OSDN Git Service

v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / dungeon.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 "cmd-activate.h"
15 #include "cmd-eat.h"
16 #include "cmd-item.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
19 #include "cmd-read.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
23 #include "cmd-pet.h"
24 #include "floor.h"
25 #include "floor-events.h"
26 #include "object-curse.h"
27 #include "store.h"
28 #include "spells-summon.h"
29 #include "spells-object.h"
30 #include "spells-status.h"
31 #include "monsterrace-hook.h"
32 #include "world.h"
33 #include "mutation.h"
34 #include "quest.h"
35 #include "artifact.h"
36 #include "avatar.h"
37 #include "player-status.h"
38 #include "cmd-spell.h"
39 #include "realm-hex.h"
40
41 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
42 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)*/
43
44 /*!
45  * @brief 擬似鑑定を実際に行い判定を反映する
46  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
47  * @param heavy 重度の擬似鑑定を行うならばTRUE
48  * @return なし
49  */
50 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
51 {
52         byte feel;
53         object_type *o_ptr = &inventory[slot];
54         GAME_TEXT o_name[MAX_NLEN];
55
56         /* We know about it already, do not tell us again */
57         if (o_ptr->ident & (IDENT_SENSE))return;
58
59         /* It is fully known, no information needed */
60         if (object_is_known(o_ptr)) return;
61
62         /* Check for a feeling */
63         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
64
65         /* Skip non-feelings */
66         if (!feel) return;
67
68         /* Bad luck */
69         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
70         {
71                 switch (feel)
72                 {
73                         case FEEL_TERRIBLE:
74                         {
75                                 feel = FEEL_SPECIAL;
76                                 break;
77                         }
78                         case FEEL_WORTHLESS:
79                         {
80                                 feel = FEEL_EXCELLENT;
81                                 break;
82                         }
83                         case FEEL_CURSED:
84                         {
85                                 if (heavy)
86                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
87                                 else
88                                         feel = FEEL_UNCURSED;
89                                 break;
90                         }
91                         case FEEL_AVERAGE:
92                         {
93                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
94                                 break;
95                         }
96                         case FEEL_GOOD:
97                         {
98                                 if (heavy)
99                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
100                                 else
101                                         feel = FEEL_CURSED;
102                                 break;
103                         }
104                         case FEEL_EXCELLENT:
105                         {
106                                 feel = FEEL_WORTHLESS;
107                                 break;
108                         }
109                         case FEEL_SPECIAL:
110                         {
111                                 feel = FEEL_TERRIBLE;
112                                 break;
113                         }
114                 }
115         }
116
117         /* Stop everything */
118         if (disturb_minor) disturb(FALSE, FALSE);
119
120         /* Get an object description */
121         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
122
123         /* Message (equipment) */
124         if (slot >= INVEN_RARM)
125         {
126 #ifdef JP
127                 msg_format("%s%s(%c)は%sという感じがする...",
128                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
129 #else
130                 msg_format("You feel the %s (%c) you are %s %s %s...",
131                            o_name, index_to_label(slot), describe_use(slot),
132                            ((o_ptr->number == 1) ? "is" : "are"),
133                                    game_inscriptions[feel]);
134 #endif
135
136         }
137
138         /* Message (inventory) */
139         else
140         {
141 #ifdef JP
142                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
143                         o_name, index_to_label(slot),game_inscriptions[feel]);
144 #else
145                 msg_format("You feel the %s (%c) in your pack %s %s...",
146                            o_name, index_to_label(slot),
147                            ((o_ptr->number == 1) ? "is" : "are"),
148                                    game_inscriptions[feel]);
149 #endif
150
151         }
152
153         o_ptr->ident |= (IDENT_SENSE);
154
155         /* Set the "inscription" */
156         o_ptr->feeling = feel;
157
158         /* Auto-inscription/destroy */
159         autopick_alter_item(slot, destroy_feeling);
160         p_ptr->update |= (PU_COMBINE | PU_REORDER);
161
162         p_ptr->window |= (PW_INVEN | PW_EQUIP);
163 }
164
165
166
167 /*!
168  * @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。
169  * @return なし
170  * @details
171  * Sense the inventory\n
172  *\n
173  *   Class 0 = Warrior --> fast and heavy\n
174  *   Class 1 = Mage    --> slow and light\n
175  *   Class 2 = Priest  --> fast but light\n
176  *   Class 3 = Rogue   --> okay and heavy\n
177  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
178  *   Class 5 = Paladin --> slow but heavy\n
179  */
180 static void sense_inventory1(void)
181 {
182         INVENTORY_IDX i;
183         PLAYER_LEVEL plev = p_ptr->lev;
184         bool heavy = FALSE;
185         object_type *o_ptr;
186
187
188         /*** Check for "sensing" ***/
189
190         /* No sensing when confused */
191         if (p_ptr->confused) return;
192
193         /* Analyze the class */
194         switch (p_ptr->pclass)
195         {
196                 case CLASS_WARRIOR:
197                 case CLASS_ARCHER:
198                 case CLASS_SAMURAI:
199                 case CLASS_CAVALRY:
200                 {
201                         /* Good sensing */
202                         if (0 != randint0(9000L / (plev * plev + 40))) return;
203
204                         /* Heavy sensing */
205                         heavy = TRUE;
206
207                         break;
208                 }
209
210                 case CLASS_SMITH:
211                 {
212                         /* Good sensing */
213                         if (0 != randint0(6000L / (plev * plev + 50))) return;
214
215                         /* Heavy sensing */
216                         heavy = TRUE;
217
218                         break;
219                 }
220
221                 case CLASS_MAGE:
222                 case CLASS_HIGH_MAGE:
223                 case CLASS_SORCERER:
224                 case CLASS_MAGIC_EATER:
225                 {
226                         /* Very bad (light) sensing */
227                         if (0 != randint0(240000L / (plev + 5))) return;
228
229                         break;
230                 }
231
232                 case CLASS_PRIEST:
233                 case CLASS_BARD:
234                 {
235                         /* Good (light) sensing */
236                         if (0 != randint0(10000L / (plev * plev + 40))) return;
237
238                         break;
239                 }
240
241                 case CLASS_ROGUE:
242                 case CLASS_NINJA:
243                 {
244                         /* Okay sensing */
245                         if (0 != randint0(20000L / (plev * plev + 40))) return;
246
247                         /* Heavy sensing */
248                         heavy = TRUE;
249
250                         break;
251                 }
252
253                 case CLASS_RANGER:
254                 {
255                         /* Bad sensing */
256                         if (0 != randint0(95000L / (plev * plev + 40))) return;
257
258                         /* Changed! */
259                         heavy = TRUE;
260
261                         break;
262                 }
263
264                 case CLASS_PALADIN:
265                 case CLASS_SNIPER:
266                 {
267                         /* Bad sensing */
268                         if (0 != randint0(77777L / (plev * plev + 40))) return;
269
270                         /* Heavy sensing */
271                         heavy = TRUE;
272
273                         break;
274                 }
275
276                 case CLASS_WARRIOR_MAGE:
277                 case CLASS_RED_MAGE:
278                 {
279                         /* Bad sensing */
280                         if (0 != randint0(75000L / (plev * plev + 40))) return;
281
282                         break;
283                 }
284
285                 case CLASS_MINDCRAFTER:
286                 case CLASS_IMITATOR:
287                 case CLASS_BLUE_MAGE:
288                 case CLASS_MIRROR_MASTER:
289                 {
290                         /* Bad sensing */
291                         if (0 != randint0(55000L / (plev * plev + 40))) return;
292
293                         break;
294                 }
295
296                 case CLASS_CHAOS_WARRIOR:
297                 {
298                         /* Bad sensing */
299                         if (0 != randint0(80000L / (plev * plev + 40))) return;
300
301                         /* Changed! */
302                         heavy = TRUE;
303
304                         break;
305                 }
306
307                 case CLASS_MONK:
308                 case CLASS_FORCETRAINER:
309                 {
310                         /* Okay sensing */
311                         if (0 != randint0(20000L / (plev * plev + 40))) return;
312
313                         break;
314                 }
315
316                 case CLASS_TOURIST:
317                 {
318                         /* Good sensing */
319                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
320
321                         /* Heavy sensing */
322                         heavy = TRUE;
323
324                         break;
325                 }
326
327                 case CLASS_BEASTMASTER:
328                 {
329                         /* Bad sensing */
330                         if (0 != randint0(65000L / (plev * plev + 40))) return;
331
332                         break;
333                 }
334                 case CLASS_BERSERKER:
335                 {
336                         /* Heavy sensing */
337                         heavy = TRUE;
338
339                         break;
340                 }
341         }
342
343         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
344
345         /*** Sense everything ***/
346
347         /* Check everything */
348         for (i = 0; i < INVEN_TOTAL; i++)
349         {
350                 bool okay = FALSE;
351
352                 o_ptr = &inventory[i];
353
354                 /* Skip empty slots */
355                 if (!o_ptr->k_idx) continue;
356
357                 /* Valid "tval" codes */
358                 switch (o_ptr->tval)
359                 {
360                         case TV_SHOT:
361                         case TV_ARROW:
362                         case TV_BOLT:
363                         case TV_BOW:
364                         case TV_DIGGING:
365                         case TV_HAFTED:
366                         case TV_POLEARM:
367                         case TV_SWORD:
368                         case TV_BOOTS:
369                         case TV_GLOVES:
370                         case TV_HELM:
371                         case TV_CROWN:
372                         case TV_SHIELD:
373                         case TV_CLOAK:
374                         case TV_SOFT_ARMOR:
375                         case TV_HARD_ARMOR:
376                         case TV_DRAG_ARMOR:
377                         case TV_CARD:
378                         {
379                                 okay = TRUE;
380                                 break;
381                         }
382                 }
383
384                 /* Skip non-sense machines */
385                 if (!okay) continue;
386
387                 /* Occasional failure on inventory items */
388                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
389
390                 /* Good luck */
391                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
392                 {
393                         heavy = TRUE;
394                 }
395
396                 sense_inventory_aux(i, heavy);
397         }
398 }
399
400 /*!
401  * @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。
402  * @return なし
403  */
404 static void sense_inventory2(void)
405 {
406         INVENTORY_IDX i;
407         PLAYER_LEVEL plev = p_ptr->lev;
408         object_type *o_ptr;
409
410
411         /*** Check for "sensing" ***/
412
413         /* No sensing when confused */
414         if (p_ptr->confused) return;
415
416         /* Analyze the class */
417         switch (p_ptr->pclass)
418         {
419                 case CLASS_WARRIOR:
420                 case CLASS_ARCHER:
421                 case CLASS_SAMURAI:
422                 case CLASS_CAVALRY:
423                 case CLASS_BERSERKER:
424                 case CLASS_SNIPER:
425                 {
426                         return;
427                 }
428
429                 case CLASS_SMITH:
430                 case CLASS_PALADIN:
431                 case CLASS_CHAOS_WARRIOR:
432                 case CLASS_IMITATOR:
433                 case CLASS_BEASTMASTER:
434                 case CLASS_NINJA:
435                 {
436                         /* Very bad (light) sensing */
437                         if (0 != randint0(240000L / (plev + 5))) return;
438
439                         break;
440                 }
441
442                 case CLASS_RANGER:
443                 case CLASS_WARRIOR_MAGE:
444                 case CLASS_RED_MAGE:
445                 case CLASS_MONK:
446                 {
447                         /* Bad sensing */
448                         if (0 != randint0(95000L / (plev * plev + 40))) return;
449
450                         break;
451                 }
452
453                 case CLASS_PRIEST:
454                 case CLASS_BARD:
455                 case CLASS_ROGUE:
456                 case CLASS_FORCETRAINER:
457                 case CLASS_MINDCRAFTER:
458                 {
459                         /* Good sensing */
460                         if (0 != randint0(20000L / (plev * plev + 40))) return;
461
462                         break;
463                 }
464
465                 case CLASS_MAGE:
466                 case CLASS_HIGH_MAGE:
467                 case CLASS_SORCERER:
468                 case CLASS_MAGIC_EATER:
469                 case CLASS_MIRROR_MASTER:
470                 case CLASS_BLUE_MAGE:
471                 {
472                         /* Good sensing */
473                         if (0 != randint0(9000L / (plev * plev + 40))) return;
474
475                         break;
476                 }
477
478                 case CLASS_TOURIST:
479                 {
480                         /* Good sensing */
481                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
482
483                         break;
484                 }
485         }
486
487         /*** Sense everything ***/
488
489         /* Check everything */
490         for (i = 0; i < INVEN_TOTAL; i++)
491         {
492                 bool okay = FALSE;
493
494                 o_ptr = &inventory[i];
495
496                 /* Skip empty slots */
497                 if (!o_ptr->k_idx) continue;
498
499                 /* Valid "tval" codes */
500                 switch (o_ptr->tval)
501                 {
502                         case TV_RING:
503                         case TV_AMULET:
504                         case TV_LITE:
505                         case TV_FIGURINE:
506                         {
507                                 okay = TRUE;
508                                 break;
509                         }
510                 }
511
512                 /* Skip non-sense machines */
513                 if (!okay) continue;
514
515                 /* Occasional failure on inventory items */
516                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
517
518                 sense_inventory_aux(i, TRUE);
519         }
520 }
521
522 /*!
523  * @brief パターン終点到達時のテレポート処理を行う
524  * @return なし
525  */
526 static void pattern_teleport(void)
527 {
528         DEPTH min_level = 0;
529         DEPTH max_level = 99;
530
531         /* Ask for level */
532         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
533         {
534                 char ppp[80];
535                 char tmp_val[160];
536
537                 /* Only downward in ironman mode */
538                 if (ironman_downward)
539                         min_level = dun_level;
540
541                 /* Maximum level */
542                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
543                 {
544                         if (dun_level > 100)
545                                 max_level = MAX_DEPTH - 1;
546                         else if (dun_level == 100)
547                                 max_level = 100;
548                 }
549                 else
550                 {
551                         max_level = d_info[p_ptr->dungeon_idx].maxdepth;
552                         min_level = d_info[p_ptr->dungeon_idx].mindepth;
553                 }
554
555                 /* Prompt */
556                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
557
558                 /* Default */
559                 sprintf(tmp_val, "%d", (int)dun_level);
560
561                 /* Ask for a level */
562                 if (!get_string(ppp, tmp_val, 10)) return;
563
564                 /* Extract request */
565                 command_arg = (COMMAND_ARG)atoi(tmp_val);
566         }
567         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
568         {
569                 teleport_player(200, 0L);
570                 return;
571         }
572         else
573         {
574                 return;
575         }
576
577         /* Paranoia */
578         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
579
580         /* Paranoia */
581         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
582
583         /* Accept request */
584         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
585
586         if (autosave_l) do_cmd_save_game(TRUE);
587
588         /* Change level */
589         dun_level = command_arg;
590
591         leave_quest_check();
592
593         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
594
595         p_ptr->inside_quest = 0;
596         free_turn(p_ptr);
597
598         /*
599          * Clear all saved floors
600          * and create a first saved floor
601          */
602         prepare_change_floor_mode(CFM_FIRST_FLOOR);
603
604         /* Leaving */
605         p_ptr->leaving = TRUE;
606 }
607
608 /*!
609  * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
610  * @return なし
611  */
612 static void wreck_the_pattern(void)
613 {
614         int to_ruin = 0;
615         POSITION r_y, r_x;
616         int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
617
618         if (pattern_type == PATTERN_TILE_WRECKED)
619         {
620                 /* Ruined already */
621                 return;
622         }
623
624         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
625         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
626
627         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
628         to_ruin = randint1(45) + 35;
629
630         while (to_ruin--)
631         {
632                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
633
634                 if (pattern_tile(r_y, r_x) &&
635                     (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
636                 {
637                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
638                 }
639         }
640
641         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
642 }
643
644 /*!
645  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
646  * @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。
647  */
648 static bool pattern_effect(void)
649 {
650         int pattern_type;
651
652         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
653
654         if ((prace_is_(RACE_AMBERITE)) &&
655             (p_ptr->cut > 0) && one_in_(10))
656         {
657                 wreck_the_pattern();
658         }
659
660         pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
661
662         switch (pattern_type)
663         {
664         case PATTERN_TILE_END:
665                 (void)set_image(0);
666                 (void)restore_all_status();
667                 (void)restore_level();
668                 (void)cure_critical_wounds(1000);
669
670                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
671                 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."));
672
673                 /*
674                  * We could make the healing effect of the
675                  * Pattern center one-time only to avoid various kinds
676                  * of abuse, like luring the win monster into fighting you
677                  * in the middle of the pattern...
678                  */
679                 break;
680
681         case PATTERN_TILE_OLD:
682                 /* No effect */
683                 break;
684
685         case PATTERN_TILE_TELEPORT:
686                 pattern_teleport();
687                 break;
688
689         case PATTERN_TILE_WRECKED:
690                 if (!IS_INVULN())
691                         take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
692                 break;
693
694         default:
695                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
696                         return TRUE;
697                 else if (!IS_INVULN())
698                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
699                 break;
700         }
701
702         return TRUE;
703 }
704
705
706 /*!
707  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
708  * @param percent 回復比率
709  * @return なし
710  */
711 static void regenhp(int percent)
712 {
713         HIT_POINT new_chp;
714         u32b new_chp_frac;
715         HIT_POINT old_chp;
716
717         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
718         if (p_ptr->action == ACTION_HAYAGAKE) return;
719
720         /* Save the old hitpoints */
721         old_chp = p_ptr->chp;
722
723         /*
724          * Extract the new hitpoints
725          *
726          * 'percent' is the Regen factor in unit (1/2^16)
727          */
728         new_chp = 0;
729         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
730
731         /* Convert the unit (1/2^16) to (1/2^32) */
732         s64b_LSHIFT(new_chp, new_chp_frac, 16);
733
734         /* Regenerating */
735         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
736
737
738         /* Fully healed */
739         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
740         {
741                 p_ptr->chp = p_ptr->mhp;
742                 p_ptr->chp_frac = 0;
743         }
744
745         /* Notice changes */
746         if (old_chp != p_ptr->chp)
747         {
748                 p_ptr->redraw |= (PR_HP);
749                 p_ptr->window |= (PW_PLAYER);
750                 wild_regen = 20;
751         }
752 }
753
754
755 /*!
756  * @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
757  * @param upkeep_factor ペット維持によるMPコスト量
758  * @param regen_amount 回復量
759  * @return なし
760  */
761 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
762 {
763         MANA_POINT old_csp = p_ptr->csp;
764         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
765
766         /*
767          * Excess mana will decay 32 times faster than normal
768          * regeneration rate.
769          */
770         if (p_ptr->csp > p_ptr->msp)
771         {
772                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
773                 s32b decay = 0;
774                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
775
776                 /* Convert the unit (1/2^16) to (1/2^32) */
777                 s64b_LSHIFT(decay, decay_frac, 16);
778
779                 /* Decay */
780                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
781
782                 /* Stop decaying */
783                 if (p_ptr->csp < p_ptr->msp)
784                 {
785                         p_ptr->csp = p_ptr->msp;
786                         p_ptr->csp_frac = 0;
787                 }
788         }
789
790         /* Regenerating mana (unless the player has excess mana) */
791         else if (regen_rate > 0)
792         {
793                 /* (percent/100) is the Regen factor in unit (1/2^16) */
794                 MANA_POINT new_mana = 0;
795                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
796
797                 /* Convert the unit (1/2^16) to (1/2^32) */
798                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
799
800                 /* Regenerate */
801                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
802
803                 /* Must set frac to zero even if equal */
804                 if (p_ptr->csp >= p_ptr->msp)
805                 {
806                         p_ptr->csp = p_ptr->msp;
807                         p_ptr->csp_frac = 0;
808                 }
809         }
810
811
812         /* Reduce mana (even when the player has excess mana) */
813         if (regen_rate < 0)
814         {
815                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
816                 s32b reduce_mana = 0;
817                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
818
819                 /* Convert the unit (1/2^16) to (1/2^32) */
820                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
821
822                 /* Reduce mana */
823                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
824
825                 /* Check overflow */
826                 if (p_ptr->csp < 0)
827                 {
828                         p_ptr->csp = 0;
829                         p_ptr->csp_frac = 0;
830                 }
831         }
832
833         if (old_csp != p_ptr->csp)
834         {
835                 p_ptr->redraw |= (PR_MANA);
836                 p_ptr->window |= (PW_PLAYER);
837                 p_ptr->window |= (PW_SPELL);
838                 wild_regen = 20;
839         }
840 }
841
842 /*!
843  * @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)
844  * @param regen_amount 回復量
845  * @return なし
846  */
847 static void regenmagic(int regen_amount)
848 {
849         MANA_POINT new_mana;
850         int i;
851         int dev = 30;
852         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
853
854         for (i = 0; i < EATER_EXT*2; i++)
855         {
856                 if (!p_ptr->magic_num2[i]) continue;
857                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
858
859                 /* Increase remaining charge number like float value */
860                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
861                 p_ptr->magic_num1[i] += new_mana;
862
863                 /* Check maximum charge */
864                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
865                 {
866                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
867                 }
868                 wild_regen = 20;
869         }
870         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
871         {
872                 if (!p_ptr->magic_num1[i]) continue;
873                 if (!p_ptr->magic_num2[i]) continue;
874
875                 /* Decrease remaining period for charging */
876                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
877                                         / (dev * 16 * PY_REGEN_NORMAL); 
878                 p_ptr->magic_num1[i] -= new_mana;
879
880                 /* Check minimum remaining period for charging */
881                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
882                 wild_regen = 20;
883         }
884 }
885
886
887 /*!
888  * @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)
889  * @return なし
890  * @note Should probably be done during monster turns.
891  */
892 static void regen_monsters(void)
893 {
894         int i, frac;
895
896
897         /* Regenerate everyone */
898         for (i = 1; i < m_max; i++)
899         {
900                 /* Check the i'th monster */
901                 monster_type *m_ptr = &m_list[i];
902                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
903
904
905                 /* Skip dead monsters */
906                 if (!m_ptr->r_idx) continue;
907
908                 /* Allow regeneration (if needed) */
909                 if (m_ptr->hp < m_ptr->maxhp)
910                 {
911                         /* Hack -- Base regeneration */
912                         frac = m_ptr->maxhp / 100;
913
914                         /* Hack -- Minimal regeneration rate */
915                         if (!frac) if (one_in_(2)) frac = 1;
916
917                         /* Hack -- Some monsters regenerate quickly */
918                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
919
920                         /* Hack -- Regenerate */
921                         m_ptr->hp += frac;
922
923                         /* Do not over-regenerate */
924                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
925
926                         /* Redraw (later) if needed */
927                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
928                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
929                 }
930         }
931 }
932
933
934 /*!
935  * @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)
936  * @return なし
937  * @note Should probably be done during monster turns.
938  */
939 static void regen_captured_monsters(void)
940 {
941         int i, frac;
942         bool heal = FALSE;
943
944         /* Regenerate everyone */
945         for (i = 0; i < INVEN_TOTAL; i++)
946         {
947                 monster_race *r_ptr;
948                 object_type *o_ptr = &inventory[i];
949
950                 if (!o_ptr->k_idx) continue;
951                 if (o_ptr->tval != TV_CAPTURE) continue;
952                 if (!o_ptr->pval) continue;
953
954                 heal = TRUE;
955
956                 r_ptr = &r_info[o_ptr->pval];
957
958                 /* Allow regeneration (if needed) */
959                 if (o_ptr->xtra4 < o_ptr->xtra5)
960                 {
961                         /* Hack -- Base regeneration */
962                         frac = o_ptr->xtra5 / 100;
963
964                         /* Hack -- Minimal regeneration rate */
965                         if (!frac) if (one_in_(2)) frac = 1;
966
967                         /* Hack -- Some monsters regenerate quickly */
968                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
969
970                         /* Hack -- Regenerate */
971                         o_ptr->xtra4 += (XTRA16)frac;
972
973                         /* Do not over-regenerate */
974                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
975                 }
976         }
977
978         if (heal)
979         {
980                 /* Combine pack */
981                 p_ptr->update |= (PU_COMBINE);
982                 p_ptr->window |= (PW_INVEN);
983                 p_ptr->window |= (PW_EQUIP);
984                 wild_regen = 20;
985         }
986 }
987
988 /*!
989  * @brief 寿命つき光源の警告メッセージ処理
990  * @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
991  * @return なし
992  */
993 static void notice_lite_change(object_type *o_ptr)
994 {
995         /* Hack -- notice interesting fuel steps */
996         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
997         {
998                 p_ptr->window |= (PW_EQUIP);
999         }
1000
1001         /* Hack -- Special treatment when blind */
1002         if (p_ptr->blind)
1003         {
1004                 /* Hack -- save some light for later */
1005                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1006         }
1007
1008         /* The light is now out */
1009         else if (o_ptr->xtra4 == 0)
1010         {
1011                 disturb(FALSE, TRUE);
1012                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1013
1014                 /* Recalculate torch radius */
1015                 p_ptr->update |= (PU_TORCH);
1016
1017                 /* Some ego light lose its effects without fuel */
1018                 p_ptr->update |= (PU_BONUS);
1019         }
1020
1021         /* The light is getting dim */
1022         else if (o_ptr->name2 == EGO_LITE_LONG)
1023         {
1024                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1025                     && (turn % (TURNS_PER_TICK*2)))
1026                 {
1027                         if (disturb_minor) disturb(FALSE, TRUE);
1028                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1029                 }
1030         }
1031
1032         /* The light is getting dim */
1033         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1034         {
1035                 if (disturb_minor) disturb(FALSE, TRUE);
1036                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1037         }
1038 }
1039
1040 /*!
1041  * @brief クエスト階層から離脱する際の処理
1042  * @return なし
1043  */
1044 void leave_quest_check(void)
1045 {
1046         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1047         leaving_quest = p_ptr->inside_quest;
1048
1049         /* Leaving an 'only once' quest marks it as failed */
1050         if (leaving_quest)
1051         {       
1052                 quest_type* const q_ptr = &quest[leaving_quest];
1053                 
1054             if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1055                (q_ptr->status == QUEST_STATUS_TAKEN))
1056                 {
1057                         q_ptr->status = QUEST_STATUS_FAILED;
1058                         q_ptr->complev = p_ptr->lev;
1059                         update_playtime();
1060                         q_ptr->comptime = playtime;
1061
1062                         /* Additional settings */
1063                         switch (q_ptr->type)
1064                         {
1065                           case QUEST_TYPE_TOWER:
1066                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1067                                 quest[QUEST_TOWER1].complev = p_ptr->lev;
1068                                 break;
1069                           case QUEST_TYPE_FIND_ARTIFACT:
1070                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1071                                 break;
1072                           case QUEST_TYPE_RANDOM:
1073                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1074
1075                                 /* Floor of random quest will be blocked */
1076                                 prepare_change_floor_mode(CFM_NO_RETURN);
1077                                 break;
1078                         }
1079
1080                         /* Record finishing a quest */
1081                         if (q_ptr->type == QUEST_TYPE_RANDOM)
1082                         {
1083                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1084                         }
1085                         else
1086                         {
1087                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1088                         }
1089                 }
1090         }
1091 }
1092
1093 /*!
1094  * @brief 「塔」クエストの各階層から離脱する際の処理
1095  * @return なし
1096  */
1097 void leave_tower_check(void)
1098 {
1099         leaving_quest = p_ptr->inside_quest;
1100         /* Check for Tower Quest */
1101         if (leaving_quest &&
1102                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1103                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1104         {
1105                 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1106                 {
1107                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1108                         quest[QUEST_TOWER1].complev = p_ptr->lev;
1109                         update_playtime();
1110                         quest[QUEST_TOWER1].comptime = playtime;
1111                 }
1112         }
1113 }
1114
1115
1116 /*!
1117  * @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-
1118  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1119  * @return なし
1120  */
1121 static void recharged_notice(object_type *o_ptr)
1122 {
1123         GAME_TEXT o_name[MAX_NLEN];
1124
1125         concptr s;
1126
1127         /* No inscription */
1128         if (!o_ptr->inscription) return;
1129
1130         /* Find a '!' */
1131         s = my_strchr(quark_str(o_ptr->inscription), '!');
1132
1133         /* Process notification request. */
1134         while (s)
1135         {
1136                 /* Find another '!' */
1137                 if (s[1] == '!')
1138                 {
1139                         /* Describe (briefly) */
1140                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1141
1142                         /* Notify the player */
1143 #ifdef JP
1144                         msg_format("%sは再充填された。", o_name);
1145 #else
1146                         if (o_ptr->number > 1)
1147                                 msg_format("Your %s are recharged.", o_name);
1148                         else
1149                                 msg_format("Your %s is recharged.", o_name);
1150 #endif
1151
1152                         disturb(FALSE, FALSE);
1153
1154                         /* Done. */
1155                         return;
1156                 }
1157
1158                 /* Keep looking for '!'s */
1159                 s = my_strchr(s + 1, '!');
1160         }
1161 }
1162
1163 /*!
1164  * @brief プレイヤーの歌に関する継続処理
1165  * @return なし
1166  */
1167 static void check_music(void)
1168 {
1169         const magic_type *s_ptr;
1170         int spell;
1171         MANA_POINT need_mana;
1172         u32b need_mana_frac;
1173
1174         /* Music singed by player */
1175         if (p_ptr->pclass != CLASS_BARD) return;
1176         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1177
1178         if (p_ptr->anti_magic)
1179         {
1180                 stop_singing();
1181                 return;
1182         }
1183
1184         spell = SINGING_SONG_ID(p_ptr);
1185         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1186
1187         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1188         need_mana_frac = 0;
1189
1190         /* Divide by 2 */
1191         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1192
1193         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1194         {
1195                 stop_singing();
1196                 return;
1197         }
1198         else
1199         {
1200                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1201
1202                 p_ptr->redraw |= PR_MANA;
1203                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1204                 {
1205                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1206                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1207                         msg_print(_("歌を再開した。", "You restart singing."));
1208                         p_ptr->action = ACTION_SING;
1209                         p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1210                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1211                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1212                 }
1213         }
1214         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1215                 p_ptr->spell_exp[spell] += 5;
1216         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1217         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1218         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1219         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1220         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1221         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1222
1223         /* Do any effects of continual song */
1224         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1225 }
1226
1227 /*!
1228  * @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
1229  * @param flag 探し出したい呪いフラグ配列
1230  * @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
1231  * 呪いがない場合NULLを返す。
1232  */
1233 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1234 {
1235         int i;
1236         int choices[INVEN_TOTAL-INVEN_RARM];
1237         int number = 0;
1238
1239         /* Paranoia -- Player has no warning-item */
1240         if (!(p_ptr->cursed & flag)) return NULL;
1241
1242         /* Search Inventry */
1243         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1244         {
1245                 object_type *o_ptr = &inventory[i];
1246
1247                 if (o_ptr->curse_flags & flag)
1248                 {
1249                         choices[number] = i;
1250                         number++;
1251                 }
1252                 else if ((flag == TRC_ADD_L_CURSE) || 
1253                                         (flag == TRC_ADD_H_CURSE) || 
1254                                         (flag == TRC_DRAIN_HP) || 
1255                                         (flag == TRC_DRAIN_MANA) || 
1256                                         (flag == TRC_CALL_ANIMAL) || 
1257                                         (flag == TRC_CALL_DEMON) || 
1258                                         (flag == TRC_CALL_DRAGON) || 
1259                                         (flag == TRC_CALL_UNDEAD) || 
1260                                         (flag == TRC_COWARDICE) || 
1261                                         (flag == TRC_LOW_MELEE) || 
1262                                         (flag == TRC_LOW_AC) || 
1263                                         (flag == TRC_LOW_MAGIC) || 
1264                                         (flag == TRC_FAST_DIGEST) || 
1265                                         (flag == TRC_SLOW_REGEN) )
1266                 {
1267                         u32b cf = 0L;
1268                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1269                         object_flags(o_ptr, flgs);
1270                         switch (flag)
1271                         {
1272                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1273                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1274                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1275                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1276                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1277                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1278                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1279                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1280                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1281                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1282                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1283                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1284                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1285                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1286                           default                               : break;
1287                         }
1288                         if (have_flag(flgs, cf))
1289                         {
1290                                 choices[number] = i;
1291                                 number++;
1292                         }
1293                 }
1294         }
1295
1296         /* Choice one of them */
1297         return (&inventory[choices[randint0(number)]]);
1298 }
1299
1300 static void process_world_aux_digestion(void)
1301 {
1302         if (!p_ptr->inside_battle)
1303         {
1304                 /* Digest quickly when gorged */
1305                 if (p_ptr->food >= PY_FOOD_MAX)
1306                 {
1307                         /* Digest a lot of food */
1308                         (void)set_food(p_ptr->food - 100);
1309                 }
1310
1311                 /* Digest normally -- Every 50 game turns */
1312                 else if (!(turn % (TURNS_PER_TICK * 5)))
1313                 {
1314                         /* Basic digestion rate based on speed */
1315                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1316
1317                         /* Regeneration takes more food */
1318                         if (p_ptr->regenerate)
1319                                 digestion += 20;
1320                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1321                                 digestion += 20;
1322                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1323                                 digestion += 30;
1324
1325                         /* Slow digestion takes less food */
1326                         if (p_ptr->slow_digest)
1327                                 digestion -= 5;
1328
1329                         /* Minimal digestion */
1330                         if (digestion < 1) digestion = 1;
1331                         /* Maximal digestion */
1332                         if (digestion > 100) digestion = 100;
1333
1334                         /* Digest some food */
1335                         (void)set_food(p_ptr->food - digestion);
1336                 }
1337
1338
1339                 /* Getting Faint */
1340                 if ((p_ptr->food < PY_FOOD_FAINT))
1341                 {
1342                         /* Faint occasionally */
1343                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1344                         {
1345                                 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."));
1346                                 disturb(TRUE, TRUE);
1347
1348                                 /* Hack -- faint (bypass free action) */
1349                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1350                         }
1351
1352                         /* Starve to death (slowly) */
1353                         if (p_ptr->food < PY_FOOD_STARVE)
1354                         {
1355                                 /* Calculate damage */
1356                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1357
1358                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1359                         }
1360                 }
1361         }
1362 }
1363
1364 /*!
1365  * @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。
1366  *  / Handle timed damage and regeneration every 10 game turns
1367  * @return なし
1368  */
1369 static void process_world_aux_hp_and_sp(void)
1370 {
1371         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1372         bool cave_no_regen = FALSE;
1373         int upkeep_factor = 0;
1374
1375         /* Default regeneration */
1376         int regen_amount = PY_REGEN_NORMAL;
1377
1378
1379         /*** Damage over Time ***/
1380
1381         /* Take damage from poison */
1382         if (p_ptr->poisoned && !IS_INVULN())
1383         {
1384                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1385         }
1386
1387         /* Take damage from cuts */
1388         if (p_ptr->cut && !IS_INVULN())
1389         {
1390                 HIT_POINT dam;
1391
1392                 /* Mortal wound or Deep Gash */
1393                 if (p_ptr->cut > 1000)
1394                 {
1395                         dam = 200;
1396                 }
1397
1398                 else if (p_ptr->cut > 200)
1399                 {
1400                         dam = 80;
1401                 }
1402
1403                 /* Severe cut */
1404                 else if (p_ptr->cut > 100)
1405                 {
1406                         dam = 32;
1407                 }
1408
1409                 else if (p_ptr->cut > 50)
1410                 {
1411                         dam = 16;
1412                 }
1413
1414                 else if (p_ptr->cut > 25)
1415                 {
1416                         dam = 7;
1417                 }
1418
1419                 else if (p_ptr->cut > 10)
1420                 {
1421                         dam = 3;
1422                 }
1423
1424                 /* Other cuts */
1425                 else
1426                 {
1427                         dam = 1;
1428                 }
1429
1430                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1431         }
1432
1433         /* (Vampires) Take damage from sunlight */
1434         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1435         {
1436                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1437                 {
1438                         if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1439                         {
1440                                 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!"));
1441                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1442                                 cave_no_regen = TRUE;
1443                         }
1444                 }
1445
1446                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1447                     !p_ptr->resist_lite)
1448                 {
1449                         object_type * o_ptr = &inventory[INVEN_LITE];
1450                         GAME_TEXT o_name [MAX_NLEN];
1451                         char ouch [MAX_NLEN+40];
1452
1453                         /* Get an object description */
1454                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1455                         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);
1456
1457                         cave_no_regen = TRUE;
1458
1459                         /* Get an object description */
1460                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1461                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1462
1463                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1464                 }
1465         }
1466
1467         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1468         {
1469                 int damage = 0;
1470
1471                 if (have_flag(f_ptr->flags, FF_DEEP))
1472                 {
1473                         damage = 6000 + randint0(4000);
1474                 }
1475                 else if (!p_ptr->levitation)
1476                 {
1477                         damage = 3000 + randint0(2000);
1478                 }
1479
1480                 if (damage)
1481                 {
1482                         if(prace_is_(RACE_ENT)) damage += damage / 3;
1483                         if(p_ptr->resist_fire) damage = damage / 3;
1484                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1485                         if(p_ptr->levitation) damage = damage / 5;
1486
1487                         damage = damage / 100 + (randint0(100) < (damage % 100));
1488
1489                         if (p_ptr->levitation)
1490                         {
1491                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1492                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1493                                                                 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1494                         }
1495                         else
1496                         {
1497                                 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1498                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1499                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1500                         }
1501
1502                         cave_no_regen = TRUE;
1503                 }
1504         }
1505
1506         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1507         {
1508                 int damage = 0;
1509
1510                 if (have_flag(f_ptr->flags, FF_DEEP))
1511                 {
1512                         damage = 6000 + randint0(4000);
1513                 }
1514                 else if (!p_ptr->levitation)
1515                 {
1516                         damage = 3000 + randint0(2000);
1517                 }
1518
1519                 if (damage)
1520                 {
1521                         if (p_ptr->resist_cold) damage = damage / 3;
1522                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1523                         if (p_ptr->levitation) damage = damage / 5;
1524
1525                         damage = damage / 100 + (randint0(100) < (damage % 100));
1526
1527                         if (p_ptr->levitation)
1528                         {
1529                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1530                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1531                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1532                         }
1533                         else
1534                         {
1535                                 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1536                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1537                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1538                         }
1539
1540                         cave_no_regen = TRUE;
1541                 }
1542         }
1543
1544         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1545         {
1546                 int damage = 0;
1547
1548                 if (have_flag(f_ptr->flags, FF_DEEP))
1549                 {
1550                         damage = 6000 + randint0(4000);
1551                 }
1552                 else if (!p_ptr->levitation)
1553                 {
1554                         damage = 3000 + randint0(2000);
1555                 }
1556
1557                 if (damage)
1558                 {
1559                         if (p_ptr->resist_elec) damage = damage / 3;
1560                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1561                         if (p_ptr->levitation) damage = damage / 5;
1562
1563                         damage = damage / 100 + (randint0(100) < (damage % 100));
1564
1565                         if (p_ptr->levitation)
1566                         {
1567                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1568                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1569                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1570                         }
1571                         else
1572                         {
1573                                 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1574                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1575                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1576                         }
1577
1578                         cave_no_regen = TRUE;
1579                 }
1580         }
1581
1582         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1583         {
1584                 int damage = 0;
1585
1586                 if (have_flag(f_ptr->flags, FF_DEEP))
1587                 {
1588                         damage = 6000 + randint0(4000);
1589                 }
1590                 else if (!p_ptr->levitation)
1591                 {
1592                         damage = 3000 + randint0(2000);
1593                 }
1594
1595                 if (damage)
1596                 {
1597                         if (p_ptr->resist_acid) damage = damage / 3;
1598                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1599                         if (p_ptr->levitation) damage = damage / 5;
1600
1601                         damage = damage / 100 + (randint0(100) < (damage % 100));
1602
1603                         if (p_ptr->levitation)
1604                         {
1605                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1606                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1607                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1608                         }
1609                         else
1610                         {
1611                                 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1612                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1613                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1614                         }
1615
1616                         cave_no_regen = TRUE;
1617                 }
1618         }
1619
1620         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1621         {
1622                 int damage = 0;
1623
1624                 if (have_flag(f_ptr->flags, FF_DEEP))
1625                 {
1626                         damage = 6000 + randint0(4000);
1627                 }
1628                 else if (!p_ptr->levitation)
1629                 {
1630                         damage = 3000 + randint0(2000);
1631                 }
1632
1633                 if (damage)
1634                 {
1635                         if (p_ptr->resist_pois) damage = damage / 3;
1636                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1637                         if (p_ptr->levitation) damage = damage / 5;
1638
1639                         damage = damage / 100 + (randint0(100) < (damage % 100));
1640
1641                         if (p_ptr->levitation)
1642                         {
1643                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1644                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1645                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1646                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1647                         }
1648                         else
1649                         {
1650                                 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1651                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1652                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1653                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1654                         }
1655
1656                         cave_no_regen = TRUE;
1657                 }
1658         }
1659
1660         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1661             !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1662         {
1663                 if (p_ptr->total_weight > weight_limit())
1664                 {
1665                         msg_print(_("溺れている!", "You are drowning!"));
1666                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1667                         cave_no_regen = TRUE;
1668                 }
1669         }
1670
1671         if (p_ptr->riding)
1672         {
1673                 HIT_POINT damage;
1674                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1675                 {
1676                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1677                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1678                         if (p_ptr->resist_fire) damage = damage / 3;
1679                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1680                         msg_print(_("熱い!", "It's hot!"));
1681                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1682                 }
1683                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1684                 {
1685                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1686                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1687                         if (p_ptr->resist_elec) damage = damage / 3;
1688                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1689                         msg_print(_("痛い!", "It hurts!"));
1690                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1691                 }
1692                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1693                 {
1694                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1695                         if (p_ptr->resist_cold) damage = damage / 3;
1696                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1697                         msg_print(_("冷たい!", "It's cold!"));
1698                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1699                 }
1700         }
1701
1702         /* Spectres -- take damage when moving through walls */
1703         /*
1704          * Added: ANYBODY takes damage if inside through walls
1705          * without wraith form -- NOTE: Spectres will never be
1706          * reduced below 0 hp by being inside a stone wall; others
1707          * WILL BE!
1708          */
1709         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1710         {
1711                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1712                 {
1713                         concptr dam_desc;
1714                         cave_no_regen = TRUE;
1715
1716                         if (p_ptr->pass_wall)
1717                         {
1718                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1719                                 dam_desc = _("密度", "density");
1720                         }
1721                         else
1722                         {
1723                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1724                                 dam_desc = _("硬い岩", "solid rock");
1725                         }
1726
1727                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1728                 }
1729         }
1730
1731
1732         /*** handle regeneration ***/
1733
1734         /* Getting Weak */
1735         if (p_ptr->food < PY_FOOD_WEAK)
1736         {
1737                 /* Lower regeneration */
1738                 if (p_ptr->food < PY_FOOD_STARVE)
1739                 {
1740                         regen_amount = 0;
1741                 }
1742                 else if (p_ptr->food < PY_FOOD_FAINT)
1743                 {
1744                         regen_amount = PY_REGEN_FAINT;
1745                 }
1746                 else
1747                 {
1748                         regen_amount = PY_REGEN_WEAK;
1749                 }
1750         }
1751
1752         /* Are we walking the pattern? */
1753         if (pattern_effect())
1754         {
1755                 cave_no_regen = TRUE;
1756         }
1757         else
1758         {
1759                 /* Regeneration ability */
1760                 if (p_ptr->regenerate)
1761                 {
1762                         regen_amount = regen_amount * 2;
1763                 }
1764                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1765                 {
1766                         regen_amount /= 2;
1767                 }
1768                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1769                 {
1770                         regen_amount /= 5;
1771                 }
1772         }
1773
1774
1775         /* Searching or Resting */
1776         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1777         {
1778                 regen_amount = regen_amount * 2;
1779         }
1780
1781         upkeep_factor = calculate_upkeep();
1782
1783         /* No regeneration while special action */
1784         if ((p_ptr->action == ACTION_LEARN) ||
1785             (p_ptr->action == ACTION_HAYAGAKE) ||
1786             (p_ptr->special_defense & KATA_KOUKIJIN))
1787         {
1788                 upkeep_factor += 100;
1789         }
1790
1791         /* Regenerate the mana */
1792         regenmana(upkeep_factor, regen_amount);
1793
1794
1795         /* Recharge magic eater's power */
1796         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1797         {
1798                 regenmagic(regen_amount);
1799         }
1800
1801         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1802         {
1803                 while (upkeep_factor > 100)
1804                 {
1805                         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!"));
1806                         msg_print(NULL);
1807                         do_cmd_pet_dismiss();
1808
1809                         upkeep_factor = calculate_upkeep();
1810
1811                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1812                         msg_print(NULL);
1813                 }
1814         }
1815
1816         /* Poisoned or cut yields no healing */
1817         if (p_ptr->poisoned) regen_amount = 0;
1818         if (p_ptr->cut) regen_amount = 0;
1819
1820         /* Special floor -- Pattern, in a wall -- yields no healing */
1821         if (cave_no_regen) regen_amount = 0;
1822
1823         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1824
1825         /* Regenerate Hit Points if needed */
1826         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1827         {
1828                 regenhp(regen_amount);
1829         }
1830 }
1831
1832 /*!
1833  * @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
1834  * / Handle timeout every 10 game turns
1835  * @return なし
1836  */
1837 static void process_world_aux_timeout(void)
1838 {
1839         const int dec_count = (easy_band ? 2 : 1);
1840
1841         /*** Timeout Various Things ***/
1842
1843         /* Mimic */
1844         if (p_ptr->tim_mimic)
1845         {
1846                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1847         }
1848
1849         /* Hack -- Hallucinating */
1850         if (p_ptr->image)
1851         {
1852                 (void)set_image(p_ptr->image - dec_count);
1853         }
1854
1855         /* Blindness */
1856         if (p_ptr->blind)
1857         {
1858                 (void)set_blind(p_ptr->blind - dec_count);
1859         }
1860
1861         /* Times see-invisible */
1862         if (p_ptr->tim_invis)
1863         {
1864                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1865         }
1866
1867         if (multi_rew)
1868         {
1869                 multi_rew = FALSE;
1870         }
1871
1872         /* Timed esp */
1873         if (p_ptr->tim_esp)
1874         {
1875                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1876         }
1877
1878         /* Timed temporary elemental brands. -LM- */
1879         if (p_ptr->ele_attack)
1880         {
1881                 p_ptr->ele_attack--;
1882
1883                 /* Clear all temporary elemental brands. */
1884                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1885         }
1886
1887         /* Timed temporary elemental immune. -LM- */
1888         if (p_ptr->ele_immune)
1889         {
1890                 p_ptr->ele_immune--;
1891
1892                 /* Clear all temporary elemental brands. */
1893                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1894         }
1895
1896         /* Timed infra-vision */
1897         if (p_ptr->tim_infra)
1898         {
1899                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1900         }
1901
1902         /* Timed stealth */
1903         if (p_ptr->tim_stealth)
1904         {
1905                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1906         }
1907
1908         /* Timed levitation */
1909         if (p_ptr->tim_levitation)
1910         {
1911                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1912         }
1913
1914         /* Timed sh_touki */
1915         if (p_ptr->tim_sh_touki)
1916         {
1917                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1918         }
1919
1920         /* Timed sh_fire */
1921         if (p_ptr->tim_sh_fire)
1922         {
1923                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1924         }
1925
1926         /* Timed sh_holy */
1927         if (p_ptr->tim_sh_holy)
1928         {
1929                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1930         }
1931
1932         /* Timed eyeeye */
1933         if (p_ptr->tim_eyeeye)
1934         {
1935                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1936         }
1937
1938         /* Timed resist-magic */
1939         if (p_ptr->resist_magic)
1940         {
1941                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1942         }
1943
1944         /* Timed regeneration */
1945         if (p_ptr->tim_regen)
1946         {
1947                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1948         }
1949
1950         /* Timed resist nether */
1951         if (p_ptr->tim_res_nether)
1952         {
1953                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1954         }
1955
1956         /* Timed resist time */
1957         if (p_ptr->tim_res_time)
1958         {
1959                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1960         }
1961
1962         /* Timed reflect */
1963         if (p_ptr->tim_reflect)
1964         {
1965                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1966         }
1967
1968         /* Multi-shadow */
1969         if (p_ptr->multishadow)
1970         {
1971                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1972         }
1973
1974         /* Timed Robe of dust */
1975         if (p_ptr->dustrobe)
1976         {
1977                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1978         }
1979
1980         /* Timed infra-vision */
1981         if (p_ptr->kabenuke)
1982         {
1983                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1984         }
1985
1986         /* Paralysis */
1987         if (p_ptr->paralyzed)
1988         {
1989                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1990         }
1991
1992         /* Confusion */
1993         if (p_ptr->confused)
1994         {
1995                 (void)set_confused(p_ptr->confused - dec_count);
1996         }
1997
1998         /* Afraid */
1999         if (p_ptr->afraid)
2000         {
2001                 (void)set_afraid(p_ptr->afraid - dec_count);
2002         }
2003
2004         /* Fast */
2005         if (p_ptr->fast)
2006         {
2007                 (void)set_fast(p_ptr->fast - 1, TRUE);
2008         }
2009
2010         /* Slow */
2011         if (p_ptr->slow)
2012         {
2013                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2014         }
2015
2016         /* Protection from evil */
2017         if (p_ptr->protevil)
2018         {
2019                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2020         }
2021
2022         /* Invulnerability */
2023         if (p_ptr->invuln)
2024         {
2025                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2026         }
2027
2028         /* Wraith form */
2029         if (p_ptr->wraith_form)
2030         {
2031                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2032         }
2033
2034         /* Heroism */
2035         if (p_ptr->hero)
2036         {
2037                 (void)set_hero(p_ptr->hero - 1, TRUE);
2038         }
2039
2040         /* Super Heroism */
2041         if (p_ptr->shero)
2042         {
2043                 (void)set_shero(p_ptr->shero - 1, TRUE);
2044         }
2045
2046         /* Blessed */
2047         if (p_ptr->blessed)
2048         {
2049                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2050         }
2051
2052         /* Shield */
2053         if (p_ptr->shield)
2054         {
2055                 (void)set_shield(p_ptr->shield - 1, TRUE);
2056         }
2057
2058         /* Tsubureru */
2059         if (p_ptr->tsubureru)
2060         {
2061                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2062         }
2063
2064         /* Magicdef */
2065         if (p_ptr->magicdef)
2066         {
2067                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2068         }
2069
2070         /* Tsuyoshi */
2071         if (p_ptr->tsuyoshi)
2072         {
2073                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2074         }
2075
2076         /* Oppose Acid */
2077         if (p_ptr->oppose_acid)
2078         {
2079                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2080         }
2081
2082         /* Oppose Lightning */
2083         if (p_ptr->oppose_elec)
2084         {
2085                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2086         }
2087
2088         /* Oppose Fire */
2089         if (p_ptr->oppose_fire)
2090         {
2091                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2092         }
2093
2094         /* Oppose Cold */
2095         if (p_ptr->oppose_cold)
2096         {
2097                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2098         }
2099
2100         /* Oppose Poison */
2101         if (p_ptr->oppose_pois)
2102         {
2103                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2104         }
2105
2106         if (p_ptr->ult_res)
2107         {
2108                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2109         }
2110
2111         /*** Poison and Stun and Cut ***/
2112
2113         /* Poison */
2114         if (p_ptr->poisoned)
2115         {
2116                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2117
2118                 /* Apply some healing */
2119                 (void)set_poisoned(p_ptr->poisoned - adjust);
2120         }
2121
2122         /* Stun */
2123         if (p_ptr->stun)
2124         {
2125                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2126
2127                 /* Apply some healing */
2128                 (void)set_stun(p_ptr->stun - adjust);
2129         }
2130
2131         /* Cut */
2132         if (p_ptr->cut)
2133         {
2134                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2135
2136                 /* Hack -- Truly "mortal" wound */
2137                 if (p_ptr->cut > 1000) adjust = 0;
2138
2139                 /* Apply some healing */
2140                 (void)set_cut(p_ptr->cut - adjust);
2141         }
2142 }
2143
2144
2145 /*!
2146  * @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
2147  * / Handle burning fuel every 10 game turns
2148  * @return なし
2149  */
2150 static void process_world_aux_light(void)
2151 {
2152         /* Check for light being wielded */
2153         object_type *o_ptr = &inventory[INVEN_LITE];
2154
2155         /* Burn some fuel in the current lite */
2156         if (o_ptr->tval == TV_LITE)
2157         {
2158                 /* Hack -- Use some fuel (except on artifacts) */
2159                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2160                 {
2161                         /* Decrease life-span */
2162                         if (o_ptr->name2 == EGO_LITE_LONG)
2163                         {
2164                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2165                         }
2166                         else o_ptr->xtra4--;
2167
2168                         /* Notice interesting fuel steps */
2169                         notice_lite_change(o_ptr);
2170                 }
2171         }
2172 }
2173
2174
2175 /*!
2176  * @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
2177  * / Handle mutation effects once every 10 game turns
2178  * @return なし
2179  */
2180 static void process_world_aux_mutation(void)
2181 {
2182         /* No mutation with effects */
2183         if (!p_ptr->muta2) return;
2184
2185         /* No effect on monster arena */
2186         if (p_ptr->inside_battle) return;
2187
2188         /* No effect on the global map */
2189         if (p_ptr->wild_mode) return;
2190
2191         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2192         {
2193                 disturb(FALSE, TRUE);
2194                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2195                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2196                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2197                 (void)set_afraid(0);
2198         }
2199
2200         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2201         {
2202                 if (!p_ptr->resist_fear)
2203                 {
2204                         disturb(FALSE, TRUE);
2205                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2206                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2207                 }
2208         }
2209
2210         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2211         {
2212                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2213                 {
2214                         disturb(FALSE, TRUE);
2215                         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..."));
2216                         msg_print(NULL);
2217                         teleport_player(40, TELEPORT_PASSIVE);
2218                 }
2219         }
2220
2221         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2222         {
2223                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2224                 {
2225                         disturb(FALSE, TRUE);
2226                         p_ptr->redraw |= PR_EXTRA;
2227                         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*!"));
2228                 }
2229
2230                 if (!p_ptr->resist_conf)
2231                 {
2232                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2233                 }
2234
2235                 if (!p_ptr->resist_chaos)
2236                 {
2237                         if (one_in_(20))
2238                         {
2239                                 msg_print(NULL);
2240                                 if (one_in_(3)) lose_all_info();
2241                                 else wiz_dark();
2242                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2243                                 wiz_dark();
2244                                 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..."));
2245                                 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!"));
2246                         }
2247                         else
2248                         {
2249                                 if (one_in_(3))
2250                                 {
2251                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2252                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2253                                 }
2254                         }
2255                 }
2256         }
2257
2258         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2259         {
2260                 if (!p_ptr->resist_chaos)
2261                 {
2262                         disturb(FALSE, TRUE);
2263                         p_ptr->redraw |= PR_EXTRA;
2264                         (void)set_image(p_ptr->image + randint0(50) + 20);
2265                 }
2266         }
2267
2268         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2269         {
2270                 disturb(FALSE, TRUE);
2271                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2272                 msg_print(NULL);
2273                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2274         }
2275
2276         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2277             !p_ptr->anti_magic && one_in_(9000))
2278         {
2279                 int dire = 0;
2280                 disturb(FALSE, TRUE);
2281                 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!", 
2282                                                 "Magical energy flows through you! You must release it!"));
2283
2284                 flush();
2285                 msg_print(NULL);
2286                 (void)get_hack_dir(&dire);
2287                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2288         }
2289
2290         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2291         {
2292                 bool pet = one_in_(6);
2293                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2294
2295                 if (pet) mode |= PM_FORCE_PET;
2296                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2297
2298                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2299                 {
2300                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2301                         disturb(FALSE, TRUE);
2302                 }
2303         }
2304
2305         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2306         {
2307                 disturb(FALSE, TRUE);
2308                 if (one_in_(2))
2309                 {
2310                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2311
2312                         if (p_ptr->fast > 0)
2313                         {
2314                                 set_fast(0, TRUE);
2315                         }
2316                         else
2317                         {
2318                                 set_slow(randint1(30) + 10, FALSE);
2319                         }
2320                 }
2321                 else
2322                 {
2323                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2324
2325                         if (p_ptr->slow > 0)
2326                         {
2327                                 set_slow(0, TRUE);
2328                         }
2329                         else
2330                         {
2331                                 set_fast(randint1(30) + 10, FALSE);
2332                         }
2333                 }
2334                 msg_print(NULL);
2335         }
2336         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2337         {
2338                 disturb(FALSE, TRUE);
2339                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2340
2341                 banish_monsters(100);
2342                 if (!dun_level && p_ptr->town_num)
2343                 {
2344                         int n;
2345
2346                         /* Pick a random shop (except home) */
2347                         do
2348                         {
2349                                 n = randint0(MAX_STORES);
2350                         }
2351                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2352
2353                         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!"));
2354                         store_shuffle(n);
2355                 }
2356                 msg_print(NULL);
2357         }
2358
2359         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2360         {
2361                 object_type *o_ptr;
2362
2363                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2364                 msg_print(NULL);
2365
2366                 /* Absorb light from the current possition */
2367                 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2368                 {
2369                         hp_player(10);
2370                 }
2371
2372                 o_ptr = &inventory[INVEN_LITE];
2373
2374                 /* Absorb some fuel in the current lite */
2375                 if (o_ptr->tval == TV_LITE)
2376                 {
2377                         /* Use some fuel (except on artifacts) */
2378                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2379                         {
2380                                 /* Heal the player a bit */
2381                                 hp_player(o_ptr->xtra4 / 20);
2382
2383                                 /* Decrease life-span of lite */
2384                                 o_ptr->xtra4 /= 2;
2385                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2386
2387                                 /* Notice interesting fuel steps */
2388                                 notice_lite_change(o_ptr);
2389                         }
2390                 }
2391
2392                 /*
2393                  * Unlite the area (radius 10) around player and
2394                  * do 50 points damage to every affected monster
2395                  */
2396                 unlite_area(50, 10);
2397         }
2398
2399         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2400         {
2401                 bool pet = one_in_(3);
2402                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2403
2404                 if (pet) mode |= PM_FORCE_PET;
2405                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2406
2407                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2408                 {
2409                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2410                         disturb(FALSE, TRUE);
2411                 }
2412         }
2413
2414         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2415         {
2416                 disturb(FALSE, TRUE);
2417                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2418
2419                 msg_print(NULL);
2420                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2421         }
2422         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2423         {
2424                 if (!lose_mutation(0))
2425                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2426         }
2427         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2428         {
2429                 disturb(FALSE, TRUE);
2430                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2431
2432                 msg_print(NULL);
2433                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2434         }
2435         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2436         {
2437                 do_poly_wounds();
2438         }
2439         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2440         {
2441                 int which_stat = randint0(A_MAX);
2442                 int sustained = FALSE;
2443
2444                 switch (which_stat)
2445                 {
2446                 case A_STR:
2447                         if (p_ptr->sustain_str) sustained = TRUE;
2448                         break;
2449                 case A_INT:
2450                         if (p_ptr->sustain_int) sustained = TRUE;
2451                         break;
2452                 case A_WIS:
2453                         if (p_ptr->sustain_wis) sustained = TRUE;
2454                         break;
2455                 case A_DEX:
2456                         if (p_ptr->sustain_dex) sustained = TRUE;
2457                         break;
2458                 case A_CON:
2459                         if (p_ptr->sustain_con) sustained = TRUE;
2460                         break;
2461                 case A_CHR:
2462                         if (p_ptr->sustain_chr) sustained = TRUE;
2463                         break;
2464                 default:
2465                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2466                         sustained = TRUE;
2467                 }
2468
2469                 if (!sustained)
2470                 {
2471                         disturb(FALSE, TRUE);
2472                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2473                         msg_print(NULL);
2474                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2475                 }
2476         }
2477         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2478         {
2479                 bool pet = one_in_(5);
2480                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2481
2482                 if (pet) mode |= PM_FORCE_PET;
2483                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2484
2485                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2486                 {
2487                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2488                         disturb(FALSE, TRUE);
2489                 }
2490         }
2491         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2492         {
2493                 if (p_ptr->tim_esp > 0)
2494                 {
2495                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2496                         set_tim_esp(0, TRUE);
2497                 }
2498                 else
2499                 {
2500                         msg_print(_("精神が広がった!", "Your mind expands!"));
2501                         set_tim_esp(p_ptr->lev, FALSE);
2502                 }
2503         }
2504         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2505         {
2506                 disturb(FALSE, TRUE);
2507                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2508                 msg_print(NULL);
2509                 set_food(PY_FOOD_WEAK);
2510                 if (music_singing_any()) stop_singing();
2511                 if (hex_spelling_any()) stop_hex_spell_all();
2512         }
2513
2514         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2515         {
2516                 alter_reality();
2517         }
2518
2519         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2520         {
2521                 int danger_amount = 0;
2522                 MONSTER_IDX monster;
2523
2524                 for (monster = 0; monster < m_max; monster++)
2525                 {
2526                         monster_type *m_ptr = &m_list[monster];
2527                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2528
2529                         /* Paranoia -- Skip dead monsters */
2530                         if (!m_ptr->r_idx) continue;
2531
2532                         if (r_ptr->level >= p_ptr->lev)
2533                         {
2534                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2535                         }
2536                 }
2537
2538                 if (danger_amount > 100)
2539                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2540                 else if (danger_amount > 50)
2541                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2542                 else if (danger_amount > 20)
2543                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2544                 else if (danger_amount > 10)
2545                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2546                 else if (danger_amount > 5)
2547                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2548                 else
2549                         msg_print(_("寂しい気がする。", "You feel lonely."));
2550         }
2551
2552         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2553         {
2554                 disturb(FALSE, TRUE);
2555                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2556                 msg_print(NULL);
2557                 (void)set_invuln(randint1(8) + 8, FALSE);
2558         }
2559
2560         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2561         {
2562                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2563
2564                 if (wounds > 0)
2565                 {
2566                         HIT_POINT healing = p_ptr->csp;
2567                         if (healing > wounds) healing = wounds;
2568
2569                         hp_player(healing);
2570                         p_ptr->csp -= healing;
2571                         p_ptr->redraw |= (PR_HP | PR_MANA);
2572                 }
2573         }
2574
2575         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2576         {
2577                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2578
2579                 if (wounds > 0)
2580                 {
2581                         HIT_POINT healing = p_ptr->chp;
2582                         if (healing > wounds) healing = wounds;
2583
2584                         p_ptr->csp += healing;
2585                         p_ptr->redraw |= (PR_HP | PR_MANA);
2586                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2587                 }
2588         }
2589
2590         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2591         {
2592                 INVENTORY_IDX slot = 0;
2593                 object_type *o_ptr = NULL;
2594
2595                 disturb(FALSE, TRUE);
2596                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2597                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2598
2599                 msg_print(NULL);
2600                 if (has_melee_weapon(INVEN_RARM))
2601                 {
2602                         slot = INVEN_RARM;
2603                         o_ptr = &inventory[INVEN_RARM];
2604
2605                         if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2606                         {
2607                                 o_ptr = &inventory[INVEN_LARM];
2608                                 slot = INVEN_LARM;
2609                         }
2610                 }
2611                 else if (has_melee_weapon(INVEN_LARM))
2612                 {
2613                         o_ptr = &inventory[INVEN_LARM];
2614                         slot = INVEN_LARM;
2615                 }
2616                 if (slot && !object_is_cursed(o_ptr))
2617                 {
2618                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2619                         inven_drop(slot, 1);
2620                 }
2621         }
2622
2623 }
2624
2625 /*!
2626  * @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
2627  * / Handle curse effects once every 10 game turns
2628  * @return なし
2629  */
2630 static void process_world_aux_curse(void)
2631 {
2632         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2633         {
2634                 /*
2635                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2636                  * can actually be useful!
2637                  */
2638                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2639                 {
2640                         GAME_TEXT o_name[MAX_NLEN];
2641                         object_type *o_ptr;
2642                         int i, i_keep = 0, count = 0;
2643
2644                         /* Scan the equipment with random teleport ability */
2645                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2646                         {
2647                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2648                                 o_ptr = &inventory[i];
2649
2650                                 /* Skip non-objects */
2651                                 if (!o_ptr->k_idx) continue;
2652
2653                                 /* Extract the item flags */
2654                                 object_flags(o_ptr, flgs);
2655
2656                                 if (have_flag(flgs, TR_TELEPORT))
2657                                 {
2658                                         /* {.} will stop random teleportation. */
2659                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2660                                         {
2661                                                 count++;
2662                                                 if (one_in_(count)) i_keep = i;
2663                                         }
2664                                 }
2665                         }
2666
2667                         o_ptr = &inventory[i_keep];
2668                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2669                         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);
2670                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2671                         {
2672                                 disturb(FALSE, TRUE);
2673                                 teleport_player(50, 0L);
2674                         }
2675                         else
2676                         {
2677                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2678                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2679                                 disturb(TRUE, TRUE);
2680                         }
2681                 }
2682                 /* Make a chainsword noise */
2683                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2684                 {
2685                         char noise[1024];
2686                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2687                                 msg_print(noise);
2688                         disturb(FALSE, FALSE);
2689                 }
2690                 /* TY Curse */
2691                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2692                 {
2693                         int count = 0;
2694                         (void)activate_ty_curse(FALSE, &count);
2695                 }
2696                 /* Handle experience draining */
2697                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2698                 {
2699                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2700                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2701                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2702                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2703                         check_experience();
2704                 }
2705                 /* Add light curse (Later) */
2706                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2707                 {
2708                         BIT_FLAGS new_curse;
2709                         object_type *o_ptr;
2710
2711                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2712
2713                         new_curse = get_curse(0, o_ptr);
2714                         if (!(o_ptr->curse_flags & new_curse))
2715                         {
2716                                 GAME_TEXT o_name[MAX_NLEN];
2717
2718                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2719
2720                                 o_ptr->curse_flags |= new_curse;
2721                                 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);
2722
2723                                 o_ptr->feeling = FEEL_NONE;
2724
2725                                 p_ptr->update |= (PU_BONUS);
2726                         }
2727                 }
2728                 /* Add heavy curse (Later) */
2729                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2730                 {
2731                         BIT_FLAGS new_curse;
2732                         object_type *o_ptr;
2733
2734                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2735
2736                         new_curse = get_curse(1, o_ptr);
2737                         if (!(o_ptr->curse_flags & new_curse))
2738                         {
2739                                 GAME_TEXT o_name[MAX_NLEN];
2740
2741                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2742
2743                                 o_ptr->curse_flags |= new_curse;
2744                                 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);
2745                                 o_ptr->feeling = FEEL_NONE;
2746
2747                                 p_ptr->update |= (PU_BONUS);
2748                         }
2749                 }
2750                 /* Call animal */
2751                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2752                 {
2753                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2754                         {
2755                                 GAME_TEXT o_name[MAX_NLEN];
2756
2757                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2758                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2759                                 disturb(FALSE, TRUE);
2760                         }
2761                 }
2762                 /* Call demon */
2763                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2764                 {
2765                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2766                         {
2767                                 GAME_TEXT o_name[MAX_NLEN];
2768
2769                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2770                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2771                                 disturb(FALSE, TRUE);
2772                         }
2773                 }
2774                 /* Call dragon */
2775                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2776                 {
2777                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2778                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2779                         {
2780                                 GAME_TEXT o_name[MAX_NLEN];
2781
2782                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2783                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2784                                 disturb(FALSE, TRUE);
2785                         }
2786                 }
2787                 /* Call undead */
2788                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2789                 {
2790                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2791                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2792                         {
2793                                 GAME_TEXT o_name[MAX_NLEN];
2794
2795                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2796                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2797                                 disturb(FALSE, TRUE);
2798                         }
2799                 }
2800                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2801                 {
2802                         if (!p_ptr->resist_fear)
2803                         {
2804                                 disturb(FALSE, TRUE);
2805                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2806                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2807                         }
2808                 }
2809                 /* Teleport player */
2810                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2811                 {
2812                         disturb(FALSE, TRUE);
2813
2814                         /* Teleport player */
2815                         teleport_player(40, TELEPORT_PASSIVE);
2816                 }
2817                 /* Handle HP draining */
2818                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2819                 {
2820                         GAME_TEXT o_name[MAX_NLEN];
2821
2822                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2823                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2824                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2825                 }
2826                 /* Handle mana draining */
2827                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2828                 {
2829                         GAME_TEXT o_name[MAX_NLEN];
2830
2831                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2832                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2833                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2834                         if (p_ptr->csp < 0)
2835                         {
2836                                 p_ptr->csp = 0;
2837                                 p_ptr->csp_frac = 0;
2838                         }
2839                         p_ptr->redraw |= PR_MANA;
2840                 }
2841         }
2842
2843         /* Rarely, take damage from the Jewel of Judgement */
2844         if (one_in_(999) && !p_ptr->anti_magic)
2845         {
2846                 object_type *o_ptr = &inventory[INVEN_LITE];
2847
2848                 if (o_ptr->name1 == ART_JUDGE)
2849                 {
2850                         if (object_is_known(o_ptr))
2851                                 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!"));
2852                         else
2853                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2854                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2855                 }
2856         }
2857 }
2858
2859
2860 /*!
2861  * @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
2862  * / Handle recharging objects once every 10 game turns
2863  * @return なし
2864  */
2865 static void process_world_aux_recharge(void)
2866 {
2867         int i;
2868         bool changed;
2869
2870         /* Process equipment */
2871         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2872         {
2873                 /* Get the object */
2874                 object_type *o_ptr = &inventory[i];
2875
2876                 /* Skip non-objects */
2877                 if (!o_ptr->k_idx) continue;
2878
2879                 /* Recharge activatable objects */
2880                 if (o_ptr->timeout > 0)
2881                 {
2882                         /* Recharge */
2883                         o_ptr->timeout--;
2884
2885                         /* Notice changes */
2886                         if (!o_ptr->timeout)
2887                         {
2888                                 recharged_notice(o_ptr);
2889                                 changed = TRUE;
2890                         }
2891                 }
2892         }
2893
2894         /* Notice changes */
2895         if (changed)
2896         {
2897                 p_ptr->window |= (PW_EQUIP);
2898                 wild_regen = 20;
2899         }
2900
2901         /*
2902          * Recharge rods.  Rods now use timeout to control charging status,
2903          * and each charging rod in a stack decreases the stack's timeout by
2904          * one per turn. -LM-
2905          */
2906         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2907         {
2908                 object_type *o_ptr = &inventory[i];
2909                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2910
2911                 /* Skip non-objects */
2912                 if (!o_ptr->k_idx) continue;
2913
2914                 /* Examine all charging rods or stacks of charging rods. */
2915                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2916                 {
2917                         /* Determine how many rods are charging. */
2918                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2919                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2920
2921                         /* Decrease timeout by that number. */
2922                         o_ptr->timeout -= temp;
2923
2924                         /* Boundary control. */
2925                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2926
2927                         /* Notice changes, provide message if object is inscribed. */
2928                         if (!(o_ptr->timeout))
2929                         {
2930                                 recharged_notice(o_ptr);
2931                                 changed = TRUE;
2932                         }
2933
2934                         /* One of the stack of rod is charged */
2935                         else if (o_ptr->timeout % k_ptr->pval)
2936                         {
2937                                 changed = TRUE;
2938                         }
2939                 }
2940         }
2941
2942         /* Notice changes */
2943         if (changed)
2944         {
2945                 p_ptr->window |= (PW_INVEN);
2946                 wild_regen = 20;
2947         }
2948
2949         /* Process objects on floor */
2950         for (i = 1; i < o_max; i++)
2951         {
2952                 object_type *o_ptr = &o_list[i];
2953
2954                 /* Skip dead objects */
2955                 if (!o_ptr->k_idx) continue;
2956
2957                 /* Recharge rods on the ground.  No messages. */
2958                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2959                 {
2960                         /* Charge it */
2961                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2962
2963                         /* Boundary control. */
2964                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2965                 }
2966         }
2967 }
2968
2969
2970 /*!
2971  * @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。
2972  * / Handle involuntary movement once every 10 game turns
2973  * @return なし
2974  */
2975 static void process_world_aux_movement(void)
2976 {
2977         /* Delayed Word-of-Recall */
2978         if (p_ptr->word_recall)
2979         {
2980                 /*
2981                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2982                  * The player is yanked up/down as soon as
2983                  * he loads the autosaved game.
2984                  */
2985                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2986                         do_cmd_save_game(TRUE);
2987
2988                 /* Count down towards recall */
2989                 p_ptr->word_recall--;
2990
2991                 p_ptr->redraw |= (PR_STATUS);
2992
2993                 /* Activate the recall */
2994                 if (!p_ptr->word_recall)
2995                 {
2996                         /* Disturbing! */
2997                         disturb(FALSE, TRUE);
2998
2999                         /* Determine the level */
3000                         if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3001                         {
3002                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3003
3004                                 if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
3005                                 if (record_stair)
3006                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3007
3008                                 dun_level = 0;
3009                                 p_ptr->dungeon_idx = 0;
3010
3011                                 leave_quest_check();
3012                                 leave_tower_check();
3013
3014                                 p_ptr->inside_quest = 0;
3015
3016                                 p_ptr->leaving = TRUE;
3017                         }
3018                         else
3019                         {
3020                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3021
3022                                 p_ptr->dungeon_idx = p_ptr->recall_dungeon;
3023
3024                                 if (record_stair)
3025                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3026
3027                                 /* New depth */
3028                                 dun_level = max_dlv[p_ptr->dungeon_idx];
3029                                 if (dun_level < 1) dun_level = 1;
3030
3031                                 /* Nightmare mode makes recall more dangerous */
3032                                 if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
3033                                 {
3034                                         if (dun_level < 50)
3035                                         {
3036                                                 dun_level *= 2;
3037                                         }
3038                                         else if (dun_level < 99)
3039                                         {
3040                                                 dun_level = (dun_level + 99) / 2;
3041                                         }
3042                                         else if (dun_level > 100)
3043                                         {
3044                                                 dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
3045                                         }
3046                                 }
3047
3048                                 if (p_ptr->wild_mode)
3049                                 {
3050                                         p_ptr->wilderness_y = p_ptr->y;
3051                                         p_ptr->wilderness_x = p_ptr->x;
3052                                 }
3053                                 else
3054                                 {
3055                                         /* Save player position */
3056                                         p_ptr->oldpx = p_ptr->x;
3057                                         p_ptr->oldpy = p_ptr->y;
3058                                 }
3059                                 p_ptr->wild_mode = FALSE;
3060
3061                                 /*
3062                                  * Clear all saved floors
3063                                  * and create a first saved floor
3064                                  */
3065                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3066
3067                                 /* Leaving */
3068                                 p_ptr->leaving = TRUE;
3069
3070                                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
3071                                 {
3072                                         int i;
3073
3074                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3075                                         {
3076                                                 quest_type* const q_ptr = &quest[i];
3077
3078                                                 
3079                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3080                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3081                                                     (q_ptr->level < dun_level))
3082                                                 {
3083                                                         q_ptr->status = QUEST_STATUS_FAILED;
3084                                                         q_ptr->complev = (byte)p_ptr->lev;
3085                                                         update_playtime();
3086                                                         q_ptr->comptime = playtime;
3087                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3088                                                 }
3089                                         }
3090                                 }
3091                         }
3092
3093                         sound(SOUND_TPLEVEL);
3094                 }
3095         }
3096
3097
3098         /* Delayed Alter reality */
3099         if (p_ptr->alter_reality)
3100         {
3101                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3102                         do_cmd_save_game(TRUE);
3103
3104                 /* Count down towards alter */
3105                 p_ptr->alter_reality--;
3106
3107                 p_ptr->redraw |= (PR_STATUS);
3108
3109                 /* Activate the alter reality */
3110                 if (!p_ptr->alter_reality)
3111                 {
3112                         /* Disturbing! */
3113                         disturb(FALSE, TRUE);
3114
3115                         /* Determine the level */
3116                         if (!quest_number(dun_level) && dun_level)
3117                         {
3118                                 msg_print(_("世界が変わった!", "The world changes!"));
3119
3120                                 /*
3121                                  * Clear all saved floors
3122                                  * and create a first saved floor
3123                                  */
3124                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3125
3126                                 /* Leaving */
3127                                 p_ptr->leaving = TRUE;
3128                         }
3129                         else
3130                         {
3131                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3132                         }
3133
3134                         sound(SOUND_TPLEVEL);
3135                 }
3136         }
3137 }
3138
3139
3140 /*!
3141  * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3142  * / Count number of adjacent monsters
3143  * @param m_idx 隣接数を調べたいモンスターのID
3144  * @return 隣接しているモンスターの数
3145  */
3146 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3147 {
3148         monster_type *m_ptr = &m_list[m_idx];
3149         POSITION my = m_ptr->fy;
3150         POSITION mx = m_ptr->fx;
3151         int i;
3152         int count = 0;
3153
3154         for (i = 0; i < 7; i++)
3155         {
3156                 int ay = my + ddy_ddd[i];
3157                 int ax = mx + ddx_ddd[i];
3158
3159                 if (!in_bounds(ay, ax)) continue;
3160
3161                 /* Count number of monsters */
3162                 if (cave[ay][ax].m_idx > 0) count++;
3163         }
3164
3165         return count;
3166 }
3167
3168
3169
3170 /*!
3171  * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3172  */
3173 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3174
3175 /*!
3176  * @brief ダンジョンの雰囲気を算出する。
3177  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3178  * @return 算出されたダンジョンの雰囲気ランク
3179  */
3180 static byte get_dungeon_feeling(void)
3181 {
3182         const int base = 10;
3183         int rating = 0;
3184         IDX i;
3185
3186         /* Hack -- no feeling in the town */
3187         if (!dun_level) return 0;
3188
3189         /* Examine each monster */
3190         for (i = 1; i < m_max; i++)
3191         {
3192                 monster_type *m_ptr = &m_list[i];
3193                 monster_race *r_ptr;
3194                 int delta = 0;
3195
3196                 /* Skip dead monsters */
3197                 if (!m_ptr->r_idx) continue;
3198
3199                 /* Ignore pet */
3200                 if (is_pet(m_ptr)) continue;
3201
3202                 r_ptr = &r_info[m_ptr->r_idx];
3203
3204                 /* Unique monsters */
3205                 if (r_ptr->flags1 & (RF1_UNIQUE))
3206                 {
3207                         /* Nearly out-of-depth unique monsters */
3208                         if (r_ptr->level + 10 > dun_level)
3209                         {
3210                                 /* Boost rating by twice delta-depth */
3211                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3212                         }
3213                 }
3214                 else
3215                 {
3216                         /* Out-of-depth monsters */
3217                         if (r_ptr->level > dun_level)
3218                         {
3219                                 /* Boost rating by delta-depth */
3220                                 delta += (r_ptr->level - dun_level) * base;
3221                         }
3222                 }
3223
3224                 /* Unusually crowded monsters get a little bit of rating boost */
3225                 if (r_ptr->flags1 & RF1_FRIENDS)
3226                 {
3227                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3228                 }
3229                 else
3230                 {
3231                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3232                 }
3233
3234
3235                 rating += RATING_BOOST(delta);
3236         }
3237
3238         /* Examine each unidentified object */
3239         for (i = 1; i < o_max; i++)
3240         {
3241                 object_type *o_ptr = &o_list[i];
3242                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3243                 int delta = 0;
3244
3245                 /* Skip dead objects */
3246                 if (!o_ptr->k_idx) continue;
3247
3248                 /* Skip known objects */
3249                 if (object_is_known(o_ptr))
3250                 {
3251                         /* Touched? */
3252                         if (o_ptr->marked & OM_TOUCHED) continue;
3253                 }
3254
3255                 /* Skip pseudo-known objects */
3256                 if (o_ptr->ident & IDENT_SENSE) continue;
3257
3258                 /* Ego objects */
3259                 if (object_is_ego(o_ptr))
3260                 {
3261                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3262
3263                         delta += e_ptr->rating * base;
3264                 }
3265
3266                 /* Artifacts */
3267                 if (object_is_artifact(o_ptr))
3268                 {
3269                         PRICE cost = object_value_real(o_ptr);
3270
3271                         delta += 10 * base;
3272                         if (cost > 10000L) delta += 10 * base;
3273                         if (cost > 50000L) delta += 10 * base;
3274                         if (cost > 100000L) delta += 10 * base;
3275
3276                         /* Special feeling */
3277                         if (!preserve_mode) return 1;
3278                 }
3279
3280                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3281                 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3282                 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3283                 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3284                 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3285                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3286                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3287                 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3288
3289                 /* Out-of-depth objects */
3290                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3291                 {
3292                         /* Rating increase */
3293                         delta += (k_ptr->level - dun_level) * base;
3294                 }
3295
3296                 rating += RATING_BOOST(delta);
3297         }
3298
3299
3300         if (rating > RATING_BOOST(1000)) return 2;
3301         if (rating > RATING_BOOST(800)) return 3;
3302         if (rating > RATING_BOOST(600)) return 4;
3303         if (rating > RATING_BOOST(400)) return 5;
3304         if (rating > RATING_BOOST(300)) return 6;
3305         if (rating > RATING_BOOST(200)) return 7;
3306         if (rating > RATING_BOOST(100)) return 8;
3307         if (rating > RATING_BOOST(0)) return 9;
3308
3309         return 10;
3310 }
3311
3312 /*!
3313  * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3314  * / Update dungeon feeling, and announce it if changed
3315  * @return なし
3316  */
3317 static void update_dungeon_feeling(void)
3318 {
3319         byte new_feeling;
3320         int quest_num;
3321         int delay;
3322
3323         /* No feeling on the surface */
3324         if (!dun_level) return;
3325
3326         /* No feeling in the arena */
3327         if (p_ptr->inside_battle) return;
3328
3329         /* Extract delay time */
3330         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3331
3332         /* Not yet felt anything */
3333         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3334
3335         /* Extract quest number (if any) */
3336         quest_num = quest_number(dun_level);
3337
3338         /* No feeling in a quest */
3339         if (quest_num &&
3340             (is_fixed_quest_idx(quest_num) &&
3341              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3342                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3343
3344
3345         /* Get new dungeon feeling */
3346         new_feeling = get_dungeon_feeling();
3347
3348         /* Remember last time updated */
3349         p_ptr->feeling_turn = turn;
3350
3351         /* No change */
3352         if (p_ptr->feeling == new_feeling) return;
3353
3354         /* Dungeon feeling is changed */
3355         p_ptr->feeling = new_feeling;
3356
3357         /* Announce feeling */
3358         do_cmd_feeling();
3359
3360         select_floor_music();
3361
3362         /* Update the level indicator */
3363         p_ptr->redraw |= (PR_DEPTH);
3364
3365         if (disturb_minor) disturb(FALSE, FALSE);
3366 }
3367
3368 /*!
3369  * @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。
3370  * / Handle certain things once every 10 game turns
3371  * @return なし
3372  */
3373 static void process_world(void)
3374 {
3375         int day, hour, min;
3376
3377         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3378         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3379         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3380         
3381         extract_day_hour_min(&day, &hour, &min);
3382
3383         /* Update dungeon feeling, and announce it if changed */
3384         update_dungeon_feeling();
3385
3386         /* 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.*/
3387         if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
3388         {
3389                 dun_level = 0;
3390                 p_ptr->dungeon_idx = 0;
3391                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3392                 p_ptr->inside_arena = FALSE;
3393                 p_ptr->wild_mode = FALSE;
3394                 p_ptr->leaving = TRUE;
3395         }
3396
3397         /*** Check monster arena ***/
3398         if (p_ptr->inside_battle && !p_ptr->leaving)
3399         {
3400                 int i2, j2;
3401                 int win_m_idx = 0;
3402                 int number_mon = 0;
3403
3404                 /* Count all hostile monsters */
3405                 for (i2 = 0; i2 < cur_wid; ++i2)
3406                         for (j2 = 0; j2 < cur_hgt; j2++)
3407                         {
3408                                 cave_type *c_ptr = &cave[j2][i2];
3409
3410                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3411                                 {
3412                                         number_mon++;
3413                                         win_m_idx = c_ptr->m_idx;
3414                                 }
3415                         }
3416
3417                 if (number_mon == 0)
3418                 {
3419                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3420                         msg_print(NULL);
3421                         p_ptr->energy_need = 0;
3422                         battle_monsters();
3423                 }
3424                 else if ((number_mon-1) == 0)
3425                 {
3426                         GAME_TEXT m_name[MAX_NLEN];
3427                         monster_type *wm_ptr;
3428
3429                         wm_ptr = &m_list[win_m_idx];
3430
3431                         monster_desc(m_name, wm_ptr, 0);
3432                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3433                         msg_print(NULL);
3434
3435                         if (win_m_idx == (sel_monster+1))
3436                         {
3437                                 msg_print(_("おめでとうございます。", "Congratulations."));
3438                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3439                                 p_ptr->au += battle_odds;
3440                         }
3441                         else
3442                         {
3443                                 msg_print(_("残念でした。", "You lost gold."));
3444                         }
3445                         msg_print(NULL);
3446                         p_ptr->energy_need = 0;
3447                         battle_monsters();
3448                 }
3449                 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3450                 {
3451                         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."));
3452                         p_ptr->au += kakekin;
3453                         msg_print(NULL);
3454                         p_ptr->energy_need = 0;
3455                         battle_monsters();
3456                 }
3457         }
3458
3459         /* Every 10 game turns */
3460         if (turn % TURNS_PER_TICK) return;
3461
3462         /*** Check the Time and Load ***/
3463
3464         if (!(turn % (50*TURNS_PER_TICK)))
3465         {
3466                 /* Check time and load */
3467                 if ((0 != check_time()) || (0 != check_load()))
3468                 {
3469                         /* Warning */
3470                         if (closing_flag <= 2)
3471                         {
3472                                 disturb(FALSE, TRUE);
3473
3474                                 /* Count warnings */
3475                                 closing_flag++;
3476
3477                                 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3478                                 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3479
3480                         }
3481
3482                         /* Slam the gate */
3483                         else
3484                         {
3485                                 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3486
3487                                 /* Stop playing */
3488                                 p_ptr->playing = FALSE;
3489
3490                                 /* Leaving */
3491                                 p_ptr->leaving = TRUE;
3492                         }
3493                 }
3494         }
3495
3496         /*** Attempt timed autosave ***/
3497         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3498         {
3499                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3500                         do_cmd_save_game(TRUE);
3501         }
3502
3503         if (mon_fight && !ignore_unview)
3504         {
3505                 msg_print(_("何かが聞こえた。", "You hear noise."));
3506         }
3507
3508         /*** Handle the wilderness/town (sunshine) ***/
3509
3510         /* While in town/wilderness */
3511         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3512         {
3513                 /* Hack -- Daybreak/Nighfall in town */
3514                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3515                 {
3516                         bool dawn;
3517
3518                         /* Check for dawn */
3519                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3520
3521                         if (dawn) day_break();
3522                         else night_falls();
3523
3524                 }
3525         }
3526
3527         /* While in the dungeon (vanilla_town or lite_town mode only) */
3528         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3529         {
3530                 /*** Shuffle the Storekeepers ***/
3531
3532                 /* Chance is only once a day (while in dungeon) */
3533                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3534                 {
3535                         /* Sometimes, shuffle the shop-keepers */
3536                         if (one_in_(STORE_SHUFFLE))
3537                         {
3538                                 int n;
3539                                 FEAT_IDX i;
3540
3541                                 /* Pick a random shop (except home and museum) */
3542                                 do
3543                                 {
3544                                         n = randint0(MAX_STORES);
3545                                 }
3546                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3547
3548                                 /* Check every feature */
3549                                 for (i = 1; i < max_f_idx; i++)
3550                                 {
3551                                         /* Access the index */
3552                                         feature_type *f_ptr = &f_info[i];
3553
3554                                         /* Skip empty index */
3555                                         if (!f_ptr->name) continue;
3556
3557                                         /* Skip non-store features */
3558                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3559
3560                                         /* Verify store type */
3561                                         if (f_ptr->subtype == n)
3562                                         {
3563                                                 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);
3564
3565                                                 /* Shuffle it */
3566                                                 store_shuffle(n);
3567
3568                                                 break;
3569                                         }
3570                                 }
3571                         }
3572                 }
3573         }
3574
3575
3576         /*** Process the monsters ***/
3577
3578         /* Check for creature generation. */
3579         if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
3580             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3581         {
3582                 /* Make a new monster */
3583                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3584         }
3585
3586         /* Hack -- Check for creature regeneration */
3587         if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3588         if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3589
3590         if (!p_ptr->leaving)
3591         {
3592                 int i;
3593
3594                 /* Hack -- Process the counters of monsters if needed */
3595                 for (i = 0; i < MAX_MTIMED; i++)
3596                 {
3597                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3598                 }
3599         }
3600
3601
3602         /* Date changes */
3603         if (!hour && !min)
3604         {
3605                 if (min != prev_min)
3606                 {
3607                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3608                         determine_today_mon(FALSE);
3609                 }
3610         }
3611
3612         /*
3613          * Nightmare mode activates the TY_CURSE at midnight
3614          * Require exact minute -- Don't activate multiple times in a minute
3615          */
3616
3617         if (ironman_nightmare && (min != prev_min))
3618         {
3619
3620                 /* Every 15 minutes after 11:00 pm */
3621                 if ((hour == 23) && !(min % 15))
3622                 {
3623                         /* Disturbing */
3624                         disturb(FALSE, TRUE);
3625
3626                         switch (min / 15)
3627                         {
3628                         case 0:
3629                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3630                                 break;
3631
3632                         case 1:
3633                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3634                                 break;
3635
3636                         case 2:
3637                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3638                                 break;
3639
3640                         case 3:
3641                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3642                                 break;
3643                         }
3644                 }
3645
3646                 /* TY_CURSE activates at midnight! */
3647                 if (!hour && !min)
3648                 {
3649
3650                         disturb(TRUE, TRUE);
3651                         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."));
3652
3653                         if (p_ptr->wild_mode)
3654                         {
3655                                 /* Go into large wilderness view */
3656                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3657                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3658                                 change_wild_mode();
3659
3660                                 /* Give first move to monsters */
3661                                 take_turn(p_ptr, 100);;
3662
3663                                 /* HACk -- set the encouter flag for the wilderness generation */
3664                                 generate_encounter = TRUE;
3665                         }
3666
3667                         invoking_midnight_curse = TRUE;
3668                 }
3669         }
3670
3671
3672
3673         /* Check the Food */
3674         process_world_aux_digestion();
3675
3676         /* Process timed damage and regeneration */
3677         process_world_aux_hp_and_sp();
3678
3679         /* Process timeout */
3680         process_world_aux_timeout();
3681
3682         /* Process light */
3683         process_world_aux_light();
3684
3685         /* Process mutation effects */
3686         process_world_aux_mutation();
3687
3688         /* Process curse effects */
3689         process_world_aux_curse();
3690
3691         /* Process recharging */
3692         process_world_aux_recharge();
3693
3694         /* Feel the inventory */
3695         sense_inventory1();
3696         sense_inventory2();
3697
3698         /* Involuntary Movement */
3699         process_world_aux_movement();
3700 }
3701
3702 /*!
3703  * @brief ウィザードモードへの導入処理
3704  * / Verify use of "wizard" mode
3705  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3706  */
3707 static bool enter_wizard_mode(void)
3708 {
3709         /* Ask first time */
3710         if (!p_ptr->noscore)
3711         {
3712                 /* Wizard mode is not permitted */
3713                 if (!allow_debug_opts || arg_wizard)
3714                 {
3715                         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."));
3716                         return FALSE;
3717                 }
3718
3719                 /* Mention effects */
3720                 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."));
3721                 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."));
3722                 msg_print(NULL);
3723
3724                 /* Verify request */
3725                 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? ")))
3726                 {
3727                         return (FALSE);
3728                 }
3729
3730                 do_cmd_write_nikki(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."));
3731                 /* Mark savefile */
3732                 p_ptr->noscore |= 0x0002;
3733         }
3734
3735         /* Success */
3736         return (TRUE);
3737 }
3738
3739
3740 #ifdef ALLOW_WIZARD
3741
3742 /*!
3743  * @brief デバッグコマンドへの導入処理
3744  * / Verify use of "debug" commands
3745  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3746  */
3747 static bool enter_debug_mode(void)
3748 {
3749         /* Ask first time */
3750         if (!p_ptr->noscore)
3751         {
3752                 /* Debug mode is not permitted */
3753                 if (!allow_debug_opts)
3754                 {
3755                         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."));
3756                         return FALSE;
3757                 }
3758
3759                 /* Mention effects */
3760                 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."));
3761                 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."));
3762
3763                 msg_print(NULL);
3764
3765                 /* Verify request */
3766                 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? ")))
3767                 {
3768                         return (FALSE);
3769                 }
3770
3771                 do_cmd_write_nikki(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."));
3772                 /* Mark savefile */
3773                 p_ptr->noscore |= 0x0008;
3774         }
3775
3776         /* Success */
3777         return (TRUE);
3778 }
3779
3780 /*
3781  * Hack -- Declare the Debug Routines
3782  */
3783 extern void do_cmd_debug(void);
3784
3785 #endif /* ALLOW_WIZARD */
3786
3787
3788 #ifdef ALLOW_BORG
3789
3790 /*!
3791  * @brief ボーグコマンドへの導入処理
3792  * / Verify use of "borg" commands
3793  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3794  */
3795 static bool enter_borg_mode(void)
3796 {
3797         /* Ask first time */
3798         if (!(p_ptr->noscore & 0x0010))
3799         {
3800                 /* Mention effects */
3801                 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."));
3802                 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."));
3803
3804                 msg_print(NULL);
3805
3806                 /* Verify request */
3807                 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? ")))
3808                 {
3809                         return (FALSE);
3810                 }
3811
3812                 do_cmd_write_nikki(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."));
3813                 /* Mark savefile */
3814                 p_ptr->noscore |= 0x0010;
3815         }
3816
3817         /* Success */
3818         return (TRUE);
3819 }
3820
3821 /*
3822  * Hack -- Declare the Ben Borg
3823  */
3824 extern void do_cmd_borg(void);
3825
3826 #endif /* ALLOW_BORG */
3827
3828
3829 /*!
3830  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3831  * / Parse and execute the current command Give "Warning" on illegal commands.
3832  * @todo Make some "blocks"
3833  * @return なし
3834  */
3835 static void process_command(void)
3836 {
3837         COMMAND_CODE old_now_message = now_message;
3838
3839         /* Handle repeating the last command */
3840         repeat_check();
3841
3842         now_message = 0;
3843
3844         /* Sniper */
3845         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3846                 reset_concent = TRUE;
3847
3848         /* Parse the command */
3849         switch (command_cmd)
3850         {
3851                 /* Ignore */
3852                 case ESCAPE:
3853                 case ' ':
3854                 {
3855                         break;
3856                 }
3857
3858                 /* Ignore return */
3859                 case '\r':
3860                 case '\n':
3861                 {
3862                         break;
3863                 }
3864
3865                 /*** Wizard Commands ***/
3866
3867                 /* Toggle Wizard Mode */
3868                 case KTRL('W'):
3869                 {
3870                         if (p_ptr->wizard)
3871                         {
3872                                 p_ptr->wizard = FALSE;
3873                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3874                         }
3875                         else if (enter_wizard_mode())
3876                         {
3877                                 p_ptr->wizard = TRUE;
3878                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3879                         }
3880                         p_ptr->update |= (PU_MONSTERS);
3881
3882                         /* Redraw "title" */
3883                         p_ptr->redraw |= (PR_TITLE);
3884
3885                         break;
3886                 }
3887
3888
3889 #ifdef ALLOW_WIZARD
3890
3891                 /* Special "debug" commands */
3892                 case KTRL('A'):
3893                 {
3894                         /* Enter debug mode */
3895                         if (enter_debug_mode())
3896                         {
3897                                 do_cmd_debug();
3898                         }
3899                         break;
3900                 }
3901
3902 #endif /* ALLOW_WIZARD */
3903
3904
3905 #ifdef ALLOW_BORG
3906
3907                 /* Special "borg" commands */
3908                 case KTRL('Z'):
3909                 {
3910                         /* Enter borg mode */
3911                         if (enter_borg_mode())
3912                         {
3913                                 if (!p_ptr->wild_mode) do_cmd_borg();
3914                         }
3915
3916                         break;
3917                 }
3918
3919 #endif /* ALLOW_BORG */
3920
3921
3922
3923                 /*** Inventory Commands ***/
3924
3925                 /* Wear/wield equipment */
3926                 case 'w':
3927                 {
3928                         if (!p_ptr->wild_mode) do_cmd_wield();
3929                         break;
3930                 }
3931
3932                 /* Take off equipment */
3933                 case 't':
3934                 {
3935                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3936                         break;
3937                 }
3938
3939                 /* Drop an item */
3940                 case 'd':
3941                 {
3942                         if (!p_ptr->wild_mode) do_cmd_drop();
3943                         break;
3944                 }
3945
3946                 /* Destroy an item */
3947                 case 'k':
3948                 {
3949                         do_cmd_destroy();
3950                         break;
3951                 }
3952
3953                 /* Equipment list */
3954                 case 'e':
3955                 {
3956                         do_cmd_equip();
3957                         break;
3958                 }
3959
3960                 /* Inventory list */
3961                 case 'i':
3962                 {
3963                         do_cmd_inven();
3964                         break;
3965                 }
3966
3967
3968                 /*** Various commands ***/
3969
3970                 /* Identify an object */
3971                 case 'I':
3972                 {
3973                         do_cmd_observe();
3974                         break;
3975                 }
3976
3977                 /* Hack -- toggle windows */
3978                 case KTRL('I'):
3979                 {
3980                         toggle_inven_equip();
3981                         break;
3982                 }
3983
3984
3985                 /*** Standard "Movement" Commands ***/
3986
3987                 /* Alter a grid */
3988                 case '+':
3989                 {
3990                         if (!p_ptr->wild_mode) do_cmd_alter();
3991                         break;
3992                 }
3993
3994                 /* Dig a tunnel */
3995                 case 'T':
3996                 {
3997                         if (!p_ptr->wild_mode) do_cmd_tunnel();
3998                         break;
3999                 }
4000
4001                 /* Move (usually pick up things) */
4002                 case ';':
4003                 {
4004                         do_cmd_walk(FALSE);
4005                         break;
4006                 }
4007
4008                 /* Move (usually do not pick up) */
4009                 case '-':
4010                 {
4011                         do_cmd_walk(TRUE);
4012                         break;
4013                 }
4014
4015
4016                 /*** Running, Resting, Searching, Staying */
4017
4018                 /* Begin Running -- Arg is Max Distance */
4019                 case '.':
4020                 {
4021                         if (!p_ptr->wild_mode) do_cmd_run();
4022                         break;
4023                 }
4024
4025                 /* Stay still (usually pick things up) */
4026                 case ',':
4027                 {
4028                         do_cmd_stay(always_pickup);
4029                         break;
4030                 }
4031
4032                 /* Stay still (usually do not pick up) */
4033                 case 'g':
4034                 {
4035                         do_cmd_stay(!always_pickup);
4036                         break;
4037                 }
4038
4039                 /* Rest -- Arg is time */
4040                 case 'R':
4041                 {
4042                         do_cmd_rest();
4043                         break;
4044                 }
4045
4046                 /* Search for traps/doors */
4047                 case 's':
4048                 {
4049                         do_cmd_search();
4050                         break;
4051                 }
4052
4053                 /* Toggle search mode */
4054                 case 'S':
4055                 {
4056                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4057                         else set_action(ACTION_SEARCH);
4058                         break;
4059                 }
4060
4061
4062                 /*** Stairs and Doors and Chests and Traps ***/
4063
4064                 /* Enter store */
4065                 case SPECIAL_KEY_STORE:
4066                 {
4067                         do_cmd_store();
4068                         break;
4069                 }
4070
4071                 /* Enter building -KMW- */
4072                 case SPECIAL_KEY_BUILDING:
4073                 {
4074                         do_cmd_bldg();
4075                         break;
4076                 }
4077
4078                 /* Enter quest level -KMW- */
4079                 case SPECIAL_KEY_QUEST:
4080                 {
4081                         do_cmd_quest();
4082                         break;
4083                 }
4084
4085                 /* Go up staircase */
4086                 case '<':
4087                 {
4088                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4089                         {
4090                                 if (vanilla_town) break;
4091
4092                                 if (ambush_flag)
4093                                 {
4094                                         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."));
4095                                         break;
4096                                 }
4097
4098                                 if (p_ptr->food < PY_FOOD_WEAK)
4099                                 {
4100                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4101                                         break;
4102                                 }
4103
4104                                 change_wild_mode();
4105                         }
4106                         else
4107                                 do_cmd_go_up();
4108                         break;
4109                 }
4110
4111                 /* Go down staircase */
4112                 case '>':
4113                 {
4114                         if (p_ptr->wild_mode)
4115                                 change_wild_mode();
4116                         else
4117                                 do_cmd_go_down();
4118                         break;
4119                 }
4120
4121                 /* Open a door or chest */
4122                 case 'o':
4123                 {
4124                         do_cmd_open();
4125                         break;
4126                 }
4127
4128                 /* Close a door */
4129                 case 'c':
4130                 {
4131                         do_cmd_close();
4132                         break;
4133                 }
4134
4135                 /* Jam a door with spikes */
4136                 case 'j':
4137                 {
4138                         do_cmd_spike();
4139                         break;
4140                 }
4141
4142                 /* Bash a door */
4143                 case 'B':
4144                 {
4145                         do_cmd_bash();
4146                         break;
4147                 }
4148
4149                 /* Disarm a trap or chest */
4150                 case 'D':
4151                 {
4152                         do_cmd_disarm();
4153                         break;
4154                 }
4155
4156
4157                 /*** Magic and Prayers ***/
4158
4159                 /* Gain new spells/prayers */
4160                 case 'G':
4161                 {
4162                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4163                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4164                         else if (p_ptr->pclass == CLASS_SAMURAI)
4165                                 do_cmd_gain_hissatsu();
4166                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4167                                 import_magic_device();
4168                         else
4169                                 do_cmd_study();
4170                         break;
4171                 }
4172
4173                 /* Browse a book */
4174                 case 'b':
4175                 {
4176                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4177                              (p_ptr->pclass == CLASS_BERSERKER) ||
4178                              (p_ptr->pclass == CLASS_NINJA) ||
4179                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4180                              ) do_cmd_mind_browse();
4181                         else if (p_ptr->pclass == CLASS_SMITH)
4182                                 do_cmd_kaji(TRUE);
4183                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4184                                 do_cmd_magic_eater(TRUE, FALSE);
4185                         else if (p_ptr->pclass == CLASS_SNIPER)
4186                                 do_cmd_snipe_browse();
4187                         else do_cmd_browse();
4188                         break;
4189                 }
4190
4191                 /* Cast a spell */
4192                 case 'm':
4193                 {
4194                         /* -KMW- */
4195                         if (!p_ptr->wild_mode)
4196                         {
4197                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4198                                 {
4199                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4200                                 }
4201                                 else if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4202                                 {
4203                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4204                                         msg_print(NULL);
4205                                 }
4206                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4207                                 {
4208                                         concptr which_power = _("魔法", "magic");
4209                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4210                                                 which_power = _("超能力", "psionic powers");
4211                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4212                                                 which_power = _("ものまね", "imitation");
4213                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4214                                                 which_power = _("必殺剣", "hissatsu");
4215                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4216                                                 which_power = _("鏡魔法", "mirror magic");
4217                                         else if (p_ptr->pclass == CLASS_NINJA)
4218                                                 which_power = _("忍術", "ninjutsu");
4219                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4220                                                 which_power = _("祈り", "prayer");
4221
4222                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4223                                         free_turn(p_ptr);
4224                                 }
4225                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4226                                 {
4227                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4228                                         free_turn(p_ptr);
4229                                 }
4230                                 else
4231                                 {
4232                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4233                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4234                                             (p_ptr->pclass == CLASS_NINJA) ||
4235                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4236                                             )
4237                                                 do_cmd_mind();
4238                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4239                                                 do_cmd_mane(FALSE);
4240                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4241                                                 do_cmd_magic_eater(FALSE, FALSE);
4242                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4243                                                 do_cmd_hissatsu();
4244                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4245                                                 do_cmd_cast_learned();
4246                                         else if (p_ptr->pclass == CLASS_SMITH)
4247                                                 do_cmd_kaji(FALSE);
4248                                         else if (p_ptr->pclass == CLASS_SNIPER)
4249                                                 do_cmd_snipe();
4250                                         else
4251                                                 do_cmd_cast();
4252                                 }
4253                         }
4254                         break;
4255                 }
4256
4257                 /* Issue a pet command */
4258                 case 'p':
4259                 {
4260                         do_cmd_pet();
4261                         break;
4262                 }
4263
4264                 /*** Use various objects ***/
4265
4266                 /* Inscribe an object */
4267                 case '{':
4268                 {
4269                         do_cmd_inscribe();
4270                         break;
4271                 }
4272
4273                 /* Uninscribe an object */
4274                 case '}':
4275                 {
4276                         do_cmd_uninscribe();
4277                         break;
4278                 }
4279
4280                 /* Activate an artifact */
4281                 case 'A':
4282                 {
4283                         do_cmd_activate();
4284                         break;
4285                 }
4286
4287                 /* Eat some food */
4288                 case 'E':
4289                 {
4290                         do_cmd_eat_food();
4291                         break;
4292                 }
4293
4294                 /* Fuel your lantern/torch */
4295                 case 'F':
4296                 {
4297                         do_cmd_refill();
4298                         break;
4299                 }
4300
4301                 /* Fire an item */
4302                 case 'f':
4303                 {
4304                         do_cmd_fire();
4305                         break;
4306                 }
4307
4308                 /* Throw an item */
4309                 case 'v':
4310                 {
4311                         do_cmd_throw(1, FALSE, -1);
4312                         break;
4313                 }
4314
4315                 /* Aim a wand */
4316                 case 'a':
4317                 {
4318                         do_cmd_aim_wand();
4319                         break;
4320                 }
4321
4322                 /* Zap a rod */
4323                 case 'z':
4324                 {
4325                         if (use_command && rogue_like_commands)
4326                         {
4327                                 do_cmd_use();
4328                         }
4329                         else
4330                         {
4331                                 do_cmd_zap_rod();
4332                         }
4333                         break;
4334                 }
4335
4336                 /* Quaff a potion */
4337                 case 'q':
4338                 {
4339                         do_cmd_quaff_potion();
4340                         break;
4341                 }
4342
4343                 /* Read a scroll */
4344                 case 'r':
4345                 {
4346                         do_cmd_read_scroll();
4347                         break;
4348                 }
4349
4350                 /* Use a staff */
4351                 case 'u':
4352                 {
4353                         if (use_command && !rogue_like_commands)
4354                                 do_cmd_use();
4355                         else
4356                                 do_cmd_use_staff();
4357                         break;
4358                 }
4359
4360                 /* Use racial power */
4361                 case 'U':
4362                 {
4363                         do_cmd_racial_power();
4364                         break;
4365                 }
4366
4367
4368                 /*** Looking at Things (nearby or on map) ***/
4369
4370                 /* Full dungeon map */
4371                 case 'M':
4372                 {
4373                         do_cmd_view_map();
4374                         break;
4375                 }
4376
4377                 /* Locate player on map */
4378                 case 'L':
4379                 {
4380                         do_cmd_locate();
4381                         break;
4382                 }
4383
4384                 /* Look around */
4385                 case 'l':
4386                 {
4387                         do_cmd_look();
4388                         break;
4389                 }
4390
4391                 /* Target monster or location */
4392                 case '*':
4393                 {
4394                         do_cmd_target();
4395                         break;
4396                 }
4397
4398
4399
4400                 /*** Help and Such ***/
4401
4402                 /* Help */
4403                 case '?':
4404                 {
4405                         do_cmd_help();
4406                         break;
4407                 }
4408
4409                 /* Identify symbol */
4410                 case '/':
4411                 {
4412                         do_cmd_query_symbol();
4413                         break;
4414                 }
4415
4416                 /* Character description */
4417                 case 'C':
4418                 {
4419                         do_cmd_change_name();
4420                         break;
4421                 }
4422
4423
4424                 /*** System Commands ***/
4425
4426                 /* Hack -- User interface */
4427                 case '!':
4428                 {
4429                         (void)Term_user(0);
4430                         break;
4431                 }
4432
4433                 /* Single line from a pref file */
4434                 case '"':
4435                 {
4436                         do_cmd_pref();
4437                         break;
4438                 }
4439
4440                 case '$':
4441                 {
4442                         do_cmd_reload_autopick();
4443                         break;
4444                 }
4445
4446                 case '_':
4447                 {
4448                         do_cmd_edit_autopick();
4449                         break;
4450                 }
4451
4452                 /* Interact with macros */
4453                 case '@':
4454                 {
4455                         do_cmd_macros();
4456                         break;
4457                 }
4458
4459                 /* Interact with visuals */
4460                 case '%':
4461                 {
4462                         do_cmd_visuals();
4463                         do_cmd_redraw();
4464                         break;
4465                 }
4466
4467                 /* Interact with colors */
4468                 case '&':
4469                 {
4470                         do_cmd_colors();
4471                         do_cmd_redraw();
4472                         break;
4473                 }
4474
4475                 /* Interact with options */
4476                 case '=':
4477                 {
4478                         do_cmd_options();
4479                         (void)combine_and_reorder_home(STORE_HOME);
4480                         do_cmd_redraw();
4481                         break;
4482                 }
4483
4484                 /*** Misc Commands ***/
4485
4486                 /* Take notes */
4487                 case ':':
4488                 {
4489                         do_cmd_note();
4490                         break;
4491                 }
4492
4493                 /* Version info */
4494                 case 'V':
4495                 {
4496                         do_cmd_version();
4497                         break;
4498                 }
4499
4500                 /* Repeat level feeling */
4501                 case KTRL('F'):
4502                 {
4503                         do_cmd_feeling();
4504                         break;
4505                 }
4506
4507                 /* Show previous message */
4508                 case KTRL('O'):
4509                 {
4510                         do_cmd_message_one();
4511                         break;
4512                 }
4513
4514                 /* Show previous messages */
4515                 case KTRL('P'):
4516                 {
4517                         do_cmd_messages(old_now_message);
4518                         break;
4519                 }
4520
4521                 /* Show quest status -KMW- */
4522                 case KTRL('Q'):
4523                 {
4524                         do_cmd_checkquest();
4525                         break;
4526                 }
4527
4528                 /* Redraw the screen */
4529                 case KTRL('R'):
4530                 {
4531                         now_message = old_now_message;
4532                         do_cmd_redraw();
4533                         break;
4534                 }
4535
4536 #ifndef VERIFY_SAVEFILE
4537
4538                 /* Hack -- Save and don't quit */
4539                 case KTRL('S'):
4540                 {
4541                         do_cmd_save_game(FALSE);
4542                         break;
4543                 }
4544
4545 #endif /* VERIFY_SAVEFILE */
4546
4547                 case KTRL('T'):
4548                 {
4549                         do_cmd_time();
4550                         break;
4551                 }
4552
4553                 /* Save and quit */
4554                 case KTRL('X'):
4555                 case SPECIAL_KEY_QUIT:
4556                 {
4557                         do_cmd_save_and_exit();
4558                         break;
4559                 }
4560
4561                 /* Quit (commit suicide) */
4562                 case 'Q':
4563                 {
4564                         do_cmd_suicide();
4565                         break;
4566                 }
4567
4568                 case '|':
4569                 {
4570                         do_cmd_nikki();
4571                         break;
4572                 }
4573
4574                 /* Check artifacts, uniques, objects */
4575                 case '~':
4576                 {
4577                         do_cmd_knowledge();
4578                         break;
4579                 }
4580
4581                 /* Load "screen dump" */
4582                 case '(':
4583                 {
4584                         do_cmd_load_screen();
4585                         break;
4586                 }
4587
4588                 /* Save "screen dump" */
4589                 case ')':
4590                 {
4591                         do_cmd_save_screen();
4592                         break;
4593                 }
4594
4595                 /* Record/stop "Movie" */
4596                 case ']':
4597                 {
4598                         prepare_movie_hooks();
4599                         break;
4600                 }
4601
4602                 /* Make random artifact list */
4603                 case KTRL('V'):
4604                 {
4605                         spoil_random_artifact("randifact.txt");
4606                         break;
4607                 }
4608
4609 #ifdef TRAVEL
4610                 case '`':
4611                 {
4612                         if (!p_ptr->wild_mode) do_cmd_travel();
4613                         if (p_ptr->special_defense & KATA_MUSOU)
4614                         {
4615                                 set_action(ACTION_NONE);
4616                         }
4617                         break;
4618                 }
4619 #endif
4620
4621                 /* Hack -- Unknown command */
4622                 default:
4623                 {
4624                         if (flush_failure) flush();
4625                         if (one_in_(2))
4626                         {
4627                                 char error_m[1024];
4628                                 sound(SOUND_ILLEGAL);
4629                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4630                                         msg_print(error_m);
4631                         }
4632                         else
4633                         {
4634                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4635                         }
4636
4637                         break;
4638                 }
4639         }
4640         if (!p_ptr->energy_use && !now_message)
4641                 now_message = old_now_message;
4642 }
4643
4644 /*!
4645  * @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
4646  * @return なし
4647  */
4648 static void pack_overflow(void)
4649 {
4650         if (inventory[INVEN_PACK].k_idx)
4651         {
4652                 GAME_TEXT o_name[MAX_NLEN];
4653                 object_type *o_ptr;
4654
4655                 /* Is auto-destroy done? */
4656                 update_creature(p_ptr);
4657                 if (!inventory[INVEN_PACK].k_idx) return;
4658
4659                 /* Access the slot to be dropped */
4660                 o_ptr = &inventory[INVEN_PACK];
4661
4662                 /* Disturbing */
4663                 disturb(FALSE, TRUE);
4664
4665                 /* Warning */
4666                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4667                 object_desc(o_name, o_ptr, 0);
4668
4669                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4670
4671                 /* Drop it (carefully) near the player */
4672                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4673
4674                 /* Modify, Describe, Optimize */
4675                 inven_item_increase(INVEN_PACK, -255);
4676                 inven_item_describe(INVEN_PACK);
4677                 inven_item_optimize(INVEN_PACK);
4678
4679                 handle_stuff();
4680         }
4681 }
4682
4683 /*!
4684  * @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.
4685  * @return なし
4686  */
4687 static void process_upkeep_with_speed(void)
4688 {
4689         /* Give the player some energy */
4690         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4691         {
4692                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4693         }
4694         
4695         /* No turn yet */
4696         if (p_ptr->enchant_energy_need > 0) return;
4697         
4698         while (p_ptr->enchant_energy_need <= 0)
4699         {
4700                 /* Handle the player song */
4701                 if (!load) check_music();
4702
4703                 /* Hex - Handle the hex spells */
4704                 if (!load) check_hex();
4705                 if (!load) revenge_spell();
4706                 
4707                 /* There is some randomness of needed energy */
4708                 p_ptr->enchant_energy_need += ENERGY_NEED();
4709         }
4710 }
4711
4712 /*!
4713  * @brief プレイヤーの行動処理 / Process the player
4714  * @return なし
4715  * @note
4716  * Notice the annoying code to handle "pack overflow", which\n
4717  * must come first just in case somebody manages to corrupt\n
4718  * the savefiles by clever use of menu commands or something.\n
4719  */
4720 static void process_player(void)
4721 {
4722         IDX i;
4723
4724         /*** Apply energy ***/
4725
4726         if (hack_mutation)
4727         {
4728                 msg_print(_("何か変わった気がする!", "You feel different!"));
4729
4730                 (void)gain_random_mutation(0);
4731                 hack_mutation = FALSE;
4732         }
4733
4734         if (invoking_midnight_curse)
4735         {
4736                 int count = 0;
4737                 activate_ty_curse(FALSE, &count);
4738                 invoking_midnight_curse = FALSE;
4739         }
4740
4741         if (p_ptr->inside_battle)
4742         {
4743                 for(i = 1; i < m_max; i++)
4744                 {
4745                         monster_type *m_ptr = &m_list[i];
4746
4747                         if (!m_ptr->r_idx) continue;
4748
4749                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4750                         update_monster(i, FALSE);
4751                 }
4752                 prt_time();
4753         }
4754
4755         /* Give the player some energy */
4756         else if (!(load && p_ptr->energy_need <= 0))
4757         {
4758                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4759         }
4760
4761         /* No turn yet */
4762         if (p_ptr->energy_need > 0) return;
4763         if (!command_rep) prt_time();
4764
4765         /*** Check for interupts ***/
4766
4767         /* Complete resting */
4768         if (resting < 0)
4769         {
4770                 /* Basic resting */
4771                 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4772                 {
4773                         /* Stop resting */
4774                         if ((p_ptr->chp == p_ptr->mhp) &&
4775                             (p_ptr->csp >= p_ptr->msp))
4776                         {
4777                                 set_action(ACTION_NONE);
4778                         }
4779                 }
4780
4781                 /* Complete resting */
4782                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4783                 {
4784                         /* Stop resting */
4785                         if ((p_ptr->chp == p_ptr->mhp) &&
4786                             (p_ptr->csp >= p_ptr->msp) &&
4787                             !p_ptr->blind && !p_ptr->confused &&
4788                             !p_ptr->poisoned && !p_ptr->afraid &&
4789                             !p_ptr->stun && !p_ptr->cut &&
4790                             !p_ptr->slow && !p_ptr->paralyzed &&
4791                             !p_ptr->image && !p_ptr->word_recall &&
4792                             !p_ptr->alter_reality)
4793                         {
4794                                 set_action(ACTION_NONE);
4795                         }
4796                 }
4797         }
4798
4799         if (p_ptr->action == ACTION_FISH)
4800         {
4801                 Term_xtra(TERM_XTRA_DELAY, 10);
4802                 if (one_in_(1000))
4803                 {
4804                         MONRACE_IDX r_idx;
4805                         bool success = FALSE;
4806                         get_mon_num_prep(monster_is_fishing_target,NULL);
4807                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4808                         msg_print(NULL);
4809                         if (r_idx && one_in_(2))
4810                         {
4811                                 POSITION y, x;
4812                                 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4813                                 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4814                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4815                                 {
4816                                         GAME_TEXT m_name[MAX_NLEN];
4817                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4818                                         msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4819                                         success = TRUE;
4820                                 }
4821                         }
4822                         if (!success)
4823                         {
4824                                 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4825                         }
4826                         disturb(FALSE, TRUE);
4827                 }
4828         }
4829
4830         /* Handle "abort" */
4831         if (check_abort)
4832         {
4833                 /* Check for "player abort" (semi-efficiently for resting) */
4834                 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4835                 {
4836                         /* Do not wait */
4837                         inkey_scan = TRUE;
4838
4839                         /* Check for a key */
4840                         if (inkey())
4841                         {
4842                                 flush(); /* Flush input */
4843
4844                                 disturb(FALSE, TRUE);
4845
4846                                 /* Hack -- Show a Message */
4847                                 msg_print(_("中断しました。", "Canceled."));
4848                         }
4849                 }
4850         }
4851
4852         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4853         {
4854                 monster_type *m_ptr = &m_list[p_ptr->riding];
4855                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4856
4857                 if (MON_CSLEEP(m_ptr))
4858                 {
4859                         GAME_TEXT m_name[MAX_NLEN];
4860
4861                         /* Recover fully */
4862                         (void)set_monster_csleep(p_ptr->riding, 0);
4863                         monster_desc(m_name, m_ptr, 0);
4864                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4865                 }
4866
4867                 if (MON_STUNNED(m_ptr))
4868                 {
4869                         /* Hack -- Recover from stun */
4870                         if (set_monster_stunned(p_ptr->riding,
4871                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4872                         {
4873                                 GAME_TEXT m_name[MAX_NLEN];
4874                                 monster_desc(m_name, m_ptr, 0);
4875                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4876                         }
4877                 }
4878
4879                 if (MON_CONFUSED(m_ptr))
4880                 {
4881                         /* Hack -- Recover from confusion */
4882                         if (set_monster_confused(p_ptr->riding,
4883                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4884                         {
4885                                 GAME_TEXT m_name[MAX_NLEN];
4886                                 monster_desc(m_name, m_ptr, 0);
4887                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4888                         }
4889                 }
4890
4891                 if (MON_MONFEAR(m_ptr))
4892                 {
4893                         /* Hack -- Recover from fear */
4894                         if(set_monster_monfear(p_ptr->riding,
4895                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4896                         {
4897                                 GAME_TEXT m_name[MAX_NLEN];
4898                                 monster_desc(m_name, m_ptr, 0);
4899                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4900                         }
4901                 }
4902
4903                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4904                 handle_stuff();
4905         }
4906         
4907         load = FALSE;
4908
4909         /* Fast */
4910         if (p_ptr->lightspeed)
4911         {
4912                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4913         }
4914         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4915         {
4916                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4917                 else P_PTR_KI -= 40;
4918                 p_ptr->update |= (PU_BONUS);
4919         }
4920         if (p_ptr->action == ACTION_LEARN)
4921         {
4922                 s32b cost = 0L;
4923                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4924
4925                 /* Convert the unit (1/2^16) to (1/2^32) */
4926                 s64b_LSHIFT(cost, cost_frac, 16);
4927  
4928                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4929                 {
4930                         /* Mana run out */
4931                         p_ptr->csp = 0;
4932                         p_ptr->csp_frac = 0;
4933                         set_action(ACTION_NONE);
4934                 }
4935                 else
4936                 {
4937                         /* Reduce mana */
4938                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4939                 }
4940                 p_ptr->redraw |= PR_MANA;
4941         }
4942
4943         if (p_ptr->special_defense & KATA_MASK)
4944         {
4945                 if (p_ptr->special_defense & KATA_MUSOU)
4946                 {
4947                         if (p_ptr->csp < 3)
4948                         {
4949                                 set_action(ACTION_NONE);
4950                         }
4951                         else
4952                         {
4953                                 p_ptr->csp -= 2;
4954                                 p_ptr->redraw |= (PR_MANA);
4955                         }
4956                 }
4957         }
4958
4959         /*** Handle actual user input ***/
4960
4961         /* Repeat until out of energy */
4962         while (p_ptr->energy_need <= 0)
4963         {
4964                 p_ptr->window |= PW_PLAYER;
4965                 p_ptr->sutemi = FALSE;
4966                 p_ptr->counter = FALSE;
4967                 now_damaged = FALSE;
4968
4969                 handle_stuff();
4970
4971                 /* Place the cursor on the player */
4972                 move_cursor_relative(p_ptr->y, p_ptr->x);
4973
4974                 /* Refresh (optional) */
4975                 if (fresh_before) Term_fresh();
4976
4977                 /* Hack -- Pack Overflow */
4978                 pack_overflow();
4979
4980                 /* Hack -- cancel "lurking browse mode" */
4981                 if (!command_new) command_see = FALSE;
4982
4983                 /* Assume free turn */
4984                 free_turn(p_ptr);
4985
4986                 if (p_ptr->inside_battle)
4987                 {
4988                         /* Place the cursor on the player */
4989                         move_cursor_relative(p_ptr->y, p_ptr->x);
4990
4991                         command_cmd = SPECIAL_KEY_BUILDING;
4992
4993                         /* Process the command */
4994                         process_command();
4995                 }
4996
4997                 /* Paralyzed or Knocked Out */
4998                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4999                 {
5000                         take_turn(p_ptr, 100);;
5001                 }
5002
5003                 /* Resting */
5004                 else if (p_ptr->action == ACTION_REST)
5005                 {
5006                         /* Timed rest */
5007                         if (resting > 0)
5008                         {
5009                                 /* Reduce rest count */
5010                                 resting--;
5011
5012                                 if (!resting) set_action(ACTION_NONE);
5013                                 p_ptr->redraw |= (PR_STATE);
5014                         }
5015
5016                         take_turn(p_ptr, 100);;
5017                 }
5018
5019                 /* Fishing */
5020                 else if (p_ptr->action == ACTION_FISH)
5021                 {
5022                         take_turn(p_ptr, 100);;
5023                 }
5024
5025                 /* Running */
5026                 else if (running)
5027                 {
5028                         /* Take a step */
5029                         run_step(0);
5030                 }
5031
5032 #ifdef TRAVEL
5033                 /* Traveling */
5034                 else if (travel.run)
5035                 {
5036                         /* Take a step */
5037                         travel_step();
5038                 }
5039 #endif
5040
5041                 /* Repeated command */
5042                 else if (command_rep)
5043                 {
5044                         /* Count this execution */
5045                         command_rep--;
5046
5047                         p_ptr->redraw |= (PR_STATE);
5048                         handle_stuff();
5049
5050                         /* Hack -- Assume messages were seen */
5051                         msg_flag = FALSE;
5052
5053                         /* Clear the top line */
5054                         prt("", 0, 0);
5055
5056                         /* Process the command */
5057                         process_command();
5058                 }
5059
5060                 /* Normal command */
5061                 else
5062                 {
5063                         /* Place the cursor on the player */
5064                         move_cursor_relative(p_ptr->y, p_ptr->x);
5065
5066                         can_save = TRUE;
5067                         /* Get a command (normal) */
5068                         request_command(FALSE);
5069                         can_save = FALSE;
5070
5071                         /* Process the command */
5072                         process_command();
5073                 }
5074
5075
5076                 /* Hack -- Pack Overflow */
5077                 pack_overflow();
5078
5079
5080                 /*** Clean up ***/
5081
5082                 /* Significant */
5083                 if (p_ptr->energy_use)
5084                 {
5085                         /* Use some energy */
5086                         if (p_ptr->timewalk || p_ptr->energy_use > 400)
5087                         {
5088                                 /* The Randomness is irrelevant */
5089                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5090                         }
5091                         else
5092                         {
5093                                 /* There is some randomness of needed energy */
5094                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5095                         }
5096
5097                         /* Hack -- constant hallucination */
5098                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5099
5100
5101                         /* Shimmer monsters if needed */
5102                         if (shimmer_monsters)
5103                         {
5104                                 /* Clear the flag */
5105                                 shimmer_monsters = FALSE;
5106
5107                                 /* Shimmer multi-hued monsters */
5108                                 for (i = 1; i < m_max; i++)
5109                                 {
5110                                         monster_type *m_ptr;
5111                                         monster_race *r_ptr;
5112
5113                                         /* Access monster */
5114                                         m_ptr = &m_list[i];
5115
5116                                         /* Skip dead monsters */
5117                                         if (!m_ptr->r_idx) continue;
5118
5119                                         /* Skip unseen monsters */
5120                                         if (!m_ptr->ml) continue;
5121
5122                                         /* Access the monster race */
5123                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5124
5125                                         /* Skip non-multi-hued monsters */
5126                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5127                                                 continue;
5128
5129                                         /* Reset the flag */
5130                                         shimmer_monsters = TRUE;
5131
5132                                         /* Redraw regardless */
5133                                         lite_spot(m_ptr->fy, m_ptr->fx);
5134                                 }
5135                         }
5136
5137
5138                         /* Handle monster detection */
5139                         if (repair_monsters)
5140                         {
5141                                 /* Reset the flag */
5142                                 repair_monsters = FALSE;
5143
5144                                 /* Rotate detection flags */
5145                                 for (i = 1; i < m_max; i++)
5146                                 {
5147                                         monster_type *m_ptr;
5148
5149                                         /* Access monster */
5150                                         m_ptr = &m_list[i];
5151
5152                                         /* Skip dead monsters */
5153                                         if (!m_ptr->r_idx) continue;
5154
5155                                         /* Nice monsters get mean */
5156                                         if (m_ptr->mflag & MFLAG_NICE)
5157                                         {
5158                                                 /* Nice monsters get mean */
5159                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5160                                         }
5161
5162                                         /* Handle memorized monsters */
5163                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5164                                         {
5165                                                 /* Maintain detection */
5166                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5167                                                 {
5168                                                         /* Forget flag */
5169                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5170
5171                                                         /* Still need repairs */
5172                                                         repair_monsters = TRUE;
5173                                                 }
5174
5175                                                 /* Remove detection */
5176                                                 else
5177                                                 {
5178                                                         /* Forget flag */
5179                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5180
5181                                                         /* Assume invisible */
5182                                                         m_ptr->ml = FALSE;
5183                                                         update_monster(i, FALSE);
5184
5185                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5186                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5187
5188                                                         /* Redraw regardless */
5189                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5190                                                 }
5191                                         }
5192                                 }
5193                         }
5194                         if (p_ptr->pclass == CLASS_IMITATOR)
5195                         {
5196                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5197                                 {
5198                                         p_ptr->mane_num--;
5199                                         for (i = 0; i < p_ptr->mane_num; i++)
5200                                         {
5201                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5202                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5203                                         }
5204                                 }
5205                                 new_mane = FALSE;
5206                                 p_ptr->redraw |= (PR_IMITATION);
5207                         }
5208                         if (p_ptr->action == ACTION_LEARN)
5209                         {
5210                                 new_mane = FALSE;
5211                                 p_ptr->redraw |= (PR_STATE);
5212                         }
5213
5214                         if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
5215                         {
5216
5217                                 p_ptr->redraw |= (PR_MAP);
5218                                 p_ptr->update |= (PU_MONSTERS);
5219
5220                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5221
5222                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5223                                 msg_print(NULL);
5224                                 p_ptr->timewalk = FALSE;
5225                                 p_ptr->energy_need = ENERGY_NEED();
5226
5227                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5228                                 handle_stuff();
5229                         }
5230                 }
5231
5232                 /* Hack -- notice death */
5233                 if (!p_ptr->playing || p_ptr->is_dead)
5234                 {
5235                         p_ptr->timewalk = FALSE;
5236                         break;
5237                 }
5238
5239                 /* Sniper */
5240                 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5241
5242                 /* Handle "leaving" */
5243                 if (p_ptr->leaving) break;
5244         }
5245
5246         /* Update scent trail */
5247         update_smell();
5248 }
5249
5250 /*!
5251  * @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.
5252  * @return なし
5253  * @details
5254  * <p>
5255  * 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、
5256  * ゲームを終了するかのいずれかまでループする。
5257  * </p>
5258  * <p>
5259  * This function will not exit until the level is completed,\n
5260  * the user dies, or the game is terminated.\n
5261  * </p>
5262  */
5263 static void dungeon(bool load_game)
5264 {
5265         int quest_num = 0;
5266
5267         /* Set the base level */
5268         base_level = dun_level;
5269
5270         /* Reset various flags */
5271         is_loading_now = FALSE;
5272
5273         /* Not leaving */
5274         p_ptr->leaving = FALSE;
5275
5276         /* Reset the "command" vars */
5277         command_cmd = 0;
5278
5279 #if 0 /* Don't reset here --- It's used for Arena */
5280         command_new = 0;
5281 #endif
5282
5283         command_rep = 0;
5284         command_arg = 0;
5285         command_dir = 0;
5286
5287
5288         /* Cancel the target */
5289         target_who = 0;
5290         pet_t_m_idx = 0;
5291         riding_t_m_idx = 0;
5292         ambush_flag = FALSE;
5293
5294         /* Cancel the health bar */
5295         health_track(0);
5296
5297         /* Check visual effects */
5298         shimmer_monsters = TRUE;
5299         shimmer_objects = TRUE;
5300         repair_monsters = TRUE;
5301         repair_objects = TRUE;
5302
5303
5304         disturb(TRUE, TRUE);
5305
5306         /* Get index of current quest (if any) */
5307         quest_num = quest_number(dun_level);
5308
5309         /* Inside a quest? */
5310         if (quest_num)
5311         {
5312                 /* Mark the quest monster */
5313                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5314         }
5315
5316         /* Track maximum player level */
5317         if (p_ptr->max_plv < p_ptr->lev)
5318         {
5319                 p_ptr->max_plv = p_ptr->lev;
5320         }
5321
5322
5323         /* Track maximum dungeon level (if not in quest -KMW-) */
5324         if ((max_dlv[p_ptr->dungeon_idx] < dun_level) && !p_ptr->inside_quest)
5325         {
5326                 max_dlv[p_ptr->dungeon_idx] = dun_level;
5327                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5328         }
5329
5330         (void)calculate_upkeep();
5331
5332         /* Validate the panel */
5333         panel_bounds_center();
5334
5335         /* Verify the panel */
5336         verify_panel();
5337
5338         msg_erase();
5339
5340
5341         /* Enter "xtra" mode */
5342         character_xtra = TRUE;
5343
5344         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5345
5346         /* Redraw dungeon */
5347         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5348
5349         p_ptr->redraw |= (PR_MAP);
5350
5351         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5352
5353         /* Update lite/view */
5354         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5355         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5356
5357         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5358         handle_stuff();
5359
5360         /* Leave "xtra" mode */
5361         character_xtra = FALSE;
5362
5363         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5364         p_ptr->update |= (PU_COMBINE | PU_REORDER);
5365         handle_stuff();
5366         Term_fresh();
5367
5368         if (quest_num && (is_fixed_quest_idx(quest_num) &&
5369             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5370             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5371
5372         if (p_ptr->inside_battle)
5373         {
5374                 if (load_game)
5375                 {
5376                         p_ptr->energy_need = 0;
5377                         battle_monsters();
5378                 }
5379                 else
5380                 {
5381                         msg_print(_("試合開始!", "Ready..Fight!"));
5382                         msg_print(NULL);
5383                 }
5384         }
5385
5386         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5387                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5388
5389         /* Hack -- notice death or departure */
5390         if (!p_ptr->playing || p_ptr->is_dead) return;
5391
5392         /* Print quest message if appropriate */
5393         if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
5394         {
5395                 quest_discovery(random_quest_number(dun_level));
5396                 p_ptr->inside_quest = random_quest_number(dun_level);
5397         }
5398         if ((dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
5399         {
5400                 if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
5401 #ifdef JP
5402                         msg_format("この階には%sの主である%sが棲んでいる。",
5403                                    d_name+d_info[p_ptr->dungeon_idx].name, 
5404                                    r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
5405 #else
5406                         msg_format("%^s lives in this level as the keeper of %s.",
5407                                            r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name, 
5408                                            d_name+d_info[p_ptr->dungeon_idx].name);
5409 #endif
5410         }
5411
5412         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5413
5414         /*** Process this dungeon level ***/
5415
5416         /* Reset the monster generation level */
5417         monster_level = base_level;
5418
5419         /* Reset the object generation level */
5420         object_level = base_level;
5421
5422         is_loading_now = TRUE;
5423
5424         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5425             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5426                 p_ptr->energy_need = 0;
5427
5428         /* Not leaving dungeon */
5429         p_ptr->leaving_dungeon = FALSE;
5430
5431         /* Initialize monster process */
5432         mproc_init();
5433
5434         /* Main loop */
5435         while (TRUE)
5436         {
5437                 /* Hack -- Compact the monster list occasionally */
5438                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5439
5440                 /* Hack -- Compress the monster list occasionally */
5441                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5442
5443
5444                 /* Hack -- Compact the object list occasionally */
5445                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5446
5447                 /* Hack -- Compress the object list occasionally */
5448                 if (o_cnt + 32 < o_max) compact_objects(0);
5449
5450                 /* Process the player */
5451                 process_player();
5452                 process_upkeep_with_speed();
5453
5454                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5455                 handle_stuff();
5456
5457                 /* Hack -- Hilite the player */
5458                 move_cursor_relative(p_ptr->y, p_ptr->x);
5459
5460                 /* Optional fresh */
5461                 if (fresh_after) Term_fresh();
5462
5463                 /* Hack -- Notice death or departure */
5464                 if (!p_ptr->playing || p_ptr->is_dead) break;
5465
5466                 /* Process all of the monsters */
5467                 process_monsters();
5468
5469                 handle_stuff();
5470
5471                 /* Hack -- Hilite the player */
5472                 move_cursor_relative(p_ptr->y, p_ptr->x);
5473
5474                 /* Optional fresh */
5475                 if (fresh_after) Term_fresh();
5476
5477                 /* Hack -- Notice death or departure */
5478                 if (!p_ptr->playing || p_ptr->is_dead) break;
5479
5480                 /* Process the world */
5481                 process_world();
5482
5483                 handle_stuff();
5484
5485                 /* Hack -- Hilite the player */
5486                 move_cursor_relative(p_ptr->y, p_ptr->x);
5487
5488                 /* Optional fresh */
5489                 if (fresh_after) Term_fresh();
5490
5491                 /* Hack -- Notice death or departure */
5492                 if (!p_ptr->playing || p_ptr->is_dead) break;
5493
5494                 /* Count game turns */
5495                 turn++;
5496
5497                 if (dungeon_turn < dungeon_turn_limit)
5498                 {
5499                         if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5500                         else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5501                 }
5502
5503                 prevent_turn_overflow();
5504
5505                 /* Handle "leaving" */
5506                 if (p_ptr->leaving) break;
5507
5508                 if (wild_regen) wild_regen--;
5509         }
5510
5511         /* Inside a quest and non-unique questor? */
5512         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5513         {
5514                 /* Un-mark the quest monster */
5515                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5516         }
5517
5518         /* Not save-and-quit and not dead? */
5519         if (p_ptr->playing && !p_ptr->is_dead)
5520         {
5521                 /*
5522                  * Maintain Unique monsters and artifact, save current
5523                  * floor, then prepare next floor
5524                  */
5525                 leave_floor();
5526
5527                 /* Forget the flag */
5528                 reinit_wilderness = FALSE;
5529         }
5530
5531         /* Write about current level on the play record once per level */
5532         write_level = TRUE;
5533 }
5534
5535
5536 /*!
5537  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5538  * @return なし
5539  * @note
5540  * Modified by Arcum Dagsson to support
5541  * separate macro files for different realms.
5542  */
5543 static void load_all_pref_files(void)
5544 {
5545         char buf[1024];
5546
5547         /* Access the "user" pref file */
5548         sprintf(buf, "user.prf");
5549
5550         /* Process that file */
5551         process_pref_file(buf);
5552
5553         /* Access the "user" system pref file */
5554         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5555
5556         /* Process that file */
5557         process_pref_file(buf);
5558
5559         /* Access the "race" pref file */
5560         sprintf(buf, "%s.prf", rp_ptr->title);
5561
5562         /* Process that file */
5563         process_pref_file(buf);
5564
5565         /* Access the "class" pref file */
5566         sprintf(buf, "%s.prf", cp_ptr->title);
5567
5568         /* Process that file */
5569         process_pref_file(buf);
5570
5571         /* Access the "character" pref file */
5572         sprintf(buf, "%s.prf", player_base);
5573
5574         /* Process that file */
5575         process_pref_file(buf);
5576
5577         /* Access the "realm 1" pref file */
5578         if (p_ptr->realm1 != REALM_NONE)
5579         {
5580                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5581
5582                 /* Process that file */
5583                 process_pref_file(buf);
5584         }
5585
5586         /* Access the "realm 2" pref file */
5587         if (p_ptr->realm2 != REALM_NONE)
5588         {
5589                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5590
5591                 /* Process that file */
5592                 process_pref_file(buf);
5593         }
5594
5595
5596         /* Load an autopick preference file */
5597         autopick_load_pref(FALSE);
5598 }
5599
5600
5601 /*!
5602  * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5603  * @return なし
5604  */
5605 void extract_option_vars(void)
5606 {
5607         int i;
5608
5609         for (i = 0; option_info[i].o_desc; i++)
5610         {
5611                 int os = option_info[i].o_set;
5612                 int ob = option_info[i].o_bit;
5613
5614                 /* Set the "default" options */
5615                 if (option_info[i].o_var)
5616                 {
5617                         /* Set */
5618                         if (option_flag[os] & (1L << ob))
5619                         {
5620                                 /* Set */
5621                                 (*option_info[i].o_var) = TRUE;
5622                         }
5623
5624                         /* Clear */
5625                         else
5626                         {
5627                                 /* Clear */
5628                                 (*option_info[i].o_var) = FALSE;
5629                         }
5630                 }
5631         }
5632 }
5633
5634
5635 /*!
5636  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5637  * @return なし
5638  */
5639 void determine_bounty_uniques(void)
5640 {
5641         int i, j;
5642         MONRACE_IDX tmp;
5643         monster_race *r_ptr;
5644
5645         get_mon_num_prep(NULL, NULL);
5646         for (i = 0; i < MAX_KUBI; i++)
5647         {
5648                 while (1)
5649                 {
5650                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5651                         r_ptr = &r_info[kubi_r_idx[i]];
5652
5653                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5654
5655                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5656
5657                         if (r_ptr->rarity > 100) continue;
5658
5659                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5660
5661                         for (j = 0; j < i; j++)
5662                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5663
5664                         if (j == i) break;
5665                 }
5666         }
5667
5668         /* Sort them */
5669         for (i = 0; i < MAX_KUBI - 1; i++)
5670         {
5671                 for (j = i; j < MAX_KUBI; j++)
5672                 {
5673                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5674                         {
5675                                 tmp = kubi_r_idx[i];
5676                                 kubi_r_idx[i] = kubi_r_idx[j];
5677                                 kubi_r_idx[j] = tmp;
5678                         }
5679                 }
5680         }
5681 }
5682
5683
5684 /*!
5685  * @brief 今日の賞金首を確定する / Determine today's bounty monster
5686  * @return なし
5687  * @note conv_old is used if loaded 0.0.3 or older save file
5688  */
5689 void determine_today_mon(bool conv_old)
5690 {
5691         int max_dl = 3, i;
5692         bool old_inside_battle = p_ptr->inside_battle;
5693         monster_race *r_ptr;
5694
5695         if (!conv_old)
5696         {
5697                 for (i = 0; i < max_d_idx; i++)
5698                 {
5699                         if (max_dlv[i] < d_info[i].mindepth) continue;
5700                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5701                 }
5702         }
5703         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5704
5705         p_ptr->inside_battle = TRUE;
5706         get_mon_num_prep(NULL, NULL);
5707
5708         while (1)
5709         {
5710                 today_mon = get_mon_num(max_dl);
5711                 r_ptr = &r_info[today_mon];
5712
5713                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5714                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5715                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5716                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5717                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5718                 if (r_ptr->rarity > 10) continue;
5719                 break;
5720         }
5721
5722         p_ptr->today_mon = 0;
5723         p_ptr->inside_battle = old_inside_battle;
5724 }
5725
5726 /*!
5727  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5728  * @return なし
5729  * @note
5730  * If the "new_game" parameter is true, then, after loading the
5731  * savefile, we will commit suicide, if necessary, to allow the
5732  * player to start a new game.
5733  */
5734 void play_game(bool new_game)
5735 {
5736         MONSTER_IDX i;
5737         bool load_game = TRUE;
5738         bool init_random_seed = FALSE;
5739
5740 #ifdef CHUUKEI
5741         if (chuukei_client)
5742         {
5743                 reset_visuals();
5744                 browse_chuukei();
5745                 return;
5746         }
5747
5748         else if (chuukei_server)
5749         {
5750                 prepare_chuukei_hooks();
5751         }
5752 #endif
5753
5754         if (browsing_movie)
5755         {
5756                 reset_visuals();
5757                 browse_movie();
5758                 return;
5759         }
5760
5761         hack_mutation = FALSE;
5762
5763         /* Hack -- Character is "icky" */
5764         character_icky = TRUE;
5765
5766         /* Make sure main term is active */
5767         Term_activate(angband_term[0]);
5768
5769         /* Initialise the resize hooks */
5770         angband_term[0]->resize_hook = resize_map;
5771
5772         for (i = 1; i < 8; i++)
5773         {
5774                 /* Does the term exist? */
5775                 if (angband_term[i])
5776                 {
5777                         /* Add the redraw on resize hook */
5778                         angband_term[i]->resize_hook = redraw_window;
5779                 }
5780         }
5781
5782         /* Hack -- turn off the cursor */
5783         (void)Term_set_cursor(0);
5784
5785
5786         /* Attempt to load */
5787         if (!load_player())
5788         {
5789                 quit(_("セーブファイルが壊れています", "broken savefile"));
5790         }
5791
5792         /* Extract the options */
5793         extract_option_vars();
5794
5795         /* Report waited score */
5796         if (p_ptr->wait_report_score)
5797         {
5798                 char buf[1024];
5799                 bool success;
5800
5801                 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))
5802                         quit(0);
5803
5804                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5805                 update_creature(p_ptr);
5806
5807                 p_ptr->is_dead = TRUE;
5808
5809                 start_time = (u32b)time(NULL);
5810
5811                 /* No suspending now */
5812                 signals_ignore_tstp();
5813                 
5814                 /* Hack -- Character is now "icky" */
5815                 character_icky = TRUE;
5816
5817                 /* Build the filename */
5818                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5819
5820                 /* Open the high score file, for reading/writing */
5821                 highscore_fd = fd_open(buf, O_RDWR);
5822
5823                 /* 町名消失バグ対策(#38205) Init the wilderness */
5824                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5825
5826                 /* Handle score, show Top scores */
5827                 success = send_world_score(TRUE);
5828
5829                 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))
5830                 {
5831                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5832                         (void)inkey();
5833                 }
5834                 else
5835                 {
5836                         p_ptr->wait_report_score = FALSE;
5837                         top_twenty();
5838                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5839                 }
5840                 /* Shut the high score file */
5841                 (void)fd_close(highscore_fd);
5842
5843                 /* Forget the high score fd */
5844                 highscore_fd = -1;
5845                 
5846                 /* Allow suspending now */
5847                 signals_handle_tstp();
5848
5849                 quit(0);
5850         }
5851
5852         creating_savefile = new_game;
5853
5854         /* Nothing loaded */
5855         if (!character_loaded)
5856         {
5857                 /* Make new player */
5858                 new_game = TRUE;
5859
5860                 /* The dungeon is not ready */
5861                 character_dungeon = FALSE;
5862
5863                 /* Prepare to init the RNG */
5864                 init_random_seed = TRUE;
5865
5866                 /* Initialize the saved floors data */
5867                 init_saved_floors(FALSE);
5868         }
5869
5870         /* Old game is loaded.  But new game is requested. */
5871         else if (new_game)
5872         {
5873                 /* Initialize the saved floors data */
5874                 init_saved_floors(TRUE);
5875         }
5876
5877         /* Process old character */
5878         if (!new_game)
5879         {
5880                 /* Process the player name */
5881                 process_player_name(FALSE);
5882         }
5883
5884         /* Init the RNG */
5885         if (init_random_seed)
5886         {
5887                 Rand_state_init();
5888         }
5889
5890         /* Roll new character */
5891         if (new_game)
5892         {
5893                 /* The dungeon is not ready */
5894                 character_dungeon = FALSE;
5895
5896                 /* Start in town */
5897                 dun_level = 0;
5898                 p_ptr->inside_quest = 0;
5899                 p_ptr->inside_arena = FALSE;
5900                 p_ptr->inside_battle = FALSE;
5901
5902                 write_level = TRUE;
5903
5904                 /* Hack -- seed for flavors */
5905                 seed_flavor = randint0(0x10000000);
5906
5907                 /* Hack -- seed for town layout */
5908                 seed_town = randint0(0x10000000);
5909
5910                 /* Roll up a new character */
5911                 player_birth();
5912
5913                 counts_write(2,0);
5914                 p_ptr->count = 0;
5915
5916                 load = FALSE;
5917
5918                 determine_bounty_uniques();
5919                 determine_today_mon(FALSE);
5920
5921                 /* Initialize object array */
5922                 wipe_o_list();
5923         }
5924         else
5925         {
5926                 write_level = FALSE;
5927
5928                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
5929                                           _("                            ----ゲーム再開----",
5930                                                 "                            ---- Restart Game ----"));
5931
5932 /*
5933  * 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。
5934  * 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。
5935  */
5936                 if (p_ptr->riding == -1)
5937                 {
5938                         p_ptr->riding = 0;
5939                         for (i = m_max; i > 0; i--)
5940                         {
5941                                 if (player_bold(m_list[i].fy, m_list[i].fx))
5942                                 {
5943                                         p_ptr->riding = i;
5944                                         break;
5945                                 }
5946                         }
5947                 }
5948         }
5949
5950         creating_savefile = FALSE;
5951
5952         p_ptr->teleport_town = FALSE;
5953         p_ptr->sutemi = FALSE;
5954         world_monster = FALSE;
5955         now_damaged = FALSE;
5956         now_message = 0;
5957         start_time = time(NULL) - 1;
5958         record_o_name[0] = '\0';
5959
5960         /* Reset map panel */
5961         panel_row_min = cur_hgt;
5962         panel_col_min = cur_wid;
5963
5964         /* Sexy gal gets bonus to maximum weapon skill of whip */
5965         if (p_ptr->pseikaku == SEIKAKU_SEXY)
5966                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5967
5968         /* Fill the arrays of floors and walls in the good proportions */
5969         set_floor_and_wall(p_ptr->dungeon_idx);
5970
5971         /* Flavor the objects */
5972         flavor_init();
5973
5974         /* Flash a message */
5975         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5976
5977         /* Flush the message */
5978         Term_fresh();
5979
5980
5981         /* Hack -- Enter wizard mode */
5982         if (arg_wizard)
5983         {
5984                 if (enter_wizard_mode())
5985                 {
5986                         p_ptr->wizard = TRUE;
5987
5988                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5989                         {
5990                                 /* Initialize the saved floors data */
5991                                 init_saved_floors(TRUE);
5992
5993                                 /* Avoid crash */
5994                                 p_ptr->inside_quest = 0;
5995
5996                                 /* Avoid crash in update_view() */
5997                                 p_ptr->y = p_ptr->x = 10;
5998                         }
5999                 }
6000                 else if (p_ptr->is_dead)
6001                 {
6002                         quit("Already dead.");
6003                 }
6004         }
6005
6006         /* Initialize the town-buildings if necessary */
6007         if (!dun_level && !p_ptr->inside_quest)
6008         {
6009                 /* Init the wilderness */
6010
6011                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6012
6013                 /* Init the town */
6014                 init_flags = INIT_ONLY_BUILDINGS;
6015
6016                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6017
6018                 select_floor_music();
6019         }
6020
6021
6022         /* Generate a dungeon level if needed */
6023         if (!character_dungeon)
6024         {
6025                 change_floor();
6026         }
6027
6028         else
6029         {
6030                 /* HACK -- Restore from panic-save */
6031                 if (p_ptr->panic_save)
6032                 {
6033                         /* No player?  -- Try to regenerate floor */
6034                         if (!p_ptr->y || !p_ptr->x)
6035                         {
6036                                 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."));
6037                                 change_floor();
6038                         }
6039
6040                         /* Still no player?  -- Try to locate random place */
6041                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6042
6043                         /* No longer in panic */
6044                         p_ptr->panic_save = 0;
6045                 }
6046         }
6047
6048         /* Character is now "complete" */
6049         character_generated = TRUE;
6050
6051
6052         /* Hack -- Character is no longer "icky" */
6053         character_icky = FALSE;
6054
6055
6056         if (new_game)
6057         {
6058                 char buf[80];
6059                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6060                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6061         }
6062
6063
6064         /* Start game */
6065         p_ptr->playing = TRUE;
6066
6067         /* Reset the visual mappings */
6068         reset_visuals();
6069
6070         /* Load the "pref" files */
6071         load_all_pref_files();
6072
6073         /* Give startup outfit (after loading pref files) */
6074         if (new_game)
6075         {
6076                 player_outfit();
6077         }
6078
6079         /* React to changes */
6080         Term_xtra(TERM_XTRA_REACT, 0);
6081
6082         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6083         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6084         handle_stuff();
6085
6086         /* Set or clear "rogue_like_commands" if requested */
6087         if (arg_force_original) rogue_like_commands = FALSE;
6088         if (arg_force_roguelike) rogue_like_commands = TRUE;
6089
6090         /* Hack -- Enforce "delayed death" */
6091         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6092
6093         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6094
6095         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6096         {
6097                 monster_type *m_ptr;
6098                 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6099                 monster_race *r_ptr = &r_info[pet_r_idx];
6100                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6101                                   (PM_FORCE_PET | PM_NO_KAGE));
6102                 m_ptr = &m_list[hack_m_idx_ii];
6103                 m_ptr->mspeed = r_ptr->speed;
6104                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6105                 m_ptr->max_maxhp = m_ptr->maxhp;
6106                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6107                 m_ptr->dealt_damage = 0;
6108                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6109         }
6110
6111         (void)combine_and_reorder_home(STORE_HOME);
6112         (void)combine_and_reorder_home(STORE_MUSEUM);
6113
6114         select_floor_music();
6115
6116         /* Process */
6117         while (TRUE)
6118         {
6119                 /* Process the level */
6120                 dungeon(load_game);
6121
6122                 /* Hack -- prevent "icky" message */
6123                 character_xtra = TRUE;
6124
6125                 handle_stuff();
6126
6127                 character_xtra = FALSE;
6128
6129                 /* Cancel the target */
6130                 target_who = 0;
6131
6132                 /* Cancel the health bar */
6133                 health_track(0);
6134
6135                 forget_lite();
6136                 forget_view();
6137                 clear_mon_lite();
6138
6139                 /* Handle "quit and save" */
6140                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6141
6142                 /* Erase the old cave */
6143                 wipe_o_list();
6144                 if (!p_ptr->is_dead) wipe_m_list();
6145
6146
6147                 msg_print(NULL);
6148
6149                 load_game = FALSE;
6150
6151                 /* Accidental Death */
6152                 if (p_ptr->playing && p_ptr->is_dead)
6153                 {
6154                         if (p_ptr->inside_arena)
6155                         {
6156                                 p_ptr->inside_arena = FALSE;
6157                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6158                                         p_ptr->arena_number++;
6159                                 else
6160                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6161                                 p_ptr->is_dead = FALSE;
6162                                 p_ptr->chp = 0;
6163                                 p_ptr->chp_frac = 0;
6164                                 p_ptr->exit_bldg = TRUE;
6165                                 reset_tim_flags();
6166
6167                                 /* Leave through the exit */
6168                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6169
6170                                 /* prepare next floor */
6171                                 leave_floor();
6172                         }
6173                         else
6174                         {
6175                                 /* Mega-Hack -- Allow player to cheat death */
6176                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6177                                 {
6178                                         cheat_death(p_ptr);
6179                                 }
6180                         }
6181                 }
6182
6183                 /* Handle "death" */
6184                 if (p_ptr->is_dead) break;
6185
6186                 /* Make a new level */
6187                 change_floor();
6188         }
6189
6190         /* Close stuff */
6191         close_game();
6192
6193         /* Quit */
6194         quit(NULL);
6195 }
6196
6197 /*!
6198  * @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
6199  * @param hoge ゲームターン
6200  * @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。
6201  * @return 修正をかけた後のゲームターン
6202  */
6203 s32b turn_real(s32b hoge)
6204 {
6205         switch (p_ptr->start_race)
6206         {
6207         case RACE_VAMPIRE:
6208         case RACE_SKELETON:
6209         case RACE_ZOMBIE:
6210         case RACE_SPECTRE:
6211                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6212         default:
6213                 return hoge;
6214         }
6215 }
6216
6217 /*!
6218  * @brief ターンのオーバーフローに対する対処
6219  * @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.
6220  * @return 修正をかけた後のゲームターン
6221  */
6222 void prevent_turn_overflow(void)
6223 {
6224         int rollback_days, i, j;
6225         s32b rollback_turns;
6226
6227         if (turn < turn_limit) return;
6228
6229         rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6230         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6231
6232         if (turn > rollback_turns) turn -= rollback_turns;
6233         else turn = 1; /* Paranoia */
6234         if (old_turn > rollback_turns) old_turn -= rollback_turns;
6235         else old_turn = 1;
6236         if (old_battle > rollback_turns) old_battle -= rollback_turns;
6237         else old_battle = 1;
6238         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6239         else p_ptr->feeling_turn = 1;
6240
6241         for (i = 1; i < max_towns; i++)
6242         {
6243                 for (j = 0; j < MAX_STORES; j++)
6244                 {
6245                         store_type *st_ptr = &town_info[i].store[j];
6246
6247                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6248                         {
6249                                 st_ptr->last_visit -= rollback_turns;
6250                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6251                         }
6252
6253                         if (st_ptr->store_open)
6254                         {
6255                                 st_ptr->store_open -= rollback_turns;
6256                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
6257                         }
6258                 }
6259         }
6260 }