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[hengband/hengband.git] / src / dungeon.c
1 /* File: dungeonc */
2
3 /* Purpose: Angband game engine */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 #define TY_CURSE_CHANCE 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_GOOD;
78
79         /* Ego-Items -- except cursed/broken ones */
80         if (ego_item_p(o_ptr)) return FEEL_GOOD;
81
82         /* Good armor bonus */
83         if (o_ptr->to_a > 0) return FEEL_GOOD;
84
85         /* Good weapon bonuses */
86         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
87
88         /* No feeling */
89         return FEEL_NONE;
90 }
91
92
93
94 static void sense_inventory_aux(int slot, bool heavy)
95 {
96         byte        feel;
97         object_type *o_ptr = &inventory[slot];
98         char        o_name[MAX_NLEN];
99         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                                 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
131                                 break;
132                         }
133                         case FEEL_AVERAGE:
134                         {
135                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
136                                 break;
137                         }
138                         case FEEL_GOOD:
139                         {
140                                 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
141                                 break;
142                         }
143                         case FEEL_EXCELLENT:
144                         {
145                                 feel = FEEL_WORTHLESS;
146                                 break;
147                         }
148                         case FEEL_SPECIAL:
149                         {
150                                 feel = FEEL_TERRIBLE;
151                                 break;
152                         }
153                 }
154         }
155
156         /* Stop everything */
157         if (disturb_minor) disturb(0, 0);
158
159         /* Get an object description */
160         object_desc(o_name, o_ptr, FALSE, 0);
161
162         /* Message (equipment) */
163         if (slot >= INVEN_RARM)
164         {
165 #ifdef JP
166 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
167 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
168 #else
169                 msg_format("You feel the %s (%c) you are %s %s %s...",
170                            o_name, index_to_label(slot), describe_use(slot),
171                            ((o_ptr->number == 1) ? "is" : "are"),
172                                    game_inscriptions[feel]);
173 #endif
174
175         }
176
177         /* Message (inventory) */
178         else
179         {
180 #ifdef JP
181 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
182 o_name, index_to_label(slot),game_inscriptions[feel]);
183 #else
184                 msg_format("You feel the %s (%c) in your pack %s %s...",
185                            o_name, index_to_label(slot),
186                            ((o_ptr->number == 1) ? "is" : "are"),
187                                    game_inscriptions[feel]);
188 #endif
189
190         }
191
192         /* We have "felt" it */
193         o_ptr->ident |= (IDENT_SENSE);
194
195         /* Set the "inscription" */
196         o_ptr->feeling = feel;
197
198         /* Auto-inscription/destroy */
199         idx = is_autopick(o_ptr);
200         auto_inscribe_item(slot, idx);
201         auto_destroy_item(slot, idx);
202
203         /* Combine / Reorder the pack (later) */
204         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
205
206         /* Window stuff */
207         p_ptr->window |= (PW_INVEN | PW_EQUIP);
208 }
209
210
211
212 /*
213  * Sense the inventory
214  *
215  *   Class 0 = Warrior --> fast and heavy
216  *   Class 1 = Mage    --> slow and light
217  *   Class 2 = Priest  --> fast but light
218  *   Class 3 = Rogue   --> okay and heavy
219  *   Class 4 = Ranger  --> slow but heavy  (changed!)
220  *   Class 5 = Paladin --> slow but heavy
221  */
222 static void sense_inventory1(void)
223 {
224         int         i;
225         int         plev = p_ptr->lev;
226         bool        heavy = FALSE;
227         object_type *o_ptr;
228
229
230         /*** Check for "sensing" ***/
231
232         /* No sensing when confused */
233         if (p_ptr->confused) return;
234
235         /* Analyze the class */
236         switch (p_ptr->pclass)
237         {
238                 case CLASS_WARRIOR:
239                 case CLASS_ARCHER:
240                 case CLASS_SAMURAI:
241                 case CLASS_CAVALRY:
242                 {
243                         /* Good sensing */
244                         if (0 != randint0(9000L / (plev * plev + 40))) return;
245
246                         /* Heavy sensing */
247                         heavy = TRUE;
248
249                         /* Done */
250                         break;
251                 }
252
253                 case CLASS_SMITH:
254                 {
255                         /* Good sensing */
256                         if (0 != randint0(6000L / (plev * plev + 50))) return;
257
258                         /* Heavy sensing */
259                         heavy = TRUE;
260
261                         /* Done */
262                         break;
263                 }
264
265                 case CLASS_MAGE:
266                 case CLASS_HIGH_MAGE:
267                 case CLASS_SORCERER:
268                 case CLASS_MAGIC_EATER:
269                 {
270                         /* Very bad (light) sensing */
271                         if (0 != randint0(240000L / (plev + 5))) return;
272
273                         /* Done */
274                         break;
275                 }
276
277                 case CLASS_PRIEST:
278                 case CLASS_BARD:
279                 {
280                         /* Good (light) sensing */
281                         if (0 != randint0(10000L / (plev * plev + 40))) return;
282
283                         /* Done */
284                         break;
285                 }
286
287                 case CLASS_ROGUE:
288                 case CLASS_NINJA:
289                 {
290                         /* Okay sensing */
291                         if (0 != randint0(20000L / (plev * plev + 40))) return;
292
293                         /* Heavy sensing */
294                         heavy = TRUE;
295
296                         /* Done */
297                         break;
298                 }
299
300                 case CLASS_RANGER:
301                 {
302                         /* Bad sensing */
303                         if (0 != randint0(95000L / (plev * plev + 40))) return;
304
305                         /* Changed! */
306                         heavy = TRUE;
307
308                         /* Done */
309                         break;
310                 }
311
312                 case CLASS_PALADIN:
313                 {
314                         /* Bad sensing */
315                         if (0 != randint0(77777L / (plev * plev + 40))) return;
316
317                         /* Heavy sensing */
318                         heavy = TRUE;
319
320                         /* Done */
321                         break;
322                 }
323
324                 case CLASS_WARRIOR_MAGE:
325                 case CLASS_RED_MAGE:
326                 {
327                         /* Bad sensing */
328                         if (0 != randint0(75000L / (plev * plev + 40))) return;
329
330                         /* Done */
331                         break;
332                 }
333
334                 case CLASS_MINDCRAFTER:
335                 case CLASS_MIRROR_MASTER:
336                 {
337                         /* Bad sensing */
338                         if (0 != randint0(55000L / (plev * plev + 40))) return;
339
340                         /* Done */
341                         break;
342                 }
343
344                 case CLASS_CHAOS_WARRIOR:
345                 {
346                         /* Bad sensing */
347                         if (0 != randint0(80000L / (plev * plev + 40))) return;
348
349                         /* Changed! */
350                         heavy = TRUE;
351
352                         /* Done */
353                         break;
354                 }
355
356                 case CLASS_MONK:
357                 case CLASS_FORCETRAINER:
358                 {
359                         /* Okay sensing */
360                         if (0 != randint0(20000L / (plev * plev + 40))) return;
361
362                         /* Done */
363                         break;
364                 }
365
366                 case CLASS_TOURIST:
367                 {
368                         /* Good sensing */
369                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
370
371                         /* Heavy sensing */
372                         heavy = TRUE;
373
374                         /* Done */
375                         break;
376                 }
377
378                 case CLASS_IMITATOR:
379                 case CLASS_BLUE_MAGE:
380                 {
381                         /* Bad sensing */
382                         if (0 != randint0(55000L / (plev * plev + 40))) return;
383
384                         /* Done */
385                         break;
386                 }
387
388                 case CLASS_BEASTMASTER:
389                 {
390                         /* Bad sensing */
391                         if (0 != randint0(65000L / (plev * plev + 40))) return;
392
393                         /* Done */
394                         break;
395                 }
396                 case CLASS_BERSERKER:
397                 {
398                         /* Heavy sensing */
399                         heavy = TRUE;
400
401                         /* Done */
402                         break;
403                 }
404         }
405
406         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
407
408         /*** Sense everything ***/
409
410         /* Check everything */
411         for (i = 0; i < INVEN_TOTAL; i++)
412         {
413                 bool okay = FALSE;
414
415                 o_ptr = &inventory[i];
416
417                 /* Skip empty slots */
418                 if (!o_ptr->k_idx) continue;
419
420                 /* Valid "tval" codes */
421                 switch (o_ptr->tval)
422                 {
423                         case TV_SHOT:
424                         case TV_ARROW:
425                         case TV_BOLT:
426                         case TV_BOW:
427                         case TV_DIGGING:
428                         case TV_HAFTED:
429                         case TV_POLEARM:
430                         case TV_SWORD:
431                         case TV_BOOTS:
432                         case TV_GLOVES:
433                         case TV_HELM:
434                         case TV_CROWN:
435                         case TV_SHIELD:
436                         case TV_CLOAK:
437                         case TV_SOFT_ARMOR:
438                         case TV_HARD_ARMOR:
439                         case TV_DRAG_ARMOR:
440                         {
441                                 okay = TRUE;
442                                 break;
443                         }
444                 }
445
446                 /* Skip non-sense machines */
447                 if (!okay) continue;
448
449                 /* Occasional failure on inventory items */
450                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
451
452                 /* Good luck */
453                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454                 {
455                         heavy = TRUE;
456                 }
457
458                 sense_inventory_aux(i, heavy);
459         }
460 }
461
462
463 static void sense_inventory2(void)
464 {
465         int         i;
466         int         plev = p_ptr->lev;
467         object_type *o_ptr;
468
469
470         /*** Check for "sensing" ***/
471
472         /* No sensing when confused */
473         if (p_ptr->confused) return;
474
475         /* Analyze the class */
476         switch (p_ptr->pclass)
477         {
478                 case CLASS_WARRIOR:
479                 case CLASS_ARCHER:
480                 case CLASS_SAMURAI:
481                 case CLASS_CAVALRY:
482                 case CLASS_BERSERKER:
483                 {
484                         return;
485                 }
486
487                 case CLASS_SMITH:
488                 case CLASS_PALADIN:
489                 case CLASS_CHAOS_WARRIOR:
490                 case CLASS_IMITATOR:
491                 case CLASS_BEASTMASTER:
492                 case CLASS_NINJA:
493                 {
494                         /* Very bad (light) sensing */
495                         if (0 != randint0(240000L / (plev + 5))) return;
496
497                         /* Done */
498                         break;
499                 }
500
501                 case CLASS_RANGER:
502                 case CLASS_WARRIOR_MAGE:
503                 case CLASS_RED_MAGE:
504                 case CLASS_MONK:
505                 {
506                         /* Bad sensing */
507                         if (0 != randint0(95000L / (plev * plev + 40))) return;
508
509                         /* Done */
510                         break;
511                 }
512
513                 case CLASS_PRIEST:
514                 case CLASS_BARD:
515                 case CLASS_ROGUE:
516                 case CLASS_FORCETRAINER:
517                 case CLASS_MINDCRAFTER:
518                 {
519                         /* Good sensing */
520                         if (0 != randint0(20000L / (plev * plev + 40))) return;
521
522                         /* Done */
523                         break;
524                 }
525
526                 case CLASS_MAGE:
527                 case CLASS_HIGH_MAGE:
528                 case CLASS_SORCERER:
529                 case CLASS_MAGIC_EATER:
530                 case CLASS_MIRROR_MASTER:
531                 case CLASS_BLUE_MAGE:
532                 {
533                         /* Good sensing */
534                         if (0 != randint0(9000L / (plev * plev + 40))) return;
535
536                         /* Done */
537                         break;
538                 }
539
540                 case CLASS_TOURIST:
541                 {
542                         /* Good sensing */
543                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
544
545                         /* Done */
546                         break;
547                 }
548         }
549
550         /*** Sense everything ***/
551
552         /* Check everything */
553         for (i = 0; i < INVEN_TOTAL; i++)
554         {
555                 bool okay = FALSE;
556
557                 o_ptr = &inventory[i];
558
559                 /* Skip empty slots */
560                 if (!o_ptr->k_idx) continue;
561
562                 /* Valid "tval" codes */
563                 switch (o_ptr->tval)
564                 {
565                         case TV_RING:
566                         case TV_AMULET:
567                         case TV_LITE:
568                         case TV_FIGURINE:
569                         {
570                                 okay = TRUE;
571                                 break;
572                         }
573                 }
574
575                 /* Skip non-sense machines */
576                 if (!okay) continue;
577
578                 /* Occasional failure on inventory items */
579                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
580
581                 sense_inventory_aux(i, TRUE);
582         }
583 }
584
585
586
587 /*
588  * Go to any level (ripped off from wiz_jump)
589  */
590 static void pattern_teleport(void)
591 {
592         int min_level = 0;
593         int max_level = 99;
594
595         /* Ask for level */
596 #ifdef JP
597 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
598 #else
599         if (get_check("Teleport level? "))
600 #endif
601
602         {
603                 char    ppp[80];
604                 char    tmp_val[160];
605
606                 /* Only downward in ironman mode */
607                 if (ironman_downward)
608                         min_level = dun_level;
609
610                 /* Maximum level */
611                 if (dungeon_type == DUNGEON_ANGBAND)
612                 {
613                         if (dun_level > 100)
614                                 max_level = MAX_DEPTH - 1;
615                         else if (dun_level == 100)
616                                 max_level = 100;
617                 }
618                 else max_level = d_info[dungeon_type].maxdepth;
619
620                 /* Prompt */
621 #ifdef JP
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
623 #else
624                 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
625 #endif
626
627
628                 /* Default */
629                 sprintf(tmp_val, "%d", dun_level);
630
631                 /* Ask for a level */
632                 if (!get_string(ppp, tmp_val, 10)) return;
633
634                 /* Extract request */
635                 command_arg = atoi(tmp_val);
636         }
637 #ifdef JP
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
639 #else
640         else if (get_check("Normal teleport? "))
641 #endif
642
643         {
644                 teleport_player(200);
645                 return;
646         }
647         else
648         {
649                 return;
650         }
651
652         /* Paranoia */
653         if (command_arg < min_level) command_arg = min_level;
654
655         /* Paranoia */
656         if (command_arg > max_level) command_arg = max_level;
657
658         /* Accept request */
659 #ifdef JP
660 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
661 #else
662         msg_format("You teleport to dungeon level %d.", command_arg);
663 #endif
664
665
666         if (autosave_l) do_cmd_save_game(TRUE);
667
668         /* Change level */
669         dun_level = command_arg;
670
671         /* Leaving */
672         p_ptr->leaving = TRUE;
673 }
674
675
676 static void wreck_the_pattern(void)
677 {
678         int to_ruin = 0, r_y, r_x;
679
680         if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
681         {
682                 /* Ruined already */
683                 return;
684         }
685
686 #ifdef JP
687 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
688 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
689 #else
690         msg_print("You bleed on the Pattern!");
691         msg_print("Something terrible happens!");
692 #endif
693
694
695         if (!p_ptr->invuln)
696 #ifdef JP
697 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
698 #else
699                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
700 #endif
701
702
703         to_ruin = randint1(45) + 35;
704
705         while (to_ruin--)
706         {
707                 scatter(&r_y, &r_x, py, px, 4, 0);
708
709                 if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
710                     (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
711                 {
712                         cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
713                 }
714         }
715
716         cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
717 }
718
719
720 /* Returns TRUE if we are on the Pattern... */
721 static bool pattern_effect(void)
722 {
723         if ((cave[py][px].feat < FEAT_PATTERN_START) ||
724             (cave[py][px].feat > FEAT_PATTERN_XTRA2))
725                 return FALSE;
726
727         if ((prace_is_(RACE_AMBERITE)) &&
728             (p_ptr->cut > 0) && one_in_(10))
729         {
730                 wreck_the_pattern();
731         }
732
733         if (cave[py][px].feat == FEAT_PATTERN_END)
734         {
735                 (void)set_poisoned(0);
736                 (void)set_image(0);
737                 (void)set_stun(0);
738                 (void)set_cut(0);
739                 (void)set_blind(0);
740                 (void)set_afraid(0);
741                 (void)do_res_stat(A_STR);
742                 (void)do_res_stat(A_INT);
743                 (void)do_res_stat(A_WIS);
744                 (void)do_res_stat(A_DEX);
745                 (void)do_res_stat(A_CON);
746                 (void)do_res_stat(A_CHR);
747                 (void)restore_level();
748                 (void)hp_player(1000);
749                 cave_set_feat(py, px, FEAT_PATTERN_OLD);
750 #ifdef JP
751 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
752 #else
753                 msg_print("This section of the Pattern looks less powerful.");
754 #endif
755
756         }
757
758
759         /*
760          * We could make the healing effect of the
761          * Pattern center one-time only to avoid various kinds
762          * of abuse, like luring the win monster into fighting you
763          * in the middle of the pattern...
764          */
765
766         else if (cave[py][px].feat == FEAT_PATTERN_OLD)
767         {
768                 /* No effect */
769         }
770         else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
771         {
772                 pattern_teleport();
773         }
774         else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
775         {
776                 if (!p_ptr->invuln)
777 #ifdef JP
778 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
779 #else
780                 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
781 #endif
782
783         }
784         else
785         {
786                 if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
787                         return TRUE;
788                 else if (!p_ptr->invuln)
789 #ifdef JP
790 take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
791 #else
792                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
793 #endif
794
795         }
796
797         return TRUE;
798 }
799
800
801
802
803
804 /*
805  * Regenerate hit points                                -RAK-
806  */
807 static void regenhp(int percent)
808 {
809         s32b    new_chp, new_chp_frac;
810         int     old_chp;
811
812         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
813         if (p_ptr->action == ACTION_HAYAGAKE) return;
814         /* Save the old hitpoints */
815         old_chp = p_ptr->chp;
816
817         /* Extract the new hitpoints */
818         new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
819         p_ptr->chp += (s16b)(new_chp >> 16);   /* div 65536 */
820
821         /* check for overflow */
822         if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
823         new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac;    /* mod 65536 */
824         if (new_chp_frac >= 0x10000L)
825         {
826                 p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
827                 p_ptr->chp++;
828         }
829         else
830         {
831                 p_ptr->chp_frac = (u16b)new_chp_frac;
832         }
833
834         /* Fully healed */
835         if (p_ptr->chp >= p_ptr->mhp)
836         {
837                 p_ptr->chp = p_ptr->mhp;
838                 p_ptr->chp_frac = 0;
839         }
840
841         /* Notice changes */
842         if (old_chp != p_ptr->chp)
843         {
844                 /* Redraw */
845                 p_ptr->redraw |= (PR_HP);
846
847                 /* Window stuff */
848                 p_ptr->window |= (PW_PLAYER);
849
850                 wild_regen = 20;
851         }
852 }
853
854
855 /*
856  * Regenerate mana points                               -RAK-
857  */
858 static void regenmana(int percent)
859 {
860         s32b        new_mana, new_mana_frac;
861         int                   old_csp;
862         bool    old_csp_msp = (p_ptr->csp > p_ptr->msp);
863
864         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
865         if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
866         old_csp = p_ptr->csp;
867         new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
868         if (old_csp_msp && (new_mana > 0))
869         {
870                 new_mana *= 32;
871                 p_ptr->csp--;
872                 p_ptr->csp -= (s16b)(new_mana >> 16);   /* div 65536 */
873                 new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
874         }
875         else
876         {
877                 if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
878                 p_ptr->csp += (s16b)(new_mana >> 16);   /* div 65536 */
879
880                 new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac;  /* mod 65536 */
881         }
882         if (new_mana_frac >= 0x10000L)
883         {
884                 p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
885                 p_ptr->csp++;
886         }
887         else
888         {
889                 p_ptr->csp_frac = (u16b)(new_mana_frac);
890         }
891
892         /* check for overflow */
893         if (p_ptr->csp < 0)
894         {
895                 p_ptr->csp = 0;
896                 p_ptr->csp_frac = 0;
897         }
898
899         /* Must set frac to zero even if equal */
900         if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
901         {
902                 p_ptr->csp = p_ptr->msp;
903                 p_ptr->csp_frac = 0;
904         }
905
906         /* Redraw mana */
907         if (old_csp != p_ptr->csp)
908         {
909                 /* Redraw */
910                 p_ptr->redraw |= (PR_MANA);
911
912                 /* Window stuff */
913                 p_ptr->window |= (PW_PLAYER);
914                 p_ptr->window |= (PW_SPELL);
915
916                 wild_regen = 20;
917         }
918 }
919
920
921
922 /*
923  * Regenerate magic
924  */
925 static void regenmagic(int percent)
926 {
927         s32b        new_mana;
928         int i;
929
930         for (i = 0; i < EATER_EXT*2; i++)
931         {
932                 if (!p_ptr->magic_num2[i]) continue;
933                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
934                 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
935                 p_ptr->magic_num1[i] += new_mana;
936
937                 /* Must set frac to zero even if equal */
938                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
939                 {
940                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
941                 }
942                 wild_regen = 20;
943         }
944         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
945         {
946                 if (!p_ptr->magic_num1[i]) continue;
947                 if (!p_ptr->magic_num2[i]) continue;
948                 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
949                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
950                 wild_regen = 20;
951         }
952 }
953
954
955
956
957
958
959 /*
960  * Regenerate the monsters (once per 100 game turns)
961  *
962  * XXX XXX XXX Should probably be done during monster turns.
963  */
964 static void regen_monsters(void)
965 {
966         int i, frac;
967
968
969         /* Regenerate everyone */
970         for (i = 1; i < m_max; i++)
971         {
972                 /* Check the i'th monster */
973                 monster_type *m_ptr = &m_list[i];
974                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
975
976
977                 /* Skip dead monsters */
978                 if (!m_ptr->r_idx) continue;
979
980                 /* Allow regeneration (if needed) */
981                 if (m_ptr->hp < m_ptr->maxhp)
982                 {
983                         /* Hack -- Base regeneration */
984                         frac = m_ptr->maxhp / 100;
985
986                         /* Hack -- Minimal regeneration rate */
987                         if (!frac) if (one_in_(2)) frac = 1;
988
989                         /* Hack -- Some monsters regenerate quickly */
990                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
991
992                         /* Hack -- Regenerate */
993                         m_ptr->hp += frac;
994
995                         /* Do not over-regenerate */
996                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
997
998                         /* Redraw (later) if needed */
999                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1000                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1001                 }
1002         }
1003 }
1004
1005
1006 /*
1007  * Regenerate the monsters (once per 100 game turns)
1008  *
1009  * XXX XXX XXX Should probably be done during monster turns.
1010  */
1011 static void regen_captured_monsters(void)
1012 {
1013         int i, frac;
1014         bool heal = FALSE;
1015
1016         /* Regenerate everyone */
1017         for (i = 0; i < INVEN_TOTAL; i++)
1018         {
1019                 monster_race *r_ptr;
1020                 object_type *o_ptr = &inventory[i];
1021
1022                 if (!o_ptr->k_idx) continue;
1023                 if (o_ptr->tval != TV_CAPTURE) continue;
1024                 if (!o_ptr->pval) continue;
1025
1026                 heal = TRUE;
1027
1028                 r_ptr = &r_info[o_ptr->pval];
1029
1030                 /* Allow regeneration (if needed) */
1031                 if (o_ptr->xtra4 < o_ptr->xtra5)
1032                 {
1033                         /* Hack -- Base regeneration */
1034                         frac = o_ptr->xtra5 / 100;
1035
1036                         /* Hack -- Minimal regeneration rate */
1037                         if (!frac) if (one_in_(2)) frac = 1;
1038
1039                         /* Hack -- Some monsters regenerate quickly */
1040                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1041
1042                         /* Hack -- Regenerate */
1043                         o_ptr->xtra4 += frac;
1044
1045                         /* Do not over-regenerate */
1046                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1047                 }
1048         }
1049
1050         if (heal)
1051         {
1052                 /* Combine pack */
1053                 p_ptr->notice |= (PN_COMBINE);
1054
1055                 /* Window stuff */
1056                 p_ptr->window |= (PW_INVEN);
1057                 p_ptr->window |= (PW_EQUIP);
1058                 wild_regen = 20;
1059         }
1060 }
1061
1062
1063 static void notice_lite_change(object_type *o_ptr)
1064 {
1065         /* Hack -- notice interesting fuel steps */
1066         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1067         {
1068                 /* Window stuff */
1069                 p_ptr->window |= (PW_EQUIP);
1070         }
1071
1072         /* Hack -- Special treatment when blind */
1073         if (p_ptr->blind)
1074         {
1075                 /* Hack -- save some light for later */
1076                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1077         }
1078
1079         /* The light is now out */
1080         else if (o_ptr->xtra4 == 0)
1081         {
1082                 disturb(0, 0);
1083 #ifdef JP
1084 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1085 #else
1086                 msg_print("Your light has gone out!");
1087 #endif
1088                 p_ptr->update |= (PU_BONUS);
1089         }
1090
1091         /* The light is getting dim */
1092         else if (o_ptr->name2 == EGO_LITE_LONG)
1093         {
1094                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1095                     && (turn % (TURNS_PER_TICK*2)))
1096                 {
1097                         if (disturb_minor) disturb(0, 0);
1098 #ifdef JP
1099 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1100 #else
1101                         msg_print("Your light is growing faint.");
1102 #endif
1103
1104                 }
1105         }
1106
1107         /* The light is getting dim */
1108         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1109         {
1110                 if (disturb_minor) disturb(0, 0);
1111 #ifdef JP
1112 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1113 #else
1114                 msg_print("Your light is growing faint.");
1115 #endif
1116
1117         }
1118 }
1119
1120
1121 void leave_quest_check(void)
1122 {
1123         /* Save quset number for dungeon pref file ($LEAVING_QUEST) */
1124         leaving_quest = p_ptr->inside_quest;
1125
1126         /* Leaving an 'only once' quest marks it as failed */
1127         if (leaving_quest &&
1128             ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1129             (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1130         {
1131                 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1132                 quest[leaving_quest].complev = (byte)p_ptr->lev;
1133                 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1134                 {
1135                         r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1136                         if (record_rand_quest)
1137                                 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1138                 }
1139                 else if (record_fix_quest)
1140                         do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1141         }
1142 }
1143
1144
1145 /*
1146  * Forcibly pseudo-identify an object in the inventory
1147  * (or on the floor)
1148  *
1149  * note: currently this function allows pseudo-id of any object,
1150  * including silly ones like potions & scrolls, which always
1151  * get '{average}'. This should be changed, either to stop such
1152  * items from being pseudo-id'd, or to allow psychometry to
1153  * detect whether the unidentified potion/scroll/etc is
1154  * good (Cure Light Wounds, Restore Strength, etc) or
1155  * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1156  */
1157 bool psychometry(void)
1158 {
1159         int             item;
1160         object_type     *o_ptr;
1161         char            o_name[MAX_NLEN];
1162         byte            feel;
1163         cptr            q, s;
1164
1165
1166         item_tester_no_ryoute = TRUE;
1167         /* Get an item */
1168 #ifdef JP
1169 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1170 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1171 #else
1172         q = "Meditate on which item? ";
1173         s = "You have nothing appropriate.";
1174 #endif
1175
1176         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1177
1178         /* Get the item (in the pack) */
1179         if (item >= 0)
1180         {
1181                 o_ptr = &inventory[item];
1182         }
1183
1184         /* Get the item (on the floor) */
1185         else
1186         {
1187                 o_ptr = &o_list[0 - item];
1188         }
1189
1190         /* It is fully known, no information needed */
1191         if (object_known_p(o_ptr))
1192         {
1193 #ifdef JP
1194 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1195 #else
1196                 msg_print("You cannot find out anything more about that.");
1197 #endif
1198
1199                 return TRUE;
1200         }
1201
1202         /* Check for a feeling */
1203         feel = value_check_aux1(o_ptr);
1204
1205         /* Get an object description */
1206         object_desc(o_name, o_ptr, FALSE, 0);
1207
1208         /* Skip non-feelings */
1209         if (!feel)
1210         {
1211 #ifdef JP
1212 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1213 #else
1214                 msg_format("You do not perceive anything unusual about the %s.", o_name);
1215 #endif
1216
1217                 return TRUE;
1218         }
1219
1220 #ifdef JP
1221 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1222     o_name,  game_inscriptions[feel]);
1223 #else
1224         msg_format("You feel that the %s %s %s...",
1225                            o_name, ((o_ptr->number == 1) ? "is" : "are"),
1226                            game_inscriptions[feel]);
1227 #endif
1228
1229
1230         /* We have "felt" it */
1231         o_ptr->ident |= (IDENT_SENSE);
1232
1233         /* "Inscribe" it */
1234         o_ptr->feeling = feel;
1235
1236         /* Combine / Reorder the pack (later) */
1237         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1238
1239         /* Window stuff */
1240         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1241
1242         /* Something happened */
1243         return (TRUE);
1244 }
1245
1246
1247 static void gere_music(s32b music)
1248 {
1249         switch(music)
1250         {
1251                 case MUSIC_SLOW:
1252                         slow_monsters();
1253                         break;
1254                 case MUSIC_STUN:
1255                         stun_monsters(damroll(p_ptr->lev/10,2));
1256                         break;
1257                 case MUSIC_L_LIFE:
1258                         hp_player(damroll(2,6));
1259                         break;
1260                 case MUSIC_FEAR:
1261                         project_hack(GF_TURN_ALL, p_ptr->lev);
1262                         break;
1263                 case MUSIC_PSI:
1264                         project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1265                         break;
1266                 case MUSIC_ID:
1267                         project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1268                         break;
1269                 case MUSIC_CONF:
1270                         confuse_monsters(p_ptr->lev * 2);
1271                         break;
1272                 case MUSIC_SOUND:
1273                         project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1274                         break;
1275                 case MUSIC_CHARM:
1276                         charm_monsters(damroll(10 + p_ptr->lev/15,6));
1277                         break;
1278                 case MUSIC_WALL:
1279                         project(0, 0, py, px,
1280                                 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1281                         break;
1282                 case MUSIC_DISPEL:
1283                         dispel_monsters(randint1(p_ptr->lev * 3));
1284                         dispel_evil(randint1(p_ptr->lev * 3));
1285                         break;
1286                 case MUSIC_SARUMAN:
1287                         slow_monsters();
1288                         sleep_monsters();
1289                         break;
1290                 case MUSIC_QUAKE:
1291                         earthquake(py, px, 10);
1292                         break;
1293                 case MUSIC_STASIS:
1294                         stasis_monsters(p_ptr->lev * 4);
1295                         break;
1296                 case MUSIC_SHERO:
1297                         dispel_monsters(randint1(p_ptr->lev * 3));
1298                         break;
1299                 case MUSIC_H_LIFE:
1300                         hp_player(damroll(15,10));
1301                         set_stun(0);
1302                         set_cut(0);
1303                         break;
1304                 case MUSIC_DETECT+19:
1305                         wiz_lite(FALSE, FALSE);
1306                 case MUSIC_DETECT+11:
1307                 case MUSIC_DETECT+12:
1308                 case MUSIC_DETECT+13:
1309                 case MUSIC_DETECT+14:
1310                 case MUSIC_DETECT+15:
1311                 case MUSIC_DETECT+16:
1312                 case MUSIC_DETECT+17:
1313                 case MUSIC_DETECT+18:
1314                         map_area(DETECT_RAD_MAP);
1315                         if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1316                 case MUSIC_DETECT+6:
1317                 case MUSIC_DETECT+7:
1318                 case MUSIC_DETECT+8:
1319                 case MUSIC_DETECT+9:
1320                 case MUSIC_DETECT+10:
1321                         detect_treasure(DETECT_RAD_DEFAULT);
1322                         detect_objects_gold(DETECT_RAD_DEFAULT);
1323                         detect_objects_normal(DETECT_RAD_DEFAULT);
1324                         if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1325                 case MUSIC_DETECT+3:
1326                 case MUSIC_DETECT+4:
1327                 case MUSIC_DETECT+5:
1328                         detect_monsters_invis(DETECT_RAD_DEFAULT);
1329                         detect_monsters_normal(DETECT_RAD_DEFAULT);
1330                         if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1331                 case MUSIC_DETECT:
1332                 case MUSIC_DETECT+1:
1333                 case MUSIC_DETECT+2:
1334                         detect_traps(DETECT_RAD_DEFAULT);
1335                         detect_doors(DETECT_RAD_DEFAULT);
1336                         detect_stairs(DETECT_RAD_DEFAULT);
1337                         if ((p_ptr->lev > 14)  && (music  < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1338                         break;
1339         }
1340 }
1341
1342 /*
1343  * If player has inscribed the object with "!!", let him know when it's
1344  * recharged. -LM-
1345  */
1346 static void recharged_notice(object_type *o_ptr)
1347 {
1348         char o_name[MAX_NLEN];
1349
1350         cptr s;
1351
1352         /* No inscription */
1353         if (!o_ptr->inscription) return;
1354
1355         /* Find a '!' */
1356         s = strchr(quark_str(o_ptr->inscription), '!');
1357
1358         /* Process notification request. */
1359         while (s)
1360         {
1361                 /* Find another '!' */
1362                 if (s[1] == '!')
1363                 {
1364                         /* Describe (briefly) */
1365                         object_desc(o_name, o_ptr, FALSE, 0);
1366
1367                         /* Notify the player */
1368                         if (o_ptr->number > 1)
1369 #ifdef JP
1370 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1371 else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1372 #else
1373                                 msg_format("Your %s are recharged.", o_name);
1374                         else msg_format("Your %s is recharged.", o_name);
1375 #endif
1376
1377
1378                         /* Done. */
1379                         return;
1380                 }
1381
1382                 /* Keep looking for '!'s */
1383                 s = strchr(s + 1, '!');
1384         }
1385 }
1386
1387
1388 static void check_music()
1389 {
1390         magic_type *s_ptr;
1391         u32b shouhimana;
1392
1393         /* Music singed by player */
1394         if(p_ptr->pclass != CLASS_BARD) return;
1395         if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1396
1397         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC - 1][p_ptr->magic_num2[0]];
1398
1399         shouhimana = (s_ptr->smana*(3800-spell_exp[p_ptr->magic_num2[0]])+2399);
1400         if(p_ptr->dec_mana)
1401                 shouhimana *= 3;
1402         else shouhimana *= 4;
1403         shouhimana /= 9600;
1404         if(shouhimana < 1) shouhimana = 1;
1405         shouhimana *= 0x8000;
1406         if ((p_ptr->csp < shouhimana / 0x10000) || (p_ptr->anti_magic))
1407         {
1408                 stop_singing();
1409                 return;
1410         }
1411         else
1412         {
1413                 p_ptr->csp -= shouhimana / 0x10000;
1414                 shouhimana = (shouhimana & 0xffff);
1415                 if (p_ptr->csp_frac < shouhimana)
1416                 {
1417                         p_ptr->csp--;
1418                         p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
1419                 }
1420                 else
1421                 {
1422                         p_ptr->csp_frac -= (u16b)shouhimana;
1423                 }
1424
1425                 p_ptr->redraw |= PR_MANA;
1426                 if (p_ptr->magic_num1[1])
1427                 {
1428                         p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1429                         p_ptr->magic_num1[1] = 0;
1430 #ifdef JP
1431                         msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1432 #else
1433                         msg_print("You restart singing.");
1434 #endif
1435                         p_ptr->action = ACTION_SING;
1436
1437                         /* Recalculate bonuses */
1438                         p_ptr->update |= (PU_BONUS | PU_HP);
1439
1440                         /* Redraw status bar */
1441                         p_ptr->redraw |= (PR_STATUS);
1442                 }
1443         }
1444         if (spell_exp[p_ptr->magic_num2[0]] < 900)
1445                 spell_exp[p_ptr->magic_num2[0]]+=5;
1446         else if(spell_exp[p_ptr->magic_num2[0]] < 1200)
1447                 {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1448         else if(spell_exp[p_ptr->magic_num2[0]] < 1400)
1449                 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1450         else if(spell_exp[p_ptr->magic_num2[0]] < 1600)
1451                 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1452
1453         gere_music(p_ptr->magic_num1[0]);
1454 }
1455
1456 /* Choose one of items that have cursed flag */
1457 object_type *choose_cursed_obj_name(u32b flag)
1458 {
1459         int i;
1460         int choices[INVEN_TOTAL-INVEN_RARM];
1461         int number = 0;
1462
1463         /* Paranoia -- Player has no warning-item */
1464         if (!(p_ptr->cursed & flag)) return NULL;
1465
1466         /* Search Inventry */
1467         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1468         {
1469                 object_type *o_ptr = &inventory[i];
1470
1471                 if (o_ptr->curse_flags & flag)
1472                 {
1473                         choices[number] = i;
1474                         number++;
1475                 }
1476         }
1477
1478         /* Choice one of them */
1479         return (&inventory[choices[randint0(number)]]);
1480 }
1481
1482
1483 /*
1484  * Handle certain things once every 10 game turns
1485  */
1486 static void process_world(void)
1487 {
1488         int x, y, i, j;
1489         int regen_amount;
1490         bool cave_no_regen = FALSE;
1491         int upkeep_factor = 0;
1492         cave_type *c_ptr;
1493         object_type *o_ptr;
1494         int temp;
1495         object_kind *k_ptr;
1496         const int dec_count = (easy_band ? 2 : 1);
1497
1498         int day, hour, min, prev_min;
1499
1500         s32b len = TURNS_PER_TICK * TOWN_DAWN;
1501         s32b tick = turn % len + len / 4;
1502
1503         extract_day_hour_min(&day, &hour, &min);
1504         prev_min = (1440 * (tick - 20) / len) % 60;
1505
1506         if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
1507             && (dun_level) &&
1508             !(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)))) &&
1509             !(p_ptr->inside_battle))
1510                 do_cmd_feeling();
1511
1512         if (p_ptr->inside_battle && !p_ptr->leaving)
1513         {
1514
1515                 int i2, j2;
1516                 int win_m_idx = 0;
1517                 int number_mon = 0;
1518
1519                 /* Count all hostile monsters */
1520                 for (i2 = 0; i2 < cur_wid; ++i2)
1521                         for (j2 = 0; j2 < cur_hgt; j2++)
1522                                 if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
1523                                 {
1524                                         number_mon++;
1525                                         win_m_idx = cave[j2][i2].m_idx;
1526                                 }
1527
1528                 if (number_mon == 0)
1529                 {
1530 #ifdef JP
1531 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
1532 #else
1533                         msg_print("They have kill each other at the same time.");
1534 #endif
1535                         msg_print(NULL);
1536                         p_ptr->energy_need = 0;
1537                         battle_monsters();
1538                 }
1539                 else if ((number_mon-1) == 0)
1540                 {
1541                         char m_name[80];
1542                         monster_type *wm_ptr;
1543
1544                         wm_ptr = &m_list[win_m_idx];
1545
1546                         monster_desc(m_name, wm_ptr, 0);
1547 #ifdef JP
1548 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
1549 #else
1550                         msg_format("%s is winner!", m_name);
1551 #endif
1552                         msg_print(NULL);
1553
1554                         if (win_m_idx == (sel_monster+1))
1555                         {
1556 #ifdef JP
1557 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
1558 #else
1559                                 msg_print("Congratulations.");
1560 #endif
1561 #ifdef JP
1562 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
1563 #else
1564                                 msg_format("You received %d gold.", battle_odds);
1565 #endif
1566                         p_ptr->au += battle_odds;
1567                         }
1568                         else
1569                         {
1570 #ifdef JP
1571 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
1572 #else
1573                                 msg_print("You lost gold.");
1574 #endif
1575                         }
1576                         msg_print(NULL);
1577                         p_ptr->energy_need = 0;
1578                         battle_monsters();
1579                 }
1580                 else if(turn - old_turn == 150*TURNS_PER_TICK)
1581                 {
1582 #ifdef JP
1583 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
1584 #else
1585                         msg_format("This battle have ended in a draw.");
1586 #endif
1587                         p_ptr->au += kakekin;
1588                         msg_print(NULL);
1589                         p_ptr->energy_need = 0;
1590                         battle_monsters();
1591                 }
1592         }
1593
1594         /* Every 20 game turns */
1595         if (turn % TURNS_PER_TICK) return;
1596
1597         /*** Check the Time and Load ***/
1598
1599         if (!(turn % (50*TURNS_PER_TICK)))
1600         {
1601                 /* Check time and load */
1602                 if ((0 != check_time()) || (0 != check_load()))
1603                 {
1604                         /* Warning */
1605                         if (closing_flag <= 2)
1606                         {
1607                                 /* Disturb */
1608                                 disturb(0, 0);
1609
1610                                 /* Count warnings */
1611                                 closing_flag++;
1612
1613                                 /* Message */
1614 #ifdef JP
1615 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
1616 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
1617 #else
1618                                 msg_print("The gates to ANGBAND are closing...");
1619                                 msg_print("Please finish up and/or save your game.");
1620 #endif
1621
1622                         }
1623
1624                         /* Slam the gate */
1625                         else
1626                         {
1627                                 /* Message */
1628 #ifdef JP
1629 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
1630 #else
1631                                 msg_print("The gates to ANGBAND are now closed.");
1632 #endif
1633
1634
1635                                 /* Stop playing */
1636                                 alive = FALSE;
1637
1638                                 /* Leaving */
1639                                 p_ptr->leaving = TRUE;
1640                         }
1641                 }
1642         }
1643
1644         /*** Attempt timed autosave ***/
1645         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
1646         {
1647                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
1648                         do_cmd_save_game(TRUE);
1649         }
1650
1651         if (mon_fight)
1652         {
1653 #ifdef JP
1654                 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
1655 #else
1656                 msg_print("You hear noise.");
1657 #endif
1658         }
1659
1660         /*** Handle the wilderness/town (sunshine) ***/
1661
1662         /* While in town/wilderness */
1663         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
1664         {
1665                 /* Hack -- Daybreak/Nighfall in town */
1666                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
1667                 {
1668                         bool dawn;
1669
1670                         /* Check for dawn */
1671                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
1672
1673                         /* Day breaks */
1674                         if (dawn)
1675                         {
1676                                 /* Message */
1677 #ifdef JP
1678 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
1679 #else
1680                                 msg_print("The sun has risen.");
1681 #endif
1682
1683
1684                                 /* Hack -- Scan the town */
1685                                 for (y = 0; y < cur_hgt; y++)
1686                                 {
1687                                         for (x = 0; x < cur_wid; x++)
1688                                         {
1689                                                 /* Get the cave grid */
1690                                                 c_ptr = &cave[y][x];
1691
1692                                                 /* Assume lit */
1693                                                 c_ptr->info |= (CAVE_GLOW);
1694
1695                                                 /* Hack -- Memorize lit grids if allowed */
1696                                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
1697
1698                                                 /* Hack -- Notice spot */
1699                                                 note_spot(y, x);
1700                                         }
1701                                 }
1702                         }
1703
1704                         /* Night falls */
1705                         else
1706                         {
1707                                 /* Message */
1708 #ifdef JP
1709 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
1710 #else
1711                                 msg_print("The sun has fallen.");
1712 #endif
1713
1714
1715                                 /* Hack -- Scan the town */
1716                                 for (y = 0; y < cur_hgt; y++)
1717                                 {
1718                                         for (x = 0; x < cur_wid; x++)
1719                                         {
1720                                                 /* Get the cave grid */
1721                                                 c_ptr = &cave[y][x];
1722
1723                                                 /* Darken "boring" features */
1724                                                 if ((c_ptr->feat <= FEAT_INVIS) ||
1725                                                     ((c_ptr->feat >= FEAT_DEEP_WATER) &&
1726                                                         (c_ptr->feat <= FEAT_MOUNTAIN) &&
1727                                                      (c_ptr->feat != FEAT_MUSEUM)) ||
1728                                                     (x == 0) || (x == cur_wid-1) ||
1729                                                     (y == 0) || (y == cur_hgt-1))
1730                                                 {
1731                                                         /* Forget the grid */
1732                                                         c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
1733
1734                                                         /* Hack -- Notice spot */
1735                                                         note_spot(y, x);
1736                                                 }
1737                                         }
1738                                 }
1739                         }
1740
1741                         /* Update the monsters */
1742                         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
1743
1744                         /* Redraw map */
1745                         p_ptr->redraw |= (PR_MAP);
1746
1747                         /* Window stuff */
1748                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1749                 }
1750         }
1751
1752         /* Set back the rewards once a day */
1753         if (!(turn % (TURNS_PER_TICK*10 * STORE_TURNS)))
1754         {
1755                 int n;
1756
1757                 /* Reset the rewards */
1758                 for (n = 0; n < MAX_BACT; n++)
1759                 {
1760                         p_ptr->rewards[n] = FALSE;
1761                 }
1762
1763                 /* Message */
1764 #ifdef JP
1765 if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
1766 #else
1767                 if (cheat_xtra) msg_print("Rewards reset.");
1768 #endif
1769
1770         }
1771
1772
1773         /*** Process the monsters ***/
1774
1775         /* Check for creature generation. */
1776         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
1777             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
1778         {
1779                 /* Make a new monster */
1780                 (void)alloc_monster(MAX_SIGHT + 5, FALSE);
1781         }
1782
1783         /* Hack -- Check for creature regeneration */
1784         if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
1785         if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
1786
1787
1788         /*** Damage over Time ***/
1789
1790         /* Take damage from poison */
1791         if (p_ptr->poisoned && !p_ptr->invuln)
1792         {
1793                 /* Take damage */
1794 #ifdef JP
1795 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1796 #else
1797                 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1798 #endif
1799
1800         }
1801
1802
1803         /* (Vampires) Take damage from sunlight */
1804         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1805         {
1806                 if (!dun_level && !p_ptr->resist_lite && !p_ptr->invuln && is_daytime())
1807                 {
1808                         if (cave[py][px].info & CAVE_GLOW)
1809                         {
1810                                 /* Take damage */
1811 #ifdef JP
1812 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
1813 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1814 #else
1815                                 msg_print("The sun's rays scorch your undead flesh!");
1816                                 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1817 #endif
1818
1819                                 cave_no_regen = TRUE;
1820                         }
1821                 }
1822
1823                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1824                     !p_ptr->resist_lite)
1825                 {
1826                         object_type * o_ptr = &inventory[INVEN_LITE];
1827                         char o_name [MAX_NLEN];
1828                         char ouch [MAX_NLEN+40];
1829
1830                         /* Get an object description */
1831                         object_desc(o_name, o_ptr, FALSE, 0);
1832
1833 #ifdef JP
1834 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
1835 #else
1836                         msg_format("The %s scorches your undead flesh!", o_name);
1837 #endif
1838
1839
1840                         cave_no_regen = TRUE;
1841
1842                         /* Get an object description */
1843                         object_desc(o_name, o_ptr, TRUE, 0);
1844
1845 #ifdef JP
1846 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1847 #else
1848                         sprintf(ouch, "wielding %s", o_name);
1849 #endif
1850
1851                         if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1852                 }
1853         }
1854
1855         if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
1856                 !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
1857         {
1858                 int damage = 3000 + randint0(2000);
1859
1860                 if (prace_is_(RACE_ENT)) damage += damage/3;
1861
1862                 if (p_ptr->resist_fire) damage = damage / 3;
1863                 if (p_ptr->oppose_fire) damage = damage / 3;
1864                 damage = damage / 100 + (randint0(100) < (damage % 100));
1865
1866                 if (damage)
1867                 {
1868                         /* Take damage */
1869 #ifdef JP
1870 msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
1871 take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
1872 #else
1873                         msg_print("The lava burns you!");
1874                         take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
1875 #endif
1876
1877                         cave_no_regen = TRUE;
1878                 }
1879         }
1880
1881         else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
1882                 !p_ptr->invuln && !p_ptr->immune_fire)
1883         {
1884                 int damage = 6000 + randint0(4000);
1885
1886                 cptr message;
1887                 cptr hit_from;
1888
1889                 if (p_ptr->resist_fire) damage = damage / 3;
1890                 if (p_ptr->oppose_fire) damage = damage / 3;
1891
1892                 if (p_ptr->ffall)
1893                 {
1894                         damage = damage / 5;
1895
1896 #ifdef JP
1897 message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
1898 hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
1899 #else
1900                         message = "The heat burns you!";
1901                         hit_from = "flying over deep lava";
1902 #endif
1903
1904                 }
1905                 else
1906                 {
1907 #ifdef JP
1908 message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
1909 hit_from = "¿¼¤¤ÍÏ´äή";
1910 #else
1911                         message = "The lava burns you!";
1912                         hit_from = "deep lava";
1913 #endif
1914
1915                 }
1916
1917                 damage = damage / 100 + (randint0(100) < (damage % 100));
1918                 if (damage)
1919                 {
1920                         /* Take damage */
1921                         msg_print(message);
1922                         take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
1923
1924                         cave_no_regen = TRUE;
1925                 }
1926         }
1927
1928         else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
1929         {
1930                 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
1931                 {
1932                         /* Take damage */
1933 #ifdef JP
1934 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1935 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1936 #else
1937                         msg_print("You are drowning!");
1938                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1939 #endif
1940
1941                         cave_no_regen = TRUE;
1942                 }
1943         }
1944
1945         if (p_ptr->riding)
1946         {
1947                 int damage;
1948                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1949                 {
1950                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1951                         if (prace_is_(RACE_ENT)) damage += damage/3;
1952                         if (p_ptr->resist_fire) damage = damage / 3;
1953                         if (p_ptr->oppose_fire) damage = damage / 3;
1954 #ifdef JP
1955 msg_print("Ç®¤¤¡ª");
1956 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1957 #else
1958                         msg_print("It's hot!");
1959                         take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1960 #endif
1961                 }
1962                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1963                 {
1964                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1965                         if (p_ptr->resist_elec) damage = damage / 3;
1966                         if (p_ptr->oppose_elec) damage = damage / 3;
1967 #ifdef JP
1968 msg_print("Äˤ¤¡ª");
1969 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1970 #else
1971                         msg_print("It hurts!");
1972                         take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1973 #endif
1974                 }
1975                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1976                 {
1977                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1978                         if (p_ptr->resist_cold) damage = damage / 3;
1979                         if (p_ptr->oppose_cold) damage = damage / 3;
1980 #ifdef JP
1981 msg_print("Î䤿¤¤¡ª");
1982 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1983 #else
1984                         msg_print("It's cold!");
1985                         take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1986 #endif
1987                 }
1988         }
1989
1990         /* Spectres -- take damage when moving through walls */
1991         /*
1992          * Added: ANYBODY takes damage if inside through walls
1993          * without wraith form -- NOTE: Spectres will never be
1994          * reduced below 0 hp by being inside a stone wall; others
1995          * WILL BE!
1996          */
1997         if (!cave_floor_bold(py, px))
1998         {
1999                 /* Player can walk through trees */
2000                 if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
2001                 {
2002                         /* Do nothing */
2003                 }
2004                 else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2005                     ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2006                 {
2007                         cptr dam_desc;
2008
2009                         cave_no_regen = TRUE;
2010
2011                         if (p_ptr->pass_wall)
2012                         {
2013 #ifdef JP
2014 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2015 dam_desc = "Ì©ÅÙ";
2016 #else
2017                                 msg_print("Your molecules feel disrupted!");
2018                                 dam_desc = "density";
2019 #endif
2020
2021                         }
2022                         else
2023                         {
2024 #ifdef JP
2025 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2026 dam_desc = "¹Å¤¤´ä";
2027 #else
2028                                 msg_print("You are being crushed!");
2029                                 dam_desc = "solid rock";
2030 #endif
2031
2032                         }
2033
2034                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2035                 }
2036         }
2037
2038         if (!hour && !min)
2039         {
2040                 monster_race *r_ptr;
2041
2042                 if (min != prev_min)
2043                 {
2044                         int max_dl = 3;
2045                         bool old_inside_battle = p_ptr->inside_battle;
2046
2047                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2048
2049                         p_ptr->inside_battle = TRUE;
2050                         get_mon_num_prep(NULL,NULL);
2051
2052                         for (i = 0; i < max_d_idx; i++)
2053                         {
2054                                 if (max_dlv[i] < d_info[i].mindepth) continue;
2055                                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2056                         }
2057                         while (1)
2058                         {
2059                                 today_mon = get_mon_num(max_dl);
2060                                 r_ptr = &r_info[today_mon];
2061
2062                                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2063                                 if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
2064                                 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
2065                                 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
2066                                 if (r_ptr->level < MIN(max_dl/2, 40)) continue;
2067                                 if (r_ptr->rarity > 10) continue;
2068                                 if (r_ptr->level == 0) continue;
2069                                 break;
2070                         }
2071                         p_ptr->today_mon = 0;
2072                         p_ptr->inside_battle = old_inside_battle;
2073                 }
2074         }
2075
2076         /* Nightmare mode activates the TY_CURSE at midnight */
2077         if (ironman_nightmare)
2078         {
2079                 /* Require exact minute */
2080                 if (min != prev_min)
2081                 {
2082                         /* Every 15 minutes after 11:00 pm */
2083                         if ((hour == 23) && !(min % 15))
2084                         {
2085                                 /* Disturbing */
2086                                 disturb(0, 0);
2087
2088                                 switch (min / 15)
2089                                 {
2090                                         case 0:
2091                                         {
2092 #ifdef JP
2093 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
2094 #else
2095                                                 msg_print("You hear a distant bell toll ominously.");
2096 #endif
2097
2098                                                 break;
2099                                         }
2100                                         case 1:
2101                                         {
2102 #ifdef JP
2103 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
2104 #else
2105                                                 msg_print("A distant bell sounds twice.");
2106 #endif
2107
2108                                                 break;
2109                                         }
2110                                         case 2:
2111         {
2112 #ifdef JP
2113 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
2114 #else
2115                                                 msg_print("A distant bell sounds three times.");
2116 #endif
2117
2118                                                 break;
2119                                         }
2120                                         case 3:
2121                                         {
2122 #ifdef JP
2123 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
2124 #else
2125                                                 msg_print("A distant bell tolls four times.");
2126 #endif
2127
2128                                                 break;
2129                                         }
2130                                 }
2131                         }
2132
2133                         /* TY_CURSE activates at mignight! */
2134                         if (!hour && !min)
2135                         {
2136                                 int count = 0;
2137
2138                                 disturb(1, 0);
2139 #ifdef JP
2140 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
2141 #else
2142                                 msg_print("A distant bell tolls many times, fading into an deathly silence.");
2143 #endif
2144
2145                 activate_ty_curse(FALSE, &count);
2146         }
2147                 }
2148         }
2149
2150         /* Take damage from cuts */
2151         if (p_ptr->cut && !p_ptr->invuln)
2152         {
2153                 /* Mortal wound or Deep Gash */
2154                 if (p_ptr->cut > 1000)
2155                 {
2156                         i = 200;
2157                 }
2158
2159                 else if (p_ptr->cut > 200)
2160                 {
2161                         i = 80;
2162                 }
2163
2164                 /* Severe cut */
2165                 else if (p_ptr->cut > 100)
2166                 {
2167                         i = 32;
2168                 }
2169
2170                 else if (p_ptr->cut > 50)
2171                 {
2172                         i = 16;
2173                 }
2174
2175                 else if (p_ptr->cut > 25)
2176                 {
2177                         i = 7;
2178                 }
2179
2180                 else if (p_ptr->cut > 10)
2181                 {
2182                         i = 3;
2183                 }
2184
2185                 /* Other cuts */
2186                 else
2187                 {
2188                         i = 1;
2189                 }
2190
2191                 /* Take damage */
2192 #ifdef JP
2193 take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
2194 #else
2195                 take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
2196 #endif
2197
2198         }
2199
2200
2201         /*** Check the Food, and Regenerate ***/
2202
2203         if (!p_ptr->inside_battle)
2204         {
2205                 /* Digest normally */
2206                 if (p_ptr->food < PY_FOOD_MAX)
2207                 {
2208                         /* Every 100 game turns */
2209                         if (!(turn % (TURNS_PER_TICK*5)))
2210                         {
2211                                 /* Basic digestion rate based on speed */
2212                                 i = /* extract_energy[p_ptr->pspeed] * 2;*/
2213                                 ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
2214                                 1 : extract_energy[p_ptr->pspeed]));
2215
2216                                 /* Regeneration takes more food */
2217                                 if (p_ptr->regenerate) i += 20;
2218                                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
2219                                 if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
2220
2221                                 /* Slow digestion takes less food */
2222                                 if (p_ptr->slow_digest) i -= 5;
2223
2224                                 /* Minimal digestion */
2225                                 if (i < 1) i = 1;
2226                                 /* Maximal digestion */
2227                                 if (i > 100) i = 100;
2228
2229                                 /* Digest some food */
2230                                 (void)set_food(p_ptr->food - i);
2231                         }
2232                 }
2233
2234                 /* Digest quickly when gorged */
2235                 else
2236                 {
2237                         /* Digest a lot of food */
2238                         (void)set_food(p_ptr->food - 100);
2239                 }
2240         }
2241
2242         /* Starve to death (slowly) */
2243         if (p_ptr->food < PY_FOOD_STARVE)
2244         {
2245                 /* Calculate damage */
2246                 i = (PY_FOOD_STARVE - p_ptr->food) / 10;
2247
2248                 /* Take damage */
2249 #ifdef JP
2250 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
2251 #else
2252                 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
2253 #endif
2254
2255         }
2256
2257         /* Default regeneration */
2258         regen_amount = PY_REGEN_NORMAL;
2259
2260         /* Getting Weak */
2261         if (p_ptr->food < PY_FOOD_WEAK)
2262         {
2263                 /* Lower regeneration */
2264                 if (p_ptr->food < PY_FOOD_STARVE)
2265                 {
2266                         regen_amount = 0;
2267                 }
2268                 else if (p_ptr->food < PY_FOOD_FAINT)
2269                 {
2270                         regen_amount = PY_REGEN_FAINT;
2271                 }
2272                 else
2273                 {
2274                         regen_amount = PY_REGEN_WEAK;
2275                 }
2276
2277                 /* Getting Faint */
2278                 if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
2279                 {
2280                         /* Faint occasionally */
2281                         if (!p_ptr->paralyzed && (randint0(100) < 10))
2282                         {
2283                                 /* Message */
2284 #ifdef JP
2285 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
2286 #else
2287                                 msg_print("You faint from the lack of food.");
2288 #endif
2289
2290                                 disturb(1, 0);
2291
2292                                 /* Hack -- faint (bypass free action) */
2293                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
2294                         }
2295                 }
2296         }
2297
2298
2299         /* Are we walking the pattern? */
2300         if (pattern_effect())
2301         {
2302                 cave_no_regen = TRUE;
2303         }
2304         else
2305         {
2306                 /* Regeneration ability */
2307                 if (p_ptr->regenerate)
2308                 {
2309                         regen_amount = regen_amount * 2;
2310                 }
2311                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2312                 {
2313                         regen_amount /= 2;
2314                 }
2315                 if (p_ptr->cursed & TRC_SLOW_REGEN)
2316                 {
2317                         regen_amount /= 5;
2318                 }
2319         }
2320
2321
2322         /* Searching or Resting */
2323         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2324         {
2325                 regen_amount = regen_amount * 2;
2326         }
2327
2328         upkeep_factor = calculate_upkeep();
2329
2330         /* Regenerate the mana */
2331 /*      if (p_ptr->csp < p_ptr->msp) */
2332         {
2333                 if (upkeep_factor)
2334                 {
2335                         s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2336                         if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2337                         regenmana(upkeep_regen/100);
2338
2339 #ifdef TRACK_FRIENDS
2340                         if (wizard)
2341                         {
2342 #ifdef JP
2343 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2344 #else
2345                                 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2346 #endif
2347
2348                         }
2349 #endif /* TRACK_FRIENDS */
2350
2351                 }
2352                 else if (p_ptr->action != ACTION_LEARN)
2353                 {
2354                         regenmana(regen_amount);
2355                 }
2356         }
2357         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2358         {
2359                 regenmagic(regen_amount);
2360         }
2361
2362         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2363         {
2364                 while (upkeep_factor > 100)
2365                 {
2366 #ifdef JP
2367 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
2368 #else
2369                         msg_print("Such much pets cannot be controled at once!");
2370 #endif
2371                         msg_print(NULL);
2372                         do_cmd_pet_dismiss();
2373
2374                         upkeep_factor = calculate_upkeep();
2375
2376 #ifdef JP
2377                         msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2378 #else
2379                         msg_format("Upkeep: %d%% mana.", upkeep_factor);
2380 #endif
2381                         msg_print(NULL);
2382                 }
2383         }
2384
2385         /* Poisoned or cut yields no healing */
2386         if (p_ptr->poisoned) regen_amount = 0;
2387         if (p_ptr->cut) regen_amount = 0;
2388
2389         /* Special floor -- Pattern, in a wall -- yields no healing */
2390         if (cave_no_regen) regen_amount = 0;
2391
2392         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2393
2394         /* Regenerate Hit Points if needed */
2395         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2396         {
2397                 if ((cave[py][px].feat < FEAT_PATTERN_END) &&
2398                     (cave[py][px].feat >= FEAT_PATTERN_START))
2399                 {
2400                         regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2401                 }
2402                 else
2403                 {
2404                         regenhp(regen_amount);
2405                 }
2406         }
2407
2408
2409         /*** Timeout Various Things ***/
2410
2411         /* Mimic */
2412         if (p_ptr->tim_mimic)
2413         {
2414                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2415         }
2416
2417         /* Hack -- Hallucinating */
2418         if (p_ptr->image)
2419         {
2420                 (void)set_image(p_ptr->image - dec_count);
2421         }
2422
2423         /* Blindness */
2424         if (p_ptr->blind)
2425         {
2426                 (void)set_blind(p_ptr->blind - dec_count);
2427         }
2428
2429         /* Times see-invisible */
2430         if (p_ptr->tim_invis)
2431         {
2432                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2433         }
2434
2435         if (multi_rew)
2436         {
2437                 multi_rew = FALSE;
2438         }
2439
2440         /* Timed esp */
2441         if (p_ptr->tim_esp)
2442         {
2443                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2444         }
2445
2446         /* Timed temporary elemental brands. -LM- */
2447         if (p_ptr->ele_attack)
2448         {
2449                 p_ptr->ele_attack--;
2450
2451                 /* Clear all temporary elemental brands. */
2452                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2453         }
2454
2455         /* Timed temporary elemental immune. -LM- */
2456         if (p_ptr->ele_immune)
2457         {
2458                 p_ptr->ele_immune--;
2459
2460                 /* Clear all temporary elemental brands. */
2461                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2462         }
2463
2464         /* Timed infra-vision */
2465         if (p_ptr->tim_infra)
2466         {
2467                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2468         }
2469
2470         /* Timed stealth */
2471         if (p_ptr->tim_stealth)
2472         {
2473                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2474         }
2475
2476         /* Timed levitation */
2477         if (p_ptr->tim_ffall)
2478         {
2479                 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2480         }
2481
2482         /* Timed sh_touki */
2483         if (p_ptr->tim_sh_touki)
2484         {
2485                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2486         }
2487
2488         /* Timed sh_fire */
2489         if (p_ptr->tim_sh_fire)
2490         {
2491                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2492         }
2493
2494         /* Timed sh_holy */
2495         if (p_ptr->tim_sh_holy)
2496         {
2497                 (void)set_tim_sh_holy(p_ptr->tim_sh_fire - 1, TRUE);
2498         }
2499
2500         /* Timed eyeeye */
2501         if (p_ptr->tim_eyeeye)
2502         {
2503                 (void)set_tim_eyeeye(p_ptr->tim_sh_fire - 1, TRUE);
2504         }
2505
2506         /* Timed resist-magic */
2507         if (p_ptr->resist_magic)
2508         {
2509                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2510         }
2511
2512         /* Timed regeneration */
2513         if (p_ptr->tim_regen)
2514         {
2515                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2516         }
2517
2518         /* Timed resist nether */
2519         if (p_ptr->tim_res_nether)
2520         {
2521                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2522         }
2523
2524         /* Timed resist time */
2525         if (p_ptr->tim_res_time)
2526         {
2527                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2528         }
2529
2530         /* Timed reflect */
2531         if (p_ptr->tim_reflect)
2532         {
2533                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2534         }
2535
2536         /* Multi-shadow */
2537         if (p_ptr->multishadow)
2538         {
2539                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2540         }
2541
2542         /* Timed Robe of dust */
2543         if (p_ptr->dustrobe)
2544         {
2545                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2546         }
2547
2548         /* Timed infra-vision */
2549         if (p_ptr->kabenuke)
2550         {
2551                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2552         }
2553
2554         /* Paralysis */
2555         if (p_ptr->paralyzed)
2556         {
2557                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2558         }
2559
2560         /* Confusion */
2561         if (p_ptr->confused)
2562         {
2563                 (void)set_confused(p_ptr->confused - dec_count);
2564         }
2565
2566         /* Afraid */
2567         if (p_ptr->afraid)
2568         {
2569                 (void)set_afraid(p_ptr->afraid - dec_count);
2570         }
2571
2572         /* Fast */
2573         if (p_ptr->fast)
2574         {
2575                 (void)set_fast(p_ptr->fast - 1, TRUE);
2576         }
2577
2578         /* Slow */
2579         if (p_ptr->slow)
2580         {
2581                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2582         }
2583
2584         /* Protection from evil */
2585         if (p_ptr->protevil)
2586         {
2587                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2588         }
2589
2590         /* Invulnerability */
2591         if (p_ptr->invuln)
2592         {
2593                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2594         }
2595
2596         /* Wraith form */
2597         if (p_ptr->wraith_form)
2598         {
2599                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2600         }
2601
2602         /* Heroism */
2603         if (p_ptr->hero)
2604         {
2605                 (void)set_hero(p_ptr->hero - 1, TRUE);
2606         }
2607
2608         /* Super Heroism */
2609         if (p_ptr->shero)
2610         {
2611                 (void)set_shero(p_ptr->shero - 1, TRUE);
2612         }
2613
2614         /* Blessed */
2615         if (p_ptr->blessed)
2616         {
2617                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2618         }
2619
2620         /* Shield */
2621         if (p_ptr->shield)
2622         {
2623                 (void)set_shield(p_ptr->shield - 1, TRUE);
2624         }
2625
2626         /* Tsubureru */
2627         if (p_ptr->tsubureru)
2628         {
2629                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2630         }
2631
2632         /* Magicdef */
2633         if (p_ptr->magicdef)
2634         {
2635                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2636         }
2637
2638         /* Tsuyoshi */
2639         if (p_ptr->tsuyoshi)
2640         {
2641                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2642         }
2643
2644         /* Oppose Acid */
2645         if (p_ptr->oppose_acid)
2646         {
2647                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2648         }
2649
2650         /* Oppose Lightning */
2651         if (p_ptr->oppose_elec)
2652         {
2653                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2654         }
2655
2656         /* Oppose Fire */
2657         if (p_ptr->oppose_fire)
2658         {
2659                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2660         }
2661
2662         /* Oppose Cold */
2663         if (p_ptr->oppose_cold)
2664         {
2665                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2666         }
2667
2668         /* Oppose Poison */
2669         if (p_ptr->oppose_pois)
2670         {
2671                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2672         }
2673
2674         if (p_ptr->ult_res)
2675         {
2676                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2677         }
2678
2679         /*** Poison and Stun and Cut ***/
2680
2681         /* Poison */
2682         if (p_ptr->poisoned)
2683         {
2684                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2685
2686                 /* Apply some healing */
2687                 (void)set_poisoned(p_ptr->poisoned - adjust);
2688         }
2689
2690         /* Stun */
2691         if (p_ptr->stun)
2692         {
2693                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2694
2695                 /* Apply some healing */
2696                 (void)set_stun(p_ptr->stun - adjust);
2697         }
2698
2699         /* Cut */
2700         if (p_ptr->cut)
2701         {
2702                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2703
2704                 /* Hack -- Truly "mortal" wound */
2705                 if (p_ptr->cut > 1000) adjust = 0;
2706
2707                 /* Apply some healing */
2708                 (void)set_cut(p_ptr->cut - adjust);
2709         }
2710
2711
2712
2713         /*** Process Light ***/
2714
2715         /* Check for light being wielded */
2716         o_ptr = &inventory[INVEN_LITE];
2717
2718         /* Burn some fuel in the current lite */
2719         if (o_ptr->tval == TV_LITE)
2720         {
2721                 /* Hack -- Use some fuel (except on artifacts) */
2722                 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2723                 {
2724                         /* Decrease life-span */
2725                         if (o_ptr->name2 == EGO_LITE_LONG)
2726                         {
2727                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2728                         }
2729                         else o_ptr->xtra4--;
2730
2731                         /* Notice interesting fuel steps */
2732                         notice_lite_change(o_ptr);
2733                 }
2734         }
2735
2736         /* Calculate torch radius */
2737         p_ptr->update |= (PU_TORCH);
2738
2739
2740         /*** Process mutation effects ***/
2741         if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
2742         {
2743                 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2744                 {
2745                         disturb(0, 0);
2746 #ifdef JP
2747 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2748 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2749 #else
2750                         msg_print("RAAAAGHH!");
2751                         msg_print("You feel a fit of rage coming over you!");
2752 #endif
2753
2754                         (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2755                 }
2756
2757                 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2758                 {
2759                         if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
2760                         {
2761                                 disturb(0, 0);
2762 #ifdef JP
2763 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2764 #else
2765                                 msg_print("It's so dark... so scary!");
2766 #endif
2767
2768                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2769                         }
2770                 }
2771
2772                 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2773                 {
2774                         if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2775                             !p_ptr->anti_tele)
2776                         {
2777                                 disturb(0, 0);
2778
2779                                 /* Teleport player */
2780 #ifdef JP
2781 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2782 #else
2783                                 msg_print("Your position suddenly seems very uncertain...");
2784 #endif
2785
2786                                 msg_print(NULL);
2787                                 teleport_player(40);
2788                         }
2789                 }
2790
2791                 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2792                 {
2793                         if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2794                         {
2795                                 disturb(0, 0);
2796                                 p_ptr->redraw |= PR_EXTRA;
2797 #ifdef JP
2798 msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2799 #else
2800                                 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2801 #endif
2802
2803                         }
2804
2805                         if (!p_ptr->resist_conf)
2806                         {
2807                                 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2808                         }
2809
2810                         if (!p_ptr->resist_chaos)
2811                         {
2812                                 if (one_in_(20))
2813                                 {
2814                                         msg_print(NULL);
2815                                         if (one_in_(3)) lose_all_info();
2816                                         else wiz_dark();
2817                                         teleport_player(100);
2818                                         wiz_dark();
2819 #ifdef JP
2820 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2821 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2822 #else
2823                                         msg_print("You wake up somewhere with a sore head...");
2824                                         msg_print("You can't remember a thing, or how you got here!");
2825 #endif
2826
2827                                 }
2828                                 else
2829                                 {
2830                                         if (one_in_(3))
2831                                         {
2832 #ifdef JP
2833 msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2834 #else
2835                                                 msg_print("Thishcischs GooDSChtuff!");
2836 #endif
2837
2838                                                 (void)set_image(p_ptr->image + randint0(150) + 150);
2839                                         }
2840                                 }
2841                         }
2842                 }
2843
2844                 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2845                 {
2846                         if (!p_ptr->resist_chaos)
2847                         {
2848                                 disturb(0, 0);
2849                                 p_ptr->redraw |= PR_EXTRA;
2850                                 (void)set_image(p_ptr->image + randint0(50) + 20);
2851                         }
2852                 }
2853
2854                 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2855                 {
2856                         disturb(0, 0);
2857
2858 #ifdef JP
2859 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2860 #else
2861                         msg_print("BRRAAAP! Oops.");
2862 #endif
2863
2864                         msg_print(NULL);
2865                         fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2866                 }
2867
2868                 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2869                     !p_ptr->anti_magic && one_in_(9000))
2870                 {
2871                         int dire = 0;
2872                         disturb(0, 0);
2873 #ifdef JP
2874 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");
2875 #else
2876                         msg_print("Magical energy flows through you! You must release it!");
2877 #endif
2878
2879                         flush();
2880                         msg_print(NULL);
2881                         (void)get_hack_dir(&dire);
2882                         fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2883                 }
2884
2885                 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2886                     !p_ptr->anti_magic && (randint1(6666) == 666))
2887                 {
2888                         bool pet = one_in_(6);
2889                         bool not_pet = (bool)(!pet);
2890
2891                         if (summon_specific((pet ? -1 : 0), py, px,
2892                                     dun_level, SUMMON_DEMON, TRUE, FALSE, pet, not_pet, not_pet))
2893                         {
2894 #ifdef JP
2895 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2896 #else
2897                                 msg_print("You have attracted a demon!");
2898 #endif
2899
2900                                 disturb(0, 0);
2901                         }
2902                 }
2903
2904                 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2905                 {
2906                         disturb(0, 0);
2907                         if (one_in_(2))
2908                         {
2909 #ifdef JP
2910 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2911 #else
2912                                 msg_print("You feel less energetic.");
2913 #endif
2914
2915                                 if (p_ptr->fast > 0)
2916                                 {
2917                                         set_fast(0, TRUE);
2918                                 }
2919                                 else
2920                                 {
2921                                         set_slow(randint1(30) + 10, FALSE);
2922                                 }
2923                         }
2924                         else
2925                         {
2926 #ifdef JP
2927 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2928 #else
2929                                 msg_print("You feel more energetic.");
2930 #endif
2931
2932                                 if (p_ptr->slow > 0)
2933                                 {
2934                                         set_slow(0, TRUE);
2935                                 }
2936                                 else
2937                                 {
2938                                         set_fast(randint1(30) + 10, FALSE);
2939                                 }
2940                         }
2941                         msg_print(NULL);
2942                 }
2943                 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2944                 {
2945                         disturb(0, 0);
2946 #ifdef JP
2947 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2948 #else
2949                         msg_print("You suddenly feel almost lonely.");
2950 #endif
2951
2952                         banish_monsters(100);
2953                         if (!dun_level && p_ptr->town_num)
2954                         {
2955 #ifdef JP
2956 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2957 #else
2958                                 msg_print("You see one of the shopkeepers running for the hills!");
2959 #endif
2960
2961                                 store_shuffle(randint0(MAX_STORES));
2962                         }
2963                         msg_print(NULL);
2964                 }
2965
2966                 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2967                 {
2968                         object_type *o_ptr;
2969
2970 #ifdef JP
2971 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2972 #else
2973                         msg_print("A shadow passes over you.");
2974 #endif
2975
2976                         msg_print(NULL);
2977
2978                         /* Absorb light from the current possition */
2979                         if (cave[py][px].info & CAVE_GLOW)
2980                         {
2981                                 hp_player(10);
2982                         }
2983
2984                         o_ptr = &inventory[INVEN_LITE];
2985
2986                         /* Absorb some fuel in the current lite */
2987                         if (o_ptr->tval == TV_LITE)
2988                         {
2989                                 /* Use some fuel (except on artifacts) */
2990                                 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
2991                                 {
2992                                         /* Heal the player a bit */
2993                                         hp_player(o_ptr->xtra4 / 20);
2994
2995                                         /* Decrease life-span of lite */
2996                                         o_ptr->xtra4 /= 2;
2997
2998 #ifdef JP
2999 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
3000 #else
3001                                         msg_print("You absorb energy from your light!");
3002 #endif
3003
3004
3005                                         /* Notice interesting fuel steps */
3006                                         notice_lite_change(o_ptr);
3007                                 }
3008                         }
3009
3010                         /*
3011                          * Unlite the area (radius 10) around player and
3012                          * do 50 points damage to every affected monster
3013                          */
3014                         unlite_area(50, 10);
3015                 }
3016
3017                 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
3018                    !p_ptr->anti_magic && one_in_(7000))
3019                 {
3020                         bool pet = one_in_(3);
3021                         bool not_pet = (bool)(!pet);
3022
3023                         if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL,
3024                             TRUE, FALSE, pet, not_pet, not_pet))
3025                         {
3026 #ifdef JP
3027 msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
3028 #else
3029                                 msg_print("You have attracted an animal!");
3030 #endif
3031
3032                                 disturb(0, 0);
3033                         }
3034                 }
3035
3036                 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
3037                     !p_ptr->anti_magic && one_in_(8000))
3038                 {
3039                         disturb(0, 0);
3040 #ifdef JP
3041 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
3042 #else
3043                         msg_print("You feel the world warping around you!");
3044 #endif
3045
3046                         msg_print(NULL);
3047                         fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
3048                 }
3049                 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
3050                 {
3051                         if (!lose_mutation(0))
3052 #ifdef JP
3053 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
3054 #else
3055                                 msg_print("You feel oddly normal.");
3056 #endif
3057
3058                 }
3059                 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
3060                 {
3061                         disturb(0, 0);
3062 #ifdef JP
3063 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
3064 #else
3065                         msg_print("You feel insubstantial!");
3066 #endif
3067
3068                         msg_print(NULL);
3069                         set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3070                 }
3071                 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3072                 {
3073                         do_poly_wounds();
3074                 }
3075                 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3076                 {
3077                         int which_stat = randint0(6);
3078                         int sustained = FALSE;
3079
3080                         switch (which_stat)
3081                         {
3082                         case A_STR:
3083                                 if (p_ptr->sustain_str) sustained = TRUE;
3084                                 break;
3085                         case A_INT:
3086                                 if (p_ptr->sustain_int) sustained = TRUE;
3087                                 break;
3088                         case A_WIS:
3089                                 if (p_ptr->sustain_wis) sustained = TRUE;
3090                                 break;
3091                         case A_DEX:
3092                                 if (p_ptr->sustain_dex) sustained = TRUE;
3093                                 break;
3094                         case A_CON:
3095                                 if (p_ptr->sustain_con) sustained = TRUE;
3096                                 break;
3097                         case A_CHR:
3098                                 if (p_ptr->sustain_chr) sustained = TRUE;
3099                                 break;
3100                         default:
3101 #ifdef JP
3102 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3103 #else
3104                                 msg_print("Invalid stat chosen!");
3105 #endif
3106
3107                                 sustained = TRUE;
3108                         }
3109
3110                         if (!sustained)
3111                         {
3112                                 disturb(0, 0);
3113 #ifdef JP
3114 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3115 #else
3116                                 msg_print("You can feel yourself wasting away!");
3117 #endif
3118
3119                                 msg_print(NULL);
3120                                 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3121                         }
3122                 }
3123                 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3124                    !p_ptr->anti_magic && one_in_(3000))
3125                 {
3126                         bool pet = one_in_(5);
3127                         bool not_pet = (bool)(!pet);
3128
3129                         if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON,
3130                             TRUE, FALSE, pet, not_pet, not_pet))
3131                         {
3132 #ifdef JP
3133 msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
3134 #else
3135                                 msg_print("You have attracted a dragon!");
3136 #endif
3137
3138                                 disturb(0, 0);
3139                         }
3140                 }
3141                 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3142                         one_in_(3000))
3143                 {
3144                         if (p_ptr->tim_esp > 0)
3145                         {
3146 #ifdef JP
3147 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3148 #else
3149                                 msg_print("Your mind feels cloudy!");
3150 #endif
3151
3152                                 set_tim_esp(0, TRUE);
3153                         }
3154                         else
3155                         {
3156 #ifdef JP
3157 msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
3158 #else
3159                                 msg_print("Your mind expands!");
3160 #endif
3161
3162                                 set_tim_esp(p_ptr->lev, FALSE);
3163                         }
3164                 }
3165                 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3166                         one_in_(9000))
3167                 {
3168                         disturb(0, 0);
3169 #ifdef JP
3170 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3171 #else
3172                         msg_print("Your stomach roils, and you lose your lunch!");
3173 #endif
3174
3175                         msg_print(NULL);
3176                         set_food(PY_FOOD_WEAK);
3177                 }
3178
3179                 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3180                    !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3181                 {
3182                         alter_reality();
3183                 }
3184
3185                 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3186                 {
3187                         int danger_amount = 0;
3188                         int monster;
3189
3190                         for (monster = 0; monster < m_max; monster++)
3191                         {
3192                                 monster_type    *m_ptr = &m_list[monster];
3193                                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3194
3195                                 /* Paranoia -- Skip dead monsters */
3196                                 if (!m_ptr->r_idx) continue;
3197
3198                                 if (r_ptr->level >= p_ptr->lev)
3199                                 {
3200                                         danger_amount += r_ptr->level - p_ptr->lev + 1;
3201                                 }
3202                         }
3203
3204                         if (danger_amount > 100)
3205 #ifdef JP
3206 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3207 #else
3208                                 msg_print("You feel utterly terrified!");
3209 #endif
3210
3211                         else if (danger_amount > 50)
3212 #ifdef JP
3213 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3214 #else
3215                                 msg_print("You feel terrified!");
3216 #endif
3217
3218                         else if (danger_amount > 20)
3219 #ifdef JP
3220 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3221 #else
3222                                 msg_print("You feel very worried!");
3223 #endif
3224
3225                         else if (danger_amount > 10)
3226 #ifdef JP
3227 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3228 #else
3229                                 msg_print("You feel paranoid!");
3230 #endif
3231
3232                         else if (danger_amount > 5)
3233 #ifdef JP
3234 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3235 #else
3236                                 msg_print("You feel almost safe.");
3237 #endif
3238
3239                         else
3240 #ifdef JP
3241 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3242 #else
3243                                 msg_print("You feel lonely.");
3244 #endif
3245
3246                 }
3247                 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3248                         one_in_(5000))
3249                 {
3250                         disturb(0, 0);
3251 #ifdef JP
3252 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3253 #else
3254                         msg_print("You feel invincible!");
3255 #endif
3256
3257                         msg_print(NULL);
3258                         (void)set_invuln(randint1(8) + 8, FALSE);
3259                 }
3260                 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3261                 {
3262                         int wounds = p_ptr->mhp - p_ptr->chp;
3263
3264                         if (wounds > 0)
3265                         {
3266                                 int healing = p_ptr->csp;
3267
3268                                 if (healing > wounds)
3269                                 {
3270                                         healing = wounds;
3271                                 }
3272
3273                                 hp_player(healing);
3274                                 p_ptr->csp -= healing;
3275                         }
3276                 }
3277                 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3278                         one_in_(4000))
3279                 {
3280                         int wounds = p_ptr->msp - p_ptr->csp;
3281
3282                         if (wounds > 0)
3283                         {
3284                                 int healing = p_ptr->chp;
3285
3286                                 if (healing > wounds)
3287                                 {
3288                                         healing = wounds;
3289                                 }
3290
3291                                 p_ptr->csp += healing;
3292 #ifdef JP
3293 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3294 #else
3295                                 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3296 #endif
3297
3298                         }
3299                 }
3300                 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3301                 {
3302                         object_type *o_ptr;
3303
3304                         disturb(0, 0);
3305 #ifdef JP
3306 msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3307 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3308 #else
3309                         msg_print("You trip over your own feet!");
3310                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3311 #endif
3312
3313
3314                         msg_print(NULL);
3315                         if (buki_motteruka(INVEN_RARM))
3316                         {
3317                                 int slot = INVEN_RARM;
3318                                 o_ptr = &inventory[INVEN_RARM];
3319                                 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3320                                 {
3321                                         o_ptr = &inventory[INVEN_LARM];
3322                                         slot = INVEN_LARM;
3323                                 }
3324                                 if (!cursed_p(o_ptr))
3325                                 {
3326 #ifdef JP
3327 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3328 #else
3329                                         msg_print("You drop your weapon!");
3330 #endif
3331
3332                                         inven_drop(slot, 1);
3333                                 }
3334                         }
3335                 }
3336         }
3337
3338
3339         /*** Process Inventory ***/
3340
3341         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->wild_mode)
3342         {
3343                 /*
3344                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3345                  * can actually be useful!
3346                  */
3347                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3348                 {
3349 #ifdef JP
3350 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3351 #else
3352                         if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3353 #endif
3354                         {
3355                                 disturb(0, 0);
3356                                 teleport_player(50);
3357                         }
3358                 }
3359                 /* Make a chainsword noise */
3360                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3361                 {
3362                         char noise[1024];
3363 #ifdef JP
3364 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3365 #else
3366                         if (!get_rnd_line("chainswd.txt", 0, noise))
3367 #endif
3368                                 msg_print(noise);
3369                         disturb(FALSE, FALSE);
3370                 }
3371                 /* TY Curse */
3372                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3373                 {
3374                         int count = 0;
3375                         (void)activate_ty_curse(FALSE, &count);
3376                 }
3377                 /* Handle experience draining */
3378                 if ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4))
3379                 {
3380                         p_ptr->exp -= (p_ptr->lev+1)/2;
3381                         if (p_ptr->exp < 0) p_ptr->exp = 0;
3382                         p_ptr->max_exp -= (p_ptr->lev+1)/2;
3383                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3384                         check_experience();
3385                 }
3386                 /* Add light curse (Later) */
3387                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3388                 {
3389                         u32b new_curse;
3390                         object_type *o_ptr;
3391
3392                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3393
3394                         new_curse = get_curse(0, o_ptr);
3395                         if (!(o_ptr->curse_flags & new_curse))
3396                         {
3397                                 char o_name[MAX_NLEN];
3398
3399                                 object_desc(o_name, o_ptr, FALSE, 0);
3400
3401                                 o_ptr->curse_flags |= new_curse;
3402 #ifdef JP
3403 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3404 #else
3405                                 msg_format("There is a malignant black aura surrounding %s...", o_name);
3406 #endif
3407
3408                                 o_ptr->feeling = FEEL_NONE;
3409
3410                                 p_ptr->update |= (PU_BONUS);
3411                         }
3412                 }
3413                 /* Add heavy curse (Later) */
3414                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3415                 {
3416                         u32b new_curse;
3417                         object_type *o_ptr;
3418
3419                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3420
3421                         new_curse = get_curse(1, o_ptr);
3422                         if (!(o_ptr->curse_flags & new_curse))
3423                         {
3424                                 char o_name[MAX_NLEN];
3425
3426                                 object_desc(o_name, o_ptr, FALSE, 0);
3427
3428                                 o_ptr->curse_flags |= new_curse;
3429 #ifdef JP
3430 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3431 #else
3432                                 msg_format("There is a malignant black aura surrounding %s...", o_name);
3433 #endif
3434
3435                                 o_ptr->feeling = FEEL_NONE;
3436
3437                                 p_ptr->update |= (PU_BONUS);
3438                         }
3439                 }
3440                 /* Call animal */
3441                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3442                 {
3443                         if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3444                             TRUE, FALSE, FALSE, TRUE, TRUE))
3445                         {
3446                                 char o_name[MAX_NLEN];
3447
3448                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), FALSE, 0);
3449 #ifdef JP
3450 msg_format("%s¤¬Æ°Êª¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3451 #else
3452                                 msg_format("%s have attracted an animal!", o_name);
3453 #endif
3454
3455                                 disturb(0, 0);
3456                         }
3457                 }
3458                 /* Call demon */
3459                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3460                 {
3461                         if (summon_specific(0, py, px, dun_level, SUMMON_DEMON,
3462                             TRUE, FALSE, FALSE, TRUE, TRUE))
3463                         {
3464                                 char o_name[MAX_NLEN];
3465
3466                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), FALSE, 0);
3467 #ifdef JP
3468 msg_format("%s¤¬°­Ëâ¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3469 #else
3470                                 msg_format("%s have attracted a demon!", o_name);
3471 #endif
3472
3473                                 disturb(0, 0);
3474                         }
3475                 }
3476                 /* Call dragon */
3477                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3478                 {
3479                         if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3480                             TRUE, FALSE, FALSE, TRUE, TRUE))
3481                         {
3482                                 char o_name[MAX_NLEN];
3483
3484                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), FALSE, 0);
3485 #ifdef JP
3486 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3487 #else
3488                                 msg_format("%s have attracted an animal!", o_name);
3489 #endif
3490
3491                                 disturb(0, 0);
3492                         }
3493                 }
3494                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3495                 {
3496                         if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
3497                         {
3498                                 disturb(0, 0);
3499 #ifdef JP
3500 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3501 #else
3502                                 msg_print("It's so dark... so scary!");
3503 #endif
3504
3505                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
3506                         }
3507                 }
3508                 /* Teleport player */
3509                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3510                 {
3511                         disturb(0, 0);
3512
3513                         /* Teleport player */
3514                         teleport_player(40);
3515                 }
3516                 /* Handle HP draining */
3517                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3518                 {
3519                         char o_name[MAX_NLEN];
3520
3521                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), FALSE, 0);
3522 #ifdef JP
3523 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3524 #else
3525                         msg_format("%s drains HP from you!", o_name);
3526 #endif
3527                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3528                 }
3529                 /* Handle mana draining */
3530                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3531                 {
3532                         char o_name[MAX_NLEN];
3533
3534                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), FALSE, 0);
3535 #ifdef JP
3536 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3537 #else
3538                         msg_format("%s drains mana from you!", o_name);
3539 #endif
3540                         p_ptr->csp -= MIN(p_ptr->lev, 50);
3541                         if (p_ptr->csp < 0)
3542                         {
3543                                 p_ptr->csp = 0;
3544                                 p_ptr->csp_frac = 0;
3545                         }
3546                         p_ptr->redraw |= PR_MANA;
3547                 }
3548         }
3549
3550         /* Rarely, take damage from the Jewel of Judgement */
3551         if (one_in_(999) && !p_ptr->anti_magic)
3552         {
3553                 if ((inventory[INVEN_LITE].tval) &&
3554                     (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
3555                 {
3556 #ifdef JP
3557 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3558 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3559 #else
3560                         msg_print("The Jewel of Judgement drains life from you!");
3561                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3562 #endif
3563
3564                 }
3565         }
3566
3567
3568         /* Process equipment */
3569         for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3570         {
3571                 /* Get the object */
3572                 o_ptr = &inventory[i];
3573
3574                 /* Skip non-objects */
3575                 if (!o_ptr->k_idx) continue;
3576
3577                 /* Recharge activatable objects */
3578                 if (o_ptr->timeout > 0)
3579                 {
3580                         /* Recharge */
3581                         o_ptr->timeout--;
3582
3583                         /* Notice changes */
3584                         if (!o_ptr->timeout)
3585                         {
3586                                 recharged_notice(o_ptr);
3587                                 j++;
3588                         }
3589                 }
3590         }
3591
3592         /* Notice changes */
3593         if (j)
3594         {
3595                 /* Window stuff */
3596                 p_ptr->window |= (PW_EQUIP);
3597                 wild_regen = 20;
3598         }
3599
3600         /*
3601          * Recharge rods.  Rods now use timeout to control charging status,
3602          * and each charging rod in a stack decreases the stack's timeout by
3603          * one per turn. -LM-
3604          */
3605         for (j = 0, i = 0; i < INVEN_PACK; i++)
3606         {
3607                 o_ptr = &inventory[i];
3608                 k_ptr = &k_info[o_ptr->k_idx];
3609
3610                 /* Skip non-objects */
3611                 if (!o_ptr->k_idx) continue;
3612
3613                 /* Examine all charging rods or stacks of charging rods. */
3614                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3615                 {
3616                         /* Determine how many rods are charging. */
3617                         temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3618                         if (temp > o_ptr->number) temp = o_ptr->number;
3619
3620                         /* Decrease timeout by that number. */
3621                         o_ptr->timeout -= temp;
3622
3623                         /* Boundary control. */
3624                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3625
3626                         /* Notice changes, provide message if object is inscribed. */
3627                         if (!(o_ptr->timeout))
3628                         {
3629                                 recharged_notice(o_ptr);
3630                                 j++;
3631                         }
3632                 }
3633         }
3634
3635         /* Notice changes */
3636         if (j)
3637         {
3638                 /* Combine pack */
3639                 p_ptr->notice |= (PN_COMBINE);
3640
3641                 /* Window stuff */
3642                 p_ptr->window |= (PW_INVEN);
3643                 wild_regen = 20;
3644         }
3645
3646         /* Feel the inventory */
3647         sense_inventory1();
3648         sense_inventory2();
3649
3650
3651         /*** Process Objects ***/
3652
3653         /* Process objects */
3654         for (i = 1; i < o_max; i++)
3655         {
3656                 /* Access object */
3657                 o_ptr = &o_list[i];
3658
3659                 /* Skip dead objects */
3660                 if (!o_ptr->k_idx) continue;
3661
3662                 /* Recharge rods on the ground.  No messages. */
3663                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3664                 {
3665                         /* Charge it */
3666                         o_ptr->timeout -= o_ptr->number;
3667
3668                         /* Boundary control. */
3669                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3670                 }
3671         }
3672
3673
3674         /*** Involuntary Movement ***/
3675
3676         /* Delayed Word-of-Recall */
3677         if (p_ptr->word_recall)
3678         {
3679                 /*
3680                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
3681                  * The player is yanked up/down as soon as
3682                  * he loads the autosaved game.
3683                  */
3684                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3685                         do_cmd_save_game(TRUE);
3686
3687                 /* Count down towards recall */
3688                 p_ptr->word_recall--;
3689
3690                 p_ptr->redraw |= (PR_STATUS);
3691
3692                 /* Activate the recall */
3693                 if (!p_ptr->word_recall)
3694                 {
3695                         /* Disturbing! */
3696                         disturb(0, 0);
3697
3698                         /* Determine the level */
3699                         if (dun_level || p_ptr->inside_quest)
3700                         {
3701 #ifdef JP
3702 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3703 #else
3704                                 msg_print("You feel yourself yanked upwards!");
3705 #endif
3706
3707                                 p_ptr->recall_dungeon = dungeon_type;
3708                                 if (record_stair)
3709                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3710
3711                                 dun_level = 0;
3712                                 dungeon_type = 0;
3713
3714                                 leave_quest_check();
3715
3716                                 p_ptr->inside_quest = 0;
3717                                 p_ptr->leaving = TRUE;
3718                         }
3719                         else
3720                         {
3721 #ifdef JP
3722 msg_print("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3723 #else
3724                                 msg_print("You feel yourself yanked downwards!");
3725 #endif
3726
3727                                 dungeon_type = p_ptr->recall_dungeon;
3728
3729                                 if (record_stair)
3730                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3731
3732                                 /* New depth */
3733                                 dun_level = max_dlv[dungeon_type];
3734                                 if (dun_level < 1) dun_level = 1;
3735
3736                                 /* Nightmare mode makes recall more dangerous */
3737                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3738                                 {
3739                                         if (dun_level < 50)
3740                                         {
3741                                                 dun_level *= 2;
3742                                         }
3743                                         else if (dun_level < 99)
3744                                         {
3745                                                 dun_level = (dun_level + 99) / 2;
3746                                         }
3747                                         else if (dun_level > 100)
3748                                         {
3749                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3750                                         }
3751                                 }
3752
3753                                 if (p_ptr->wild_mode)
3754                                 {
3755                                         p_ptr->wilderness_y = py;
3756                                         p_ptr->wilderness_x = px;
3757                                 }
3758                                 else
3759                                 {
3760                                         /* Save player position */
3761                                         p_ptr->oldpx = px;
3762                                         p_ptr->oldpy = py;
3763                                 }
3764                                 p_ptr->wild_mode = FALSE;
3765
3766                                 /* Leaving */
3767                                 p_ptr->leaving = TRUE;
3768
3769                                 if (dungeon_type == DUNGEON_ANGBAND)
3770                                 {
3771                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3772                                         {
3773                                                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3774                                                     (quest[i].status == QUEST_STATUS_TAKEN) &&
3775                                                     (quest[i].level < dun_level))
3776                                                 {
3777                                                         quest[i].status = QUEST_STATUS_FAILED;
3778                                                         quest[i].complev = (byte)p_ptr->lev;
3779                                                         r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3780                                                 }
3781                                         }
3782                                 }
3783                         }
3784
3785                         /* Sound */
3786                         sound(SOUND_TPLEVEL);
3787                 }
3788         }
3789 }
3790
3791
3792
3793 /*
3794  * Verify use of "wizard" mode
3795  */
3796 static bool enter_wizard_mode(void)
3797 {
3798         /* Ask first time */
3799         if (!noscore)
3800         {
3801                 /* Mention effects */
3802 #ifdef JP
3803 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
3804 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3805 #else
3806                 msg_print("Wizard mode is for debugging and experimenting.");
3807                 msg_print("The game will not be scored if you enter wizard mode.");
3808 #endif
3809
3810                 msg_print(NULL);
3811
3812                 /* Verify request */
3813 #ifdef JP
3814 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
3815 #else
3816                 if (!get_check("Are you sure you want to enter wizard mode? "))
3817 #endif
3818
3819                 {
3820                         return (FALSE);
3821                 }
3822
3823                 /* Mark savefile */
3824                 noscore |= 0x0002;
3825         }
3826
3827         /* Success */
3828         return (TRUE);
3829 }
3830
3831
3832 #ifdef ALLOW_WIZARD
3833
3834 /*
3835  * Verify use of "debug" commands
3836  */
3837 static bool enter_debug_mode(void)
3838 {
3839         /* Ask first time */
3840         if (!noscore)
3841         {
3842                 /* Mention effects */
3843 #ifdef JP
3844 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3845 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3846 #else
3847                 msg_print("The debug commands are for debugging and experimenting.");
3848                 msg_print("The game will not be scored if you use debug commands.");
3849 #endif
3850
3851                 msg_print(NULL);
3852
3853                 /* Verify request */
3854 #ifdef JP
3855 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3856 #else
3857                 if (!get_check("Are you sure you want to use debug commands? "))
3858 #endif
3859
3860                 {
3861                         return (FALSE);
3862                 }
3863
3864 #ifdef JP
3865                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
3866 #else
3867                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
3868 #endif
3869                 /* Mark savefile */
3870                 noscore |= 0x0008;
3871         }
3872
3873         /* Success */
3874         return (TRUE);
3875 }
3876
3877 /*
3878  * Hack -- Declare the Debug Routines
3879  */
3880 extern void do_cmd_debug(void);
3881
3882 #endif /* ALLOW_WIZARD */
3883
3884
3885 #ifdef ALLOW_BORG
3886
3887 /*
3888  * Verify use of "borg" commands
3889  */
3890 static bool enter_borg_mode(void)
3891 {
3892         /* Ask first time */
3893         if (!(noscore & 0x0010))
3894         {
3895                 /* Mention effects */
3896 #ifdef JP
3897 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3898 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
3899 #else
3900                 msg_print("The borg commands are for debugging and experimenting.");
3901                 msg_print("The game will not be scored if you use borg commands.");
3902 #endif
3903
3904                 msg_print(NULL);
3905
3906                 /* Verify request */
3907 #ifdef JP
3908 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3909 #else
3910                 if (!get_check("Are you sure you want to use borg commands? "))
3911 #endif
3912
3913                 {
3914                         return (FALSE);
3915                 }
3916
3917                 /* Mark savefile */
3918                 noscore |= 0x0010;
3919         }
3920
3921         /* Success */
3922         return (TRUE);
3923 }
3924
3925 /*
3926  * Hack -- Declare the Ben Borg
3927  */
3928 extern void do_cmd_borg(void);
3929
3930 #endif /* ALLOW_BORG */
3931
3932
3933
3934 /*
3935  * Parse and execute the current command
3936  * Give "Warning" on illegal commands.
3937  *
3938  * XXX XXX XXX Make some "blocks"
3939  */
3940 static void process_command(void)
3941 {
3942         int old_now_message = now_message;
3943
3944 #ifdef ALLOW_REPEAT /* TNB */
3945
3946         /* Handle repeating the last command */
3947         repeat_check();
3948
3949 #endif /* ALLOW_REPEAT -- TNB */
3950
3951         now_message = 0;
3952
3953         /* Parse the command */
3954         switch (command_cmd)
3955         {
3956                 /* Ignore */
3957                 case ESCAPE:
3958                 case ' ':
3959                 {
3960                         break;
3961                 }
3962
3963                 /* Ignore return */
3964                 case '\r':
3965                 case '\n':
3966                 {
3967                         break;
3968                 }
3969
3970                 /*** Wizard Commands ***/
3971
3972                 /* Toggle Wizard Mode */
3973                 case KTRL('W'):
3974                 {
3975                         if (wizard)
3976                         {
3977                                 wizard = FALSE;
3978 #ifdef JP
3979 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
3980 #else
3981                                 msg_print("Wizard mode off.");
3982 #endif
3983
3984                         }
3985                         else if (enter_wizard_mode())
3986                         {
3987                                 wizard = TRUE;
3988 #ifdef JP
3989 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
3990 #else
3991                                 msg_print("Wizard mode on.");
3992 #endif
3993
3994                         }
3995
3996                         /* Update monsters */
3997                         p_ptr->update |= (PU_MONSTERS);
3998
3999                         /* Redraw "title" */
4000                         p_ptr->redraw |= (PR_TITLE);
4001
4002                         break;
4003                 }
4004
4005
4006 #ifdef ALLOW_WIZARD
4007
4008                 /* Special "debug" commands */
4009                 case KTRL('A'):
4010                 {
4011                         /* Enter debug mode */
4012                         if (enter_debug_mode())
4013                         {
4014                                 do_cmd_debug();
4015                         }
4016                         break;
4017                 }
4018
4019 #endif /* ALLOW_WIZARD */
4020
4021
4022 #ifdef ALLOW_BORG
4023
4024                 /* Special "borg" commands */
4025                 case KTRL('Z'):
4026                 {
4027                         /* Enter borg mode */
4028                         if (enter_borg_mode())
4029                         {
4030                                 if (!p_ptr->wild_mode) do_cmd_borg();
4031                         }
4032
4033                         break;
4034                 }
4035
4036 #endif /* ALLOW_BORG */
4037
4038
4039
4040                 /*** Inventory Commands ***/
4041
4042                 /* Wear/wield equipment */
4043                 case 'w':
4044                 {
4045                         if (!p_ptr->wild_mode) do_cmd_wield();
4046                         break;
4047                 }
4048
4049                 /* Take off equipment */
4050                 case 't':
4051                 {
4052                         if (!p_ptr->wild_mode) do_cmd_takeoff();
4053                         break;
4054                 }
4055
4056                 /* Drop an item */
4057                 case 'd':
4058                 {
4059                         if (!p_ptr->wild_mode) do_cmd_drop();
4060                         break;
4061                 }
4062
4063                 /* Destroy an item */
4064                 case 'k':
4065                 {
4066                         do_cmd_destroy();
4067                         break;
4068                 }
4069
4070                 /* Equipment list */
4071                 case 'e':
4072                 {
4073                         do_cmd_equip();
4074                         break;
4075                 }
4076
4077                 /* Inventory list */
4078                 case 'i':
4079                 {
4080                         do_cmd_inven();
4081                         break;
4082                 }
4083
4084
4085                 /*** Various commands ***/
4086
4087                 /* Identify an object */
4088                 case 'I':
4089                 {
4090                         do_cmd_observe();
4091                         break;
4092                 }
4093
4094                 /* Hack -- toggle windows */
4095                 case KTRL('I'):
4096                 {
4097                         toggle_inven_equip();
4098                         break;
4099                 }
4100
4101
4102                 /*** Standard "Movement" Commands ***/
4103
4104                 /* Alter a grid */
4105                 case '+':
4106                 {
4107                         if (!p_ptr->wild_mode) do_cmd_alter();
4108                         break;
4109                 }
4110
4111                 /* Dig a tunnel */
4112                 case 'T':
4113                 {
4114                         if (!p_ptr->wild_mode) do_cmd_tunnel();
4115                         break;
4116                 }
4117
4118                 /* Move (usually pick up things) */
4119                 case ';':
4120                 {
4121 #ifdef ALLOW_EASY_DISARM /* TNB */
4122
4123                         do_cmd_walk(FALSE);
4124
4125 #else /* ALLOW_EASY_DISARM -- TNB */
4126
4127                         do_cmd_walk(always_pickup);
4128
4129 #endif /* ALLOW_EASY_DISARM -- TNB */
4130
4131                         break;
4132                 }
4133
4134                 /* Move (usually do not pick up) */
4135                 case '-':
4136                 {
4137 #ifdef ALLOW_EASY_DISARM /* TNB */
4138
4139                         do_cmd_walk(TRUE);
4140
4141 #else /* ALLOW_EASY_DISARM -- TNB */
4142
4143                         do_cmd_walk(!always_pickup);
4144
4145 #endif /* ALLOW_EASY_DISARM -- TNB */
4146
4147                         break;
4148                 }
4149
4150
4151                 /*** Running, Resting, Searching, Staying */
4152
4153                 /* Begin Running -- Arg is Max Distance */
4154                 case '.':
4155                 {
4156                         if (!p_ptr->wild_mode) do_cmd_run();
4157                         break;
4158                 }
4159
4160                 /* Stay still (usually pick things up) */
4161                 case ',':
4162                 {
4163                         do_cmd_stay(always_pickup);
4164                         break;
4165                 }
4166
4167                 /* Stay still (usually do not pick up) */
4168                 case 'g':
4169                 {
4170                         do_cmd_stay(!always_pickup);
4171                         break;
4172                 }
4173
4174                 /* Rest -- Arg is time */
4175                 case 'R':
4176                 {
4177                         do_cmd_rest();
4178                         break;
4179                 }
4180
4181                 /* Search for traps/doors */
4182                 case 's':
4183                 {
4184                         do_cmd_search();
4185                         break;
4186                 }
4187
4188                 /* Toggle search mode */
4189                 case 'S':
4190                 {
4191                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4192                         else set_action(ACTION_SEARCH);
4193                         break;
4194                 }
4195
4196
4197                 /*** Stairs and Doors and Chests and Traps ***/
4198
4199                 /* Enter store */
4200                 case 253:
4201                 {
4202                         if (!p_ptr->wild_mode) do_cmd_store();
4203                         break;
4204                 }
4205
4206                 /* Enter building -KMW- */
4207                 case 254:
4208                 {
4209                         if (!p_ptr->wild_mode) do_cmd_bldg();
4210                         break;
4211                 }
4212
4213                 /* Enter quest level -KMW- */
4214                 case 255:
4215                 {
4216                         if (!p_ptr->wild_mode) do_cmd_quest();
4217                         break;
4218                 }
4219
4220                 /* Go up staircase */
4221                 case '<':
4222                 {
4223                         if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4224                         {
4225                                 if (!vanilla_town)
4226                                 {
4227                                         if(ambush_flag)
4228                                         {
4229 #ifdef JP
4230                                                 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4231 #else
4232                                                 msg_print("To flee the ambush you have to reach the edge of the map.");
4233 #endif
4234                                         }
4235                                         else if (p_ptr->food < PY_FOOD_WEAK)
4236                                         {
4237 #ifdef JP
4238                                                 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4239 #else
4240                                                 msg_print("You must eat something here.");
4241 #endif
4242                                         }
4243                                         else
4244                                         {
4245                                                 if (change_wild_mode())
4246                                                 {
4247                                                         p_ptr->oldpx = px;
4248                                                         p_ptr->oldpy = py;
4249                                                 }
4250                                         }
4251                                 }
4252                         }
4253                         else
4254                                 do_cmd_go_up();
4255                         break;
4256                 }
4257
4258                 /* Go down staircase */
4259                 case '>':
4260                 {
4261                         if(!p_ptr->wild_mode) do_cmd_go_down();
4262                         else
4263                         {
4264                                 p_ptr->wilderness_x = px;
4265                                 p_ptr->wilderness_y = py;
4266                                 change_wild_mode();
4267                         }
4268                         break;
4269                 }
4270
4271                 /* Open a door or chest */
4272                 case 'o':
4273                 {
4274                         if (!p_ptr->wild_mode) do_cmd_open();
4275                         break;
4276                 }
4277
4278                 /* Close a door */
4279                 case 'c':
4280                 {
4281                         if (!p_ptr->wild_mode) do_cmd_close();
4282                         break;
4283                 }
4284
4285                 /* Jam a door with spikes */
4286                 case 'j':
4287                 {
4288                         if (!p_ptr->wild_mode) do_cmd_spike();
4289                         break;
4290                 }
4291
4292                 /* Bash a door */
4293                 case 'B':
4294                 {
4295                         if (!p_ptr->wild_mode) do_cmd_bash();
4296                         break;
4297                 }
4298
4299                 /* Disarm a trap or chest */
4300                 case 'D':
4301                 {
4302                         if (!p_ptr->wild_mode) do_cmd_disarm();
4303                         break;
4304                 }
4305
4306
4307                 /*** Magic and Prayers ***/
4308
4309                 /* Gain new spells/prayers */
4310                 case 'G':
4311                 {
4312                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4313 #ifdef JP
4314                                 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4315 #else
4316                                 msg_print("You don't have to learn spells!");
4317 #endif
4318                         else if (p_ptr->pclass == CLASS_SAMURAI)
4319                                 do_cmd_gain_hissatsu();
4320                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4321                                 gain_magic();
4322                         else
4323                                 do_cmd_study();
4324                         break;
4325                 }
4326
4327                 /* Browse a book */
4328                 case 'b':
4329                 {
4330                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4331                              (p_ptr->pclass == CLASS_BERSERKER) ||
4332                              (p_ptr->pclass == CLASS_NINJA) ||
4333                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4334                              ) do_cmd_mind_browse();
4335                         else if (p_ptr->pclass == CLASS_SMITH)
4336                                 do_cmd_kaji(TRUE);
4337                         else do_cmd_browse();
4338                         break;
4339                 }
4340
4341                 /* Cast a spell */
4342                 case 'm':
4343                 {
4344                         /* -KMW- */
4345                         if (!p_ptr->wild_mode)
4346                         {
4347                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4348                                 {
4349 #ifdef JP
4350                                         msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4351 #else
4352                                         msg_print("You cannot cast spells!");
4353 #endif
4354                                 }
4355                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4356                                 {
4357 #ifdef JP
4358                                         msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4359 #else
4360                                         msg_print("The arena absorbs all attempted magic!");
4361 #endif
4362                                         msg_print(NULL);
4363                                 }
4364                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4365                                 {
4366 #ifdef JP
4367
4368                                         cptr which_power = "ËâË¡";
4369 #else
4370                                         cptr which_power = "magic";
4371 #endif
4372                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4373 #ifdef JP
4374                                                 which_power = "ĶǽÎÏ";
4375 #else
4376                                                 which_power = "psionic powers";
4377 #endif
4378                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4379 #ifdef JP
4380                                                 which_power = "¤â¤Î¤Þ¤Í";
4381 #else
4382                                                 which_power = "imitation";
4383 #endif
4384                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4385 #ifdef JP
4386                                                 which_power = "ɬ»¦·õ";
4387 #else
4388                                                 which_power = "hissatsu";
4389 #endif
4390                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4391 #ifdef JP
4392                                                 which_power = "¶ÀËâË¡";
4393 #else
4394                                                 which_power = "mirror magic";
4395 #endif
4396                                         else if (p_ptr->pclass == CLASS_NINJA)
4397 #ifdef JP
4398                                                 which_power = "Ǧ½Ñ";
4399 #else
4400                                                 which_power = "ninjutsu";
4401 #endif
4402                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4403 #ifdef JP
4404                                                 which_power = "µ§¤ê";
4405 #else
4406                                                 which_power = "prayer";
4407 #endif
4408
4409 #ifdef JP
4410                                         msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4411 #else
4412                                         msg_format("An anti-magic shell disrupts your %s!", which_power);
4413 #endif
4414                                         energy_use = 0;
4415                                 }
4416                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4417                                 {
4418 #ifdef JP
4419                                         msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4420 #else
4421                                         msg_format("You cannot think directly!");
4422 #endif
4423                                         energy_use = 0;
4424                                 }
4425                                 else
4426                                 {
4427                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4428                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4429                                             (p_ptr->pclass == CLASS_NINJA) ||
4430                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4431                                             )
4432                                                 do_cmd_mind();
4433                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4434                                                 do_cmd_mane(FALSE);
4435                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4436                                                 do_cmd_magic_eater();
4437                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4438                                                 do_cmd_hissatsu();
4439                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4440                                                 do_cmd_cast_learned();
4441                                         else if (p_ptr->pclass == CLASS_SMITH)
4442                                                 do_cmd_kaji(FALSE);
4443                                         else
4444                                                 do_cmd_cast();
4445                                 }
4446                         }
4447                         break;
4448                 }
4449
4450                 /* Issue a pet command */
4451                 case 'p':
4452                 {
4453                         if (!p_ptr->wild_mode) do_cmd_pet();
4454                         break;
4455                 }
4456
4457                 /*** Use various objects ***/
4458
4459                 /* Inscribe an object */
4460                 case '{':
4461                 {
4462                         do_cmd_inscribe();
4463                         break;
4464                 }
4465
4466                 /* Uninscribe an object */
4467                 case '}':
4468                 {
4469                         do_cmd_uninscribe();
4470                         break;
4471                 }
4472
4473                 /* Activate an artifact */
4474                 case 'A':
4475                 {
4476                         if (!p_ptr->wild_mode)
4477                         {
4478                         if (!p_ptr->inside_arena)
4479                                 do_cmd_activate();
4480                         else
4481                         {
4482 #ifdef JP
4483 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4484 #else
4485                                 msg_print("The arena absorbs all attempted magic!");
4486 #endif
4487
4488                                 msg_print(NULL);
4489                         }
4490                         }
4491                         break;
4492                 }
4493
4494                 /* Eat some food */
4495                 case 'E':
4496                 {
4497                         do_cmd_eat_food();
4498                         break;
4499                 }
4500
4501                 /* Fuel your lantern/torch */
4502                 case 'F':
4503                 {
4504                         do_cmd_refill();
4505                         break;
4506                 }
4507
4508                 /* Fire an item */
4509                 case 'f':
4510                 {
4511                         if (!p_ptr->wild_mode) do_cmd_fire();
4512                         break;
4513                 }
4514
4515                 /* Throw an item */
4516                 case 'v':
4517                 {
4518                         if (!p_ptr->wild_mode)
4519                         {
4520                         if (!p_ptr->inside_arena)
4521                                 do_cmd_throw();
4522                         else
4523                         {
4524 #ifdef JP
4525 msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
4526 #else
4527                                 msg_print("You're in the arena now. This is hand-to-hand!");
4528 #endif
4529
4530                                 msg_print(NULL);
4531                         }
4532                         }
4533                         break;
4534                 }
4535
4536                 /* Aim a wand */
4537                 case 'a':
4538                 {
4539                         if (!p_ptr->wild_mode)
4540                         {
4541                         if (!p_ptr->inside_arena)
4542                                 do_cmd_aim_wand();
4543                         else
4544                         {
4545 #ifdef JP
4546 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4547 #else
4548                                 msg_print("The arena absorbs all attempted magic!");
4549 #endif
4550
4551                                 msg_print(NULL);
4552                         }
4553                         }
4554                         break;
4555                 }
4556
4557                 /* Zap a rod */
4558                 case 'z':
4559                 {
4560                         if (!p_ptr->wild_mode)
4561                         {
4562                         if (p_ptr->inside_arena)
4563                         {
4564 #ifdef JP
4565 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4566 #else
4567                                 msg_print("The arena absorbs all attempted magic!");
4568 #endif
4569
4570                                 msg_print(NULL);
4571                         }
4572                         else if (use_command && rogue_like_commands)
4573                         {
4574                                 do_cmd_use();
4575                         }
4576                         else
4577                         {
4578                                 do_cmd_zap_rod();
4579                         }
4580                         }
4581                         break;
4582                 }
4583
4584                 /* Quaff a potion */
4585                 case 'q':
4586                 {
4587                         if (!p_ptr->wild_mode)
4588                         {
4589                         if (!p_ptr->inside_arena)
4590                                 do_cmd_quaff_potion();
4591                         else
4592                         {
4593 #ifdef JP
4594 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4595 #else
4596                                 msg_print("The arena absorbs all attempted magic!");
4597 #endif
4598
4599                                 msg_print(NULL);
4600                         }
4601                         }
4602                         break;
4603                 }
4604
4605                 /* Read a scroll */
4606                 case 'r':
4607                 {
4608                         if (!p_ptr->wild_mode)
4609                         {
4610                         if (!p_ptr->inside_arena)
4611                                 do_cmd_read_scroll();
4612                         else
4613                         {
4614 #ifdef JP
4615 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4616 #else
4617                                 msg_print("The arena absorbs all attempted magic!");
4618 #endif
4619
4620                                 msg_print(NULL);
4621                         }
4622                         }
4623                         break;
4624                 }
4625
4626                 /* Use a staff */
4627                 case 'u':
4628                 {
4629                         if (!p_ptr->wild_mode)
4630                         {
4631                         if (p_ptr->inside_arena)
4632                         {
4633 #ifdef JP
4634 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4635 #else
4636                                 msg_print("The arena absorbs all attempted magic!");
4637 #endif
4638
4639                                 msg_print(NULL);
4640                         }
4641                         else if (use_command && !rogue_like_commands)
4642                         {
4643                                 do_cmd_use();
4644                         }
4645                         else
4646                                 do_cmd_use_staff();
4647                         }
4648                         break;
4649                 }
4650
4651                 /* Use racial power */
4652                 case 'U':
4653                 {
4654                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4655                         break;
4656                 }
4657
4658
4659                 /*** Looking at Things (nearby or on map) ***/
4660
4661                 /* Full dungeon map */
4662                 case 'M':
4663                 {
4664                         do_cmd_view_map();
4665                         break;
4666                 }
4667
4668                 /* Locate player on map */
4669                 case 'L':
4670                 {
4671                         do_cmd_locate();
4672                         break;
4673                 }
4674
4675                 /* Look around */
4676                 case 'l':
4677                 {
4678                         do_cmd_look();
4679                         break;
4680                 }
4681
4682                 /* Target monster or location */
4683                 case '*':
4684                 {
4685                         if (!p_ptr->wild_mode) do_cmd_target();
4686                         break;
4687                 }
4688
4689
4690
4691                 /*** Help and Such ***/
4692
4693                 /* Help */
4694                 case '?':
4695                 {
4696                         do_cmd_help();
4697                         break;
4698                 }
4699
4700                 /* Identify symbol */
4701                 case '/':
4702                 {
4703                         do_cmd_query_symbol();
4704                         break;
4705                 }
4706
4707                 /* Character description */
4708                 case 'C':
4709                 {
4710                         do_cmd_change_name();
4711                         break;
4712                 }
4713
4714
4715                 /*** System Commands ***/
4716
4717                 /* Hack -- User interface */
4718                 case '!':
4719                 {
4720                         (void)Term_user(0);
4721                         break;
4722                 }
4723
4724                 /* Single line from a pref file */
4725                 case '"':
4726                 {
4727                         do_cmd_pref();
4728                         break;
4729                 }
4730
4731                 case '$':
4732                 {
4733                         do_cmd_pickpref();
4734                         break;
4735                 }
4736
4737                 case '_':
4738                 {
4739                         do_cmd_edit_autopick();
4740                         break;
4741                 }
4742
4743                 /* Interact with macros */
4744                 case '@':
4745                 {
4746                         do_cmd_macros();
4747                         break;
4748                 }
4749
4750                 /* Interact with visuals */
4751                 case '%':
4752                 {
4753                         do_cmd_visuals();
4754                         do_cmd_redraw();
4755                         break;
4756                 }
4757
4758                 /* Interact with colors */
4759                 case '&':
4760                 {
4761                         do_cmd_colors();
4762                         do_cmd_redraw();
4763                         break;
4764                 }
4765
4766                 /* Interact with options */
4767                 case '=':
4768                 {
4769                         do_cmd_options();
4770                         do_cmd_redraw();
4771                         break;
4772                 }
4773
4774                 /*** Misc Commands ***/
4775
4776                 /* Take notes */
4777                 case ':':
4778                 {
4779                         do_cmd_note();
4780                         break;
4781                 }
4782
4783                 /* Version info */
4784                 case 'V':
4785                 {
4786                         do_cmd_version();
4787                         break;
4788                 }
4789
4790                 /* Repeat level feeling */
4791                 case KTRL('F'):
4792                 {
4793                         if (!p_ptr->wild_mode) do_cmd_feeling();
4794                         break;
4795                 }
4796
4797                 /* Show previous message */
4798                 case KTRL('O'):
4799                 {
4800                         do_cmd_message_one();
4801                         break;
4802                 }
4803
4804                 /* Show previous messages */
4805                 case KTRL('P'):
4806                 {
4807                         do_cmd_messages(old_now_message);
4808                         break;
4809                 }
4810
4811                 /* Show quest status -KMW- */
4812                 case KTRL('Q'):
4813                 {
4814                         do_cmd_checkquest();
4815                         break;
4816                 }
4817
4818                 /* Redraw the screen */
4819                 case KTRL('R'):
4820                 {
4821                         now_message = old_now_message;
4822                         do_cmd_redraw();
4823                         break;
4824                 }
4825
4826 #ifndef VERIFY_SAVEFILE
4827
4828                 /* Hack -- Save and don't quit */
4829                 case KTRL('S'):
4830                 {
4831                         do_cmd_save_game(FALSE);
4832                         break;
4833                 }
4834
4835 #endif /* VERIFY_SAVEFILE */
4836
4837                 case KTRL('T'):
4838                 {
4839                         do_cmd_time();
4840                         break;
4841                 }
4842
4843                 /* Save and quit */
4844                 case KTRL('X'):
4845                 {
4846                         do_cmd_save_and_exit();
4847                         break;
4848                 }
4849
4850                 /* Quit (commit suicide) */
4851                 case 'Q':
4852                 {
4853                         do_cmd_suicide();
4854                         break;
4855                 }
4856
4857                 case '|':
4858                 {
4859                         do_cmd_nikki();
4860                         break;
4861                 }
4862
4863                 /* Check artifacts, uniques, objects */
4864                 case '~':
4865                 {
4866                         do_cmd_knowledge();
4867                         break;
4868                 }
4869
4870                 /* Load "screen dump" */
4871                 case '(':
4872                 {
4873                         do_cmd_load_screen();
4874                         break;
4875                 }
4876
4877                 /* Save "screen dump" */
4878                 case ')':
4879                 {
4880                         do_cmd_save_screen();
4881                         break;
4882                 }
4883
4884                 /* Make random artifact list */
4885                 case KTRL('V'):
4886                 {
4887                         spoil_random_artifact("randifact.txt");
4888                         break;
4889                 }
4890
4891                 /* Hack -- Unknown command */
4892                 default:
4893                 {
4894                         if (flush_failure) flush();
4895                         if (one_in_(2))
4896                         {
4897                                 char error_m[1024];
4898                                 sound(SOUND_ILLEGAL);
4899 #ifdef JP
4900                                 if (!get_rnd_line("error_j.txt", 0, error_m))
4901 #else
4902                                 if (!get_rnd_line("error.txt", 0, error_m))
4903 #endif
4904
4905                                         msg_print(error_m);
4906                         }
4907                         else
4908 #ifdef JP
4909 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
4910 #else
4911                                 prt("Type '?' for help.", 0, 0);
4912 #endif
4913
4914                         break;
4915                 }
4916         }
4917         if (!energy_use && !now_message)
4918                 now_message = old_now_message;
4919 }
4920
4921
4922
4923
4924 bool monster_tsuri(int r_idx)
4925 {
4926         monster_race *r_ptr = &r_info[r_idx];
4927
4928         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && strchr("Jjlw", r_ptr->d_char))
4929                 return TRUE;
4930         else
4931                 return FALSE;
4932 }
4933
4934
4935 /*
4936  * Process the player
4937  *
4938  * Notice the annoying code to handle "pack overflow", which
4939  * must come first just in case somebody manages to corrupt
4940  * the savefiles by clever use of menu commands or something.
4941  */
4942 static void process_player(void)
4943 {
4944         int i;
4945
4946         /*** Apply energy ***/
4947
4948         if (hack_mutation)
4949         {
4950 #ifdef JP
4951 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
4952 #else
4953                 msg_print("You feel different!");
4954 #endif
4955
4956                 (void)gain_random_mutation(0);
4957                 hack_mutation = FALSE;
4958         }
4959
4960         if (p_ptr->inside_battle)
4961         {
4962                 for(i = 1; i < m_max; i++)
4963                 {
4964                         monster_type *m_ptr = &m_list[i];
4965
4966                         if (!m_ptr->r_idx) continue;
4967
4968                         /* Hack -- Detect monster */
4969                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4970
4971                         /* Update the monster */
4972                         update_mon(i, FALSE);
4973                 }
4974                 prt_time();
4975         }
4976
4977         /* Give the player some energy */
4978         else if (!(load && p_ptr->energy_need <= 0))
4979         {
4980                 p_ptr->energy_need -= (p_ptr->pspeed > 199 ? 49 : (p_ptr->pspeed < 0 ? 1 : extract_energy[p_ptr->pspeed]));
4981         }
4982
4983         /* No turn yet */
4984         if (p_ptr->energy_need > 0) return;
4985         if (!command_rep) prt_time();
4986
4987         /*** Check for interupts ***/
4988
4989         /* Complete resting */
4990         if (resting < 0)
4991         {
4992                 /* Basic resting */
4993                 if (resting == -1)
4994                 {
4995                         /* Stop resting */
4996                         if ((p_ptr->chp == p_ptr->mhp) &&
4997                             (p_ptr->csp >= p_ptr->msp))
4998                         {
4999                                 set_action(ACTION_NONE);
5000                         }
5001                 }
5002
5003                 /* Complete resting */
5004                 else if (resting == -2)
5005                 {
5006                         /* Stop resting */
5007                         if ((p_ptr->chp == p_ptr->mhp) &&
5008                             (p_ptr->csp >= p_ptr->msp) &&
5009                             !p_ptr->blind && !p_ptr->confused &&
5010                             !p_ptr->poisoned && !p_ptr->afraid &&
5011                             !p_ptr->stun && !p_ptr->cut &&
5012                             !p_ptr->slow && !p_ptr->paralyzed &&
5013                             !p_ptr->image && !p_ptr->word_recall)
5014                         {
5015                                 set_action(ACTION_NONE);
5016                         }
5017                 }
5018         }
5019
5020         if (p_ptr->action == ACTION_FISH)
5021         {
5022                 /* Delay */
5023                 Term_xtra(TERM_XTRA_DELAY, 10);
5024                 if (one_in_(1000))
5025                 {
5026                         int r_idx;
5027                         bool success = FALSE;
5028                         get_mon_num_prep(monster_tsuri,NULL);
5029                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5030                         msg_print(NULL);
5031                         if (r_idx && one_in_(2))
5032                         {
5033                                 int y, x;
5034                                 y = py+ddy[tsuri_dir];
5035                                 x = px+ddx[tsuri_dir];
5036                                 if (place_monster_aux(0, y, x, r_idx, FALSE, FALSE, FALSE, FALSE, TRUE, FALSE))
5037                                 {
5038                                         char m_name[80];
5039                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5040 #ifdef JP
5041                                         msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5042 #else
5043                                         msg_format("You have a good catch!", m_name);
5044 #endif
5045                                         success = TRUE;
5046                                 }
5047                         }
5048                         if (!success)
5049                         {
5050 #ifdef JP
5051                                 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5052 #else
5053                                 msg_print("Damn! The fish took a bait away!");
5054 #endif
5055                         }
5056                         disturb(0, 0);
5057                 }
5058         }
5059
5060         /* Handle "abort" */
5061         if (check_abort)
5062         {
5063                 /* Check for "player abort" (semi-efficiently for resting) */
5064                 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5065                 {
5066                         /* Do not wait */
5067                         inkey_scan = TRUE;
5068
5069                         /* Check for a key */
5070                         if (inkey())
5071                         {
5072                                 /* Flush input */
5073                                 flush();
5074
5075                                 /* Disturb */
5076                                 disturb(0, 0);
5077
5078                                 /* Hack -- Show a Message */
5079 #ifdef JP
5080 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5081 #else
5082                                 msg_print("Canceled.");
5083 #endif
5084
5085                         }
5086                 }
5087         }
5088
5089         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5090         {
5091                 monster_type *m_ptr = &m_list[p_ptr->riding];
5092
5093                 if (m_ptr->csleep)
5094                 {
5095                         char m_name[80];
5096
5097                         /* Recover fully */
5098                         m_ptr->csleep = 0;
5099
5100                         /* Acquire the monster name */
5101                         monster_desc(m_name, m_ptr, 0);
5102 #ifdef JP
5103 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5104 #else
5105                         msg_format("You have waked %s up.", m_name);
5106 #endif
5107                         if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5108                         p_ptr->redraw |= (PR_UHEALTH);
5109                 }
5110
5111                 if (m_ptr->stunned)
5112                 {
5113                         int d = 1;
5114
5115                         /* Make a "saving throw" against stun */
5116                         if (randint0(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
5117                         {
5118                                 /* Recover fully */
5119                                 d = m_ptr->stunned;
5120                         }
5121
5122                         /* Hack -- Recover from stun */
5123                         if (m_ptr->stunned > d)
5124                         {
5125                                 /* Recover somewhat */
5126                                 m_ptr->stunned -= d;
5127                         }
5128
5129                         /* Fully recover */
5130                         else
5131                         {
5132                                 char m_name[80];
5133
5134                                 /* Recover fully */
5135                                 m_ptr->stunned = 0;
5136
5137                                 /* Acquire the monster name */
5138                                 monster_desc(m_name, m_ptr, 0);
5139
5140                                 /* Dump a message */
5141 #ifdef JP
5142 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5143 #else
5144                                 msg_format("%^s is no longer stunned.", m_name);
5145 #endif
5146                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5147                                 p_ptr->redraw |= (PR_UHEALTH);
5148                         }
5149                 }
5150
5151                 if (m_ptr->confused)
5152                 {
5153                         int d = 1;
5154
5155                         /* Make a "saving throw" against stun */
5156                         if (randint0(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
5157                         {
5158                                 /* Recover fully */
5159                                 d = m_ptr->confused;
5160                         }
5161
5162                         /* Hack -- Recover from stun */
5163                         if (m_ptr->confused > d)
5164                         {
5165                                 /* Recover somewhat */
5166                                 m_ptr->confused -= d;
5167                         }
5168
5169                         /* Fully recover */
5170                         else
5171                         {
5172                                 char m_name[80];
5173
5174                                 /* Recover fully */
5175                                 m_ptr->confused = 0;
5176
5177                                 /* Acquire the monster name */
5178                                 monster_desc(m_name, m_ptr, 0);
5179
5180                                 /* Dump a message */
5181 #ifdef JP
5182 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5183 #else
5184                                 msg_format("%^s is no longer confused.", m_name);
5185 #endif
5186                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5187                                 p_ptr->redraw |= (PR_UHEALTH);
5188                         }
5189                 }
5190
5191                 if (m_ptr->monfear)
5192                 {
5193                         int d = 1;
5194
5195                         /* Make a "saving throw" against stun */
5196                         if (randint0(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
5197                         {
5198                                 /* Recover fully */
5199                                 d = m_ptr->monfear;
5200                         }
5201
5202                         /* Hack -- Recover from stun */
5203                         if (m_ptr->monfear > d)
5204                         {
5205                                 /* Recover somewhat */
5206                                 m_ptr->monfear -= d;
5207                         }
5208
5209                         /* Fully recover */
5210                         else
5211                         {
5212                                 char m_name[80];
5213
5214                                 /* Recover fully */
5215                                 m_ptr->monfear = 0;
5216
5217                                 /* Acquire the monster name */
5218                                 monster_desc(m_name, m_ptr, 0);
5219
5220                                 /* Dump a message */
5221 #ifdef JP
5222 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5223 #else
5224                                 msg_format("%^s is no longer fear.", m_name);
5225 #endif
5226                                 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5227                                 p_ptr->redraw |= (PR_UHEALTH);
5228                         }
5229                 }
5230
5231                 handle_stuff();
5232         }
5233
5234         /* Handle the player song */
5235         if (!load) check_music();
5236
5237         load = FALSE;
5238
5239         /* Fast */
5240         if (p_ptr->lightspeed)
5241         {
5242                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5243         }
5244         if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5245         {
5246                 if (p_ptr->magic_num1[0] < 40)
5247                 {
5248                         p_ptr->magic_num1[0] = 0;
5249                 }
5250                 else p_ptr->magic_num1[0] -= 40;
5251                 p_ptr->update |= (PU_BONUS);
5252         }
5253         if (p_ptr->action == ACTION_LEARN)
5254         {
5255                 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5256                 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5257                 {
5258                         p_ptr->csp = 0;
5259                         p_ptr->csp_frac = 0;
5260                         set_action(ACTION_NONE);
5261                 }
5262                 else
5263                 {
5264                         p_ptr->csp -= (s16b)(hoge >> 16);
5265                         hoge &= 0xFFFFL;
5266                         if (p_ptr->csp_frac < hoge)
5267                         {
5268                                 p_ptr->csp_frac += 0x10000L - hoge;
5269                                 p_ptr->csp--;
5270                         }
5271                         else
5272                                 p_ptr->csp_frac -= hoge;
5273                 }
5274                 p_ptr->redraw |= PR_MANA;
5275         }
5276
5277         if (p_ptr->special_defense & KATA_MASK)
5278         {
5279                 if (p_ptr->special_defense & KATA_MUSOU)
5280                 {
5281                         if (p_ptr->csp < 3)
5282                         {
5283                                 set_action(ACTION_NONE);
5284                         }
5285                         else
5286                         {
5287                                 p_ptr->csp -= 2;
5288                                 p_ptr->redraw |= (PR_MANA);
5289                         }
5290                 }
5291         }
5292
5293         /*** Handle actual user input ***/
5294
5295         /* Repeat until out of energy */
5296         while (p_ptr->energy_need <= 0)
5297         {
5298                 p_ptr->window |= PW_PLAYER;
5299                 p_ptr->sutemi = FALSE;
5300                 p_ptr->counter = FALSE;
5301                 now_damaged = FALSE;
5302
5303                 /* Notice stuff (if needed) */
5304                 if (p_ptr->notice) notice_stuff();
5305
5306                 /* Update stuff (if needed) */
5307                 if (p_ptr->update) update_stuff();
5308
5309                 /* Redraw stuff (if needed) */
5310                 if (p_ptr->redraw) redraw_stuff();
5311
5312                 /* Redraw stuff (if needed) */
5313                 if (p_ptr->window) window_stuff();
5314
5315
5316                 /* Place the cursor on the player */
5317                 move_cursor_relative(py, px);
5318
5319                 /* Refresh (optional) */
5320                 if (fresh_before) Term_fresh();
5321
5322
5323                 /* Hack -- Pack Overflow */
5324                 if (inventory[INVEN_PACK].k_idx)
5325                 {
5326                         int item = INVEN_PACK;
5327
5328                         char o_name[MAX_NLEN];
5329
5330                         object_type *o_ptr;
5331
5332                         /* Access the slot to be dropped */
5333                         o_ptr = &inventory[item];
5334
5335                         /* Disturbing */
5336                         disturb(0, 0);
5337
5338                         /* Warning */
5339 #ifdef JP
5340 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5341 #else
5342                         msg_print("Your pack overflows!");
5343 #endif
5344
5345
5346                         /* Describe */
5347                         object_desc(o_name, o_ptr, TRUE, 3);
5348
5349                         /* Message */
5350 #ifdef JP
5351 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5352 #else
5353                         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5354 #endif
5355
5356
5357                         /* Drop it (carefully) near the player */
5358                         (void)drop_near(o_ptr, 0, py, px);
5359
5360                         /* Modify, Describe, Optimize */
5361                         inven_item_increase(item, -255);
5362                         inven_item_describe(item);
5363                         inven_item_optimize(item);
5364
5365                         /* Notice stuff (if needed) */
5366                         if (p_ptr->notice) notice_stuff();
5367
5368                         /* Update stuff (if needed) */
5369                         if (p_ptr->update) update_stuff();
5370
5371                         /* Redraw stuff (if needed) */
5372                         if (p_ptr->redraw) redraw_stuff();
5373
5374                         /* Redraw stuff (if needed) */
5375                         if (p_ptr->window) window_stuff();
5376                 }
5377
5378
5379                 /* Hack -- cancel "lurking browse mode" */
5380                 if (!command_new) command_see = FALSE;
5381
5382
5383                 /* Assume free turn */
5384                 energy_use = 0;
5385
5386
5387                 if (p_ptr->inside_battle)
5388                 {
5389                         /* Place the cursor on the player */
5390                         move_cursor_relative(py, px);
5391
5392                         command_cmd = 254;
5393
5394                         /* Process the command */
5395                         process_command();
5396                 }
5397
5398                 /* Paralyzed or Knocked Out */
5399                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5400                 {
5401                         /* Take a turn */
5402                         energy_use = 100;
5403                 }
5404
5405                 /* Resting */
5406                 else if (p_ptr->action == ACTION_REST)
5407                 {
5408                         /* Timed rest */
5409                         if (resting > 0)
5410                         {
5411                                 /* Reduce rest count */
5412                                 resting--;
5413
5414                                 if (!resting) set_action(ACTION_NONE);
5415
5416                                 /* Redraw the state */
5417                                 p_ptr->redraw |= (PR_STATE);
5418                         }
5419
5420                         /* Take a turn */
5421                         energy_use = 100;
5422                 }
5423
5424                 /* Fishing */
5425                 else if (p_ptr->action == ACTION_FISH)
5426                 {
5427                         /* Take a turn */
5428                         energy_use = 100;
5429                 }
5430
5431                 /* Running */
5432                 else if (running)
5433                 {
5434                         /* Take a step */
5435                         run_step(0);
5436                 }
5437
5438                 /* Repeated command */
5439                 else if (command_rep)
5440                 {
5441                         /* Count this execution */
5442                         command_rep--;
5443
5444                         /* Redraw the state */
5445                         p_ptr->redraw |= (PR_STATE);
5446
5447                         /* Redraw stuff */
5448                         redraw_stuff();
5449
5450                         /* Hack -- Assume messages were seen */
5451                         msg_flag = FALSE;
5452
5453                         /* Clear the top line */
5454                         prt("", 0, 0);
5455
5456                         /* Process the command */
5457                         process_command();
5458                 }
5459
5460                 /* Normal command */
5461                 else
5462                 {
5463                         /* Place the cursor on the player */
5464                         move_cursor_relative(py, px);
5465
5466                         can_save = TRUE;
5467                         /* Get a command (normal) */
5468                         request_command(FALSE);
5469                         can_save = FALSE;
5470
5471                         /* Process the command */
5472                         process_command();
5473                 }
5474
5475
5476                 /*** Clean up ***/
5477
5478                 /* Significant */
5479                 if (energy_use)
5480                 {
5481                         /* Use some energy */
5482                         if (!world_player)
5483                                 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5484                         else
5485                                 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5486
5487                         /* Hack -- constant hallucination */
5488                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5489
5490
5491                         /* Shimmer monsters if needed */
5492                         if (shimmer_monsters)
5493                         {
5494                                 /* Clear the flag */
5495                                 shimmer_monsters = FALSE;
5496
5497                                 /* Shimmer multi-hued monsters */
5498                                 for (i = 1; i < m_max; i++)
5499                                 {
5500                                         monster_type *m_ptr;
5501                                         monster_race *r_ptr;
5502
5503                                         /* Access monster */
5504                                         m_ptr = &m_list[i];
5505
5506                                         /* Skip dead monsters */
5507                                         if (!m_ptr->r_idx) continue;
5508
5509                                         /* Access the monster race */
5510                                         r_ptr = &r_info[m_ptr->r_idx];
5511
5512                                         /* Skip non-multi-hued monsters */
5513                                         if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
5514
5515                                         /* Reset the flag */
5516                                         shimmer_monsters = TRUE;
5517
5518                                         /* Redraw regardless */
5519                                         lite_spot(m_ptr->fy, m_ptr->fx);
5520                                 }
5521                         }
5522
5523
5524                         /* Handle monster detection */
5525                         if (repair_monsters)
5526                         {
5527                                 /* Reset the flag */
5528                                 repair_monsters = FALSE;
5529
5530                                 /* Rotate detection flags */
5531                                 for (i = 1; i < m_max; i++)
5532                                 {
5533                                         monster_type *m_ptr;
5534
5535                                         /* Access monster */
5536                                         m_ptr = &m_list[i];
5537
5538                                         /* Skip dead monsters */
5539                                         if (!m_ptr->r_idx) continue;
5540
5541                                         /* Nice monsters get mean */
5542                                         if (m_ptr->mflag & MFLAG_NICE)
5543                                         {
5544                                                 /* Nice monsters get mean */
5545                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5546                                         }
5547
5548                                         /* Handle memorized monsters */
5549                                         if (m_ptr->mflag & MFLAG_MARK)
5550                                         {
5551                                                 /* Maintain detection */
5552                                                 if (m_ptr->mflag & MFLAG_SHOW)
5553                                                 {
5554                                                         /* Forget flag */
5555                                                         m_ptr->mflag &= ~(MFLAG_SHOW);
5556
5557                                                         /* Still need repairs */
5558                                                         repair_monsters = TRUE;
5559                                                 }
5560
5561                                                 /* Remove detection */
5562                                                 else
5563                                                 {
5564                                                         /* Forget flag */
5565                                                         m_ptr->mflag &= ~(MFLAG_MARK);
5566
5567                                                         /* Assume invisible */
5568                                                         m_ptr->ml = FALSE;
5569
5570                                                         /* Update the monster */
5571                                                         update_mon(i, FALSE);
5572
5573                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5574                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5575
5576                                                         /* Redraw regardless */
5577                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5578                                                 }
5579                                         }
5580                                 }
5581                         }
5582                         if (p_ptr->pclass == CLASS_IMITATOR)
5583                         {
5584                                 if (mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5585                                 {
5586                                         mane_num--;
5587                                         for (i = 0; i < mane_num; i++)
5588                                         {
5589                                                 mane_spell[i] = mane_spell[i+1];
5590                                                 mane_dam[i] = mane_dam[i+1];
5591                                         }
5592                                 }
5593                                 new_mane = FALSE;
5594                                 p_ptr->redraw |= (PR_MANE);
5595                         }
5596                         if (p_ptr->action == ACTION_LEARN)
5597                         {
5598                                 new_mane = FALSE;
5599                                 p_ptr->redraw |= (PR_STATE);
5600                         }
5601
5602                         if (world_player && (p_ptr->energy_need > - 1000))
5603                         {
5604                                 /* Redraw map */
5605                                 p_ptr->redraw |= (PR_MAP);
5606
5607                                 /* Update monsters */
5608                                 p_ptr->update |= (PU_MONSTERS);
5609
5610                                 /* Window stuff */
5611                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5612
5613 #ifdef JP
5614                                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
5615 #else
5616                                 msg_print("You feel time flowing around you once more.");
5617 #endif
5618                                 msg_print(NULL);
5619                                 world_player = FALSE;
5620                                 p_ptr->energy_need = ENERGY_NEED();
5621
5622                                 handle_stuff();
5623                         }
5624                 }
5625
5626                 /* Hack -- notice death */
5627                 if (!alive || death)
5628                 {
5629                         world_player = FALSE;
5630                         break;
5631                 }
5632
5633                 /* Handle "leaving" */
5634                 if (p_ptr->leaving) break;
5635         }
5636
5637         /* Update scent trail */
5638         update_smell();
5639 }
5640
5641
5642 /*
5643  * Interact with the current dungeon level.
5644  *
5645  * This function will not exit until the level is completed,
5646  * the user dies, or the game is terminated.
5647  */
5648 static void dungeon(bool load_game)
5649 {
5650         int quest_num = 0, i, num;
5651
5652         /* Set the base level */
5653         base_level = dun_level;
5654
5655         /* Reset various flags */
5656         hack_mind = FALSE;
5657
5658         /* Not leaving */
5659         p_ptr->leaving = FALSE;
5660
5661         /* Reset the "command" vars */
5662         command_cmd = 0;
5663         command_new = 0;
5664         command_rep = 0;
5665         command_arg = 0;
5666         command_dir = 0;
5667
5668
5669         /* Cancel the target */
5670         target_who = 0;
5671         pet_t_m_idx = 0;
5672         riding_t_m_idx = 0;
5673         ambush_flag = FALSE;
5674
5675         /* Cancel the health bar */
5676         health_track(0);
5677
5678         /* Check visual effects */
5679         shimmer_monsters = TRUE;
5680         shimmer_objects = TRUE;
5681         repair_monsters = TRUE;
5682         repair_objects = TRUE;
5683
5684
5685         /* Disturb */
5686         disturb(1, 0);
5687
5688         /* Get index of current quest (if any) */
5689         quest_num = quest_number(dun_level);
5690
5691         /* Inside a quest? */
5692         if (quest_num)
5693         {
5694                 /* Mark the quest monster */
5695                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5696         }
5697
5698         /* Track maximum player level */
5699         if (p_ptr->max_plv < p_ptr->lev)
5700         {
5701                 p_ptr->max_plv = p_ptr->lev;
5702         }
5703
5704
5705         /* Track maximum dungeon level (if not in quest -KMW-) */
5706         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5707         {
5708                 max_dlv[dungeon_type] = dun_level;
5709                 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5710         }
5711
5712         /* No stairs down from Quest */
5713         if (quest_number(dun_level))
5714         {
5715                 create_down_stair = 0;
5716         }
5717
5718         /* Paranoia -- no stairs from town or wilderness */
5719         if (!dun_level) create_down_stair = create_up_stair = 0;
5720
5721         /* Option -- no connected stairs */
5722         if (!dungeon_stair) create_down_stair = create_up_stair = 0;
5723
5724         /* Option -- no up stairs */
5725         if (ironman_downward) create_down_stair = create_up_stair = 0;
5726
5727         /* Make a stairway. */
5728         if (create_up_stair || create_down_stair)
5729         {
5730                 /* Place a stairway */
5731                 if (cave_valid_bold(py, px))
5732                 {
5733                         /* XXX XXX XXX */
5734                         delete_object(py, px);
5735
5736                         /* Make stairs */
5737                         if (create_down_stair)
5738                         {
5739                                 if (create_down_stair == 2) cave_set_feat(py, px, FEAT_MORE_MORE);
5740                                 else cave_set_feat(py, px, FEAT_MORE);
5741                         }
5742                         else
5743                         {
5744                                 if (create_up_stair == 2) cave_set_feat(py, px, FEAT_LESS_LESS);
5745                                 else cave_set_feat(py, px, FEAT_LESS);
5746                         }
5747                 }
5748
5749                 /* Cancel the stair request */
5750                 create_down_stair = create_up_stair = 0;
5751         }
5752
5753         /* Validate the panel */
5754         panel_bounds_center();
5755
5756         /* Verify the panel */
5757         verify_panel();
5758
5759         /* Flush messages */
5760         msg_print(NULL);
5761
5762
5763         /* Enter "xtra" mode */
5764         character_xtra = TRUE;
5765
5766         /* Window stuff */
5767         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5768
5769         /* Window stuff */
5770         p_ptr->window |= (PW_MONSTER);
5771
5772         /* Redraw dungeon */
5773         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5774
5775         /* Redraw map */
5776         p_ptr->redraw |= (PR_MAP);
5777
5778         /* Window stuff */
5779         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5780
5781         /* Update stuff */
5782         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5783
5784         /* Calculate torch radius */
5785         p_ptr->update |= (PU_TORCH);
5786
5787         /* Update stuff */
5788         update_stuff();
5789
5790         /* Redraw stuff */
5791         redraw_stuff();
5792
5793         /* Redraw stuff */
5794         window_stuff();
5795
5796         /* Update stuff */
5797         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_DISTANCE | PU_MON_LITE);
5798         p_ptr->update |= (PU_MONSTERS);/*¼«Ê¬¤Ç¸÷¤Ã¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î°Ù */
5799
5800         /* Update stuff */
5801         update_stuff();
5802
5803         /* Redraw stuff */
5804         redraw_stuff();
5805
5806         /* Leave "xtra" mode */
5807         character_xtra = FALSE;
5808
5809         /* Update stuff */
5810         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5811
5812         /* Combine / Reorder the pack */
5813         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5814
5815         /* Notice stuff */
5816         notice_stuff();
5817
5818         /* Update stuff */
5819         update_stuff();
5820
5821         /* Redraw stuff */
5822         redraw_stuff();
5823
5824         /* Window stuff */
5825         window_stuff();
5826
5827         /* Refresh */
5828         Term_fresh();
5829
5830         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();
5831
5832         if (p_ptr->inside_battle)
5833         {
5834                 if (load_game)
5835                 {
5836                         p_ptr->energy_need = 0;
5837                         battle_monsters();
5838                 }
5839                 else
5840                 {
5841                         
5842 #ifdef JP
5843 msg_print("»î¹ç³«»Ï¡ª");
5844 #else
5845                         msg_format("Ready..Fight!");
5846 #endif
5847                         msg_print(NULL);
5848                 }
5849         }
5850
5851         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
5852                 p_ptr->magic_num1[0] = MUSIC_DETECT;
5853
5854         /* Hack -- notice death or departure */
5855         if (!alive || death) return;
5856
5857         /* Print quest message if appropriate */
5858         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5859         {
5860                 quest_discovery(random_quest_number(dun_level));
5861                 p_ptr->inside_quest = random_quest_number(dun_level);
5862         }
5863         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5864         {
5865                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5866 #ifdef JP
5867                         msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
5868                                    d_name+d_info[dungeon_type].name, 
5869                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5870 #else
5871                 msg_format("%^s lives in this level as the keeper of %s.",
5872                                    r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5873                                    d_name+d_info[dungeon_type].name);
5874 #endif
5875         }
5876
5877         /*** Process this dungeon level ***/
5878
5879         /* Reset the monster generation level */
5880         monster_level = base_level;
5881
5882         /* Reset the object generation level */
5883         object_level = base_level;
5884
5885         hack_mind = TRUE;
5886
5887         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5888             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5889                 p_ptr->energy_need = 0;
5890
5891         /* Not leaving dungeon */
5892         p_ptr->leaving_dungeon = FALSE;
5893
5894         /* Main loop */
5895         while (TRUE)
5896         {
5897                 int i, correct_inven_cnt = 0;
5898
5899                 /* Hack -- Compact the monster list occasionally */
5900                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5901
5902                 /* Hack -- Compress the monster list occasionally */
5903                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5904
5905
5906                 /* Hack -- Compact the object list occasionally */
5907                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5908
5909                 /* Hack -- Compress the object list occasionally */
5910                 if (o_cnt + 32 < o_max) compact_objects(0);
5911
5912
5913                 /* Process the player */
5914                 process_player();
5915
5916                 /* Notice stuff */
5917                 if (p_ptr->notice) notice_stuff();
5918
5919                 /* Similar slot? */
5920                 for (i = 0; i < INVEN_PACK; i++)
5921                 {
5922                         object_type *j_ptr = &inventory[i];
5923
5924                         /* Skip non-objects */
5925                         if (!j_ptr->k_idx) continue;
5926
5927                         correct_inven_cnt++;
5928                 }
5929
5930                 /* Update stuff */
5931                 if (p_ptr->update) update_stuff();
5932
5933                 /* Redraw stuff */
5934                 if (p_ptr->redraw) redraw_stuff();
5935
5936                 /* Redraw stuff */
5937                 if (p_ptr->window) window_stuff();
5938
5939                 /* Hack -- Hilite the player */
5940                 move_cursor_relative(py, px);
5941
5942                 /* Optional fresh */
5943                 if (fresh_after) Term_fresh();
5944
5945                 /* Hack -- Notice death or departure */
5946                 if (!alive || death) break;
5947
5948                 /* Process all of the monsters */
5949                 process_monsters();
5950
5951                 /* Notice stuff */
5952                 if (p_ptr->notice) notice_stuff();
5953
5954                 /* Update stuff */
5955                 if (p_ptr->update) update_stuff();
5956
5957                 /* Redraw stuff */
5958                 if (p_ptr->redraw) redraw_stuff();
5959
5960                 /* Redraw stuff */
5961                 if (p_ptr->window) window_stuff();
5962
5963                 /* Hack -- Hilite the player */
5964                 move_cursor_relative(py, px);
5965
5966                 /* Optional fresh */
5967                 if (fresh_after) Term_fresh();
5968
5969                 /* Hack -- Notice death or departure */
5970                 if (!alive || death) break;
5971
5972
5973                 /* Process the world */
5974                 process_world();
5975
5976                 /* Notice stuff */
5977                 if (p_ptr->notice) notice_stuff();
5978
5979                 /* Update stuff */
5980                 if (p_ptr->update) update_stuff();
5981
5982                 /* Redraw stuff */
5983                 if (p_ptr->redraw) redraw_stuff();
5984
5985                 /* Window stuff */
5986                 if (p_ptr->window) window_stuff();
5987
5988                 /* Hack -- Hilite the player */
5989                 move_cursor_relative(py, px);
5990
5991                 /* Optional fresh */
5992                 if (fresh_after) Term_fresh();
5993
5994                 /* Hack -- Notice death or departure */
5995                 if (!alive || death) break;
5996
5997                 /* Handle "leaving" */
5998                 if (p_ptr->leaving) break;
5999
6000                 /* Count game turns */
6001                 turn++;
6002                 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6003                 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6004                 if (wild_regen) wild_regen--;
6005         }
6006
6007         /* Inside a quest and non-unique questor? */
6008         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6009         {
6010                 /* Un-mark the quest monster */
6011                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6012         }
6013
6014         /* Not save-and-quit and not dead? */
6015         if (alive && !death)
6016         {
6017                 for(num = 0; num < 21; num++)
6018                 {
6019                         party_mon[num].r_idx = 0;
6020                 }
6021
6022                 if (p_ptr->riding)
6023                 {
6024                         COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
6025                 }
6026
6027                 for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
6028                 {
6029                         monster_type *m_ptr = &m_list[i];
6030                         
6031                         if (!m_ptr->r_idx) continue;
6032                         if (!is_pet(m_ptr)) continue;
6033                         if (i == p_ptr->riding) continue;
6034
6035                         if (m_ptr->nickname && (player_has_los_bold(m_ptr->fy, m_ptr->fx) || los(m_ptr->fy, m_ptr->fx, py, px)))
6036                         {
6037                                 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 3) continue;
6038                         }
6039                         else
6040                         {
6041                                 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) continue;
6042                         }
6043                         if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
6044
6045                         COPY(&party_mon[num], &m_list[i], monster_type);
6046                         delete_monster_idx(i);
6047                         num++;
6048                 }
6049                 if (record_named_pet)
6050                 {
6051                         for (i = m_max - 1; i >=1; i--)
6052                         {
6053                                 monster_type *m_ptr = &m_list[i];
6054                                 char m_name[80];
6055                                 
6056                                 if (!m_ptr->r_idx) continue;
6057                                 if (!is_pet(m_ptr)) continue;
6058                                 if (!m_ptr->nickname) continue;
6059                                 if (p_ptr->riding == i) continue;
6060                                 
6061                                 monster_desc(m_name, m_ptr, 0x88);
6062                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
6063                         }
6064                 }
6065         }
6066
6067         write_level = TRUE;
6068 }
6069
6070
6071 /*
6072  * Load some "user pref files"
6073  *
6074  * Modified by Arcum Dagsson to support
6075  * separate macro files for different realms.
6076  */
6077 static void load_all_pref_files(void)
6078 {
6079         char buf[1024];
6080         errr err;
6081
6082         /* Access the "user" pref file */
6083         sprintf(buf, "user.prf");
6084
6085         /* Process that file */
6086         process_pref_file(buf);
6087
6088         /* Access the "user" system pref file */
6089         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6090
6091         /* Process that file */
6092         process_pref_file(buf);
6093
6094         /* Access the "race" pref file */
6095         sprintf(buf, "%s.prf", rp_ptr->title);
6096
6097         /* Process that file */
6098         process_pref_file(buf);
6099
6100         /* Access the "class" pref file */
6101         sprintf(buf, "%s.prf", cp_ptr->title);
6102
6103         /* Process that file */
6104         process_pref_file(buf);
6105
6106         /* Access the "character" pref file */
6107         sprintf(buf, "%s.prf", player_base);
6108
6109         /* Process that file */
6110         process_pref_file(buf);
6111
6112 #ifdef JP
6113         sprintf(buf, "picktype-%s.prf", player_base);
6114 #else
6115         sprintf(buf, "pickpref-%s.prf", player_base);
6116 #endif
6117
6118         err = process_pickpref_file(buf);
6119
6120         /* Process 'pick????.prf' if 'pick????-<name>.prf' doesn't exist */
6121         if (0 > err)
6122         {
6123 #ifdef JP
6124                 process_pickpref_file("picktype.prf");
6125 #else
6126                 process_pickpref_file("pickpref.prf");
6127 #endif
6128         }
6129
6130         /* Access the "realm 1" pref file */
6131         if (p_ptr->realm1 != REALM_NONE)
6132         {
6133                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6134
6135                 /* Process that file */
6136                 process_pref_file(buf);
6137         }
6138
6139         /* Access the "realm 2" pref file */
6140         if (p_ptr->realm2 != REALM_NONE)
6141         {
6142                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6143
6144                 /* Process that file */
6145                 process_pref_file(buf);
6146         }
6147 }
6148
6149
6150 /*
6151  * Actually play a game
6152  *
6153  * If the "new_game" parameter is true, then, after loading the
6154  * savefile, we will commit suicide, if necessary, to allow the
6155  * player to start a new game.
6156  */
6157 void play_game(bool new_game)
6158 {
6159         int i;
6160         bool load_game = TRUE;
6161
6162 #ifdef CHUUKEI
6163         if(chuukei_client){
6164           reset_visuals();
6165           browse_chuukei();
6166           return;
6167         }
6168 #endif
6169
6170         hack_mutation = FALSE;
6171
6172         /* Hack -- Character is "icky" */
6173         character_icky = TRUE;
6174
6175         /* Make sure main term is active */
6176         Term_activate(angband_term[0]);
6177
6178         /* Initialise the resize hooks */
6179         angband_term[0]->resize_hook = resize_map;
6180         
6181         for (i = 1; i < 8; i++)
6182         {
6183                 /* Does the term exist? */
6184                 if (angband_term[i])
6185                 {
6186                         /* Add the redraw on resize hook */
6187                         angband_term[i]->resize_hook = redraw_window;
6188                 }
6189         }
6190
6191         /* Hack -- turn off the cursor */
6192         (void)Term_set_cursor(0);
6193
6194
6195         /* Attempt to load */
6196         if (!load_player())
6197         {
6198                 /* Oops */
6199 #ifdef JP
6200 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6201 #else
6202                 quit("broken savefile");
6203 #endif
6204
6205         }
6206
6207         /* Extract the options */
6208         for (i = 0; option_info[i].o_desc; i++)
6209         {
6210                 int os = option_info[i].o_set;
6211                 int ob = option_info[i].o_bit;
6212
6213                 /* Set the "default" options */
6214                 if (option_info[i].o_var)
6215                 {
6216                         /* Set */
6217                         if (option_flag[os] & (1L << ob))
6218                         {
6219                                 /* Set */
6220                                 (*option_info[i].o_var) = TRUE;
6221                         }
6222
6223                         /* Clear */
6224                         else
6225                         {
6226                                 /* Clear */
6227                                 (*option_info[i].o_var) = FALSE;
6228                         }
6229                 }
6230         }
6231
6232         /* Report waited score */
6233         if (wait_report_score)
6234         {
6235                 char buf[1024];
6236                 bool success;
6237
6238 #ifdef JP
6239                 if (!get_check("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©"))
6240 #else
6241                 if (!get_check("Do you register score now? "))
6242 #endif
6243                         quit(0);
6244
6245                 /* Update stuff */
6246                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6247
6248                 /* Update stuff */
6249                 update_stuff();
6250
6251                 death = TRUE;
6252
6253                 start_time = time(NULL);
6254
6255                 /* No suspending now */
6256                 signals_ignore_tstp();
6257                 
6258                 /* Hack -- Character is now "icky" */
6259                 character_icky = TRUE;
6260
6261                 /* Build the filename */
6262                 path_build(buf, 1024, ANGBAND_DIR_APEX, "scores.raw");
6263
6264                 /* Open the high score file, for reading/writing */
6265                 highscore_fd = fd_open(buf, O_RDWR);
6266
6267                 /* Handle score, show Top scores */
6268                 success = send_world_score(TRUE);
6269
6270 #ifdef JP
6271                 if (!success && !get_check("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©"))
6272 #else
6273                 if (!success && !get_check("Do you give up score registration? "))
6274 #endif
6275                 {
6276 #ifdef JP
6277                         prt("°ú¤­Â³¤­ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6278 #else
6279                         prt("standing by for future registration...", 0, 0);
6280 #endif
6281                         (void)inkey();
6282                 }
6283                 else
6284                 {
6285                         wait_report_score = FALSE;
6286                         top_twenty();
6287 #ifdef JP
6288                         if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6289 #else
6290                         if (!save_player()) msg_print("death save failed!");
6291 #endif
6292                 }
6293                 /* Shut the high score file */
6294                 (void)fd_close(highscore_fd);
6295
6296                 /* Forget the high score fd */
6297                 highscore_fd = -1;
6298                 
6299                 /* Allow suspending now */
6300                 signals_handle_tstp();
6301
6302                 quit(0);
6303         }
6304
6305         /* Nothing loaded */
6306         if (!character_loaded)
6307         {
6308                 /* Make new player */
6309                 new_game = TRUE;
6310
6311                 /* The dungeon is not ready */
6312                 character_dungeon = FALSE;
6313
6314                 /* Prepare to init the RNG */
6315                 Rand_quick = TRUE;
6316         }
6317
6318         /* Process old character */
6319         if (!new_game)
6320         {
6321                 /* Process the player name */
6322                 process_player_name(FALSE);
6323         }
6324
6325         /* Init the RNG */
6326         if (Rand_quick)
6327         {
6328                 u32b seed;
6329
6330                 /* Basic seed */
6331                 seed = (time(NULL));
6332
6333 #ifdef SET_UID
6334
6335                 /* Mutate the seed on Unix machines */
6336                 seed = ((seed >> 3) * (getpid() << 1));
6337
6338 #endif
6339
6340                 /* Use the complex RNG */
6341                 Rand_quick = FALSE;
6342
6343                 /* Seed the "complex" RNG */
6344                 Rand_state_init(seed);
6345         }
6346
6347         /* Roll new character */
6348         if (new_game)
6349         {
6350                 monster_race *r_ptr;
6351
6352                 /* The dungeon is not ready */
6353                 character_dungeon = FALSE;
6354
6355                 /* Start in town */
6356                 dun_level = 0;
6357                 p_ptr->inside_quest = 0;
6358                 p_ptr->inside_arena = FALSE;
6359                 p_ptr->inside_battle = FALSE;
6360
6361                 write_level = TRUE;
6362
6363                 /* Hack -- seed for flavors */
6364                 seed_flavor = randint0(0x10000000);
6365
6366                 /* Hack -- seed for town layout */
6367                 seed_town = randint0(0x10000000);
6368
6369                 /* Roll up a new character */
6370                 player_birth();
6371
6372                 counts_write(2,0);
6373                 p_ptr->count = 0;
6374
6375 #ifdef JP
6376                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ÊÕ¶­¤ÎÃϤ˹ߤêΩ¤Ã¤¿¡£");
6377 #else
6378                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You are standing in the Outpost.");
6379 #endif
6380
6381                 load = FALSE;
6382                 get_mon_num_prep(NULL, NULL);
6383                 for (i = 0; i < MAX_KUBI; i++)
6384                 {
6385                         while (1)
6386                         {
6387                                 int j;
6388
6389                                 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6390                                 r_ptr = &r_info[kubi_r_idx[i]];
6391
6392                                 if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6393
6394                                 if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
6395                                 if (r_ptr->rarity > 100) continue;
6396
6397                                 if(r_ptr->flags6 & RF6_SPECIAL) continue;
6398
6399                                 for (j = 0; j < i; j++)
6400                                         if (kubi_r_idx[i] == kubi_r_idx[j])break;
6401
6402                                 if (j == i) break;
6403                         }
6404                 }
6405                 for (i = 0; i < MAX_KUBI -1; i++)
6406                 {
6407                         int j,tmp;
6408                         for (j = i; j < MAX_KUBI; j++)
6409                         {
6410                                 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6411                                 {
6412                                         tmp = kubi_r_idx[i];
6413                                         kubi_r_idx[i] = kubi_r_idx[j];
6414                                         kubi_r_idx[j] = tmp;
6415                                 }
6416                         }
6417                 }
6418
6419                 p_ptr->inside_battle = TRUE;
6420                 while (1)
6421                 {
6422                         today_mon = get_mon_num(3);
6423                         r_ptr = &r_info[today_mon];
6424
6425                         if (r_ptr->flags1 & RF1_UNIQUE) continue;
6426                         if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
6427                         if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
6428                         if (r_ptr->rarity > 10) continue;
6429                         if (r_ptr->level == 0) continue;
6430                         break;
6431                 }
6432                 p_ptr->inside_battle = FALSE;
6433         }
6434         else
6435         {
6436                 write_level = FALSE;
6437
6438 #ifdef JP
6439                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ----¥²¡¼¥àºÆ³«----");
6440 #else
6441                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ---- Restart Game ----");
6442 #endif
6443
6444 /*
6445  * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6446  * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6447  */
6448                 if (p_ptr->riding == -1)
6449                 {
6450                         p_ptr->riding = 0;
6451                         for(i = m_max; i > 0; i--)
6452                         {
6453                                 if ((m_list[i].fy == py) && (m_list[i].fx == px))
6454                                 {
6455                                         p_ptr->riding = i;
6456                                         break;
6457                                 }
6458                         }
6459                 }
6460         }
6461
6462         p_ptr->teleport_town = FALSE;
6463         p_ptr->sutemi = FALSE;
6464         world_monster = FALSE;
6465         now_damaged = FALSE;
6466         now_message = 0;
6467         start_time = time(NULL) - 1;
6468         record_o_name[0] = '\0';
6469
6470         /* Reset map panel */
6471         panel_row_min = cur_hgt;
6472         panel_col_min = cur_wid;
6473
6474         /* Sexy gal gets bonus to maximum weapon skill of whip */
6475         if(p_ptr->pseikaku == SEIKAKU_SEXY)
6476                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
6477
6478         /* Fill the arrays of floors and walls in the good proportions */
6479         for (i = 0; i < 100; i++)
6480         {
6481                 int lim1, lim2, lim3;
6482
6483                 lim1 = d_info[dungeon_type].floor_percent1;
6484                 lim2 = lim1 + d_info[dungeon_type].floor_percent2;
6485                 lim3 = lim2 + d_info[dungeon_type].floor_percent3;
6486
6487                 if (i < lim1)
6488                         floor_type[i] = d_info[dungeon_type].floor1;
6489                 else if (i < lim2)
6490                         floor_type[i] = d_info[dungeon_type].floor2;
6491                 else if (i < lim3)
6492                         floor_type[i] = d_info[dungeon_type].floor3;
6493
6494                 lim1 = d_info[dungeon_type].fill_percent1;
6495                 lim2 = lim1 + d_info[dungeon_type].fill_percent2;
6496                 lim3 = lim2 + d_info[dungeon_type].fill_percent3;
6497                 if (i < lim1)
6498                         fill_type[i] = d_info[dungeon_type].fill_type1;
6499                 else if (i < lim2)
6500                         fill_type[i] = d_info[dungeon_type].fill_type2;
6501                 else if (i < lim3)
6502                         fill_type[i] = d_info[dungeon_type].fill_type3;
6503         }
6504
6505         /* Flavor the objects */
6506         flavor_init();
6507         if (new_game)
6508         {
6509                 wipe_o_list();
6510                 player_outfit();
6511         }
6512
6513         /* Flash a message */
6514 #ifdef JP
6515 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6516 #else
6517         prt("Please wait...", 0, 0);
6518 #endif
6519
6520
6521         /* Flush the message */
6522         Term_fresh();
6523
6524
6525         /* Hack -- Enter wizard mode */
6526         if (arg_wizard && enter_wizard_mode()) wizard = TRUE;
6527
6528         /* Initialize the town-buildings if necessary */
6529         if (!dun_level && !p_ptr->inside_quest)
6530         {
6531                 /* Init the wilderness */
6532
6533 process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
6534
6535                 /* Init the town */
6536                 init_flags = INIT_ONLY_BUILDINGS;
6537
6538 process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
6539
6540         }
6541
6542
6543         /* Initialize vault info */
6544 #ifdef JP
6545 if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
6546 #else
6547         if (init_v_info()) quit("Cannot initialize vaults");
6548 #endif
6549
6550         /* Generate a dungeon level if needed */
6551         if (!character_dungeon) generate_cave();
6552
6553
6554         /* Character is now "complete" */
6555         character_generated = TRUE;
6556
6557
6558         /* Hack -- Character is no longer "icky" */
6559         character_icky = FALSE;
6560
6561
6562         /* Start game */
6563         alive = TRUE;
6564
6565         /* Reset the visual mappings */
6566         reset_visuals();
6567
6568         /* Load the "pref" files */
6569         load_all_pref_files();
6570
6571         /* React to changes */
6572         Term_xtra(TERM_XTRA_REACT, 0);
6573
6574         /* Window stuff */
6575         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6576
6577         /* Window stuff */
6578         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6579
6580         /* Window stuff */
6581         window_stuff();
6582
6583
6584         /* Set or clear "rogue_like_commands" if requested */
6585         if (arg_force_original) rogue_like_commands = FALSE;
6586         if (arg_force_roguelike) rogue_like_commands = TRUE;
6587
6588         /* Hack -- Enforce "delayed death" */
6589         if (p_ptr->chp < 0) death = TRUE;
6590
6591         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6592
6593         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6594         {
6595                 monster_type *m_ptr;
6596                 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6597                 monster_race *r_ptr = &r_info[pet_r_idx];
6598                 place_monster_aux(0, py, px - 1, pet_r_idx,
6599                                   FALSE, FALSE, TRUE, TRUE, TRUE, FALSE);
6600                 m_ptr = &m_list[hack_m_idx_ii];
6601                 m_ptr->mspeed = r_ptr->speed;
6602                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6603                 m_ptr->max_maxhp = m_ptr->maxhp;
6604                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6605                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6606         }
6607
6608         /* Process */
6609         while (TRUE)
6610         {
6611                 /* Process the level */
6612                 dungeon(load_game);
6613
6614                 /* Notice stuff */
6615                 if (p_ptr->notice) notice_stuff();
6616
6617                 /* Update stuff */
6618                 if (p_ptr->update) update_stuff();
6619
6620                 /* Redraw stuff */
6621                 if (p_ptr->redraw) redraw_stuff();
6622
6623                 /* Window stuff */
6624                 if (p_ptr->window) window_stuff();
6625
6626
6627                 /* Cancel the target */
6628                 target_who = 0;
6629
6630                 /* Cancel the health bar */
6631                 health_track(0);
6632
6633
6634                 /* Forget the lite */
6635                 forget_lite();
6636
6637                 /* Forget the view */
6638                 forget_view();
6639
6640                 /* Forget the view */
6641                 clear_mon_lite();
6642
6643                 /* Handle "quit and save" */
6644                 if (!alive && !death) break;
6645
6646                 /* Erase the old cave */
6647                 wipe_o_list();
6648                 if (!death) wipe_m_list();
6649
6650
6651                 /* XXX XXX XXX */
6652                 msg_print(NULL);
6653
6654                 load_game = FALSE;
6655
6656                 /* Accidental Death */
6657                 if (alive && death)
6658                 {
6659                         if (p_ptr->inside_arena)
6660                         {
6661                                 p_ptr->inside_arena = FALSE;
6662                                 if(p_ptr->arena_number > MAX_ARENA_MONS)
6663                                         p_ptr->arena_number++;
6664                                 else
6665                                         p_ptr->arena_number = 99;
6666                                 death = FALSE;
6667                                 p_ptr->chp = 0;
6668                                 p_ptr->chp_frac = 0;
6669                                 p_ptr->exit_bldg = TRUE;
6670                                 reset_tim_flags();
6671                         }
6672                         else
6673                         {
6674                                 /* Mega-Hack -- Allow player to cheat death */
6675 #ifdef JP
6676 if ((wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6677 #else
6678                                 if ((wizard || cheat_live) && !get_check("Die? "))
6679 #endif
6680
6681                                 {
6682                                         /* Mark social class, reset age, if needed */
6683                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6684
6685                                         /* Increase age */
6686                                         p_ptr->age++;
6687
6688                                         /* Mark savefile */
6689                                         noscore |= 0x0001;
6690
6691                                         /* Message */
6692 #ifdef JP
6693 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6694 #else
6695                                         msg_print("You invoke wizard mode and cheat death.");
6696 #endif
6697                                         wipe_m_list();
6698
6699                                         msg_print(NULL);
6700
6701                                         /* Restore hit points */
6702                                         p_ptr->chp = p_ptr->mhp;
6703                                         p_ptr->chp_frac = 0;
6704
6705                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6706                                         {
6707                                                 for (i = 0; i < EATER_EXT*2; i++)
6708                                                 {
6709                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
6710                                                 }
6711                                                 for (; i < EATER_EXT*3; i++)
6712                                                 {
6713                                                         p_ptr->magic_num1[i] = 0;
6714                                                 }
6715                                         }
6716                                         /* Restore spell points */
6717                                         p_ptr->csp = p_ptr->msp;
6718                                         p_ptr->csp_frac = 0;
6719
6720                                         /* Hack -- Healing */
6721                                         (void)set_blind(0);
6722                                         (void)set_confused(0);
6723                                         (void)set_poisoned(0);
6724                                         (void)set_afraid(0);
6725                                         (void)set_paralyzed(0);
6726                                         (void)set_image(0);
6727                                         (void)set_stun(0);
6728                                         (void)set_cut(0);
6729
6730                                         /* Hack -- Prevent starvation */
6731                                         (void)set_food(PY_FOOD_MAX - 1);
6732
6733                                         /* Hack -- cancel recall */
6734                                         if (p_ptr->word_recall)
6735                                         {
6736                                                 /* Message */
6737 #ifdef JP
6738 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
6739 #else
6740                                                 msg_print("A tension leaves the air around you...");
6741 #endif
6742
6743                                                 msg_print(NULL);
6744
6745                                                 /* Hack -- Prevent recall */
6746                                                 p_ptr->word_recall = 0;
6747                                                 p_ptr->redraw |= (PR_STATUS);
6748                                         }
6749
6750                                         /* Note cause of death XXX XXX XXX */
6751 #ifdef JP
6752 (void)strcpy(died_from, "»à¤Îµ½¤­");
6753 #else
6754                                         (void)strcpy(died_from, "Cheating death");
6755 #endif
6756
6757
6758                                         /* Do not die */
6759                                         death = FALSE;
6760
6761                                         dun_level = 0;
6762                                         p_ptr->inside_arena = FALSE;
6763                                         p_ptr->inside_battle = FALSE;
6764                                         leaving_quest = 0;
6765                                         p_ptr->inside_quest = 0;
6766                                         p_ptr->recall_dungeon = dungeon_type;
6767                                         dungeon_type = 0;
6768                                         if (lite_town || vanilla_town)
6769                                         {
6770                                                 p_ptr->wilderness_y = 1;
6771                                                 p_ptr->wilderness_x = 1;
6772                                                 if (vanilla_town)
6773                                                 {
6774                                                         p_ptr->oldpy = 10;
6775                                                         p_ptr->oldpx = 34;
6776                                                 }
6777                                                 else
6778                                                 {
6779                                                         p_ptr->oldpy = 33;
6780                                                         p_ptr->oldpx = 131;
6781                                                 }
6782                                         }
6783                                         else
6784                                         {
6785                                                 p_ptr->wilderness_y = 48;
6786                                                 p_ptr->wilderness_x = 5;
6787                                                 p_ptr->oldpy = 33;
6788                                                 p_ptr->oldpx = 131;
6789                                         }
6790
6791                                         /* Leaving */
6792                                         p_ptr->wild_mode = FALSE;
6793                                         p_ptr->leaving = TRUE;
6794
6795 #ifdef JP
6796                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            ¤·¤«¤·¡¢À¸¤­Ê֤ä¿¡£");
6797 #else
6798                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            but revived.");
6799 #endif
6800                                 }
6801                         }
6802                 }
6803
6804                 /* Handle "death" */
6805                 if (death) break;
6806
6807                 /* Make a new level */
6808                 generate_cave();
6809         }
6810
6811         /* Close stuff */
6812         close_game();
6813
6814         /* Quit */
6815         quit(NULL);
6816 }
6817
6818 s32b turn_real(s32b hoge)
6819 {
6820         if ((p_ptr->prace == RACE_VAMPIRE) ||
6821             (p_ptr->prace == RACE_SKELETON) ||
6822             (p_ptr->prace == RACE_ZOMBIE) ||
6823             (p_ptr->prace == RACE_SPECTRE))
6824                 return hoge-(TURNS_PER_TICK * TOWN_DAWN *3/ 4);
6825         else
6826                 return hoge;
6827 }