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[Refactor] #38997 do_cmd_write_nikki() に player_type * 引数を追加.
[hengband/hengband.git] / src / core.c
1 /*!
2     @file dungeon.c
3     @brief Angbandゲームエンジン / Angband game engine
4     @date 2013/12/31
5     @author
6     Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7     This software may be copied and distributed for educational, research, and\n
8     not for profit purposes provided that this copyright and statement are\n
9     included in all such copies.\n
10     2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14 #include "util.h"
15 #include "core.h"
16 #include "inet.h"
17 #include "term.h"
18
19 #include "creature.h"
20
21 #include "birth.h"
22 #include "bldg.h"
23 #include "cmd-activate.h"
24 #include "cmd-dump.h"
25 #include "cmd-eat.h"
26 #include "cmd-hissatsu.h"
27 #include "cmd-item.h"
28 #include "cmd-magiceat.h"
29 #include "cmd-mane.h"
30 #include "cmd-quaff.h"
31 #include "cmd-read.h"
32 #include "cmd-smith.h"
33 #include "cmd-usestaff.h"
34 #include "cmd-zaprod.h"
35 #include "cmd-zapwand.h"
36 #include "cmd-pet.h"
37 #include "cmd-basic.h"
38 #include "racial.h"
39 #include "snipe.h"
40 #include "dungeon.h"
41 #include "feature.h"
42 #include "floor.h"
43 #include "floor-events.h"
44 #include "floor-town.h"
45 #include "grid.h"
46 #include "object-ego.h"
47 #include "object-curse.h"
48 #include "object-flavor.h"
49 #include "store.h"
50 #include "spells.h"
51 #include "spells-summon.h"
52 #include "spells-object.h"
53 #include "spells-status.h"
54 #include "spells-floor.h"
55 #include "monster-spell.h"
56 #include "mind.h"
57 #include "world.h"
58 #include "mutation.h"
59 #include "quest.h"
60 #include "artifact.h"
61 #include "avatar.h"
62 #include "player-move.h"
63 #include "player-status.h"
64 #include "player-class.h"
65 #include "player-race.h"
66 #include "player-personality.h"
67 #include "player-damage.h"
68 #include "player-effects.h"
69 #include "cmd-spell.h"
70 #include "realm-hex.h"
71 #include "objectkind.h"
72 #include "object-hook.h"
73 #include "wild.h"
74 #include "monster-process.h"
75 #include "monster-status.h"
76 #include "monsterrace-hook.h"
77 #include "floor-save.h"
78 #include "feature.h"
79 #include "player-skill.h"
80 #include "player-inventory.h"
81
82 #include "view-mainwindow.h"
83 #include "dungeon-file.h"
84 #include "files.h"
85 #include "scores.h"
86 #include "autopick.h"
87 #include "save.h"
88 #include "realm.h"
89 #include "realm-song.h"
90 #include "targeting.h"
91
92  /*!
93   * コピーライト情報 /
94   * Hack -- Link a copyright message into the executable
95   */
96 const concptr copyright[5] =
97 {
98         "Copyright (c) 1989 James E. Wilson, Robert A. Keoneke",
99         "",
100         "This software may be copied and distributed for educational, research,",
101         "and not for profit purposes provided that this copyright and statement",
102         "are included in all such copies."
103 };
104
105 bool can_save = FALSE;        /* Game can be saved */
106
107 COMMAND_CODE now_message;
108
109 bool repair_monsters;   /* Hack -- optimize detect monsters */
110 bool repair_objects;    /* Hack -- optimize detect objects */
111
112 concptr ANGBAND_SYS = "xxx"; //!< Hack -- The special Angband "System Suffix" This variable is used to choose an appropriate "pref-xxx" file
113
114 #ifdef JP
115 concptr ANGBAND_KEYBOARD = "JAPAN"; //!< Hack -- The special Angband "Keyboard Suffix" This variable is used to choose an appropriate macro-trigger definition
116 #else
117 concptr ANGBAND_KEYBOARD = "0";
118 #endif
119
120 concptr ANGBAND_GRAF = "ascii"; //!< Hack -- The special Angband "Graphics Suffix" This variable is used to choose an appropriate "graf-xxx" file
121
122 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
123 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
124
125 /*
126  * Flags for initialization
127  */
128 int init_flags;
129
130 /*!
131  * @brief 擬似鑑定を実際に行い判定を反映する
132  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
133  * @param heavy 重度の擬似鑑定を行うならばTRUE
134  * @return なし
135  */
136 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
137 {
138         byte feel;
139         object_type *o_ptr = &p_ptr->inventory_list[slot];
140         GAME_TEXT o_name[MAX_NLEN];
141
142         /* We know about it already, do not tell us again */
143         if (o_ptr->ident & (IDENT_SENSE))return;
144
145         /* It is fully known, no information needed */
146         if (object_is_known(o_ptr)) return;
147
148         /* Check for a feeling */
149         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
150
151         /* Skip non-feelings */
152         if (!feel) return;
153
154         /* Bad luck */
155         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
156         {
157                 switch (feel)
158                 {
159                         case FEEL_TERRIBLE:
160                         {
161                                 feel = FEEL_SPECIAL;
162                                 break;
163                         }
164                         case FEEL_WORTHLESS:
165                         {
166                                 feel = FEEL_EXCELLENT;
167                                 break;
168                         }
169                         case FEEL_CURSED:
170                         {
171                                 if (heavy)
172                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
173                                 else
174                                         feel = FEEL_UNCURSED;
175                                 break;
176                         }
177                         case FEEL_AVERAGE:
178                         {
179                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
180                                 break;
181                         }
182                         case FEEL_GOOD:
183                         {
184                                 if (heavy)
185                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
186                                 else
187                                         feel = FEEL_CURSED;
188                                 break;
189                         }
190                         case FEEL_EXCELLENT:
191                         {
192                                 feel = FEEL_WORTHLESS;
193                                 break;
194                         }
195                         case FEEL_SPECIAL:
196                         {
197                                 feel = FEEL_TERRIBLE;
198                                 break;
199                         }
200                 }
201         }
202
203         /* Stop everything */
204         if (disturb_minor) disturb(FALSE, FALSE);
205
206         /* Get an object description */
207         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
208
209         /* Message (equipment) */
210         if (slot >= INVEN_RARM)
211         {
212 #ifdef JP
213                 msg_format("%s%s(%c)は%sという感じがする...",
214                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
215 #else
216                 msg_format("You feel the %s (%c) you are %s %s %s...",
217                            o_name, index_to_label(slot), describe_use(slot),
218                            ((o_ptr->number == 1) ? "is" : "are"),
219                                    game_inscriptions[feel]);
220 #endif
221
222         }
223
224         /* Message (p_ptr->inventory_list) */
225         else
226         {
227 #ifdef JP
228                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
229                         o_name, index_to_label(slot),game_inscriptions[feel]);
230 #else
231                 msg_format("You feel the %s (%c) in your pack %s %s...",
232                            o_name, index_to_label(slot),
233                            ((o_ptr->number == 1) ? "is" : "are"),
234                                    game_inscriptions[feel]);
235 #endif
236
237         }
238
239         o_ptr->ident |= (IDENT_SENSE);
240
241         /* Set the "inscription" */
242         o_ptr->feeling = feel;
243
244         /* Auto-inscription/destroy */
245         autopick_alter_item(slot, destroy_feeling);
246         p_ptr->update |= (PU_COMBINE | PU_REORDER);
247
248         p_ptr->window |= (PW_INVEN | PW_EQUIP);
249 }
250
251
252
253 /*!
254  * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
255  * @return なし
256  * @details
257  * Sense the p_ptr->inventory_list\n
258  *\n
259  *   Class 0 = Warrior --> fast and heavy\n
260  *   Class 1 = Mage    --> slow and light\n
261  *   Class 2 = Priest  --> fast but light\n
262  *   Class 3 = Rogue   --> okay and heavy\n
263  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
264  *   Class 5 = Paladin --> slow but heavy\n
265  */
266 static void sense_inventory1(void)
267 {
268         INVENTORY_IDX i;
269         PLAYER_LEVEL plev = p_ptr->lev;
270         bool heavy = FALSE;
271         object_type *o_ptr;
272
273
274         /*** Check for "sensing" ***/
275
276         /* No sensing when confused */
277         if (p_ptr->confused) return;
278
279         /* Analyze the class */
280         switch (p_ptr->pclass)
281         {
282                 case CLASS_WARRIOR:
283                 case CLASS_ARCHER:
284                 case CLASS_SAMURAI:
285                 case CLASS_CAVALRY:
286                 {
287                         /* Good sensing */
288                         if (0 != randint0(9000L / (plev * plev + 40))) return;
289
290                         /* Heavy sensing */
291                         heavy = TRUE;
292
293                         break;
294                 }
295
296                 case CLASS_SMITH:
297                 {
298                         /* Good sensing */
299                         if (0 != randint0(6000L / (plev * plev + 50))) return;
300
301                         /* Heavy sensing */
302                         heavy = TRUE;
303
304                         break;
305                 }
306
307                 case CLASS_MAGE:
308                 case CLASS_HIGH_MAGE:
309                 case CLASS_SORCERER:
310                 case CLASS_MAGIC_EATER:
311                 {
312                         /* Very bad (light) sensing */
313                         if (0 != randint0(240000L / (plev + 5))) return;
314
315                         break;
316                 }
317
318                 case CLASS_PRIEST:
319                 case CLASS_BARD:
320                 {
321                         /* Good (light) sensing */
322                         if (0 != randint0(10000L / (plev * plev + 40))) return;
323
324                         break;
325                 }
326
327                 case CLASS_ROGUE:
328                 case CLASS_NINJA:
329                 {
330                         /* Okay sensing */
331                         if (0 != randint0(20000L / (plev * plev + 40))) return;
332
333                         /* Heavy sensing */
334                         heavy = TRUE;
335
336                         break;
337                 }
338
339                 case CLASS_RANGER:
340                 {
341                         /* Bad sensing */
342                         if (0 != randint0(95000L / (plev * plev + 40))) return;
343
344                         /* Changed! */
345                         heavy = TRUE;
346
347                         break;
348                 }
349
350                 case CLASS_PALADIN:
351                 case CLASS_SNIPER:
352                 {
353                         /* Bad sensing */
354                         if (0 != randint0(77777L / (plev * plev + 40))) return;
355
356                         /* Heavy sensing */
357                         heavy = TRUE;
358
359                         break;
360                 }
361
362                 case CLASS_WARRIOR_MAGE:
363                 case CLASS_RED_MAGE:
364                 {
365                         /* Bad sensing */
366                         if (0 != randint0(75000L / (plev * plev + 40))) return;
367
368                         break;
369                 }
370
371                 case CLASS_MINDCRAFTER:
372                 case CLASS_IMITATOR:
373                 case CLASS_BLUE_MAGE:
374                 case CLASS_MIRROR_MASTER:
375                 {
376                         /* Bad sensing */
377                         if (0 != randint0(55000L / (plev * plev + 40))) return;
378
379                         break;
380                 }
381
382                 case CLASS_CHAOS_WARRIOR:
383                 {
384                         /* Bad sensing */
385                         if (0 != randint0(80000L / (plev * plev + 40))) return;
386
387                         /* Changed! */
388                         heavy = TRUE;
389
390                         break;
391                 }
392
393                 case CLASS_MONK:
394                 case CLASS_FORCETRAINER:
395                 {
396                         /* Okay sensing */
397                         if (0 != randint0(20000L / (plev * plev + 40))) return;
398
399                         break;
400                 }
401
402                 case CLASS_TOURIST:
403                 {
404                         /* Good sensing */
405                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
406
407                         /* Heavy sensing */
408                         heavy = TRUE;
409
410                         break;
411                 }
412
413                 case CLASS_BEASTMASTER:
414                 {
415                         /* Bad sensing */
416                         if (0 != randint0(65000L / (plev * plev + 40))) return;
417
418                         break;
419                 }
420                 case CLASS_BERSERKER:
421                 {
422                         /* Heavy sensing */
423                         heavy = TRUE;
424
425                         break;
426                 }
427         }
428
429         if (compare_virtue(p_ptr, V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
430
431         /*** Sense everything ***/
432
433         /* Check everything */
434         for (i = 0; i < INVEN_TOTAL; i++)
435         {
436                 bool okay = FALSE;
437
438                 o_ptr = &p_ptr->inventory_list[i];
439
440                 /* Skip empty slots */
441                 if (!o_ptr->k_idx) continue;
442
443                 /* Valid "tval" codes */
444                 switch (o_ptr->tval)
445                 {
446                         case TV_SHOT:
447                         case TV_ARROW:
448                         case TV_BOLT:
449                         case TV_BOW:
450                         case TV_DIGGING:
451                         case TV_HAFTED:
452                         case TV_POLEARM:
453                         case TV_SWORD:
454                         case TV_BOOTS:
455                         case TV_GLOVES:
456                         case TV_HELM:
457                         case TV_CROWN:
458                         case TV_SHIELD:
459                         case TV_CLOAK:
460                         case TV_SOFT_ARMOR:
461                         case TV_HARD_ARMOR:
462                         case TV_DRAG_ARMOR:
463                         case TV_CARD:
464                         {
465                                 okay = TRUE;
466                                 break;
467                         }
468                 }
469
470                 /* Skip non-sense machines */
471                 if (!okay) continue;
472
473                 /* Occasional failure on p_ptr->inventory_list items */
474                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
475
476                 /* Good luck */
477                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
478                 {
479                         heavy = TRUE;
480                 }
481
482                 sense_inventory_aux(i, heavy);
483         }
484 }
485
486 /*!
487  * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
488  * @return なし
489  */
490 static void sense_inventory2(void)
491 {
492         INVENTORY_IDX i;
493         PLAYER_LEVEL plev = p_ptr->lev;
494         object_type *o_ptr;
495
496
497         /*** Check for "sensing" ***/
498
499         /* No sensing when confused */
500         if (p_ptr->confused) return;
501
502         /* Analyze the class */
503         switch (p_ptr->pclass)
504         {
505                 case CLASS_WARRIOR:
506                 case CLASS_ARCHER:
507                 case CLASS_SAMURAI:
508                 case CLASS_CAVALRY:
509                 case CLASS_BERSERKER:
510                 case CLASS_SNIPER:
511                 {
512                         return;
513                 }
514
515                 case CLASS_SMITH:
516                 case CLASS_PALADIN:
517                 case CLASS_CHAOS_WARRIOR:
518                 case CLASS_IMITATOR:
519                 case CLASS_BEASTMASTER:
520                 case CLASS_NINJA:
521                 {
522                         /* Very bad (light) sensing */
523                         if (0 != randint0(240000L / (plev + 5))) return;
524
525                         break;
526                 }
527
528                 case CLASS_RANGER:
529                 case CLASS_WARRIOR_MAGE:
530                 case CLASS_RED_MAGE:
531                 case CLASS_MONK:
532                 {
533                         /* Bad sensing */
534                         if (0 != randint0(95000L / (plev * plev + 40))) return;
535
536                         break;
537                 }
538
539                 case CLASS_PRIEST:
540                 case CLASS_BARD:
541                 case CLASS_ROGUE:
542                 case CLASS_FORCETRAINER:
543                 case CLASS_MINDCRAFTER:
544                 {
545                         /* Good sensing */
546                         if (0 != randint0(20000L / (plev * plev + 40))) return;
547
548                         break;
549                 }
550
551                 case CLASS_MAGE:
552                 case CLASS_HIGH_MAGE:
553                 case CLASS_SORCERER:
554                 case CLASS_MAGIC_EATER:
555                 case CLASS_MIRROR_MASTER:
556                 case CLASS_BLUE_MAGE:
557                 {
558                         /* Good sensing */
559                         if (0 != randint0(9000L / (plev * plev + 40))) return;
560
561                         break;
562                 }
563
564                 case CLASS_TOURIST:
565                 {
566                         /* Good sensing */
567                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
568
569                         break;
570                 }
571         }
572
573         /*** Sense everything ***/
574
575         /* Check everything */
576         for (i = 0; i < INVEN_TOTAL; i++)
577         {
578                 bool okay = FALSE;
579
580                 o_ptr = &p_ptr->inventory_list[i];
581
582                 /* Skip empty slots */
583                 if (!o_ptr->k_idx) continue;
584
585                 /* Valid "tval" codes */
586                 switch (o_ptr->tval)
587                 {
588                         case TV_RING:
589                         case TV_AMULET:
590                         case TV_LITE:
591                         case TV_FIGURINE:
592                         {
593                                 okay = TRUE;
594                                 break;
595                         }
596                 }
597
598                 /* Skip non-sense machines */
599                 if (!okay) continue;
600
601                 /* Occasional failure on p_ptr->inventory_list items */
602                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
603
604                 sense_inventory_aux(i, TRUE);
605         }
606 }
607
608 /*!
609  * @brief パターン終点到達時のテレポート処理を行う
610  * @return なし
611  */
612 static void pattern_teleport(void)
613 {
614         DEPTH min_level = 0;
615         DEPTH max_level = 99;
616
617         /* Ask for level */
618         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
619         {
620                 char ppp[80];
621                 char tmp_val[160];
622
623                 /* Only downward in ironman mode */
624                 if (ironman_downward)
625                         min_level = current_floor_ptr->dun_level;
626
627                 /* Maximum level */
628                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
629                 {
630                         if (current_floor_ptr->dun_level > 100)
631                                 max_level = MAX_DEPTH - 1;
632                         else if (current_floor_ptr->dun_level == 100)
633                                 max_level = 100;
634                 }
635                 else
636                 {
637                         max_level = d_info[p_ptr->dungeon_idx].maxdepth;
638                         min_level = d_info[p_ptr->dungeon_idx].mindepth;
639                 }
640
641                 /* Prompt */
642                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
643
644                 /* Default */
645                 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
646
647                 /* Ask for a level */
648                 if (!get_string(ppp, tmp_val, 10)) return;
649
650                 /* Extract request */
651                 command_arg = (COMMAND_ARG)atoi(tmp_val);
652         }
653         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
654         {
655                 teleport_player(200, 0L);
656                 return;
657         }
658         else
659         {
660                 return;
661         }
662         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
663         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
664
665         /* Accept request */
666         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
667
668         if (autosave_l) do_cmd_save_game(TRUE);
669
670         /* Change level */
671         current_floor_ptr->dun_level = command_arg;
672
673         leave_quest_check();
674
675         if (record_stair) do_cmd_write_nikki(p_ptr, NIKKI_PAT_TELE, 0, NULL);
676
677         p_ptr->inside_quest = 0;
678         free_turn(p_ptr);
679
680         /*
681          * Clear all saved floors
682          * and create a first saved floor
683          */
684         prepare_change_floor_mode(CFM_FIRST_FLOOR);
685         p_ptr->leaving = TRUE;
686 }
687
688 /*!
689  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
690  * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
691  */
692 static bool pattern_effect(void)
693 {
694         int pattern_type;
695
696         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
697
698         if ((PRACE_IS_(p_ptr, RACE_AMBERITE)) &&
699             (p_ptr->cut > 0) && one_in_(10))
700         {
701                 wreck_the_pattern(p_ptr);
702         }
703
704         pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
705
706         switch (pattern_type)
707         {
708         case PATTERN_TILE_END:
709                 (void)set_image(p_ptr, 0);
710                 (void)restore_all_status();
711                 (void)restore_level(p_ptr);
712                 (void)cure_critical_wounds(1000);
713
714                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
715                 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
716
717                 /*
718                  * We could make the healing effect of the
719                  * Pattern center one-time only to avoid various kinds
720                  * of abuse, like luring the win monster into fighting you
721                  * in the middle of the pattern...
722                  */
723                 break;
724
725         case PATTERN_TILE_OLD:
726                 /* No effect */
727                 break;
728
729         case PATTERN_TILE_TELEPORT:
730                 pattern_teleport();
731                 break;
732
733         case PATTERN_TILE_WRECKED:
734                 if (!IS_INVULN())
735                         take_hit(p_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
736                 break;
737
738         default:
739                 if (PRACE_IS_(p_ptr, RACE_AMBERITE) && !one_in_(2))
740                         return TRUE;
741                 else if (!IS_INVULN())
742                         take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
743                 break;
744         }
745
746         return TRUE;
747 }
748
749
750 /*!
751  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
752  * @param percent 回復比率
753  * @return なし
754  */
755 static void regenhp(int percent)
756 {
757         HIT_POINT new_chp;
758         u32b new_chp_frac;
759         HIT_POINT old_chp;
760
761         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
762         if (p_ptr->action == ACTION_HAYAGAKE) return;
763
764         /* Save the old hitpoints */
765         old_chp = p_ptr->chp;
766
767         /*
768          * Extract the new hitpoints
769          *
770          * 'percent' is the Regen factor in unit (1/2^16)
771          */
772         new_chp = 0;
773         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
774
775         /* Convert the unit (1/2^16) to (1/2^32) */
776         s64b_LSHIFT(new_chp, new_chp_frac, 16);
777
778         /* Regenerating */
779         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
780
781
782         /* Fully healed */
783         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
784         {
785                 p_ptr->chp = p_ptr->mhp;
786                 p_ptr->chp_frac = 0;
787         }
788
789         /* Notice changes */
790         if (old_chp != p_ptr->chp)
791         {
792                 p_ptr->redraw |= (PR_HP);
793                 p_ptr->window |= (PW_PLAYER);
794                 wild_regen = 20;
795         }
796 }
797
798
799 /*!
800  * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
801  * @param upkeep_factor ペット維持によるMPコスト量
802  * @param regen_amount 回復量
803  * @return なし
804  */
805 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
806 {
807         MANA_POINT old_csp = p_ptr->csp;
808         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
809
810         /*
811          * Excess mana will decay 32 times faster than normal
812          * regeneration rate.
813          */
814         if (p_ptr->csp > p_ptr->msp)
815         {
816                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
817                 s32b decay = 0;
818                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
819
820                 /* Convert the unit (1/2^16) to (1/2^32) */
821                 s64b_LSHIFT(decay, decay_frac, 16);
822
823                 /* Decay */
824                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
825
826                 /* Stop decaying */
827                 if (p_ptr->csp < p_ptr->msp)
828                 {
829                         p_ptr->csp = p_ptr->msp;
830                         p_ptr->csp_frac = 0;
831                 }
832         }
833
834         /* Regenerating mana (unless the player has excess mana) */
835         else if (regen_rate > 0)
836         {
837                 /* (percent/100) is the Regen factor in unit (1/2^16) */
838                 MANA_POINT new_mana = 0;
839                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
840
841                 /* Convert the unit (1/2^16) to (1/2^32) */
842                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
843
844                 /* Regenerate */
845                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
846
847                 /* Must set frac to zero even if equal */
848                 if (p_ptr->csp >= p_ptr->msp)
849                 {
850                         p_ptr->csp = p_ptr->msp;
851                         p_ptr->csp_frac = 0;
852                 }
853         }
854
855
856         /* Reduce mana (even when the player has excess mana) */
857         if (regen_rate < 0)
858         {
859                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
860                 s32b reduce_mana = 0;
861                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
862
863                 /* Convert the unit (1/2^16) to (1/2^32) */
864                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
865
866                 /* Reduce mana */
867                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
868
869                 /* Check overflow */
870                 if (p_ptr->csp < 0)
871                 {
872                         p_ptr->csp = 0;
873                         p_ptr->csp_frac = 0;
874                 }
875         }
876
877         if (old_csp != p_ptr->csp)
878         {
879                 p_ptr->redraw |= (PR_MANA);
880                 p_ptr->window |= (PW_PLAYER);
881                 p_ptr->window |= (PW_SPELL);
882                 wild_regen = 20;
883         }
884 }
885
886 /*!
887  * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
888  * @param regen_amount 回復量
889  * @return なし
890  */
891 static void regenmagic(int regen_amount)
892 {
893         MANA_POINT new_mana;
894         int i;
895         int dev = 30;
896         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
897
898         for (i = 0; i < EATER_EXT*2; i++)
899         {
900                 if (!p_ptr->magic_num2[i]) continue;
901                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
902
903                 /* Increase remaining charge number like float value */
904                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
905                 p_ptr->magic_num1[i] += new_mana;
906
907                 /* Check maximum charge */
908                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
909                 {
910                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
911                 }
912                 wild_regen = 20;
913         }
914         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
915         {
916                 if (!p_ptr->magic_num1[i]) continue;
917                 if (!p_ptr->magic_num2[i]) continue;
918
919                 /* Decrease remaining period for charging */
920                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
921                                         / (dev * 16 * PY_REGEN_NORMAL); 
922                 p_ptr->magic_num1[i] -= new_mana;
923
924                 /* Check minimum remaining period for charging */
925                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
926                 wild_regen = 20;
927         }
928 }
929
930
931 /*!
932  * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
933  * @return なし
934  * @note Should probably be done during monster turns.
935  */
936 static void regen_monsters(void)
937 {
938         int i, frac;
939
940
941         /* Regenerate everyone */
942         for (i = 1; i < current_floor_ptr->m_max; i++)
943         {
944                 /* Check the i'th monster */
945                 monster_type *m_ptr = &current_floor_ptr->m_list[i];
946                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
947
948                 if (!monster_is_valid(m_ptr)) continue;
949
950                 /* Allow regeneration (if needed) */
951                 if (m_ptr->hp < m_ptr->maxhp)
952                 {
953                         /* Hack -- Base regeneration */
954                         frac = m_ptr->maxhp / 100;
955
956                         /* Hack -- Minimal regeneration rate */
957                         if (!frac) if (one_in_(2)) frac = 1;
958
959                         /* Hack -- Some monsters regenerate quickly */
960                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
961
962                         /* Hack -- Regenerate */
963                         m_ptr->hp += frac;
964
965                         /* Do not over-regenerate */
966                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
967
968                         /* Redraw (later) if needed */
969                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
970                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
971                 }
972         }
973 }
974
975
976 /*!
977  * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
978  * @return なし
979  * @note Should probably be done during monster turns.
980  */
981 static void regen_captured_monsters(void)
982 {
983         int i, frac;
984         bool heal = FALSE;
985
986         /* Regenerate everyone */
987         for (i = 0; i < INVEN_TOTAL; i++)
988         {
989                 monster_race *r_ptr;
990                 object_type *o_ptr = &p_ptr->inventory_list[i];
991
992                 if (!o_ptr->k_idx) continue;
993                 if (o_ptr->tval != TV_CAPTURE) continue;
994                 if (!o_ptr->pval) continue;
995
996                 heal = TRUE;
997
998                 r_ptr = &r_info[o_ptr->pval];
999
1000                 /* Allow regeneration (if needed) */
1001                 if (o_ptr->xtra4 < o_ptr->xtra5)
1002                 {
1003                         /* Hack -- Base regeneration */
1004                         frac = o_ptr->xtra5 / 100;
1005
1006                         /* Hack -- Minimal regeneration rate */
1007                         if (!frac) if (one_in_(2)) frac = 1;
1008
1009                         /* Hack -- Some monsters regenerate quickly */
1010                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1011
1012                         /* Hack -- Regenerate */
1013                         o_ptr->xtra4 += (XTRA16)frac;
1014
1015                         /* Do not over-regenerate */
1016                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1017                 }
1018         }
1019
1020         if (heal)
1021         {
1022                 /* Combine pack */
1023                 p_ptr->update |= (PU_COMBINE);
1024                 p_ptr->window |= (PW_INVEN);
1025                 p_ptr->window |= (PW_EQUIP);
1026                 wild_regen = 20;
1027         }
1028 }
1029
1030 /*!
1031  * @brief 寿命つき光源の警告メッセージ処理
1032  * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
1033  * @return なし
1034  */
1035 static void notice_lite_change(object_type *o_ptr)
1036 {
1037         /* Hack -- notice interesting fuel steps */
1038         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1039         {
1040                 p_ptr->window |= (PW_EQUIP);
1041         }
1042
1043         /* Hack -- Special treatment when blind */
1044         if (p_ptr->blind)
1045         {
1046                 /* Hack -- save some light for later */
1047                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1048         }
1049
1050         /* The light is now out */
1051         else if (o_ptr->xtra4 == 0)
1052         {
1053                 disturb(FALSE, TRUE);
1054                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1055
1056                 /* Recalculate torch radius */
1057                 p_ptr->update |= (PU_TORCH);
1058
1059                 /* Some ego light lose its effects without fuel */
1060                 p_ptr->update |= (PU_BONUS);
1061         }
1062
1063         /* The light is getting dim */
1064         else if (o_ptr->name2 == EGO_LITE_LONG)
1065         {
1066                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1067                     && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
1068                 {
1069                         if (disturb_minor) disturb(FALSE, TRUE);
1070                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1071                 }
1072         }
1073
1074         /* The light is getting dim */
1075         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1076         {
1077                 if (disturb_minor) disturb(FALSE, TRUE);
1078                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1079         }
1080 }
1081
1082
1083 /*!
1084  * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1085  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1086  * @return なし
1087  */
1088 static void recharged_notice(object_type *o_ptr)
1089 {
1090         GAME_TEXT o_name[MAX_NLEN];
1091
1092         concptr s;
1093
1094         /* No inscription */
1095         if (!o_ptr->inscription) return;
1096
1097         /* Find a '!' */
1098         s = my_strchr(quark_str(o_ptr->inscription), '!');
1099
1100         /* Process notification request. */
1101         while (s)
1102         {
1103                 /* Find another '!' */
1104                 if (s[1] == '!')
1105                 {
1106                         /* Describe (briefly) */
1107                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1108
1109                         /* Notify the player */
1110 #ifdef JP
1111                         msg_format("%sは再充填された。", o_name);
1112 #else
1113                         if (o_ptr->number > 1)
1114                                 msg_format("Your %s are recharged.", o_name);
1115                         else
1116                                 msg_format("Your %s is recharged.", o_name);
1117 #endif
1118
1119                         disturb(FALSE, FALSE);
1120
1121                         /* Done. */
1122                         return;
1123                 }
1124
1125                 /* Keep looking for '!'s */
1126                 s = my_strchr(s + 1, '!');
1127         }
1128 }
1129
1130 /*!
1131  * @brief プレイヤーの歌に関する継続処理
1132  * @return なし
1133  */
1134 static void check_music(void)
1135 {
1136         const magic_type *s_ptr;
1137         int spell;
1138         MANA_POINT need_mana;
1139         u32b need_mana_frac;
1140
1141         /* Music singed by player */
1142         if (p_ptr->pclass != CLASS_BARD) return;
1143         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1144
1145         if (p_ptr->anti_magic)
1146         {
1147                 stop_singing(p_ptr);
1148                 return;
1149         }
1150
1151         spell = SINGING_SONG_ID(p_ptr);
1152         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1153
1154         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1155         need_mana_frac = 0;
1156
1157         /* Divide by 2 */
1158         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1159
1160         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1161         {
1162                 stop_singing(p_ptr);
1163                 return;
1164         }
1165         else
1166         {
1167                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1168
1169                 p_ptr->redraw |= PR_MANA;
1170                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1171                 {
1172                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1173                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1174                         msg_print(_("歌を再開した。", "You restart singing."));
1175                         p_ptr->action = ACTION_SING;
1176                         p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1177                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1178                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1179                 }
1180         }
1181         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1182                 p_ptr->spell_exp[spell] += 5;
1183         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1184         { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1185         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1186         { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1187         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1188         { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1189
1190         /* Do any effects of continual song */
1191         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1192 }
1193
1194 /*!
1195  * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1196  * @param flag 探し出したい呪いフラグ配列
1197  * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1198  * 呪いがない場合NULLを返す。
1199  */
1200 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1201 {
1202         int i;
1203         int choices[INVEN_TOTAL-INVEN_RARM];
1204         int number = 0;
1205
1206         /* Paranoia -- Player has no warning-item */
1207         if (!(p_ptr->cursed & flag)) return NULL;
1208
1209         /* Search Inventry */
1210         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1211         {
1212                 object_type *o_ptr = &p_ptr->inventory_list[i];
1213
1214                 if (o_ptr->curse_flags & flag)
1215                 {
1216                         choices[number] = i;
1217                         number++;
1218                 }
1219                 else if ((flag == TRC_ADD_L_CURSE) || 
1220                                         (flag == TRC_ADD_H_CURSE) || 
1221                                         (flag == TRC_DRAIN_HP) || 
1222                                         (flag == TRC_DRAIN_MANA) || 
1223                                         (flag == TRC_CALL_ANIMAL) || 
1224                                         (flag == TRC_CALL_DEMON) || 
1225                                         (flag == TRC_CALL_DRAGON) || 
1226                                         (flag == TRC_CALL_UNDEAD) || 
1227                                         (flag == TRC_COWARDICE) || 
1228                                         (flag == TRC_LOW_MELEE) || 
1229                                         (flag == TRC_LOW_AC) || 
1230                                         (flag == TRC_LOW_MAGIC) || 
1231                                         (flag == TRC_FAST_DIGEST) || 
1232                                         (flag == TRC_SLOW_REGEN) )
1233                 {
1234                         u32b cf = 0L;
1235                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1236                         object_flags(o_ptr, flgs);
1237                         switch (flag)
1238                         {
1239                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1240                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1241                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1242                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1243                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1244                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1245                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1246                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1247                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1248                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1249                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1250                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1251                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1252                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1253                           default                               : break;
1254                         }
1255                         if (have_flag(flgs, cf))
1256                         {
1257                                 choices[number] = i;
1258                                 number++;
1259                         }
1260                 }
1261         }
1262
1263         /* Choice one of them */
1264         return (&p_ptr->inventory_list[choices[randint0(number)]]);
1265 }
1266
1267 static void process_world_aux_digestion(void)
1268 {
1269         if (!p_ptr->phase_out)
1270         {
1271                 /* Digest quickly when gorged */
1272                 if (p_ptr->food >= PY_FOOD_MAX)
1273                 {
1274                         /* Digest a lot of food */
1275                         (void)set_food(p_ptr, p_ptr->food - 100);
1276                 }
1277
1278                 /* Digest normally -- Every 50 game turns */
1279                 else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
1280                 {
1281                         /* Basic digestion rate based on speed */
1282                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1283
1284                         /* Regeneration takes more food */
1285                         if (p_ptr->regenerate)
1286                                 digestion += 20;
1287                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1288                                 digestion += 20;
1289                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1290                                 digestion += 30;
1291
1292                         /* Slow digestion takes less food */
1293                         if (p_ptr->slow_digest)
1294                                 digestion -= 5;
1295
1296                         /* Minimal digestion */
1297                         if (digestion < 1) digestion = 1;
1298                         /* Maximal digestion */
1299                         if (digestion > 100) digestion = 100;
1300
1301                         /* Digest some food */
1302                         (void)set_food(p_ptr, p_ptr->food - digestion);
1303                 }
1304
1305
1306                 /* Getting Faint */
1307                 if ((p_ptr->food < PY_FOOD_FAINT))
1308                 {
1309                         /* Faint occasionally */
1310                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1311                         {
1312                                 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1313                                 disturb(TRUE, TRUE);
1314
1315                                 /* Hack -- faint (bypass free action) */
1316                                 (void)set_paralyzed(p_ptr, p_ptr->paralyzed + 1 + randint0(5));
1317                         }
1318
1319                         /* Starve to death (slowly) */
1320                         if (p_ptr->food < PY_FOOD_STARVE)
1321                         {
1322                                 /* Calculate damage */
1323                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1324
1325                                 if (!IS_INVULN()) take_hit(p_ptr, DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1326                         }
1327                 }
1328         }
1329 }
1330
1331 /*!
1332  * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1333  *  / Handle timed damage and regeneration every 10 game turns
1334  * @return なし
1335  */
1336 static void process_world_aux_hp_and_sp(void)
1337 {
1338         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
1339         bool cave_no_regen = FALSE;
1340         int upkeep_factor = 0;
1341
1342         /* Default regeneration */
1343         int regen_amount = PY_REGEN_NORMAL;
1344
1345
1346         /*** Damage over Time ***/
1347
1348         /* Take damage from poison */
1349         if (p_ptr->poisoned && !IS_INVULN())
1350         {
1351                 take_hit(p_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1352         }
1353
1354         /* Take damage from cuts */
1355         if (p_ptr->cut && !IS_INVULN())
1356         {
1357                 HIT_POINT dam;
1358
1359                 /* Mortal wound or Deep Gash */
1360                 if (p_ptr->cut > 1000)
1361                 {
1362                         dam = 200;
1363                 }
1364
1365                 else if (p_ptr->cut > 200)
1366                 {
1367                         dam = 80;
1368                 }
1369
1370                 /* Severe cut */
1371                 else if (p_ptr->cut > 100)
1372                 {
1373                         dam = 32;
1374                 }
1375
1376                 else if (p_ptr->cut > 50)
1377                 {
1378                         dam = 16;
1379                 }
1380
1381                 else if (p_ptr->cut > 25)
1382                 {
1383                         dam = 7;
1384                 }
1385
1386                 else if (p_ptr->cut > 10)
1387                 {
1388                         dam = 3;
1389                 }
1390
1391                 /* Other cuts */
1392                 else
1393                 {
1394                         dam = 1;
1395                 }
1396
1397                 take_hit(p_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1398         }
1399
1400         /* (Vampires) Take damage from sunlight */
1401         if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1402         {
1403                 if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1404                 {
1405                         if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1406                         {
1407                                 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1408                                 take_hit(p_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1409                                 cave_no_regen = TRUE;
1410                         }
1411                 }
1412
1413                 if (p_ptr->inventory_list[INVEN_LITE].tval && (p_ptr->inventory_list[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1414                     !p_ptr->resist_lite)
1415                 {
1416                         object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
1417                         GAME_TEXT o_name [MAX_NLEN];
1418                         char ouch [MAX_NLEN+40];
1419
1420                         /* Get an object description */
1421                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1422                         msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1423
1424                         cave_no_regen = TRUE;
1425
1426                         /* Get an object description */
1427                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1428                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1429
1430                         if (!IS_INVULN()) take_hit(p_ptr, DAMAGE_NOESCAPE, 1, ouch, -1);
1431                 }
1432         }
1433
1434         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1435         {
1436                 int damage = 0;
1437
1438                 if (have_flag(f_ptr->flags, FF_DEEP))
1439                 {
1440                         damage = 6000 + randint0(4000);
1441                 }
1442                 else if (!p_ptr->levitation)
1443                 {
1444                         damage = 3000 + randint0(2000);
1445                 }
1446
1447                 if (damage)
1448                 {
1449                         if(PRACE_IS_(p_ptr, RACE_ENT)) damage += damage / 3;
1450                         if(p_ptr->resist_fire) damage = damage / 3;
1451                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1452                         if(p_ptr->levitation) damage = damage / 5;
1453
1454                         damage = damage / 100 + (randint0(100) < (damage % 100));
1455
1456                         if (p_ptr->levitation)
1457                         {
1458                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1459                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1460                                                                 f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1461                         }
1462                         else
1463                         {
1464                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1465                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1466                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1467                         }
1468
1469                         cave_no_regen = TRUE;
1470                 }
1471         }
1472
1473         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1474         {
1475                 int damage = 0;
1476
1477                 if (have_flag(f_ptr->flags, FF_DEEP))
1478                 {
1479                         damage = 6000 + randint0(4000);
1480                 }
1481                 else if (!p_ptr->levitation)
1482                 {
1483                         damage = 3000 + randint0(2000);
1484                 }
1485
1486                 if (damage)
1487                 {
1488                         if (p_ptr->resist_cold) damage = damage / 3;
1489                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1490                         if (p_ptr->levitation) damage = damage / 5;
1491
1492                         damage = damage / 100 + (randint0(100) < (damage % 100));
1493
1494                         if (p_ptr->levitation)
1495                         {
1496                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1497                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1498                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1499                         }
1500                         else
1501                         {
1502                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1503                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1504                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1505                         }
1506
1507                         cave_no_regen = TRUE;
1508                 }
1509         }
1510
1511         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1512         {
1513                 int damage = 0;
1514
1515                 if (have_flag(f_ptr->flags, FF_DEEP))
1516                 {
1517                         damage = 6000 + randint0(4000);
1518                 }
1519                 else if (!p_ptr->levitation)
1520                 {
1521                         damage = 3000 + randint0(2000);
1522                 }
1523
1524                 if (damage)
1525                 {
1526                         if (p_ptr->resist_elec) damage = damage / 3;
1527                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1528                         if (p_ptr->levitation) damage = damage / 5;
1529
1530                         damage = damage / 100 + (randint0(100) < (damage % 100));
1531
1532                         if (p_ptr->levitation)
1533                         {
1534                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1535                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1536                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1537                         }
1538                         else
1539                         {
1540                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1541                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1542                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1543                         }
1544
1545                         cave_no_regen = TRUE;
1546                 }
1547         }
1548
1549         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1550         {
1551                 int damage = 0;
1552
1553                 if (have_flag(f_ptr->flags, FF_DEEP))
1554                 {
1555                         damage = 6000 + randint0(4000);
1556                 }
1557                 else if (!p_ptr->levitation)
1558                 {
1559                         damage = 3000 + randint0(2000);
1560                 }
1561
1562                 if (damage)
1563                 {
1564                         if (p_ptr->resist_acid) damage = damage / 3;
1565                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1566                         if (p_ptr->levitation) damage = damage / 5;
1567
1568                         damage = damage / 100 + (randint0(100) < (damage % 100));
1569
1570                         if (p_ptr->levitation)
1571                         {
1572                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1573                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1574                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1575                         }
1576                         else
1577                         {
1578                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1579                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1580                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1581                         }
1582
1583                         cave_no_regen = TRUE;
1584                 }
1585         }
1586
1587         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1588         {
1589                 int damage = 0;
1590
1591                 if (have_flag(f_ptr->flags, FF_DEEP))
1592                 {
1593                         damage = 6000 + randint0(4000);
1594                 }
1595                 else if (!p_ptr->levitation)
1596                 {
1597                         damage = 3000 + randint0(2000);
1598                 }
1599
1600                 if (damage)
1601                 {
1602                         if (p_ptr->resist_pois) damage = damage / 3;
1603                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1604                         if (p_ptr->levitation) damage = damage / 5;
1605
1606                         damage = damage / 100 + (randint0(100) < (damage % 100));
1607
1608                         if (p_ptr->levitation)
1609                         {
1610                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1611                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1612                                         f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1613                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr, p_ptr->poisoned + 1);
1614                         }
1615                         else
1616                         {
1617                                 concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1618                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1619                                 take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
1620                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr, p_ptr->poisoned + 3);
1621                         }
1622
1623                         cave_no_regen = TRUE;
1624                 }
1625         }
1626
1627         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1628             !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1629         {
1630                 if (p_ptr->total_weight > weight_limit(p_ptr))
1631                 {
1632                         msg_print(_("溺れている!", "You are drowning!"));
1633                         take_hit(p_ptr, DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1634                         cave_no_regen = TRUE;
1635                 }
1636         }
1637
1638         if (p_ptr->riding)
1639         {
1640                 HIT_POINT damage;
1641                 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1642                 {
1643                         damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1644                         if (PRACE_IS_(p_ptr, RACE_ENT)) damage += damage / 3;
1645                         if (p_ptr->resist_fire) damage = damage / 3;
1646                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1647                         msg_print(_("熱い!", "It's hot!"));
1648                         take_hit(p_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1649                 }
1650                 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1651                 {
1652                         damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1653                         if (PRACE_IS_(p_ptr, RACE_ANDROID)) damage += damage / 3;
1654                         if (p_ptr->resist_elec) damage = damage / 3;
1655                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1656                         msg_print(_("痛い!", "It hurts!"));
1657                         take_hit(p_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1658                 }
1659                 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1660                 {
1661                         damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1662                         if (p_ptr->resist_cold) damage = damage / 3;
1663                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1664                         msg_print(_("冷たい!", "It's cold!"));
1665                         take_hit(p_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1666                 }
1667         }
1668
1669         /* Spectres -- take damage when moving through walls */
1670         /*
1671          * Added: ANYBODY takes damage if inside through walls
1672          * without wraith form -- NOTE: Spectres will never be
1673          * reduced below 0 hp by being inside a stone wall; others
1674          * WILL BE!
1675          */
1676         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1677         {
1678                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1679                 {
1680                         concptr dam_desc;
1681                         cave_no_regen = TRUE;
1682
1683                         if (p_ptr->pass_wall)
1684                         {
1685                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1686                                 dam_desc = _("密度", "density");
1687                         }
1688                         else
1689                         {
1690                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1691                                 dam_desc = _("硬い岩", "solid rock");
1692                         }
1693
1694                         take_hit(p_ptr, DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1695                 }
1696         }
1697
1698
1699         /*** handle regeneration ***/
1700
1701         /* Getting Weak */
1702         if (p_ptr->food < PY_FOOD_WEAK)
1703         {
1704                 /* Lower regeneration */
1705                 if (p_ptr->food < PY_FOOD_STARVE)
1706                 {
1707                         regen_amount = 0;
1708                 }
1709                 else if (p_ptr->food < PY_FOOD_FAINT)
1710                 {
1711                         regen_amount = PY_REGEN_FAINT;
1712                 }
1713                 else
1714                 {
1715                         regen_amount = PY_REGEN_WEAK;
1716                 }
1717         }
1718
1719         /* Are we walking the pattern? */
1720         if (pattern_effect())
1721         {
1722                 cave_no_regen = TRUE;
1723         }
1724         else
1725         {
1726                 /* Regeneration ability */
1727                 if (p_ptr->regenerate)
1728                 {
1729                         regen_amount = regen_amount * 2;
1730                 }
1731                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1732                 {
1733                         regen_amount /= 2;
1734                 }
1735                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1736                 {
1737                         regen_amount /= 5;
1738                 }
1739         }
1740
1741
1742         /* Searching or Resting */
1743         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1744         {
1745                 regen_amount = regen_amount * 2;
1746         }
1747
1748         upkeep_factor = calculate_upkeep();
1749
1750         /* No regeneration while special action */
1751         if ((p_ptr->action == ACTION_LEARN) ||
1752             (p_ptr->action == ACTION_HAYAGAKE) ||
1753             (p_ptr->special_defense & KATA_KOUKIJIN))
1754         {
1755                 upkeep_factor += 100;
1756         }
1757
1758         /* Regenerate the mana */
1759         regenmana(upkeep_factor, regen_amount);
1760
1761
1762         /* Recharge magic eater's power */
1763         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1764         {
1765                 regenmagic(regen_amount);
1766         }
1767
1768         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1769         {
1770                 while (upkeep_factor > 100)
1771                 {
1772                         msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1773                         msg_print(NULL);
1774                         do_cmd_pet_dismiss();
1775
1776                         upkeep_factor = calculate_upkeep();
1777
1778                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1779                         msg_print(NULL);
1780                 }
1781         }
1782
1783         /* Poisoned or cut yields no healing */
1784         if (p_ptr->poisoned) regen_amount = 0;
1785         if (p_ptr->cut) regen_amount = 0;
1786
1787         /* Special floor -- Pattern, in a wall -- yields no healing */
1788         if (cave_no_regen) regen_amount = 0;
1789
1790         regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
1791
1792         /* Regenerate Hit Points if needed */
1793         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1794         {
1795                 regenhp(regen_amount);
1796         }
1797 }
1798
1799 /*!
1800  * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1801  * / Handle timeout every 10 game turns
1802  * @return なし
1803  */
1804 static void process_world_aux_timeout(void)
1805 {
1806         const int dec_count = (easy_band ? 2 : 1);
1807
1808         /*** Timeout Various Things ***/
1809
1810         /* Mimic */
1811         if (p_ptr->tim_mimic)
1812         {
1813                 (void)set_mimic(p_ptr, p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1814         }
1815
1816         /* Hack -- Hallucinating */
1817         if (p_ptr->image)
1818         {
1819                 (void)set_image(p_ptr, p_ptr->image - dec_count);
1820         }
1821
1822         /* Blindness */
1823         if (p_ptr->blind)
1824         {
1825                 (void)set_blind(p_ptr, p_ptr->blind - dec_count);
1826         }
1827
1828         /* Times see-invisible */
1829         if (p_ptr->tim_invis)
1830         {
1831                 (void)set_tim_invis(p_ptr, p_ptr->tim_invis - 1, TRUE);
1832         }
1833
1834         if (p_ptr->suppress_multi_reward)
1835         {
1836                 p_ptr->suppress_multi_reward = FALSE;
1837         }
1838
1839         /* Timed esp */
1840         if (p_ptr->tim_esp)
1841         {
1842                 (void)set_tim_esp(p_ptr, p_ptr->tim_esp - 1, TRUE);
1843         }
1844
1845         /* Timed temporary elemental brands. -LM- */
1846         if (p_ptr->ele_attack)
1847         {
1848                 p_ptr->ele_attack--;
1849
1850                 /* Clear all temporary elemental brands. */
1851                 if (!p_ptr->ele_attack) set_ele_attack(p_ptr, 0, 0);
1852         }
1853
1854         /* Timed temporary elemental immune. -LM- */
1855         if (p_ptr->ele_immune)
1856         {
1857                 p_ptr->ele_immune--;
1858
1859                 /* Clear all temporary elemental brands. */
1860                 if (!p_ptr->ele_immune) set_ele_immune(p_ptr, 0, 0);
1861         }
1862
1863         /* Timed infra-vision */
1864         if (p_ptr->tim_infra)
1865         {
1866                 (void)set_tim_infra(p_ptr, p_ptr->tim_infra - 1, TRUE);
1867         }
1868
1869         /* Timed stealth */
1870         if (p_ptr->tim_stealth)
1871         {
1872                 (void)set_tim_stealth(p_ptr, p_ptr->tim_stealth - 1, TRUE);
1873         }
1874
1875         /* Timed levitation */
1876         if (p_ptr->tim_levitation)
1877         {
1878                 (void)set_tim_levitation(p_ptr, p_ptr->tim_levitation - 1, TRUE);
1879         }
1880
1881         /* Timed sh_touki */
1882         if (p_ptr->tim_sh_touki)
1883         {
1884                 (void)set_tim_sh_touki(p_ptr, p_ptr->tim_sh_touki - 1, TRUE);
1885         }
1886
1887         /* Timed sh_fire */
1888         if (p_ptr->tim_sh_fire)
1889         {
1890                 (void)set_tim_sh_fire(p_ptr, p_ptr->tim_sh_fire - 1, TRUE);
1891         }
1892
1893         /* Timed sh_holy */
1894         if (p_ptr->tim_sh_holy)
1895         {
1896                 (void)set_tim_sh_holy(p_ptr, p_ptr->tim_sh_holy - 1, TRUE);
1897         }
1898
1899         /* Timed eyeeye */
1900         if (p_ptr->tim_eyeeye)
1901         {
1902                 (void)set_tim_eyeeye(p_ptr, p_ptr->tim_eyeeye - 1, TRUE);
1903         }
1904
1905         /* Timed resist-magic */
1906         if (p_ptr->resist_magic)
1907         {
1908                 (void)set_resist_magic(p_ptr, p_ptr->resist_magic - 1, TRUE);
1909         }
1910
1911         /* Timed regeneration */
1912         if (p_ptr->tim_regen)
1913         {
1914                 (void)set_tim_regen(p_ptr, p_ptr->tim_regen - 1, TRUE);
1915         }
1916
1917         /* Timed resist nether */
1918         if (p_ptr->tim_res_nether)
1919         {
1920                 (void)set_tim_res_nether(p_ptr, p_ptr->tim_res_nether - 1, TRUE);
1921         }
1922
1923         /* Timed resist time */
1924         if (p_ptr->tim_res_time)
1925         {
1926                 (void)set_tim_res_time(p_ptr, p_ptr->tim_res_time - 1, TRUE);
1927         }
1928
1929         /* Timed reflect */
1930         if (p_ptr->tim_reflect)
1931         {
1932                 (void)set_tim_reflect(p_ptr, p_ptr->tim_reflect - 1, TRUE);
1933         }
1934
1935         /* Multi-shadow */
1936         if (p_ptr->multishadow)
1937         {
1938                 (void)set_multishadow(p_ptr, p_ptr->multishadow - 1, TRUE);
1939         }
1940
1941         /* Timed Robe of dust */
1942         if (p_ptr->dustrobe)
1943         {
1944                 (void)set_dustrobe(p_ptr, p_ptr->dustrobe - 1, TRUE);
1945         }
1946
1947         /* Timed infra-vision */
1948         if (p_ptr->kabenuke)
1949         {
1950                 (void)set_kabenuke(p_ptr, p_ptr->kabenuke - 1, TRUE);
1951         }
1952
1953         /* Paralysis */
1954         if (p_ptr->paralyzed)
1955         {
1956                 (void)set_paralyzed(p_ptr, p_ptr->paralyzed - dec_count);
1957         }
1958
1959         /* Confusion */
1960         if (p_ptr->confused)
1961         {
1962                 (void)set_confused(p_ptr, p_ptr->confused - dec_count);
1963         }
1964
1965         /* Afraid */
1966         if (p_ptr->afraid)
1967         {
1968                 (void)set_afraid(p_ptr, p_ptr->afraid - dec_count);
1969         }
1970
1971         /* Fast */
1972         if (p_ptr->fast)
1973         {
1974                 (void)set_fast(p_ptr, p_ptr->fast - 1, TRUE);
1975         }
1976
1977         /* Slow */
1978         if (p_ptr->slow)
1979         {
1980                 (void)set_slow(p_ptr, p_ptr->slow - dec_count, TRUE);
1981         }
1982
1983         /* Protection from evil */
1984         if (p_ptr->protevil)
1985         {
1986                 (void)set_protevil(p_ptr, p_ptr->protevil - 1, TRUE);
1987         }
1988
1989         /* Invulnerability */
1990         if (p_ptr->invuln)
1991         {
1992                 (void)set_invuln(p_ptr, p_ptr->invuln - 1, TRUE);
1993         }
1994
1995         /* Wraith form */
1996         if (p_ptr->wraith_form)
1997         {
1998                 (void)set_wraith_form(p_ptr, p_ptr->wraith_form - 1, TRUE);
1999         }
2000
2001         /* Heroism */
2002         if (p_ptr->hero)
2003         {
2004                 (void)set_hero(p_ptr, p_ptr->hero - 1, TRUE);
2005         }
2006
2007         /* Super Heroism */
2008         if (p_ptr->shero)
2009         {
2010                 (void)set_shero(p_ptr, p_ptr->shero - 1, TRUE);
2011         }
2012
2013         /* Blessed */
2014         if (p_ptr->blessed)
2015         {
2016                 (void)set_blessed(p_ptr, p_ptr->blessed - 1, TRUE);
2017         }
2018
2019         /* Shield */
2020         if (p_ptr->shield)
2021         {
2022                 (void)set_shield(p_ptr, p_ptr->shield - 1, TRUE);
2023         }
2024
2025         /* Tsubureru */
2026         if (p_ptr->tsubureru)
2027         {
2028                 (void)set_tsubureru(p_ptr, p_ptr->tsubureru - 1, TRUE);
2029         }
2030
2031         /* Magicdef */
2032         if (p_ptr->magicdef)
2033         {
2034                 (void)set_magicdef(p_ptr, p_ptr->magicdef - 1, TRUE);
2035         }
2036
2037         /* Tsuyoshi */
2038         if (p_ptr->tsuyoshi)
2039         {
2040                 (void)set_tsuyoshi(p_ptr, p_ptr->tsuyoshi - 1, TRUE);
2041         }
2042
2043         /* Oppose Acid */
2044         if (p_ptr->oppose_acid)
2045         {
2046                 (void)set_oppose_acid(p_ptr, p_ptr->oppose_acid - 1, TRUE);
2047         }
2048
2049         /* Oppose Lightning */
2050         if (p_ptr->oppose_elec)
2051         {
2052                 (void)set_oppose_elec(p_ptr, p_ptr->oppose_elec - 1, TRUE);
2053         }
2054
2055         /* Oppose Fire */
2056         if (p_ptr->oppose_fire)
2057         {
2058                 (void)set_oppose_fire(p_ptr, p_ptr->oppose_fire - 1, TRUE);
2059         }
2060
2061         /* Oppose Cold */
2062         if (p_ptr->oppose_cold)
2063         {
2064                 (void)set_oppose_cold(p_ptr, p_ptr->oppose_cold - 1, TRUE);
2065         }
2066
2067         /* Oppose Poison */
2068         if (p_ptr->oppose_pois)
2069         {
2070                 (void)set_oppose_pois(p_ptr, p_ptr->oppose_pois - 1, TRUE);
2071         }
2072
2073         if (p_ptr->ult_res)
2074         {
2075                 (void)set_ultimate_res(p_ptr, p_ptr->ult_res - 1, TRUE);
2076         }
2077
2078         /*** Poison and Stun and Cut ***/
2079
2080         /* Poison */
2081         if (p_ptr->poisoned)
2082         {
2083                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2084
2085                 /* Apply some healing */
2086                 (void)set_poisoned(p_ptr, p_ptr->poisoned - adjust);
2087         }
2088
2089         /* Stun */
2090         if (p_ptr->stun)
2091         {
2092                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2093
2094                 /* Apply some healing */
2095                 (void)set_stun(p_ptr, p_ptr->stun - adjust);
2096         }
2097
2098         /* Cut */
2099         if (p_ptr->cut)
2100         {
2101                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2102
2103                 /* Hack -- Truly "mortal" wound */
2104                 if (p_ptr->cut > 1000) adjust = 0;
2105
2106                 /* Apply some healing */
2107                 (void)set_cut(p_ptr,p_ptr->cut - adjust);
2108         }
2109 }
2110
2111
2112 /*!
2113  * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2114  * / Handle burning fuel every 10 game turns
2115  * @return なし
2116  */
2117 static void process_world_aux_light(void)
2118 {
2119         /* Check for light being wielded */
2120         object_type *o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2121
2122         /* Burn some fuel in the current lite */
2123         if (o_ptr->tval == TV_LITE)
2124         {
2125                 /* Hack -- Use some fuel (except on artifacts) */
2126                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2127                 {
2128                         /* Decrease life-span */
2129                         if (o_ptr->name2 == EGO_LITE_LONG)
2130                         {
2131                                 if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2132                         }
2133                         else o_ptr->xtra4--;
2134
2135                         /* Notice interesting fuel steps */
2136                         notice_lite_change(o_ptr);
2137                 }
2138         }
2139 }
2140
2141
2142 /*!
2143  * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2144  * / Handle mutation effects once every 10 game turns
2145  * @return なし
2146  */
2147 static void process_world_aux_mutation(void)
2148 {
2149         /* No mutation with effects */
2150         if (!p_ptr->muta2) return;
2151
2152         /* No effect on monster arena */
2153         if (p_ptr->phase_out) return;
2154
2155         /* No effect on the global map */
2156         if (p_ptr->wild_mode) return;
2157
2158         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2159         {
2160                 disturb(FALSE, TRUE);
2161                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2162                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2163                 (void)set_shero(p_ptr, 10 + randint1(p_ptr->lev), FALSE);
2164                 (void)set_afraid(p_ptr, 0);
2165         }
2166
2167         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2168         {
2169                 if (!p_ptr->resist_fear)
2170                 {
2171                         disturb(FALSE, TRUE);
2172                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2173                         set_afraid(p_ptr, p_ptr->afraid + 13 + randint1(26));
2174                 }
2175         }
2176
2177         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2178         {
2179                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2180                 {
2181                         disturb(FALSE, TRUE);
2182                         msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2183                         msg_print(NULL);
2184                         teleport_player(40, TELEPORT_PASSIVE);
2185                 }
2186         }
2187
2188         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2189         {
2190                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2191                 {
2192                         disturb(FALSE, TRUE);
2193                         p_ptr->redraw |= PR_EXTRA;
2194                         msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2195                 }
2196
2197                 if (!p_ptr->resist_conf)
2198                 {
2199                         (void)set_confused(p_ptr, p_ptr->confused + randint0(20) + 15);
2200                 }
2201
2202                 if (!p_ptr->resist_chaos)
2203                 {
2204                         if (one_in_(20))
2205                         {
2206                                 msg_print(NULL);
2207                                 if (one_in_(3)) lose_all_info(p_ptr);
2208                                 else wiz_dark();
2209                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2210                                 wiz_dark();
2211                                 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2212                                 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2213                         }
2214                         else
2215                         {
2216                                 if (one_in_(3))
2217                                 {
2218                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2219                                         (void)set_image(p_ptr, p_ptr->image + randint0(150) + 150);
2220                                 }
2221                         }
2222                 }
2223         }
2224
2225         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2226         {
2227                 if (!p_ptr->resist_chaos)
2228                 {
2229                         disturb(FALSE, TRUE);
2230                         p_ptr->redraw |= PR_EXTRA;
2231                         (void)set_image(p_ptr, p_ptr->image + randint0(50) + 20);
2232                 }
2233         }
2234
2235         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2236         {
2237                 disturb(FALSE, TRUE);
2238                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2239                 msg_print(NULL);
2240                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2241         }
2242
2243         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2244             !p_ptr->anti_magic && one_in_(9000))
2245         {
2246                 int dire = 0;
2247                 disturb(FALSE, TRUE);
2248                 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!", 
2249                                                 "Magical energy flows through you! You must release it!"));
2250
2251                 flush();
2252                 msg_print(NULL);
2253                 (void)get_hack_dir(&dire);
2254                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2255         }
2256
2257         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2258         {
2259                 bool pet = one_in_(6);
2260                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2261
2262                 if (pet) mode |= PM_FORCE_PET;
2263                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2264
2265                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode))
2266                 {
2267                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2268                         disturb(FALSE, TRUE);
2269                 }
2270         }
2271
2272         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2273         {
2274                 disturb(FALSE, TRUE);
2275                 if (one_in_(2))
2276                 {
2277                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2278
2279                         if (p_ptr->fast > 0)
2280                         {
2281                                 set_fast(p_ptr, 0, TRUE);
2282                         }
2283                         else
2284                         {
2285                                 set_slow(p_ptr, randint1(30) + 10, FALSE);
2286                         }
2287                 }
2288                 else
2289                 {
2290                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2291
2292                         if (p_ptr->slow > 0)
2293                         {
2294                                 set_slow(p_ptr, 0, TRUE);
2295                         }
2296                         else
2297                         {
2298                                 set_fast(p_ptr, randint1(30) + 10, FALSE);
2299                         }
2300                 }
2301                 msg_print(NULL);
2302         }
2303         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2304         {
2305                 disturb(FALSE, TRUE);
2306                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2307
2308                 banish_monsters(100);
2309                 if (!current_floor_ptr->dun_level && p_ptr->town_num)
2310                 {
2311                         int n;
2312
2313                         /* Pick a random shop (except home) */
2314                         do
2315                         {
2316                                 n = randint0(MAX_STORES);
2317                         }
2318                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2319
2320                         msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2321                         store_shuffle(n);
2322                 }
2323                 msg_print(NULL);
2324         }
2325
2326         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2327         {
2328                 object_type *o_ptr;
2329
2330                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2331                 msg_print(NULL);
2332
2333                 /* Absorb light from the current possition */
2334                 if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2335                 {
2336                         hp_player(p_ptr, 10);
2337                 }
2338
2339                 o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2340
2341                 /* Absorb some fuel in the current lite */
2342                 if (o_ptr->tval == TV_LITE)
2343                 {
2344                         /* Use some fuel (except on artifacts) */
2345                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2346                         {
2347                                 /* Heal the player a bit */
2348                                 hp_player(p_ptr, o_ptr->xtra4 / 20);
2349
2350                                 /* Decrease life-span of lite */
2351                                 o_ptr->xtra4 /= 2;
2352                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2353
2354                                 /* Notice interesting fuel steps */
2355                                 notice_lite_change(o_ptr);
2356                         }
2357                 }
2358
2359                 /*
2360                  * Unlite the area (radius 10) around player and
2361                  * do 50 points damage to every affected monster
2362                  */
2363                 unlite_area(50, 10);
2364         }
2365
2366         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2367         {
2368                 bool pet = one_in_(3);
2369                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2370
2371                 if (pet) mode |= PM_FORCE_PET;
2372                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2373
2374                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode))
2375                 {
2376                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2377                         disturb(FALSE, TRUE);
2378                 }
2379         }
2380
2381         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2382         {
2383                 disturb(FALSE, TRUE);
2384                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2385
2386                 msg_print(NULL);
2387                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2388         }
2389         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2390         {
2391                 if (!lose_mutation(p_ptr, 0))
2392                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2393         }
2394         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2395         {
2396                 disturb(FALSE, TRUE);
2397                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2398
2399                 msg_print(NULL);
2400                 set_wraith_form(p_ptr, randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2401         }
2402         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2403         {
2404                 do_poly_wounds(p_ptr);
2405         }
2406         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2407         {
2408                 int which_stat = randint0(A_MAX);
2409                 int sustained = FALSE;
2410
2411                 switch (which_stat)
2412                 {
2413                 case A_STR:
2414                         if (p_ptr->sustain_str) sustained = TRUE;
2415                         break;
2416                 case A_INT:
2417                         if (p_ptr->sustain_int) sustained = TRUE;
2418                         break;
2419                 case A_WIS:
2420                         if (p_ptr->sustain_wis) sustained = TRUE;
2421                         break;
2422                 case A_DEX:
2423                         if (p_ptr->sustain_dex) sustained = TRUE;
2424                         break;
2425                 case A_CON:
2426                         if (p_ptr->sustain_con) sustained = TRUE;
2427                         break;
2428                 case A_CHR:
2429                         if (p_ptr->sustain_chr) sustained = TRUE;
2430                         break;
2431                 default:
2432                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2433                         sustained = TRUE;
2434                 }
2435
2436                 if (!sustained)
2437                 {
2438                         disturb(FALSE, TRUE);
2439                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2440                         msg_print(NULL);
2441                         (void)dec_stat(p_ptr, which_stat, randint1(6) + 6, one_in_(3));
2442                 }
2443         }
2444         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2445         {
2446                 bool pet = one_in_(5);
2447                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2448
2449                 if (pet) mode |= PM_FORCE_PET;
2450                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2451
2452                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode))
2453                 {
2454                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2455                         disturb(FALSE, TRUE);
2456                 }
2457         }
2458         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2459         {
2460                 if (p_ptr->tim_esp > 0)
2461                 {
2462                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2463                         set_tim_esp(p_ptr, 0, TRUE);
2464                 }
2465                 else
2466                 {
2467                         msg_print(_("精神が広がった!", "Your mind expands!"));
2468                         set_tim_esp(p_ptr, p_ptr->lev, FALSE);
2469                 }
2470         }
2471         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2472         {
2473                 disturb(FALSE, TRUE);
2474                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2475                 msg_print(NULL);
2476                 set_food(p_ptr, PY_FOOD_WEAK);
2477                 if (music_singing_any(p_ptr)) stop_singing(p_ptr);
2478                 if (hex_spelling_any(p_ptr)) stop_hex_spell_all();
2479         }
2480
2481         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2482         {
2483                 alter_reality();
2484         }
2485
2486         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2487         {
2488                 int danger_amount = 0;
2489                 MONSTER_IDX monster;
2490
2491                 for (monster = 0; monster < current_floor_ptr->m_max; monster++)
2492                 {
2493                         monster_type *m_ptr = &current_floor_ptr->m_list[monster];
2494                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2495                         if (!monster_is_valid(m_ptr)) continue;
2496
2497                         if (r_ptr->level >= p_ptr->lev)
2498                         {
2499                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2500                         }
2501                 }
2502
2503                 if (danger_amount > 100)
2504                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2505                 else if (danger_amount > 50)
2506                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2507                 else if (danger_amount > 20)
2508                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2509                 else if (danger_amount > 10)
2510                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2511                 else if (danger_amount > 5)
2512                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2513                 else
2514                         msg_print(_("寂しい気がする。", "You feel lonely."));
2515         }
2516
2517         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2518         {
2519                 disturb(FALSE, TRUE);
2520                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2521                 msg_print(NULL);
2522                 (void)set_invuln(p_ptr, randint1(8) + 8, FALSE);
2523         }
2524
2525         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2526         {
2527                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2528
2529                 if (wounds > 0)
2530                 {
2531                         HIT_POINT healing = p_ptr->csp;
2532                         if (healing > wounds) healing = wounds;
2533
2534                         hp_player(p_ptr, healing);
2535                         p_ptr->csp -= healing;
2536                         p_ptr->redraw |= (PR_HP | PR_MANA);
2537                 }
2538         }
2539
2540         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2541         {
2542                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2543
2544                 if (wounds > 0)
2545                 {
2546                         HIT_POINT healing = p_ptr->chp;
2547                         if (healing > wounds) healing = wounds;
2548
2549                         p_ptr->csp += healing;
2550                         p_ptr->redraw |= (PR_HP | PR_MANA);
2551                         take_hit(p_ptr, DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2552                 }
2553         }
2554
2555         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2556         {
2557                 INVENTORY_IDX slot = 0;
2558                 object_type *o_ptr = NULL;
2559
2560                 disturb(FALSE, TRUE);
2561                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2562                 take_hit(p_ptr, DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2563
2564                 msg_print(NULL);
2565                 if (has_melee_weapon(p_ptr, INVEN_RARM))
2566                 {
2567                         slot = INVEN_RARM;
2568                         o_ptr = &p_ptr->inventory_list[INVEN_RARM];
2569
2570                         if (has_melee_weapon(p_ptr, INVEN_LARM) && one_in_(2))
2571                         {
2572                                 o_ptr = &p_ptr->inventory_list[INVEN_LARM];
2573                                 slot = INVEN_LARM;
2574                         }
2575                 }
2576                 else if (has_melee_weapon(p_ptr, INVEN_LARM))
2577                 {
2578                         o_ptr = &p_ptr->inventory_list[INVEN_LARM];
2579                         slot = INVEN_LARM;
2580                 }
2581                 if (slot && !object_is_cursed(o_ptr))
2582                 {
2583                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2584                         inven_drop(slot, 1);
2585                 }
2586         }
2587
2588 }
2589
2590 /*!
2591  * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2592  * / Handle curse effects once every 10 game turns
2593  * @return なし
2594  */
2595 static void process_world_aux_curse(void)
2596 {
2597         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->phase_out && !p_ptr->wild_mode)
2598         {
2599                 /*
2600                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2601                  * can actually be useful!
2602                  */
2603                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2604                 {
2605                         GAME_TEXT o_name[MAX_NLEN];
2606                         object_type *o_ptr;
2607                         int i, i_keep = 0, count = 0;
2608
2609                         /* Scan the equipment with random teleport ability */
2610                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2611                         {
2612                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2613                                 o_ptr = &p_ptr->inventory_list[i];
2614                                 if (!o_ptr->k_idx) continue;
2615
2616                                 object_flags(o_ptr, flgs);
2617
2618                                 if (have_flag(flgs, TR_TELEPORT))
2619                                 {
2620                                         /* {.} will stop random teleportation. */
2621                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2622                                         {
2623                                                 count++;
2624                                                 if (one_in_(count)) i_keep = i;
2625                                         }
2626                                 }
2627                         }
2628
2629                         o_ptr = &p_ptr->inventory_list[i_keep];
2630                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2631                         msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2632                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2633                         {
2634                                 disturb(FALSE, TRUE);
2635                                 teleport_player(50, 0L);
2636                         }
2637                         else
2638                         {
2639                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2640                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2641                                 disturb(TRUE, TRUE);
2642                         }
2643                 }
2644                 /* Make a chainsword noise */
2645                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2646                 {
2647                         char noise[1024];
2648                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2649                                 msg_print(noise);
2650                         disturb(FALSE, FALSE);
2651                 }
2652                 /* TY Curse */
2653                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2654                 {
2655                         int count = 0;
2656                         (void)activate_ty_curse(FALSE, &count);
2657                 }
2658                 /* Handle experience draining */
2659                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2660                 {
2661                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2662                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2663                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2664                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2665                         check_experience(p_ptr);
2666                 }
2667                 /* Add light curse (Later) */
2668                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2669                 {
2670                         BIT_FLAGS new_curse;
2671                         object_type *o_ptr;
2672
2673                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2674
2675                         new_curse = get_curse(0, o_ptr);
2676                         if (!(o_ptr->curse_flags & new_curse))
2677                         {
2678                                 GAME_TEXT o_name[MAX_NLEN];
2679
2680                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2681
2682                                 o_ptr->curse_flags |= new_curse;
2683                                 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2684
2685                                 o_ptr->feeling = FEEL_NONE;
2686
2687                                 p_ptr->update |= (PU_BONUS);
2688                         }
2689                 }
2690                 /* Add heavy curse (Later) */
2691                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2692                 {
2693                         BIT_FLAGS new_curse;
2694                         object_type *o_ptr;
2695
2696                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2697
2698                         new_curse = get_curse(1, o_ptr);
2699                         if (!(o_ptr->curse_flags & new_curse))
2700                         {
2701                                 GAME_TEXT o_name[MAX_NLEN];
2702
2703                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2704
2705                                 o_ptr->curse_flags |= new_curse;
2706                                 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2707                                 o_ptr->feeling = FEEL_NONE;
2708
2709                                 p_ptr->update |= (PU_BONUS);
2710                         }
2711                 }
2712                 /* Call animal */
2713                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2714                 {
2715                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2716                         {
2717                                 GAME_TEXT o_name[MAX_NLEN];
2718
2719                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2720                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2721                                 disturb(FALSE, TRUE);
2722                         }
2723                 }
2724                 /* Call demon */
2725                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2726                 {
2727                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2728                         {
2729                                 GAME_TEXT o_name[MAX_NLEN];
2730
2731                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2732                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2733                                 disturb(FALSE, TRUE);
2734                         }
2735                 }
2736                 /* Call dragon */
2737                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2738                 {
2739                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
2740                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2741                         {
2742                                 GAME_TEXT o_name[MAX_NLEN];
2743
2744                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2745                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2746                                 disturb(FALSE, TRUE);
2747                         }
2748                 }
2749                 /* Call undead */
2750                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2751                 {
2752                         if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD,
2753                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2754                         {
2755                                 GAME_TEXT o_name[MAX_NLEN];
2756
2757                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2758                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2759                                 disturb(FALSE, TRUE);
2760                         }
2761                 }
2762                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2763                 {
2764                         if (!p_ptr->resist_fear)
2765                         {
2766                                 disturb(FALSE, TRUE);
2767                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2768                                 set_afraid(p_ptr, p_ptr->afraid + 13 + randint1(26));
2769                         }
2770                 }
2771                 /* Teleport player */
2772                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2773                 {
2774                         disturb(FALSE, TRUE);
2775
2776                         /* Teleport player */
2777                         teleport_player(40, TELEPORT_PASSIVE);
2778                 }
2779                 /* Handle HP draining */
2780                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2781                 {
2782                         GAME_TEXT o_name[MAX_NLEN];
2783
2784                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2785                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2786                         take_hit(p_ptr, DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2787                 }
2788                 /* Handle mana draining */
2789                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2790                 {
2791                         GAME_TEXT o_name[MAX_NLEN];
2792
2793                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2794                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2795                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2796                         if (p_ptr->csp < 0)
2797                         {
2798                                 p_ptr->csp = 0;
2799                                 p_ptr->csp_frac = 0;
2800                         }
2801                         p_ptr->redraw |= PR_MANA;
2802                 }
2803         }
2804
2805         /* Rarely, take damage from the Jewel of Judgement */
2806         if (one_in_(999) && !p_ptr->anti_magic)
2807         {
2808                 object_type *o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2809
2810                 if (o_ptr->name1 == ART_JUDGE)
2811                 {
2812                         if (object_is_known(o_ptr))
2813                                 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2814                         else
2815                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2816                         take_hit(p_ptr, DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2817                 }
2818         }
2819 }
2820
2821
2822 /*!
2823  * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2824  * / Handle recharging objects once every 10 game turns
2825  * @return なし
2826  */
2827 static void process_world_aux_recharge(void)
2828 {
2829         int i;
2830         bool changed;
2831
2832         /* Process equipment */
2833         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2834         {
2835                 /* Get the object */
2836                 object_type *o_ptr = &p_ptr->inventory_list[i];
2837                 if (!o_ptr->k_idx) continue;
2838
2839                 /* Recharge activatable objects */
2840                 if (o_ptr->timeout > 0)
2841                 {
2842                         /* Recharge */
2843                         o_ptr->timeout--;
2844
2845                         /* Notice changes */
2846                         if (!o_ptr->timeout)
2847                         {
2848                                 recharged_notice(o_ptr);
2849                                 changed = TRUE;
2850                         }
2851                 }
2852         }
2853
2854         /* Notice changes */
2855         if (changed)
2856         {
2857                 p_ptr->window |= (PW_EQUIP);
2858                 wild_regen = 20;
2859         }
2860
2861         /*
2862          * Recharge rods.  Rods now use timeout to control charging status,
2863          * and each charging rod in a stack decreases the stack's timeout by
2864          * one per current_world_ptr->game_turn. -LM-
2865          */
2866         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2867         {
2868                 object_type *o_ptr = &p_ptr->inventory_list[i];
2869                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2870                 if (!o_ptr->k_idx) continue;
2871
2872                 /* Examine all charging rods or stacks of charging rods. */
2873                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2874                 {
2875                         /* Determine how many rods are charging. */
2876                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2877                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2878
2879                         /* Decrease timeout by that number. */
2880                         o_ptr->timeout -= temp;
2881
2882                         /* Boundary control. */
2883                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2884
2885                         /* Notice changes, provide message if object is inscribed. */
2886                         if (!(o_ptr->timeout))
2887                         {
2888                                 recharged_notice(o_ptr);
2889                                 changed = TRUE;
2890                         }
2891
2892                         /* One of the stack of rod is charged */
2893                         else if (o_ptr->timeout % k_ptr->pval)
2894                         {
2895                                 changed = TRUE;
2896                         }
2897                 }
2898         }
2899
2900         /* Notice changes */
2901         if (changed)
2902         {
2903                 p_ptr->window |= (PW_INVEN);
2904                 wild_regen = 20;
2905         }
2906
2907         /* Process objects on floor */
2908         for (i = 1; i < current_floor_ptr->o_max; i++)
2909         {
2910                 object_type *o_ptr = &current_floor_ptr->o_list[i];
2911
2912                 if (!OBJECT_IS_VALID(o_ptr)) continue;
2913
2914                 /* Recharge rods on the ground.  No messages. */
2915                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2916                 {
2917                         /* Charge it */
2918                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2919
2920                         /* Boundary control. */
2921                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2922                 }
2923         }
2924 }
2925
2926
2927 /*!
2928  * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2929  * / Handle involuntary movement once every 10 game turns
2930  * @return なし
2931  */
2932 static void process_world_aux_movement(void)
2933 {
2934         /* Delayed Word-of-Recall */
2935         if (p_ptr->word_recall)
2936         {
2937                 /*
2938                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2939                  * The player is yanked up/down as soon as
2940                  * he loads the autosaved game.
2941                  */
2942                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->phase_out)
2943                         do_cmd_save_game(TRUE);
2944
2945                 /* Count down towards recall */
2946                 p_ptr->word_recall--;
2947
2948                 p_ptr->redraw |= (PR_STATUS);
2949
2950                 /* Activate the recall */
2951                 if (!p_ptr->word_recall)
2952                 {
2953                         /* Disturbing! */
2954                         disturb(FALSE, TRUE);
2955
2956                         /* Determine the level */
2957                         if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2958                         {
2959                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2960
2961                                 if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
2962                                 if (record_stair)
2963                                         do_cmd_write_nikki(p_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2964
2965                                 current_floor_ptr->dun_level = 0;
2966                                 p_ptr->dungeon_idx = 0;
2967
2968                                 leave_quest_check();
2969                                 leave_tower_check();
2970
2971                                 p_ptr->inside_quest = 0;
2972
2973                                 p_ptr->leaving = TRUE;
2974                         }
2975                         else
2976                         {
2977                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
2978
2979                                 p_ptr->dungeon_idx = p_ptr->recall_dungeon;
2980
2981                                 if (record_stair)
2982                                         do_cmd_write_nikki(p_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2983
2984                                 /* New depth */
2985                                 current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
2986                                 if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
2987
2988                                 /* Nightmare mode makes recall more dangerous */
2989                                 if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
2990                                 {
2991                                         if (current_floor_ptr->dun_level < 50)
2992                                         {
2993                                                 current_floor_ptr->dun_level *= 2;
2994                                         }
2995                                         else if (current_floor_ptr->dun_level < 99)
2996                                         {
2997                                                 current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
2998                                         }
2999                                         else if (current_floor_ptr->dun_level > 100)
3000                                         {
3001                                                 current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
3002                                         }
3003                                 }
3004
3005                                 if (p_ptr->wild_mode)
3006                                 {
3007                                         p_ptr->wilderness_y = p_ptr->y;
3008                                         p_ptr->wilderness_x = p_ptr->x;
3009                                 }
3010                                 else
3011                                 {
3012                                         /* Save player position */
3013                                         p_ptr->oldpx = p_ptr->x;
3014                                         p_ptr->oldpy = p_ptr->y;
3015                                 }
3016                                 p_ptr->wild_mode = FALSE;
3017
3018                                 /*
3019                                  * Clear all saved floors
3020                                  * and create a first saved floor
3021                                  */
3022                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3023                                 p_ptr->leaving = TRUE;
3024
3025                                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
3026                                 {
3027                                         int i;
3028
3029                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3030                                         {
3031                                                 quest_type* const q_ptr = &quest[i];
3032
3033                                                 
3034                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3035                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3036                                                     (q_ptr->level < current_floor_ptr->dun_level))
3037                                                 {
3038                                                         q_ptr->status = QUEST_STATUS_FAILED;
3039                                                         q_ptr->complev = (byte)p_ptr->lev;
3040                                                         update_playtime();
3041                                                         q_ptr->comptime = current_world_ptr->play_time;
3042                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3043                                                 }
3044                                         }
3045                                 }
3046                         }
3047
3048                         sound(SOUND_TPLEVEL);
3049                 }
3050         }
3051
3052
3053         /* Delayed Alter reality */
3054         if (p_ptr->alter_reality)
3055         {
3056                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->phase_out)
3057                         do_cmd_save_game(TRUE);
3058
3059                 /* Count down towards alter */
3060                 p_ptr->alter_reality--;
3061
3062                 p_ptr->redraw |= (PR_STATUS);
3063
3064                 /* Activate the alter reality */
3065                 if (!p_ptr->alter_reality)
3066                 {
3067                         /* Disturbing! */
3068                         disturb(FALSE, TRUE);
3069
3070                         /* Determine the level */
3071                         if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
3072                         {
3073                                 msg_print(_("世界が変わった!", "The world changes!"));
3074
3075                                 /*
3076                                  * Clear all saved floors
3077                                  * and create a first saved floor
3078                                  */
3079                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3080                                 p_ptr->leaving = TRUE;
3081                         }
3082                         else
3083                         {
3084                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3085                         }
3086
3087                         sound(SOUND_TPLEVEL);
3088                 }
3089         }
3090 }
3091
3092 /*!
3093  * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3094  * / Handle certain things once every 10 game turns
3095  * @return なし
3096  */
3097 static void process_world(void)
3098 {
3099         int day, hour, min;
3100
3101         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3102         s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3103         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3104         
3105         extract_day_hour_min(&day, &hour, &min);
3106
3107         /* Update dungeon feeling, and announce it if changed */
3108         update_dungeon_feeling();
3109
3110         /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3111         if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
3112         {
3113                 current_floor_ptr->dun_level = 0;
3114                 p_ptr->dungeon_idx = 0;
3115                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3116                 p_ptr->inside_arena = FALSE;
3117                 p_ptr->wild_mode = FALSE;
3118                 p_ptr->leaving = TRUE;
3119         }
3120
3121         /*** Check monster arena ***/
3122         if (p_ptr->phase_out && !p_ptr->leaving)
3123         {
3124                 int i2, j2;
3125                 int win_m_idx = 0;
3126                 int number_mon = 0;
3127
3128                 /* Count all hostile monsters */
3129                 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
3130                         for (j2 = 0; j2 < current_floor_ptr->height; j2++)
3131                         {
3132                                 grid_type *g_ptr = &current_floor_ptr->grid_array[j2][i2];
3133
3134                                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
3135                                 {
3136                                         number_mon++;
3137                                         win_m_idx = g_ptr->m_idx;
3138                                 }
3139                         }
3140
3141                 if (number_mon == 0)
3142                 {
3143                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3144                         msg_print(NULL);
3145                         p_ptr->energy_need = 0;
3146                         update_gambling_monsters();
3147                 }
3148                 else if ((number_mon-1) == 0)
3149                 {
3150                         GAME_TEXT m_name[MAX_NLEN];
3151                         monster_type *wm_ptr;
3152
3153                         wm_ptr = &current_floor_ptr->m_list[win_m_idx];
3154
3155                         monster_desc(m_name, wm_ptr, 0);
3156                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3157                         msg_print(NULL);
3158
3159                         if (win_m_idx == (sel_monster+1))
3160                         {
3161                                 msg_print(_("おめでとうございます。", "Congratulations."));
3162                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3163                                 p_ptr->au += battle_odds;
3164                         }
3165                         else
3166                         {
3167                                 msg_print(_("残念でした。", "You lost gold."));
3168                         }
3169                         msg_print(NULL);
3170                         p_ptr->energy_need = 0;
3171                         update_gambling_monsters();
3172                 }
3173                 else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
3174                 {
3175                         msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3176                         p_ptr->au += kakekin;
3177                         msg_print(NULL);
3178                         p_ptr->energy_need = 0;
3179                         update_gambling_monsters();
3180                 }
3181         }
3182
3183         /* Every 10 game turns */
3184         if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
3185
3186         /*** Attempt timed autosave ***/
3187         if (autosave_t && autosave_freq && !p_ptr->phase_out)
3188         {
3189                 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3190                         do_cmd_save_game(TRUE);
3191         }
3192
3193         if (current_floor_ptr->monster_noise && !ignore_unview)
3194         {
3195                 msg_print(_("何かが聞こえた。", "You hear noise."));
3196         }
3197
3198         /*** Handle the wilderness/town (sunshine) ***/
3199
3200         /* While in town/wilderness */
3201         if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->phase_out && !p_ptr->inside_arena)
3202         {
3203                 /* Hack -- Daybreak/Nighfall in town */
3204                 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3205                 {
3206                         bool dawn;
3207
3208                         /* Check for dawn */
3209                         dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
3210
3211                         if (dawn) day_break();
3212                         else night_falls();
3213
3214                 }
3215         }
3216
3217         /* While in the dungeon (vanilla_town or lite_town mode only) */
3218         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->phase_out && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
3219         {
3220                 /*** Shuffle the Storekeepers ***/
3221
3222                 /* Chance is only once a day (while in dungeon) */
3223                 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
3224                 {
3225                         /* Sometimes, shuffle the shop-keepers */
3226                         if (one_in_(STORE_SHUFFLE))
3227                         {
3228                                 int n;
3229                                 FEAT_IDX i;
3230
3231                                 /* Pick a random shop (except home and museum) */
3232                                 do
3233                                 {
3234                                         n = randint0(MAX_STORES);
3235                                 }
3236                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3237
3238                                 /* Check every feature */
3239                                 for (i = 1; i < max_f_idx; i++)
3240                                 {
3241                                         feature_type *f_ptr = &f_info[i];
3242
3243                                         /* Skip empty index */
3244                                         if (!f_ptr->name) continue;
3245
3246                                         /* Skip non-store features */
3247                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3248
3249                                         /* Verify store type */
3250                                         if (f_ptr->subtype == n)
3251                                         {
3252                                                 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3253
3254                                                 /* Shuffle it */
3255                                                 store_shuffle(n);
3256
3257                                                 break;
3258                                         }
3259                                 }
3260                         }
3261                 }
3262         }
3263
3264
3265         /*** Process the monsters ***/
3266
3267         /* Check for creature generation. */
3268         if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
3269             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->phase_out)
3270         {
3271                 /* Make a new monster */
3272                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3273         }
3274
3275         /* Hack -- Check for creature regeneration */
3276         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->phase_out) regen_monsters();
3277         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3278
3279         if (!p_ptr->leaving)
3280         {
3281                 int i;
3282
3283                 /* Hack -- Process the counters of monsters if needed */
3284                 for (i = 0; i < MAX_MTIMED; i++)
3285                 {
3286                         if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
3287                 }
3288         }
3289
3290
3291         /* Date changes */
3292         if (!hour && !min)
3293         {
3294                 if (min != prev_min)
3295                 {
3296                         do_cmd_write_nikki(p_ptr, NIKKI_HIGAWARI, 0, NULL);
3297                         determine_today_mon(FALSE);
3298                 }
3299         }
3300
3301         /*
3302          * Nightmare mode activates the TY_CURSE at midnight
3303          * Require exact minute -- Don't activate multiple times in a minute
3304          */
3305
3306         if (ironman_nightmare && (min != prev_min))
3307         {
3308
3309                 /* Every 15 minutes after 11:00 pm */
3310                 if ((hour == 23) && !(min % 15))
3311                 {
3312                         disturb(FALSE, TRUE);
3313
3314                         switch (min / 15)
3315                         {
3316                         case 0:
3317                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3318                                 break;
3319
3320                         case 1:
3321                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3322                                 break;
3323
3324                         case 2:
3325                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3326                                 break;
3327
3328                         case 3:
3329                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3330                                 break;
3331                         }
3332                 }
3333
3334                 /* TY_CURSE activates at midnight! */
3335                 if (!hour && !min)
3336                 {
3337
3338                         disturb(TRUE, TRUE);
3339                         msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3340
3341                         if (p_ptr->wild_mode)
3342                         {
3343                                 /* Go into large wilderness view */
3344                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3345                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3346                                 change_wild_mode(TRUE);
3347
3348                                 /* Give first move to monsters */
3349                                 take_turn(p_ptr, 100);
3350
3351                         }
3352
3353                         p_ptr->invoking_midnight_curse = TRUE;
3354                 }
3355         }
3356
3357         process_world_aux_digestion();
3358         process_world_aux_hp_and_sp();
3359         process_world_aux_timeout();
3360         process_world_aux_light();
3361         process_world_aux_mutation();
3362         process_world_aux_curse();
3363         process_world_aux_recharge();
3364         sense_inventory1();
3365         sense_inventory2();
3366         process_world_aux_movement();
3367 }
3368
3369 /*!
3370  * @brief ウィザードモードへの導入処理
3371  * / Verify use of "wizard" mode
3372  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3373  */
3374 static bool enter_wizard_mode(void)
3375 {
3376         /* Ask first time */
3377         if (!p_ptr->noscore)
3378         {
3379                 /* Wizard mode is not permitted */
3380                 if (!allow_debug_opts || arg_wizard)
3381                 {
3382                         msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3383                         return FALSE;
3384                 }
3385
3386                 /* Mention effects */
3387                 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3388                 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3389                 msg_print(NULL);
3390
3391                 /* Verify request */
3392                 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3393                 {
3394                         return (FALSE);
3395                 }
3396
3397                 do_cmd_write_nikki(p_ptr, NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3398                 /* Mark savefile */
3399                 p_ptr->noscore |= 0x0002;
3400         }
3401
3402         /* Success */
3403         return (TRUE);
3404 }
3405
3406
3407 #ifdef ALLOW_WIZARD
3408
3409 /*!
3410  * @brief デバッグコマンドへの導入処理
3411  * / Verify use of "debug" commands
3412  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3413  */
3414 static bool enter_debug_mode(void)
3415 {
3416         /* Ask first time */
3417         if (!p_ptr->noscore)
3418         {
3419                 /* Debug mode is not permitted */
3420                 if (!allow_debug_opts)
3421                 {
3422                         msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3423                         return FALSE;
3424                 }
3425
3426                 /* Mention effects */
3427                 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3428                 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3429
3430                 msg_print(NULL);
3431
3432                 /* Verify request */
3433                 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3434                 {
3435                         return (FALSE);
3436                 }
3437
3438                 do_cmd_write_nikki(p_ptr, NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3439                 /* Mark savefile */
3440                 p_ptr->noscore |= 0x0008;
3441         }
3442
3443         /* Success */
3444         return (TRUE);
3445 }
3446
3447 /*
3448  * Hack -- Declare the Debug Routines
3449  */
3450 extern void do_cmd_debug(void);
3451
3452 #endif /* ALLOW_WIZARD */
3453
3454
3455 #ifdef ALLOW_BORG
3456
3457 /*!
3458  * @brief ボーグコマンドへの導入処理
3459  * / Verify use of "borg" commands
3460  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3461  */
3462 static bool enter_borg_mode(void)
3463 {
3464         /* Ask first time */
3465         if (!(p_ptr->noscore & 0x0010))
3466         {
3467                 /* Mention effects */
3468                 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3469                 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3470
3471                 msg_print(NULL);
3472
3473                 /* Verify request */
3474                 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3475                 {
3476                         return (FALSE);
3477                 }
3478
3479                 do_cmd_write_nikki(p_ptr, NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3480                 /* Mark savefile */
3481                 p_ptr->noscore |= 0x0010;
3482         }
3483
3484         /* Success */
3485         return (TRUE);
3486 }
3487
3488 /*
3489  * Hack -- Declare the Ben Borg
3490  */
3491 extern void do_cmd_borg(void);
3492
3493 #endif /* ALLOW_BORG */
3494
3495
3496 /*!
3497  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3498  * / Parse and execute the current command Give "Warning" on illegal commands.
3499  * @todo Make some "blocks"
3500  * @return なし
3501  */
3502 static void process_command(void)
3503 {
3504         COMMAND_CODE old_now_message = now_message;
3505
3506         /* Handle repeating the last command */
3507         repeat_check();
3508
3509         now_message = 0;
3510
3511         /* Sniper */
3512         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3513                 p_ptr->reset_concent = TRUE;
3514
3515         /* Parse the command */
3516         switch (command_cmd)
3517         {
3518                 /* Ignore */
3519                 case ESCAPE:
3520                 case ' ':
3521                 {
3522                         break;
3523                 }
3524
3525                 /* Ignore return */
3526                 case '\r':
3527                 case '\n':
3528                 {
3529                         break;
3530                 }
3531
3532                 /*** Wizard Commands ***/
3533                 case KTRL('W'):
3534                 {
3535                         if (p_ptr->wizard)
3536                         {
3537                                 p_ptr->wizard = FALSE;
3538                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3539                         }
3540                         else if (enter_wizard_mode())
3541                         {
3542                                 p_ptr->wizard = TRUE;
3543                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3544                         }
3545                         p_ptr->update |= (PU_MONSTERS);
3546                         p_ptr->redraw |= (PR_TITLE);
3547
3548                         break;
3549                 }
3550
3551
3552 #ifdef ALLOW_WIZARD
3553
3554                 /* Special "debug" commands */
3555                 case KTRL('A'):
3556                 {
3557                         if (enter_debug_mode())
3558                         {
3559                                 do_cmd_debug();
3560                         }
3561                         break;
3562                 }
3563
3564 #endif /* ALLOW_WIZARD */
3565
3566
3567 #ifdef ALLOW_BORG
3568
3569                 /* Special "borg" commands */
3570                 case KTRL('Z'):
3571                 {
3572                         if (enter_borg_mode())
3573                         {
3574                                 if (!p_ptr->wild_mode) do_cmd_borg();
3575                         }
3576                         break;
3577                 }
3578
3579 #endif /* ALLOW_BORG */
3580
3581
3582
3583                 /*** Inventory Commands ***/
3584
3585                 /* Wear/wield equipment */
3586                 case 'w':
3587                 {
3588                         if (!p_ptr->wild_mode) do_cmd_wield();
3589                         break;
3590                 }
3591
3592                 /* Take off equipment */
3593                 case 't':
3594                 {
3595                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3596                         break;
3597                 }
3598
3599                 /* Drop an item */
3600                 case 'd':
3601                 {
3602                         if (!p_ptr->wild_mode) do_cmd_drop();
3603                         break;
3604                 }
3605
3606                 /* Destroy an item */
3607                 case 'k':
3608                 {
3609                         do_cmd_destroy();
3610                         break;
3611                 }
3612
3613                 /* Equipment list */
3614                 case 'e':
3615                 {
3616                         do_cmd_equip();
3617                         break;
3618                 }
3619
3620                 /* Inventory list */
3621                 case 'i':
3622                 {
3623                         do_cmd_inven();
3624                         break;
3625                 }
3626
3627
3628                 /*** Various commands ***/
3629
3630                 /* Identify an object */
3631                 case 'I':
3632                 {
3633                         do_cmd_observe();
3634                         break;
3635                 }
3636
3637                 case KTRL('I'):
3638                 {
3639                         toggle_inven_equip(p_ptr);
3640                         break;
3641                 }
3642
3643
3644                 /*** Standard "Movement" Commands ***/
3645
3646                 /* Alter a grid */
3647                 case '+':
3648                 {
3649                         if (!p_ptr->wild_mode) do_cmd_alter(p_ptr);
3650                         break;
3651                 }
3652
3653                 /* Dig a tunnel */
3654                 case 'T':
3655                 {
3656                         if (!p_ptr->wild_mode) do_cmd_tunnel(p_ptr);
3657                         break;
3658                 }
3659
3660                 /* Move (usually pick up things) */
3661                 case ';':
3662                 {
3663                         do_cmd_walk(p_ptr, FALSE);
3664                         break;
3665                 }
3666
3667                 /* Move (usually do not pick up) */
3668                 case '-':
3669                 {
3670                         do_cmd_walk(p_ptr, TRUE);
3671                         break;
3672                 }
3673
3674
3675                 /*** Running, Resting, Searching, Staying */
3676
3677                 /* Begin Running -- Arg is Max Distance */
3678                 case '.':
3679                 {
3680                         if (!p_ptr->wild_mode) do_cmd_run(p_ptr);
3681                         break;
3682                 }
3683
3684                 /* Stay still (usually pick things up) */
3685                 case ',':
3686                 {
3687                         do_cmd_stay(p_ptr, always_pickup);
3688                         break;
3689                 }
3690
3691                 /* Stay still (usually do not pick up) */
3692                 case 'g':
3693                 {
3694                         do_cmd_stay(p_ptr, !always_pickup);
3695                         break;
3696                 }
3697
3698                 /* Rest -- Arg is time */
3699                 case 'R':
3700                 {
3701                         do_cmd_rest(p_ptr);
3702                         break;
3703                 }
3704
3705                 /* Search for traps/doors */
3706                 case 's':
3707                 {
3708                         do_cmd_search(p_ptr);
3709                         break;
3710                 }
3711
3712                 case 'S':
3713                 {
3714                         if (p_ptr->action == ACTION_SEARCH) set_action(p_ptr, ACTION_NONE);
3715                         else set_action(p_ptr, ACTION_SEARCH);
3716                         break;
3717                 }
3718
3719
3720                 /*** Stairs and Doors and Chests and Traps ***/
3721
3722                 /* Enter store */
3723                 case SPECIAL_KEY_STORE:
3724                 {
3725                         do_cmd_store();
3726                         break;
3727                 }
3728
3729                 /* Enter building -KMW- */
3730                 case SPECIAL_KEY_BUILDING:
3731                 {
3732                         do_cmd_bldg();
3733                         break;
3734                 }
3735
3736                 /* Enter quest level -KMW- */
3737                 case SPECIAL_KEY_QUEST:
3738                 {
3739                         do_cmd_quest();
3740                         break;
3741                 }
3742
3743                 /* Go up staircase */
3744                 case '<':
3745                 {
3746                         if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
3747                         {
3748                                 if (vanilla_town) break;
3749
3750                                 if (p_ptr->ambush_flag)
3751                                 {
3752                                         msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
3753                                         break;
3754                                 }
3755
3756                                 if (p_ptr->food < PY_FOOD_WEAK)
3757                                 {
3758                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
3759                                         break;
3760                                 }
3761
3762                                 change_wild_mode(FALSE);
3763                         }
3764                         else
3765                                 do_cmd_go_up(p_ptr);
3766                         break;
3767                 }
3768
3769                 /* Go down staircase */
3770                 case '>':
3771                 {
3772                         if (p_ptr->wild_mode)
3773                                 change_wild_mode(FALSE);
3774                         else
3775                                 do_cmd_go_down(p_ptr);
3776                         break;
3777                 }
3778
3779                 /* Open a door or chest */
3780                 case 'o':
3781                 {
3782                         do_cmd_open(p_ptr);
3783                         break;
3784                 }
3785
3786                 /* Close a door */
3787                 case 'c':
3788                 {
3789                         do_cmd_close(p_ptr);
3790                         break;
3791                 }
3792
3793                 /* Jam a door with spikes */
3794                 case 'j':
3795                 {
3796                         do_cmd_spike(p_ptr);
3797                         break;
3798                 }
3799
3800                 /* Bash a door */
3801                 case 'B':
3802                 {
3803                         do_cmd_bash(p_ptr);
3804                         break;
3805                 }
3806
3807                 /* Disarm a trap or chest */
3808                 case 'D':
3809                 {
3810                         do_cmd_disarm(p_ptr);
3811                         break;
3812                 }
3813
3814
3815                 /*** Magic and Prayers ***/
3816
3817                 /* Gain new spells/prayers */
3818                 case 'G':
3819                 {
3820                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3821                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
3822                         else if (p_ptr->pclass == CLASS_SAMURAI)
3823                                 do_cmd_gain_hissatsu();
3824                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3825                                 import_magic_device();
3826                         else
3827                                 do_cmd_study();
3828                         break;
3829                 }
3830
3831                 /* Browse a book */
3832                 case 'b':
3833                 {
3834                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
3835                              (p_ptr->pclass == CLASS_BERSERKER) ||
3836                              (p_ptr->pclass == CLASS_NINJA) ||
3837                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
3838                              ) do_cmd_mind_browse();
3839                         else if (p_ptr->pclass == CLASS_SMITH)
3840                                 do_cmd_kaji(TRUE);
3841                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3842                                 do_cmd_magic_eater(TRUE, FALSE);
3843                         else if (p_ptr->pclass == CLASS_SNIPER)
3844                                 do_cmd_snipe_browse();
3845                         else do_cmd_browse();
3846                         break;
3847                 }
3848
3849                 /* Cast a spell */
3850                 case 'm':
3851                 {
3852                         /* -KMW- */
3853                         if (!p_ptr->wild_mode)
3854                         {
3855                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
3856                                 {
3857                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
3858                                 }
3859                                 else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
3860                                 {
3861                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
3862                                         msg_print(NULL);
3863                                 }
3864                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
3865                                 {
3866                                         concptr which_power = _("魔法", "magic");
3867                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
3868                                                 which_power = _("超能力", "psionic powers");
3869                                         else if (p_ptr->pclass == CLASS_IMITATOR)
3870                                                 which_power = _("ものまね", "imitation");
3871                                         else if (p_ptr->pclass == CLASS_SAMURAI)
3872                                                 which_power = _("必殺剣", "hissatsu");
3873                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
3874                                                 which_power = _("鏡魔法", "mirror magic");
3875                                         else if (p_ptr->pclass == CLASS_NINJA)
3876                                                 which_power = _("忍術", "ninjutsu");
3877                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
3878                                                 which_power = _("祈り", "prayer");
3879
3880                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
3881                                         free_turn(p_ptr);
3882                                 }
3883                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
3884                                 {
3885                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
3886                                         free_turn(p_ptr);
3887                                 }
3888                                 else
3889                                 {
3890                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3891                                             (p_ptr->pclass == CLASS_BERSERKER) ||
3892                                             (p_ptr->pclass == CLASS_NINJA) ||
3893                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
3894                                             )
3895                                                 do_cmd_mind();
3896                                         else if (p_ptr->pclass == CLASS_IMITATOR)
3897                                                 do_cmd_mane(FALSE);
3898                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3899                                                 do_cmd_magic_eater(FALSE, FALSE);
3900                                         else if (p_ptr->pclass == CLASS_SAMURAI)
3901                                                 do_cmd_hissatsu();
3902                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
3903                                                 do_cmd_cast_learned();
3904                                         else if (p_ptr->pclass == CLASS_SMITH)
3905                                                 do_cmd_kaji(FALSE);
3906                                         else if (p_ptr->pclass == CLASS_SNIPER)
3907                                                 do_cmd_snipe();
3908                                         else
3909                                                 do_cmd_cast();
3910                                 }
3911                         }
3912                         break;
3913                 }
3914
3915                 /* Issue a pet command */
3916                 case 'p':
3917                 {
3918                         do_cmd_pet();
3919                         break;
3920                 }
3921
3922                 /*** Use various objects ***/
3923
3924                 /* Inscribe an object */
3925                 case '{':
3926                 {
3927                         do_cmd_inscribe();
3928                         break;
3929                 }
3930
3931                 /* Uninscribe an object */
3932                 case '}':
3933                 {
3934                         do_cmd_uninscribe();
3935                         break;
3936                 }
3937
3938                 /* Activate an artifact */
3939                 case 'A':
3940                 {
3941                         do_cmd_activate(p_ptr);
3942                         break;
3943                 }
3944
3945                 /* Eat some food */
3946                 case 'E':
3947                 {
3948                         do_cmd_eat_food();
3949                         break;
3950                 }
3951
3952                 /* Fuel your lantern/torch */
3953                 case 'F':
3954                 {
3955                         do_cmd_refill();
3956                         break;
3957                 }
3958
3959                 /* Fire an item */
3960                 case 'f':
3961                 {
3962                         do_cmd_fire(p_ptr, SP_NONE);
3963                         break;
3964                 }
3965
3966                 /* Throw an item */
3967                 case 'v':
3968                 {
3969                         do_cmd_throw(p_ptr, 1, FALSE, -1);
3970                         break;
3971                 }
3972
3973                 /* Aim a wand */
3974                 case 'a':
3975                 {
3976                         do_cmd_aim_wand();
3977                         break;
3978                 }
3979
3980                 /* Zap a rod */
3981                 case 'z':
3982                 {
3983                         if (use_command && rogue_like_commands)
3984                         {
3985                                 do_cmd_use();
3986                         }
3987                         else
3988                         {
3989                                 do_cmd_zap_rod();
3990                         }
3991                         break;
3992                 }
3993
3994                 /* Quaff a potion */
3995                 case 'q':
3996                 {
3997                         do_cmd_quaff_potion();
3998                         break;
3999                 }
4000
4001                 /* Read a scroll */
4002                 case 'r':
4003                 {
4004                         do_cmd_read_scroll();
4005                         break;
4006                 }
4007
4008                 /* Use a staff */
4009                 case 'u':
4010                 {
4011                         if (use_command && !rogue_like_commands)
4012                                 do_cmd_use();
4013                         else
4014                                 do_cmd_use_staff();
4015                         break;
4016                 }
4017
4018                 /* Use racial power */
4019                 case 'U':
4020                 {
4021                         do_cmd_racial_power();
4022                         break;
4023                 }
4024
4025
4026                 /*** Looking at Things (nearby or on map) ***/
4027
4028                 /* Full dungeon map */
4029                 case 'M':
4030                 {
4031                         do_cmd_view_map();
4032                         break;
4033                 }
4034
4035                 /* Locate player on map */
4036                 case 'L':
4037                 {
4038                         do_cmd_locate();
4039                         break;
4040                 }
4041
4042                 /* Look around */
4043                 case 'l':
4044                 {
4045                         do_cmd_look();
4046                         break;
4047                 }
4048
4049                 /* Target monster or location */
4050                 case '*':
4051                 {
4052                         do_cmd_target();
4053                         break;
4054                 }
4055
4056
4057
4058                 /*** Help and Such ***/
4059
4060                 /* Help */
4061                 case '?':
4062                 {
4063                         do_cmd_help();
4064                         break;
4065                 }
4066
4067                 /* Identify symbol */
4068                 case '/':
4069                 {
4070                         do_cmd_query_symbol();
4071                         break;
4072                 }
4073
4074                 /* Character description */
4075                 case 'C':
4076                 {
4077                         do_cmd_player_status();
4078                         break;
4079                 }
4080
4081
4082                 /*** System Commands ***/
4083
4084                 /* Hack -- User interface */
4085                 case '!':
4086                 {
4087                         (void)Term_user(0);
4088                         break;
4089                 }
4090
4091                 /* Single line from a pref file */
4092                 case '"':
4093                 {
4094                         do_cmd_pref();
4095                         break;
4096                 }
4097
4098                 case '$':
4099                 {
4100                         do_cmd_reload_autopick();
4101                         break;
4102                 }
4103
4104                 case '_':
4105                 {
4106                         do_cmd_edit_autopick();
4107                         break;
4108                 }
4109
4110                 /* Interact with macros */
4111                 case '@':
4112                 {
4113                         do_cmd_macros();
4114                         break;
4115                 }
4116
4117                 /* Interact with visuals */
4118                 case '%':
4119                 {
4120                         do_cmd_visuals();
4121                         do_cmd_redraw();
4122                         break;
4123                 }
4124
4125                 /* Interact with colors */
4126                 case '&':
4127                 {
4128                         do_cmd_colors();
4129                         do_cmd_redraw();
4130                         break;
4131                 }
4132
4133                 /* Interact with options */
4134                 case '=':
4135                 {
4136                         do_cmd_options();
4137                         (void)combine_and_reorder_home(STORE_HOME);
4138                         do_cmd_redraw();
4139                         break;
4140                 }
4141
4142                 /*** Misc Commands ***/
4143
4144                 /* Take notes */
4145                 case ':':
4146                 {
4147                         do_cmd_note();
4148                         break;
4149                 }
4150
4151                 /* Version info */
4152                 case 'V':
4153                 {
4154                         do_cmd_version();
4155                         break;
4156                 }
4157
4158                 /* Repeat level feeling */
4159                 case KTRL('F'):
4160                 {
4161                         do_cmd_feeling();
4162                         break;
4163                 }
4164
4165                 /* Show previous message */
4166                 case KTRL('O'):
4167                 {
4168                         do_cmd_message_one();
4169                         break;
4170                 }
4171
4172                 /* Show previous messages */
4173                 case KTRL('P'):
4174                 {
4175                         do_cmd_messages(old_now_message);
4176                         break;
4177                 }
4178
4179                 /* Show quest status -KMW- */
4180                 case KTRL('Q'):
4181                 {
4182                         do_cmd_checkquest();
4183                         break;
4184                 }
4185
4186                 /* Redraw the screen */
4187                 case KTRL('R'):
4188                 {
4189                         now_message = old_now_message;
4190                         do_cmd_redraw();
4191                         break;
4192                 }
4193
4194 #ifndef VERIFY_SAVEFILE
4195
4196                 /* Hack -- Save and don't quit */
4197                 case KTRL('S'):
4198                 {
4199                         do_cmd_save_game(FALSE);
4200                         break;
4201                 }
4202
4203 #endif /* VERIFY_SAVEFILE */
4204
4205                 case KTRL('T'):
4206                 {
4207                         do_cmd_time();
4208                         break;
4209                 }
4210
4211                 /* Save and quit */
4212                 case KTRL('X'):
4213                 case SPECIAL_KEY_QUIT:
4214                 {
4215                         do_cmd_save_and_exit();
4216                         break;
4217                 }
4218
4219                 /* Quit (commit suicide) */
4220                 case 'Q':
4221                 {
4222                         do_cmd_suicide(p_ptr);
4223                         break;
4224                 }
4225
4226                 case '|':
4227                 {
4228                         do_cmd_nikki();
4229                         break;
4230                 }
4231
4232                 /* Check artifacts, uniques, objects */
4233                 case '~':
4234                 {
4235                         do_cmd_knowledge();
4236                         break;
4237                 }
4238
4239                 /* Load "screen dump" */
4240                 case '(':
4241                 {
4242                         do_cmd_load_screen();
4243                         break;
4244                 }
4245
4246                 /* Save "screen dump" */
4247                 case ')':
4248                 {
4249                         do_cmd_save_screen();
4250                         break;
4251                 }
4252
4253                 /* Record/stop "Movie" */
4254                 case ']':
4255                 {
4256                         prepare_movie_hooks();
4257                         break;
4258                 }
4259
4260                 /* Make random artifact list */
4261                 case KTRL('V'):
4262                 {
4263                         spoil_random_artifact("randifact.txt");
4264                         break;
4265                 }
4266
4267 #ifdef TRAVEL
4268                 case '`':
4269                 {
4270                         if (!p_ptr->wild_mode) do_cmd_travel();
4271                         if (p_ptr->special_defense & KATA_MUSOU)
4272                         {
4273                                 set_action(p_ptr, ACTION_NONE);
4274                         }
4275                         break;
4276                 }
4277 #endif
4278
4279                 /* Hack -- Unknown command */
4280                 default:
4281                 {
4282                         if (flush_failure) flush();
4283                         if (one_in_(2))
4284                         {
4285                                 char error_m[1024];
4286                                 sound(SOUND_ILLEGAL);
4287                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4288                                         msg_print(error_m);
4289                         }
4290                         else
4291                         {
4292                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4293                         }
4294
4295                         break;
4296                 }
4297         }
4298         if (!p_ptr->energy_use && !now_message)
4299                 now_message = old_now_message;
4300 }
4301
4302 /*!
4303  * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4304  * @return なし
4305  */
4306 static void pack_overflow(void)
4307 {
4308         if (p_ptr->inventory_list[INVEN_PACK].k_idx)
4309         {
4310                 GAME_TEXT o_name[MAX_NLEN];
4311                 object_type *o_ptr;
4312
4313                 /* Is auto-destroy done? */
4314                 update_creature(p_ptr);
4315                 if (!p_ptr->inventory_list[INVEN_PACK].k_idx) return;
4316
4317                 /* Access the slot to be dropped */
4318                 o_ptr = &p_ptr->inventory_list[INVEN_PACK];
4319
4320                 disturb(FALSE, TRUE);
4321
4322                 /* Warning */
4323                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4324                 object_desc(o_name, o_ptr, 0);
4325
4326                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4327
4328                 /* Drop it (carefully) near the player */
4329                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4330
4331                 /* Modify, Describe, Optimize */
4332                 inven_item_increase(INVEN_PACK, -255);
4333                 inven_item_describe(INVEN_PACK);
4334                 inven_item_optimize(INVEN_PACK);
4335
4336                 handle_stuff();
4337         }
4338 }
4339
4340 /*!
4341  * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理  / process the effects per 100 energy at player speed.
4342  * @return なし
4343  */
4344 static void process_upkeep_with_speed(void)
4345 {
4346         /* Give the player some energy */
4347         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4348         {
4349                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4350         }
4351         
4352         /* No current_world_ptr->game_turn yet */
4353         if (p_ptr->enchant_energy_need > 0) return;
4354         
4355         while (p_ptr->enchant_energy_need <= 0)
4356         {
4357                 /* Handle the player song */
4358                 if (!load) check_music();
4359
4360                 /* Hex - Handle the hex spells */
4361                 if (!load) check_hex();
4362                 if (!load) revenge_spell();
4363                 
4364                 /* There is some randomness of needed energy */
4365                 p_ptr->enchant_energy_need += ENERGY_NEED();
4366         }
4367 }
4368
4369 static void process_fishing(void)
4370 {
4371         Term_xtra(TERM_XTRA_DELAY, 10);
4372         if (one_in_(1000))
4373         {
4374                 MONRACE_IDX r_idx;
4375                 bool success = FALSE;
4376                 get_mon_num_prep(monster_is_fishing_target, NULL);
4377                 r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4378                 msg_print(NULL);
4379                 if (r_idx && one_in_(2))
4380                 {
4381                         POSITION y, x;
4382                         y = p_ptr->y + ddy[p_ptr->fishing_dir];
4383                         x = p_ptr->x + ddx[p_ptr->fishing_dir];
4384                         if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4385                         {
4386                                 GAME_TEXT m_name[MAX_NLEN];
4387                                 monster_desc(m_name, &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
4388                                 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4389                                 success = TRUE;
4390                         }
4391                 }
4392                 if (!success)
4393                 {
4394                         msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4395                 }
4396                 disturb(FALSE, TRUE);
4397         }
4398 }
4399
4400 /*!
4401  * @brief プレイヤーの行動処理 / Process the player
4402  * @return なし
4403  * @note
4404  * Notice the annoying code to handle "pack overflow", which\n
4405  * must come first just in case somebody manages to corrupt\n
4406  * the savefiles by clever use of menu commands or something.\n
4407  */
4408 static void process_player(void)
4409 {
4410         MONSTER_IDX m_idx;
4411
4412         /*** Apply energy ***/
4413
4414         if (p_ptr->hack_mutation)
4415         {
4416                 msg_print(_("何か変わった気がする!", "You feel different!"));
4417
4418                 (void)gain_mutation(p_ptr, 0);
4419                 p_ptr->hack_mutation = FALSE;
4420         }
4421
4422         if (p_ptr->invoking_midnight_curse)
4423         {
4424                 int count = 0;
4425                 activate_ty_curse(FALSE, &count);
4426                 p_ptr->invoking_midnight_curse = FALSE;
4427         }
4428
4429         if (p_ptr->phase_out)
4430         {
4431                 for(m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
4432                 {
4433                         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
4434
4435                         if (!monster_is_valid(m_ptr)) continue;
4436
4437                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4438                         update_monster(m_idx, FALSE);
4439                 }
4440                 prt_time();
4441         }
4442
4443         /* Give the player some energy */
4444         else if (!(load && p_ptr->energy_need <= 0))
4445         {
4446                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4447         }
4448
4449         /* No current_world_ptr->game_turn yet */
4450         if (p_ptr->energy_need > 0) return;
4451         if (!command_rep) prt_time();
4452
4453         /*** Check for interupts ***/
4454
4455         /* Complete resting */
4456         if (p_ptr->resting < 0)
4457         {
4458                 /* Basic resting */
4459                 if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
4460                 {
4461                         /* Stop resting */
4462                         if ((p_ptr->chp == p_ptr->mhp) &&
4463                             (p_ptr->csp >= p_ptr->msp))
4464                         {
4465                                 set_action(p_ptr, ACTION_NONE);
4466                         }
4467                 }
4468
4469                 /* Complete resting */
4470                 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
4471                 {
4472                         /* Stop resting */
4473                         if ((p_ptr->chp == p_ptr->mhp) &&
4474                             (p_ptr->csp >= p_ptr->msp) &&
4475                             !p_ptr->blind && !p_ptr->confused &&
4476                             !p_ptr->poisoned && !p_ptr->afraid &&
4477                             !p_ptr->stun && !p_ptr->cut &&
4478                             !p_ptr->slow && !p_ptr->paralyzed &&
4479                             !p_ptr->image && !p_ptr->word_recall &&
4480                             !p_ptr->alter_reality)
4481                         {
4482                                 set_action(p_ptr, ACTION_NONE);
4483                         }
4484                 }
4485         }
4486
4487         if (p_ptr->action == ACTION_FISH) process_fishing();
4488
4489         /* Handle "abort" */
4490         if (check_abort)
4491         {
4492                 /* Check for "player abort" (semi-efficiently for resting) */
4493                 if (p_ptr->running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4494                 {
4495                         /* Do not wait */
4496                         inkey_scan = TRUE;
4497
4498                         /* Check for a key */
4499                         if (inkey())
4500                         {
4501                                 flush(); /* Flush input */
4502
4503                                 disturb(FALSE, TRUE);
4504
4505                                 /* Hack -- Show a Message */
4506                                 msg_print(_("中断しました。", "Canceled."));
4507                         }
4508                 }
4509         }
4510
4511         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4512         {
4513                 monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
4514                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4515
4516                 if (MON_CSLEEP(m_ptr))
4517                 {
4518                         GAME_TEXT m_name[MAX_NLEN];
4519
4520                         /* Recover fully */
4521                         (void)set_monster_csleep(p_ptr->riding, 0);
4522                         monster_desc(m_name, m_ptr, 0);
4523                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4524                 }
4525
4526                 if (MON_STUNNED(m_ptr))
4527                 {
4528                         /* Hack -- Recover from stun */
4529                         if (set_monster_stunned(p_ptr->riding,
4530                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4531                         {
4532                                 GAME_TEXT m_name[MAX_NLEN];
4533                                 monster_desc(m_name, m_ptr, 0);
4534                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4535                         }
4536                 }
4537
4538                 if (MON_CONFUSED(m_ptr))
4539                 {
4540                         /* Hack -- Recover from confusion */
4541                         if (set_monster_confused(p_ptr->riding,
4542                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4543                         {
4544                                 GAME_TEXT m_name[MAX_NLEN];
4545                                 monster_desc(m_name, m_ptr, 0);
4546                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4547                         }
4548                 }
4549
4550                 if (MON_MONFEAR(m_ptr))
4551                 {
4552                         /* Hack -- Recover from fear */
4553                         if(set_monster_monfear(p_ptr->riding,
4554                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4555                         {
4556                                 GAME_TEXT m_name[MAX_NLEN];
4557                                 monster_desc(m_name, m_ptr, 0);
4558                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4559                         }
4560                 }
4561
4562                 handle_stuff();
4563         }
4564         
4565         load = FALSE;
4566
4567         /* Fast */
4568         if (p_ptr->lightspeed)
4569         {
4570                 (void)set_lightspeed(p_ptr, p_ptr->lightspeed - 1, TRUE);
4571         }
4572         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4573         {
4574                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4575                 else P_PTR_KI -= 40;
4576                 p_ptr->update |= (PU_BONUS);
4577         }
4578         if (p_ptr->action == ACTION_LEARN)
4579         {
4580                 s32b cost = 0L;
4581                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4582
4583                 /* Convert the unit (1/2^16) to (1/2^32) */
4584                 s64b_LSHIFT(cost, cost_frac, 16);
4585  
4586                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4587                 {
4588                         /* Mana run out */
4589                         p_ptr->csp = 0;
4590                         p_ptr->csp_frac = 0;
4591                         set_action(p_ptr, ACTION_NONE);
4592                 }
4593                 else
4594                 {
4595                         /* Reduce mana */
4596                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4597                 }
4598                 p_ptr->redraw |= PR_MANA;
4599         }
4600
4601         if (p_ptr->special_defense & KATA_MASK)
4602         {
4603                 if (p_ptr->special_defense & KATA_MUSOU)
4604                 {
4605                         if (p_ptr->csp < 3)
4606                         {
4607                                 set_action(p_ptr, ACTION_NONE);
4608                         }
4609                         else
4610                         {
4611                                 p_ptr->csp -= 2;
4612                                 p_ptr->redraw |= (PR_MANA);
4613                         }
4614                 }
4615         }
4616
4617         /*** Handle actual user input ***/
4618
4619         /* Repeat until out of energy */
4620         while (p_ptr->energy_need <= 0)
4621         {
4622                 p_ptr->window |= PW_PLAYER;
4623                 p_ptr->sutemi = FALSE;
4624                 p_ptr->counter = FALSE;
4625                 p_ptr->now_damaged = FALSE;
4626
4627                 handle_stuff();
4628
4629                 /* Place the cursor on the player */
4630                 move_cursor_relative(p_ptr->y, p_ptr->x);
4631
4632                 /* Refresh (optional) */
4633                 if (fresh_before) Term_fresh();
4634
4635                 /* Hack -- Pack Overflow */
4636                 pack_overflow();
4637
4638                 /* Hack -- cancel "lurking browse mode" */
4639                 if (!command_new) command_see = FALSE;
4640
4641                 /* Assume free current_world_ptr->game_turn */
4642                 free_turn(p_ptr);
4643
4644                 if (p_ptr->phase_out)
4645                 {
4646                         /* Place the cursor on the player */
4647                         move_cursor_relative(p_ptr->y, p_ptr->x);
4648
4649                         command_cmd = SPECIAL_KEY_BUILDING;
4650
4651                         /* Process the command */
4652                         process_command();
4653                 }
4654
4655                 /* Paralyzed or Knocked Out */
4656                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4657                 {
4658                         take_turn(p_ptr, 100);
4659                 }
4660
4661                 /* Resting */
4662                 else if (p_ptr->action == ACTION_REST)
4663                 {
4664                         /* Timed rest */
4665                         if (p_ptr->resting > 0)
4666                         {
4667                                 /* Reduce rest count */
4668                                 p_ptr->resting--;
4669
4670                                 if (!p_ptr->resting) set_action(p_ptr, ACTION_NONE);
4671                                 p_ptr->redraw |= (PR_STATE);
4672                         }
4673
4674                         take_turn(p_ptr, 100);
4675                 }
4676
4677                 /* Fishing */
4678                 else if (p_ptr->action == ACTION_FISH)
4679                 {
4680                         take_turn(p_ptr, 100);
4681                 }
4682
4683                 /* Running */
4684                 else if (p_ptr->running)
4685                 {
4686                         /* Take a step */
4687                         run_step(0);
4688                 }
4689
4690 #ifdef TRAVEL
4691                 /* Traveling */
4692                 else if (travel.run)
4693                 {
4694                         /* Take a step */
4695                         travel_step();
4696                 }
4697 #endif
4698
4699                 /* Repeated command */
4700                 else if (command_rep)
4701                 {
4702                         /* Count this execution */
4703                         command_rep--;
4704
4705                         p_ptr->redraw |= (PR_STATE);
4706                         handle_stuff();
4707
4708                         /* Hack -- Assume messages were seen */
4709                         msg_flag = FALSE;
4710
4711                         /* Clear the top line */
4712                         prt("", 0, 0);
4713
4714                         /* Process the command */
4715                         process_command();
4716                 }
4717
4718                 /* Normal command */
4719                 else
4720                 {
4721                         /* Place the cursor on the player */
4722                         move_cursor_relative(p_ptr->y, p_ptr->x);
4723
4724                         can_save = TRUE;
4725                         /* Get a command (normal) */
4726                         request_command(FALSE);
4727                         can_save = FALSE;
4728
4729                         /* Process the command */
4730                         process_command();
4731                 }
4732
4733                 /* Hack -- Pack Overflow */
4734                 pack_overflow();
4735
4736                 /*** Clean up ***/
4737
4738                 /* Significant */
4739                 if (p_ptr->energy_use)
4740                 {
4741                         /* Use some energy */
4742                         if (p_ptr->timewalk || p_ptr->energy_use > 400)
4743                         {
4744                                 /* The Randomness is irrelevant */
4745                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
4746                         }
4747                         else
4748                         {
4749                                 /* There is some randomness of needed energy */
4750                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
4751                         }
4752
4753                         /* Hack -- constant hallucination */
4754                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
4755
4756                         /* Shimmer multi-hued monsters */
4757                         for (m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
4758                         {
4759                                 monster_type *m_ptr;
4760                                 monster_race *r_ptr;
4761
4762                                 m_ptr = &current_floor_ptr->m_list[m_idx];
4763                                 if (!monster_is_valid(m_ptr)) continue;
4764
4765                                 /* Skip unseen monsters */
4766                                 if (!m_ptr->ml) continue;
4767
4768                                 /* Access the monster race */
4769                                 r_ptr = &r_info[m_ptr->ap_r_idx];
4770
4771                                 /* Skip non-multi-hued monsters */
4772                                 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
4773                                         continue;
4774
4775                                 /* Redraw regardless */
4776                                 lite_spot(m_ptr->fy, m_ptr->fx);
4777                         }
4778
4779
4780                         /* Handle monster detection */
4781                         if (repair_monsters)
4782                         {
4783                                 /* Reset the flag */
4784                                 repair_monsters = FALSE;
4785
4786                                 /* Rotate detection flags */
4787                                 for (m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
4788                                 {
4789                                         monster_type *m_ptr;
4790                                         m_ptr = &current_floor_ptr->m_list[m_idx];
4791                                         if (!monster_is_valid(m_ptr)) continue;
4792
4793                                         /* Nice monsters get mean */
4794                                         if (m_ptr->mflag & MFLAG_NICE)
4795                                         {
4796                                                 /* Nice monsters get mean */
4797                                                 m_ptr->mflag &= ~(MFLAG_NICE);
4798                                         }
4799
4800                                         /* Handle memorized monsters */
4801                                         if (m_ptr->mflag2 & MFLAG2_MARK)
4802                                         {
4803                                                 /* Maintain detection */
4804                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
4805                                                 {
4806                                                         /* Forget flag */
4807                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
4808
4809                                                         /* Still need repairs */
4810                                                         repair_monsters = TRUE;
4811                                                 }
4812
4813                                                 /* Remove detection */
4814                                                 else
4815                                                 {
4816                                                         /* Forget flag */
4817                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
4818
4819                                                         /* Assume invisible */
4820                                                         m_ptr->ml = FALSE;
4821                                                         update_monster(m_idx, FALSE);
4822
4823                                                         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4824                                                         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4825
4826                                                         /* Redraw regardless */
4827                                                         lite_spot(m_ptr->fy, m_ptr->fx);
4828                                                 }
4829                                         }
4830                                 }
4831                         }
4832                         if (p_ptr->pclass == CLASS_IMITATOR)
4833                         {
4834                                 int j;
4835                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
4836                                 {
4837                                         p_ptr->mane_num--;
4838                                         for (j = 0; j < p_ptr->mane_num; j++)
4839                                         {
4840                                                 p_ptr->mane_spell[j] = p_ptr->mane_spell[j + 1];
4841                                                 p_ptr->mane_dam[j] = p_ptr->mane_dam[j + 1];
4842                                         }
4843                                 }
4844                                 p_ptr->new_mane = FALSE;
4845                                 p_ptr->redraw |= (PR_IMITATION);
4846                         }
4847                         if (p_ptr->action == ACTION_LEARN)
4848                         {
4849                                 p_ptr->new_mane = FALSE;
4850                                 p_ptr->redraw |= (PR_STATE);
4851                         }
4852
4853                         if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
4854                         {
4855
4856                                 p_ptr->redraw |= (PR_MAP);
4857                                 p_ptr->update |= (PU_MONSTERS);
4858                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4859
4860                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4861                                 msg_print(NULL);
4862                                 p_ptr->timewalk = FALSE;
4863                                 p_ptr->energy_need = ENERGY_NEED();
4864
4865                                 handle_stuff();
4866                         }
4867                 }
4868
4869                 /* Hack -- notice death */
4870                 if (!p_ptr->playing || p_ptr->is_dead)
4871                 {
4872                         p_ptr->timewalk = FALSE;
4873                         break;
4874                 }
4875
4876                 /* Sniper */
4877                 if (p_ptr->energy_use && p_ptr->reset_concent) reset_concentration(TRUE);
4878
4879                 /* Handle "leaving" */
4880                 if (p_ptr->leaving) break;
4881         }
4882
4883         /* Update scent trail */
4884         update_smell();
4885 }
4886
4887 /*!
4888  * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
4889  * @return なし
4890  * @details
4891  * <p>
4892  * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
4893  * ゲームを終了するかのいずれかまでループする。
4894  * </p>
4895  * <p>
4896  * This function will not exit until the level is completed,\n
4897  * the user dies, or the game is terminated.\n
4898  * </p>
4899  */
4900 static void dungeon(bool load_game)
4901 {
4902         int quest_num = 0;
4903
4904         /* Set the base level */
4905         current_floor_ptr->base_level = current_floor_ptr->dun_level;
4906
4907         /* Reset various flags */
4908         current_world_ptr->is_loading_now = FALSE;
4909
4910         /* Not leaving */
4911         p_ptr->leaving = FALSE;
4912
4913         /* Reset the "command" vars */
4914         command_cmd = 0;
4915
4916 #if 0 /* Don't reset here --- It's used for Arena */
4917         command_new = 0;
4918 #endif
4919
4920         command_rep = 0;
4921         command_arg = 0;
4922         command_dir = 0;
4923
4924
4925         /* Cancel the target */
4926         target_who = 0;
4927         p_ptr->pet_t_m_idx = 0;
4928         p_ptr->riding_t_m_idx = 0;
4929         p_ptr->ambush_flag = FALSE;
4930
4931         /* Cancel the health bar */
4932         health_track(0);
4933
4934         /* Check visual effects */
4935         repair_monsters = TRUE;
4936         repair_objects = TRUE;
4937
4938
4939         disturb(TRUE, TRUE);
4940
4941         /* Get index of current quest (if any) */
4942         quest_num = quest_number(current_floor_ptr->dun_level);
4943
4944         /* Inside a quest? */
4945         if (quest_num)
4946         {
4947                 /* Mark the quest monster */
4948                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
4949         }
4950
4951         /* Track maximum player level */
4952         if (p_ptr->max_plv < p_ptr->lev)
4953         {
4954                 p_ptr->max_plv = p_ptr->lev;
4955         }
4956
4957
4958         /* Track maximum dungeon level (if not in quest -KMW-) */
4959         if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
4960         {
4961                 max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
4962                 if (record_maxdepth) do_cmd_write_nikki(p_ptr, NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
4963         }
4964
4965         (void)calculate_upkeep();
4966
4967         /* Validate the panel */
4968         panel_bounds_center();
4969
4970         /* Verify the panel */
4971         verify_panel();
4972
4973         msg_erase();
4974
4975
4976         /* Enter "xtra" mode */
4977         current_world_ptr->character_xtra = TRUE;
4978
4979         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
4980         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4981         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
4982
4983         handle_stuff();
4984
4985         /* Leave "xtra" mode */
4986         current_world_ptr->character_xtra = FALSE;
4987
4988         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4989         p_ptr->update |= (PU_COMBINE | PU_REORDER);
4990         handle_stuff();
4991         Term_fresh();
4992
4993         if (quest_num && (is_fixed_quest_idx(quest_num) &&
4994             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
4995             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
4996
4997         if (p_ptr->phase_out)
4998         {
4999                 if (load_game)
5000                 {
5001                         p_ptr->energy_need = 0;
5002                         update_gambling_monsters();
5003                 }
5004                 else
5005                 {
5006                         msg_print(_("試合開始!", "Ready..Fight!"));
5007                         msg_print(NULL);
5008                 }
5009         }
5010
5011         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5012                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5013
5014         /* Hack -- notice death or departure */
5015         if (!p_ptr->playing || p_ptr->is_dead) return;
5016
5017         /* Print quest message if appropriate */
5018         if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
5019         {
5020                 quest_discovery(random_quest_number(current_floor_ptr->dun_level));
5021                 p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
5022         }
5023         if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
5024         {
5025                 if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
5026 #ifdef JP
5027                         msg_format("この階には%sの主である%sが棲んでいる。",
5028                                    d_name+d_info[p_ptr->dungeon_idx].name, 
5029                                    r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
5030 #else
5031                         msg_format("%^s lives in this level as the keeper of %s.",
5032                                            r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name, 
5033                                            d_name+d_info[p_ptr->dungeon_idx].name);
5034 #endif
5035         }
5036
5037         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(p_ptr, FALSE);
5038
5039         /*** Process this dungeon level ***/
5040
5041         /* Reset the monster generation level */
5042         current_floor_ptr->monster_level = current_floor_ptr->base_level;
5043
5044         /* Reset the object generation level */
5045         current_floor_ptr->object_level = current_floor_ptr->base_level;
5046
5047         current_world_ptr->is_loading_now = TRUE;
5048
5049         if (p_ptr->energy_need > 0 && !p_ptr->phase_out &&
5050             (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5051                 p_ptr->energy_need = 0;
5052
5053         /* Not leaving dungeon */
5054         p_ptr->leaving_dungeon = FALSE;
5055
5056         /* Initialize monster process */
5057         mproc_init();
5058
5059         /* Main loop */
5060         while (TRUE)
5061         {
5062                 /* Hack -- Compact the monster list occasionally */
5063                 if ((current_floor_ptr->m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->phase_out) compact_monsters(64);
5064
5065                 /* Hack -- Compress the monster list occasionally */
5066                 if ((current_floor_ptr->m_cnt + 32 < current_floor_ptr->m_max) && !p_ptr->phase_out) compact_monsters(0);
5067
5068
5069                 /* Hack -- Compact the object list occasionally */
5070                 if (current_floor_ptr->o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
5071
5072                 /* Hack -- Compress the object list occasionally */
5073                 if (current_floor_ptr->o_cnt + 32 < current_floor_ptr->o_max) compact_objects(0);
5074
5075                 /* Process the player */
5076                 process_player();
5077                 process_upkeep_with_speed();
5078
5079                 handle_stuff();
5080
5081                 /* Hack -- Hilite the player */
5082                 move_cursor_relative(p_ptr->y, p_ptr->x);
5083
5084                 /* Optional fresh */
5085                 if (fresh_after) Term_fresh();
5086
5087                 /* Hack -- Notice death or departure */
5088                 if (!p_ptr->playing || p_ptr->is_dead) break;
5089
5090                 /* Process all of the monsters */
5091                 process_monsters();
5092
5093                 handle_stuff();
5094
5095                 /* Hack -- Hilite the player */
5096                 move_cursor_relative(p_ptr->y, p_ptr->x);
5097
5098                 /* Optional fresh */
5099                 if (fresh_after) Term_fresh();
5100
5101                 /* Hack -- Notice death or departure */
5102                 if (!p_ptr->playing || p_ptr->is_dead) break;
5103
5104                 /* Process the world */
5105                 process_world();
5106
5107                 handle_stuff();
5108
5109                 /* Hack -- Hilite the player */
5110                 move_cursor_relative(p_ptr->y, p_ptr->x);
5111
5112                 /* Optional fresh */
5113                 if (fresh_after) Term_fresh();
5114
5115                 /* Hack -- Notice death or departure */
5116                 if (!p_ptr->playing || p_ptr->is_dead) break;
5117
5118                 /* Count game turns */
5119                 current_world_ptr->game_turn++;
5120
5121                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
5122                 {
5123                         if (!p_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
5124                         else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
5125                 }
5126
5127                 prevent_turn_overflow();
5128
5129                 /* Handle "leaving" */
5130                 if (p_ptr->leaving) break;
5131
5132                 if (wild_regen) wild_regen--;
5133         }
5134
5135         /* Inside a quest and non-unique questor? */
5136         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5137         {
5138                 /* Un-mark the quest monster */
5139                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5140         }
5141
5142         /* Not save-and-quit and not dead? */
5143         if (p_ptr->playing && !p_ptr->is_dead)
5144         {
5145                 /*
5146                  * Maintain Unique monsters and artifact, save current
5147                  * floor, then prepare next floor
5148                  */
5149                 leave_floor(p_ptr->change_floor_mode);
5150
5151                 /* Forget the flag */
5152                 reinit_wilderness = FALSE;
5153         }
5154
5155         /* Write about current level on the play record once per level */
5156         write_level = TRUE;
5157 }
5158
5159
5160 /*!
5161  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5162  * @return なし
5163  * @note
5164  * Modified by Arcum Dagsson to support
5165  * separate macro files for different realms.
5166  */
5167 static void load_all_pref_files(void)
5168 {
5169         char buf[1024];
5170
5171         /* Access the "user" pref file */
5172         sprintf(buf, "user.prf");
5173
5174         /* Process that file */
5175         process_pref_file(buf);
5176
5177         /* Access the "user" system pref file */
5178         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5179
5180         /* Process that file */
5181         process_pref_file(buf);
5182
5183         /* Access the "race" pref file */
5184         sprintf(buf, "%s.prf", rp_ptr->title);
5185
5186         /* Process that file */
5187         process_pref_file(buf);
5188
5189         /* Access the "class" pref file */
5190         sprintf(buf, "%s.prf", cp_ptr->title);
5191
5192         /* Process that file */
5193         process_pref_file(buf);
5194
5195         /* Access the "character" pref file */
5196         sprintf(buf, "%s.prf", p_ptr->base_name);
5197
5198         /* Process that file */
5199         process_pref_file(buf);
5200
5201         /* Access the "realm 1" pref file */
5202         if (p_ptr->realm1 != REALM_NONE)
5203         {
5204                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5205
5206                 /* Process that file */
5207                 process_pref_file(buf);
5208         }
5209
5210         /* Access the "realm 2" pref file */
5211         if (p_ptr->realm2 != REALM_NONE)
5212         {
5213                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5214
5215                 /* Process that file */
5216                 process_pref_file(buf);
5217         }
5218
5219
5220         /* Load an autopick preference file */
5221         autopick_load_pref(FALSE);
5222 }
5223
5224 /*!
5225  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5226  * @return なし
5227  * @note
5228  * If the "new_game" parameter is true, then, after loading the
5229  * savefile, we will commit suicide, if necessary, to allow the
5230  * player to start a new game.
5231  */
5232 void play_game(bool new_game)
5233 {
5234         MONSTER_IDX i;
5235         bool load_game = TRUE;
5236         bool init_random_seed = FALSE;
5237
5238 #ifdef CHUUKEI
5239         if (chuukei_client)
5240         {
5241                 reset_visuals();
5242                 browse_chuukei();
5243                 return;
5244         }
5245
5246         else if (chuukei_server)
5247         {
5248                 prepare_chuukei_hooks();
5249         }
5250 #endif
5251
5252         if (browsing_movie)
5253         {
5254                 reset_visuals();
5255                 browse_movie();
5256                 return;
5257         }
5258
5259         p_ptr->hack_mutation = FALSE;
5260
5261         /* Hack -- Character is "icky" */
5262         current_world_ptr->character_icky = TRUE;
5263
5264         /* Make sure main term is active */
5265         Term_activate(angband_term[0]);
5266
5267         /* Initialise the resize hooks */
5268         angband_term[0]->resize_hook = resize_map;
5269
5270         for (i = 1; i < 8; i++)
5271         {
5272                 /* Does the term exist? */
5273                 if (angband_term[i])
5274                 {
5275                         /* Add the redraw on resize hook */
5276                         angband_term[i]->resize_hook = redraw_window;
5277                 }
5278         }
5279
5280         /* Hack -- current_world_ptr->game_turn off the cursor */
5281         (void)Term_set_cursor(0);
5282
5283
5284         /* Attempt to load */
5285         if (!load_player())
5286         {
5287                 quit(_("セーブファイルが壊れています", "broken savefile"));
5288         }
5289
5290         /* Extract the options */
5291         extract_option_vars();
5292
5293         /* Report waited score */
5294         if (p_ptr->wait_report_score)
5295         {
5296                 char buf[1024];
5297                 bool success;
5298
5299                 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5300                         quit(0);
5301
5302                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5303                 update_creature(p_ptr);
5304
5305                 p_ptr->is_dead = TRUE;
5306
5307                 current_world_ptr->start_time = (u32b)time(NULL);
5308
5309                 /* No suspending now */
5310                 signals_ignore_tstp();
5311                 
5312                 /* Hack -- Character is now "icky" */
5313                 current_world_ptr->character_icky = TRUE;
5314                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5315
5316                 /* Open the high score file, for reading/writing */
5317                 highscore_fd = fd_open(buf, O_RDWR);
5318
5319                 /* 町名消失バグ対策(#38205)のためここで世界マップ情報を読み出す */
5320                 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5321
5322                 /* Handle score, show Top scores */
5323                 success = send_world_score(TRUE);
5324
5325                 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5326                 {
5327                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5328                         (void)inkey();
5329                 }
5330                 else
5331                 {
5332                         p_ptr->wait_report_score = FALSE;
5333                         top_twenty();
5334                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5335                 }
5336                 /* Shut the high score file */
5337                 (void)fd_close(highscore_fd);
5338
5339                 /* Forget the high score fd */
5340                 highscore_fd = -1;
5341                 
5342                 /* Allow suspending now */
5343                 signals_handle_tstp();
5344
5345                 quit(0);
5346         }
5347
5348         current_world_ptr->creating_savefile = new_game;
5349
5350         /* Nothing loaded */
5351         if (!current_world_ptr->character_loaded)
5352         {
5353                 /* Make new player */
5354                 new_game = TRUE;
5355
5356                 /* The dungeon is not ready */
5357                 current_world_ptr->character_dungeon = FALSE;
5358
5359                 /* Prepare to init the RNG */
5360                 init_random_seed = TRUE;
5361
5362                 /* Initialize the saved floors data */
5363                 init_saved_floors(FALSE);
5364         }
5365
5366         /* Old game is loaded.  But new game is requested. */
5367         else if (new_game)
5368         {
5369                 /* Initialize the saved floors data */
5370                 init_saved_floors(TRUE);
5371         }
5372
5373         /* Process old character */
5374         if (!new_game)
5375         {
5376                 /* Process the player name */
5377                 process_player_name(FALSE);
5378         }
5379
5380         /* Init the RNG */
5381         if (init_random_seed)
5382         {
5383                 Rand_state_init();
5384         }
5385
5386         /* Roll new character */
5387         if (new_game)
5388         {
5389                 /* The dungeon is not ready */
5390                 current_world_ptr->character_dungeon = FALSE;
5391
5392                 /* Start in town */
5393                 current_floor_ptr->dun_level = 0;
5394                 p_ptr->inside_quest = 0;
5395                 p_ptr->inside_arena = FALSE;
5396                 p_ptr->phase_out = FALSE;
5397
5398                 write_level = TRUE;
5399
5400                 /* Hack -- seed for flavors */
5401                 current_world_ptr->seed_flavor = randint0(0x10000000);
5402
5403                 /* Hack -- seed for town layout */
5404                 current_world_ptr->seed_town = randint0(0x10000000);
5405
5406                 /* Roll up a new character */
5407                 player_birth(p_ptr);
5408
5409                 counts_write(2,0);
5410                 p_ptr->count = 0;
5411
5412                 load = FALSE;
5413
5414                 determine_bounty_uniques();
5415                 determine_today_mon(FALSE);
5416
5417                 /* Initialize object array */
5418                 wipe_o_list();
5419         }
5420         else
5421         {
5422                 write_level = FALSE;
5423
5424                 do_cmd_write_nikki(p_ptr, NIKKI_GAMESTART, 1, 
5425                                           _("                            ----ゲーム再開----",
5426                                                 "                            ---- Restart Game ----"));
5427
5428 /*
5429  * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5430  * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5431  */
5432                 if (p_ptr->riding == -1)
5433                 {
5434                         p_ptr->riding = 0;
5435                         for (i = current_floor_ptr->m_max; i > 0; i--)
5436                         {
5437                                 if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
5438                                 {
5439                                         p_ptr->riding = i;
5440                                         break;
5441                                 }
5442                         }
5443                 }
5444         }
5445
5446         current_world_ptr->creating_savefile = FALSE;
5447
5448         p_ptr->teleport_town = FALSE;
5449         p_ptr->sutemi = FALSE;
5450         current_world_ptr->timewalk_m_idx = 0;
5451         p_ptr->now_damaged = FALSE;
5452         now_message = 0;
5453         current_world_ptr->start_time = time(NULL) - 1;
5454         record_o_name[0] = '\0';
5455
5456         /* Reset map panel */
5457         panel_row_min = current_floor_ptr->height;
5458         panel_col_min = current_floor_ptr->width;
5459
5460         /* Sexy gal gets bonus to maximum weapon skill of whip */
5461         if (p_ptr->pseikaku == SEIKAKU_SEXY)
5462                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5463
5464         /* Fill the arrays of floors and walls in the good proportions */
5465         set_floor_and_wall(p_ptr->dungeon_idx);
5466
5467         /* Flavor the objects */
5468         flavor_init();
5469
5470         /* Flash a message */
5471         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5472
5473         /* Flush the message */
5474         Term_fresh();
5475
5476
5477         /* Hack -- Enter wizard mode */
5478         if (arg_wizard)
5479         {
5480                 if (enter_wizard_mode())
5481                 {
5482                         p_ptr->wizard = TRUE;
5483
5484                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5485                         {
5486                                 /* Initialize the saved floors data */
5487                                 init_saved_floors(TRUE);
5488
5489                                 /* Avoid crash */
5490                                 p_ptr->inside_quest = 0;
5491
5492                                 /* Avoid crash in update_view() */
5493                                 p_ptr->y = p_ptr->x = 10;
5494                         }
5495                 }
5496                 else if (p_ptr->is_dead)
5497                 {
5498                         quit("Already dead.");
5499                 }
5500         }
5501
5502         /* Initialize the town-buildings if necessary */
5503         if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
5504         {
5505                 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5506                 init_flags = INIT_ONLY_BUILDINGS;
5507                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5508                 select_floor_music();
5509         }
5510
5511         /* Generate a dungeon level if needed */
5512         if (!current_world_ptr->character_dungeon)
5513         {
5514                 change_floor(p_ptr->change_floor_mode);
5515         }
5516         else
5517         {
5518                 /* HACK -- Restore from panic-save */
5519                 if (p_ptr->panic_save)
5520                 {
5521                         /* No player?  -- Try to regenerate floor */
5522                         if (!p_ptr->y || !p_ptr->x)
5523                         {
5524                                 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location.  Regenerate the dungeon floor."));
5525                                 change_floor(p_ptr->change_floor_mode);
5526                         }
5527
5528                         /* Still no player?  -- Try to locate random place */
5529                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
5530
5531                         /* No longer in panic */
5532                         p_ptr->panic_save = 0;
5533                 }
5534         }
5535
5536         /* Character is now "complete" */
5537         current_world_ptr->character_generated = TRUE;
5538
5539
5540         /* Hack -- Character is no longer "icky" */
5541         current_world_ptr->character_icky = FALSE;
5542
5543
5544         if (new_game)
5545         {
5546                 char buf[80];
5547                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
5548                 do_cmd_write_nikki(p_ptr, NIKKI_BUNSHOU, 0, buf);
5549         }
5550
5551
5552         /* Start game */
5553         p_ptr->playing = TRUE;
5554
5555         /* Reset the visual mappings */
5556         reset_visuals();
5557
5558         /* Load the "pref" files */
5559         load_all_pref_files();
5560
5561         /* Give startup outfit (after loading pref files) */
5562         if (new_game)
5563         {
5564                 player_outfit(p_ptr);
5565         }
5566
5567         /* React to changes */
5568         Term_xtra(TERM_XTRA_REACT, 0);
5569
5570         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5571         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
5572         handle_stuff();
5573
5574         /* Set or clear "rogue_like_commands" if requested */
5575         if (arg_force_original) rogue_like_commands = FALSE;
5576         if (arg_force_roguelike) rogue_like_commands = TRUE;
5577
5578         /* Hack -- Enforce "delayed death" */
5579         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
5580
5581         if (p_ptr->prace == RACE_ANDROID) calc_android_exp(p_ptr);
5582
5583         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
5584         {
5585                 monster_type *m_ptr;
5586                 MONRACE_IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
5587                 monster_race *r_ptr = &r_info[pet_r_idx];
5588                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
5589                                   (PM_FORCE_PET | PM_NO_KAGE));
5590                 m_ptr = &current_floor_ptr->m_list[hack_m_idx_ii];
5591                 m_ptr->mspeed = r_ptr->speed;
5592                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
5593                 m_ptr->max_maxhp = m_ptr->maxhp;
5594                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
5595                 m_ptr->dealt_damage = 0;
5596                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
5597         }
5598
5599         (void)combine_and_reorder_home(STORE_HOME);
5600         (void)combine_and_reorder_home(STORE_MUSEUM);
5601
5602         select_floor_music();
5603
5604         /* Process */
5605         while (TRUE)
5606         {
5607                 /* Process the level */
5608                 dungeon(load_game);
5609
5610                 /* Hack -- prevent "icky" message */
5611                 current_world_ptr->character_xtra = TRUE;
5612
5613                 handle_stuff();
5614
5615                 current_world_ptr->character_xtra = FALSE;
5616
5617                 /* Cancel the target */
5618                 target_who = 0;
5619
5620                 /* Cancel the health bar */
5621                 health_track(0);
5622
5623                 forget_lite();
5624                 forget_view();
5625                 clear_mon_lite();
5626
5627                 /* Handle "quit and save" */
5628                 if (!p_ptr->playing && !p_ptr->is_dead) break;
5629
5630                 /* Erase the old current_floor_ptr->grid_array */
5631                 wipe_o_list();
5632                 if (!p_ptr->is_dead) wipe_m_list();
5633
5634
5635                 msg_print(NULL);
5636
5637                 load_game = FALSE;
5638
5639                 /* Accidental Death */
5640                 if (p_ptr->playing && p_ptr->is_dead)
5641                 {
5642                         if (p_ptr->inside_arena)
5643                         {
5644                                 p_ptr->inside_arena = FALSE;
5645                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
5646                                         p_ptr->arena_number++;
5647                                 else
5648                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
5649                                 p_ptr->is_dead = FALSE;
5650                                 p_ptr->chp = 0;
5651                                 p_ptr->chp_frac = 0;
5652                                 p_ptr->exit_bldg = TRUE;
5653                                 reset_tim_flags(p_ptr);
5654
5655                                 /* Leave through the exit */
5656                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
5657
5658                                 /* prepare next floor */
5659                                 leave_floor(p_ptr->change_floor_mode);
5660                         }
5661                         else
5662                         {
5663                                 /* Mega-Hack -- Allow player to cheat death */
5664                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
5665                                 {
5666                                         cheat_death(p_ptr);
5667                                 }
5668                         }
5669                 }
5670
5671                 /* Handle "death" */
5672                 if (p_ptr->is_dead) break;
5673
5674                 /* Make a new level */
5675                 change_floor(p_ptr->change_floor_mode);
5676         }
5677
5678         /* Close stuff */
5679         close_game();
5680
5681         /* Quit */
5682         quit(NULL);
5683 }
5684
5685 /*!
5686  * @brief ゲームターンからの実時間換算を行うための補正をかける
5687  * @param hoge ゲームターン
5688  * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
5689  * @return 修正をかけた後のゲームターン
5690  */
5691 s32b turn_real(s32b hoge)
5692 {
5693         switch (p_ptr->start_race)
5694         {
5695         case RACE_VAMPIRE:
5696         case RACE_SKELETON:
5697         case RACE_ZOMBIE:
5698         case RACE_SPECTRE:
5699                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
5700         default:
5701                 return hoge;
5702         }
5703 }
5704
5705 /*!
5706  * @brief ターンのオーバーフローに対する対処
5707  * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
5708  * @return 修正をかけた後のゲームターン
5709  */
5710 void prevent_turn_overflow(void)
5711 {
5712         int rollback_days, i, j;
5713         s32b rollback_turns;
5714
5715         if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
5716
5717         rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
5718         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
5719
5720         if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
5721         else current_world_ptr->game_turn = 1;
5722         if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
5723         else current_floor_ptr->generated_turn = 1;
5724         if (current_world_ptr->arena_start_turn > rollback_turns) current_world_ptr->arena_start_turn -= rollback_turns;
5725         else current_world_ptr->arena_start_turn = 1;
5726         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
5727         else p_ptr->feeling_turn = 1;
5728
5729         for (i = 1; i < max_towns; i++)
5730         {
5731                 for (j = 0; j < MAX_STORES; j++)
5732                 {
5733                         store_type *st_ptr = &town_info[i].store[j];
5734
5735                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
5736                         {
5737                                 st_ptr->last_visit -= rollback_turns;
5738                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5739                         }
5740
5741                         if (st_ptr->store_open)
5742                         {
5743                                 st_ptr->store_open -= rollback_turns;
5744                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
5745                         }
5746                 }
5747         }
5748 }
5749
5750 /*!
5751  * @brief ゲーム終了処理 /
5752  * Close up the current game (player may or may not be dead)
5753  * @return なし
5754  * @details
5755  * <pre>
5756  * This function is called only from "main.c" and "signals.c".
5757  * </pre>
5758  */
5759 void close_game(void)
5760 {
5761         char buf[1024];
5762         bool do_send = TRUE;
5763
5764         /*      concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
5765         handle_stuff();
5766
5767         /* Flush the messages */
5768         msg_print(NULL);
5769
5770         /* Flush the input */
5771         flush();
5772
5773
5774         /* No suspending now */
5775         signals_ignore_tstp();
5776
5777
5778         /* Hack -- Character is now "icky" */
5779         current_world_ptr->character_icky = TRUE;
5780
5781         path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5782
5783         /* Grab permissions */
5784         safe_setuid_grab();
5785
5786         /* Open the high score file, for reading/writing */
5787         highscore_fd = fd_open(buf, O_RDWR);
5788
5789         /* Drop permissions */
5790         safe_setuid_drop();
5791
5792         /* Handle death */
5793         if (p_ptr->is_dead)
5794         {
5795                 /* Handle retirement */
5796                 if (p_ptr->total_winner) kingly();
5797
5798                 /* Save memories */
5799                 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
5800                 {
5801                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5802                 }
5803                 else do_send = FALSE;
5804
5805                 /* You are dead */
5806                 print_tomb();
5807
5808                 flush();
5809
5810                 /* Show more info */
5811                 show_info();
5812                 Term_clear();
5813
5814                 if (check_score())
5815                 {
5816                         if ((!send_world_score(do_send)))
5817                         {
5818                                 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
5819                                         (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
5820                                 {
5821                                         p_ptr->wait_report_score = TRUE;
5822                                         p_ptr->is_dead = FALSE;
5823                                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5824                                 }
5825                         }
5826                         if (!p_ptr->wait_report_score)
5827                                 (void)top_twenty();
5828                 }
5829                 else if (highscore_fd >= 0)
5830                 {
5831                         display_scores_aux(0, 10, -1, NULL);
5832                 }
5833 #if 0
5834                 /* Dump bones file */
5835                 make_bones();
5836 #endif
5837         }
5838
5839         /* Still alive */
5840         else
5841         {
5842                 /* Save the game */
5843                 do_cmd_save_game(FALSE);
5844
5845                 /* Prompt for scores */
5846                 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
5847                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
5848
5849                 /* Predict score (or ESCAPE) */
5850                 if (inkey() != ESCAPE) predict_score();
5851         }
5852
5853
5854         /* Shut the high score file */
5855         (void)fd_close(highscore_fd);
5856
5857         /* Forget the high score fd */
5858         highscore_fd = -1;
5859
5860         /* Kill all temporal files */
5861         clear_saved_floor_files();
5862
5863         /* Allow suspending now */
5864         signals_handle_tstp();
5865 }
5866
5867
5868 /*!
5869  * @brief 全更新処理をチェックして処理していく
5870  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5871  * @return なし
5872  */
5873 void handle_stuff(void)
5874 {
5875         if (p_ptr->update) update_creature(p_ptr);
5876         if (p_ptr->redraw) redraw_stuff();
5877         if (p_ptr->window) window_stuff();
5878 }
5879
5880 void update_output(void)
5881 {
5882         if (p_ptr->redraw) redraw_stuff();
5883         if (p_ptr->window) window_stuff();
5884 }
5885