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[Refactor] #define ALLOW_EASY_DISARM による分岐処理削除 / Delete #define branch by ALLOW_EASY_...
[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-events.h"
25 #include "object-curse.h"
26
27 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
28 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)*/
29
30 /*!
31  * @brief 擬似鑑定を実際に行い判定を反映する
32  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
33  * @param heavy 重度の擬似鑑定を行うならばTRUE
34  * @return なし
35  */
36 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
37 {
38         byte        feel;
39         object_type *o_ptr = &inventory[slot];
40         char        o_name[MAX_NLEN];
41
42         /* We know about it already, do not tell us again */
43         if (o_ptr->ident & (IDENT_SENSE))return;
44
45         /* It is fully known, no information needed */
46         if (object_is_known(o_ptr)) return;
47
48         /* Check for a feeling */
49         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
50
51         /* Skip non-feelings */
52         if (!feel) return;
53
54         /* Bad luck */
55         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
56         {
57                 switch (feel)
58                 {
59                         case FEEL_TERRIBLE:
60                         {
61                                 feel = FEEL_SPECIAL;
62                                 break;
63                         }
64                         case FEEL_WORTHLESS:
65                         {
66                                 feel = FEEL_EXCELLENT;
67                                 break;
68                         }
69                         case FEEL_CURSED:
70                         {
71                                 if (heavy)
72                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
73                                 else
74                                         feel = FEEL_UNCURSED;
75                                 break;
76                         }
77                         case FEEL_AVERAGE:
78                         {
79                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
80                                 break;
81                         }
82                         case FEEL_GOOD:
83                         {
84                                 if (heavy)
85                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
86                                 else
87                                         feel = FEEL_CURSED;
88                                 break;
89                         }
90                         case FEEL_EXCELLENT:
91                         {
92                                 feel = FEEL_WORTHLESS;
93                                 break;
94                         }
95                         case FEEL_SPECIAL:
96                         {
97                                 feel = FEEL_TERRIBLE;
98                                 break;
99                         }
100                 }
101         }
102
103         /* Stop everything */
104         if (disturb_minor) disturb(FALSE, FALSE);
105
106         /* Get an object description */
107         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
108
109         /* Message (equipment) */
110         if (slot >= INVEN_RARM)
111         {
112 #ifdef JP
113                 msg_format("%s%s(%c)は%sという感じがする...",
114                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
115 #else
116                 msg_format("You feel the %s (%c) you are %s %s %s...",
117                            o_name, index_to_label(slot), describe_use(slot),
118                            ((o_ptr->number == 1) ? "is" : "are"),
119                                    game_inscriptions[feel]);
120 #endif
121
122         }
123
124         /* Message (inventory) */
125         else
126         {
127 #ifdef JP
128                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
129                         o_name, index_to_label(slot),game_inscriptions[feel]);
130 #else
131                 msg_format("You feel the %s (%c) in your pack %s %s...",
132                            o_name, index_to_label(slot),
133                            ((o_ptr->number == 1) ? "is" : "are"),
134                                    game_inscriptions[feel]);
135 #endif
136
137         }
138
139         /* We have "felt" it */
140         o_ptr->ident |= (IDENT_SENSE);
141
142         /* Set the "inscription" */
143         o_ptr->feeling = feel;
144
145         /* Auto-inscription/destroy */
146         autopick_alter_item(slot, destroy_feeling);
147
148         /* Combine / Reorder the pack (later) */
149         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
150
151         p_ptr->window |= (PW_INVEN | PW_EQUIP);
152 }
153
154
155
156 /*!
157  * @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。
158  * @return なし
159  * @details
160  * Sense the inventory\n
161  *\n
162  *   Class 0 = Warrior --> fast and heavy\n
163  *   Class 1 = Mage    --> slow and light\n
164  *   Class 2 = Priest  --> fast but light\n
165  *   Class 3 = Rogue   --> okay and heavy\n
166  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
167  *   Class 5 = Paladin --> slow but heavy\n
168  */
169 static void sense_inventory1(void)
170 {
171         INVENTORY_IDX i;
172         PLAYER_LEVEL plev = p_ptr->lev;
173         bool heavy = FALSE;
174         object_type *o_ptr;
175
176
177         /*** Check for "sensing" ***/
178
179         /* No sensing when confused */
180         if (p_ptr->confused) return;
181
182         /* Analyze the class */
183         switch (p_ptr->pclass)
184         {
185                 case CLASS_WARRIOR:
186                 case CLASS_ARCHER:
187                 case CLASS_SAMURAI:
188                 case CLASS_CAVALRY:
189                 {
190                         /* Good sensing */
191                         if (0 != randint0(9000L / (plev * plev + 40))) return;
192
193                         /* Heavy sensing */
194                         heavy = TRUE;
195
196                         break;
197                 }
198
199                 case CLASS_SMITH:
200                 {
201                         /* Good sensing */
202                         if (0 != randint0(6000L / (plev * plev + 50))) return;
203
204                         /* Heavy sensing */
205                         heavy = TRUE;
206
207                         break;
208                 }
209
210                 case CLASS_MAGE:
211                 case CLASS_HIGH_MAGE:
212                 case CLASS_SORCERER:
213                 case CLASS_MAGIC_EATER:
214                 {
215                         /* Very bad (light) sensing */
216                         if (0 != randint0(240000L / (plev + 5))) return;
217
218                         break;
219                 }
220
221                 case CLASS_PRIEST:
222                 case CLASS_BARD:
223                 {
224                         /* Good (light) sensing */
225                         if (0 != randint0(10000L / (plev * plev + 40))) return;
226
227                         break;
228                 }
229
230                 case CLASS_ROGUE:
231                 case CLASS_NINJA:
232                 {
233                         /* Okay sensing */
234                         if (0 != randint0(20000L / (plev * plev + 40))) return;
235
236                         /* Heavy sensing */
237                         heavy = TRUE;
238
239                         break;
240                 }
241
242                 case CLASS_RANGER:
243                 {
244                         /* Bad sensing */
245                         if (0 != randint0(95000L / (plev * plev + 40))) return;
246
247                         /* Changed! */
248                         heavy = TRUE;
249
250                         break;
251                 }
252
253                 case CLASS_PALADIN:
254                 case CLASS_SNIPER:
255                 {
256                         /* Bad sensing */
257                         if (0 != randint0(77777L / (plev * plev + 40))) return;
258
259                         /* Heavy sensing */
260                         heavy = TRUE;
261
262                         break;
263                 }
264
265                 case CLASS_WARRIOR_MAGE:
266                 case CLASS_RED_MAGE:
267                 {
268                         /* Bad sensing */
269                         if (0 != randint0(75000L / (plev * plev + 40))) return;
270
271                         break;
272                 }
273
274                 case CLASS_MINDCRAFTER:
275                 case CLASS_IMITATOR:
276                 case CLASS_BLUE_MAGE:
277                 case CLASS_MIRROR_MASTER:
278                 {
279                         /* Bad sensing */
280                         if (0 != randint0(55000L / (plev * plev + 40))) return;
281
282                         break;
283                 }
284
285                 case CLASS_CHAOS_WARRIOR:
286                 {
287                         /* Bad sensing */
288                         if (0 != randint0(80000L / (plev * plev + 40))) return;
289
290                         /* Changed! */
291                         heavy = TRUE;
292
293                         break;
294                 }
295
296                 case CLASS_MONK:
297                 case CLASS_FORCETRAINER:
298                 {
299                         /* Okay sensing */
300                         if (0 != randint0(20000L / (plev * plev + 40))) return;
301
302                         break;
303                 }
304
305                 case CLASS_TOURIST:
306                 {
307                         /* Good sensing */
308                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
309
310                         /* Heavy sensing */
311                         heavy = TRUE;
312
313                         break;
314                 }
315
316                 case CLASS_BEASTMASTER:
317                 {
318                         /* Bad sensing */
319                         if (0 != randint0(65000L / (plev * plev + 40))) return;
320
321                         break;
322                 }
323                 case CLASS_BERSERKER:
324                 {
325                         /* Heavy sensing */
326                         heavy = TRUE;
327
328                         break;
329                 }
330         }
331
332         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
333
334         /*** Sense everything ***/
335
336         /* Check everything */
337         for (i = 0; i < INVEN_TOTAL; i++)
338         {
339                 bool okay = FALSE;
340
341                 o_ptr = &inventory[i];
342
343                 /* Skip empty slots */
344                 if (!o_ptr->k_idx) continue;
345
346                 /* Valid "tval" codes */
347                 switch (o_ptr->tval)
348                 {
349                         case TV_SHOT:
350                         case TV_ARROW:
351                         case TV_BOLT:
352                         case TV_BOW:
353                         case TV_DIGGING:
354                         case TV_HAFTED:
355                         case TV_POLEARM:
356                         case TV_SWORD:
357                         case TV_BOOTS:
358                         case TV_GLOVES:
359                         case TV_HELM:
360                         case TV_CROWN:
361                         case TV_SHIELD:
362                         case TV_CLOAK:
363                         case TV_SOFT_ARMOR:
364                         case TV_HARD_ARMOR:
365                         case TV_DRAG_ARMOR:
366                         case TV_CARD:
367                         {
368                                 okay = TRUE;
369                                 break;
370                         }
371                 }
372
373                 /* Skip non-sense machines */
374                 if (!okay) continue;
375
376                 /* Occasional failure on inventory items */
377                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
378
379                 /* Good luck */
380                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
381                 {
382                         heavy = TRUE;
383                 }
384
385                 sense_inventory_aux(i, heavy);
386         }
387 }
388
389 /*!
390  * @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。
391  * @return なし
392  */
393 static void sense_inventory2(void)
394 {
395         INVENTORY_IDX i;
396         PLAYER_LEVEL plev = p_ptr->lev;
397         object_type *o_ptr;
398
399
400         /*** Check for "sensing" ***/
401
402         /* No sensing when confused */
403         if (p_ptr->confused) return;
404
405         /* Analyze the class */
406         switch (p_ptr->pclass)
407         {
408                 case CLASS_WARRIOR:
409                 case CLASS_ARCHER:
410                 case CLASS_SAMURAI:
411                 case CLASS_CAVALRY:
412                 case CLASS_BERSERKER:
413                 case CLASS_SNIPER:
414                 {
415                         return;
416                 }
417
418                 case CLASS_SMITH:
419                 case CLASS_PALADIN:
420                 case CLASS_CHAOS_WARRIOR:
421                 case CLASS_IMITATOR:
422                 case CLASS_BEASTMASTER:
423                 case CLASS_NINJA:
424                 {
425                         /* Very bad (light) sensing */
426                         if (0 != randint0(240000L / (plev + 5))) return;
427
428                         break;
429                 }
430
431                 case CLASS_RANGER:
432                 case CLASS_WARRIOR_MAGE:
433                 case CLASS_RED_MAGE:
434                 case CLASS_MONK:
435                 {
436                         /* Bad sensing */
437                         if (0 != randint0(95000L / (plev * plev + 40))) return;
438
439                         break;
440                 }
441
442                 case CLASS_PRIEST:
443                 case CLASS_BARD:
444                 case CLASS_ROGUE:
445                 case CLASS_FORCETRAINER:
446                 case CLASS_MINDCRAFTER:
447                 {
448                         /* Good sensing */
449                         if (0 != randint0(20000L / (plev * plev + 40))) return;
450
451                         break;
452                 }
453
454                 case CLASS_MAGE:
455                 case CLASS_HIGH_MAGE:
456                 case CLASS_SORCERER:
457                 case CLASS_MAGIC_EATER:
458                 case CLASS_MIRROR_MASTER:
459                 case CLASS_BLUE_MAGE:
460                 {
461                         /* Good sensing */
462                         if (0 != randint0(9000L / (plev * plev + 40))) return;
463
464                         break;
465                 }
466
467                 case CLASS_TOURIST:
468                 {
469                         /* Good sensing */
470                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
471
472                         break;
473                 }
474         }
475
476         /*** Sense everything ***/
477
478         /* Check everything */
479         for (i = 0; i < INVEN_TOTAL; i++)
480         {
481                 bool okay = FALSE;
482
483                 o_ptr = &inventory[i];
484
485                 /* Skip empty slots */
486                 if (!o_ptr->k_idx) continue;
487
488                 /* Valid "tval" codes */
489                 switch (o_ptr->tval)
490                 {
491                         case TV_RING:
492                         case TV_AMULET:
493                         case TV_LITE:
494                         case TV_FIGURINE:
495                         {
496                                 okay = TRUE;
497                                 break;
498                         }
499                 }
500
501                 /* Skip non-sense machines */
502                 if (!okay) continue;
503
504                 /* Occasional failure on inventory items */
505                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
506
507                 sense_inventory_aux(i, TRUE);
508         }
509 }
510
511 /*!
512  * @brief パターン終点到達時のテレポート処理を行う
513  * @return なし
514  */
515 static void pattern_teleport(void)
516 {
517         DEPTH min_level = 0;
518         DEPTH max_level = 99;
519
520         /* Ask for level */
521         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
522         {
523                 char    ppp[80];
524                 char    tmp_val[160];
525
526                 /* Only downward in ironman mode */
527                 if (ironman_downward)
528                         min_level = dun_level;
529
530                 /* Maximum level */
531                 if (dungeon_type == DUNGEON_ANGBAND)
532                 {
533                         if (dun_level > 100)
534                                 max_level = MAX_DEPTH - 1;
535                         else if (dun_level == 100)
536                                 max_level = 100;
537                 }
538                 else
539                 {
540                         max_level = d_info[dungeon_type].maxdepth;
541                         min_level = d_info[dungeon_type].mindepth;
542                 }
543
544                 /* Prompt */
545                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
546
547                 /* Default */
548                 sprintf(tmp_val, "%d", (int)dun_level);
549
550                 /* Ask for a level */
551                 if (!get_string(ppp, tmp_val, 10)) return;
552
553                 /* Extract request */
554                 command_arg = (COMMAND_ARG)atoi(tmp_val);
555         }
556         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
557         {
558                 teleport_player(200, 0L);
559                 return;
560         }
561         else
562         {
563                 return;
564         }
565
566         /* Paranoia */
567         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
568
569         /* Paranoia */
570         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
571
572         /* Accept request */
573         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
574
575         if (autosave_l) do_cmd_save_game(TRUE);
576
577         /* Change level */
578         dun_level = command_arg;
579
580         leave_quest_check();
581
582         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
583
584         p_ptr->inside_quest = 0;
585         p_ptr->energy_use = 0;
586
587         /*
588          * Clear all saved floors
589          * and create a first saved floor
590          */
591         prepare_change_floor_mode(CFM_FIRST_FLOOR);
592
593         /* Leaving */
594         p_ptr->leaving = TRUE;
595 }
596
597 /*!
598  * @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
599  * @return なし
600  */
601 static void wreck_the_pattern(void)
602 {
603         int to_ruin = 0;
604         POSITION r_y, r_x;
605         int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
606
607         if (pattern_type == PATTERN_TILE_WRECKED)
608         {
609                 /* Ruined already */
610                 return;
611         }
612
613         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
614         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
615
616         if (!IS_INVULN())
617                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
618
619         to_ruin = randint1(45) + 35;
620
621         while (to_ruin--)
622         {
623                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
624
625                 if (pattern_tile(r_y, r_x) &&
626                     (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
627                 {
628                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
629                 }
630         }
631
632         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
633 }
634
635 /*!
636  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
637  * @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。
638  */
639 static bool pattern_effect(void)
640 {
641         int pattern_type;
642
643         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
644
645         if ((prace_is_(RACE_AMBERITE)) &&
646             (p_ptr->cut > 0) && one_in_(10))
647         {
648                 wreck_the_pattern();
649         }
650
651         pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
652
653         switch (pattern_type)
654         {
655         case PATTERN_TILE_END:
656                 (void)set_image(0);
657                 (void)restore_all_status();
658                 (void)restore_level();
659                 (void)cure_critical_wounds(1000);
660
661                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
662                 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."));
663
664                 /*
665                  * We could make the healing effect of the
666                  * Pattern center one-time only to avoid various kinds
667                  * of abuse, like luring the win monster into fighting you
668                  * in the middle of the pattern...
669                  */
670                 break;
671
672         case PATTERN_TILE_OLD:
673                 /* No effect */
674                 break;
675
676         case PATTERN_TILE_TELEPORT:
677                 pattern_teleport();
678                 break;
679
680         case PATTERN_TILE_WRECKED:
681                 if (!IS_INVULN())
682                         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);
683                 break;
684
685         default:
686                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
687                         return TRUE;
688                 else if (!IS_INVULN())
689                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
690                 break;
691         }
692
693         return TRUE;
694 }
695
696
697 /*!
698  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
699  * @param percent 回復比率
700  * @return なし
701  */
702 static void regenhp(int percent)
703 {
704         s32b new_chp;
705         u32b new_chp_frac;
706         s32b old_chp;
707
708         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
709         if (p_ptr->action == ACTION_HAYAGAKE) return;
710
711         /* Save the old hitpoints */
712         old_chp = p_ptr->chp;
713
714         /*
715          * Extract the new hitpoints
716          *
717          * 'percent' is the Regen factor in unit (1/2^16)
718          */
719         new_chp = 0;
720         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
721
722         /* Convert the unit (1/2^16) to (1/2^32) */
723         s64b_LSHIFT(new_chp, new_chp_frac, 16);
724
725         /* Regenerating */
726         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
727
728
729         /* Fully healed */
730         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
731         {
732                 p_ptr->chp = p_ptr->mhp;
733                 p_ptr->chp_frac = 0;
734         }
735
736         /* Notice changes */
737         if (old_chp != p_ptr->chp)
738         {
739                 /* Redraw */
740                 p_ptr->redraw |= (PR_HP);
741
742                 p_ptr->window |= (PW_PLAYER);
743
744                 wild_regen = 20;
745         }
746 }
747
748
749 /*!
750  * @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
751  * @param upkeep_factor ペット維持によるMPコスト量
752  * @param regen_amount 回復量
753  * @return なし
754  */
755 static void regenmana(int upkeep_factor, int regen_amount)
756 {
757         s32b old_csp = p_ptr->csp;
758         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
759
760         /*
761          * Excess mana will decay 32 times faster than normal
762          * regeneration rate.
763          */
764         if (p_ptr->csp > p_ptr->msp)
765         {
766                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
767                 s32b decay = 0;
768                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
769
770                 /* Convert the unit (1/2^16) to (1/2^32) */
771                 s64b_LSHIFT(decay, decay_frac, 16);
772
773                 /* Decay */
774                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
775
776                 /* Stop decaying */
777                 if (p_ptr->csp < p_ptr->msp)
778                 {
779                         p_ptr->csp = p_ptr->msp;
780                         p_ptr->csp_frac = 0;
781                 }
782         }
783
784         /* Regenerating mana (unless the player has excess mana) */
785         else if (regen_rate > 0)
786         {
787                 /* (percent/100) is the Regen factor in unit (1/2^16) */
788                 s32b new_mana = 0;
789                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
790
791                 /* Convert the unit (1/2^16) to (1/2^32) */
792                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
793
794                 /* Regenerate */
795                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
796
797                 /* Must set frac to zero even if equal */
798                 if (p_ptr->csp >= p_ptr->msp)
799                 {
800                         p_ptr->csp = p_ptr->msp;
801                         p_ptr->csp_frac = 0;
802                 }
803         }
804
805
806         /* Reduce mana (even when the player has excess mana) */
807         if (regen_rate < 0)
808         {
809                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
810                 s32b reduce_mana = 0;
811                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
812
813                 /* Convert the unit (1/2^16) to (1/2^32) */
814                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
815
816                 /* Reduce mana */
817                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
818
819                 /* Check overflow */
820                 if (p_ptr->csp < 0)
821                 {
822                         p_ptr->csp = 0;
823                         p_ptr->csp_frac = 0;
824                 }
825         }
826
827
828         /* Redraw mana */
829         if (old_csp != p_ptr->csp)
830         {
831                 /* Redraw */
832                 p_ptr->redraw |= (PR_MANA);
833
834                 p_ptr->window |= (PW_PLAYER);
835                 p_ptr->window |= (PW_SPELL);
836
837                 wild_regen = 20;
838         }
839 }
840
841 /*!
842  * @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)
843  * @param regen_amount 回復量
844  * @return なし
845  */
846 static void regenmagic(int regen_amount)
847 {
848         s32b new_mana;
849         int i;
850         int dev = 30;
851         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
852
853         for (i = 0; i < EATER_EXT*2; i++)
854         {
855                 if (!p_ptr->magic_num2[i]) continue;
856                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
857
858                 /* Increase remaining charge number like float value */
859                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
860                 p_ptr->magic_num1[i] += new_mana;
861
862                 /* Check maximum charge */
863                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
864                 {
865                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
866                 }
867                 wild_regen = 20;
868         }
869         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
870         {
871                 if (!p_ptr->magic_num1[i]) continue;
872                 if (!p_ptr->magic_num2[i]) continue;
873
874                 /* Decrease remaining period for charging */
875                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
876                                         / (dev * 16 * PY_REGEN_NORMAL); 
877                 p_ptr->magic_num1[i] -= new_mana;
878
879                 /* Check minimum remaining period for charging */
880                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
881                 wild_regen = 20;
882         }
883 }
884
885
886 /*!
887  * @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)
888  * @return なし
889  * @note Should probably be done during monster turns.
890  */
891 static void regen_monsters(void)
892 {
893         int i, frac;
894
895
896         /* Regenerate everyone */
897         for (i = 1; i < m_max; i++)
898         {
899                 /* Check the i'th monster */
900                 monster_type *m_ptr = &m_list[i];
901                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
902
903
904                 /* Skip dead monsters */
905                 if (!m_ptr->r_idx) continue;
906
907                 /* Allow regeneration (if needed) */
908                 if (m_ptr->hp < m_ptr->maxhp)
909                 {
910                         /* Hack -- Base regeneration */
911                         frac = m_ptr->maxhp / 100;
912
913                         /* Hack -- Minimal regeneration rate */
914                         if (!frac) if (one_in_(2)) frac = 1;
915
916                         /* Hack -- Some monsters regenerate quickly */
917                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
918
919                         /* Hack -- Regenerate */
920                         m_ptr->hp += frac;
921
922                         /* Do not over-regenerate */
923                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
924
925                         /* Redraw (later) if needed */
926                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
927                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
928                 }
929         }
930 }
931
932
933 /*!
934  * @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)
935  * @return なし
936  * @note Should probably be done during monster turns.
937  */
938 static void regen_captured_monsters(void)
939 {
940         int i, frac;
941         bool heal = FALSE;
942
943         /* Regenerate everyone */
944         for (i = 0; i < INVEN_TOTAL; i++)
945         {
946                 monster_race *r_ptr;
947                 object_type *o_ptr = &inventory[i];
948
949                 if (!o_ptr->k_idx) continue;
950                 if (o_ptr->tval != TV_CAPTURE) continue;
951                 if (!o_ptr->pval) continue;
952
953                 heal = TRUE;
954
955                 r_ptr = &r_info[o_ptr->pval];
956
957                 /* Allow regeneration (if needed) */
958                 if (o_ptr->xtra4 < o_ptr->xtra5)
959                 {
960                         /* Hack -- Base regeneration */
961                         frac = o_ptr->xtra5 / 100;
962
963                         /* Hack -- Minimal regeneration rate */
964                         if (!frac) if (one_in_(2)) frac = 1;
965
966                         /* Hack -- Some monsters regenerate quickly */
967                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
968
969                         /* Hack -- Regenerate */
970                         o_ptr->xtra4 += (XTRA16)frac;
971
972                         /* Do not over-regenerate */
973                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
974                 }
975         }
976
977         if (heal)
978         {
979                 /* Combine pack */
980                 p_ptr->notice |= (PN_COMBINE);
981
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 = (byte)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 = (byte)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 = (byte)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         char o_name[MAX_NLEN];
1124
1125         cptr 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         s32b 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
1210                         /* Recalculate bonuses */
1211                         p_ptr->update |= (PU_BONUS | PU_HP);
1212
1213                         /* Redraw map and status bar */
1214                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1215
1216                         /* Update monsters */
1217                         p_ptr->update |= (PU_MONSTERS);
1218
1219                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1220                 }
1221         }
1222         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1223                 p_ptr->spell_exp[spell] += 5;
1224         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1225         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1226         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1227         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1228         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1229         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1230
1231         /* Do any effects of continual song */
1232         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1233 }
1234
1235 /*!
1236  * @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
1237  * @param flag 探し出したい呪いフラグ配列
1238  * @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
1239  * 呪いがない場合NULLを返す。
1240  */
1241 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1242 {
1243         int i;
1244         int choices[INVEN_TOTAL-INVEN_RARM];
1245         int number = 0;
1246
1247         /* Paranoia -- Player has no warning-item */
1248         if (!(p_ptr->cursed & flag)) return NULL;
1249
1250         /* Search Inventry */
1251         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1252         {
1253                 object_type *o_ptr = &inventory[i];
1254
1255                 if (o_ptr->curse_flags & flag)
1256                 {
1257                         choices[number] = i;
1258                         number++;
1259                 }
1260                 else if ((flag == TRC_ADD_L_CURSE) || 
1261                                         (flag == TRC_ADD_H_CURSE) || 
1262                                         (flag == TRC_DRAIN_HP) || 
1263                                         (flag == TRC_DRAIN_MANA) || 
1264                                         (flag == TRC_CALL_ANIMAL) || 
1265                                         (flag == TRC_CALL_DEMON) || 
1266                                         (flag == TRC_CALL_DRAGON) || 
1267                                         (flag == TRC_CALL_UNDEAD) || 
1268                                         (flag == TRC_COWARDICE) || 
1269                                         (flag == TRC_LOW_MELEE) || 
1270                                         (flag == TRC_LOW_AC) || 
1271                                         (flag == TRC_LOW_MAGIC) || 
1272                                         (flag == TRC_FAST_DIGEST) || 
1273                                         (flag == TRC_SLOW_REGEN) )
1274                 {
1275                         u32b cf;
1276                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1277                         object_flags(o_ptr, flgs);
1278                         switch (flag)
1279                         {
1280                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1281                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1282                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1283                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1284                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1285                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1286                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1287                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1288                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1289                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1290                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1291                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1292                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1293                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1294                           default                               : break;
1295                         }
1296                         if (have_flag(flgs, cf))
1297                         {
1298                                 choices[number] = i;
1299                                 number++;
1300                         }
1301                 }
1302         }
1303
1304         /* Choice one of them */
1305         return (&inventory[choices[randint0(number)]]);
1306 }
1307
1308 static void process_world_aux_digestion(void)
1309 {
1310         if (!p_ptr->inside_battle)
1311         {
1312                 /* Digest quickly when gorged */
1313                 if (p_ptr->food >= PY_FOOD_MAX)
1314                 {
1315                         /* Digest a lot of food */
1316                         (void)set_food(p_ptr->food - 100);
1317                 }
1318
1319                 /* Digest normally -- Every 50 game turns */
1320                 else if (!(turn % (TURNS_PER_TICK * 5)))
1321                 {
1322                         /* Basic digestion rate based on speed */
1323                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1324
1325                         /* Regeneration takes more food */
1326                         if (p_ptr->regenerate)
1327                                 digestion += 20;
1328                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1329                                 digestion += 20;
1330                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1331                                 digestion += 30;
1332
1333                         /* Slow digestion takes less food */
1334                         if (p_ptr->slow_digest)
1335                                 digestion -= 5;
1336
1337                         /* Minimal digestion */
1338                         if (digestion < 1) digestion = 1;
1339                         /* Maximal digestion */
1340                         if (digestion > 100) digestion = 100;
1341
1342                         /* Digest some food */
1343                         (void)set_food(p_ptr->food - digestion);
1344                 }
1345
1346
1347                 /* Getting Faint */
1348                 if ((p_ptr->food < PY_FOOD_FAINT))
1349                 {
1350                         /* Faint occasionally */
1351                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1352                         {
1353                                 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."));
1354                                 disturb(TRUE, TRUE);
1355
1356                                 /* Hack -- faint (bypass free action) */
1357                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1358                         }
1359
1360                         /* Starve to death (slowly) */
1361                         if (p_ptr->food < PY_FOOD_STARVE)
1362                         {
1363                                 /* Calculate damage */
1364                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1365
1366                                 /* Take damage */
1367                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1368                         }
1369                 }
1370         }
1371 }
1372
1373 /*!
1374  * @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。
1375  *  / Handle timed damage and regeneration every 10 game turns
1376  * @return なし
1377  */
1378 static void process_world_aux_hp_and_sp(void)
1379 {
1380         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1381         bool cave_no_regen = FALSE;
1382         int upkeep_factor = 0;
1383
1384         /* Default regeneration */
1385         int regen_amount = PY_REGEN_NORMAL;
1386
1387
1388         /*** Damage over Time ***/
1389
1390         /* Take damage from poison */
1391         if (p_ptr->poisoned && !IS_INVULN())
1392         {
1393                 /* Take damage */
1394                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1395         }
1396
1397         /* Take damage from cuts */
1398         if (p_ptr->cut && !IS_INVULN())
1399         {
1400                 HIT_POINT dam;
1401
1402                 /* Mortal wound or Deep Gash */
1403                 if (p_ptr->cut > 1000)
1404                 {
1405                         dam = 200;
1406                 }
1407
1408                 else if (p_ptr->cut > 200)
1409                 {
1410                         dam = 80;
1411                 }
1412
1413                 /* Severe cut */
1414                 else if (p_ptr->cut > 100)
1415                 {
1416                         dam = 32;
1417                 }
1418
1419                 else if (p_ptr->cut > 50)
1420                 {
1421                         dam = 16;
1422                 }
1423
1424                 else if (p_ptr->cut > 25)
1425                 {
1426                         dam = 7;
1427                 }
1428
1429                 else if (p_ptr->cut > 10)
1430                 {
1431                         dam = 3;
1432                 }
1433
1434                 /* Other cuts */
1435                 else
1436                 {
1437                         dam = 1;
1438                 }
1439
1440                 /* Take damage */
1441                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1442         }
1443
1444         /* (Vampires) Take damage from sunlight */
1445         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1446         {
1447                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1448                 {
1449                         if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1450                         {
1451                                 /* Take damage */
1452                                 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!"));
1453                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1454                                 cave_no_regen = TRUE;
1455                         }
1456                 }
1457
1458                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1459                     !p_ptr->resist_lite)
1460                 {
1461                         object_type * o_ptr = &inventory[INVEN_LITE];
1462                         char o_name [MAX_NLEN];
1463                         char ouch [MAX_NLEN+40];
1464
1465                         /* Get an object description */
1466                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1467                         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);
1468
1469                         cave_no_regen = TRUE;
1470
1471                         /* Get an object description */
1472                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1473                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1474
1475                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1476                 }
1477         }
1478
1479         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1480         {
1481                 int damage = 0;
1482
1483                 if (have_flag(f_ptr->flags, FF_DEEP))
1484                 {
1485                         damage = 6000 + randint0(4000);
1486                 }
1487                 else if (!p_ptr->levitation)
1488                 {
1489                         damage = 3000 + randint0(2000);
1490                 }
1491
1492                 if (damage)
1493                 {
1494                         if(prace_is_(RACE_ENT)) damage += damage / 3;
1495                         if(p_ptr->resist_fire) damage = damage / 3;
1496                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1497                         if(p_ptr->levitation) damage = damage / 5;
1498
1499                         damage = damage / 100 + (randint0(100) < (damage % 100));
1500
1501                         if (p_ptr->levitation)
1502                         {
1503                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1504                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1505                                                                 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1506                         }
1507                         else
1508                         {
1509                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1510                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1511                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1512                         }
1513
1514                         cave_no_regen = TRUE;
1515                 }
1516         }
1517
1518         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1519             !p_ptr->levitation && !p_ptr->can_swim)
1520         {
1521                 if (p_ptr->total_weight > weight_limit())
1522                 {
1523                         /* Take damage */
1524                         msg_print(_("溺れている!", "You are drowning!"));
1525                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1526                         cave_no_regen = TRUE;
1527                 }
1528         }
1529
1530         if (p_ptr->riding)
1531         {
1532                 int damage;
1533                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1534                 {
1535                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1536                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1537                         if (p_ptr->resist_fire) damage = damage / 3;
1538                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1539                         msg_print(_("熱い!", "It's hot!"));
1540                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1541                 }
1542                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1543                 {
1544                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1545                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1546                         if (p_ptr->resist_elec) damage = damage / 3;
1547                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1548                         msg_print(_("痛い!", "It hurts!"));
1549                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1550                 }
1551                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1552                 {
1553                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1554                         if (p_ptr->resist_cold) damage = damage / 3;
1555                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1556                         msg_print(_("冷たい!", "It's cold!"));
1557                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1558                 }
1559         }
1560
1561         /* Spectres -- take damage when moving through walls */
1562         /*
1563          * Added: ANYBODY takes damage if inside through walls
1564          * without wraith form -- NOTE: Spectres will never be
1565          * reduced below 0 hp by being inside a stone wall; others
1566          * WILL BE!
1567          */
1568         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1569         {
1570                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1571                 {
1572                         cptr dam_desc;
1573                         cave_no_regen = TRUE;
1574
1575                         if (p_ptr->pass_wall)
1576                         {
1577                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1578                                 dam_desc = _("密度", "density");
1579                         }
1580                         else
1581                         {
1582                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1583                                 dam_desc = _("硬い岩", "solid rock");
1584                         }
1585
1586                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1587                 }
1588         }
1589
1590
1591         /*** handle regeneration ***/
1592
1593         /* Getting Weak */
1594         if (p_ptr->food < PY_FOOD_WEAK)
1595         {
1596                 /* Lower regeneration */
1597                 if (p_ptr->food < PY_FOOD_STARVE)
1598                 {
1599                         regen_amount = 0;
1600                 }
1601                 else if (p_ptr->food < PY_FOOD_FAINT)
1602                 {
1603                         regen_amount = PY_REGEN_FAINT;
1604                 }
1605                 else
1606                 {
1607                         regen_amount = PY_REGEN_WEAK;
1608                 }
1609         }
1610
1611         /* Are we walking the pattern? */
1612         if (pattern_effect())
1613         {
1614                 cave_no_regen = TRUE;
1615         }
1616         else
1617         {
1618                 /* Regeneration ability */
1619                 if (p_ptr->regenerate)
1620                 {
1621                         regen_amount = regen_amount * 2;
1622                 }
1623                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1624                 {
1625                         regen_amount /= 2;
1626                 }
1627                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1628                 {
1629                         regen_amount /= 5;
1630                 }
1631         }
1632
1633
1634         /* Searching or Resting */
1635         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1636         {
1637                 regen_amount = regen_amount * 2;
1638         }
1639
1640         upkeep_factor = calculate_upkeep();
1641
1642         /* No regeneration while special action */
1643         if ((p_ptr->action == ACTION_LEARN) ||
1644             (p_ptr->action == ACTION_HAYAGAKE) ||
1645             (p_ptr->special_defense & KATA_KOUKIJIN))
1646         {
1647                 upkeep_factor += 100;
1648         }
1649
1650         /* Regenerate the mana */
1651         regenmana(upkeep_factor, regen_amount);
1652
1653
1654         /* Recharge magic eater's power */
1655         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1656         {
1657                 regenmagic(regen_amount);
1658         }
1659
1660         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1661         {
1662                 while (upkeep_factor > 100)
1663                 {
1664                         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!"));
1665                         msg_print(NULL);
1666                         do_cmd_pet_dismiss();
1667
1668                         upkeep_factor = calculate_upkeep();
1669
1670                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1671                         msg_print(NULL);
1672                 }
1673         }
1674
1675         /* Poisoned or cut yields no healing */
1676         if (p_ptr->poisoned) regen_amount = 0;
1677         if (p_ptr->cut) regen_amount = 0;
1678
1679         /* Special floor -- Pattern, in a wall -- yields no healing */
1680         if (cave_no_regen) regen_amount = 0;
1681
1682         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1683
1684         /* Regenerate Hit Points if needed */
1685         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1686         {
1687                 regenhp(regen_amount);
1688         }
1689 }
1690
1691 /*!
1692  * @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
1693  * / Handle timeout every 10 game turns
1694  * @return なし
1695  */
1696 static void process_world_aux_timeout(void)
1697 {
1698         const int dec_count = (easy_band ? 2 : 1);
1699
1700         /*** Timeout Various Things ***/
1701
1702         /* Mimic */
1703         if (p_ptr->tim_mimic)
1704         {
1705                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1706         }
1707
1708         /* Hack -- Hallucinating */
1709         if (p_ptr->image)
1710         {
1711                 (void)set_image(p_ptr->image - dec_count);
1712         }
1713
1714         /* Blindness */
1715         if (p_ptr->blind)
1716         {
1717                 (void)set_blind(p_ptr->blind - dec_count);
1718         }
1719
1720         /* Times see-invisible */
1721         if (p_ptr->tim_invis)
1722         {
1723                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1724         }
1725
1726         if (multi_rew)
1727         {
1728                 multi_rew = FALSE;
1729         }
1730
1731         /* Timed esp */
1732         if (p_ptr->tim_esp)
1733         {
1734                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1735         }
1736
1737         /* Timed temporary elemental brands. -LM- */
1738         if (p_ptr->ele_attack)
1739         {
1740                 p_ptr->ele_attack--;
1741
1742                 /* Clear all temporary elemental brands. */
1743                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1744         }
1745
1746         /* Timed temporary elemental immune. -LM- */
1747         if (p_ptr->ele_immune)
1748         {
1749                 p_ptr->ele_immune--;
1750
1751                 /* Clear all temporary elemental brands. */
1752                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1753         }
1754
1755         /* Timed infra-vision */
1756         if (p_ptr->tim_infra)
1757         {
1758                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1759         }
1760
1761         /* Timed stealth */
1762         if (p_ptr->tim_stealth)
1763         {
1764                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1765         }
1766
1767         /* Timed levitation */
1768         if (p_ptr->tim_levitation)
1769         {
1770                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1771         }
1772
1773         /* Timed sh_touki */
1774         if (p_ptr->tim_sh_touki)
1775         {
1776                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1777         }
1778
1779         /* Timed sh_fire */
1780         if (p_ptr->tim_sh_fire)
1781         {
1782                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1783         }
1784
1785         /* Timed sh_holy */
1786         if (p_ptr->tim_sh_holy)
1787         {
1788                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1789         }
1790
1791         /* Timed eyeeye */
1792         if (p_ptr->tim_eyeeye)
1793         {
1794                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1795         }
1796
1797         /* Timed resist-magic */
1798         if (p_ptr->resist_magic)
1799         {
1800                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1801         }
1802
1803         /* Timed regeneration */
1804         if (p_ptr->tim_regen)
1805         {
1806                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1807         }
1808
1809         /* Timed resist nether */
1810         if (p_ptr->tim_res_nether)
1811         {
1812                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1813         }
1814
1815         /* Timed resist time */
1816         if (p_ptr->tim_res_time)
1817         {
1818                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1819         }
1820
1821         /* Timed reflect */
1822         if (p_ptr->tim_reflect)
1823         {
1824                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1825         }
1826
1827         /* Multi-shadow */
1828         if (p_ptr->multishadow)
1829         {
1830                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1831         }
1832
1833         /* Timed Robe of dust */
1834         if (p_ptr->dustrobe)
1835         {
1836                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1837         }
1838
1839         /* Timed infra-vision */
1840         if (p_ptr->kabenuke)
1841         {
1842                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1843         }
1844
1845         /* Paralysis */
1846         if (p_ptr->paralyzed)
1847         {
1848                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1849         }
1850
1851         /* Confusion */
1852         if (p_ptr->confused)
1853         {
1854                 (void)set_confused(p_ptr->confused - dec_count);
1855         }
1856
1857         /* Afraid */
1858         if (p_ptr->afraid)
1859         {
1860                 (void)set_afraid(p_ptr->afraid - dec_count);
1861         }
1862
1863         /* Fast */
1864         if (p_ptr->fast)
1865         {
1866                 (void)set_fast(p_ptr->fast - 1, TRUE);
1867         }
1868
1869         /* Slow */
1870         if (p_ptr->slow)
1871         {
1872                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
1873         }
1874
1875         /* Protection from evil */
1876         if (p_ptr->protevil)
1877         {
1878                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
1879         }
1880
1881         /* Invulnerability */
1882         if (p_ptr->invuln)
1883         {
1884                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
1885         }
1886
1887         /* Wraith form */
1888         if (p_ptr->wraith_form)
1889         {
1890                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
1891         }
1892
1893         /* Heroism */
1894         if (p_ptr->hero)
1895         {
1896                 (void)set_hero(p_ptr->hero - 1, TRUE);
1897         }
1898
1899         /* Super Heroism */
1900         if (p_ptr->shero)
1901         {
1902                 (void)set_shero(p_ptr->shero - 1, TRUE);
1903         }
1904
1905         /* Blessed */
1906         if (p_ptr->blessed)
1907         {
1908                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
1909         }
1910
1911         /* Shield */
1912         if (p_ptr->shield)
1913         {
1914                 (void)set_shield(p_ptr->shield - 1, TRUE);
1915         }
1916
1917         /* Tsubureru */
1918         if (p_ptr->tsubureru)
1919         {
1920                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
1921         }
1922
1923         /* Magicdef */
1924         if (p_ptr->magicdef)
1925         {
1926                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
1927         }
1928
1929         /* Tsuyoshi */
1930         if (p_ptr->tsuyoshi)
1931         {
1932                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
1933         }
1934
1935         /* Oppose Acid */
1936         if (p_ptr->oppose_acid)
1937         {
1938                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
1939         }
1940
1941         /* Oppose Lightning */
1942         if (p_ptr->oppose_elec)
1943         {
1944                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
1945         }
1946
1947         /* Oppose Fire */
1948         if (p_ptr->oppose_fire)
1949         {
1950                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
1951         }
1952
1953         /* Oppose Cold */
1954         if (p_ptr->oppose_cold)
1955         {
1956                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
1957         }
1958
1959         /* Oppose Poison */
1960         if (p_ptr->oppose_pois)
1961         {
1962                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
1963         }
1964
1965         if (p_ptr->ult_res)
1966         {
1967                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
1968         }
1969
1970         /*** Poison and Stun and Cut ***/
1971
1972         /* Poison */
1973         if (p_ptr->poisoned)
1974         {
1975                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
1976
1977                 /* Apply some healing */
1978                 (void)set_poisoned(p_ptr->poisoned - adjust);
1979         }
1980
1981         /* Stun */
1982         if (p_ptr->stun)
1983         {
1984                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
1985
1986                 /* Apply some healing */
1987                 (void)set_stun(p_ptr->stun - adjust);
1988         }
1989
1990         /* Cut */
1991         if (p_ptr->cut)
1992         {
1993                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
1994
1995                 /* Hack -- Truly "mortal" wound */
1996                 if (p_ptr->cut > 1000) adjust = 0;
1997
1998                 /* Apply some healing */
1999                 (void)set_cut(p_ptr->cut - adjust);
2000         }
2001 }
2002
2003
2004 /*!
2005  * @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
2006  * / Handle burning fuel every 10 game turns
2007  * @return なし
2008  */
2009 static void process_world_aux_light(void)
2010 {
2011         /* Check for light being wielded */
2012         object_type *o_ptr = &inventory[INVEN_LITE];
2013
2014         /* Burn some fuel in the current lite */
2015         if (o_ptr->tval == TV_LITE)
2016         {
2017                 /* Hack -- Use some fuel (except on artifacts) */
2018                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2019                 {
2020                         /* Decrease life-span */
2021                         if (o_ptr->name2 == EGO_LITE_LONG)
2022                         {
2023                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2024                         }
2025                         else o_ptr->xtra4--;
2026
2027                         /* Notice interesting fuel steps */
2028                         notice_lite_change(o_ptr);
2029                 }
2030         }
2031 }
2032
2033
2034 /*!
2035  * @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
2036  * / Handle mutation effects once every 10 game turns
2037  * @return なし
2038  */
2039 static void process_world_aux_mutation(void)
2040 {
2041         /* No mutation with effects */
2042         if (!p_ptr->muta2) return;
2043
2044         /* No effect on monster arena */
2045         if (p_ptr->inside_battle) return;
2046
2047         /* No effect on the global map */
2048         if (p_ptr->wild_mode) return;
2049
2050         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2051         {
2052                 disturb(FALSE, TRUE);
2053                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2054                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2055                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2056                 (void)set_afraid(0);
2057         }
2058
2059         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2060         {
2061                 if (!p_ptr->resist_fear)
2062                 {
2063                         disturb(FALSE, TRUE);
2064                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2065                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2066                 }
2067         }
2068
2069         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2070         {
2071                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2072                 {
2073                         disturb(FALSE, TRUE);
2074                         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..."));
2075                         msg_print(NULL);
2076                         teleport_player(40, TELEPORT_PASSIVE);
2077                 }
2078         }
2079
2080         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2081         {
2082                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2083                 {
2084                         disturb(FALSE, TRUE);
2085                         p_ptr->redraw |= PR_EXTRA;
2086                         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*!"));
2087                 }
2088
2089                 if (!p_ptr->resist_conf)
2090                 {
2091                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2092                 }
2093
2094                 if (!p_ptr->resist_chaos)
2095                 {
2096                         if (one_in_(20))
2097                         {
2098                                 msg_print(NULL);
2099                                 if (one_in_(3)) lose_all_info();
2100                                 else wiz_dark();
2101                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2102                                 wiz_dark();
2103                                 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..."));
2104                                 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!"));
2105                         }
2106                         else
2107                         {
2108                                 if (one_in_(3))
2109                                 {
2110                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2111                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2112                                 }
2113                         }
2114                 }
2115         }
2116
2117         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2118         {
2119                 if (!p_ptr->resist_chaos)
2120                 {
2121                         disturb(FALSE, TRUE);
2122                         p_ptr->redraw |= PR_EXTRA;
2123                         (void)set_image(p_ptr->image + randint0(50) + 20);
2124                 }
2125         }
2126
2127         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2128         {
2129                 disturb(FALSE, TRUE);
2130                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2131                 msg_print(NULL);
2132                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2133         }
2134
2135         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2136             !p_ptr->anti_magic && one_in_(9000))
2137         {
2138                 int dire = 0;
2139                 disturb(FALSE, TRUE);
2140                 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!", 
2141                                                 "Magical energy flows through you! You must release it!"));
2142
2143                 flush();
2144                 msg_print(NULL);
2145                 (void)get_hack_dir(&dire);
2146                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2147         }
2148
2149         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2150         {
2151                 bool pet = one_in_(6);
2152                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2153
2154                 if (pet) mode |= PM_FORCE_PET;
2155                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2156
2157                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode))
2158                 {
2159                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2160                         disturb(FALSE, TRUE);
2161                 }
2162         }
2163
2164         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2165         {
2166                 disturb(FALSE, TRUE);
2167                 if (one_in_(2))
2168                 {
2169                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2170
2171                         if (p_ptr->fast > 0)
2172                         {
2173                                 set_fast(0, TRUE);
2174                         }
2175                         else
2176                         {
2177                                 set_slow(randint1(30) + 10, FALSE);
2178                         }
2179                 }
2180                 else
2181                 {
2182                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2183
2184                         if (p_ptr->slow > 0)
2185                         {
2186                                 set_slow(0, TRUE);
2187                         }
2188                         else
2189                         {
2190                                 set_fast(randint1(30) + 10, FALSE);
2191                         }
2192                 }
2193                 msg_print(NULL);
2194         }
2195         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2196         {
2197                 disturb(FALSE, TRUE);
2198                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2199
2200                 banish_monsters(100);
2201                 if (!dun_level && p_ptr->town_num)
2202                 {
2203                         int n;
2204
2205                         /* Pick a random shop (except home) */
2206                         do
2207                         {
2208                                 n = randint0(MAX_STORES);
2209                         }
2210                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2211
2212                         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!"));
2213                         store_shuffle(n);
2214                 }
2215                 msg_print(NULL);
2216         }
2217
2218         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2219         {
2220                 object_type *o_ptr;
2221
2222                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2223                 msg_print(NULL);
2224
2225                 /* Absorb light from the current possition */
2226                 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2227                 {
2228                         hp_player(10);
2229                 }
2230
2231                 o_ptr = &inventory[INVEN_LITE];
2232
2233                 /* Absorb some fuel in the current lite */
2234                 if (o_ptr->tval == TV_LITE)
2235                 {
2236                         /* Use some fuel (except on artifacts) */
2237                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2238                         {
2239                                 /* Heal the player a bit */
2240                                 hp_player(o_ptr->xtra4 / 20);
2241
2242                                 /* Decrease life-span of lite */
2243                                 o_ptr->xtra4 /= 2;
2244                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2245
2246                                 /* Notice interesting fuel steps */
2247                                 notice_lite_change(o_ptr);
2248                         }
2249                 }
2250
2251                 /*
2252                  * Unlite the area (radius 10) around player and
2253                  * do 50 points damage to every affected monster
2254                  */
2255                 unlite_area(50, 10);
2256         }
2257
2258         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2259         {
2260                 bool pet = one_in_(3);
2261                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2262
2263                 if (pet) mode |= PM_FORCE_PET;
2264                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2265
2266                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
2267                 {
2268                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2269                         disturb(FALSE, TRUE);
2270                 }
2271         }
2272
2273         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2274         {
2275                 disturb(FALSE, TRUE);
2276                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2277
2278                 msg_print(NULL);
2279                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2280         }
2281         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2282         {
2283                 if (!lose_mutation(0))
2284                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2285         }
2286         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2287         {
2288                 disturb(FALSE, TRUE);
2289                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2290
2291                 msg_print(NULL);
2292                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2293         }
2294         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2295         {
2296                 do_poly_wounds();
2297         }
2298         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2299         {
2300                 int which_stat = randint0(A_MAX);
2301                 int sustained = FALSE;
2302
2303                 switch (which_stat)
2304                 {
2305                 case A_STR:
2306                         if (p_ptr->sustain_str) sustained = TRUE;
2307                         break;
2308                 case A_INT:
2309                         if (p_ptr->sustain_int) sustained = TRUE;
2310                         break;
2311                 case A_WIS:
2312                         if (p_ptr->sustain_wis) sustained = TRUE;
2313                         break;
2314                 case A_DEX:
2315                         if (p_ptr->sustain_dex) sustained = TRUE;
2316                         break;
2317                 case A_CON:
2318                         if (p_ptr->sustain_con) sustained = TRUE;
2319                         break;
2320                 case A_CHR:
2321                         if (p_ptr->sustain_chr) sustained = TRUE;
2322                         break;
2323                 default:
2324                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2325                         sustained = TRUE;
2326                 }
2327
2328                 if (!sustained)
2329                 {
2330                         disturb(FALSE, TRUE);
2331                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2332                         msg_print(NULL);
2333                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2334                 }
2335         }
2336         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2337         {
2338                 bool pet = one_in_(5);
2339                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2340
2341                 if (pet) mode |= PM_FORCE_PET;
2342                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2343
2344                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
2345                 {
2346                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2347                         disturb(FALSE, TRUE);
2348                 }
2349         }
2350         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2351         {
2352                 if (p_ptr->tim_esp > 0)
2353                 {
2354                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2355                         set_tim_esp(0, TRUE);
2356                 }
2357                 else
2358                 {
2359                         msg_print(_("精神が広がった!", "Your mind expands!"));
2360                         set_tim_esp(p_ptr->lev, FALSE);
2361                 }
2362         }
2363         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2364         {
2365                 disturb(FALSE, TRUE);
2366                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2367                 msg_print(NULL);
2368                 set_food(PY_FOOD_WEAK);
2369                 if (music_singing_any()) stop_singing();
2370                 if (hex_spelling_any()) stop_hex_spell_all();
2371         }
2372
2373         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2374         {
2375                 alter_reality();
2376         }
2377
2378         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2379         {
2380                 int danger_amount = 0;
2381                 MONSTER_IDX monster;
2382
2383                 for (monster = 0; monster < m_max; monster++)
2384                 {
2385                         monster_type *m_ptr = &m_list[monster];
2386                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2387
2388                         /* Paranoia -- Skip dead monsters */
2389                         if (!m_ptr->r_idx) continue;
2390
2391                         if (r_ptr->level >= p_ptr->lev)
2392                         {
2393                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2394                         }
2395                 }
2396
2397                 if (danger_amount > 100)
2398                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2399                 else if (danger_amount > 50)
2400                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2401                 else if (danger_amount > 20)
2402                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2403                 else if (danger_amount > 10)
2404                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2405                 else if (danger_amount > 5)
2406                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2407                 else
2408                         msg_print(_("寂しい気がする。", "You feel lonely."));
2409         }
2410
2411         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2412         {
2413                 disturb(FALSE, TRUE);
2414                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2415                 msg_print(NULL);
2416                 (void)set_invuln(randint1(8) + 8, FALSE);
2417         }
2418
2419         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2420         {
2421                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2422
2423                 if (wounds > 0)
2424                 {
2425                         HIT_POINT healing = p_ptr->csp;
2426                         if (healing > wounds) healing = wounds;
2427
2428                         hp_player(healing);
2429                         p_ptr->csp -= healing;
2430                         p_ptr->redraw |= (PR_HP | PR_MANA);
2431                 }
2432         }
2433
2434         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2435         {
2436                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2437
2438                 if (wounds > 0)
2439                 {
2440                         HIT_POINT healing = p_ptr->chp;
2441                         if (healing > wounds) healing = wounds;
2442
2443                         p_ptr->csp += healing;
2444                         p_ptr->redraw |= (PR_HP | PR_MANA);
2445                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2446                 }
2447         }
2448
2449         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2450         {
2451                 INVENTORY_IDX slot = 0;
2452                 object_type *o_ptr = NULL;
2453
2454                 disturb(FALSE, TRUE);
2455                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2456                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2457
2458                 msg_print(NULL);
2459                 if (buki_motteruka(INVEN_RARM))
2460                 {
2461                         slot = INVEN_RARM;
2462                         o_ptr = &inventory[INVEN_RARM];
2463
2464                         if (buki_motteruka(INVEN_LARM) && one_in_(2))
2465                         {
2466                                 o_ptr = &inventory[INVEN_LARM];
2467                                 slot = INVEN_LARM;
2468                         }
2469                 }
2470                 else if (buki_motteruka(INVEN_LARM))
2471                 {
2472                         o_ptr = &inventory[INVEN_LARM];
2473                         slot = INVEN_LARM;
2474                 }
2475                 if (slot && !object_is_cursed(o_ptr))
2476                 {
2477                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2478                         inven_drop(slot, 1);
2479                 }
2480         }
2481
2482 }
2483
2484 /*!
2485  * @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
2486  * / Handle curse effects once every 10 game turns
2487  * @return なし
2488  */
2489 static void process_world_aux_curse(void)
2490 {
2491         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2492         {
2493                 /*
2494                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2495                  * can actually be useful!
2496                  */
2497                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2498                 {
2499                         char o_name[MAX_NLEN];
2500                         object_type *o_ptr;
2501                         int i, i_keep = 0, count = 0;
2502
2503                         /* Scan the equipment with random teleport ability */
2504                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2505                         {
2506                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2507                                 o_ptr = &inventory[i];
2508
2509                                 /* Skip non-objects */
2510                                 if (!o_ptr->k_idx) continue;
2511
2512                                 /* Extract the item flags */
2513                                 object_flags(o_ptr, flgs);
2514
2515                                 if (have_flag(flgs, TR_TELEPORT))
2516                                 {
2517                                         /* {.} will stop random teleportation. */
2518                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2519                                         {
2520                                                 count++;
2521                                                 if (one_in_(count)) i_keep = i;
2522                                         }
2523                                 }
2524                         }
2525
2526                         o_ptr = &inventory[i_keep];
2527                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2528                         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);
2529                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2530                         {
2531                                 disturb(FALSE, TRUE);
2532                                 teleport_player(50, 0L);
2533                         }
2534                         else
2535                         {
2536                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2537                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2538                                 disturb(TRUE, TRUE);
2539                         }
2540                 }
2541                 /* Make a chainsword noise */
2542                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2543                 {
2544                         char noise[1024];
2545                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2546                                 msg_print(noise);
2547                         disturb(FALSE, FALSE);
2548                 }
2549                 /* TY Curse */
2550                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2551                 {
2552                         int count = 0;
2553                         (void)activate_ty_curse(FALSE, &count);
2554                 }
2555                 /* Handle experience draining */
2556                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2557                 {
2558                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2559                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2560                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2561                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2562                         check_experience();
2563                 }
2564                 /* Add light curse (Later) */
2565                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2566                 {
2567                         u32b new_curse;
2568                         object_type *o_ptr;
2569
2570                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2571
2572                         new_curse = get_curse(0, o_ptr);
2573                         if (!(o_ptr->curse_flags & new_curse))
2574                         {
2575                                 char o_name[MAX_NLEN];
2576
2577                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2578
2579                                 o_ptr->curse_flags |= new_curse;
2580                                 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);
2581
2582                                 o_ptr->feeling = FEEL_NONE;
2583
2584                                 p_ptr->update |= (PU_BONUS);
2585                         }
2586                 }
2587                 /* Add heavy curse (Later) */
2588                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2589                 {
2590                         u32b new_curse;
2591                         object_type *o_ptr;
2592
2593                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2594
2595                         new_curse = get_curse(1, o_ptr);
2596                         if (!(o_ptr->curse_flags & new_curse))
2597                         {
2598                                 char o_name[MAX_NLEN];
2599
2600                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2601
2602                                 o_ptr->curse_flags |= new_curse;
2603                                 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);
2604                                 o_ptr->feeling = FEEL_NONE;
2605
2606                                 p_ptr->update |= (PU_BONUS);
2607                         }
2608                 }
2609                 /* Call animal */
2610                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2611                 {
2612                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
2613                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2614                         {
2615                                 char o_name[MAX_NLEN];
2616
2617                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2618                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2619                                 disturb(FALSE, TRUE);
2620                         }
2621                 }
2622                 /* Call demon */
2623                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2624                 {
2625                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2626                         {
2627                                 char o_name[MAX_NLEN];
2628
2629                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2630                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2631                                 disturb(FALSE, TRUE);
2632                         }
2633                 }
2634                 /* Call dragon */
2635                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2636                 {
2637                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2638                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2639                         {
2640                                 char o_name[MAX_NLEN];
2641
2642                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2643                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2644                                 disturb(FALSE, TRUE);
2645                         }
2646                 }
2647                 /* Call undead */
2648                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2649                 {
2650                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2651                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2652                         {
2653                                 char o_name[MAX_NLEN];
2654
2655                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2656                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2657                                 disturb(FALSE, TRUE);
2658                         }
2659                 }
2660                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2661                 {
2662                         if (!p_ptr->resist_fear)
2663                         {
2664                                 disturb(FALSE, TRUE);
2665                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2666                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2667                         }
2668                 }
2669                 /* Teleport player */
2670                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2671                 {
2672                         disturb(FALSE, TRUE);
2673
2674                         /* Teleport player */
2675                         teleport_player(40, TELEPORT_PASSIVE);
2676                 }
2677                 /* Handle HP draining */
2678                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2679                 {
2680                         char o_name[MAX_NLEN];
2681
2682                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2683                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2684                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2685                 }
2686                 /* Handle mana draining */
2687                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2688                 {
2689                         char o_name[MAX_NLEN];
2690
2691                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2692                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2693                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2694                         if (p_ptr->csp < 0)
2695                         {
2696                                 p_ptr->csp = 0;
2697                                 p_ptr->csp_frac = 0;
2698                         }
2699                         p_ptr->redraw |= PR_MANA;
2700                 }
2701         }
2702
2703         /* Rarely, take damage from the Jewel of Judgement */
2704         if (one_in_(999) && !p_ptr->anti_magic)
2705         {
2706                 object_type *o_ptr = &inventory[INVEN_LITE];
2707
2708                 if (o_ptr->name1 == ART_JUDGE)
2709                 {
2710 #ifdef JP
2711                         if (object_is_known(o_ptr))
2712                                 msg_print("『審判の宝石』はあなたの体力を吸収した!");
2713                         else
2714                                 msg_print("なにかがあなたの体力を吸収した!");
2715                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "審判の宝石", -1);
2716 #else
2717                         if (object_is_known(o_ptr))
2718                                 msg_print("The Jewel of Judgement drains life from you!");
2719                         else
2720                                 msg_print("Something drains life from you!");
2721                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
2722 #endif
2723                 }
2724         }
2725 }
2726
2727
2728 /*!
2729  * @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
2730  * / Handle recharging objects once every 10 game turns
2731  * @return なし
2732  */
2733 static void process_world_aux_recharge(void)
2734 {
2735         int i;
2736         bool changed;
2737
2738         /* Process equipment */
2739         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2740         {
2741                 /* Get the object */
2742                 object_type *o_ptr = &inventory[i];
2743
2744                 /* Skip non-objects */
2745                 if (!o_ptr->k_idx) continue;
2746
2747                 /* Recharge activatable objects */
2748                 if (o_ptr->timeout > 0)
2749                 {
2750                         /* Recharge */
2751                         o_ptr->timeout--;
2752
2753                         /* Notice changes */
2754                         if (!o_ptr->timeout)
2755                         {
2756                                 recharged_notice(o_ptr);
2757                                 changed = TRUE;
2758                         }
2759                 }
2760         }
2761
2762         /* Notice changes */
2763         if (changed)
2764         {
2765                 p_ptr->window |= (PW_EQUIP);
2766                 wild_regen = 20;
2767         }
2768
2769         /*
2770          * Recharge rods.  Rods now use timeout to control charging status,
2771          * and each charging rod in a stack decreases the stack's timeout by
2772          * one per turn. -LM-
2773          */
2774         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2775         {
2776                 object_type *o_ptr = &inventory[i];
2777                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2778
2779                 /* Skip non-objects */
2780                 if (!o_ptr->k_idx) continue;
2781
2782                 /* Examine all charging rods or stacks of charging rods. */
2783                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2784                 {
2785                         /* Determine how many rods are charging. */
2786                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2787                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2788
2789                         /* Decrease timeout by that number. */
2790                         o_ptr->timeout -= temp;
2791
2792                         /* Boundary control. */
2793                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2794
2795                         /* Notice changes, provide message if object is inscribed. */
2796                         if (!(o_ptr->timeout))
2797                         {
2798                                 recharged_notice(o_ptr);
2799                                 changed = TRUE;
2800                         }
2801
2802                         /* One of the stack of rod is charged */
2803                         else if (o_ptr->timeout % k_ptr->pval)
2804                         {
2805                                 changed = TRUE;
2806                         }
2807                 }
2808         }
2809
2810         /* Notice changes */
2811         if (changed)
2812         {
2813                 p_ptr->window |= (PW_INVEN);
2814                 wild_regen = 20;
2815         }
2816
2817         /* Process objects on floor */
2818         for (i = 1; i < o_max; i++)
2819         {
2820                 /* Access object */
2821                 object_type *o_ptr = &o_list[i];
2822
2823                 /* Skip dead objects */
2824                 if (!o_ptr->k_idx) continue;
2825
2826                 /* Recharge rods on the ground.  No messages. */
2827                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2828                 {
2829                         /* Charge it */
2830                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2831
2832                         /* Boundary control. */
2833                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2834                 }
2835         }
2836 }
2837
2838
2839 /*!
2840  * @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。
2841  * / Handle involuntary movement once every 10 game turns
2842  * @return なし
2843  */
2844 static void process_world_aux_movement(void)
2845 {
2846         /* Delayed Word-of-Recall */
2847         if (p_ptr->word_recall)
2848         {
2849                 /*
2850                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2851                  * The player is yanked up/down as soon as
2852                  * he loads the autosaved game.
2853                  */
2854                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2855                         do_cmd_save_game(TRUE);
2856
2857                 /* Count down towards recall */
2858                 p_ptr->word_recall--;
2859
2860                 p_ptr->redraw |= (PR_STATUS);
2861
2862                 /* Activate the recall */
2863                 if (!p_ptr->word_recall)
2864                 {
2865                         /* Disturbing! */
2866                         disturb(FALSE, TRUE);
2867
2868                         /* Determine the level */
2869                         if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2870                         {
2871                                 msg_print(_("上に引っ張りあげられる感じがする!",
2872                                                         "You feel yourself yanked upwards!"));
2873
2874                                 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
2875                                 if (record_stair)
2876                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
2877
2878                                 dun_level = 0;
2879                                 dungeon_type = 0;
2880
2881                                 leave_quest_check();
2882                                 leave_tower_check();
2883
2884                                 p_ptr->inside_quest = 0;
2885
2886                                 p_ptr->leaving = TRUE;
2887                         }
2888                         else
2889                         {
2890                                 msg_print(_("下に引きずり降ろされる感じがする!",
2891                                                         "You feel yourself yanked downwards!"));
2892
2893                                 dungeon_type = p_ptr->recall_dungeon;
2894
2895                                 if (record_stair)
2896                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
2897
2898                                 /* New depth */
2899                                 dun_level = max_dlv[dungeon_type];
2900                                 if (dun_level < 1) dun_level = 1;
2901
2902                                 /* Nightmare mode makes recall more dangerous */
2903                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
2904                                 {
2905                                         if (dun_level < 50)
2906                                         {
2907                                                 dun_level *= 2;
2908                                         }
2909                                         else if (dun_level < 99)
2910                                         {
2911                                                 dun_level = (dun_level + 99) / 2;
2912                                         }
2913                                         else if (dun_level > 100)
2914                                         {
2915                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
2916                                         }
2917                                 }
2918
2919                                 if (p_ptr->wild_mode)
2920                                 {
2921                                         p_ptr->wilderness_y = p_ptr->y;
2922                                         p_ptr->wilderness_x = p_ptr->x;
2923                                 }
2924                                 else
2925                                 {
2926                                         /* Save player position */
2927                                         p_ptr->oldpx = p_ptr->x;
2928                                         p_ptr->oldpy = p_ptr->y;
2929                                 }
2930                                 p_ptr->wild_mode = FALSE;
2931
2932                                 /*
2933                                  * Clear all saved floors
2934                                  * and create a first saved floor
2935                                  */
2936                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
2937
2938                                 /* Leaving */
2939                                 p_ptr->leaving = TRUE;
2940
2941                                 if (dungeon_type == DUNGEON_ANGBAND)
2942                                 {
2943                                         int i;
2944
2945                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
2946                                         {
2947                                                 quest_type* const q_ptr = &quest[i];
2948
2949                                                 
2950                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
2951                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
2952                                                     (q_ptr->level < dun_level))
2953                                                 {
2954                                                         q_ptr->status = QUEST_STATUS_FAILED;
2955                                                         q_ptr->complev = (byte)p_ptr->lev;
2956                                                         update_playtime();
2957                                                         q_ptr->comptime = playtime;
2958                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
2959                                                 }
2960                                         }
2961                                 }
2962                         }
2963
2964                         sound(SOUND_TPLEVEL);
2965                 }
2966         }
2967
2968
2969         /* Delayed Alter reality */
2970         if (p_ptr->alter_reality)
2971         {
2972                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
2973                         do_cmd_save_game(TRUE);
2974
2975                 /* Count down towards alter */
2976                 p_ptr->alter_reality--;
2977
2978                 p_ptr->redraw |= (PR_STATUS);
2979
2980                 /* Activate the alter reality */
2981                 if (!p_ptr->alter_reality)
2982                 {
2983                         /* Disturbing! */
2984                         disturb(FALSE, TRUE);
2985
2986                         /* Determine the level */
2987                         if (!quest_number(dun_level) && dun_level)
2988                         {
2989                                 msg_print(_("世界が変わった!", "The world changes!"));
2990
2991                                 /*
2992                                  * Clear all saved floors
2993                                  * and create a first saved floor
2994                                  */
2995                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
2996
2997                                 /* Leaving */
2998                                 p_ptr->leaving = TRUE;
2999                         }
3000                         else
3001                         {
3002                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3003                         }
3004
3005                         sound(SOUND_TPLEVEL);
3006                 }
3007         }
3008 }
3009
3010
3011 /*!
3012  * @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。
3013  * / Count number of adjacent monsters
3014  * @param m_idx 隣接数を調べたいモンスターのID
3015  * @return 隣接しているモンスターの数
3016  */
3017 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3018 {
3019         monster_type *m_ptr = &m_list[m_idx];
3020         int my = m_ptr->fy;
3021         int mx = m_ptr->fx;
3022         int i;
3023         int count = 0;
3024
3025         for (i = 0; i < 7; i++)
3026         {
3027                 int ay = my + ddy_ddd[i];
3028                 int ax = mx + ddx_ddd[i];
3029
3030                 if (!in_bounds(ay, ax)) continue;
3031
3032                 /* Count number of monsters */
3033                 if (cave[ay][ax].m_idx > 0) count++;
3034         }
3035
3036         return count;
3037 }
3038
3039
3040
3041 /*!
3042  * 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
3043  */
3044 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3045
3046 /*!
3047  * @brief ダンジョンの雰囲気を算出する。
3048  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3049  * @return 算出されたダンジョンの雰囲気ランク
3050  */
3051 static byte get_dungeon_feeling(void)
3052 {
3053         const int base = 10;
3054         int rating = 0;
3055         IDX i;
3056
3057         /* Hack -- no feeling in the town */
3058         if (!dun_level) return 0;
3059
3060         /* Examine each monster */
3061         for (i = 1; i < m_max; i++)
3062         {
3063                 monster_type *m_ptr = &m_list[i];
3064                 monster_race *r_ptr;
3065                 int delta = 0;
3066
3067                 /* Skip dead monsters */
3068                 if (!m_ptr->r_idx) continue;
3069
3070                 /* Ignore pet */
3071                 if (is_pet(m_ptr)) continue;
3072
3073                 r_ptr = &r_info[m_ptr->r_idx];
3074
3075                 /* Unique monsters */
3076                 if (r_ptr->flags1 & (RF1_UNIQUE))
3077                 {
3078                         /* Nearly out-of-depth unique monsters */
3079                         if (r_ptr->level + 10 > dun_level)
3080                         {
3081                                 /* Boost rating by twice delta-depth */
3082                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3083                         }
3084                 }
3085                 else
3086                 {
3087                         /* Out-of-depth monsters */
3088                         if (r_ptr->level > dun_level)
3089                         {
3090                                 /* Boost rating by delta-depth */
3091                                 delta += (r_ptr->level - dun_level) * base;
3092                         }
3093                 }
3094
3095                 /* Unusually crowded monsters get a little bit of rating boost */
3096                 if (r_ptr->flags1 & RF1_FRIENDS)
3097                 {
3098                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3099                 }
3100                 else
3101                 {
3102                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3103                 }
3104
3105
3106                 rating += RATING_BOOST(delta);
3107         }
3108
3109         /* Examine each unidentified object */
3110         for (i = 1; i < o_max; i++)
3111         {
3112                 object_type *o_ptr = &o_list[i];
3113                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3114                 int delta = 0;
3115
3116                 /* Skip dead objects */
3117                 if (!o_ptr->k_idx) continue;
3118
3119                 /* Skip known objects */
3120                 if (object_is_known(o_ptr))
3121                 {
3122                         /* Touched? */
3123                         if (o_ptr->marked & OM_TOUCHED) continue;
3124                 }
3125
3126                 /* Skip pseudo-known objects */
3127                 if (o_ptr->ident & IDENT_SENSE) continue;
3128
3129                 /* Ego objects */
3130                 if (object_is_ego(o_ptr))
3131                 {
3132                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3133
3134                         delta += e_ptr->rating * base;
3135                 }
3136
3137                 /* Artifacts */
3138                 if (object_is_artifact(o_ptr))
3139                 {
3140                         s32b cost = object_value_real(o_ptr);
3141
3142                         delta += 10 * base;
3143                         if (cost > 10000L) delta += 10 * base;
3144                         if (cost > 50000L) delta += 10 * base;
3145                         if (cost > 100000L) delta += 10 * base;
3146
3147                         /* Special feeling */
3148                         if (!preserve_mode) return 1;
3149                 }
3150
3151                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3152                 if (o_ptr->tval == TV_SHIELD &&
3153                     o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3154                 if (o_ptr->tval == TV_GLOVES &&
3155                     o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3156                 if (o_ptr->tval == TV_BOOTS &&
3157                     o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3158                 if (o_ptr->tval == TV_HELM &&
3159                     o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3160                 if (o_ptr->tval == TV_RING &&
3161                     o_ptr->sval == SV_RING_SPEED &&
3162                     !object_is_cursed(o_ptr)) delta += 25 * base;
3163                 if (o_ptr->tval == TV_RING &&
3164                     o_ptr->sval == SV_RING_LORDLY &&
3165                     !object_is_cursed(o_ptr)) delta += 15 * base;
3166                 if (o_ptr->tval == TV_AMULET &&
3167                     o_ptr->sval == SV_AMULET_THE_MAGI &&
3168                     !object_is_cursed(o_ptr)) delta += 15 * base;
3169
3170                 /* Out-of-depth objects */
3171                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3172                     k_ptr->level > dun_level)
3173                 {
3174                         /* Rating increase */
3175                         delta += (k_ptr->level - dun_level) * base;
3176                 }
3177
3178                 rating += RATING_BOOST(delta);
3179         }
3180
3181
3182         if (rating > RATING_BOOST(1000)) return 2;
3183         if (rating > RATING_BOOST(800)) return 3;
3184         if (rating > RATING_BOOST(600)) return 4;
3185         if (rating > RATING_BOOST(400)) return 5;
3186         if (rating > RATING_BOOST(300)) return 6;
3187         if (rating > RATING_BOOST(200)) return 7;
3188         if (rating > RATING_BOOST(100)) return 8;
3189         if (rating > RATING_BOOST(0)) return 9;
3190
3191         return 10;
3192 }
3193
3194 /*!
3195  * @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
3196  * / Update dungeon feeling, and announce it if changed
3197  * @return なし
3198  */
3199 static void update_dungeon_feeling(void)
3200 {
3201         byte new_feeling;
3202         int quest_num;
3203         int delay;
3204
3205         /* No feeling on the surface */
3206         if (!dun_level) return;
3207
3208         /* No feeling in the arena */
3209         if (p_ptr->inside_battle) return;
3210
3211         /* Extract delay time */
3212         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3213
3214         /* Not yet felt anything */
3215         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3216
3217         /* Extract quest number (if any) */
3218         quest_num = quest_number(dun_level);
3219
3220         /* No feeling in a quest */
3221         if (quest_num &&
3222             (is_fixed_quest_idx(quest_num) &&
3223              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3224                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3225
3226
3227         /* Get new dungeon feeling */
3228         new_feeling = get_dungeon_feeling();
3229
3230         /* Remember last time updated */
3231         p_ptr->feeling_turn = turn;
3232
3233         /* No change */
3234         if (p_ptr->feeling == new_feeling) return;
3235
3236         /* Dungeon feeling is changed */
3237         p_ptr->feeling = new_feeling;
3238
3239         /* Announce feeling */
3240         do_cmd_feeling();
3241
3242         select_floor_music();
3243
3244         /* Update the level indicator */
3245         p_ptr->redraw |= (PR_DEPTH);
3246
3247         if (disturb_minor) disturb(FALSE, FALSE);
3248 }
3249
3250 /*!
3251  * @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。
3252  * / Handle certain things once every 10 game turns
3253  * @return なし
3254  */
3255 static void process_world(void)
3256 {
3257         int day, hour, min;
3258
3259         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3260         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3261         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3262         
3263         extract_day_hour_min(&day, &hour, &min);
3264
3265         /* Update dungeon feeling, and announce it if changed */
3266         update_dungeon_feeling();
3267
3268         /* 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.*/
3269         if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3270         {
3271                 dun_level = 0;
3272                 dungeon_type = 0;
3273                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3274                 p_ptr->inside_arena = FALSE;
3275                 p_ptr->wild_mode = FALSE;
3276                 p_ptr->leaving = TRUE;
3277         }
3278
3279         /*** Check monster arena ***/
3280         if (p_ptr->inside_battle && !p_ptr->leaving)
3281         {
3282                 int i2, j2;
3283                 int win_m_idx = 0;
3284                 int number_mon = 0;
3285
3286                 /* Count all hostile monsters */
3287                 for (i2 = 0; i2 < cur_wid; ++i2)
3288                         for (j2 = 0; j2 < cur_hgt; j2++)
3289                         {
3290                                 cave_type *c_ptr = &cave[j2][i2];
3291
3292                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3293                                 {
3294                                         number_mon++;
3295                                         win_m_idx = c_ptr->m_idx;
3296                                 }
3297                         }
3298
3299                 if (number_mon == 0)
3300                 {
3301                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3302                         msg_print(NULL);
3303                         p_ptr->energy_need = 0;
3304                         battle_monsters();
3305                 }
3306                 else if ((number_mon-1) == 0)
3307                 {
3308                         char m_name[80];
3309                         monster_type *wm_ptr;
3310
3311                         wm_ptr = &m_list[win_m_idx];
3312
3313                         monster_desc(m_name, wm_ptr, 0);
3314                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3315                         msg_print(NULL);
3316
3317                         if (win_m_idx == (sel_monster+1))
3318                         {
3319                                 msg_print(_("おめでとうございます。", "Congratulations."));
3320                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3321                                 p_ptr->au += battle_odds;
3322                         }
3323                         else
3324                         {
3325                                 msg_print(_("残念でした。", "You lost gold."));
3326                         }
3327                         msg_print(NULL);
3328                         p_ptr->energy_need = 0;
3329                         battle_monsters();
3330                 }
3331                 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3332                 {
3333                         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."));
3334                         p_ptr->au += kakekin;
3335                         msg_print(NULL);
3336                         p_ptr->energy_need = 0;
3337                         battle_monsters();
3338                 }
3339         }
3340
3341         /* Every 10 game turns */
3342         if (turn % TURNS_PER_TICK) return;
3343
3344         /*** Check the Time and Load ***/
3345
3346         if (!(turn % (50*TURNS_PER_TICK)))
3347         {
3348                 /* Check time and load */
3349                 if ((0 != check_time()) || (0 != check_load()))
3350                 {
3351                         /* Warning */
3352                         if (closing_flag <= 2)
3353                         {
3354                                 disturb(FALSE, TRUE);
3355
3356                                 /* Count warnings */
3357                                 closing_flag++;
3358
3359                                 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..."));
3360                                 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."));
3361
3362                         }
3363
3364                         /* Slam the gate */
3365                         else
3366                         {
3367                                 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."));
3368
3369                                 /* Stop playing */
3370                                 p_ptr->playing = FALSE;
3371
3372                                 /* Leaving */
3373                                 p_ptr->leaving = TRUE;
3374                         }
3375                 }
3376         }
3377
3378         /*** Attempt timed autosave ***/
3379         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3380         {
3381                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3382                         do_cmd_save_game(TRUE);
3383         }
3384
3385         if (mon_fight && !ignore_unview)
3386         {
3387                 msg_print(_("何かが聞こえた。", "You hear noise."));
3388         }
3389
3390         /*** Handle the wilderness/town (sunshine) ***/
3391
3392         /* While in town/wilderness */
3393         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3394         {
3395                 /* Hack -- Daybreak/Nighfall in town */
3396                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3397                 {
3398                         bool dawn;
3399
3400                         /* Check for dawn */
3401                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3402
3403                         if (dawn) day_break();
3404                         else night_falls();
3405
3406                 }
3407         }
3408
3409         /* While in the dungeon (vanilla_town or lite_town mode only) */
3410         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3411         {
3412                 /*** Shuffle the Storekeepers ***/
3413
3414                 /* Chance is only once a day (while in dungeon) */
3415                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3416                 {
3417                         /* Sometimes, shuffle the shop-keepers */
3418                         if (one_in_(STORE_SHUFFLE))
3419                         {
3420                                 int n;
3421                                 FEAT_IDX i;
3422
3423                                 /* Pick a random shop (except home and museum) */
3424                                 do
3425                                 {
3426                                         n = randint0(MAX_STORES);
3427                                 }
3428                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3429
3430                                 /* Check every feature */
3431                                 for (i = 1; i < max_f_idx; i++)
3432                                 {
3433                                         /* Access the index */
3434                                         feature_type *f_ptr = &f_info[i];
3435
3436                                         /* Skip empty index */
3437                                         if (!f_ptr->name) continue;
3438
3439                                         /* Skip non-store features */
3440                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3441
3442                                         /* Verify store type */
3443                                         if (f_ptr->subtype == n)
3444                                         {
3445                                                 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);
3446
3447                                                 /* Shuffle it */
3448                                                 store_shuffle(n);
3449
3450                                                 break;
3451                                         }
3452                                 }
3453                         }
3454                 }
3455         }
3456
3457
3458         /*** Process the monsters ***/
3459
3460         /* Check for creature generation. */
3461         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3462             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3463         {
3464                 /* Make a new monster */
3465                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3466         }
3467
3468         /* Hack -- Check for creature regeneration */
3469         if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3470         if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3471
3472         if (!p_ptr->leaving)
3473         {
3474                 int i;
3475
3476                 /* Hack -- Process the counters of monsters if needed */
3477                 for (i = 0; i < MAX_MTIMED; i++)
3478                 {
3479                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3480                 }
3481         }
3482
3483
3484         /* Date changes */
3485         if (!hour && !min)
3486         {
3487                 if (min != prev_min)
3488                 {
3489                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3490                         determine_today_mon(FALSE);
3491                 }
3492         }
3493
3494         /*
3495          * Nightmare mode activates the TY_CURSE at midnight
3496          * Require exact minute -- Don't activate multiple times in a minute
3497          */
3498
3499         if (ironman_nightmare && (min != prev_min))
3500         {
3501
3502                 /* Every 15 minutes after 11:00 pm */
3503                 if ((hour == 23) && !(min % 15))
3504                 {
3505                         /* Disturbing */
3506                         disturb(FALSE, TRUE);
3507
3508                         switch (min / 15)
3509                         {
3510                         case 0:
3511                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3512                                 break;
3513
3514                         case 1:
3515                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3516                                 break;
3517
3518                         case 2:
3519                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3520                                 break;
3521
3522                         case 3:
3523                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3524                                 break;
3525                         }
3526                 }
3527
3528                 /* TY_CURSE activates at midnight! */
3529                 if (!hour && !min)
3530                 {
3531
3532                         disturb(TRUE, TRUE);
3533                         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."));
3534
3535                         if (p_ptr->wild_mode)
3536                         {
3537                                 /* Go into large wilderness view */
3538                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3539                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3540                                 change_wild_mode();
3541
3542                                 /* Give first move to monsters */
3543                                 p_ptr->energy_use = 100;
3544
3545                                 /* HACk -- set the encouter flag for the wilderness generation */
3546                                 generate_encounter = TRUE;
3547                         }
3548
3549                         invoking_midnight_curse = TRUE;
3550                 }
3551         }
3552
3553
3554
3555         /* Check the Food */
3556         process_world_aux_digestion();
3557
3558         /* Process timed damage and regeneration */
3559         process_world_aux_hp_and_sp();
3560
3561         /* Process timeout */
3562         process_world_aux_timeout();
3563
3564         /* Process light */
3565         process_world_aux_light();
3566
3567         /* Process mutation effects */
3568         process_world_aux_mutation();
3569
3570         /* Process curse effects */
3571         process_world_aux_curse();
3572
3573         /* Process recharging */
3574         process_world_aux_recharge();
3575
3576         /* Feel the inventory */
3577         sense_inventory1();
3578         sense_inventory2();
3579
3580         /* Involuntary Movement */
3581         process_world_aux_movement();
3582 }
3583
3584 /*!
3585  * @brief ウィザードモードへの導入処理
3586  * / Verify use of "wizard" mode
3587  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3588  */
3589 static bool enter_wizard_mode(void)
3590 {
3591         /* Ask first time */
3592         if (!p_ptr->noscore)
3593         {
3594                 /* Wizard mode is not permitted */
3595                 if (!allow_debug_opts || arg_wizard)
3596                 {
3597                         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."));
3598                         return FALSE;
3599                 }
3600
3601                 /* Mention effects */
3602                 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."));
3603                 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."));
3604                 msg_print(NULL);
3605
3606                 /* Verify request */
3607                 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? ")))
3608                 {
3609                         return (FALSE);
3610                 }
3611
3612                 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."));
3613                 /* Mark savefile */
3614                 p_ptr->noscore |= 0x0002;
3615         }
3616
3617         /* Success */
3618         return (TRUE);
3619 }
3620
3621
3622 #ifdef ALLOW_WIZARD
3623
3624 /*!
3625  * @brief デバッグコマンドへの導入処理
3626  * / Verify use of "debug" commands
3627  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3628  */
3629 static bool enter_debug_mode(void)
3630 {
3631         /* Ask first time */
3632         if (!p_ptr->noscore)
3633         {
3634                 /* Debug mode is not permitted */
3635                 if (!allow_debug_opts)
3636                 {
3637                         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."));
3638                         return FALSE;
3639                 }
3640
3641                 /* Mention effects */
3642                 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."));
3643                 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."));
3644
3645                 msg_print(NULL);
3646
3647                 /* Verify request */
3648                 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? ")))
3649                 {
3650                         return (FALSE);
3651                 }
3652
3653                 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."));
3654                 /* Mark savefile */
3655                 p_ptr->noscore |= 0x0008;
3656         }
3657
3658         /* Success */
3659         return (TRUE);
3660 }
3661
3662 /*
3663  * Hack -- Declare the Debug Routines
3664  */
3665 extern void do_cmd_debug(void);
3666
3667 #endif /* ALLOW_WIZARD */
3668
3669
3670 #ifdef ALLOW_BORG
3671
3672 /*!
3673  * @brief ボーグコマンドへの導入処理
3674  * / Verify use of "borg" commands
3675  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3676  */
3677 static bool enter_borg_mode(void)
3678 {
3679         /* Ask first time */
3680         if (!(p_ptr->noscore & 0x0010))
3681         {
3682                 /* Mention effects */
3683                 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."));
3684                 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."));
3685
3686                 msg_print(NULL);
3687
3688                 /* Verify request */
3689                 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? ")))
3690                 {
3691                         return (FALSE);
3692                 }
3693
3694                 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."));
3695                 /* Mark savefile */
3696                 p_ptr->noscore |= 0x0010;
3697         }
3698
3699         /* Success */
3700         return (TRUE);
3701 }
3702
3703 /*
3704  * Hack -- Declare the Ben Borg
3705  */
3706 extern void do_cmd_borg(void);
3707
3708 #endif /* ALLOW_BORG */
3709
3710
3711 /*!
3712  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3713  * / Parse and execute the current command Give "Warning" on illegal commands.
3714  * @todo Make some "blocks"
3715  * @return なし
3716  */
3717 static void process_command(void)
3718 {
3719         COMMAND_CODE old_now_message = now_message;
3720
3721         /* Handle repeating the last command */
3722         repeat_check();
3723
3724         now_message = 0;
3725
3726         /* Sniper */
3727         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3728                 reset_concent = TRUE;
3729
3730         /* Parse the command */
3731         switch (command_cmd)
3732         {
3733                 /* Ignore */
3734                 case ESCAPE:
3735                 case ' ':
3736                 {
3737                         break;
3738                 }
3739
3740                 /* Ignore return */
3741                 case '\r':
3742                 case '\n':
3743                 {
3744                         break;
3745                 }
3746
3747                 /*** Wizard Commands ***/
3748
3749                 /* Toggle Wizard Mode */
3750                 case KTRL('W'):
3751                 {
3752                         if (p_ptr->wizard)
3753                         {
3754                                 p_ptr->wizard = FALSE;
3755                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3756                         }
3757                         else if (enter_wizard_mode())
3758                         {
3759                                 p_ptr->wizard = TRUE;
3760                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3761                         }
3762
3763                         /* Update monsters */
3764                         p_ptr->update |= (PU_MONSTERS);
3765
3766                         /* Redraw "title" */
3767                         p_ptr->redraw |= (PR_TITLE);
3768
3769                         break;
3770                 }
3771
3772
3773 #ifdef ALLOW_WIZARD
3774
3775                 /* Special "debug" commands */
3776                 case KTRL('A'):
3777                 {
3778                         /* Enter debug mode */
3779                         if (enter_debug_mode())
3780                         {
3781                                 do_cmd_debug();
3782                         }
3783                         break;
3784                 }
3785
3786 #endif /* ALLOW_WIZARD */
3787
3788
3789 #ifdef ALLOW_BORG
3790
3791                 /* Special "borg" commands */
3792                 case KTRL('Z'):
3793                 {
3794                         /* Enter borg mode */
3795                         if (enter_borg_mode())
3796                         {
3797                                 if (!p_ptr->wild_mode) do_cmd_borg();
3798                         }
3799
3800                         break;
3801                 }
3802
3803 #endif /* ALLOW_BORG */
3804
3805
3806
3807                 /*** Inventory Commands ***/
3808
3809                 /* Wear/wield equipment */
3810                 case 'w':
3811                 {
3812                         if (!p_ptr->wild_mode) do_cmd_wield();
3813                         break;
3814                 }
3815
3816                 /* Take off equipment */
3817                 case 't':
3818                 {
3819                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3820                         break;
3821                 }
3822
3823                 /* Drop an item */
3824                 case 'd':
3825                 {
3826                         if (!p_ptr->wild_mode) do_cmd_drop();
3827                         break;
3828                 }
3829
3830                 /* Destroy an item */
3831                 case 'k':
3832                 {
3833                         do_cmd_destroy();
3834                         break;
3835                 }
3836
3837                 /* Equipment list */
3838                 case 'e':
3839                 {
3840                         do_cmd_equip();
3841                         break;
3842                 }
3843
3844                 /* Inventory list */
3845                 case 'i':
3846                 {
3847                         do_cmd_inven();
3848                         break;
3849                 }
3850
3851
3852                 /*** Various commands ***/
3853
3854                 /* Identify an object */
3855                 case 'I':
3856                 {
3857                         do_cmd_observe();
3858                         break;
3859                 }
3860
3861                 /* Hack -- toggle windows */
3862                 case KTRL('I'):
3863                 {
3864                         toggle_inven_equip();
3865                         break;
3866                 }
3867
3868
3869                 /*** Standard "Movement" Commands ***/
3870
3871                 /* Alter a grid */
3872                 case '+':
3873                 {
3874                         if (!p_ptr->wild_mode) do_cmd_alter();
3875                         break;
3876                 }
3877
3878                 /* Dig a tunnel */
3879                 case 'T':
3880                 {
3881                         if (!p_ptr->wild_mode) do_cmd_tunnel();
3882                         break;
3883                 }
3884
3885                 /* Move (usually pick up things) */
3886                 case ';':
3887                 {
3888                         do_cmd_walk(FALSE);
3889                         break;
3890                 }
3891
3892                 /* Move (usually do not pick up) */
3893                 case '-':
3894                 {
3895                         do_cmd_walk(TRUE);
3896                         break;
3897                 }
3898
3899
3900                 /*** Running, Resting, Searching, Staying */
3901
3902                 /* Begin Running -- Arg is Max Distance */
3903                 case '.':
3904                 {
3905                         if (!p_ptr->wild_mode) do_cmd_run();
3906                         break;
3907                 }
3908
3909                 /* Stay still (usually pick things up) */
3910                 case ',':
3911                 {
3912                         do_cmd_stay(always_pickup);
3913                         break;
3914                 }
3915
3916                 /* Stay still (usually do not pick up) */
3917                 case 'g':
3918                 {
3919                         do_cmd_stay(!always_pickup);
3920                         break;
3921                 }
3922
3923                 /* Rest -- Arg is time */
3924                 case 'R':
3925                 {
3926                         do_cmd_rest();
3927                         break;
3928                 }
3929
3930                 /* Search for traps/doors */
3931                 case 's':
3932                 {
3933                         do_cmd_search();
3934                         break;
3935                 }
3936
3937                 /* Toggle search mode */
3938                 case 'S':
3939                 {
3940                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3941                         else set_action(ACTION_SEARCH);
3942                         break;
3943                 }
3944
3945
3946                 /*** Stairs and Doors and Chests and Traps ***/
3947
3948                 /* Enter store */
3949                 case SPECIAL_KEY_STORE:
3950                 {
3951                         if (!p_ptr->wild_mode) do_cmd_store();
3952                         break;
3953                 }
3954
3955                 /* Enter building -KMW- */
3956                 case SPECIAL_KEY_BUILDING:
3957                 {
3958                         if (!p_ptr->wild_mode) do_cmd_bldg();
3959                         break;
3960                 }
3961
3962                 /* Enter quest level -KMW- */
3963                 case SPECIAL_KEY_QUEST:
3964                 {
3965                         if (!p_ptr->wild_mode) do_cmd_quest();
3966                         break;
3967                 }
3968
3969                 /* Go up staircase */
3970                 case '<':
3971                 {
3972                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
3973                         {
3974                                 if (vanilla_town) break;
3975
3976                                 if (ambush_flag)
3977                                 {
3978                                         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."));
3979                                         break;
3980                                 }
3981
3982                                 if (p_ptr->food < PY_FOOD_WEAK)
3983                                 {
3984                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
3985                                         break;
3986                                 }
3987
3988                                 change_wild_mode();
3989                         }
3990                         else
3991                                 do_cmd_go_up();
3992                         break;
3993                 }
3994
3995                 /* Go down staircase */
3996                 case '>':
3997                 {
3998                         if (p_ptr->wild_mode)
3999                                 change_wild_mode();
4000                         else
4001                                 do_cmd_go_down();
4002
4003                         break;
4004                 }
4005
4006                 /* Open a door or chest */
4007                 case 'o':
4008                 {
4009                         if (!p_ptr->wild_mode) do_cmd_open();
4010                         break;
4011                 }
4012
4013                 /* Close a door */
4014                 case 'c':
4015                 {
4016                         if (!p_ptr->wild_mode) do_cmd_close();
4017                         break;
4018                 }
4019
4020                 /* Jam a door with spikes */
4021                 case 'j':
4022                 {
4023                         if (!p_ptr->wild_mode) do_cmd_spike();
4024                         break;
4025                 }
4026
4027                 /* Bash a door */
4028                 case 'B':
4029                 {
4030                         if (!p_ptr->wild_mode) do_cmd_bash();
4031                         break;
4032                 }
4033
4034                 /* Disarm a trap or chest */
4035                 case 'D':
4036                 {
4037                         if (!p_ptr->wild_mode) do_cmd_disarm();
4038                         break;
4039                 }
4040
4041
4042                 /*** Magic and Prayers ***/
4043
4044                 /* Gain new spells/prayers */
4045                 case 'G':
4046                 {
4047                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4048                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4049                         else if (p_ptr->pclass == CLASS_SAMURAI)
4050                                 do_cmd_gain_hissatsu();
4051                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4052                                 gain_magic();
4053                         else
4054                                 do_cmd_study();
4055                         break;
4056                 }
4057
4058                 /* Browse a book */
4059                 case 'b':
4060                 {
4061                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4062                              (p_ptr->pclass == CLASS_BERSERKER) ||
4063                              (p_ptr->pclass == CLASS_NINJA) ||
4064                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4065                              ) do_cmd_mind_browse();
4066                         else if (p_ptr->pclass == CLASS_SMITH)
4067                                 do_cmd_kaji(TRUE);
4068                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4069                                 do_cmd_magic_eater(TRUE, FALSE);
4070                         else if (p_ptr->pclass == CLASS_SNIPER)
4071                                 do_cmd_snipe_browse();
4072                         else do_cmd_browse();
4073                         break;
4074                 }
4075
4076                 /* Cast a spell */
4077                 case 'm':
4078                 {
4079                         /* -KMW- */
4080                         if (!p_ptr->wild_mode)
4081                         {
4082                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4083                                 {
4084                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4085                                 }
4086                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4087                                 {
4088                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4089                                         msg_print(NULL);
4090                                 }
4091                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4092                                 {
4093                                         cptr which_power = _("魔法", "magic");
4094                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4095                                                 which_power = _("超能力", "psionic powers");
4096                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4097                                                 which_power = _("ものまね", "imitation");
4098                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4099                                                 which_power = _("必殺剣", "hissatsu");
4100                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4101                                                 which_power = _("鏡魔法", "mirror magic");
4102                                         else if (p_ptr->pclass == CLASS_NINJA)
4103                                                 which_power = _("忍術", "ninjutsu");
4104                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4105                                                 which_power = _("祈り", "prayer");
4106
4107                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4108                                         p_ptr->energy_use = 0;
4109                                 }
4110                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4111                                 {
4112                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4113                                         p_ptr->energy_use = 0;
4114                                 }
4115                                 else
4116                                 {
4117                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4118                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4119                                             (p_ptr->pclass == CLASS_NINJA) ||
4120                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4121                                             )
4122                                                 do_cmd_mind();
4123                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4124                                                 do_cmd_mane(FALSE);
4125                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4126                                                 do_cmd_magic_eater(FALSE, FALSE);
4127                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4128                                                 do_cmd_hissatsu();
4129                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4130                                                 do_cmd_cast_learned();
4131                                         else if (p_ptr->pclass == CLASS_SMITH)
4132                                                 do_cmd_kaji(FALSE);
4133                                         else if (p_ptr->pclass == CLASS_SNIPER)
4134                                                 do_cmd_snipe();
4135                                         else
4136                                                 do_cmd_cast();
4137                                 }
4138                         }
4139                         break;
4140                 }
4141
4142                 /* Issue a pet command */
4143                 case 'p':
4144                 {
4145                         if (!p_ptr->wild_mode) do_cmd_pet();
4146                         break;
4147                 }
4148
4149                 /*** Use various objects ***/
4150
4151                 /* Inscribe an object */
4152                 case '{':
4153                 {
4154                         do_cmd_inscribe();
4155                         break;
4156                 }
4157
4158                 /* Uninscribe an object */
4159                 case '}':
4160                 {
4161                         do_cmd_uninscribe();
4162                         break;
4163                 }
4164
4165                 /* Activate an artifact */
4166                 case 'A':
4167                 {
4168                         if (!p_ptr->wild_mode)
4169                         {
4170                         if (!p_ptr->inside_arena)
4171                                 do_cmd_activate();
4172                         else
4173                         {
4174                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4175                                 msg_print(NULL);
4176                         }
4177                         }
4178                         break;
4179                 }
4180
4181                 /* Eat some food */
4182                 case 'E':
4183                 {
4184                         do_cmd_eat_food();
4185                         break;
4186                 }
4187
4188                 /* Fuel your lantern/torch */
4189                 case 'F':
4190                 {
4191                         do_cmd_refill();
4192                         break;
4193                 }
4194
4195                 /* Fire an item */
4196                 case 'f':
4197                 {
4198                         if (!p_ptr->wild_mode) do_cmd_fire();
4199                         break;
4200                 }
4201
4202                 /* Throw an item */
4203                 case 'v':
4204                 {
4205                         if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
4206                         break;
4207                 }
4208
4209                 /* Aim a wand */
4210                 case 'a':
4211                 {
4212                         if (!p_ptr->wild_mode)
4213                         {
4214                         if (!p_ptr->inside_arena)
4215                                 do_cmd_aim_wand();
4216                         else
4217                         {
4218                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4219                                 msg_print(NULL);
4220                         }
4221                         }
4222                         break;
4223                 }
4224
4225                 /* Zap a rod */
4226                 case 'z':
4227                 {
4228                         if (!p_ptr->wild_mode)
4229                         {
4230                         if (p_ptr->inside_arena)
4231                         {
4232                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4233                                 msg_print(NULL);
4234                         }
4235                         else if (use_command && rogue_like_commands)
4236                         {
4237                                 do_cmd_use();
4238                         }
4239                         else
4240                         {
4241                                 do_cmd_zap_rod();
4242                         }
4243                         }
4244                         break;
4245                 }
4246
4247                 /* Quaff a potion */
4248                 case 'q':
4249                 {
4250                         if (!p_ptr->wild_mode)
4251                         {
4252                         if (!p_ptr->inside_arena)
4253                                 do_cmd_quaff_potion();
4254                         else
4255                         {
4256                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4257                                 msg_print(NULL);
4258                         }
4259                         }
4260                         break;
4261                 }
4262
4263                 /* Read a scroll */
4264                 case 'r':
4265                 {
4266                         if (!p_ptr->wild_mode)
4267                         {
4268                         if (!p_ptr->inside_arena)
4269                                 do_cmd_read_scroll();
4270                         else
4271                         {
4272                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4273                                 msg_print(NULL);
4274                         }
4275                         }
4276                         break;
4277                 }
4278
4279                 /* Use a staff */
4280                 case 'u':
4281                 {
4282                         if (!p_ptr->wild_mode)
4283                         {
4284                         if (p_ptr->inside_arena)
4285                         {
4286                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4287                                 msg_print(NULL);
4288                         }
4289                         else if (use_command && !rogue_like_commands)
4290                         {
4291                                 do_cmd_use();
4292                         }
4293                         else
4294                                 do_cmd_use_staff();
4295                         }
4296                         break;
4297                 }
4298
4299                 /* Use racial power */
4300                 case 'U':
4301                 {
4302                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4303                         break;
4304                 }
4305
4306
4307                 /*** Looking at Things (nearby or on map) ***/
4308
4309                 /* Full dungeon map */
4310                 case 'M':
4311                 {
4312                         do_cmd_view_map();
4313                         break;
4314                 }
4315
4316                 /* Locate player on map */
4317                 case 'L':
4318                 {
4319                         do_cmd_locate();
4320                         break;
4321                 }
4322
4323                 /* Look around */
4324                 case 'l':
4325                 {
4326                         do_cmd_look();
4327                         break;
4328                 }
4329
4330                 /* Target monster or location */
4331                 case '*':
4332                 {
4333                         if (!p_ptr->wild_mode) do_cmd_target();
4334                         break;
4335                 }
4336
4337
4338
4339                 /*** Help and Such ***/
4340
4341                 /* Help */
4342                 case '?':
4343                 {
4344                         do_cmd_help();
4345                         break;
4346                 }
4347
4348                 /* Identify symbol */
4349                 case '/':
4350                 {
4351                         do_cmd_query_symbol();
4352                         break;
4353                 }
4354
4355                 /* Character description */
4356                 case 'C':
4357                 {
4358                         do_cmd_change_name();
4359                         break;
4360                 }
4361
4362
4363                 /*** System Commands ***/
4364
4365                 /* Hack -- User interface */
4366                 case '!':
4367                 {
4368                         (void)Term_user(0);
4369                         break;
4370                 }
4371
4372                 /* Single line from a pref file */
4373                 case '"':
4374                 {
4375                         do_cmd_pref();
4376                         break;
4377                 }
4378
4379                 case '$':
4380                 {
4381                         do_cmd_reload_autopick();
4382                         break;
4383                 }
4384
4385                 case '_':
4386                 {
4387                         do_cmd_edit_autopick();
4388                         break;
4389                 }
4390
4391                 /* Interact with macros */
4392                 case '@':
4393                 {
4394                         do_cmd_macros();
4395                         break;
4396                 }
4397
4398                 /* Interact with visuals */
4399                 case '%':
4400                 {
4401                         do_cmd_visuals();
4402                         do_cmd_redraw();
4403                         break;
4404                 }
4405
4406                 /* Interact with colors */
4407                 case '&':
4408                 {
4409                         do_cmd_colors();
4410                         do_cmd_redraw();
4411                         break;
4412                 }
4413
4414                 /* Interact with options */
4415                 case '=':
4416                 {
4417                         do_cmd_options();
4418                         (void)combine_and_reorder_home(STORE_HOME);
4419                         do_cmd_redraw();
4420                         break;
4421                 }
4422
4423                 /*** Misc Commands ***/
4424
4425                 /* Take notes */
4426                 case ':':
4427                 {
4428                         do_cmd_note();
4429                         break;
4430                 }
4431
4432                 /* Version info */
4433                 case 'V':
4434                 {
4435                         do_cmd_version();
4436                         break;
4437                 }
4438
4439                 /* Repeat level feeling */
4440                 case KTRL('F'):
4441                 {
4442                         if (!p_ptr->wild_mode) do_cmd_feeling();
4443                         break;
4444                 }
4445
4446                 /* Show previous message */
4447                 case KTRL('O'):
4448                 {
4449                         do_cmd_message_one();
4450                         break;
4451                 }
4452
4453                 /* Show previous messages */
4454                 case KTRL('P'):
4455                 {
4456                         do_cmd_messages(old_now_message);
4457                         break;
4458                 }
4459
4460                 /* Show quest status -KMW- */
4461                 case KTRL('Q'):
4462                 {
4463                         do_cmd_checkquest();
4464                         break;
4465                 }
4466
4467                 /* Redraw the screen */
4468                 case KTRL('R'):
4469                 {
4470                         now_message = old_now_message;
4471                         do_cmd_redraw();
4472                         break;
4473                 }
4474
4475 #ifndef VERIFY_SAVEFILE
4476
4477                 /* Hack -- Save and don't quit */
4478                 case KTRL('S'):
4479                 {
4480                         do_cmd_save_game(FALSE);
4481                         break;
4482                 }
4483
4484 #endif /* VERIFY_SAVEFILE */
4485
4486                 case KTRL('T'):
4487                 {
4488                         do_cmd_time();
4489                         break;
4490                 }
4491
4492                 /* Save and quit */
4493                 case KTRL('X'):
4494                 case SPECIAL_KEY_QUIT:
4495                 {
4496                         do_cmd_save_and_exit();
4497                         break;
4498                 }
4499
4500                 /* Quit (commit suicide) */
4501                 case 'Q':
4502                 {
4503                         do_cmd_suicide();
4504                         break;
4505                 }
4506
4507                 case '|':
4508                 {
4509                         do_cmd_nikki();
4510                         break;
4511                 }
4512
4513                 /* Check artifacts, uniques, objects */
4514                 case '~':
4515                 {
4516                         do_cmd_knowledge();
4517                         break;
4518                 }
4519
4520                 /* Load "screen dump" */
4521                 case '(':
4522                 {
4523                         do_cmd_load_screen();
4524                         break;
4525                 }
4526
4527                 /* Save "screen dump" */
4528                 case ')':
4529                 {
4530                         do_cmd_save_screen();
4531                         break;
4532                 }
4533
4534                 /* Record/stop "Movie" */
4535                 case ']':
4536                 {
4537                         prepare_movie_hooks();
4538                         break;
4539                 }
4540
4541                 /* Make random artifact list */
4542                 case KTRL('V'):
4543                 {
4544                         spoil_random_artifact("randifact.txt");
4545                         break;
4546                 }
4547
4548 #ifdef TRAVEL
4549                 case '`':
4550                 {
4551                         if (!p_ptr->wild_mode) do_cmd_travel();
4552                         if (p_ptr->special_defense & KATA_MUSOU)
4553                         {
4554                                 set_action(ACTION_NONE);
4555                         }
4556                         break;
4557                 }
4558 #endif
4559
4560                 /* Hack -- Unknown command */
4561                 default:
4562                 {
4563                         if (flush_failure) flush();
4564                         if (one_in_(2))
4565                         {
4566                                 char error_m[1024];
4567                                 sound(SOUND_ILLEGAL);
4568                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4569                                         msg_print(error_m);
4570                         }
4571                         else
4572                         {
4573                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4574                         }
4575
4576                         break;
4577                 }
4578         }
4579         if (!p_ptr->energy_use && !now_message)
4580                 now_message = old_now_message;
4581 }
4582
4583 /*!
4584  * @brief モンスター種族が釣れる種族かどうかを判定する。
4585  * @param r_idx 判定したいモンスター種族のID
4586  * @return 釣れる対象ならばTRUEを返す
4587  */
4588 static bool monster_tsuri(MONRACE_IDX r_idx)
4589 {
4590         monster_race *r_ptr = &r_info[r_idx];
4591
4592         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
4593                 return TRUE;
4594         else
4595                 return FALSE;
4596 }
4597
4598
4599 /*!
4600  * @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
4601  * @return なし
4602  */
4603 static void pack_overflow(void)
4604 {
4605         if (inventory[INVEN_PACK].k_idx)
4606         {
4607                 char o_name[MAX_NLEN];
4608                 object_type *o_ptr;
4609
4610                 /* Is auto-destroy done? */
4611                 notice_stuff();
4612                 if (!inventory[INVEN_PACK].k_idx) return;
4613
4614                 /* Access the slot to be dropped */
4615                 o_ptr = &inventory[INVEN_PACK];
4616
4617                 /* Disturbing */
4618                 disturb(FALSE, TRUE);
4619
4620                 /* Warning */
4621                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4622
4623                 /* Describe */
4624                 object_desc(o_name, o_ptr, 0);
4625
4626                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4627
4628                 /* Drop it (carefully) near the player */
4629                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4630
4631                 /* Modify, Describe, Optimize */
4632                 inven_item_increase(INVEN_PACK, -255);
4633                 inven_item_describe(INVEN_PACK);
4634                 inven_item_optimize(INVEN_PACK);
4635
4636                 /* Handle "p_ptr->notice" */
4637                 notice_stuff();
4638
4639                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4640                 handle_stuff();
4641         }
4642 }
4643
4644 /*!
4645  * @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.
4646  * @return なし
4647  */
4648 static void process_upkeep_with_speed(void)
4649 {
4650         /* Give the player some energy */
4651         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4652         {
4653                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4654         }
4655         
4656         /* No turn yet */
4657         if (p_ptr->enchant_energy_need > 0) return;
4658         
4659         while (p_ptr->enchant_energy_need <= 0)
4660         {
4661                 /* Handle the player song */
4662                 if (!load) check_music();
4663
4664                 /* Hex - Handle the hex spells */
4665                 if (!load) check_hex();
4666                 if (!load) revenge_spell();
4667                 
4668                 /* There is some randomness of needed energy */
4669                 p_ptr->enchant_energy_need += ENERGY_NEED();
4670         }
4671 }
4672
4673 /*!
4674  * @brief プレイヤーの行動処理 / Process the player
4675  * @return なし
4676  * @note
4677  * Notice the annoying code to handle "pack overflow", which\n
4678  * must come first just in case somebody manages to corrupt\n
4679  * the savefiles by clever use of menu commands or something.\n
4680  */
4681 static void process_player(void)
4682 {
4683         IDX i;
4684
4685         /*** Apply energy ***/
4686
4687         if (hack_mutation)
4688         {
4689                 msg_print(_("何か変わった気がする!", "You feel different!"));
4690
4691                 (void)gain_random_mutation(0);
4692                 hack_mutation = FALSE;
4693         }
4694
4695         if (invoking_midnight_curse)
4696         {
4697                 int count = 0;
4698                 activate_ty_curse(FALSE, &count);
4699                 invoking_midnight_curse = FALSE;
4700         }
4701
4702         if (p_ptr->inside_battle)
4703         {
4704                 for(i = 1; i < m_max; i++)
4705                 {
4706                         monster_type *m_ptr = &m_list[i];
4707
4708                         if (!m_ptr->r_idx) continue;
4709
4710                         /* Hack -- Detect monster */
4711                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4712
4713                         /* Update the monster */
4714                         update_mon(i, FALSE);
4715                 }
4716                 prt_time();
4717         }
4718
4719         /* Give the player some energy */
4720         else if (!(load && p_ptr->energy_need <= 0))
4721         {
4722                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4723         }
4724
4725         /* No turn yet */
4726         if (p_ptr->energy_need > 0) return;
4727         if (!command_rep) prt_time();
4728
4729         /*** Check for interupts ***/
4730
4731         /* Complete resting */
4732         if (resting < 0)
4733         {
4734                 /* Basic resting */
4735                 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4736                 {
4737                         /* Stop resting */
4738                         if ((p_ptr->chp == p_ptr->mhp) &&
4739                             (p_ptr->csp >= p_ptr->msp))
4740                         {
4741                                 set_action(ACTION_NONE);
4742                         }
4743                 }
4744
4745                 /* Complete resting */
4746                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4747                 {
4748                         /* Stop resting */
4749                         if ((p_ptr->chp == p_ptr->mhp) &&
4750                             (p_ptr->csp >= p_ptr->msp) &&
4751                             !p_ptr->blind && !p_ptr->confused &&
4752                             !p_ptr->poisoned && !p_ptr->afraid &&
4753                             !p_ptr->stun && !p_ptr->cut &&
4754                             !p_ptr->slow && !p_ptr->paralyzed &&
4755                             !p_ptr->image && !p_ptr->word_recall &&
4756                             !p_ptr->alter_reality)
4757                         {
4758                                 set_action(ACTION_NONE);
4759                         }
4760                 }
4761         }
4762
4763         if (p_ptr->action == ACTION_FISH)
4764         {
4765                 /* Delay */
4766                 Term_xtra(TERM_XTRA_DELAY, 10);
4767                 if (one_in_(1000))
4768                 {
4769                         MONRACE_IDX r_idx;
4770                         bool success = FALSE;
4771                         get_mon_num_prep(monster_tsuri,NULL);
4772                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4773                         msg_print(NULL);
4774                         if (r_idx && one_in_(2))
4775                         {
4776                                 POSITION y, x;
4777                                 y = p_ptr->y + ddy[tsuri_dir];
4778                                 x = p_ptr->x + ddx[tsuri_dir];
4779                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4780                                 {
4781                                         char m_name[80];
4782                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4783                                         msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4784                                         success = TRUE;
4785                                 }
4786                         }
4787                         if (!success)
4788                         {
4789                                 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4790                         }
4791                         disturb(FALSE, TRUE);
4792                 }
4793         }
4794
4795         /* Handle "abort" */
4796         if (check_abort)
4797         {
4798                 /* Check for "player abort" (semi-efficiently for resting) */
4799                 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4800                 {
4801                         /* Do not wait */
4802                         inkey_scan = TRUE;
4803
4804                         /* Check for a key */
4805                         if (inkey())
4806                         {
4807                                 flush(); /* Flush input */
4808
4809                                 disturb(FALSE, TRUE);
4810
4811                                 /* Hack -- Show a Message */
4812                                 msg_print(_("中断しました。", "Canceled."));
4813                         }
4814                 }
4815         }
4816
4817         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4818         {
4819                 monster_type *m_ptr = &m_list[p_ptr->riding];
4820                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4821
4822                 if (MON_CSLEEP(m_ptr))
4823                 {
4824                         char m_name[80];
4825
4826                         /* Recover fully */
4827                         (void)set_monster_csleep(p_ptr->riding, 0);
4828
4829                         /* Acquire the monster name */
4830                         monster_desc(m_name, m_ptr, 0);
4831                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4832                 }
4833
4834                 if (MON_STUNNED(m_ptr))
4835                 {
4836                         /* Hack -- Recover from stun */
4837                         if (set_monster_stunned(p_ptr->riding,
4838                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4839                         {
4840                                 char m_name[80];
4841
4842                                 /* Acquire the monster name */
4843                                 monster_desc(m_name, m_ptr, 0);
4844
4845                                 /* Dump a message */
4846                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4847                         }
4848                 }
4849
4850                 if (MON_CONFUSED(m_ptr))
4851                 {
4852                         /* Hack -- Recover from confusion */
4853                         if (set_monster_confused(p_ptr->riding,
4854                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4855                         {
4856                                 char m_name[80];
4857
4858                                 /* Acquire the monster name */
4859                                 monster_desc(m_name, m_ptr, 0);
4860
4861                                 /* Dump a message */
4862                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4863                         }
4864                 }
4865
4866                 if (MON_MONFEAR(m_ptr))
4867                 {
4868                         /* Hack -- Recover from fear */
4869                         if(set_monster_monfear(p_ptr->riding,
4870                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4871                         {
4872                                 char m_name[80];
4873
4874                                 /* Acquire the monster name */
4875                                 monster_desc(m_name, m_ptr, 0);
4876
4877                                 /* Dump a message */
4878                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4879                         }
4880                 }
4881
4882                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4883                 handle_stuff();
4884         }
4885         
4886         load = FALSE;
4887
4888         /* Fast */
4889         if (p_ptr->lightspeed)
4890         {
4891                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4892         }
4893         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4894         {
4895                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4896                 else P_PTR_KI -= 40;
4897                 p_ptr->update |= (PU_BONUS);
4898         }
4899         if (p_ptr->action == ACTION_LEARN)
4900         {
4901                 s32b cost = 0L;
4902                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4903
4904                 /* Convert the unit (1/2^16) to (1/2^32) */
4905                 s64b_LSHIFT(cost, cost_frac, 16);
4906  
4907                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4908                 {
4909                         /* Mana run out */
4910                         p_ptr->csp = 0;
4911                         p_ptr->csp_frac = 0;
4912                         set_action(ACTION_NONE);
4913                 }
4914                 else
4915                 {
4916                         /* Reduce mana */
4917                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4918                 }
4919                 p_ptr->redraw |= PR_MANA;
4920         }
4921
4922         if (p_ptr->special_defense & KATA_MASK)
4923         {
4924                 if (p_ptr->special_defense & KATA_MUSOU)
4925                 {
4926                         if (p_ptr->csp < 3)
4927                         {
4928                                 set_action(ACTION_NONE);
4929                         }
4930                         else
4931                         {
4932                                 p_ptr->csp -= 2;
4933                                 p_ptr->redraw |= (PR_MANA);
4934                         }
4935                 }
4936         }
4937
4938         /*** Handle actual user input ***/
4939
4940         /* Repeat until out of energy */
4941         while (p_ptr->energy_need <= 0)
4942         {
4943                 p_ptr->window |= PW_PLAYER;
4944                 p_ptr->sutemi = FALSE;
4945                 p_ptr->counter = FALSE;
4946                 now_damaged = FALSE;
4947
4948                 /* Handle "p_ptr->notice" */
4949                 notice_stuff();
4950
4951                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4952                 handle_stuff();
4953
4954                 /* Place the cursor on the player */
4955                 move_cursor_relative(p_ptr->y, p_ptr->x);
4956
4957                 /* Refresh (optional) */
4958                 if (fresh_before) Term_fresh();
4959
4960                 /* Hack -- Pack Overflow */
4961                 pack_overflow();
4962
4963                 /* Hack -- cancel "lurking browse mode" */
4964                 if (!command_new) command_see = FALSE;
4965
4966                 /* Assume free turn */
4967                 p_ptr->energy_use = 0;
4968
4969                 if (p_ptr->inside_battle)
4970                 {
4971                         /* Place the cursor on the player */
4972                         move_cursor_relative(p_ptr->y, p_ptr->x);
4973
4974                         command_cmd = SPECIAL_KEY_BUILDING;
4975
4976                         /* Process the command */
4977                         process_command();
4978                 }
4979
4980                 /* Paralyzed or Knocked Out */
4981                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4982                 {
4983                         p_ptr->energy_use = 100;
4984                 }
4985
4986                 /* Resting */
4987                 else if (p_ptr->action == ACTION_REST)
4988                 {
4989                         /* Timed rest */
4990                         if (resting > 0)
4991                         {
4992                                 /* Reduce rest count */
4993                                 resting--;
4994
4995                                 if (!resting) set_action(ACTION_NONE);
4996
4997                                 /* Redraw the state */
4998                                 p_ptr->redraw |= (PR_STATE);
4999                         }
5000
5001                         p_ptr->energy_use = 100;
5002                 }
5003
5004                 /* Fishing */
5005                 else if (p_ptr->action == ACTION_FISH)
5006                 {
5007                         p_ptr->energy_use = 100;
5008                 }
5009
5010                 /* Running */
5011                 else if (running)
5012                 {
5013                         /* Take a step */
5014                         run_step(0);
5015                 }
5016
5017 #ifdef TRAVEL
5018                 /* Traveling */
5019                 else if (travel.run)
5020                 {
5021                         /* Take a step */
5022                         travel_step();
5023                 }
5024 #endif
5025
5026                 /* Repeated command */
5027                 else if (command_rep)
5028                 {
5029                         /* Count this execution */
5030                         command_rep--;
5031
5032                         /* Redraw the state */
5033                         p_ptr->redraw |= (PR_STATE);
5034
5035                         /* Redraw stuff */
5036                         redraw_stuff();
5037
5038                         /* Hack -- Assume messages were seen */
5039                         msg_flag = FALSE;
5040
5041                         /* Clear the top line */
5042                         prt("", 0, 0);
5043
5044                         /* Process the command */
5045                         process_command();
5046                 }
5047
5048                 /* Normal command */
5049                 else
5050                 {
5051                         /* Place the cursor on the player */
5052                         move_cursor_relative(p_ptr->y, p_ptr->x);
5053
5054                         can_save = TRUE;
5055                         /* Get a command (normal) */
5056                         request_command(FALSE);
5057                         can_save = FALSE;
5058
5059                         /* Process the command */
5060                         process_command();
5061                 }
5062
5063
5064                 /* Hack -- Pack Overflow */
5065                 pack_overflow();
5066
5067
5068                 /*** Clean up ***/
5069
5070                 /* Significant */
5071                 if (p_ptr->energy_use)
5072                 {
5073                         /* Use some energy */
5074                         if (world_player || p_ptr->energy_use > 400)
5075                         {
5076                                 /* The Randomness is irrelevant */
5077                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5078                         }
5079                         else
5080                         {
5081                                 /* There is some randomness of needed energy */
5082                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5083                         }
5084
5085                         /* Hack -- constant hallucination */
5086                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5087
5088
5089                         /* Shimmer monsters if needed */
5090                         if (shimmer_monsters)
5091                         {
5092                                 /* Clear the flag */
5093                                 shimmer_monsters = FALSE;
5094
5095                                 /* Shimmer multi-hued monsters */
5096                                 for (i = 1; i < m_max; i++)
5097                                 {
5098                                         monster_type *m_ptr;
5099                                         monster_race *r_ptr;
5100
5101                                         /* Access monster */
5102                                         m_ptr = &m_list[i];
5103
5104                                         /* Skip dead monsters */
5105                                         if (!m_ptr->r_idx) continue;
5106
5107                                         /* Skip unseen monsters */
5108                                         if (!m_ptr->ml) continue;
5109
5110                                         /* Access the monster race */
5111                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5112
5113                                         /* Skip non-multi-hued monsters */
5114                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5115                                                 continue;
5116
5117                                         /* Reset the flag */
5118                                         shimmer_monsters = TRUE;
5119
5120                                         /* Redraw regardless */
5121                                         lite_spot(m_ptr->fy, m_ptr->fx);
5122                                 }
5123                         }
5124
5125
5126                         /* Handle monster detection */
5127                         if (repair_monsters)
5128                         {
5129                                 /* Reset the flag */
5130                                 repair_monsters = FALSE;
5131
5132                                 /* Rotate detection flags */
5133                                 for (i = 1; i < m_max; i++)
5134                                 {
5135                                         monster_type *m_ptr;
5136
5137                                         /* Access monster */
5138                                         m_ptr = &m_list[i];
5139
5140                                         /* Skip dead monsters */
5141                                         if (!m_ptr->r_idx) continue;
5142
5143                                         /* Nice monsters get mean */
5144                                         if (m_ptr->mflag & MFLAG_NICE)
5145                                         {
5146                                                 /* Nice monsters get mean */
5147                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5148                                         }
5149
5150                                         /* Handle memorized monsters */
5151                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5152                                         {
5153                                                 /* Maintain detection */
5154                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5155                                                 {
5156                                                         /* Forget flag */
5157                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5158
5159                                                         /* Still need repairs */
5160                                                         repair_monsters = TRUE;
5161                                                 }
5162
5163                                                 /* Remove detection */
5164                                                 else
5165                                                 {
5166                                                         /* Forget flag */
5167                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5168
5169                                                         /* Assume invisible */
5170                                                         m_ptr->ml = FALSE;
5171
5172                                                         /* Update the monster */
5173                                                         update_mon(i, FALSE);
5174
5175                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5176                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5177
5178                                                         /* Redraw regardless */
5179                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5180                                                 }
5181                                         }
5182                                 }
5183                         }
5184                         if (p_ptr->pclass == CLASS_IMITATOR)
5185                         {
5186                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5187                                 {
5188                                         p_ptr->mane_num--;
5189                                         for (i = 0; i < p_ptr->mane_num; i++)
5190                                         {
5191                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5192                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5193                                         }
5194                                 }
5195                                 new_mane = FALSE;
5196                                 p_ptr->redraw |= (PR_IMITATION);
5197                         }
5198                         if (p_ptr->action == ACTION_LEARN)
5199                         {
5200                                 new_mane = FALSE;
5201                                 p_ptr->redraw |= (PR_STATE);
5202                         }
5203
5204                         if (world_player && (p_ptr->energy_need > - 1000))
5205                         {
5206                                 /* Redraw map */
5207                                 p_ptr->redraw |= (PR_MAP);
5208
5209                                 /* Update monsters */
5210                                 p_ptr->update |= (PU_MONSTERS);
5211
5212                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5213
5214                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5215                                 msg_print(NULL);
5216                                 world_player = FALSE;
5217                                 p_ptr->energy_need = ENERGY_NEED();
5218
5219                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5220                                 handle_stuff();
5221                         }
5222                 }
5223
5224                 /* Hack -- notice death */
5225                 if (!p_ptr->playing || p_ptr->is_dead)
5226                 {
5227                         world_player = FALSE;
5228                         break;
5229                 }
5230
5231                 /* Sniper */
5232                 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5233
5234                 /* Handle "leaving" */
5235                 if (p_ptr->leaving) break;
5236         }
5237
5238         /* Update scent trail */
5239         update_smell();
5240 }
5241
5242 /*!
5243  * @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.
5244  * @return なし
5245  * @details
5246  * <p>
5247  * 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、
5248  * ゲームを終了するかのいずれかまでループする。
5249  * </p>
5250  * <p>
5251  * This function will not exit until the level is completed,\n
5252  * the user dies, or the game is terminated.\n
5253  * </p>
5254  */
5255 static void dungeon(bool load_game)
5256 {
5257         int quest_num = 0;
5258
5259         /* Set the base level */
5260         base_level = dun_level;
5261
5262         /* Reset various flags */
5263         is_loading_now = FALSE;
5264
5265         /* Not leaving */
5266         p_ptr->leaving = FALSE;
5267
5268         /* Reset the "command" vars */
5269         command_cmd = 0;
5270
5271 #if 0 /* Don't reset here --- It's used for Arena */
5272         command_new = 0;
5273 #endif
5274
5275         command_rep = 0;
5276         command_arg = 0;
5277         command_dir = 0;
5278
5279
5280         /* Cancel the target */
5281         target_who = 0;
5282         pet_t_m_idx = 0;
5283         riding_t_m_idx = 0;
5284         ambush_flag = FALSE;
5285
5286         /* Cancel the health bar */
5287         health_track(0);
5288
5289         /* Check visual effects */
5290         shimmer_monsters = TRUE;
5291         shimmer_objects = TRUE;
5292         repair_monsters = TRUE;
5293         repair_objects = TRUE;
5294
5295
5296         disturb(TRUE, TRUE);
5297
5298         /* Get index of current quest (if any) */
5299         quest_num = quest_number(dun_level);
5300
5301         /* Inside a quest? */
5302         if (quest_num)
5303         {
5304                 /* Mark the quest monster */
5305                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5306         }
5307
5308         /* Track maximum player level */
5309         if (p_ptr->max_plv < p_ptr->lev)
5310         {
5311                 p_ptr->max_plv = p_ptr->lev;
5312         }
5313
5314
5315         /* Track maximum dungeon level (if not in quest -KMW-) */
5316         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5317         {
5318                 max_dlv[dungeon_type] = dun_level;
5319                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5320         }
5321
5322         (void)calculate_upkeep();
5323
5324         /* Validate the panel */
5325         panel_bounds_center();
5326
5327         /* Verify the panel */
5328         verify_panel();
5329
5330         /* Flush messages */
5331         msg_print(NULL);
5332
5333
5334         /* Enter "xtra" mode */
5335         character_xtra = TRUE;
5336
5337         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5338
5339         /* Redraw dungeon */
5340         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5341
5342         /* Redraw map */
5343         p_ptr->redraw |= (PR_MAP);
5344
5345         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5346
5347         /* Update lite/view */
5348         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5349
5350         /* Update monsters */
5351         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5352
5353         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5354         handle_stuff();
5355
5356         /* Leave "xtra" mode */
5357         character_xtra = FALSE;
5358
5359         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5360
5361         /* Combine / Reorder the pack */
5362         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5363
5364         /* Handle "p_ptr->notice" */
5365         notice_stuff();
5366
5367         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5368         handle_stuff();
5369
5370         /* Refresh */
5371         Term_fresh();
5372
5373         if (quest_num && (is_fixed_quest_idx(quest_num) &&
5374             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5375             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5376
5377         if (p_ptr->inside_battle)
5378         {
5379                 if (load_game)
5380                 {
5381                         p_ptr->energy_need = 0;
5382                         battle_monsters();
5383                 }
5384                 else
5385                 {
5386                         msg_print(_("試合開始!", "Ready..Fight!"));
5387                         msg_print(NULL);
5388                 }
5389         }
5390
5391         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5392                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5393
5394         /* Hack -- notice death or departure */
5395         if (!p_ptr->playing || p_ptr->is_dead) return;
5396
5397         /* Print quest message if appropriate */
5398         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5399         {
5400                 quest_discovery(random_quest_number(dun_level));
5401                 p_ptr->inside_quest = random_quest_number(dun_level);
5402         }
5403         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5404         {
5405                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5406 #ifdef JP
5407                         msg_format("この階には%sの主である%sが棲んでいる。",
5408                                    d_name+d_info[dungeon_type].name, 
5409                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5410 #else
5411                         msg_format("%^s lives in this level as the keeper of %s.",
5412                                            r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5413                                            d_name+d_info[dungeon_type].name);
5414 #endif
5415         }
5416
5417         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5418
5419         /*** Process this dungeon level ***/
5420
5421         /* Reset the monster generation level */
5422         monster_level = base_level;
5423
5424         /* Reset the object generation level */
5425         object_level = base_level;
5426
5427         is_loading_now = TRUE;
5428
5429         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5430             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5431                 p_ptr->energy_need = 0;
5432
5433         /* Not leaving dungeon */
5434         p_ptr->leaving_dungeon = FALSE;
5435
5436         /* Initialize monster process */
5437         mproc_init();
5438
5439         /* Main loop */
5440         while (TRUE)
5441         {
5442                 /* Hack -- Compact the monster list occasionally */
5443                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5444
5445                 /* Hack -- Compress the monster list occasionally */
5446                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5447
5448
5449                 /* Hack -- Compact the object list occasionally */
5450                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5451
5452                 /* Hack -- Compress the object list occasionally */
5453                 if (o_cnt + 32 < o_max) compact_objects(0);
5454
5455                 
5456                 /* Process the player */
5457                 process_player();
5458                 
5459                 process_upkeep_with_speed();
5460
5461                 /* Handle "p_ptr->notice" */
5462                 notice_stuff();
5463
5464                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5465                 handle_stuff();
5466
5467                 /* Hack -- Hilite the player */
5468                 move_cursor_relative(p_ptr->y, p_ptr->x);
5469
5470                 /* Optional fresh */
5471                 if (fresh_after) Term_fresh();
5472
5473                 /* Hack -- Notice death or departure */
5474                 if (!p_ptr->playing || p_ptr->is_dead) break;
5475
5476                 /* Process all of the monsters */
5477                 process_monsters();
5478
5479                 /* Handle "p_ptr->notice" */
5480                 notice_stuff();
5481
5482                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
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
5495                 /* Process the world */
5496                 process_world();
5497
5498                 /* Handle "p_ptr->notice" */
5499                 notice_stuff();
5500
5501                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5502                 handle_stuff();
5503
5504                 /* Hack -- Hilite the player */
5505                 move_cursor_relative(p_ptr->y, p_ptr->x);
5506
5507                 /* Optional fresh */
5508                 if (fresh_after) Term_fresh();
5509
5510                 /* Hack -- Notice death or departure */
5511                 if (!p_ptr->playing || p_ptr->is_dead) break;
5512
5513                 /* Count game turns */
5514                 turn++;
5515
5516                 if (dungeon_turn < dungeon_turn_limit)
5517                 {
5518                         if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5519                         else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5520                 }
5521
5522                 prevent_turn_overflow();
5523
5524                 /* Handle "leaving" */
5525                 if (p_ptr->leaving) break;
5526
5527                 if (wild_regen) wild_regen--;
5528         }
5529
5530         /* Inside a quest and non-unique questor? */
5531         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5532         {
5533                 /* Un-mark the quest monster */
5534                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5535         }
5536
5537         /* Not save-and-quit and not dead? */
5538         if (p_ptr->playing && !p_ptr->is_dead)
5539         {
5540                 /*
5541                  * Maintain Unique monsters and artifact, save current
5542                  * floor, then prepare next floor
5543                  */
5544                 leave_floor();
5545
5546                 /* Forget the flag */
5547                 reinit_wilderness = FALSE;
5548         }
5549
5550         /* Write about current level on the play record once per level */
5551         write_level = TRUE;
5552 }
5553
5554
5555 /*!
5556  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5557  * @return なし
5558  * @note
5559  * Modified by Arcum Dagsson to support
5560  * separate macro files for different realms.
5561  */
5562 static void load_all_pref_files(void)
5563 {
5564         char buf[1024];
5565
5566         /* Access the "user" pref file */
5567         sprintf(buf, "user.prf");
5568
5569         /* Process that file */
5570         process_pref_file(buf);
5571
5572         /* Access the "user" system pref file */
5573         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5574
5575         /* Process that file */
5576         process_pref_file(buf);
5577
5578         /* Access the "race" pref file */
5579         sprintf(buf, "%s.prf", rp_ptr->title);
5580
5581         /* Process that file */
5582         process_pref_file(buf);
5583
5584         /* Access the "class" pref file */
5585         sprintf(buf, "%s.prf", cp_ptr->title);
5586
5587         /* Process that file */
5588         process_pref_file(buf);
5589
5590         /* Access the "character" pref file */
5591         sprintf(buf, "%s.prf", player_base);
5592
5593         /* Process that file */
5594         process_pref_file(buf);
5595
5596         /* Access the "realm 1" pref file */
5597         if (p_ptr->realm1 != REALM_NONE)
5598         {
5599                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5600
5601                 /* Process that file */
5602                 process_pref_file(buf);
5603         }
5604
5605         /* Access the "realm 2" pref file */
5606         if (p_ptr->realm2 != REALM_NONE)
5607         {
5608                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5609
5610                 /* Process that file */
5611                 process_pref_file(buf);
5612         }
5613
5614
5615         /* Load an autopick preference file */
5616         autopick_load_pref(FALSE);
5617 }
5618
5619
5620 /*!
5621  * @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
5622  * @return なし
5623  */
5624 void extract_option_vars(void)
5625 {
5626         int i;
5627
5628         for (i = 0; option_info[i].o_desc; i++)
5629         {
5630                 int os = option_info[i].o_set;
5631                 int ob = option_info[i].o_bit;
5632
5633                 /* Set the "default" options */
5634                 if (option_info[i].o_var)
5635                 {
5636                         /* Set */
5637                         if (option_flag[os] & (1L << ob))
5638                         {
5639                                 /* Set */
5640                                 (*option_info[i].o_var) = TRUE;
5641                         }
5642
5643                         /* Clear */
5644                         else
5645                         {
5646                                 /* Clear */
5647                                 (*option_info[i].o_var) = FALSE;
5648                         }
5649                 }
5650         }
5651 }
5652
5653
5654 /*!
5655  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5656  * @return なし
5657  */
5658 void determine_bounty_uniques(void)
5659 {
5660         int i, j;
5661         MONRACE_IDX tmp;
5662         monster_race *r_ptr;
5663
5664         get_mon_num_prep(NULL, NULL);
5665         for (i = 0; i < MAX_KUBI; i++)
5666         {
5667                 while (1)
5668                 {
5669                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5670                         r_ptr = &r_info[kubi_r_idx[i]];
5671
5672                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5673
5674                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5675
5676                         if (r_ptr->rarity > 100) continue;
5677
5678                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5679
5680                         for (j = 0; j < i; j++)
5681                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5682
5683                         if (j == i) break;
5684                 }
5685         }
5686
5687         /* Sort them */
5688         for (i = 0; i < MAX_KUBI - 1; i++)
5689         {
5690                 for (j = i; j < MAX_KUBI; j++)
5691                 {
5692                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5693                         {
5694                                 tmp = kubi_r_idx[i];
5695                                 kubi_r_idx[i] = kubi_r_idx[j];
5696                                 kubi_r_idx[j] = tmp;
5697                         }
5698                 }
5699         }
5700 }
5701
5702
5703 /*!
5704  * @brief 今日の賞金首を確定する / Determine today's bounty monster
5705  * @return なし
5706  * @note conv_old is used if loaded 0.0.3 or older save file
5707  */
5708 void determine_today_mon(bool conv_old)
5709 {
5710         int max_dl = 3, i;
5711         bool old_inside_battle = p_ptr->inside_battle;
5712         monster_race *r_ptr;
5713
5714         if (!conv_old)
5715         {
5716                 for (i = 0; i < max_d_idx; i++)
5717                 {
5718                         if (max_dlv[i] < d_info[i].mindepth) continue;
5719                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5720                 }
5721         }
5722         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5723
5724         p_ptr->inside_battle = TRUE;
5725         get_mon_num_prep(NULL, NULL);
5726
5727         while (1)
5728         {
5729                 today_mon = get_mon_num(max_dl);
5730                 r_ptr = &r_info[today_mon];
5731
5732                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5733                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5734                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5735                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5736                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5737                 if (r_ptr->rarity > 10) continue;
5738                 break;
5739         }
5740
5741         p_ptr->today_mon = 0;
5742         p_ptr->inside_battle = old_inside_battle;
5743 }
5744
5745 /*!
5746  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5747  * @return なし
5748  * @note
5749  * If the "new_game" parameter is true, then, after loading the
5750  * savefile, we will commit suicide, if necessary, to allow the
5751  * player to start a new game.
5752  */
5753 void play_game(bool new_game)
5754 {
5755         MONSTER_IDX i;
5756         bool load_game = TRUE;
5757         bool init_random_seed = FALSE;
5758
5759 #ifdef CHUUKEI
5760         if (chuukei_client)
5761         {
5762                 reset_visuals();
5763                 browse_chuukei();
5764                 return;
5765         }
5766
5767         else if (chuukei_server)
5768         {
5769                 prepare_chuukei_hooks();
5770         }
5771 #endif
5772
5773         if (browsing_movie)
5774         {
5775                 reset_visuals();
5776                 browse_movie();
5777                 return;
5778         }
5779
5780         hack_mutation = FALSE;
5781
5782         /* Hack -- Character is "icky" */
5783         character_icky = TRUE;
5784
5785         /* Make sure main term is active */
5786         Term_activate(angband_term[0]);
5787
5788         /* Initialise the resize hooks */
5789         angband_term[0]->resize_hook = resize_map;
5790
5791         for (i = 1; i < 8; i++)
5792         {
5793                 /* Does the term exist? */
5794                 if (angband_term[i])
5795                 {
5796                         /* Add the redraw on resize hook */
5797                         angband_term[i]->resize_hook = redraw_window;
5798                 }
5799         }
5800
5801         /* Hack -- turn off the cursor */
5802         (void)Term_set_cursor(0);
5803
5804
5805         /* Attempt to load */
5806         if (!load_player())
5807         {
5808                 quit(_("セーブファイルが壊れています", "broken savefile"));
5809         }
5810
5811         /* Extract the options */
5812         extract_option_vars();
5813
5814         /* Report waited score */
5815         if (p_ptr->wait_report_score)
5816         {
5817                 char buf[1024];
5818                 bool success;
5819
5820                 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))
5821                         quit(0);
5822
5823                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5824
5825                 update_stuff();
5826
5827                 p_ptr->is_dead = TRUE;
5828
5829                 start_time = (u32b)time(NULL);
5830
5831                 /* No suspending now */
5832                 signals_ignore_tstp();
5833                 
5834                 /* Hack -- Character is now "icky" */
5835                 character_icky = TRUE;
5836
5837                 /* Build the filename */
5838                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5839
5840                 /* Open the high score file, for reading/writing */
5841                 highscore_fd = fd_open(buf, O_RDWR);
5842
5843                 /* 町名消失バグ対策(#38205) Init the wilderness */
5844                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5845
5846                 /* Handle score, show Top scores */
5847                 success = send_world_score(TRUE);
5848
5849                 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))
5850                 {
5851                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5852                         (void)inkey();
5853                 }
5854                 else
5855                 {
5856                         p_ptr->wait_report_score = FALSE;
5857                         top_twenty();
5858                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5859                 }
5860                 /* Shut the high score file */
5861                 (void)fd_close(highscore_fd);
5862
5863                 /* Forget the high score fd */
5864                 highscore_fd = -1;
5865                 
5866                 /* Allow suspending now */
5867                 signals_handle_tstp();
5868
5869                 quit(0);
5870         }
5871
5872         creating_savefile = new_game;
5873
5874         /* Nothing loaded */
5875         if (!character_loaded)
5876         {
5877                 /* Make new player */
5878                 new_game = TRUE;
5879
5880                 /* The dungeon is not ready */
5881                 character_dungeon = FALSE;
5882
5883                 /* Prepare to init the RNG */
5884                 init_random_seed = TRUE;
5885
5886                 /* Initialize the saved floors data */
5887                 init_saved_floors(FALSE);
5888         }
5889
5890         /* Old game is loaded.  But new game is requested. */
5891         else if (new_game)
5892         {
5893                 /* Initialize the saved floors data */
5894                 init_saved_floors(TRUE);
5895         }
5896
5897         /* Process old character */
5898         if (!new_game)
5899         {
5900                 /* Process the player name */
5901                 process_player_name(FALSE);
5902         }
5903
5904         /* Init the RNG */
5905         if (init_random_seed)
5906         {
5907                 Rand_state_init();
5908         }
5909
5910         /* Roll new character */
5911         if (new_game)
5912         {
5913                 /* The dungeon is not ready */
5914                 character_dungeon = FALSE;
5915
5916                 /* Start in town */
5917                 dun_level = 0;
5918                 p_ptr->inside_quest = 0;
5919                 p_ptr->inside_arena = FALSE;
5920                 p_ptr->inside_battle = FALSE;
5921
5922                 write_level = TRUE;
5923
5924                 /* Hack -- seed for flavors */
5925                 seed_flavor = randint0(0x10000000);
5926
5927                 /* Hack -- seed for town layout */
5928                 seed_town = randint0(0x10000000);
5929
5930                 /* Roll up a new character */
5931                 player_birth();
5932
5933                 counts_write(2,0);
5934                 p_ptr->count = 0;
5935
5936                 load = FALSE;
5937
5938                 determine_bounty_uniques();
5939                 determine_today_mon(FALSE);
5940
5941                 /* Initialize object array */
5942                 wipe_o_list();
5943         }
5944         else
5945         {
5946                 write_level = FALSE;
5947
5948                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
5949                                           _("                            ----ゲーム再開----",
5950                                                 "                            ---- Restart Game ----"));
5951
5952 /*
5953  * 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。
5954  * 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。
5955  */
5956                 if (p_ptr->riding == -1)
5957                 {
5958                         p_ptr->riding = 0;
5959                         for (i = m_max; i > 0; i--)
5960                         {
5961                                 if (player_bold(m_list[i].fy, m_list[i].fx))
5962                                 {
5963                                         p_ptr->riding = i;
5964                                         break;
5965                                 }
5966                         }
5967                 }
5968         }
5969
5970         creating_savefile = FALSE;
5971
5972         p_ptr->teleport_town = FALSE;
5973         p_ptr->sutemi = FALSE;
5974         world_monster = FALSE;
5975         now_damaged = FALSE;
5976         now_message = 0;
5977         start_time = time(NULL) - 1;
5978         record_o_name[0] = '\0';
5979
5980         /* Reset map panel */
5981         panel_row_min = cur_hgt;
5982         panel_col_min = cur_wid;
5983
5984         /* Sexy gal gets bonus to maximum weapon skill of whip */
5985         if (p_ptr->pseikaku == SEIKAKU_SEXY)
5986                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5987
5988         /* Fill the arrays of floors and walls in the good proportions */
5989         set_floor_and_wall(dungeon_type);
5990
5991         /* Flavor the objects */
5992         flavor_init();
5993
5994         /* Flash a message */
5995         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5996
5997         /* Flush the message */
5998         Term_fresh();
5999
6000
6001         /* Hack -- Enter wizard mode */
6002         if (arg_wizard)
6003         {
6004                 if (enter_wizard_mode())
6005                 {
6006                         p_ptr->wizard = TRUE;
6007
6008                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
6009                         {
6010                                 /* Initialize the saved floors data */
6011                                 init_saved_floors(TRUE);
6012
6013                                 /* Avoid crash */
6014                                 p_ptr->inside_quest = 0;
6015
6016                                 /* Avoid crash in update_view() */
6017                                 p_ptr->y = p_ptr->x = 10;
6018                         }
6019                 }
6020                 else if (p_ptr->is_dead)
6021                 {
6022                         quit("Already dead.");
6023                 }
6024         }
6025
6026         /* Initialize the town-buildings if necessary */
6027         if (!dun_level && !p_ptr->inside_quest)
6028         {
6029                 /* Init the wilderness */
6030
6031                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6032
6033                 /* Init the town */
6034                 init_flags = INIT_ONLY_BUILDINGS;
6035
6036                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6037
6038                 select_floor_music();
6039         }
6040
6041
6042         /* Generate a dungeon level if needed */
6043         if (!character_dungeon)
6044         {
6045                 change_floor();
6046         }
6047
6048         else
6049         {
6050                 /* HACK -- Restore from panic-save */
6051                 if (p_ptr->panic_save)
6052                 {
6053                         /* No player?  -- Try to regenerate floor */
6054                         if (!p_ptr->y || !p_ptr->x)
6055                         {
6056                                 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."));
6057                                 change_floor();
6058                         }
6059
6060                         /* Still no player?  -- Try to locate random place */
6061                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6062
6063                         /* No longer in panic */
6064                         p_ptr->panic_save = 0;
6065                 }
6066         }
6067
6068         /* Character is now "complete" */
6069         character_generated = TRUE;
6070
6071
6072         /* Hack -- Character is no longer "icky" */
6073         character_icky = FALSE;
6074
6075
6076         if (new_game)
6077         {
6078                 char buf[80];
6079                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6080                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6081         }
6082
6083
6084         /* Start game */
6085         p_ptr->playing = TRUE;
6086
6087         /* Reset the visual mappings */
6088         reset_visuals();
6089
6090         /* Load the "pref" files */
6091         load_all_pref_files();
6092
6093         /* Give startup outfit (after loading pref files) */
6094         if (new_game)
6095         {
6096                 player_outfit();
6097         }
6098
6099         /* React to changes */
6100         Term_xtra(TERM_XTRA_REACT, 0);
6101
6102         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6103
6104         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6105
6106         window_stuff();
6107
6108
6109         /* Set or clear "rogue_like_commands" if requested */
6110         if (arg_force_original) rogue_like_commands = FALSE;
6111         if (arg_force_roguelike) rogue_like_commands = TRUE;
6112
6113         /* Hack -- Enforce "delayed death" */
6114         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6115
6116         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6117
6118         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6119         {
6120                 monster_type *m_ptr;
6121                 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6122                 monster_race *r_ptr = &r_info[pet_r_idx];
6123                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6124                                   (PM_FORCE_PET | PM_NO_KAGE));
6125                 m_ptr = &m_list[hack_m_idx_ii];
6126                 m_ptr->mspeed = r_ptr->speed;
6127                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6128                 m_ptr->max_maxhp = m_ptr->maxhp;
6129                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6130                 m_ptr->dealt_damage = 0;
6131                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6132         }
6133
6134         (void)combine_and_reorder_home(STORE_HOME);
6135         (void)combine_and_reorder_home(STORE_MUSEUM);
6136
6137         select_floor_music();
6138
6139         /* Process */
6140         while (TRUE)
6141         {
6142                 /* Process the level */
6143                 dungeon(load_game);
6144
6145                 /* Handle "p_ptr->notice" */
6146                 notice_stuff();
6147
6148                 /* Hack -- prevent "icky" message */
6149                 character_xtra = TRUE;
6150
6151                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6152                 handle_stuff();
6153
6154                 character_xtra = FALSE;
6155
6156                 /* Cancel the target */
6157                 target_who = 0;
6158
6159                 /* Cancel the health bar */
6160                 health_track(0);
6161
6162
6163                 /* Forget the lite */
6164                 forget_lite();
6165
6166                 /* Forget the view */
6167                 forget_view();
6168
6169                 /* Forget the view */
6170                 clear_mon_lite();
6171
6172                 /* Handle "quit and save" */
6173                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6174
6175                 /* Erase the old cave */
6176                 wipe_o_list();
6177                 if (!p_ptr->is_dead) wipe_m_list();
6178
6179
6180                 msg_print(NULL);
6181
6182                 load_game = FALSE;
6183
6184                 /* Accidental Death */
6185                 if (p_ptr->playing && p_ptr->is_dead)
6186                 {
6187                         if (p_ptr->inside_arena)
6188                         {
6189                                 p_ptr->inside_arena = FALSE;
6190                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6191                                         p_ptr->arena_number++;
6192                                 else
6193                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6194                                 p_ptr->is_dead = FALSE;
6195                                 p_ptr->chp = 0;
6196                                 p_ptr->chp_frac = 0;
6197                                 p_ptr->exit_bldg = TRUE;
6198                                 reset_tim_flags();
6199
6200                                 /* Leave through the exit */
6201                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6202
6203                                 /* prepare next floor */
6204                                 leave_floor();
6205                         }
6206                         else
6207                         {
6208                                 /* Mega-Hack -- Allow player to cheat death */
6209                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6210                                 {
6211                                         /* Mark social class, reset age, if needed */
6212                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6213
6214                                         /* Increase age */
6215                                         p_ptr->age++;
6216
6217                                         /* Mark savefile */
6218                                         p_ptr->noscore |= 0x0001;
6219
6220                                         msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
6221                                         msg_print(NULL);
6222
6223                                         (void)life_stream(FALSE, FALSE);
6224
6225                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6226                                         {
6227                                                 int magic_idx;
6228                                                 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6229                                                 {
6230                                                         p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6231                                                 }
6232                                                 for (; magic_idx < EATER_EXT*3; magic_idx++)
6233                                                 {
6234                                                         p_ptr->magic_num1[magic_idx] = 0;
6235                                                 }
6236                                         }
6237
6238                                         /* Restore spell points */
6239                                         p_ptr->csp = p_ptr->msp;
6240                                         p_ptr->csp_frac = 0;
6241
6242                                         /* Hack -- cancel recall */
6243                                         if (p_ptr->word_recall)
6244                                         {
6245                                                 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6246                                                 msg_print(NULL);
6247
6248                                                 /* Hack -- Prevent recall */
6249                                                 p_ptr->word_recall = 0;
6250                                                 p_ptr->redraw |= (PR_STATUS);
6251                                         }
6252
6253                                         /* Hack -- cancel alter */
6254                                         if (p_ptr->alter_reality)
6255                                         {
6256                                                 /* Hack -- Prevent alter */
6257                                                 p_ptr->alter_reality = 0;
6258                                                 p_ptr->redraw |= (PR_STATUS);
6259                                         }
6260
6261                                         /* Note cause of death */
6262                                         (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6263
6264                                         /* Do not die */
6265                                         p_ptr->is_dead = FALSE;
6266
6267                                         /* Hack -- Prevent starvation */
6268                                         (void)set_food(PY_FOOD_MAX - 1);
6269
6270                                         dun_level = 0;
6271                                         p_ptr->inside_arena = FALSE;
6272                                         p_ptr->inside_battle = FALSE;
6273                                         leaving_quest = 0;
6274                                         p_ptr->inside_quest = 0;
6275                                         if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6276                                         dungeon_type = 0;
6277                                         if (lite_town || vanilla_town)
6278                                         {
6279                                                 p_ptr->wilderness_y = 1;
6280                                                 p_ptr->wilderness_x = 1;
6281                                                 if (vanilla_town)
6282                                                 {
6283                                                         p_ptr->oldpy = 10;
6284                                                         p_ptr->oldpx = 34;
6285                                                 }
6286                                                 else
6287                                                 {
6288                                                         p_ptr->oldpy = 33;
6289                                                         p_ptr->oldpx = 131;
6290                                                 }
6291                                         }
6292                                         else
6293                                         {
6294                                                 p_ptr->wilderness_y = 48;
6295                                                 p_ptr->wilderness_x = 5;
6296                                                 p_ptr->oldpy = 33;
6297                                                 p_ptr->oldpx = 131;
6298                                         }
6299
6300                                         /* Leaving */
6301                                         p_ptr->wild_mode = FALSE;
6302                                         p_ptr->leaving = TRUE;
6303
6304                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, 
6305                                                                 _("                            しかし、生き返った。", 
6306                                                                   "                            but revived."));
6307
6308                                         /* Prepare next floor */
6309                                         leave_floor();
6310                                         wipe_m_list();
6311                                 }
6312                         }
6313                 }
6314
6315                 /* Handle "death" */
6316                 if (p_ptr->is_dead) break;
6317
6318                 /* Make a new level */
6319                 change_floor();
6320         }
6321
6322         /* Close stuff */
6323         close_game();
6324
6325         /* Quit */
6326         quit(NULL);
6327 }
6328
6329 /*!
6330  * @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
6331  * @param hoge ゲームターン
6332  * @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。
6333  * @return 修正をかけた後のゲームターン
6334  */
6335 s32b turn_real(s32b hoge)
6336 {
6337         switch (p_ptr->start_race)
6338         {
6339         case RACE_VAMPIRE:
6340         case RACE_SKELETON:
6341         case RACE_ZOMBIE:
6342         case RACE_SPECTRE:
6343                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6344         default:
6345                 return hoge;
6346         }
6347 }
6348
6349 /*!
6350  * @brief ターンのオーバーフローに対する対処
6351  * @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.
6352  * @return 修正をかけた後のゲームターン
6353  */
6354 void prevent_turn_overflow(void)
6355 {
6356         int rollback_days, i, j;
6357         s32b rollback_turns;
6358
6359         if (turn < turn_limit) return;
6360
6361         rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6362         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6363
6364         if (turn > rollback_turns) turn -= rollback_turns;
6365         else turn = 1; /* Paranoia */
6366         if (old_turn > rollback_turns) old_turn -= rollback_turns;
6367         else old_turn = 1;
6368         if (old_battle > rollback_turns) old_battle -= rollback_turns;
6369         else old_battle = 1;
6370         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6371         else p_ptr->feeling_turn = 1;
6372
6373         for (i = 1; i < max_towns; i++)
6374         {
6375                 for (j = 0; j < MAX_STORES; j++)
6376                 {
6377                         store_type *st_ptr = &town[i].store[j];
6378
6379                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6380                         {
6381                                 st_ptr->last_visit -= rollback_turns;
6382                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6383                         }
6384
6385                         if (st_ptr->store_open)
6386                         {
6387                                 st_ptr->store_open -= rollback_turns;
6388                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
6389                         }
6390                 }
6391         }
6392 }