOOD_FAINT)
2331                 {
2332                         regen_amount = PY_REGEN_FAINT;
2333                 }
2334                 else
2335                 {
2336                         regen_amount = PY_REGEN_WEAK;
2337                 }
2338
2339                 /* Getting Faint */
2340                 if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
2341                 {
2342                         /* Faint occasionally */
2343                         if (!p_ptr->paralyzed && (randint0(100) < 10))
2344                         {
2345                                 /* Message */
2346 #ifdef JP
2347 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
2348 #else
2349                                 msg_print("You faint from the lack of food.");
2350 #endif
2351
2352                                 disturb(1, 0);
2353
2354                                 /* Hack -- faint (bypass free action) */
2355                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
2356                         }
2357                 }
2358         }
2359
2360
2361         /* Are we walking the pattern? */
2362         if (pattern_effect())
2363         {
2364                 cave_no_regen = TRUE;
2365         }
2366         else
2367         {
2368                 /* Regeneration ability */
2369                 if (p_ptr->regenerate)
2370                 {
2371                         regen_amount = regen_amount * 2;
2372                 }
2373                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2374                 {
2375                         regen_amount /= 2;
2376                 }
2377                 if (p_ptr->cursed & TRC_SLOW_REGEN)
2378                 {
2379                         regen_amount /= 5;
2380                 }
2381         }
2382
2383
2384         /* Searching or Resting */
2385         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2386         {
2387                 regen_amount = regen_amount * 2;
2388         }
2389
2390         upkeep_factor = calculate_upkeep();
2391
2392         /* Regenerate the mana */
2393 /*      if (p_ptr->csp < p_ptr->msp) */
2394         {
2395                 if (upkeep_factor)
2396                 {
2397                         s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2398                         if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2399                         regenmana(upkeep_regen/100);
2400
2401 #ifdef TRACK_FRIENDS
2402                         if (p_ptr->wizard)
2403                         {
2404 #ifdef JP
2405 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2406 #else
2407                                 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2408 #endif
2409
2410                         }
2411 #endif /* TRACK_FRIENDS */
2412
2413                 }
2414                 else if (p_ptr->action != ACTION_LEARN)
2415                 {
2416                         regenmana(regen_amount);
2417                 }
2418         }
2419         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2420         {
2421                 regenmagic(regen_amount);
2422         }
2423
2424         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2425         {
2426                 while (upkeep_factor > 100)
2427                 {
2428 #ifdef JP
2429 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
2430 #else
2431                         msg_print("Such much pets cannot be controled at once!");
2432 #endif
2433                         msg_print(NULL);
2434                         do_cmd_pet_dismiss();
2435
2436                         upkeep_factor = calculate_upkeep();
2437
2438 #ifdef JP
2439                         msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2440 #else
2441                         msg_format("Upkeep: %d%% mana.", upkeep_factor);
2442 #endif
2443                         msg_print(NULL);
2444                 }
2445         }
2446
2447         /* Poisoned or cut yields no healing */
2448         if (p_ptr->poisoned) regen_amount = 0;
2449         if (p_ptr->cut) regen_amount = 0;
2450
2451         /* Special floor -- Pattern, in a wall -- yields no healing */
2452         if (cave_no_regen) regen_amount = 0;
2453
2454         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2455
2456         /* Regenerate Hit Points if needed */
2457         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2458         {
2459                 if ((cave[py][px].feat < FEAT_PATTERN_END) &&
2460                     (cave[py][px].feat >= FEAT_PATTERN_START))
2461                 {
2462                         regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2463                 }
2464                 else
2465                 {
2466                         regenhp(regen_amount);
2467                 }
2468         }
2469
2470
2471         /*** Timeout Various Things ***/
2472
2473         /* Mimic */
2474         if (p_ptr->tim_mimic)
2475         {
2476                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2477         }
2478
2479         /* Hack -- Hallucinating */
2480         if (p_ptr->image)
2481         {
2482                 (void)set_image(p_ptr->image - dec_count);
2483         }
2484
2485         /* Blindness */
2486         if (p_ptr->blind)
2487         {
2488                 (void)set_blind(p_ptr->blind - dec_count);
2489         }
2490
2491         /* Times see-invisible */
2492         if (p_ptr->tim_invis)
2493         {
2494                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2495         }
2496
2497         if (multi_rew)
2498         {
2499                 multi_rew = FALSE;
2500         }
2501
2502         /* Timed esp */
2503         if (p_ptr->tim_esp)
2504         {
2505                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2506         }
2507
2508         /* Timed temporary elemental brands. -LM- */
2509         if (p_ptr->ele_attack)
2510         {
2511                 p_ptr->ele_attack--;
2512
2513                 /* Clear all temporary elemental brands. */
2514                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2515         }
2516
2517         /* Timed temporary elemental immune. -LM- */
2518         if (p_ptr->ele_immune)
2519         {
2520                 p_ptr->ele_immune--;
2521
2522                 /* Clear all temporary elemental brands. */
2523                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2524         }
2525
2526         /* Timed infra-vision */
2527         if (p_ptr->tim_infra)
2528         {
2529                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2530         }
2531
2532         /* Timed stealth */
2533         if (p_ptr->tim_stealth)
2534         {
2535                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2536         }
2537
2538         /* Timed levitation */
2539         if (p_ptr->tim_ffall)
2540         {
2541                 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2542         }
2543
2544         /* Timed sh_touki */
2545         if (p_ptr->tim_sh_touki)
2546         {
2547                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2548         }
2549
2550         /* Timed sh_fire */
2551         if (p_ptr->tim_sh_fire)
2552         {
2553                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2554         }
2555
2556         /* Timed sh_holy */
2557         if (p_ptr->tim_sh_holy)
2558         {
2559                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2560         }
2561
2562         /* Timed eyeeye */
2563         if (p_ptr->tim_eyeeye)
2564         {
2565                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2566         }
2567
2568         /* Timed resist-magic */
2569         if (p_ptr->resist_magic)
2570         {
2571                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2572         }
2573
2574         /* Timed regeneration */
2575         if (p_ptr->tim_regen)
2576         {
2577                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2578         }
2579
2580         /* Timed resist nether */
2581         if (p_ptr->tim_res_nether)
2582         {
2583                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2584         }
2585
2586         /* Timed resist time */
2587         if (p_ptr->tim_res_time)
2588         {
2589                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2590         }
2591
2592         /* Timed reflect */
2593         if (p_ptr->tim_reflect)
2594         {
2595                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2596         }
2597
2598         /* Multi-shadow */
2599         if (p_ptr->multishadow)
2600         {
2601                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2602         }
2603
2604         /* Timed Robe of dust */
2605         if (p_ptr->dustrobe)
2606         {
2607                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2608         }
2609
2610         /* Timed infra-vision */
2611         if (p_ptr->kabenuke)
2612         {
2613                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2614         }
2615
2616         /* Paralysis */
2617         if (p_ptr->paralyzed)
2618         {
2619                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2620         }
2621
2622         /* Confusion */
2623         if (p_ptr->confused)
2624         {
2625                 (void)set_confused(p_ptr->confused - dec_count);
2626         }
2627
2628         /* Afraid */
2629         if (p_ptr->afraid)
2630         {
2631                 (void)set_afraid(p_ptr->afraid - dec_count);
2632         }
2633
2634         /* Fast */
2635         if (p_ptr->fast)
2636         {
2637                 (void)set_fast(p_ptr->fast - 1, TRUE);
2638         }
2639
2640         /* Slow */
2641         if (p_ptr->slow)
2642         {
2643                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2644         }
2645
2646         /* Protection from evil */
2647         if (p_ptr->protevil)
2648         {
2649                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2650         }
2651
2652         /* Invulnerability */
2653         if (p_ptr->invuln)
2654         {
2655                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2656         }
2657
2658         /* Wraith form */
2659         if (p_ptr->wraith_form)
2660         {
2661                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2662         }
2663
2664         /* Heroism */
2665         if (p_ptr->hero)
2666         {
2667                 (void)set_hero(p_ptr->hero - 1, TRUE);
2668         }
2669
2670         /* Super Heroism */
2671         if (p_ptr->shero)
2672         {
2673                 (void)set_shero(p_ptr->shero - 1, TRUE);
2674         }
2675
2676         /* Blessed */
2677         if (p_ptr->blessed)
2678         {
2679                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2680         }
2681
2682         /* Shield */
2683         if (p_ptr->shield)
2684         {
2685                 (void)set_shield(p_ptr->shield - 1, TRUE);
2686         }
2687
2688         /* Tsubureru */
2689         if (p_ptr->tsubureru)
2690         {
2691                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2692         }
2693
2694         /* Magicdef */
2695         if (p_ptr->magicdef)
2696         {
2697                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2698         }
2699
2700         /* Tsuyoshi */
2701         if (p_ptr->tsuyoshi)
2702         {
2703                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2704         }
2705
2706         /* Oppose Acid */
2707         if (p_ptr->oppose_acid)
2708         {
2709                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2710         }
2711
2712         /* Oppose Lightning */
2713         if (p_ptr->oppose_elec)
2714         {
2715                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2716         }
2717
2718         /* Oppose Fire */
2719         if (p_ptr->oppose_fire)
2720         {
2721                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2722         }
2723
2724         /* Oppose Cold */
2725         if (p_ptr->oppose_cold)
2726         {
2727                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2728         }
2729
2730         /* Oppose Poison */
2731         if (p_ptr->oppose_pois)
2732         {
2733                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2734         }
2735
2736         if (p_ptr->ult_res)
2737         {
2738                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2739         }
2740
2741         /*** Poison and Stun and Cut ***/
2742
2743         /* Poison */
2744         if (p_ptr->poisoned)
2745         {
2746                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2747
2748                 /* Apply some healing */
2749                 (void)set_poisoned(p_ptr->poisoned - adjust);
2750         }
2751
2752         /* Stun */
2753         if (p_ptr->stun)
2754         {
2755                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2756
2757                 /* Apply some healing */
2758                 (void)set_stun(p_ptr->stun - adjust);
2759         }
2760
2761         /* Cut */
2762         if (p_ptr->cut)
2763         {
2764                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2765
2766                 /* Hack -- Truly "mortal" wound */
2767                 if (p_ptr->cut > 1000) adjust = 0;
2768
2769                 /* Apply some healing */
2770                 (void)set_cut(p_ptr->cut - adjust);
2771         }
2772
2773
2774
2775         /*** Process Light ***/
2776
2777         /* Check for light being wielded */
2778         o_ptr = &inventory[INVEN_LITE];
2779
2780         /* Burn some fuel in the current lite */
2781         if (o_ptr->tval == TV_LITE)
2782         {
2783                 /* Hack -- Use some fuel (except on artifacts) */
2784                 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2785                 {
2786                         /* Decrease life-span */
2787                         if (o_ptr->name2 == EGO_LITE_LONG)
2788                         {
2789                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2790                         }
2791                         else o_ptr->xtra4--;
2792
2793                         /* Notice interesting fuel steps */
2794                         notice_lite_change(o_ptr);
2795                 }
2796         }
2797
2798         /* Calculate torch radius */
2799         p_ptr->update |= (PU_TORCH);
2800
2801
2802         /*** Process mutation effects ***/
2803         if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
2804         {
2805                 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2806                 {
2807                         disturb(0, 0);
2808 #ifdef JP
2809 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2810 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2811 #else
2812                         msg_print("RAAAAGHH!");
2813                         msg_print("You feel a fit of rage coming over you!");
2814 #endif
2815
2816                         (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2817                 }
2818
2819                 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2820                 {
2821                         if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
2822                         {
2823                                 disturb(0, 0);
2824 #ifdef JP
2825 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2826 #else
2827                                 msg_print("It's so dark... so scary!");
2828 #endif
2829
2830                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2831                         }
2832                 }
2833
2834                 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2835                 {
2836                         if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2837                             !p_ptr->anti_tele)
2838                         {
2839                                 disturb(0, 0);
2840
2841                                 /* Teleport player */
2842 #ifdef JP
2843 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2844 #else
2845                                 msg_print("Your position suddenly seems very uncertain...");
2846 #endif
2847
2848                                 msg_print(NULL);
2849                                 teleport_player(40);
2850                         }
2851                 }
2852
2853                 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2854                 {
2855                         if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2856                         {
2857                                 disturb(0, 0);
2858                                 p_ptr->redraw |= PR_EXTRA;
2859 #ifdef JP
2860 msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2861 #else
2862                                 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2863 #endif
2864
2865                         }
2866
2867                         if (!p_ptr->resist_conf)
2868                         {
2869                                 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2870                         }
2871
2872                         if (!p_ptr->resist_chaos)
2873                         {
2874                                 if (one_in_(20))
2875                                 {
2876                                         msg_print(NULL);
2877                                         if (one_in_(3)) lose_all_info();
2878                                         else wiz_dark();
2879                                         teleport_player(100);
2880                                         wiz_dark();
2881 #ifdef JP
2882 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2883 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2884 #else
2885                                         msg_print("You wake up somewhere with a sore head...");
2886                                         msg_print("You can't remember a thing, or how you got here!");
2887 #endif
2888
2889                                 }
2890                                 else
2891                                 {
2892                                         if (one_in_(3))
2893                                         {
2894 #ifdef JP
2895 msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2896 #else
2897                                                 msg_print("Thishcischs GooDSChtuff!");
2898 #endif
2899
2900                                                 (void)set_image(p_ptr->image + randint0(150) + 150);
2901                                         }
2902                                 }
2903                         }
2904                 }
2905
2906                 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2907                 {
2908                         if (!p_ptr->resist_chaos)
2909                         {
2910                                 disturb(0, 0);
2911                                 p_ptr->redraw |= PR_EXTRA;
2912                                 (void)set_image(p_ptr->image + randint0(50) + 20);
2913                         }
2914                 }
2915
2916                 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2917                 {
2918                         disturb(0, 0);
2919
2920 #ifdef JP
2921 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2922 #else
2923                         msg_print("BRRAAAP! Oops.");
2924 #endif
2925
2926                         msg_print(NULL);
2927                         fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2928                 }
2929
2930                 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2931                     !p_ptr->anti_magic && one_in_(9000))
2932                 {
2933                         int dire = 0;
2934                         disturb(0, 0);
2935 #ifdef JP
2936 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");
2937 #else
2938                         msg_print("Magical energy flows through you! You must release it!");
2939 #endif
2940
2941                         flush();
2942                         msg_print(NULL);
2943                         (void)get_hack_dir(&dire);
2944                         fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2945                 }
2946
2947                 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2948                     !p_ptr->anti_magic && (randint1(6666) == 666))
2949                 {
2950                         bool pet = one_in_(6);
2951                         u32b mode = PM_ALLOW_GROUP;
2952
2953                         if (pet) mode |= PM_FORCE_PET;
2954                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2955
2956                         if (summon_specific((pet ? -1 : 0), py, px,
2957                                     dun_level, SUMMON_DEMON, mode))
2958                         {
2959 #ifdef JP
2960 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2961 #else
2962                                 msg_print("You have attracted a demon!");
2963 #endif
2964
2965                                 disturb(0, 0);
2966                         }
2967                 }
2968
2969                 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2970                 {
2971                         disturb(0, 0);
2972                         if (one_in_(2))
2973                         {
2974 #ifdef JP
2975 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2976 #else
2977                                 msg_print("You feel less energetic.");
2978 #endif
2979
2980                                 if (p_ptr->fast > 0)
2981                                 {
2982                                         set_fast(0, TRUE);
2983                                 }
2984                                 else
2985                                 {
2986                                         set_slow(randint1(30) + 10, FALSE);
2987                                 }
2988                         }
2989                         else
2990                         {
2991 #ifdef JP
2992 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2993 #else
2994                                 msg_print("You feel more energetic.");
2995 #endif
2996
2997                                 if (p_ptr->slow > 0)
2998                                 {
2999                                         set_slow(0, TRUE);
3000                                 }
3001                                 else
3002                                 {
3003                                         set_fast(randint1(30) + 10, FALSE);
3004                                 }
3005                         }
3006                         msg_print(NULL);
3007                 }
3008                 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
3009                 {
3010                         disturb(0, 0);
3011 #ifdef JP
3012 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
3013 #else
3014                         msg_print("You suddenly feel almost lonely.");
3015 #endif
3016
3017                         banish_monsters(100);
3018                         if (!dun_level && p_ptr->town_num)
3019                         {
3020 #ifdef JP
3021 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
3022 #else
3023                                 msg_print("You see one of the shopkeepers running for the hills!");
3024 #endif
3025
3026                                 store_shuffle(randint0(MAX_STORES));
3027                         }
3028                         msg_print(NULL);
3029                 }
3030
3031                 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
3032                 {
3033                         object_type *o_ptr;
3034
3035 #ifdef JP
3036 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
3037 #else
3038                         msg_print("A shadow passes over you.");
3039 #endif
3040
3041                         msg_print(NULL);
3042
3043                         /* Absorb light from the current possition */
3044                         if (cave[py][px].info & CAVE_GLOW)
3045                         {
3046                                 hp_player(10);
3047                         }
3048
3049                         o_ptr = &inventory[INVEN_LITE];
3050
3051                         /* Absorb some fuel in the current lite */
3052                         if (o_ptr->tval == TV_LITE)
3053                         {
3054                                 /* Use some fuel (except on artifacts) */
3055                                 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
3056                                 {
3057                                         /* Heal the player a bit */
3058                                         hp_player(o_ptr->xtra4 / 20);
3059
3060                                         /* Decrease life-span of lite */
3061                                         o_ptr->xtra4 /= 2;
3062
3063 #ifdef JP
3064 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
3065 #else
3066                                         msg_print("You absorb energy from your light!");
3067 #endif
3068
3069
3070                                         /* Notice interesting fuel steps */
3071                                         notice_lite_change(o_ptr);
3072                                 }
3073                         }
3074
3075                         /*
3076                          * Unlite the area (radius 10) around player and
3077                          * do 50 points damage to every affected monster
3078                          */
3079                         unlite_area(50, 10);
3080                 }
3081
3082                 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
3083                    !p_ptr->anti_magic && one_in_(7000))
3084                 {
3085                         bool pet = one_in_(3);
3086                         u32b mode = PM_ALLOW_GROUP;
3087
3088                         if (pet) mode |= PM_FORCE_PET;
3089                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3090
3091                         if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
3092                         {
3093 #ifdef JP
3094 msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
3095 #else
3096                                 msg_print("You have attracted an animal!");
3097 #endif
3098
3099                                 disturb(0, 0);
3100                         }
3101                 }
3102
3103                 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
3104                     !p_ptr->anti_magic && one_in_(8000))
3105                 {
3106                         disturb(0, 0);
3107 #ifdef JP
3108 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
3109 #else
3110                         msg_print("You feel the world warping around you!");
3111 #endif
3112
3113                         msg_print(NULL);
3114                         fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
3115                 }
3116                 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
3117                 {
3118                         if (!lose_mutation(0))
3119 #ifdef JP
3120 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
3121 #else
3122                                 msg_print("You feel oddly normal.");
3123 #endif
3124
3125                 }
3126                 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
3127                 {
3128                         disturb(0, 0);
3129 #ifdef JP
3130 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
3131 #else
3132                         msg_print("You feel insubstantial!");
3133 #endif
3134
3135                         msg_print(NULL);
3136                         set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3137                 }
3138                 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3139                 {
3140                         do_poly_wounds();
3141                 }
3142                 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3143                 {
3144                         int which_stat = randint0(6);
3145                         int sustained = FALSE;
3146
3147                         switch (which_stat)
3148                         {
3149                         case A_STR:
3150                                 if (p_ptr->sustain_str) sustained = TRUE;
3151                                 break;
3152                         case A_INT:
3153                                 if (p_ptr->sustain_int) sustained = TRUE;
3154                                 break;
3155                         case A_WIS:
3156                                 if (p_ptr->sustain_wis) sustained = TRUE;
3157                                 break;
3158                         case A_DEX:
3159                                 if (p_ptr->sustain_dex) sustained = TRUE;
3160                                 break;
3161                         case A_CON:
3162                                 if (p_ptr->sustain_con) sustained = TRUE;
3163                                 break;
3164                         case A_CHR:
3165                                 if (p_ptr->sustain_chr) sustained = TRUE;
3166                                 break;
3167                         default:
3168 #ifdef JP
3169 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3170 #else
3171                                 msg_print("Invalid stat chosen!");
3172 #endif
3173
3174                                 sustained = TRUE;
3175                         }
3176
3177                         if (!sustained)
3178                         {
3179                                 disturb(0, 0);
3180 #ifdef JP
3181 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3182 #else
3183                                 msg_print("You can feel yourself wasting away!");
3184 #endif
3185
3186                                 msg_print(NULL);
3187                                 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3188                         }
3189                 }
3190                 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3191                    !p_ptr->anti_magic && one_in_(3000))
3192                 {
3193                         bool pet = one_in_(5);
3194                         u32b mode = PM_ALLOW_GROUP;
3195
3196                         if (pet) mode |= PM_FORCE_PET;
3197                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3198
3199                         if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
3200                         {
3201 #ifdef JP
3202 msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
3203 #else
3204                                 msg_print("You have attracted a dragon!");
3205 #endif
3206
3207                                 disturb(0, 0);
3208                         }
3209                 }
3210                 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3211                         one_in_(3000))
3212                 {
3213                         if (p_ptr->tim_esp > 0)
3214                         {
3215 #ifdef JP
3216 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3217 #else
3218                                 msg_print("Your mind feels cloudy!");
3219 #endif
3220
3221                                 set_tim_esp(0, TRUE);
3222                         }
3223                         else
3224                         {
3225 #ifdef JP
3226 msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
3227 #else
3228                                 msg_print("Your mind expands!");
3229 #endif
3230
3231                                 set_tim_esp(p_ptr->lev, FALSE);
3232                         }
3233                 }
3234                 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3235                         one_in_(9000))
3236                 {
3237                         disturb(0, 0);
3238 #ifdef JP
3239 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3240 #else
3241                         msg_print("Your stomach roils, and you lose your lunch!");
3242 #endif
3243
3244                         msg_print(NULL);
3245                         set_food(PY_FOOD_WEAK);
3246                 }
3247
3248                 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3249                    !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3250                 {
3251                         alter_reality();
3252                 }
3253
3254                 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3255                 {
3256                         int danger_amount = 0;
3257                         int monster;
3258
3259                         for (monster = 0; monster < m_max; monster++)
3260                         {
3261                                 monster_type    *m_ptr = &m_list[monster];
3262                                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3263
3264                                 /* Paranoia -- Skip dead monsters */
3265                                 if (!m_ptr->r_idx) continue;
3266
3267                                 if (r_ptr->level >= p_ptr->lev)
3268                                 {
3269                                         danger_amount += r_ptr->level - p_ptr->lev + 1;
3270                                 }
3271                         }
3272
3273                         if (danger_amount > 100)
3274 #ifdef JP
3275 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3276 #else
3277                                 msg_print("You feel utterly terrified!");
3278 #endif
3279
3280                         else if (danger_amount > 50)
3281 #ifdef JP
3282 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3283 #else
3284                                 msg_print("You feel terrified!");
3285 #endif
3286
3287                         else if (danger_amount > 20)
3288 #ifdef JP
3289 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3290 #else
3291                                 msg_print("You feel very worried!");
3292 #endif
3293
3294                         else if (danger_amount > 10)
3295 #ifdef JP
3296 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3297 #else
3298                                 msg_print("You feel paranoid!");
3299 #endif
3300
3301                         else if (danger_amount > 5)
3302 #ifdef JP
3303 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3304 #else
3305                                 msg_print("You feel almost safe.");
3306 #endif
3307
3308                         else
3309 #ifdef JP
3310 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3311 #else
3312                                 msg_print("You feel lonely.");
3313 #endif
3314
3315                 }
3316                 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3317                         one_in_(5000))
3318                 {
3319                         disturb(0, 0);
3320 #ifdef JP
3321 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3322 #else
3323                         msg_print("You feel invincible!");
3324 #endif
3325
3326                         msg_print(NULL);
3327                         (void)set_invuln(randint1(8) + 8, FALSE);
3328                 }
3329                 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3330                 {
3331                         int wounds = p_ptr->mhp - p_ptr->chp;
3332
3333                         if (wounds > 0)
3334                         {
3335                                 int healing = p_ptr->csp;
3336
3337                                 if (healing > wounds)
3338                                 {
3339                                         healing = wounds;
3340                                 }
3341
3342                                 hp_player(healing);
3343                                 p_ptr->csp -= healing;
3344                         }
3345                 }
3346                 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3347                         one_in_(4000))
3348                 {
3349                         int wounds = p_ptr->msp - p_ptr->csp;
3350
3351                         if (wounds > 0)
3352                         {
3353                                 int healing = p_ptr->chp;
3354
3355                                 if (healing > wounds)
3356                                 {
3357                                         healing = wounds;
3358                                 }
3359
3360                                 p_ptr->csp += healing;
3361 #ifdef JP
3362 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3363 #else
3364                                 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3365 #endif
3366
3367                         }
3368                 }
3369                 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3370                 {
3371                         object_type *o_ptr;
3372
3373                         disturb(0, 0);
3374 #ifdef JP
3375 msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3376 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3377 #else
3378                         msg_print("You trip over your own feet!");
3379                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3380 #endif
3381
3382
3383                         msg_print(NULL);
3384                         if (buki_motteruka(INVEN_RARM))
3385                         {
3386                                 int slot = INVEN_RARM;
3387                                 o_ptr = &inventory[INVEN_RARM];
3388                                 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3389                                 {
3390                                         o_ptr = &inventory[INVEN_LARM];
3391                                         slot = INVEN_LARM;
3392                                 }
3393                                 if (!cursed_p(o_ptr))
3394                                 {
3395 #ifdef JP
3396 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3397 #else
3398                                         msg_print("You drop your weapon!");
3399 #endif
3400
3401                                         inven_drop(slot, 1);
3402                                 }
3403                         }
3404                 }
3405         }
3406
3407
3408         /*** Process Inventory ***/
3409
3410         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
3411         {
3412                 /*
3413                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3414                  * can actually be useful!
3415                  */
3416                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3417                 {
3418 #ifdef JP
3419 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3420 #else
3421                         if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3422 #endif
3423                         {
3424                                 disturb(0, 0);
3425                                 teleport_player(50);
3426                         }
3427                 }
3428                 /* Make a chainsword noise */
3429                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3430                 {
3431                         char noise[1024];
3432 #ifdef JP
3433 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3434 #else
3435                         if (!get_rnd_line("chainswd.txt", 0, noise))
3436 #endif
3437                                 msg_print(noise);
3438                         disturb(FALSE, FALSE);
3439                 }
3440                 /* TY Curse */
3441                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3442                 {
3443                         int count = 0;
3444                         (void)activate_ty_curse(FALSE, &count);
3445                 }
3446                 /* Handle experience draining */
3447                 if (p_ptr->prace != RACE_ANDROID && 
3448                         ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3449                 {
3450                         p_ptr->exp -= (p_ptr->lev+1)/2;
3451                         if (p_ptr->exp < 0) p_ptr->exp = 0;
3452                         p_ptr->max_exp -= (p_ptr->lev+1)/2;
3453                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3454                         check_experience();
3455                 }
3456                 /* Add light curse (Later) */
3457                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3458                 {
3459                         u32b new_curse;
3460                         object_type *o_ptr;
3461
3462                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3463
3464                         new_curse = get_curse(0, o_ptr);
3465                         if (!(o_ptr->curse_flags & new_curse))
3466                         {
3467                                 char o_name[MAX_NLEN];
3468
3469                                 object_desc(o_name, o_ptr, FALSE, 0);
3470
3471                                 o_ptr->curse_flags |= new_curse;
3472 #ifdef JP
3473 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3474 #else
3475                                 msg_format("There is a malignant black aura surrounding %s...", o_name);
3476 #endif
3477
3478                                 o_ptr->feeling = FEEL_NONE;
3479
3480                                 p_ptr->update |= (PU_BONUS);
3481                         }
3482                 }
3483                 /* Add heavy curse (Later) */
3484                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3485                 {
3486                         u32b new_curse;
3487                         object_type *o_ptr;
3488
3489                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3490
3491                         new_curse = get_curse(1, o_ptr);
3492                         if (!(o_ptr->curse_flags & new_curse))
3493                         {
3494                                 char o_name[MAX_NLEN];
3495
3496                                 object_desc(o_name, o_ptr, FALSE, 0);
3497
3498                                 o_ptr->curse_flags |= new_curse;
3499 #ifdef JP
3500 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3501 #else
3502                                 msg_format("There is a malignant black aura surrounding %s...", o_name);
3503 #endif
3504
3505                                 o_ptr->feeling = FEEL_NONE;
3506
3507                                 p_ptr->update |= (PU_BONUS);
3508                         }
3509                 }
3510                 /* Call animal */
3511                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3512                 {
3513                         if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3514                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3515                         {
3516                                 char o_name[MAX_NLEN];
3517
3518                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), FALSE, 0);
3519 #ifdef JP
3520 msg_format("%s¤¬Æ°Êª¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3521 #else
3522                                 msg_format("%s have attracted an animal!", o_name);
3523 #endif
3524
3525                                 disturb(0, 0);
3526                         }
3527                 }
3528                 /* Call demon */
3529                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3530                 {
3531                         if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3532                         {
3533                                 char o_name[MAX_NLEN];
3534
3535                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), FALSE, 0);
3536 #ifdef JP
3537 msg_format("%s¤¬°­Ëâ¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3538 #else
3539                                 msg_format("%s have attracted a demon!", o_name);
3540 #endif
3541
3542                                 disturb(0, 0);
3543                         }
3544                 }
3545                 /* Call dragon */
3546                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3547                 {
3548                         if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3549                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3550                         {
3551                                 char o_name[MAX_NLEN];
3552
3553                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), FALSE, 0);
3554 #ifdef JP
3555 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3556 #else
3557                                 msg_format("%s have attracted an animal!", o_name);
3558 #endif
3559
3560                                 disturb(0, 0);
3561                         }
3562                 }
3563                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3564                 {
3565                         if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
3566                         {
3567                                 disturb(0, 0);
3568 #ifdef JP
3569 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3570 #else
3571                                 msg_print("It's so dark... so scary!");
3572 #endif
3573
3574                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
3575                         }
3576                 }
3577                 /* Teleport player */
3578                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3579                 {
3580                         disturb(0, 0);
3581
3582                         /* Teleport player */
3583                         teleport_player(40);
3584                 }
3585                 /* Handle HP draining */
3586                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3587                 {
3588                         char o_name[MAX_NLEN];
3589
3590                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), FALSE, 0);
3591 #ifdef JP
3592 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3593 #else
3594                         msg_format("%s drains HP from you!", o_name);
3595 #endif
3596                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3597                 }
3598                 /* Handle mana draining */
3599                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3600                 {
3601                         char o_name[MAX_NLEN];
3602
3603                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), FALSE, 0);
3604 #ifdef JP
3605 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3606 #else
3607                         msg_format("%s drains mana from you!", o_name);
3608 #endif
3609                         p_ptr->csp -= MIN(p_ptr->lev, 50);
3610                         if (p_ptr->csp < 0)
3611                         {
3612                                 p_ptr->csp = 0;
3613                                 p_ptr->csp_frac = 0;
3614                         }
3615                         p_ptr->redraw |= PR_MANA;
3616                 }
3617         }
3618
3619         /* Rarely, take damage from the Jewel of Judgement */
3620         if (one_in_(999) && !p_ptr->anti_magic)
3621         {
3622                 if ((inventory[INVEN_LITE].tval) &&
3623                     (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
3624                 {
3625 #ifdef JP
3626 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3627 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3628 #else
3629                         msg_print("The Jewel of Judgement drains life from you!");
3630                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3631 #endif
3632
3633                 }
3634         }
3635
3636
3637         /* Process equipment */
3638         for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3639         {
3640                 /* Get the object */
3641                 o_ptr = &inventory[i];
3642
3643                 /* Skip non-objects */
3644                 if (!o_ptr->k_idx) continue;
3645
3646                 /* Recharge activatable objects */
3647                 if (o_ptr->timeout > 0)
3648                 {
3649                         /* Recharge */
3650                         o_ptr->timeout--;
3651
3652                         /* Notice changes */
3653                         if (!o_ptr->timeout)
3654                         {
3655                                 recharged_notice(o_ptr);
3656                                 j++;
3657                         }
3658                 }
3659         }
3660
3661         /* Notice changes */
3662         if (j)
3663         {
3664                 /* Window stuff */
3665                 p_ptr->window |= (PW_EQUIP);
3666                 wild_regen = 20;
3667         }
3668
3669         /*
3670          * Recharge rods.  Rods now use timeout to control charging status,
3671          * and each charging rod in a stack decreases the stack's timeout by
3672          * one per turn. -LM-
3673          */
3674         for (j = 0, i = 0; i < INVEN_PACK; i++)
3675         {
3676                 o_ptr = &inventory[i];
3677                 k_ptr = &k_info[o_ptr->k_idx];
3678
3679                 /* Skip non-objects */
3680                 if (!o_ptr->k_idx) continue;
3681
3682                 /* Examine all charging rods or stacks of charging rods. */
3683                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3684                 {
3685                         /* Determine how many rods are charging. */
3686                         temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3687                         if (temp > o_ptr->number) temp = o_ptr->number;
3688
3689                         /* Decrease timeout by that number. */
3690                         o_ptr->timeout -= temp;
3691
3692                         /* Boundary control. */
3693                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3694
3695                         /* Notice changes, provide message if object is inscribed. */
3696                         if (!(o_ptr->timeout))
3697                         {
3698                                 recharged_notice(o_ptr);
3699                                 j++;
3700                         }
3701                 }
3702         }
3703
3704         /* Notice changes */
3705         if (j)
3706         {
3707                 /* Combine pack */
3708                 p_ptr->notice |= (PN_COMBINE);
3709
3710                 /* Window stuff */
3711                 p_ptr->window |= (PW_INVEN);
3712                 wild_regen = 20;
3713         }
3714
3715         /* Feel the inventory */
3716         sense_inventory1();
3717         sense_inventory2();
3718
3719
3720         /*** Process Objects ***/
3721
3722         /* Process objects */
3723         for (i = 1; i < o_max; i++)
3724         {
3725                 /* Access object */
3726                 o_ptr = &o_list[i];
3727
3728                 /* Skip dead objects */
3729                 if (!o_ptr->k_idx) continue;
3730
3731                 /* Recharge rods on the ground.  No messages. */
3732                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3733                 {
3734                         /* Charge it */
3735                         o_ptr->timeout -= o_ptr->number;
3736
3737                         /* Boundary control. */
3738                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3739                 }
3740         }
3741
3742
3743         /*** Involuntary Movement ***/
3744
3745         /* Delayed Word-of-Recall */
3746         if (p_ptr->word_recall)
3747         {
3748                 /*
3749                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
3750                  * The player is yanked up/down as soon as
3751                  * he loads the autosaved game.
3752                  */
3753                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3754                         do_cmd_save_game(TRUE);
3755
3756                 /* Count down towards recall */
3757                 p_ptr->word_recall--;
3758
3759                 p_ptr->redraw |= (PR_STATUS);
3760
3761                 /* Activate the recall */
3762                 if (!p_ptr->word_recall)
3763                 {
3764                         /* Disturbing! */
3765                         disturb(0, 0);
3766
3767                         /* Determine the level */
3768                         if (dun_level || p_ptr->inside_quest)
3769                         {
3770 #ifdef JP
3771 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3772 #else
3773                                 msg_print("You feel yourself yanked upwards!");
3774 #endif
3775
3776                                 p_ptr->recall_dungeon = dungeon_type;
3777                                 if (record_stair)
3778                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3779
3780                                 dun_level = 0;
3781                                 dungeon_type = 0;
3782                                 prepare_change_floor_mode(CFM_CLEAR_ALL);
3783
3784                                 leave_quest_check();
3785
3786                                 p_ptr->inside_quest = 0;
3787                                 p_ptr->leaving = TRUE;
3788                         }
3789                         else
3790                         {
3791 #ifdef JP
3792 msg_print("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3793 #else
3794                                 msg_print("You feel yourself yanked downwards!");
3795 #endif
3796
3797                                 dungeon_type = p_ptr->recall_dungeon;
3798
3799                                 if (record_stair)
3800                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3801
3802                                 /* New depth */
3803                                 dun_level = max_dlv[dungeon_type];
3804                                 if (dun_level < 1) dun_level = 1;
3805
3806                                 /* Nightmare mode makes recall more dangerous */
3807                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3808                                 {
3809                                         if (dun_level < 50)
3810                                         {
3811                                                 dun_level *= 2;
3812                                         }
3813                                         else if (dun_level < 99)
3814                                         {
3815                                                 dun_level = (dun_level + 99) / 2;
3816                                         }
3817                                         else if (dun_level > 100)
3818                                         {
3819                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3820                                         }
3821                                 }
3822
3823                                 if (p_ptr->wild_mode)
3824                                 {
3825                                         p_ptr->wilderness_y = py;
3826                                         p_ptr->wilderness_x = px;
3827                                 }
3828                                 else
3829                                 {
3830                                         /* Save player position */
3831                                         p_ptr->oldpx = px;
3832                                         p_ptr->oldpy = py;
3833                                 }
3834                                 p_ptr->wild_mode = FALSE;
3835
3836                                 prepare_change_floor_mode(CFM_CLEAR_ALL);
3837
3838                                 /* Leaving */
3839                                 p_ptr->leaving = TRUE;
3840
3841                                 if (dungeon_type == DUNGEON_ANGBAND)
3842                                 {
3843                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3844                                         {
3845                                                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3846                                                     (quest[i].status == QUEST_STATUS_TAKEN) &&
3847                                                     (quest[i].level < dun_level))
3848                                                 {
3849                                                         quest[i].status = QUEST_STATUS_FAILED;
3850                                                         quest[i].complev = (byte)p_ptr->lev;
3851                                                         r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3852                                                 }
3853                                         }
3854                                 }
3855                         }
3856
3857                         /* Sound */
3858                         sound(SOUND_TPLEVEL);
3859                 }
3860         }
3861
3862
3863         /* Delayed Alter reality */
3864         if (p_ptr->alter_reality)
3865         {
3866                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3867                         do_cmd_save_game(TRUE);
3868
3869                 /* Count down towards alter */
3870                 p_ptr->alter_reality--;
3871
3872                 p_ptr->redraw |= (PR_STATUS);
3873
3874                 /* Activate the alter reality */
3875                 if (!p_ptr->alter_reality)
3876                 {
3877                         /* Disturbing! */
3878                         disturb(0, 0);
3879
3880                         /* Determine the level */
3881                         if (!quest_number(dun_level) && dun_level)
3882                         {
3883 #ifdef JP
3884                                 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3885 #else
3886                                 msg_print("The world changes!");
3887 #endif
3888
3889                                 prepare_change_floor_mode(CFM_CLEAR_ALL);
3890
3891                                 /* Leaving */
3892                                 p_ptr->leaving = TRUE;
3893                         }
3894                         else
3895                         {
3896 #ifdef JP
3897                                 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3898 #else
3899                                 msg_print("The world seems to change for a moment!");
3900 #endif
3901                         }
3902
3903                         /* Sound */
3904                         sound(SOUND_TPLEVEL);
3905                 }
3906         }
3907 }
3908
3909
3910
3911 /*
3912  * Verify use of "wizard" mode
3913  */
3914 static bool enter_wizard_mode(void)
3915 {
3916         /* Ask first time */
3917         if (!p_ptr->noscore)
3918         {
3919                 /* Wizard mode is not permitted */
3920                 if (!allow_debug_opts)
3921                 {
3922 #ifdef JP
3923                         msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
3924 #else
3925                         msg_print("Wizard mode is not permitted.");
3926 #endif
3927                         return FALSE;
3928                 }
3929
3930                 /* Mention effects */
3931 #ifdef JP
3932 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
3933 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3934 #else
3935                 msg_print("Wizard mode is for debugging and experimenting.");
3936                 msg_print("The game will not be scored if you enter wizard mode.");
3937 #endif
3938
3939                 msg_print(NULL);
3940
3941                 /* Verify request */
3942 #ifdef JP
3943 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
3944 #else
3945                 if (!get_check("Are you sure you want to enter wizard mode? "))
3946 #endif
3947
3948                 {
3949                         return (FALSE);
3950                 }
3951
3952                 /* Mark savefile */
3953                 p_ptr->noscore |= 0x0002;
3954         }
3955
3956         /* Success */
3957         return (TRUE);
3958 }
3959
3960
3961 #ifdef ALLOW_WIZARD
3962
3963 /*
3964  * Verify use of "debug" commands
3965  */
3966 static bool enter_debug_mode(void)
3967 {
3968         /* Ask first time */
3969         if (!p_ptr->noscore)
3970         {
3971                 /* Debug mode is not permitted */
3972                 if (!allow_debug_opts)
3973                 {
3974 #ifdef JP
3975                         msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
3976 #else
3977                         msg_print("Use of debug command is not permitted.");
3978 #endif
3979                         return FALSE;
3980                 }
3981
3982                 /* Mention effects */
3983 #ifdef JP
3984 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3985 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3986 #else
3987                 msg_print("The debug commands are for debugging and experimenting.");
3988                 msg_print("The game will not be scored if you use debug commands.");
3989 #endif
3990
3991                 msg_print(NULL);
3992
3993                 /* Verify request */
3994 #ifdef JP
3995 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3996 #else
3997                 if (!get_check("Are you sure you want to use debug commands? "))
3998 #endif
3999
4000                 {
4001                         return (FALSE);
4002                 }
4003
4004 #ifdef JP
4005                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4006 #else
4007                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4008 #endif
4009                 /* Mark savefile */
4010                 p_ptr->noscore |= 0x0008;
4011         }
4012
4013         /* Success */
4014         return (TRUE);
4015 }
4016
4017 /*
4018  * Hack -- Declare the Debug Routines
4019  */
4020 extern void do_cmd_debug(void);
4021
4022 #endif /* ALLOW_WIZARD */
4023
4024
4025 #ifdef ALLOW_BORG
4026
4027 /*
4028  * Verify use of "borg" commands
4029  */
4030 static bool enter_borg_mode(void)
4031 {
4032         /* Ask first time */
4033         if (!(p_ptr->noscore & 0x0010))
4034         {
4035                 /* Mention effects */
4036 #ifdef JP
4037 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4038 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4039 #else
4040                 msg_print("The borg commands are for debugging and experimenting.");
4041                 msg_print("The game will not be scored if you use borg commands.");
4042 #endif
4043
4044                 msg_print(NULL);
4045
4046                 /* Verify request */
4047 #ifdef JP
4048 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4049 #else
4050                 if (!get_check("Are you sure you want to use borg commands? "))
4051 #endif
4052
4053                 {
4054                         return (FALSE);
4055                 }
4056
4057                 /* Mark savefile */
4058                 p_ptr->noscore |= 0x0010;
4059         }
4060
4061         /* Success */
4062         return (TRUE);
4063 }
4064
4065 /*
4066  * Hack -- Declare the Ben Borg
4067  */
4068 extern void do_cmd_borg(void);
4069
4070 #endif /* ALLOW_BORG */
4071
4072
4073
4074 /*
4075  * Parse and execute the current command
4076  * Give "Warning" on illegal commands.
4077  *
4078  * XXX XXX XXX Make some "blocks"
4079  */
4080 static void process_command(void)
4081 {
4082         int old_now_message = now_message;
4083
4084 #ifdef ALLOW_REPEAT /* TNB */
4085
4086         /* Handle repeating the last command */
4087         repeat_check();
4088
4089 #endif /* ALLOW_REPEAT -- TNB */
4090
4091         now_message = 0;
4092
4093         /* Parse the command */
4094         switch (command_cmd)
4095         {
4096                 /* Ignore */
4097                 case ESCAPE:
4098                 case ' ':
4099                 {
4100                         break;
4101                 }
4102
4103                 /* Ignore return */
4104                 case '\r':
4105                 case '\n':
4106                 {
4107                         break;
4108                 }
4109
4110                 /*** Wizard Commands ***/
4111
4112                 /* Toggle Wizard Mode */
4113                 case KTRL('W'):
4114                 {
4115                         if (p_ptr->wizard)
4116                         {
4117                                 p_ptr->wizard = FALSE;
4118 #ifdef JP
4119 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4120 #else
4121                                 msg_print("Wizard mode off.");
4122 #endif
4123
4124                         }
4125                         else if (enter_wizard_mode())
4126                         {
4127                                 p_ptr->wizard = TRUE;
4128 #ifdef JP
4129 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4130 #else
4131                                 msg_print("Wizard mode on.");
4132 #endif
4133
4134                         }
4135
4136                         /* Update monsters */
4137                         p_ptr->update |= (PU_MONSTERS);
4138
4139                         /* Redraw "title" */
4140                         p_ptr->redraw |= (PR_TITLE);
4141
4142                         break;
4143                 }
4144
4145
4146 #ifdef ALLOW_WIZARD
4147
4148                 /* Special "debug" commands */
4149                 case KTRL('A'):
4150                 {
4151                         /* Enter debug mode */
4152                         if (enter_debug_mode())
4153                         {
4154                                 do_cmd_debug();
4155                         }
4156                         break;
4157                 }
4158
4159 #endif /* ALLOW_WIZARD */
4160
4161
4162 #ifdef ALLOW_BORG
4163
4164                 /* Special "borg" commands */
4165                 case KTRL('Z'):
4166                 {
4167                         /* Enter borg mode */
4168                         if (enter_borg_mode())
4169                         {
4170                                 if (!p_ptr->wild_mode) do_cmd_borg();
4171                         }
4172
4173                         break;
4174                 }
4175
4176 #endif /* ALLOW_BORG */
4177
4178
4179
4180                 /*** Inventory Commands ***/
4181
4182                 /* Wear/wield equipment */
4183                 case 'w':
4184                 {
4185                         if (!p_ptr->wild_mode) do_cmd_wield();
4186                         break;
4187                 }
4188
4189                 /* Take off equipment */
4190                 case 't':
4191                 {
4192                         if (!p_ptr->wild_mode) do_cmd_takeoff();
4193                         break;
4194                 }
4195
4196                 /* Drop an item */
4197                 case 'd':
4198                 {
4199                         if (!p_ptr->wild_mode) do_cmd_drop();
4200                         break;
4201                 }
4202
4203                 /* Destroy an item */
4204                 case 'k':
4205                 {
4206                         do_cmd_destroy();
4207                         break;
4208                 }
4209
4210                 /* Equipment list */
4211                 case 'e':
4212                 {
4213                         do_cmd_equip();
4214                         break;
4215                 }
4216
4217                 /* Inventory list */
4218                 case 'i':
4219                 {
4220                         do_cmd_inven();
4221                         break;
4222                 }
4223
4224
4225                 /*** Various commands ***/
4226
4227                 /* Identify an object */
4228                 case 'I':
4229                 {
4230                         do_cmd_observe();
4231                         break;
4232                 }
4233
4234                 /* Hack -- toggle windows */
4235                 case KTRL('I'):
4236                 {
4237                         toggle_inven_equip();
4238                         break;
4239                 }
4240
4241
4242                 /*** Standard "Movement" Commands ***/
4243
4244                 /* Alter a grid */
4245                 case '+':
4246                 {
4247                         if (!p_ptr->wild_mode) do_cmd_alter();
4248                         break;
4249                 }
4250
4251                 /* Dig a tunnel */
4252                 case 'T':
4253                 {
4254                         if (!p_ptr->wild_mode) do_cmd_tunnel();
4255                         break;
4256                 }
4257
4258                 /* Move (usually pick up things) */
4259                 case ';':
4260                 {
4261 #ifdef ALLOW_EASY_DISARM /* TNB */
4262
4263                         do_cmd_walk(FALSE);
4264
4265 #else /* ALLOW_EASY_DISARM -- TNB */
4266
4267                         do_cmd_walk(always_pickup);
4268
4269 #endif /* ALLOW_EASY_DISARM -- TNB */
4270
4271                         break;
4272                 }
4273
4274                 /* Move (usually do not pick up) */
4275                 case '-':
4276                 {
4277 #ifdef ALLOW_EASY_DISARM /* TNB */
4278
4279                         do_cmd_walk(TRUE);
4280
4281 #else /* ALLOW_EASY_DISARM -- TNB */
4282
4283                         do_cmd_walk(!always_pickup);
4284
4285 #endif /* ALLOW_EASY_DISARM -- TNB */
4286
4287                         break;
4288                 }
4289
4290
4291                 /*** Running, Resting, Searching, Staying */
4292
4293                 /* Begin Running -- Arg is Max Distance */
4294                 case '.':
4295                 {
4296                         if (!p_ptr->wild_mode) do_cmd_run();
4297                         break;
4298                 }
4299
4300                 /* Stay still (usually pick things up) */
4301                 case ',':
4302                 {
4303                         do_cmd_stay(always_pickup);
4304                         break;
4305                 }
4306
4307                 /* Stay still (usually do not pick up) */
4308                 case 'g':
4309                 {
4310                         do_cmd_stay(!always_pickup);
4311                         break;
4312                 }
4313
4314                 /* Rest -- Arg is time */
4315                 case 'R':
4316                 {
4317                         do_cmd_rest();
4318                         break;
4319                 }
4320
4321                 /* Search for traps/doors */
4322                 case 's':
4323                 {
4324                         do_cmd_search();
4325                         break;
4326                 }
4327
4328                 /* Toggle search mode */
4329                 case 'S':
4330                 {
4331                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4332                         else set_action(ACTION_SEARCH);
4333                         break;
4334                 }
4335
4336
4337                 /*** Stairs and Doors and Chests and Traps ***/
4338
4339                 /* Enter store */
4340                 case SPECIAL_KEY_STORE:
4341                 {
4342                         if (!p_ptr->wild_mode) do_cmd_store();
4343                         break;
4344                 }
4345
4346                 /* Enter building -KMW- */
4347                 case SPECIAL_KEY_BUILDING:
4348                 {
4349                         if (!p_ptr->wild_mode) do_cmd_bldg();
4350                         break;
4351                 }
4352
4353                 /* Enter quest level -KMW- */
4354                 case SPECIAL_KEY_QUEST:
4355                 {
4356                         if (!p_ptr->wild_mode) do_cmd_quest();
4357                         break;
4358                 }
4359
4360                 /* Go up staircase */
4361                 case '<':
4362                 {
4363                         if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4364                         {
4365                                 if (!vanilla_town)
4366                                 {
4367                                         if(ambush_flag)
4368                                         {
4369 #ifdef JP
4370                                                 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4371 #else
4372                                                 msg_print("To flee the ambush you have to reach the edge of the map.");
4373 #endif
4374                                         }
4375                                         else if (p_ptr->food < PY_FOOD_WEAK)
4376                                         {
4377 #ifdef JP
4378                                                 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4379 #else
4380                                                 msg_print("You must eat something here.");
4381 #endif
4382                                         }
4383                                         else
4384                                         {
4385                                                 if (change_wild_mode())
4386                                                 {
4387                                                         p_ptr->oldpx = px;
4388                                                         p_ptr->oldpy = py;
4389                                                 }
4390                                         }
4391                                 }
4392                         }
4393                         else
4394                                 do_cmd_go_up();
4395                         break;
4396                 }
4397
4398                 /* Go down staircase */
4399                 case '>':
4400                 {
4401                         if(!p_ptr->wild_mode) do_cmd_go_down();
4402                         else
4403                         {
4404                                 p_ptr->wilderness_x = px;
4405                                 p_ptr->wilderness_y = py;
4406                                 change_wild_mode();
4407                         }
4408                         break;
4409                 }
4410
4411                 /* Open a door or chest */
4412                 case 'o':
4413                 {
4414                         if (!p_ptr->wild_mode) do_cmd_open();
4415                         break;
4416                 }
4417
4418                 /* Close a door */
4419                 case 'c':
4420                 {
4421                         if (!p_ptr->wild_mode) do_cmd_close();
4422                         break;
4423                 }
4424
4425                 /* Jam a door with spikes */
4426                 case 'j':
4427                 {
4428                         if (!p_ptr->wild_mode) do_cmd_spike();
4429                         break;
4430                 }
4431
4432                 /* Bash a door */
4433                 case 'B':
4434                 {
4435                         if (!p_ptr->wild_mode) do_cmd_bash();
4436                         break;
4437                 }
4438
4439                 /* Disarm a trap or chest */
4440                 case 'D':
4441                 {
4442                         if (!p_ptr->wild_mode) do_cmd_disarm();
4443                         break;
4444                 }
4445
4446
4447                 /*** Magic and Prayers ***/
4448
4449                 /* Gain new spells/prayers */
4450                 case 'G':
4451                 {
4452                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4453 #ifdef JP
4454                                 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4455 #else
4456                                 msg_print("You don't have to learn spells!");
4457 #endif
4458                         else if (p_ptr->pclass == CLASS_SAMURAI)
4459                                 do_cmd_gain_hissatsu();
4460                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4461                                 gain_magic();
4462                         else
4463                                 do_cmd_study();
4464                         break;
4465                 }
4466
4467                 /* Browse a book */
4468                 case 'b':
4469                 {
4470                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4471                              (p_ptr->pclass == CLASS_BERSERKER) ||
4472                              (p_ptr->pclass == CLASS_NINJA) ||
4473                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4474                              ) do_cmd_mind_browse();
4475                         else if (p_ptr->pclass == CLASS_SMITH)
4476                                 do_cmd_kaji(TRUE);
4477                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4478                                 do_cmd_magic_eater(TRUE);
4479                         else do_cmd_browse();
4480                         break;
4481                 }
4482
4483                 /* Cast a spell */
4484                 case 'm':
4485                 {
4486                         /* -KMW- */
4487                         if (!p_ptr->wild_mode)
4488                         {
4489                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4490                                 {
4491 #ifdef JP
4492                                         msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4493 #else
4494                                         msg_print("You cannot cast spells!");
4495 #endif
4496                                 }
4497                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4498                                 {
4499 #ifdef JP
4500                                         msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4501 #else
4502                                         msg_print("The dungeon absorbs all attempted magic!");
4503 #endif
4504                                         msg_print(NULL);
4505                                 }
4506                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4507                                 {
4508 #ifdef JP
4509
4510                                         cptr which_power = "ËâË¡";
4511 #else
4512                                         cptr which_power = "magic";
4513 #endif
4514                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4515 #ifdef JP
4516                                                 which_power = "ĶǽÎÏ";
4517 #else
4518                                                 which_power = "psionic powers";
4519 #endif
4520                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4521 #ifdef JP
4522                                                 which_power = "¤â¤Î¤Þ¤Í";
4523 #else
4524                                                 which_power = "imitation";
4525 #endif
4526                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4527 #ifdef JP
4528                                                 which_power = "ɬ»¦·õ";
4529 #else
4530                                                 which_power = "hissatsu";
4531 #endif
4532                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4533 #ifdef JP
4534                                                 which_power = "¶ÀËâË¡";
4535 #else
4536                                                 which_power = "mirror magic";
4537 #endif
4538                                         else if (p_ptr->pclass == CLASS_NINJA)
4539 #ifdef JP
4540                                                 which_power = "Ǧ½Ñ";
4541 #else
4542                                                 which_power = "ninjutsu";
4543 #endif
4544                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4545 #ifdef JP
4546                                                 which_power = "µ§¤ê";
4547 #else
4548                                                 which_power = "prayer";
4549 #endif
4550
4551 #ifdef JP
4552                                         msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4553 #else
4554                                         msg_format("An anti-magic shell disrupts your %s!", which_power);
4555 #endif
4556                                         energy_use = 0;
4557                                 }
4558                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4559                                 {
4560 #ifdef JP
4561                                         msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4562 #else
4563                                         msg_format("You cannot think directly!");
4564 #endif
4565                                         energy_use = 0;
4566                                 }
4567                                 else
4568                                 {
4569                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4570                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4571                                             (p_ptr->pclass == CLASS_NINJA) ||
4572                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4573                                             )
4574                                                 do_cmd_mind();
4575                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4576                                                 do_cmd_mane(FALSE);
4577                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4578                                                 do_cmd_magic_eater(FALSE);
4579                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4580                                                 do_cmd_hissatsu();
4581                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4582                                                 do_cmd_cast_learned();
4583                                         else if (p_ptr->pclass == CLASS_SMITH)
4584                                                 do_cmd_kaji(FALSE);
4585                                         else
4586                                                 do_cmd_cast();
4587                                 }
4588                         }
4589                         break;
4590                 }
4591
4592                 /* Issue a pet command */
4593                 case 'p':
4594                 {
4595                         if (!p_ptr->wild_mode) do_cmd_pet();
4596                         break;
4597                 }
4598
4599                 /*** Use various objects ***/
4600
4601                 /* Inscribe an object */
4602                 case '{':
4603                 {
4604                         do_cmd_inscribe();
4605                         break;
4606                 }
4607
4608                 /* Uninscribe an object */
4609                 case '}':
4610                 {
4611                         do_cmd_uninscribe();
4612                         break;
4613                 }
4614
4615                 /* Activate an artifact */
4616                 case 'A':
4617                 {
4618                         if (!p_ptr->wild_mode)
4619                         {
4620                         if (!p_ptr->inside_arena)
4621                                 do_cmd_activate();
4622                         else
4623                         {
4624 #ifdef JP
4625 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4626 #else
4627                                 msg_print("The arena absorbs all attempted magic!");
4628 #endif
4629
4630                                 msg_print(NULL);
4631                         }
4632                         }
4633                         break;
4634                 }
4635
4636                 /* Eat some food */
4637                 case 'E':
4638                 {
4639                         do_cmd_eat_food();
4640                         break;
4641                 }
4642
4643                 /* Fuel your lantern/torch */
4644                 case 'F':
4645                 {
4646                         do_cmd_refill();
4647                         break;
4648                 }
4649
4650                 /* Fire an item */
4651                 case 'f':
4652                 {
4653                         if (!p_ptr->wild_mode) do_cmd_fire();
4654                         break;
4655                 }
4656
4657                 /* Throw an item */
4658                 case 'v':
4659                 {
4660                         if (!p_ptr->wild_mode)
4661                         {
4662                                 do_cmd_throw();
4663                         }
4664                         break;
4665                 }
4666
4667                 /* Aim a wand */
4668                 case 'a':
4669                 {
4670                         if (!p_ptr->wild_mode)
4671                         {
4672                         if (!p_ptr->inside_arena)
4673                                 do_cmd_aim_wand();
4674                         else
4675                         {
4676 #ifdef JP
4677 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4678 #else
4679                                 msg_print("The arena absorbs all attempted magic!");
4680 #endif
4681
4682                                 msg_print(NULL);
4683                         }
4684                         }
4685                         break;
4686                 }
4687
4688                 /* Zap a rod */
4689                 case 'z':
4690                 {
4691                         if (!p_ptr->wild_mode)
4692                         {
4693                         if (p_ptr->inside_arena)
4694                         {
4695 #ifdef JP
4696 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4697 #else
4698                                 msg_print("The arena absorbs all attempted magic!");
4699 #endif
4700
4701                                 msg_print(NULL);
4702                         }
4703                         else if (use_command && rogue_like_commands)
4704                         {
4705                                 do_cmd_use();
4706                         }
4707                         else
4708                         {
4709                                 do_cmd_zap_rod();
4710                         }
4711                         }
4712                         break;
4713                 }
4714
4715                 /* Quaff a potion */
4716                 case 'q':
4717                 {
4718                         if (!p_ptr->wild_mode)
4719                         {
4720                         if (!p_ptr->inside_arena)
4721                                 do_cmd_quaff_potion();
4722                         else
4723                         {
4724 #ifdef JP
4725 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4726 #else
4727                                 msg_print("The arena absorbs all attempted magic!");
4728 #endif
4729
4730                                 msg_print(NULL);
4731                         }
4732                         }
4733                         break;
4734                 }
4735
4736                 /* Read a scroll */
4737                 case 'r':
4738                 {
4739                         if (!p_ptr->wild_mode)
4740                         {
4741                         if (!p_ptr->inside_arena)
4742                                 do_cmd_read_scroll();
4743                         else
4744                         {
4745 #ifdef JP
4746 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4747 #else
4748                                 msg_print("The arena absorbs all attempted magic!");
4749 #endif
4750
4751                                 msg_print(NULL);
4752                         }
4753                         }
4754                         break;
4755                 }
4756
4757                 /* Use a staff */
4758                 case 'u':
4759                 {
4760                         if (!p_ptr->wild_mode)
4761                         {
4762                         if (p_ptr->inside_arena)
4763                         {
4764 #ifdef JP
4765 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4766 #else
4767                                 msg_print("The arena absorbs all attempted magic!");
4768 #endif
4769
4770                                 msg_print(NULL);
4771                         }
4772                         else if (use_command && !rogue_like_commands)
4773                         {
4774                                 do_cmd_use();
4775                         }
4776                         else
4777                                 do_cmd_use_staff();
4778                         }
4779                         break;
4780                 }
4781
4782                 /* Use racial power */
4783                 case 'U':
4784                 {
4785                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4786                         break;
4787                 }
4788
4789
4790                 /*** Looking at Things (nearby or on map) ***/
4791
4792                 /* Full dungeon map */
4793                 case 'M':
4794                 {
4795                         do_cmd_view_map();
4796                         break;
4797                 }
4798
4799                 /* Locate player on map */
4800                 case 'L':
4801                 {
4802                         do_cmd_locate();
4803                         break;
4804                 }
4805
4806                 /* Look around */
4807                 case 'l':
4808                 {
4809                         do_cmd_look();
4810                         break;
4811                 }
4812
4813                 /* Target monster or location */
4814                 case '*':
4815                 {
4816                         if (!p_ptr->wild_mode) do_cmd_target();
4817                         break;
4818                 }
4819
4820
4821
4822                 /*** Help and Such ***/
4823
4824                 /* Help */
4825                 case '?':
4826                 {
4827                         do_cmd_help();
4828                         break;
4829                 }
4830
4831                 /* Identify symbol */
4832                 case '/':
4833                 {
4834                         do_cmd_query_symbol();
4835                         break;
4836                 }
4837
4838                 /* Character description */
4839                 case 'C':
4840                 {
4841                         do_cmd_change_name();
4842                         break;
4843                 }
4844
4845
4846                 /*** System Commands ***/
4847
4848                 /* Hack -- User interface */
4849                 case '!':
4850                 {
4851                         (void)Term_user(0);
4852                         break;
4853                 }
4854
4855                 /* Single line from a pref file */
4856                 case '"':
4857                 {
4858                         do_cmd_pref();
4859                         break;
4860                 }
4861
4862                 case '$':
4863                 {
4864                         do_cmd_pickpref();
4865                         break;
4866                 }
4867
4868                 case '_':
4869                 {
4870                         do_cmd_edit_autopick();
4871                         break;
4872                 }
4873
4874                 /* Interact with macros */
4875                 case '@':
4876                 {
4877                         do_cmd_macros();
4878                         break;
4879                 }
4880
4881                 /* Interact with visuals */
4882                 case '%':
4883                 {
4884                         do_cmd_visuals();
4885                         do_cmd_redraw();
4886                         break;
4887                 }
4888
4889                 /* Interact with colors */
4890                 case '&':
4891                 {
4892                         do_cmd_colors();
4893                         do_cmd_redraw();
4894                         break;
4895                 }
4896
4897                 /* Interact with options */
4898                 case '=':
4899                 {
4900                         do_cmd_options();
4901                         do_cmd_redraw();
4902                         break;
4903                 }
4904
4905                 /*** Misc Commands ***/
4906
4907                 /* Take notes */
4908                 case ':':
4909                 {
4910                         do_cmd_note();
4911                         break;
4912                 }
4913
4914                 /* Version info */
4915                 case 'V':
4916                 {
4917                         do_cmd_version();
4918                         break;
4919                 }
4920
4921                 /* Repeat level feeling */
4922                 case KTRL('F'):
4923                 {
4924                         if (!p_ptr->wild_mode) do_cmd_feeling();
4925                         break;
4926                 }
4927
4928                 /* Show previous message */
4929                 case KTRL('O'):
4930                 {
4931                         do_cmd_message_one();
4932                         break;
4933                 }
4934
4935                 /* Show previous messages */
4936                 case KTRL('P'):
4937                 {
4938                         do_cmd_messages(old_now_message);
4939                         break;
4940                 }
4941
4942                 /* Show quest status -KMW- */
4943                 case KTRL('Q'):
4944                 {
4945                         do_cmd_checkquest();
4946                         break;
4947                 }
4948
4949                 /* Redraw the screen */
4950                 case KTRL('R'):
4951                 {
4952                         now_message = old_now_message;
4953                         do_cmd_redraw();
4954                         break;
4955                 }
4956
4957 #ifndef VERIFY_SAVEFILE
4958
4959                 /* Hack -- Save and don't quit */
4960                 case KTRL('S'):
4961                 {
4962                         do_cmd_save_game(FALSE);
4963                         break;
4964                 }
4965
4966 #endif /* VERIFY_SAVEFILE */
4967
4968                 case KTRL('T'):
4969                 {
4970                         do_cmd_time();
4971                         break;
4972                 }
4973
4974                 /* Save and quit */
4975                 case KTRL('X'):
4976                 case SPECIAL_KEY_QUIT:
4977                 {
4978                         do_cmd_save_and_exit();
4979                         break;
4980                 }
4981
4982                 /* Quit (commit suicide) */
4983                 case 'Q':
4984                 {
4985                         do_cmd_suicide();
4986                         break;
4987                 }
4988
4989                 case '|':
4990                 {
4991                         do_cmd_nikki();
4992                         break;
4993                 }
4994
4995                 /* Check artifacts, uniques, objects */
4996                 case '~':
4997                 {
4998                         do_cmd_knowledge();
4999                         break;
5000                 }
5001
5002                 /* Load "screen dump" */
5003                 case '(':
5004                 {
5005                         do_cmd_load_screen();
5006                         break;
5007                 }
5008
5009                 /* Save "screen dump" */
5010                 case ')':
5011                 {
5012                         do_cmd_save_screen();
5013                         break;
5014                 }
5015
5016                 /* Make random artifact list */
5017                 case KTRL('V'):
5018                 {
5019                         spoil_random_artifact("randifact.txt");
5020                         break;
5021                 }
5022
5023                 /* Hack -- Unknown command */
5024                 default:
5025                 {
5026                         if (flush_failure) flush();
5027                         if (one_in_(2))
5028                         {
5029                                 char error_m[1024];
5030                                 sound(SOUND_ILLEGAL);
5031 #ifdef JP
5032                                 if (!get_rnd_line("error_j.txt", 0, error_m))
5033 #else
5034                                 if (!get_rnd_line("error.txt", 0, error_m))
5035 #endif
5036
5037                                         msg_print(error_m);
5038                         }
5039                         else
5040 #ifdef JP
5041 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5042 #else
5043                                 prt("Type '?' for help.", 0, 0);
5044 #endif
5045
5046                         break;
5047                 }
5048         }
5049         if (!energy_use && !now_message)
5050                 now_message = old_now_message;
5051 }
5052
5053
5054
5055
5056 static bool monster_tsuri(int r_idx)
5057 {
5058         monster_race *r_ptr = &r_info[r_idx];
5059
5060         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && strchr("Jjlw", r_ptr->d_char))
5061                 return TRUE;
5062         else
5063                 return FALSE;
5064 }
5065
5066
5067 /*
5068  * Process the player
5069  *
5070  * Notice the annoying code to handle "pack overflow", which
5071  * must come first just in case somebody manages to corrupt
5072  * the savefiles by clever use of menu commands or something.
5073  */
5074 static void process_player(void)
5075 {
5076         int i;
5077
5078         /*** Apply energy ***/
5079
5080         if (hack_mutation)
5081         {
5082 #ifdef JP
5083 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5084 #else
5085                 msg_print("You feel different!");
5086 #endif
5087
5088                 (void)gain_random_mutation(0);
5089                 hack_mutation = FALSE;
5090         }
5091
5092         if (p_ptr->inside_battle)
5093         {
5094                 for(i = 1; i < m_max; i++)
5095                 {
5096                         monster_type *m_ptr = &m_list[i];
5097
5098                         if (!m_ptr->r_idx) continue;
5099
5100                         /* Hack -- Detect monster */
5101                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
5102
5103                         /* Update the monster */
5104                         update_mon(i, FALSE);
5105                 }
5106                 prt_time();
5107         }
5108
5109         /* Give the player some energy */
5110         else if (!(load && p_ptr->energy_need <= 0))
5111         {
5112                 p_ptr->energy_need -= (p_ptr->pspeed > 199 ? 49 : (p_ptr->pspeed < 0 ? 1 : extract_energy[p_ptr->pspeed]));
5113         }
5114
5115         /* No turn yet */
5116         if (p_ptr->energy_need > 0) return;
5117         if (!command_rep) prt_time();
5118
5119         /*** Check for interupts ***/
5120
5121         /* Complete resting */
5122         if (resting < 0)
5123         {
5124                 /* Basic resting */
5125                 if (resting == -1)
5126                 {
5127                         /* Stop resting */
5128                         if ((p_ptr->chp == p_ptr->mhp) &&
5129                             (p_ptr->csp >= p_ptr->msp))
5130                         {
5131                                 set_action(ACTION_NONE);
5132                         }
5133                 }
5134
5135                 /* Complete resting */
5136                 else if (resting == -2)
5137                 {
5138                         /* Stop resting */
5139                         if ((p_ptr->chp == p_ptr->mhp) &&
5140                             (p_ptr->csp >= p_ptr->msp) &&
5141                             !p_ptr->blind && !p_ptr->confused &&
5142                             !p_ptr->poisoned && !p_ptr->afraid &&
5143                             !p_ptr->stun && !p_ptr->cut &&
5144                             !p_ptr->slow && !p_ptr->paralyzed &&
5145                             !p_ptr->image && !p_ptr->word_recall &&
5146                             !p_ptr->alter_reality)
5147                         {
5148                                 set_action(ACTION_NONE);
5149                         }
5150                 }
5151         }
5152
5153         if (p_ptr->action == ACTION_FISH)
5154         {
5155                 /* Delay */
5156                 Term_xtra(TERM_XTRA_DELAY, 10);
5157                 if (one_in_(1000))
5158                 {
5159                         int r_idx;
5160                         bool success = FALSE;
5161                         get_mon_num_prep(monster_tsuri,NULL);
5162                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5163                         msg_print(NULL);
5164                         if (r_idx && one_in_(2))
5165                         {
5166                                 int y, x;
5167                                 y = py+ddy[tsuri_dir];
5168                                 x = px+ddx[tsuri_dir];
5169                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5170                                 {
5171                                         char m_name[80];
5172                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5173 #ifdef JP
5174                                         msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5175 #else
5176                                         msg_format("You have a good catch!", m_name);
5177 #endif
5178                                         success = TRUE;
5179                                 }
5180                         }
5181                         if (!success)
5182                         {
5183 #ifdef JP
5184                                 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5185 #else
5186                                 msg_print("Damn!  The fish stole your bait!");
5187 #endif
5188                         }
5189                         disturb(0, 0);
5190                 }
5191         }
5192
5193         /* Handle "abort" */
5194         if (check_abort)
5195         {
5196                 /* Check for "player abort" (semi-efficiently for resting) */
5197                 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5198                 {
5199                         /* Do not wait */
5200                         inkey_scan = TRUE;
5201
5202                         /* Check for a key */
5203                         if (inkey())
5204                         {
5205                                 /* Flush input */
5206                                 flush();
5207
5208                                 /* Disturb */
5209                                 disturb(0, 0);
5210
5211                                 /* Hack -- Show a Message */
5212 #ifdef JP
5213 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5214 #else
5215                                 msg_print("Canceled.");
5216 #endif
5217
5218                         }
5219                 }
5220         }
5221
5222         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5223         {
5224                 monster_type *m_ptr = &m_list[p_ptr->riding];
5225
5226                 if (m_ptr->csleep)
5227                 {
5228                         char m_name[80];
5229
5230                         /* Recover fully */
5231                         m_ptr->csleep = 0;
5232
5233                         /* Acquire the monster name */
5234                         monster_desc(m_name, m_ptr, 0);
5235 #ifdef JP
5236 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5237 #else
5238                         msg_format("You have waked %s up.", m_name);
5239 #endif
5240                         if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5241                         p_ptr->redraw |= (PR_UHEALTH);
5242                 }
5243
5244                 if (m_ptr->stunned)
5245                 {
5246                         int d = 1;
5247
5248                         /* Make a "saving throw" against stun */
5249                         if (randint0(r_info[m_ptr->r_idx].level) < p_ptr->skill_exp[GINOU_RIDING])
5250                         {
5251                                 /* Recover fully */
5252                                 d = m_ptr->stunned;
5253                         }
5254
5255                         /* Hack -- Recover from stun */
5256                         if (m_ptr->stunned > d)
5257                         {
5258                                 /* Recover somewhat */
5259                                 m_ptr->stunned -= d;
5260                         }
5261
5262                         /* Fully recover */
5263                         else
5264                         {
5265                                 char m_name[80];
5266
5267                                 /* Recover fully */
5268                                 m_ptr->stunned = 0;
5269
5270                                 /* Acquire the monster name */
5271                                 monster_desc(m_name, m_ptr, 0);
5272
5273                                 /* Dump a message */
5274 #ifdef JP
5275 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5276 #else
5277                                 msg_format("%^s is no longer stunned.", m_name);
5278 #endif
5279                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5280                                 p_ptr->redraw |= (PR_UHEALTH);
5281                         }
5282                 }
5283
5284                 if (m_ptr->confused)
5285                 {
5286                         int d = 1;
5287
5288                         /* Make a "saving throw" against stun */
5289                         if (randint0(r_info[m_ptr->r_idx].level) < p_ptr->skill_exp[GINOU_RIDING])
5290                         {
5291                                 /* Recover fully */
5292                                 d = m_ptr->confused;
5293                         }
5294
5295                         /* Hack -- Recover from stun */
5296                         if (m_ptr->confused > d)
5297                         {
5298                                 /* Recover somewhat */
5299                                 m_ptr->confused -= d;
5300                         }
5301
5302                         /* Fully recover */
5303                         else
5304                         {
5305                                 char m_name[80];
5306
5307                                 /* Recover fully */
5308                                 m_ptr->confused = 0;
5309
5310                                 /* Acquire the monster name */
5311                                 monster_desc(m_name, m_ptr, 0);
5312
5313                                 /* Dump a message */
5314 #ifdef JP
5315 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5316 #else
5317                                 msg_format("%^s is no longer confused.", m_name);
5318 #endif
5319                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5320                                 p_ptr->redraw |= (PR_UHEALTH);
5321                         }
5322                 }
5323
5324                 if (m_ptr->monfear)
5325                 {
5326                         int d = 1;
5327
5328                         /* Make a "saving throw" against stun */
5329                         if (randint0(r_info[m_ptr->r_idx].level) < p_ptr->skill_exp[GINOU_RIDING])
5330                         {
5331                                 /* Recover fully */
5332                                 d = m_ptr->monfear;
5333                         }
5334
5335                         /* Hack -- Recover from stun */
5336                         if (m_ptr->monfear > d)
5337                         {
5338                                 /* Recover somewhat */
5339                                 m_ptr->monfear -= d;
5340                         }
5341
5342                         /* Fully recover */
5343                         else
5344                         {
5345                                 char m_name[80];
5346
5347                                 /* Recover fully */
5348                                 m_ptr->monfear = 0;
5349
5350                                 /* Acquire the monster name */
5351                                 monster_desc(m_name, m_ptr, 0);
5352
5353                                 /* Dump a message */
5354 #ifdef JP
5355 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5356 #else
5357                                 msg_format("%^s is no longer fear.", m_name);
5358 #endif
5359                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5360                                 p_ptr->redraw |= (PR_UHEALTH);
5361                         }
5362                 }
5363
5364                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5365                 handle_stuff();
5366         }
5367
5368         /* Handle the player song */
5369         if (!load) check_music();
5370
5371         load = FALSE;
5372
5373         /* Fast */
5374         if (p_ptr->lightspeed)
5375         {
5376                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5377         }
5378         if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5379         {
5380                 if (p_ptr->magic_num1[0] < 40)
5381                 {
5382                         p_ptr->magic_num1[0] = 0;
5383                 }
5384                 else p_ptr->magic_num1[0] -= 40;
5385                 p_ptr->update |= (PU_BONUS);
5386         }
5387         if (p_ptr->action == ACTION_LEARN)
5388         {
5389                 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5390                 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5391                 {
5392                         p_ptr->csp = 0;
5393                         p_ptr->csp_frac = 0;
5394                         set_action(ACTION_NONE);
5395                 }
5396                 else
5397                 {
5398                         p_ptr->csp -= (s16b)(hoge >> 16);
5399                         hoge &= 0xFFFFL;
5400                         if (p_ptr->csp_frac < hoge)
5401                         {
5402                                 p_ptr->csp_frac += 0x10000L - hoge;
5403                                 p_ptr->csp--;
5404                         }
5405                         else
5406                                 p_ptr->csp_frac -= hoge;
5407                 }
5408                 p_ptr->redraw |= PR_MANA;
5409         }
5410
5411         if (p_ptr->special_defense & KATA_MASK)
5412         {
5413                 if (p_ptr->special_defense & KATA_MUSOU)
5414                 {
5415                         if (p_ptr->csp < 3)
5416                         {
5417                                 set_action(ACTION_NONE);
5418                         }
5419                         else
5420                         {
5421                                 p_ptr->csp -= 2;
5422                                 p_ptr->redraw |= (PR_MANA);
5423                         }
5424                 }
5425         }
5426
5427         /*** Handle actual user input ***/
5428
5429         /* Repeat until out of energy */
5430         while (p_ptr->energy_need <= 0)
5431         {
5432                 p_ptr->window |= PW_PLAYER;
5433                 p_ptr->sutemi = FALSE;
5434                 p_ptr->counter = FALSE;
5435                 now_damaged = FALSE;
5436
5437                 /* Handle "p_ptr->notice" */
5438                 notice_stuff();
5439
5440                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5441                 handle_stuff();
5442
5443                 /* Place the cursor on the player */
5444                 move_cursor_relative(py, px);
5445
5446                 /* Refresh (optional) */
5447                 if (fresh_before) Term_fresh();
5448
5449
5450                 /* Hack -- Pack Overflow */
5451                 if (inventory[INVEN_PACK].k_idx)
5452                 {
5453                         int item = INVEN_PACK;
5454
5455                         char o_name[MAX_NLEN];
5456
5457                         object_type *o_ptr;
5458
5459                         /* Access the slot to be dropped */
5460                         o_ptr = &inventory[item];
5461
5462                         /* Disturbing */
5463                         disturb(0, 0);
5464
5465                         /* Warning */
5466 #ifdef JP
5467 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5468 #else
5469                         msg_print("Your pack overflows!");
5470 #endif
5471
5472
5473                         /* Describe */
5474                         object_desc(o_name, o_ptr, TRUE, 3);
5475
5476                         /* Message */
5477 #ifdef JP
5478 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5479 #else
5480                         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5481 #endif
5482
5483
5484                         /* Drop it (carefully) near the player */
5485                         (void)drop_near(o_ptr, 0, py, px);
5486
5487                         /* Modify, Describe, Optimize */
5488                         inven_item_increase(item, -255);
5489                         inven_item_describe(item);
5490                         inven_item_optimize(item);
5491
5492                         /* Handle "p_ptr->notice" */
5493                         notice_stuff();
5494
5495                         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5496                         handle_stuff();
5497                 }
5498
5499
5500                 /* Hack -- cancel "lurking browse mode" */
5501                 if (!command_new) command_see = FALSE;
5502
5503
5504                 /* Assume free turn */
5505                 energy_use = 0;
5506
5507
5508                 if (p_ptr->inside_battle)
5509                 {
5510                         /* Place the cursor on the player */
5511                         move_cursor_relative(py, px);
5512
5513                         command_cmd = SPECIAL_KEY_BUILDING;
5514
5515                         /* Process the command */
5516                         process_command();
5517                 }
5518
5519                 /* Paralyzed or Knocked Out */
5520                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5521                 {
5522                         /* Take a turn */
5523                         energy_use = 100;
5524                 }
5525
5526                 /* Resting */
5527                 else if (p_ptr->action == ACTION_REST)
5528                 {
5529                         /* Timed rest */
5530                         if (resting > 0)
5531                         {
5532                                 /* Reduce rest count */
5533                                 resting--;
5534
5535                                 if (!resting) set_action(ACTION_NONE);
5536
5537                                 /* Redraw the state */
5538                                 p_ptr->redraw |= (PR_STATE);
5539                         }
5540
5541                         /* Take a turn */
5542                         energy_use = 100;
5543                 }
5544
5545                 /* Fishing */
5546                 else if (p_ptr->action == ACTION_FISH)
5547                 {
5548                         /* Take a turn */
5549                         energy_use = 100;
5550                 }
5551
5552                 /* Running */
5553                 else if (running)
5554                 {
5555                         /* Take a step */
5556                         run_step(0);
5557                 }
5558
5559                 /* Repeated command */
5560                 else if (command_rep)
5561                 {
5562                         /* Count this execution */
5563                         command_rep--;
5564
5565                         /* Redraw the state */
5566                         p_ptr->redraw |= (PR_STATE);
5567
5568                         /* Redraw stuff */
5569                         redraw_stuff();
5570
5571                         /* Hack -- Assume messages were seen */
5572                         msg_flag = FALSE;
5573
5574                         /* Clear the top line */
5575                         prt("", 0, 0);
5576
5577                         /* Process the command */
5578                         process_command();
5579                 }
5580
5581                 /* Normal command */
5582                 else
5583                 {
5584                         /* Place the cursor on the player */
5585                         move_cursor_relative(py, px);
5586
5587                         can_save = TRUE;
5588                         /* Get a command (normal) */
5589                         request_command(FALSE);
5590                         can_save = FALSE;
5591
5592                         /* Process the command */
5593                         process_command();
5594                 }
5595
5596
5597                 /*** Clean up ***/
5598
5599                 /* Significant */
5600                 if (energy_use)
5601                 {
5602                         /* Use some energy */
5603                         if (world_player || energy_use > 400)
5604                         {
5605                                 /* The Randomness is irrelevant */
5606                                 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5607                         }
5608                         else
5609                         {
5610                                 /* There is some randomness of needed energy */
5611                                 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5612                         }
5613
5614                         /* Hack -- constant hallucination */
5615                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5616
5617
5618                         /* Shimmer monsters if needed */
5619                         if (shimmer_monsters)
5620                         {
5621                                 /* Clear the flag */
5622                                 shimmer_monsters = FALSE;
5623
5624                                 /* Shimmer multi-hued monsters */
5625                                 for (i = 1; i < m_max; i++)
5626                                 {
5627                                         monster_type *m_ptr;
5628                                         monster_race *r_ptr;
5629
5630                                         /* Access monster */
5631                                         m_ptr = &m_list[i];
5632
5633                                         /* Skip dead monsters */
5634                                         if (!m_ptr->r_idx) continue;
5635
5636                                         /* Access the monster race */
5637                                         r_ptr = &r_info[m_ptr->r_idx];
5638
5639                                         /* Skip non-multi-hued monsters */
5640                                         if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
5641
5642                                         /* Reset the flag */
5643                                         shimmer_monsters = TRUE;
5644
5645                                         /* Redraw regardless */
5646                                         lite_spot(m_ptr->fy, m_ptr->fx);
5647                                 }
5648                         }
5649
5650
5651                         /* Handle monster detection */
5652                         if (repair_monsters)
5653                         {
5654                                 /* Reset the flag */
5655                                 repair_monsters = FALSE;
5656
5657                                 /* Rotate detection flags */
5658                                 for (i = 1; i < m_max; i++)
5659                                 {
5660                                         monster_type *m_ptr;
5661
5662                                         /* Access monster */
5663                                         m_ptr = &m_list[i];
5664
5665                                         /* Skip dead monsters */
5666                                         if (!m_ptr->r_idx) continue;
5667
5668                                         /* Nice monsters get mean */
5669                                         if (m_ptr->mflag & MFLAG_NICE)
5670                                         {
5671                                                 /* Nice monsters get mean */
5672                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5673                                         }
5674
5675                                         /* Handle memorized monsters */
5676                                         if (m_ptr->mflag & MFLAG_MARK)
5677                                         {
5678                                                 /* Maintain detection */
5679                                                 if (m_ptr->mflag & MFLAG_SHOW)
5680                                                 {
5681                                                         /* Forget flag */
5682                                                         m_ptr->mflag &= ~(MFLAG_SHOW);
5683
5684                                                         /* Still need repairs */
5685                                                         repair_monsters = TRUE;
5686                                                 }
5687
5688                                                 /* Remove detection */
5689                                                 else
5690                                                 {
5691                                                         /* Forget flag */
5692                                                         m_ptr->mflag &= ~(MFLAG_MARK);
5693
5694                                                         /* Assume invisible */
5695                                                         m_ptr->ml = FALSE;
5696
5697                                                         /* Update the monster */
5698                                                         update_mon(i, FALSE);
5699
5700                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5701                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5702
5703                                                         /* Redraw regardless */
5704                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5705                                                 }
5706                                         }
5707                                 }
5708                         }
5709                         if (p_ptr->pclass == CLASS_IMITATOR)
5710                         {
5711                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5712                                 {
5713                                         p_ptr->mane_num--;
5714                                         for (i = 0; i < p_ptr->mane_num; i++)
5715                                         {
5716                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5717                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5718                                         }
5719                                 }
5720                                 new_mane = FALSE;
5721                                 p_ptr->redraw |= (PR_MANE);
5722                         }
5723                         if (p_ptr->action == ACTION_LEARN)
5724                         {
5725                                 new_mane = FALSE;
5726                                 p_ptr->redraw |= (PR_STATE);
5727                         }
5728
5729                         if (world_player && (p_ptr->energy_need > - 1000))
5730                         {
5731                                 /* Redraw map */
5732                                 p_ptr->redraw |= (PR_MAP);
5733
5734                                 /* Update monsters */
5735                                 p_ptr->update |= (PU_MONSTERS);
5736
5737                                 /* Window stuff */
5738                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5739
5740 #ifdef JP
5741                                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
5742 #else
5743                                 msg_print("You feel time flowing around you once more.");
5744 #endif
5745                                 msg_print(NULL);
5746                                 world_player = FALSE;
5747                                 p_ptr->energy_need = ENERGY_NEED();
5748
5749                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5750                                 handle_stuff();
5751                         }
5752                 }
5753
5754                 /* Hack -- notice death */
5755                 if (!p_ptr->playing || p_ptr->is_dead)
5756                 {
5757                         world_player = FALSE;
5758                         break;
5759                 }
5760
5761                 /* Handle "leaving" */
5762                 if (p_ptr->leaving) break;
5763         }
5764
5765         /* Update scent trail */
5766         update_smell();
5767 }
5768
5769
5770 /*
5771  * Interact with the current dungeon level.
5772  *
5773  * This function will not exit until the level is completed,
5774  * the user dies, or the game is terminated.
5775  */
5776 static void dungeon(bool load_game)
5777 {
5778         int quest_num = 0;
5779
5780         /* Set the base level */
5781         base_level = dun_level;
5782
5783         /* Reset various flags */
5784         hack_mind = FALSE;
5785
5786         /* Not leaving */
5787         p_ptr->leaving = FALSE;
5788
5789         /* Reset the "command" vars */
5790         command_cmd = 0;
5791         command_new = 0;
5792         command_rep = 0;
5793         command_arg = 0;
5794         command_dir = 0;
5795
5796
5797         /* Cancel the target */
5798         target_who = 0;
5799         pet_t_m_idx = 0;
5800         riding_t_m_idx = 0;
5801         ambush_flag = FALSE;
5802
5803         /* Cancel the health bar */
5804         health_track(0);
5805
5806         /* Check visual effects */
5807         shimmer_monsters = TRUE;
5808         shimmer_objects = TRUE;
5809         repair_monsters = TRUE;
5810         repair_objects = TRUE;
5811
5812
5813         /* Disturb */
5814         disturb(1, 0);
5815
5816         /* Get index of current quest (if any) */
5817         quest_num = quest_number(dun_level);
5818
5819         /* Inside a quest? */
5820         if (quest_num)
5821         {
5822                 /* Mark the quest monster */
5823                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5824         }
5825
5826         /* Track maximum player level */
5827         if (p_ptr->max_plv < p_ptr->lev)
5828         {
5829                 p_ptr->max_plv = p_ptr->lev;
5830         }
5831
5832
5833         /* Track maximum dungeon level (if not in quest -KMW-) */
5834         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5835         {
5836                 max_dlv[dungeon_type] = dun_level;
5837                 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5838         }
5839
5840         /* Validate the panel */
5841         panel_bounds_center();
5842
5843         /* Verify the panel */
5844         verify_panel();
5845
5846         /* Flush messages */
5847         msg_print(NULL);
5848
5849
5850         /* Enter "xtra" mode */
5851         character_xtra = TRUE;
5852
5853         /* Window stuff */
5854         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5855
5856         /* Redraw dungeon */
5857         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5858
5859         /* Redraw map */
5860         p_ptr->redraw |= (PR_MAP);
5861
5862         /* Update stuff */
5863         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5864
5865         /* Update lite/view */
5866         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5867
5868         /* Update monsters */
5869         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5870
5871         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5872         handle_stuff();
5873
5874         /* Leave "xtra" mode */
5875         character_xtra = FALSE;
5876
5877         /* Update stuff */
5878         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5879
5880         /* Combine / Reorder the pack */
5881         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5882
5883         /* Handle "p_ptr->notice" */
5884         notice_stuff();
5885
5886         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5887         handle_stuff();
5888
5889         /* Refresh */
5890         Term_fresh();
5891
5892         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();
5893
5894         if (p_ptr->inside_battle)
5895         {
5896                 if (load_game)
5897                 {
5898                         p_ptr->energy_need = 0;
5899                         battle_monsters();
5900                 }
5901                 else
5902                 {
5903                         
5904 #ifdef JP
5905 msg_print("»î¹ç³«»Ï¡ª");
5906 #else
5907                         msg_format("Ready..Fight!");
5908 #endif
5909                         msg_print(NULL);
5910                 }
5911         }
5912
5913         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
5914                 p_ptr->magic_num1[0] = MUSIC_DETECT;
5915
5916         /* Hack -- notice death or departure */
5917         if (!p_ptr->playing || p_ptr->is_dead) return;
5918
5919         /* Print quest message if appropriate */
5920         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5921         {
5922                 quest_discovery(random_quest_number(dun_level));
5923                 p_ptr->inside_quest = random_quest_number(dun_level);
5924         }
5925         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5926         {
5927                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5928 #ifdef JP
5929                         msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
5930                                    d_name+d_info[dungeon_type].name, 
5931                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5932 #else
5933                 msg_format("%^s lives in this level as the keeper of %s.",
5934                                    r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5935                                    d_name+d_info[dungeon_type].name);
5936 #endif
5937         }
5938
5939         /*** Process this dungeon level ***/
5940
5941         /* Reset the monster generation level */
5942         monster_level = base_level;
5943
5944         /* Reset the object generation level */
5945         object_level = base_level;
5946
5947         hack_mind = TRUE;
5948
5949         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5950             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5951                 p_ptr->energy_need = 0;
5952
5953         /* Not leaving dungeon */
5954         p_ptr->leaving_dungeon = FALSE;
5955
5956         /* Main loop */
5957         while (TRUE)
5958         {
5959                 /* Hack -- Compact the monster list occasionally */
5960                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5961
5962                 /* Hack -- Compress the monster list occasionally */
5963                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5964
5965
5966                 /* Hack -- Compact the object list occasionally */
5967                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5968
5969                 /* Hack -- Compress the object list occasionally */
5970                 if (o_cnt + 32 < o_max) compact_objects(0);
5971
5972
5973                 /* Process the player */
5974                 process_player();
5975
5976                 /* Handle "p_ptr->notice" */
5977                 notice_stuff();
5978
5979                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5980                 handle_stuff();
5981
5982                 /* Hack -- Hilite the player */
5983                 move_cursor_relative(py, px);
5984
5985                 /* Optional fresh */
5986                 if (fresh_after) Term_fresh();
5987
5988                 /* Hack -- Notice death or departure */
5989                 if (!p_ptr->playing || p_ptr->is_dead) break;
5990
5991                 /* Process all of the monsters */
5992                 process_monsters();
5993
5994                 /* Handle "p_ptr->notice" */
5995                 notice_stuff();
5996
5997                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5998                 handle_stuff();
5999
6000                 /* Hack -- Hilite the player */
6001                 move_cursor_relative(py, px);
6002
6003                 /* Optional fresh */
6004                 if (fresh_after) Term_fresh();
6005
6006                 /* Hack -- Notice death or departure */
6007                 if (!p_ptr->playing || p_ptr->is_dead) break;
6008
6009
6010                 /* Process the world */
6011                 process_world();
6012
6013                 /* Handle "p_ptr->notice" */
6014                 notice_stuff();
6015
6016                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6017                 handle_stuff();
6018
6019                 /* Hack -- Hilite the player */
6020                 move_cursor_relative(py, px);
6021
6022                 /* Optional fresh */
6023                 if (fresh_after) Term_fresh();
6024
6025                 /* Hack -- Notice death or departure */
6026                 if (!p_ptr->playing || p_ptr->is_dead) break;
6027
6028                 /* Handle "leaving" */
6029                 if (p_ptr->leaving) break;
6030
6031                 /* Count game turns */
6032                 turn++;
6033                 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6034                 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6035                 if (wild_regen) wild_regen--;
6036         }
6037
6038         /* Inside a quest and non-unique questor? */
6039         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6040         {
6041                 /* Un-mark the quest monster */
6042                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6043         }
6044
6045         /* Not save-and-quit and not dead? */
6046         if (p_ptr->playing && !p_ptr->is_dead)
6047         {
6048                 /*
6049                  * Maintain Unique monsters and artifact, save current
6050                  * floor, then prepare next floor
6051                  */
6052                 leave_floor();
6053
6054                 /* Forget the flag */
6055                 reinit_wilderness = FALSE;
6056         }
6057
6058         /* Write about current level on the play record once per level */
6059         write_level = TRUE;
6060 }
6061
6062
6063 /*
6064  * Load some "user pref files"
6065  *
6066  * Modified by Arcum Dagsson to support
6067  * separate macro files for different realms.
6068  */
6069 static void load_all_pref_files(void)
6070 {
6071         char buf[1024];
6072         errr err;
6073
6074         /* Access the "user" pref file */
6075         sprintf(buf, "user.prf");
6076
6077         /* Process that file */
6078         process_pref_file(buf);
6079
6080         /* Access the "user" system pref file */
6081         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6082
6083         /* Process that file */
6084         process_pref_file(buf);
6085
6086         /* Access the "race" pref file */
6087         sprintf(buf, "%s.prf", rp_ptr->title);
6088
6089         /* Process that file */
6090         process_pref_file(buf);
6091
6092         /* Access the "class" pref file */
6093         sprintf(buf, "%s.prf", cp_ptr->title);
6094
6095         /* Process that file */
6096         process_pref_file(buf);
6097
6098         /* Access the "character" pref file */
6099         sprintf(buf, "%s.prf", player_base);
6100
6101         /* Process that file */
6102         process_pref_file(buf);
6103
6104         /* Free old entries */
6105         init_autopicker();
6106
6107 #ifdef JP
6108         sprintf(buf, "picktype-%s.prf", player_base);
6109 #else
6110         sprintf(buf, "pickpref-%s.prf", player_base);
6111 #endif
6112
6113         err = process_pickpref_file(buf);
6114
6115         /* Process 'pick????.prf' if 'pick????-<name>.prf' doesn't exist */
6116         if (0 > err)
6117         {
6118 #ifdef JP
6119                 process_pickpref_file("picktype.prf");
6120 #else
6121                 process_pickpref_file("pickpref.prf");
6122 #endif
6123         }
6124
6125         /* Access the "realm 1" pref file */
6126         if (p_ptr->realm1 != REALM_NONE)
6127         {
6128                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6129
6130                 /* Process that file */
6131                 process_pref_file(buf);
6132         }
6133
6134         /* Access the "realm 2" pref file */
6135         if (p_ptr->realm2 != REALM_NONE)
6136         {
6137                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6138
6139                 /* Process that file */
6140                 process_pref_file(buf);
6141         }
6142 }
6143
6144
6145 /*
6146  * Actually play a game
6147  *
6148  * If the "new_game" parameter is true, then, after loading the
6149  * savefile, we will commit suicide, if necessary, to allow the
6150  * player to start a new game.
6151  */
6152 void play_game(bool new_game)
6153 {
6154         int i;
6155         bool load_game = TRUE;
6156
6157 #ifdef CHUUKEI
6158         if(chuukei_client){
6159           reset_visuals();
6160           browse_chuukei();
6161           return;
6162         }
6163 #endif
6164
6165         hack_mutation = FALSE;
6166
6167         /* Hack -- Character is "icky" */
6168         character_icky = TRUE;
6169
6170         /* Make sure main term is active */
6171         Term_activate(angband_term[0]);
6172
6173         /* Initialise the resize hooks */
6174         angband_term[0]->resize_hook = resize_map;
6175         
6176         for (i = 1; i < 8; i++)
6177         {
6178                 /* Does the term exist? */
6179                 if (angband_term[i])
6180                 {
6181                         /* Add the redraw on resize hook */
6182                         angband_term[i]->resize_hook = redraw_window;
6183                 }
6184         }
6185
6186         /* Hack -- turn off the cursor */
6187         (void)Term_set_cursor(0);
6188
6189
6190         /* Attempt to load */
6191         if (!load_player())
6192         {
6193                 /* Oops */
6194 #ifdef JP
6195 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6196 #else
6197                 quit("broken savefile");
6198 #endif
6199
6200         }
6201
6202         /* Extract the options */
6203         for (i = 0; option_info[i].o_desc; i++)
6204         {
6205                 int os = option_info[i].o_set;
6206                 int ob = option_info[i].o_bit;
6207
6208                 /* Set the "default" options */
6209                 if (option_info[i].o_var)
6210                 {
6211                         /* Set */
6212                         if (option_flag[os] & (1L << ob))
6213                         {
6214                                 /* Set */
6215                                 (*option_info[i].o_var) = TRUE;
6216                         }
6217
6218                         /* Clear */
6219                         else
6220                         {
6221                                 /* Clear */
6222                                 (*option_info[i].o_var) = FALSE;
6223                         }
6224                 }
6225         }
6226
6227         /* Report waited score */
6228         if (p_ptr->wait_report_score)
6229         {
6230                 char buf[1024];
6231                 bool success;
6232
6233 #ifdef JP
6234                 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6235 #else
6236                 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6237 #endif
6238                         quit(0);
6239
6240                 /* Update stuff */
6241                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6242
6243                 /* Update stuff */
6244                 update_stuff();
6245
6246                 p_ptr->is_dead = TRUE;
6247
6248                 start_time = time(NULL);
6249
6250                 /* No suspending now */
6251                 signals_ignore_tstp();
6252                 
6253                 /* Hack -- Character is now "icky" */
6254                 character_icky = TRUE;
6255
6256                 /* Build the filename */
6257                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6258
6259                 /* Open the high score file, for reading/writing */
6260                 highscore_fd = fd_open(buf, O_RDWR);
6261
6262                 /* Handle score, show Top scores */
6263                 success = send_world_score(TRUE);
6264
6265 #ifdef JP
6266                 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6267 #else
6268                 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6269 #endif
6270                 {
6271 #ifdef JP
6272                         prt("°ú¤­Â³¤­ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6273 #else
6274                         prt("standing by for future registration...", 0, 0);
6275 #endif
6276                         (void)inkey();
6277                 }
6278                 else
6279                 {
6280                         p_ptr->wait_report_score = FALSE;
6281                         top_twenty();
6282 #ifdef JP
6283                         if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6284 #else
6285                         if (!save_player()) msg_print("death save failed!");
6286 #endif
6287                 }
6288                 /* Shut the high score file */
6289                 (void)fd_close(highscore_fd);
6290
6291                 /* Forget the high score fd */
6292                 highscore_fd = -1;
6293                 
6294                 /* Allow suspending now */
6295                 signals_handle_tstp();
6296
6297                 quit(0);
6298         }
6299
6300         /* Nothing loaded */
6301         if (!character_loaded)
6302         {
6303                 /* Make new player */
6304                 new_game = TRUE;
6305
6306                 /* The dungeon is not ready */
6307                 character_dungeon = FALSE;
6308
6309                 /* Prepare to init the RNG */
6310                 Rand_quick = TRUE;
6311
6312                 /* Initialize the saved floors data */
6313                 init_saved_floors();
6314         }
6315
6316         /* Old game is loaded.  But new game is requested. */
6317         else if (new_game)
6318         {
6319                 /* Delete expanded temporal files */
6320                 clear_saved_floor_files();
6321         }
6322
6323         /* Process old character */
6324         if (!new_game)
6325         {
6326                 /* Process the player name */
6327                 process_player_name(FALSE);
6328         }
6329
6330         /* Init the RNG */
6331         if (Rand_quick)
6332         {
6333                 u32b seed;
6334
6335                 /* Basic seed */
6336                 seed = (time(NULL));
6337
6338 #ifdef SET_UID
6339
6340                 /* Mutate the seed on Unix machines */
6341                 seed = ((seed >> 3) * (getpid() << 1));
6342
6343 #endif
6344
6345                 /* Use the complex RNG */
6346                 Rand_quick = FALSE;
6347
6348                 /* Seed the "complex" RNG */
6349                 Rand_state_init(seed);
6350         }
6351
6352         /* Roll new character */
6353         if (new_game)
6354         {
6355                 monster_race *r_ptr;
6356
6357                 /* The dungeon is not ready */
6358                 character_dungeon = FALSE;
6359
6360                 /* Start in town */
6361                 dun_level = 0;
6362                 p_ptr->inside_quest = 0;
6363                 p_ptr->inside_arena = FALSE;
6364                 p_ptr->inside_battle = FALSE;
6365
6366                 write_level = TRUE;
6367
6368                 /* Hack -- seed for flavors */
6369                 seed_flavor = randint0(0x10000000);
6370
6371                 /* Hack -- seed for town layout */
6372                 seed_town = randint0(0x10000000);
6373
6374                 /* Roll up a new character */
6375                 player_birth();
6376
6377                 counts_write(2,0);
6378                 p_ptr->count = 0;
6379
6380 #ifdef JP
6381                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ÊÕ¶­¤ÎÃϤ˹ߤêΩ¤Ã¤¿¡£");
6382 #else
6383                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You are standing in the Outpost.");
6384 #endif
6385
6386                 load = FALSE;
6387                 get_mon_num_prep(NULL, NULL);
6388                 for (i = 0; i < MAX_KUBI; i++)
6389                 {
6390                         while (1)
6391                         {
6392                                 int j;
6393
6394                                 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6395                                 r_ptr = &r_info[kubi_r_idx[i]];
6396
6397                                 if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6398
6399                                 if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
6400                                 if (r_ptr->rarity > 100) continue;
6401
6402                                 if(r_ptr->flags6 & RF6_SPECIAL) continue;
6403
6404                                 for (j = 0; j < i; j++)
6405                                         if (kubi_r_idx[i] == kubi_r_idx[j])break;
6406
6407                                 if (j == i) break;
6408                         }
6409                 }
6410                 for (i = 0; i < MAX_KUBI -1; i++)
6411                 {
6412                         int j,tmp;
6413                         for (j = i; j < MAX_KUBI; j++)
6414                         {
6415                                 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6416                                 {
6417                                         tmp = kubi_r_idx[i];
6418                                         kubi_r_idx[i] = kubi_r_idx[j];
6419                                         kubi_r_idx[j] = tmp;
6420                                 }
6421                         }
6422                 }
6423
6424                 p_ptr->inside_battle = TRUE;
6425                 while (1)
6426                 {
6427                         today_mon = get_mon_num(3);
6428                         r_ptr = &r_info[today_mon];
6429
6430                         if (r_ptr->flags1 & RF1_UNIQUE) continue;
6431                         if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
6432                         if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
6433                         if (r_ptr->rarity > 10) continue;
6434                         if (r_ptr->level == 0) continue;
6435                         break;
6436                 }
6437                 p_ptr->inside_battle = FALSE;
6438         }
6439         else
6440         {
6441                 write_level = FALSE;
6442
6443 #ifdef JP
6444                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ----¥²¡¼¥àºÆ³«----");
6445 #else
6446                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ---- Restart Game ----");
6447 #endif
6448
6449 /*
6450  * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6451  * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6452  */
6453                 if (p_ptr->riding == -1)
6454                 {
6455                         p_ptr->riding = 0;
6456                         for(i = m_max; i > 0; i--)
6457                         {
6458                                 if ((m_list[i].fy == py) && (m_list[i].fx == px))
6459                                 {
6460                                         p_ptr->riding = i;
6461                                         break;
6462                                 }
6463                         }
6464                 }
6465         }
6466
6467         p_ptr->teleport_town = FALSE;
6468         p_ptr->sutemi = FALSE;
6469         world_monster = FALSE;
6470         now_damaged = FALSE;
6471         now_message = 0;
6472         start_time = time(NULL) - 1;
6473         record_o_name[0] = '\0';
6474
6475         /* Reset map panel */
6476         panel_row_min = cur_hgt;
6477         panel_col_min = cur_wid;
6478
6479         /* Sexy gal gets bonus to maximum weapon skill of whip */
6480         if(p_ptr->pseikaku == SEIKAKU_SEXY)
6481                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
6482
6483         /* Fill the arrays of floors and walls in the good proportions */
6484         set_floor_and_wall(dungeon_type);
6485
6486         /* Flavor the objects */
6487         flavor_init();
6488         if (new_game)
6489         {
6490                 wipe_o_list();
6491                 player_outfit();
6492         }
6493
6494         /* Flash a message */
6495 #ifdef JP
6496 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6497 #else
6498         prt("Please wait...", 0, 0);
6499 #endif
6500
6501
6502         /* Flush the message */
6503         Term_fresh();
6504
6505
6506         /* Hack -- Enter wizard mode */
6507         if (arg_wizard)
6508         {
6509                 if (enter_wizard_mode()) p_ptr->wizard = TRUE;
6510                 else if (p_ptr->is_dead) quit("Already dead.");
6511         }
6512
6513         /* Initialize the town-buildings if necessary */
6514         if (!dun_level && !p_ptr->inside_quest)
6515         {
6516                 /* Init the wilderness */
6517
6518                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6519
6520                 /* Init the town */
6521                 init_flags = INIT_ONLY_BUILDINGS;
6522
6523                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6524
6525         }
6526
6527
6528         /* Initialize vault info */
6529 #ifdef JP
6530 if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
6531 #else
6532         if (init_v_info()) quit("Cannot initialize vaults");
6533 #endif
6534
6535         /* Generate a dungeon level if needed */
6536         if (!character_dungeon) change_floor();
6537
6538
6539         /* Character is now "complete" */
6540         character_generated = TRUE;
6541
6542
6543         /* Hack -- Character is no longer "icky" */
6544         character_icky = FALSE;
6545
6546
6547         /* Start game */
6548         p_ptr->playing = TRUE;
6549
6550         /* Reset the visual mappings */
6551         reset_visuals();
6552
6553         /* Load the "pref" files */
6554         load_all_pref_files();
6555
6556         /* React to changes */
6557         Term_xtra(TERM_XTRA_REACT, 0);
6558
6559         /* Window stuff */
6560         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6561
6562         /* Window stuff */
6563         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6564
6565         /* Window stuff */
6566         window_stuff();
6567
6568
6569         /* Set or clear "rogue_like_commands" if requested */
6570         if (arg_force_original) rogue_like_commands = FALSE;
6571         if (arg_force_roguelike) rogue_like_commands = TRUE;
6572
6573         /* Hack -- Enforce "delayed death" */
6574         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6575
6576         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6577
6578         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6579         {
6580                 monster_type *m_ptr;
6581                 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6582                 monster_race *r_ptr = &r_info[pet_r_idx];
6583                 place_monster_aux(0, py, px - 1, pet_r_idx,
6584                                   (PM_FORCE_PET | PM_NO_KAGE));
6585                 m_ptr = &m_list[hack_m_idx_ii];
6586                 m_ptr->mspeed = r_ptr->speed;
6587                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6588                 m_ptr->max_maxhp = m_ptr->maxhp;
6589                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6590                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6591         }
6592
6593         /* Process */
6594         while (TRUE)
6595         {
6596                 /* Process the level */
6597                 dungeon(load_game);
6598
6599                 /* Handle "p_ptr->notice" */
6600                 notice_stuff();
6601
6602                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6603                 handle_stuff();
6604
6605                 /* Cancel the target */
6606                 target_who = 0;
6607
6608                 /* Cancel the health bar */
6609                 health_track(0);
6610
6611
6612                 /* Forget the lite */
6613                 forget_lite();
6614
6615                 /* Forget the view */
6616                 forget_view();
6617
6618                 /* Forget the view */
6619                 clear_mon_lite();
6620
6621                 /* Handle "quit and save" */
6622                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6623
6624                 /* Erase the old cave */
6625                 wipe_o_list();
6626                 if (!p_ptr->is_dead) wipe_m_list();
6627
6628
6629                 /* XXX XXX XXX */
6630                 msg_print(NULL);
6631
6632                 load_game = FALSE;
6633
6634                 /* Accidental Death */
6635                 if (p_ptr->playing && p_ptr->is_dead)
6636                 {
6637                         if (p_ptr->inside_arena)
6638                         {
6639                                 p_ptr->inside_arena = FALSE;
6640                                 if(p_ptr->arena_number > MAX_ARENA_MONS)
6641                                         p_ptr->arena_number++;
6642                                 else
6643                                         p_ptr->arena_number = 99;
6644                                 p_ptr->is_dead = FALSE;
6645                                 p_ptr->chp = 0;
6646                                 p_ptr->chp_frac = 0;
6647                                 p_ptr->exit_bldg = TRUE;
6648                                 reset_tim_flags();
6649                         }
6650                         else
6651                         {
6652                                 /* Mega-Hack -- Allow player to cheat death */
6653 #ifdef JP
6654 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6655 #else
6656                                 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
6657 #endif
6658
6659                                 {
6660                                         /* Mark social class, reset age, if needed */
6661                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6662
6663                                         /* Increase age */
6664                                         p_ptr->age++;
6665
6666                                         /* Mark savefile */
6667                                         p_ptr->noscore |= 0x0001;
6668
6669                                         /* Message */
6670 #ifdef JP
6671 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6672 #else
6673                                         msg_print("You invoke wizard mode and cheat death.");
6674 #endif
6675                                         wipe_m_list();
6676
6677                                         msg_print(NULL);
6678
6679                                         /* Restore hit points */
6680                                         p_ptr->chp = p_ptr->mhp;
6681                                         p_ptr->chp_frac = 0;
6682
6683                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6684                                         {
6685                                                 for (i = 0; i < EATER_EXT*2; i++)
6686                                                 {
6687                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
6688                                                 }
6689                                                 for (; i < EATER_EXT*3; i++)
6690                                                 {
6691                                                         p_ptr->magic_num1[i] = 0;
6692                                                 }
6693                                         }
6694                                         /* Restore spell points */
6695                                         p_ptr->csp = p_ptr->msp;
6696                                         p_ptr->csp_frac = 0;
6697
6698                                         /* Hack -- Healing */
6699                                         (void)set_blind(0);
6700                                         (void)set_confused(0);
6701                                         (void)set_poisoned(0);
6702                                         (void)set_afraid(0);
6703                                         (void)set_paralyzed(0);
6704                                         (void)set_image(0);
6705                                         (void)set_stun(0);
6706                                         (void)set_cut(0);
6707
6708                                         /* Hack -- Prevent starvation */
6709                                         (void)set_food(PY_FOOD_MAX - 1);
6710
6711                                         /* Hack -- cancel recall */
6712                                         if (p_ptr->word_recall)
6713                                         {
6714                                                 /* Message */
6715 #ifdef JP
6716 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
6717 #else
6718                                                 msg_print("A tension leaves the air around you...");
6719 #endif
6720
6721                                                 msg_print(NULL);
6722
6723                                                 /* Hack -- Prevent recall */
6724                                                 p_ptr->word_recall = 0;
6725                                                 p_ptr->redraw |= (PR_STATUS);
6726                                         }
6727
6728                                         /* Hack -- cancel alter */
6729                                         if (p_ptr->alter_reality)
6730                                         {
6731                                                 /* Hack -- Prevent alter */
6732                                                 p_ptr->alter_reality = 0;
6733                                                 p_ptr->redraw |= (PR_STATUS);
6734                                         }
6735
6736                                         /* Note cause of death XXX XXX XXX */
6737 #ifdef JP
6738 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤­");
6739 #else
6740                                         (void)strcpy(p_ptr->died_from, "Cheating death");
6741 #endif
6742
6743
6744                                         /* Do not die */
6745                                         p_ptr->is_dead = FALSE;
6746
6747                                         dun_level = 0;
6748                                         p_ptr->inside_arena = FALSE;
6749                                         p_ptr->inside_battle = FALSE;
6750                                         leaving_quest = 0;
6751                                         p_ptr->inside_quest = 0;
6752                                         p_ptr->recall_dungeon = dungeon_type;
6753                                         dungeon_type = 0;
6754                                         if (lite_town || vanilla_town)
6755                                         {
6756                                                 p_ptr->wilderness_y = 1;
6757                                                 p_ptr->wilderness_x = 1;
6758                                                 if (vanilla_town)
6759                                                 {
6760                                                         p_ptr->oldpy = 10;
6761                                                         p_ptr->oldpx = 34;
6762                                                 }
6763                                                 else
6764                                                 {
6765                                                         p_ptr->oldpy = 33;
6766                                                         p_ptr->oldpx = 131;
6767                                                 }
6768                                         }
6769                                         else
6770                                         {
6771                                                 p_ptr->wilderness_y = 48;
6772                                                 p_ptr->wilderness_x = 5;
6773                                                 p_ptr->oldpy = 33;
6774                                                 p_ptr->oldpx = 131;
6775                                         }
6776
6777                                         /* Leaving */
6778                                         p_ptr->wild_mode = FALSE;
6779                                         p_ptr->leaving = TRUE;
6780
6781 #ifdef JP
6782                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            ¤·¤«¤·¡¢À¸¤­Ê֤ä¿¡£");
6783 #else
6784                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            but revived.");
6785 #endif
6786                                 }
6787                         }
6788                 }
6789
6790                 /* Handle "death" */
6791                 if (p_ptr->is_dead) break;
6792
6793                 /* Make a new level */
6794                 change_floor();
6795         }
6796
6797         /* Close stuff */
6798         close_game();
6799
6800         /* Quit */
6801         quit(NULL);
6802 }
6803
6804 s32b turn_real(s32b hoge)
6805 {
6806         if ((p_ptr->prace == RACE_VAMPIRE) ||
6807             (p_ptr->prace == RACE_SKELETON) ||
6808             (p_ptr->prace == RACE_ZOMBIE) ||
6809             (p_ptr->prace == RACE_SPECTRE))
6810                 return hoge-(TURNS_PER_TICK * TOWN_DAWN *3/ 4);
6811         else
6812                 return hoge;
6813 }