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[Refactor] #38852 更新処理タイミング再調整。 / Readjust update timing.
[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 #include "store.h"
27 #include "monsterrace-hook.h"
28 #include "world.h"
29
30 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
31 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)*/
32
33 /*!
34  * @brief 擬似鑑定を実際に行い判定を反映する
35  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
36  * @param heavy 重度の擬似鑑定を行うならばTRUE
37  * @return なし
38  */
39 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
40 {
41         byte feel;
42         object_type *o_ptr = &inventory[slot];
43         GAME_TEXT o_name[MAX_NLEN];
44
45         /* We know about it already, do not tell us again */
46         if (o_ptr->ident & (IDENT_SENSE))return;
47
48         /* It is fully known, no information needed */
49         if (object_is_known(o_ptr)) return;
50
51         /* Check for a feeling */
52         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
53
54         /* Skip non-feelings */
55         if (!feel) return;
56
57         /* Bad luck */
58         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
59         {
60                 switch (feel)
61                 {
62                         case FEEL_TERRIBLE:
63                         {
64                                 feel = FEEL_SPECIAL;
65                                 break;
66                         }
67                         case FEEL_WORTHLESS:
68                         {
69                                 feel = FEEL_EXCELLENT;
70                                 break;
71                         }
72                         case FEEL_CURSED:
73                         {
74                                 if (heavy)
75                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
76                                 else
77                                         feel = FEEL_UNCURSED;
78                                 break;
79                         }
80                         case FEEL_AVERAGE:
81                         {
82                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
83                                 break;
84                         }
85                         case FEEL_GOOD:
86                         {
87                                 if (heavy)
88                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
89                                 else
90                                         feel = FEEL_CURSED;
91                                 break;
92                         }
93                         case FEEL_EXCELLENT:
94                         {
95                                 feel = FEEL_WORTHLESS;
96                                 break;
97                         }
98                         case FEEL_SPECIAL:
99                         {
100                                 feel = FEEL_TERRIBLE;
101                                 break;
102                         }
103                 }
104         }
105
106         /* Stop everything */
107         if (disturb_minor) disturb(FALSE, FALSE);
108
109         /* Get an object description */
110         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
111
112         /* Message (equipment) */
113         if (slot >= INVEN_RARM)
114         {
115 #ifdef JP
116                 msg_format("%s%s(%c)は%sという感じがする...",
117                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
118 #else
119                 msg_format("You feel the %s (%c) you are %s %s %s...",
120                            o_name, index_to_label(slot), describe_use(slot),
121                            ((o_ptr->number == 1) ? "is" : "are"),
122                                    game_inscriptions[feel]);
123 #endif
124
125         }
126
127         /* Message (inventory) */
128         else
129         {
130 #ifdef JP
131                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
132                         o_name, index_to_label(slot),game_inscriptions[feel]);
133 #else
134                 msg_format("You feel the %s (%c) in your pack %s %s...",
135                            o_name, index_to_label(slot),
136                            ((o_ptr->number == 1) ? "is" : "are"),
137                                    game_inscriptions[feel]);
138 #endif
139
140         }
141
142         /* We have "felt" it */
143         o_ptr->ident |= (IDENT_SENSE);
144
145         /* Set the "inscription" */
146         o_ptr->feeling = feel;
147
148         /* Auto-inscription/destroy */
149         autopick_alter_item(slot, destroy_feeling);
150
151         /* Combine / Reorder the pack (later) */
152         p_ptr->update |= (PU_COMBINE | PU_REORDER);
153
154         p_ptr->window |= (PW_INVEN | PW_EQUIP);
155 }
156
157
158
159 /*!
160  * @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。
161  * @return なし
162  * @details
163  * Sense the inventory\n
164  *\n
165  *   Class 0 = Warrior --> fast and heavy\n
166  *   Class 1 = Mage    --> slow and light\n
167  *   Class 2 = Priest  --> fast but light\n
168  *   Class 3 = Rogue   --> okay and heavy\n
169  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
170  *   Class 5 = Paladin --> slow but heavy\n
171  */
172 static void sense_inventory1(void)
173 {
174         INVENTORY_IDX i;
175         PLAYER_LEVEL plev = p_ptr->lev;
176         bool heavy = FALSE;
177         object_type *o_ptr;
178
179
180         /*** Check for "sensing" ***/
181
182         /* No sensing when confused */
183         if (p_ptr->confused) return;
184
185         /* Analyze the class */
186         switch (p_ptr->pclass)
187         {
188                 case CLASS_WARRIOR:
189                 case CLASS_ARCHER:
190                 case CLASS_SAMURAI:
191                 case CLASS_CAVALRY:
192                 {
193                         /* Good sensing */
194                         if (0 != randint0(9000L / (plev * plev + 40))) return;
195
196                         /* Heavy sensing */
197                         heavy = TRUE;
198
199                         break;
200                 }
201
202                 case CLASS_SMITH:
203                 {
204                         /* Good sensing */
205                         if (0 != randint0(6000L / (plev * plev + 50))) return;
206
207                         /* Heavy sensing */
208                         heavy = TRUE;
209
210                         break;
211                 }
212
213                 case CLASS_MAGE:
214                 case CLASS_HIGH_MAGE:
215                 case CLASS_SORCERER:
216                 case CLASS_MAGIC_EATER:
217                 {
218                         /* Very bad (light) sensing */
219                         if (0 != randint0(240000L / (plev + 5))) return;
220
221                         break;
222                 }
223
224                 case CLASS_PRIEST:
225                 case CLASS_BARD:
226                 {
227                         /* Good (light) sensing */
228                         if (0 != randint0(10000L / (plev * plev + 40))) return;
229
230                         break;
231                 }
232
233                 case CLASS_ROGUE:
234                 case CLASS_NINJA:
235                 {
236                         /* Okay sensing */
237                         if (0 != randint0(20000L / (plev * plev + 40))) return;
238
239                         /* Heavy sensing */
240                         heavy = TRUE;
241
242                         break;
243                 }
244
245                 case CLASS_RANGER:
246                 {
247                         /* Bad sensing */
248                         if (0 != randint0(95000L / (plev * plev + 40))) return;
249
250                         /* Changed! */
251                         heavy = TRUE;
252
253                         break;
254                 }
255
256                 case CLASS_PALADIN:
257                 case CLASS_SNIPER:
258                 {
259                         /* Bad sensing */
260                         if (0 != randint0(77777L / (plev * plev + 40))) return;
261
262                         /* Heavy sensing */
263                         heavy = TRUE;
264
265                         break;
266                 }
267
268                 case CLASS_WARRIOR_MAGE:
269                 case CLASS_RED_MAGE:
270                 {
271                         /* Bad sensing */
272                         if (0 != randint0(75000L / (plev * plev + 40))) return;
273
274                         break;
275                 }
276
277                 case CLASS_MINDCRAFTER:
278                 case CLASS_IMITATOR:
279                 case CLASS_BLUE_MAGE:
280                 case CLASS_MIRROR_MASTER:
281                 {
282                         /* Bad sensing */
283                         if (0 != randint0(55000L / (plev * plev + 40))) return;
284
285                         break;
286                 }
287
288                 case CLASS_CHAOS_WARRIOR:
289                 {
290                         /* Bad sensing */
291                         if (0 != randint0(80000L / (plev * plev + 40))) return;
292
293                         /* Changed! */
294                         heavy = TRUE;
295
296                         break;
297                 }
298
299                 case CLASS_MONK:
300                 case CLASS_FORCETRAINER:
301                 {
302                         /* Okay sensing */
303                         if (0 != randint0(20000L / (plev * plev + 40))) return;
304
305                         break;
306                 }
307
308                 case CLASS_TOURIST:
309                 {
310                         /* Good sensing */
311                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
312
313                         /* Heavy sensing */
314                         heavy = TRUE;
315
316                         break;
317                 }
318
319                 case CLASS_BEASTMASTER:
320                 {
321                         /* Bad sensing */
322                         if (0 != randint0(65000L / (plev * plev + 40))) return;
323
324                         break;
325                 }
326                 case CLASS_BERSERKER:
327                 {
328                         /* Heavy sensing */
329                         heavy = TRUE;
330
331                         break;
332                 }
333         }
334
335         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
336
337         /*** Sense everything ***/
338
339         /* Check everything */
340         for (i = 0; i < INVEN_TOTAL; i++)
341         {
342                 bool okay = FALSE;
343
344                 o_ptr = &inventory[i];
345
346                 /* Skip empty slots */
347                 if (!o_ptr->k_idx) continue;
348
349                 /* Valid "tval" codes */
350                 switch (o_ptr->tval)
351                 {
352                         case TV_SHOT:
353                         case TV_ARROW:
354                         case TV_BOLT:
355                         case TV_BOW:
356                         case TV_DIGGING:
357                         case TV_HAFTED:
358                         case TV_POLEARM:
359                         case TV_SWORD:
360                         case TV_BOOTS:
361                         case TV_GLOVES:
362                         case TV_HELM:
363                         case TV_CROWN:
364                         case TV_SHIELD:
365                         case TV_CLOAK:
366                         case TV_SOFT_ARMOR:
367                         case TV_HARD_ARMOR:
368                         case TV_DRAG_ARMOR:
369                         case TV_CARD:
370                         {
371                                 okay = TRUE;
372                                 break;
373                         }
374                 }
375
376                 /* Skip non-sense machines */
377                 if (!okay) continue;
378
379                 /* Occasional failure on inventory items */
380                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
381
382                 /* Good luck */
383                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
384                 {
385                         heavy = TRUE;
386                 }
387
388                 sense_inventory_aux(i, heavy);
389         }
390 }
391
392 /*!
393  * @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。
394  * @return なし
395  */
396 static void sense_inventory2(void)
397 {
398         INVENTORY_IDX i;
399         PLAYER_LEVEL plev = p_ptr->lev;
400         object_type *o_ptr;
401
402
403         /*** Check for "sensing" ***/
404
405         /* No sensing when confused */
406         if (p_ptr->confused) return;
407
408         /* Analyze the class */
409         switch (p_ptr->pclass)
410         {
411                 case CLASS_WARRIOR:
412                 case CLASS_ARCHER:
413                 case CLASS_SAMURAI:
414                 case CLASS_CAVALRY:
415                 case CLASS_BERSERKER:
416                 case CLASS_SNIPER:
417                 {
418                         return;
419                 }
420
421                 case CLASS_SMITH:
422                 case CLASS_PALADIN:
423                 case CLASS_CHAOS_WARRIOR:
424                 case CLASS_IMITATOR:
425                 case CLASS_BEASTMASTER:
426                 case CLASS_NINJA:
427                 {
428                         /* Very bad (light) sensing */
429                         if (0 != randint0(240000L / (plev + 5))) return;
430
431                         break;
432                 }
433
434                 case CLASS_RANGER:
435                 case CLASS_WARRIOR_MAGE:
436                 case CLASS_RED_MAGE:
437                 case CLASS_MONK:
438                 {
439                         /* Bad sensing */
440                         if (0 != randint0(95000L / (plev * plev + 40))) return;
441
442                         break;
443                 }
444
445                 case CLASS_PRIEST:
446                 case CLASS_BARD:
447                 case CLASS_ROGUE:
448                 case CLASS_FORCETRAINER:
449                 case CLASS_MINDCRAFTER:
450                 {
451                         /* Good sensing */
452                         if (0 != randint0(20000L / (plev * plev + 40))) return;
453
454                         break;
455                 }
456
457                 case CLASS_MAGE:
458                 case CLASS_HIGH_MAGE:
459                 case CLASS_SORCERER:
460                 case CLASS_MAGIC_EATER:
461                 case CLASS_MIRROR_MASTER:
462                 case CLASS_BLUE_MAGE:
463                 {
464                         /* Good sensing */
465                         if (0 != randint0(9000L / (plev * plev + 40))) return;
466
467                         break;
468                 }
469
470                 case CLASS_TOURIST:
471                 {
472                         /* Good sensing */
473                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
474
475                         break;
476                 }
477         }
478
479         /*** Sense everything ***/
480
481         /* Check everything */
482         for (i = 0; i < INVEN_TOTAL; i++)
483         {
484                 bool okay = FALSE;
485
486                 o_ptr = &inventory[i];
487
488                 /* Skip empty slots */
489                 if (!o_ptr->k_idx) continue;
490
491                 /* Valid "tval" codes */
492                 switch (o_ptr->tval)
493                 {
494                         case TV_RING:
495                         case TV_AMULET:
496                         case TV_LITE:
497                         case TV_FIGURINE:
498                         {
499                                 okay = TRUE;
500                                 break;
501                         }
502                 }
503
504                 /* Skip non-sense machines */
505                 if (!okay) continue;
506
507                 /* Occasional failure on inventory items */
508                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
509
510                 sense_inventory_aux(i, TRUE);
511         }
512 }
513
514 /*!
515  * @brief パターン終点到達時のテレポート処理を行う
516  * @return なし
517  */
518 static void pattern_teleport(void)
519 {
520         DEPTH min_level = 0;
521         DEPTH max_level = 99;
522
523         /* Ask for level */
524         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
525         {
526                 char    ppp[80];
527                 char    tmp_val[160];
528
529                 /* Only downward in ironman mode */
530                 if (ironman_downward)
531                         min_level = dun_level;
532
533                 /* Maximum level */
534                 if (dungeon_type == DUNGEON_ANGBAND)
535                 {
536                         if (dun_level > 100)
537                                 max_level = MAX_DEPTH - 1;
538                         else if (dun_level == 100)
539                                 max_level = 100;
540                 }
541                 else
542                 {
543                         max_level = d_info[dungeon_type].maxdepth;
544                         min_level = d_info[dungeon_type].mindepth;
545                 }
546
547                 /* Prompt */
548                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
549
550                 /* Default */
551                 sprintf(tmp_val, "%d", (int)dun_level);
552
553                 /* Ask for a level */
554                 if (!get_string(ppp, tmp_val, 10)) return;
555
556                 /* Extract request */
557                 command_arg = (COMMAND_ARG)atoi(tmp_val);
558         }
559         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
560         {
561                 teleport_player(200, 0L);
562                 return;
563         }
564         else
565         {
566                 return;
567         }
568
569         /* Paranoia */
570         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
571
572         /* Paranoia */
573         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
574
575         /* Accept request */
576         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
577
578         if (autosave_l) do_cmd_save_game(TRUE);
579
580         /* Change level */
581         dun_level = command_arg;
582
583         leave_quest_check();
584
585         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
586
587         p_ptr->inside_quest = 0;
588         p_ptr->energy_use = 0;
589
590         /*
591          * Clear all saved floors
592          * and create a first saved floor
593          */
594         prepare_change_floor_mode(CFM_FIRST_FLOOR);
595
596         /* Leaving */
597         p_ptr->leaving = TRUE;
598 }
599
600 /*!
601  * @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
602  * @return なし
603  */
604 static void wreck_the_pattern(void)
605 {
606         int to_ruin = 0;
607         POSITION r_y, r_x;
608         int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
609
610         if (pattern_type == PATTERN_TILE_WRECKED)
611         {
612                 /* Ruined already */
613                 return;
614         }
615
616         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
617         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
618
619         if (!IS_INVULN())
620                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
621
622         to_ruin = randint1(45) + 35;
623
624         while (to_ruin--)
625         {
626                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
627
628                 if (pattern_tile(r_y, r_x) &&
629                     (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
630                 {
631                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
632                 }
633         }
634
635         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
636 }
637
638 /*!
639  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
640  * @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。
641  */
642 static bool pattern_effect(void)
643 {
644         int pattern_type;
645
646         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
647
648         if ((prace_is_(RACE_AMBERITE)) &&
649             (p_ptr->cut > 0) && one_in_(10))
650         {
651                 wreck_the_pattern();
652         }
653
654         pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
655
656         switch (pattern_type)
657         {
658         case PATTERN_TILE_END:
659                 (void)set_image(0);
660                 (void)restore_all_status();
661                 (void)restore_level();
662                 (void)cure_critical_wounds(1000);
663
664                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
665                 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."));
666
667                 /*
668                  * We could make the healing effect of the
669                  * Pattern center one-time only to avoid various kinds
670                  * of abuse, like luring the win monster into fighting you
671                  * in the middle of the pattern...
672                  */
673                 break;
674
675         case PATTERN_TILE_OLD:
676                 /* No effect */
677                 break;
678
679         case PATTERN_TILE_TELEPORT:
680                 pattern_teleport();
681                 break;
682
683         case PATTERN_TILE_WRECKED:
684                 if (!IS_INVULN())
685                         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);
686                 break;
687
688         default:
689                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
690                         return TRUE;
691                 else if (!IS_INVULN())
692                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
693                 break;
694         }
695
696         return TRUE;
697 }
698
699
700 /*!
701  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
702  * @param percent 回復比率
703  * @return なし
704  */
705 static void regenhp(int percent)
706 {
707         HIT_POINT new_chp;
708         u32b new_chp_frac;
709         HIT_POINT old_chp;
710
711         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
712         if (p_ptr->action == ACTION_HAYAGAKE) return;
713
714         /* Save the old hitpoints */
715         old_chp = p_ptr->chp;
716
717         /*
718          * Extract the new hitpoints
719          *
720          * 'percent' is the Regen factor in unit (1/2^16)
721          */
722         new_chp = 0;
723         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
724
725         /* Convert the unit (1/2^16) to (1/2^32) */
726         s64b_LSHIFT(new_chp, new_chp_frac, 16);
727
728         /* Regenerating */
729         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
730
731
732         /* Fully healed */
733         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
734         {
735                 p_ptr->chp = p_ptr->mhp;
736                 p_ptr->chp_frac = 0;
737         }
738
739         /* Notice changes */
740         if (old_chp != p_ptr->chp)
741         {
742                 p_ptr->redraw |= (PR_HP);
743                 p_ptr->window |= (PW_PLAYER);
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(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
756 {
757         MANA_POINT 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                 MANA_POINT 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         if (old_csp != p_ptr->csp)
828         {
829                 p_ptr->redraw |= (PR_MANA);
830                 p_ptr->window |= (PW_PLAYER);
831                 p_ptr->window |= (PW_SPELL);
832                 wild_regen = 20;
833         }
834 }
835
836 /*!
837  * @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)
838  * @param regen_amount 回復量
839  * @return なし
840  */
841 static void regenmagic(int regen_amount)
842 {
843         MANA_POINT new_mana;
844         int i;
845         int dev = 30;
846         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
847
848         for (i = 0; i < EATER_EXT*2; i++)
849         {
850                 if (!p_ptr->magic_num2[i]) continue;
851                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
852
853                 /* Increase remaining charge number like float value */
854                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
855                 p_ptr->magic_num1[i] += new_mana;
856
857                 /* Check maximum charge */
858                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
859                 {
860                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
861                 }
862                 wild_regen = 20;
863         }
864         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
865         {
866                 if (!p_ptr->magic_num1[i]) continue;
867                 if (!p_ptr->magic_num2[i]) continue;
868
869                 /* Decrease remaining period for charging */
870                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
871                                         / (dev * 16 * PY_REGEN_NORMAL); 
872                 p_ptr->magic_num1[i] -= new_mana;
873
874                 /* Check minimum remaining period for charging */
875                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
876                 wild_regen = 20;
877         }
878 }
879
880
881 /*!
882  * @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)
883  * @return なし
884  * @note Should probably be done during monster turns.
885  */
886 static void regen_monsters(void)
887 {
888         int i, frac;
889
890
891         /* Regenerate everyone */
892         for (i = 1; i < m_max; i++)
893         {
894                 /* Check the i'th monster */
895                 monster_type *m_ptr = &m_list[i];
896                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
897
898
899                 /* Skip dead monsters */
900                 if (!m_ptr->r_idx) continue;
901
902                 /* Allow regeneration (if needed) */
903                 if (m_ptr->hp < m_ptr->maxhp)
904                 {
905                         /* Hack -- Base regeneration */
906                         frac = m_ptr->maxhp / 100;
907
908                         /* Hack -- Minimal regeneration rate */
909                         if (!frac) if (one_in_(2)) frac = 1;
910
911                         /* Hack -- Some monsters regenerate quickly */
912                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
913
914                         /* Hack -- Regenerate */
915                         m_ptr->hp += frac;
916
917                         /* Do not over-regenerate */
918                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
919
920                         /* Redraw (later) if needed */
921                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
922                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
923                 }
924         }
925 }
926
927
928 /*!
929  * @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)
930  * @return なし
931  * @note Should probably be done during monster turns.
932  */
933 static void regen_captured_monsters(void)
934 {
935         int i, frac;
936         bool heal = FALSE;
937
938         /* Regenerate everyone */
939         for (i = 0; i < INVEN_TOTAL; i++)
940         {
941                 monster_race *r_ptr;
942                 object_type *o_ptr = &inventory[i];
943
944                 if (!o_ptr->k_idx) continue;
945                 if (o_ptr->tval != TV_CAPTURE) continue;
946                 if (!o_ptr->pval) continue;
947
948                 heal = TRUE;
949
950                 r_ptr = &r_info[o_ptr->pval];
951
952                 /* Allow regeneration (if needed) */
953                 if (o_ptr->xtra4 < o_ptr->xtra5)
954                 {
955                         /* Hack -- Base regeneration */
956                         frac = o_ptr->xtra5 / 100;
957
958                         /* Hack -- Minimal regeneration rate */
959                         if (!frac) if (one_in_(2)) frac = 1;
960
961                         /* Hack -- Some monsters regenerate quickly */
962                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
963
964                         /* Hack -- Regenerate */
965                         o_ptr->xtra4 += (XTRA16)frac;
966
967                         /* Do not over-regenerate */
968                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
969                 }
970         }
971
972         if (heal)
973         {
974                 /* Combine pack */
975                 p_ptr->update |= (PU_COMBINE);
976                 p_ptr->window |= (PW_INVEN);
977                 p_ptr->window |= (PW_EQUIP);
978                 wild_regen = 20;
979         }
980 }
981
982 /*!
983  * @brief 寿命つき光源の警告メッセージ処理
984  * @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
985  * @return なし
986  */
987 static void notice_lite_change(object_type *o_ptr)
988 {
989         /* Hack -- notice interesting fuel steps */
990         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
991         {
992                 p_ptr->window |= (PW_EQUIP);
993         }
994
995         /* Hack -- Special treatment when blind */
996         if (p_ptr->blind)
997         {
998                 /* Hack -- save some light for later */
999                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1000         }
1001
1002         /* The light is now out */
1003         else if (o_ptr->xtra4 == 0)
1004         {
1005                 disturb(FALSE, TRUE);
1006                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1007
1008                 /* Recalculate torch radius */
1009                 p_ptr->update |= (PU_TORCH);
1010
1011                 /* Some ego light lose its effects without fuel */
1012                 p_ptr->update |= (PU_BONUS);
1013         }
1014
1015         /* The light is getting dim */
1016         else if (o_ptr->name2 == EGO_LITE_LONG)
1017         {
1018                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1019                     && (turn % (TURNS_PER_TICK*2)))
1020                 {
1021                         if (disturb_minor) disturb(FALSE, TRUE);
1022                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1023                 }
1024         }
1025
1026         /* The light is getting dim */
1027         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1028         {
1029                 if (disturb_minor) disturb(FALSE, TRUE);
1030                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1031         }
1032 }
1033
1034 /*!
1035  * @brief クエスト階層から離脱する際の処理
1036  * @return なし
1037  */
1038 void leave_quest_check(void)
1039 {
1040         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1041         leaving_quest = p_ptr->inside_quest;
1042
1043         /* Leaving an 'only once' quest marks it as failed */
1044         if (leaving_quest)
1045         {       
1046                 quest_type* const q_ptr = &quest[leaving_quest];
1047                 
1048             if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1049                (q_ptr->status == QUEST_STATUS_TAKEN))
1050                 {
1051                         q_ptr->status = QUEST_STATUS_FAILED;
1052                         q_ptr->complev = (byte)p_ptr->lev;
1053                         update_playtime();
1054                         q_ptr->comptime = playtime;
1055
1056                         /* Additional settings */
1057                         switch (q_ptr->type)
1058                         {
1059                           case QUEST_TYPE_TOWER:
1060                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1061                                 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1062                                 break;
1063                           case QUEST_TYPE_FIND_ARTIFACT:
1064                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1065                                 break;
1066                           case QUEST_TYPE_RANDOM:
1067                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1068
1069                                 /* Floor of random quest will be blocked */
1070                                 prepare_change_floor_mode(CFM_NO_RETURN);
1071                                 break;
1072                         }
1073
1074                         /* Record finishing a quest */
1075                         if (q_ptr->type == QUEST_TYPE_RANDOM)
1076                         {
1077                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1078                         }
1079                         else
1080                         {
1081                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1082                         }
1083                 }
1084         }
1085 }
1086
1087 /*!
1088  * @brief 「塔」クエストの各階層から離脱する際の処理
1089  * @return なし
1090  */
1091 void leave_tower_check(void)
1092 {
1093         leaving_quest = p_ptr->inside_quest;
1094         /* Check for Tower Quest */
1095         if (leaving_quest &&
1096                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1097                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1098         {
1099                 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1100                 {
1101                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1102                         quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1103                         update_playtime();
1104                         quest[QUEST_TOWER1].comptime = playtime;
1105                 }
1106         }
1107 }
1108
1109
1110 /*!
1111  * @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-
1112  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1113  * @return なし
1114  */
1115 static void recharged_notice(object_type *o_ptr)
1116 {
1117         GAME_TEXT o_name[MAX_NLEN];
1118
1119         cptr s;
1120
1121         /* No inscription */
1122         if (!o_ptr->inscription) return;
1123
1124         /* Find a '!' */
1125         s = my_strchr(quark_str(o_ptr->inscription), '!');
1126
1127         /* Process notification request. */
1128         while (s)
1129         {
1130                 /* Find another '!' */
1131                 if (s[1] == '!')
1132                 {
1133                         /* Describe (briefly) */
1134                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1135
1136                         /* Notify the player */
1137 #ifdef JP
1138                         msg_format("%sは再充填された。", o_name);
1139 #else
1140                         if (o_ptr->number > 1)
1141                                 msg_format("Your %s are recharged.", o_name);
1142                         else
1143                                 msg_format("Your %s is recharged.", o_name);
1144 #endif
1145
1146                         disturb(FALSE, FALSE);
1147
1148                         /* Done. */
1149                         return;
1150                 }
1151
1152                 /* Keep looking for '!'s */
1153                 s = my_strchr(s + 1, '!');
1154         }
1155 }
1156
1157 /*!
1158  * @brief プレイヤーの歌に関する継続処理
1159  * @return なし
1160  */
1161 static void check_music(void)
1162 {
1163         const magic_type *s_ptr;
1164         int spell;
1165         MANA_POINT need_mana;
1166         u32b need_mana_frac;
1167
1168         /* Music singed by player */
1169         if (p_ptr->pclass != CLASS_BARD) return;
1170         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1171
1172         if (p_ptr->anti_magic)
1173         {
1174                 stop_singing();
1175                 return;
1176         }
1177
1178         spell = SINGING_SONG_ID(p_ptr);
1179         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1180
1181         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1182         need_mana_frac = 0;
1183
1184         /* Divide by 2 */
1185         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1186
1187         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1188         {
1189                 stop_singing();
1190                 return;
1191         }
1192         else
1193         {
1194                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1195
1196                 p_ptr->redraw |= PR_MANA;
1197                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1198                 {
1199                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1200                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1201                         msg_print(_("歌を再開した。", "You restart singing."));
1202                         p_ptr->action = ACTION_SING;
1203                         p_ptr->update |= (PU_BONUS | PU_HP);
1204
1205                         /* Redraw map and status bar */
1206                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1207                         p_ptr->update |= (PU_MONSTERS);
1208
1209                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1210                 }
1211         }
1212         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1213                 p_ptr->spell_exp[spell] += 5;
1214         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1215         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1216         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1217         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1218         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1219         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1220
1221         /* Do any effects of continual song */
1222         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1223 }
1224
1225 /*!
1226  * @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
1227  * @param flag 探し出したい呪いフラグ配列
1228  * @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
1229  * 呪いがない場合NULLを返す。
1230  */
1231 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1232 {
1233         int i;
1234         int choices[INVEN_TOTAL-INVEN_RARM];
1235         int number = 0;
1236
1237         /* Paranoia -- Player has no warning-item */
1238         if (!(p_ptr->cursed & flag)) return NULL;
1239
1240         /* Search Inventry */
1241         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1242         {
1243                 object_type *o_ptr = &inventory[i];
1244
1245                 if (o_ptr->curse_flags & flag)
1246                 {
1247                         choices[number] = i;
1248                         number++;
1249                 }
1250                 else if ((flag == TRC_ADD_L_CURSE) || 
1251                                         (flag == TRC_ADD_H_CURSE) || 
1252                                         (flag == TRC_DRAIN_HP) || 
1253                                         (flag == TRC_DRAIN_MANA) || 
1254                                         (flag == TRC_CALL_ANIMAL) || 
1255                                         (flag == TRC_CALL_DEMON) || 
1256                                         (flag == TRC_CALL_DRAGON) || 
1257                                         (flag == TRC_CALL_UNDEAD) || 
1258                                         (flag == TRC_COWARDICE) || 
1259                                         (flag == TRC_LOW_MELEE) || 
1260                                         (flag == TRC_LOW_AC) || 
1261                                         (flag == TRC_LOW_MAGIC) || 
1262                                         (flag == TRC_FAST_DIGEST) || 
1263                                         (flag == TRC_SLOW_REGEN) )
1264                 {
1265                         u32b cf = 0L;
1266                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1267                         object_flags(o_ptr, flgs);
1268                         switch (flag)
1269                         {
1270                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1271                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1272                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1273                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1274                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1275                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1276                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1277                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1278                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1279                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1280                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1281                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1282                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1283                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1284                           default                               : break;
1285                         }
1286                         if (have_flag(flgs, cf))
1287                         {
1288                                 choices[number] = i;
1289                                 number++;
1290                         }
1291                 }
1292         }
1293
1294         /* Choice one of them */
1295         return (&inventory[choices[randint0(number)]]);
1296 }
1297
1298 static void process_world_aux_digestion(void)
1299 {
1300         if (!p_ptr->inside_battle)
1301         {
1302                 /* Digest quickly when gorged */
1303                 if (p_ptr->food >= PY_FOOD_MAX)
1304                 {
1305                         /* Digest a lot of food */
1306                         (void)set_food(p_ptr->food - 100);
1307                 }
1308
1309                 /* Digest normally -- Every 50 game turns */
1310                 else if (!(turn % (TURNS_PER_TICK * 5)))
1311                 {
1312                         /* Basic digestion rate based on speed */
1313                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1314
1315                         /* Regeneration takes more food */
1316                         if (p_ptr->regenerate)
1317                                 digestion += 20;
1318                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1319                                 digestion += 20;
1320                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1321                                 digestion += 30;
1322
1323                         /* Slow digestion takes less food */
1324                         if (p_ptr->slow_digest)
1325                                 digestion -= 5;
1326
1327                         /* Minimal digestion */
1328                         if (digestion < 1) digestion = 1;
1329                         /* Maximal digestion */
1330                         if (digestion > 100) digestion = 100;
1331
1332                         /* Digest some food */
1333                         (void)set_food(p_ptr->food - digestion);
1334                 }
1335
1336
1337                 /* Getting Faint */
1338                 if ((p_ptr->food < PY_FOOD_FAINT))
1339                 {
1340                         /* Faint occasionally */
1341                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1342                         {
1343                                 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."));
1344                                 disturb(TRUE, TRUE);
1345
1346                                 /* Hack -- faint (bypass free action) */
1347                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1348                         }
1349
1350                         /* Starve to death (slowly) */
1351                         if (p_ptr->food < PY_FOOD_STARVE)
1352                         {
1353                                 /* Calculate damage */
1354                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1355
1356                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1357                         }
1358                 }
1359         }
1360 }
1361
1362 /*!
1363  * @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。
1364  *  / Handle timed damage and regeneration every 10 game turns
1365  * @return なし
1366  */
1367 static void process_world_aux_hp_and_sp(void)
1368 {
1369         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1370         bool cave_no_regen = FALSE;
1371         int upkeep_factor = 0;
1372
1373         /* Default regeneration */
1374         int regen_amount = PY_REGEN_NORMAL;
1375
1376
1377         /*** Damage over Time ***/
1378
1379         /* Take damage from poison */
1380         if (p_ptr->poisoned && !IS_INVULN())
1381         {
1382                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1383         }
1384
1385         /* Take damage from cuts */
1386         if (p_ptr->cut && !IS_INVULN())
1387         {
1388                 HIT_POINT dam;
1389
1390                 /* Mortal wound or Deep Gash */
1391                 if (p_ptr->cut > 1000)
1392                 {
1393                         dam = 200;
1394                 }
1395
1396                 else if (p_ptr->cut > 200)
1397                 {
1398                         dam = 80;
1399                 }
1400
1401                 /* Severe cut */
1402                 else if (p_ptr->cut > 100)
1403                 {
1404                         dam = 32;
1405                 }
1406
1407                 else if (p_ptr->cut > 50)
1408                 {
1409                         dam = 16;
1410                 }
1411
1412                 else if (p_ptr->cut > 25)
1413                 {
1414                         dam = 7;
1415                 }
1416
1417                 else if (p_ptr->cut > 10)
1418                 {
1419                         dam = 3;
1420                 }
1421
1422                 /* Other cuts */
1423                 else
1424                 {
1425                         dam = 1;
1426                 }
1427
1428                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1429         }
1430
1431         /* (Vampires) Take damage from sunlight */
1432         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1433         {
1434                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1435                 {
1436                         if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1437                         {
1438                                 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!"));
1439                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1440                                 cave_no_regen = TRUE;
1441                         }
1442                 }
1443
1444                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1445                     !p_ptr->resist_lite)
1446                 {
1447                         object_type * o_ptr = &inventory[INVEN_LITE];
1448                         GAME_TEXT o_name [MAX_NLEN];
1449                         char ouch [MAX_NLEN+40];
1450
1451                         /* Get an object description */
1452                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1453                         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);
1454
1455                         cave_no_regen = TRUE;
1456
1457                         /* Get an object description */
1458                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1459                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1460
1461                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1462                 }
1463         }
1464
1465         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1466         {
1467                 int damage = 0;
1468
1469                 if (have_flag(f_ptr->flags, FF_DEEP))
1470                 {
1471                         damage = 6000 + randint0(4000);
1472                 }
1473                 else if (!p_ptr->levitation)
1474                 {
1475                         damage = 3000 + randint0(2000);
1476                 }
1477
1478                 if (damage)
1479                 {
1480                         if(prace_is_(RACE_ENT)) damage += damage / 3;
1481                         if(p_ptr->resist_fire) damage = damage / 3;
1482                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1483                         if(p_ptr->levitation) damage = damage / 5;
1484
1485                         damage = damage / 100 + (randint0(100) < (damage % 100));
1486
1487                         if (p_ptr->levitation)
1488                         {
1489                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1490                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1491                                                                 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1492                         }
1493                         else
1494                         {
1495                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1496                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1497                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1498                         }
1499
1500                         cave_no_regen = TRUE;
1501                 }
1502         }
1503
1504         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1505         {
1506                 int damage = 0;
1507
1508                 if (have_flag(f_ptr->flags, FF_DEEP))
1509                 {
1510                         damage = 6000 + randint0(4000);
1511                 }
1512                 else if (!p_ptr->levitation)
1513                 {
1514                         damage = 3000 + randint0(2000);
1515                 }
1516
1517                 if (damage)
1518                 {
1519                         if (p_ptr->resist_cold) damage = damage / 3;
1520                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1521                         if (p_ptr->levitation) damage = damage / 5;
1522
1523                         damage = damage / 100 + (randint0(100) < (damage % 100));
1524
1525                         if (p_ptr->levitation)
1526                         {
1527                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1528                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1529                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1530                         }
1531                         else
1532                         {
1533                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1534                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1535                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1536                         }
1537
1538                         cave_no_regen = TRUE;
1539                 }
1540         }
1541
1542         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1543         {
1544                 int damage = 0;
1545
1546                 if (have_flag(f_ptr->flags, FF_DEEP))
1547                 {
1548                         damage = 6000 + randint0(4000);
1549                 }
1550                 else if (!p_ptr->levitation)
1551                 {
1552                         damage = 3000 + randint0(2000);
1553                 }
1554
1555                 if (damage)
1556                 {
1557                         if (p_ptr->resist_elec) damage = damage / 3;
1558                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1559                         if (p_ptr->levitation) damage = damage / 5;
1560
1561                         damage = damage / 100 + (randint0(100) < (damage % 100));
1562
1563                         if (p_ptr->levitation)
1564                         {
1565                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1566                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1567                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1568                         }
1569                         else
1570                         {
1571                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1572                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1573                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1574                         }
1575
1576                         cave_no_regen = TRUE;
1577                 }
1578         }
1579
1580         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1581         {
1582                 int damage = 0;
1583
1584                 if (have_flag(f_ptr->flags, FF_DEEP))
1585                 {
1586                         damage = 6000 + randint0(4000);
1587                 }
1588                 else if (!p_ptr->levitation)
1589                 {
1590                         damage = 3000 + randint0(2000);
1591                 }
1592
1593                 if (damage)
1594                 {
1595                         if (p_ptr->resist_acid) damage = damage / 3;
1596                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1597                         if (p_ptr->levitation) damage = damage / 5;
1598
1599                         damage = damage / 100 + (randint0(100) < (damage % 100));
1600
1601                         if (p_ptr->levitation)
1602                         {
1603                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1604                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1605                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1606                         }
1607                         else
1608                         {
1609                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1610                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1611                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1612                         }
1613
1614                         cave_no_regen = TRUE;
1615                 }
1616         }
1617
1618         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1619         {
1620                 int damage = 0;
1621
1622                 if (have_flag(f_ptr->flags, FF_DEEP))
1623                 {
1624                         damage = 6000 + randint0(4000);
1625                 }
1626                 else if (!p_ptr->levitation)
1627                 {
1628                         damage = 3000 + randint0(2000);
1629                 }
1630
1631                 if (damage)
1632                 {
1633                         if (p_ptr->resist_pois) damage = damage / 3;
1634                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1635                         if (p_ptr->levitation) damage = damage / 5;
1636
1637                         damage = damage / 100 + (randint0(100) < (damage % 100));
1638
1639                         if (p_ptr->levitation)
1640                         {
1641                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1642                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1643                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1644                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1645                         }
1646                         else
1647                         {
1648                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1649                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1650                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1651                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1652                         }
1653
1654                         cave_no_regen = TRUE;
1655                 }
1656         }
1657
1658         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1659             !p_ptr->levitation && !p_ptr->can_swim)
1660         {
1661                 if (p_ptr->total_weight > weight_limit())
1662                 {
1663                         msg_print(_("溺れている!", "You are drowning!"));
1664                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1665                         cave_no_regen = TRUE;
1666                 }
1667         }
1668
1669         if (p_ptr->riding)
1670         {
1671                 HIT_POINT damage;
1672                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1673                 {
1674                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1675                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1676                         if (p_ptr->resist_fire) damage = damage / 3;
1677                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1678                         msg_print(_("熱い!", "It's hot!"));
1679                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1680                 }
1681                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1682                 {
1683                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1684                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1685                         if (p_ptr->resist_elec) damage = damage / 3;
1686                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1687                         msg_print(_("痛い!", "It hurts!"));
1688                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1689                 }
1690                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1691                 {
1692                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1693                         if (p_ptr->resist_cold) damage = damage / 3;
1694                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1695                         msg_print(_("冷たい!", "It's cold!"));
1696                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1697                 }
1698         }
1699
1700         /* Spectres -- take damage when moving through walls */
1701         /*
1702          * Added: ANYBODY takes damage if inside through walls
1703          * without wraith form -- NOTE: Spectres will never be
1704          * reduced below 0 hp by being inside a stone wall; others
1705          * WILL BE!
1706          */
1707         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1708         {
1709                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1710                 {
1711                         cptr dam_desc;
1712                         cave_no_regen = TRUE;
1713
1714                         if (p_ptr->pass_wall)
1715                         {
1716                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1717                                 dam_desc = _("密度", "density");
1718                         }
1719                         else
1720                         {
1721                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1722                                 dam_desc = _("硬い岩", "solid rock");
1723                         }
1724
1725                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1726                 }
1727         }
1728
1729
1730         /*** handle regeneration ***/
1731
1732         /* Getting Weak */
1733         if (p_ptr->food < PY_FOOD_WEAK)
1734         {
1735                 /* Lower regeneration */
1736                 if (p_ptr->food < PY_FOOD_STARVE)
1737                 {
1738                         regen_amount = 0;
1739                 }
1740                 else if (p_ptr->food < PY_FOOD_FAINT)
1741                 {
1742                         regen_amount = PY_REGEN_FAINT;
1743                 }
1744                 else
1745                 {
1746                         regen_amount = PY_REGEN_WEAK;
1747                 }
1748         }
1749
1750         /* Are we walking the pattern? */
1751         if (pattern_effect())
1752         {
1753                 cave_no_regen = TRUE;
1754         }
1755         else
1756         {
1757                 /* Regeneration ability */
1758                 if (p_ptr->regenerate)
1759                 {
1760                         regen_amount = regen_amount * 2;
1761                 }
1762                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1763                 {
1764                         regen_amount /= 2;
1765                 }
1766                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1767                 {
1768                         regen_amount /= 5;
1769                 }
1770         }
1771
1772
1773         /* Searching or Resting */
1774         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1775         {
1776                 regen_amount = regen_amount * 2;
1777         }
1778
1779         upkeep_factor = calculate_upkeep();
1780
1781         /* No regeneration while special action */
1782         if ((p_ptr->action == ACTION_LEARN) ||
1783             (p_ptr->action == ACTION_HAYAGAKE) ||
1784             (p_ptr->special_defense & KATA_KOUKIJIN))
1785         {
1786                 upkeep_factor += 100;
1787         }
1788
1789         /* Regenerate the mana */
1790         regenmana(upkeep_factor, regen_amount);
1791
1792
1793         /* Recharge magic eater's power */
1794         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1795         {
1796                 regenmagic(regen_amount);
1797         }
1798
1799         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1800         {
1801                 while (upkeep_factor > 100)
1802                 {
1803                         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!"));
1804                         msg_print(NULL);
1805                         do_cmd_pet_dismiss();
1806
1807                         upkeep_factor = calculate_upkeep();
1808
1809                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1810                         msg_print(NULL);
1811                 }
1812         }
1813
1814         /* Poisoned or cut yields no healing */
1815         if (p_ptr->poisoned) regen_amount = 0;
1816         if (p_ptr->cut) regen_amount = 0;
1817
1818         /* Special floor -- Pattern, in a wall -- yields no healing */
1819         if (cave_no_regen) regen_amount = 0;
1820
1821         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1822
1823         /* Regenerate Hit Points if needed */
1824         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1825         {
1826                 regenhp(regen_amount);
1827         }
1828 }
1829
1830 /*!
1831  * @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
1832  * / Handle timeout every 10 game turns
1833  * @return なし
1834  */
1835 static void process_world_aux_timeout(void)
1836 {
1837         const int dec_count = (easy_band ? 2 : 1);
1838
1839         /*** Timeout Various Things ***/
1840
1841         /* Mimic */
1842         if (p_ptr->tim_mimic)
1843         {
1844                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1845         }
1846
1847         /* Hack -- Hallucinating */
1848         if (p_ptr->image)
1849         {
1850                 (void)set_image(p_ptr->image - dec_count);
1851         }
1852
1853         /* Blindness */
1854         if (p_ptr->blind)
1855         {
1856                 (void)set_blind(p_ptr->blind - dec_count);
1857         }
1858
1859         /* Times see-invisible */
1860         if (p_ptr->tim_invis)
1861         {
1862                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1863         }
1864
1865         if (multi_rew)
1866         {
1867                 multi_rew = FALSE;
1868         }
1869
1870         /* Timed esp */
1871         if (p_ptr->tim_esp)
1872         {
1873                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1874         }
1875
1876         /* Timed temporary elemental brands. -LM- */
1877         if (p_ptr->ele_attack)
1878         {
1879                 p_ptr->ele_attack--;
1880
1881                 /* Clear all temporary elemental brands. */
1882                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1883         }
1884
1885         /* Timed temporary elemental immune. -LM- */
1886         if (p_ptr->ele_immune)
1887         {
1888                 p_ptr->ele_immune--;
1889
1890                 /* Clear all temporary elemental brands. */
1891                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1892         }
1893
1894         /* Timed infra-vision */
1895         if (p_ptr->tim_infra)
1896         {
1897                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1898         }
1899
1900         /* Timed stealth */
1901         if (p_ptr->tim_stealth)
1902         {
1903                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1904         }
1905
1906         /* Timed levitation */
1907         if (p_ptr->tim_levitation)
1908         {
1909                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1910         }
1911
1912         /* Timed sh_touki */
1913         if (p_ptr->tim_sh_touki)
1914         {
1915                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1916         }
1917
1918         /* Timed sh_fire */
1919         if (p_ptr->tim_sh_fire)
1920         {
1921                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1922         }
1923
1924         /* Timed sh_holy */
1925         if (p_ptr->tim_sh_holy)
1926         {
1927                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1928         }
1929
1930         /* Timed eyeeye */
1931         if (p_ptr->tim_eyeeye)
1932         {
1933                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1934         }
1935
1936         /* Timed resist-magic */
1937         if (p_ptr->resist_magic)
1938         {
1939                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1940         }
1941
1942         /* Timed regeneration */
1943         if (p_ptr->tim_regen)
1944         {
1945                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1946         }
1947
1948         /* Timed resist nether */
1949         if (p_ptr->tim_res_nether)
1950         {
1951                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1952         }
1953
1954         /* Timed resist time */
1955         if (p_ptr->tim_res_time)
1956         {
1957                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1958         }
1959
1960         /* Timed reflect */
1961         if (p_ptr->tim_reflect)
1962         {
1963                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1964         }
1965
1966         /* Multi-shadow */
1967         if (p_ptr->multishadow)
1968         {
1969                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1970         }
1971
1972         /* Timed Robe of dust */
1973         if (p_ptr->dustrobe)
1974         {
1975                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1976         }
1977
1978         /* Timed infra-vision */
1979         if (p_ptr->kabenuke)
1980         {
1981                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1982         }
1983
1984         /* Paralysis */
1985         if (p_ptr->paralyzed)
1986         {
1987                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1988         }
1989
1990         /* Confusion */
1991         if (p_ptr->confused)
1992         {
1993                 (void)set_confused(p_ptr->confused - dec_count);
1994         }
1995
1996         /* Afraid */
1997         if (p_ptr->afraid)
1998         {
1999                 (void)set_afraid(p_ptr->afraid - dec_count);
2000         }
2001
2002         /* Fast */
2003         if (p_ptr->fast)
2004         {
2005                 (void)set_fast(p_ptr->fast - 1, TRUE);
2006         }
2007
2008         /* Slow */
2009         if (p_ptr->slow)
2010         {
2011                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2012         }
2013
2014         /* Protection from evil */
2015         if (p_ptr->protevil)
2016         {
2017                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2018         }
2019
2020         /* Invulnerability */
2021         if (p_ptr->invuln)
2022         {
2023                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2024         }
2025
2026         /* Wraith form */
2027         if (p_ptr->wraith_form)
2028         {
2029                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2030         }
2031
2032         /* Heroism */
2033         if (p_ptr->hero)
2034         {
2035                 (void)set_hero(p_ptr->hero - 1, TRUE);
2036         }
2037
2038         /* Super Heroism */
2039         if (p_ptr->shero)
2040         {
2041                 (void)set_shero(p_ptr->shero - 1, TRUE);
2042         }
2043
2044         /* Blessed */
2045         if (p_ptr->blessed)
2046         {
2047                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2048         }
2049
2050         /* Shield */
2051         if (p_ptr->shield)
2052         {
2053                 (void)set_shield(p_ptr->shield - 1, TRUE);
2054         }
2055
2056         /* Tsubureru */
2057         if (p_ptr->tsubureru)
2058         {
2059                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2060         }
2061
2062         /* Magicdef */
2063         if (p_ptr->magicdef)
2064         {
2065                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2066         }
2067
2068         /* Tsuyoshi */
2069         if (p_ptr->tsuyoshi)
2070         {
2071                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2072         }
2073
2074         /* Oppose Acid */
2075         if (p_ptr->oppose_acid)
2076         {
2077                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2078         }
2079
2080         /* Oppose Lightning */
2081         if (p_ptr->oppose_elec)
2082         {
2083                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2084         }
2085
2086         /* Oppose Fire */
2087         if (p_ptr->oppose_fire)
2088         {
2089                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2090         }
2091
2092         /* Oppose Cold */
2093         if (p_ptr->oppose_cold)
2094         {
2095                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2096         }
2097
2098         /* Oppose Poison */
2099         if (p_ptr->oppose_pois)
2100         {
2101                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2102         }
2103
2104         if (p_ptr->ult_res)
2105         {
2106                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2107         }
2108
2109         /*** Poison and Stun and Cut ***/
2110
2111         /* Poison */
2112         if (p_ptr->poisoned)
2113         {
2114                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2115
2116                 /* Apply some healing */
2117                 (void)set_poisoned(p_ptr->poisoned - adjust);
2118         }
2119
2120         /* Stun */
2121         if (p_ptr->stun)
2122         {
2123                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2124
2125                 /* Apply some healing */
2126                 (void)set_stun(p_ptr->stun - adjust);
2127         }
2128
2129         /* Cut */
2130         if (p_ptr->cut)
2131         {
2132                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2133
2134                 /* Hack -- Truly "mortal" wound */
2135                 if (p_ptr->cut > 1000) adjust = 0;
2136
2137                 /* Apply some healing */
2138                 (void)set_cut(p_ptr->cut - adjust);
2139         }
2140 }
2141
2142
2143 /*!
2144  * @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
2145  * / Handle burning fuel every 10 game turns
2146  * @return なし
2147  */
2148 static void process_world_aux_light(void)
2149 {
2150         /* Check for light being wielded */
2151         object_type *o_ptr = &inventory[INVEN_LITE];
2152
2153         /* Burn some fuel in the current lite */
2154         if (o_ptr->tval == TV_LITE)
2155         {
2156                 /* Hack -- Use some fuel (except on artifacts) */
2157                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2158                 {
2159                         /* Decrease life-span */
2160                         if (o_ptr->name2 == EGO_LITE_LONG)
2161                         {
2162                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2163                         }
2164                         else o_ptr->xtra4--;
2165
2166                         /* Notice interesting fuel steps */
2167                         notice_lite_change(o_ptr);
2168                 }
2169         }
2170 }
2171
2172
2173 /*!
2174  * @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
2175  * / Handle mutation effects once every 10 game turns
2176  * @return なし
2177  */
2178 static void process_world_aux_mutation(void)
2179 {
2180         /* No mutation with effects */
2181         if (!p_ptr->muta2) return;
2182
2183         /* No effect on monster arena */
2184         if (p_ptr->inside_battle) return;
2185
2186         /* No effect on the global map */
2187         if (p_ptr->wild_mode) return;
2188
2189         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2190         {
2191                 disturb(FALSE, TRUE);
2192                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2193                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2194                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2195                 (void)set_afraid(0);
2196         }
2197
2198         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2199         {
2200                 if (!p_ptr->resist_fear)
2201                 {
2202                         disturb(FALSE, TRUE);
2203                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2204                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2205                 }
2206         }
2207
2208         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2209         {
2210                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2211                 {
2212                         disturb(FALSE, TRUE);
2213                         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..."));
2214                         msg_print(NULL);
2215                         teleport_player(40, TELEPORT_PASSIVE);
2216                 }
2217         }
2218
2219         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2220         {
2221                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2222                 {
2223                         disturb(FALSE, TRUE);
2224                         p_ptr->redraw |= PR_EXTRA;
2225                         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*!"));
2226                 }
2227
2228                 if (!p_ptr->resist_conf)
2229                 {
2230                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2231                 }
2232
2233                 if (!p_ptr->resist_chaos)
2234                 {
2235                         if (one_in_(20))
2236                         {
2237                                 msg_print(NULL);
2238                                 if (one_in_(3)) lose_all_info();
2239                                 else wiz_dark();
2240                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2241                                 wiz_dark();
2242                                 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..."));
2243                                 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!"));
2244                         }
2245                         else
2246                         {
2247                                 if (one_in_(3))
2248                                 {
2249                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2250                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2251                                 }
2252                         }
2253                 }
2254         }
2255
2256         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2257         {
2258                 if (!p_ptr->resist_chaos)
2259                 {
2260                         disturb(FALSE, TRUE);
2261                         p_ptr->redraw |= PR_EXTRA;
2262                         (void)set_image(p_ptr->image + randint0(50) + 20);
2263                 }
2264         }
2265
2266         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2267         {
2268                 disturb(FALSE, TRUE);
2269                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2270                 msg_print(NULL);
2271                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2272         }
2273
2274         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2275             !p_ptr->anti_magic && one_in_(9000))
2276         {
2277                 int dire = 0;
2278                 disturb(FALSE, TRUE);
2279                 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!", 
2280                                                 "Magical energy flows through you! You must release it!"));
2281
2282                 flush();
2283                 msg_print(NULL);
2284                 (void)get_hack_dir(&dire);
2285                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2286         }
2287
2288         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2289         {
2290                 bool pet = one_in_(6);
2291                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2292
2293                 if (pet) mode |= PM_FORCE_PET;
2294                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2295
2296                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2297                 {
2298                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2299                         disturb(FALSE, TRUE);
2300                 }
2301         }
2302
2303         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2304         {
2305                 disturb(FALSE, TRUE);
2306                 if (one_in_(2))
2307                 {
2308                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2309
2310                         if (p_ptr->fast > 0)
2311                         {
2312                                 set_fast(0, TRUE);
2313                         }
2314                         else
2315                         {
2316                                 set_slow(randint1(30) + 10, FALSE);
2317                         }
2318                 }
2319                 else
2320                 {
2321                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2322
2323                         if (p_ptr->slow > 0)
2324                         {
2325                                 set_slow(0, TRUE);
2326                         }
2327                         else
2328                         {
2329                                 set_fast(randint1(30) + 10, FALSE);
2330                         }
2331                 }
2332                 msg_print(NULL);
2333         }
2334         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2335         {
2336                 disturb(FALSE, TRUE);
2337                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2338
2339                 banish_monsters(100);
2340                 if (!dun_level && p_ptr->town_num)
2341                 {
2342                         int n;
2343
2344                         /* Pick a random shop (except home) */
2345                         do
2346                         {
2347                                 n = randint0(MAX_STORES);
2348                         }
2349                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2350
2351                         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!"));
2352                         store_shuffle(n);
2353                 }
2354                 msg_print(NULL);
2355         }
2356
2357         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2358         {
2359                 object_type *o_ptr;
2360
2361                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2362                 msg_print(NULL);
2363
2364                 /* Absorb light from the current possition */
2365                 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2366                 {
2367                         hp_player(10);
2368                 }
2369
2370                 o_ptr = &inventory[INVEN_LITE];
2371
2372                 /* Absorb some fuel in the current lite */
2373                 if (o_ptr->tval == TV_LITE)
2374                 {
2375                         /* Use some fuel (except on artifacts) */
2376                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2377                         {
2378                                 /* Heal the player a bit */
2379                                 hp_player(o_ptr->xtra4 / 20);
2380
2381                                 /* Decrease life-span of lite */
2382                                 o_ptr->xtra4 /= 2;
2383                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2384
2385                                 /* Notice interesting fuel steps */
2386                                 notice_lite_change(o_ptr);
2387                         }
2388                 }
2389
2390                 /*
2391                  * Unlite the area (radius 10) around player and
2392                  * do 50 points damage to every affected monster
2393                  */
2394                 unlite_area(50, 10);
2395         }
2396
2397         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2398         {
2399                 bool pet = one_in_(3);
2400                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2401
2402                 if (pet) mode |= PM_FORCE_PET;
2403                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2404
2405                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2406                 {
2407                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2408                         disturb(FALSE, TRUE);
2409                 }
2410         }
2411
2412         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2413         {
2414                 disturb(FALSE, TRUE);
2415                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2416
2417                 msg_print(NULL);
2418                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2419         }
2420         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2421         {
2422                 if (!lose_mutation(0))
2423                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2424         }
2425         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2426         {
2427                 disturb(FALSE, TRUE);
2428                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2429
2430                 msg_print(NULL);
2431                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2432         }
2433         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2434         {
2435                 do_poly_wounds();
2436         }
2437         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2438         {
2439                 int which_stat = randint0(A_MAX);
2440                 int sustained = FALSE;
2441
2442                 switch (which_stat)
2443                 {
2444                 case A_STR:
2445                         if (p_ptr->sustain_str) sustained = TRUE;
2446                         break;
2447                 case A_INT:
2448                         if (p_ptr->sustain_int) sustained = TRUE;
2449                         break;
2450                 case A_WIS:
2451                         if (p_ptr->sustain_wis) sustained = TRUE;
2452                         break;
2453                 case A_DEX:
2454                         if (p_ptr->sustain_dex) sustained = TRUE;
2455                         break;
2456                 case A_CON:
2457                         if (p_ptr->sustain_con) sustained = TRUE;
2458                         break;
2459                 case A_CHR:
2460                         if (p_ptr->sustain_chr) sustained = TRUE;
2461                         break;
2462                 default:
2463                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2464                         sustained = TRUE;
2465                 }
2466
2467                 if (!sustained)
2468                 {
2469                         disturb(FALSE, TRUE);
2470                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2471                         msg_print(NULL);
2472                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2473                 }
2474         }
2475         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2476         {
2477                 bool pet = one_in_(5);
2478                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2479
2480                 if (pet) mode |= PM_FORCE_PET;
2481                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2482
2483                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2484                 {
2485                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2486                         disturb(FALSE, TRUE);
2487                 }
2488         }
2489         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2490         {
2491                 if (p_ptr->tim_esp > 0)
2492                 {
2493                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2494                         set_tim_esp(0, TRUE);
2495                 }
2496                 else
2497                 {
2498                         msg_print(_("精神が広がった!", "Your mind expands!"));
2499                         set_tim_esp(p_ptr->lev, FALSE);
2500                 }
2501         }
2502         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2503         {
2504                 disturb(FALSE, TRUE);
2505                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2506                 msg_print(NULL);
2507                 set_food(PY_FOOD_WEAK);
2508                 if (music_singing_any()) stop_singing();
2509                 if (hex_spelling_any()) stop_hex_spell_all();
2510         }
2511
2512         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2513         {
2514                 alter_reality();
2515         }
2516
2517         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2518         {
2519                 int danger_amount = 0;
2520                 MONSTER_IDX monster;
2521
2522                 for (monster = 0; monster < m_max; monster++)
2523                 {
2524                         monster_type *m_ptr = &m_list[monster];
2525                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2526
2527                         /* Paranoia -- Skip dead monsters */
2528                         if (!m_ptr->r_idx) continue;
2529
2530                         if (r_ptr->level >= p_ptr->lev)
2531                         {
2532                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2533                         }
2534                 }
2535
2536                 if (danger_amount > 100)
2537                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2538                 else if (danger_amount > 50)
2539                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2540                 else if (danger_amount > 20)
2541                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2542                 else if (danger_amount > 10)
2543                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2544                 else if (danger_amount > 5)
2545                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2546                 else
2547                         msg_print(_("寂しい気がする。", "You feel lonely."));
2548         }
2549
2550         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2551         {
2552                 disturb(FALSE, TRUE);
2553                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2554                 msg_print(NULL);
2555                 (void)set_invuln(randint1(8) + 8, FALSE);
2556         }
2557
2558         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2559         {
2560                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2561
2562                 if (wounds > 0)
2563                 {
2564                         HIT_POINT healing = p_ptr->csp;
2565                         if (healing > wounds) healing = wounds;
2566
2567                         hp_player(healing);
2568                         p_ptr->csp -= healing;
2569                         p_ptr->redraw |= (PR_HP | PR_MANA);
2570                 }
2571         }
2572
2573         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2574         {
2575                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2576
2577                 if (wounds > 0)
2578                 {
2579                         HIT_POINT healing = p_ptr->chp;
2580                         if (healing > wounds) healing = wounds;
2581
2582                         p_ptr->csp += healing;
2583                         p_ptr->redraw |= (PR_HP | PR_MANA);
2584                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2585                 }
2586         }
2587
2588         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2589         {
2590                 INVENTORY_IDX slot = 0;
2591                 object_type *o_ptr = NULL;
2592
2593                 disturb(FALSE, TRUE);
2594                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2595                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2596
2597                 msg_print(NULL);
2598                 if (buki_motteruka(INVEN_RARM))
2599                 {
2600                         slot = INVEN_RARM;
2601                         o_ptr = &inventory[INVEN_RARM];
2602
2603                         if (buki_motteruka(INVEN_LARM) && one_in_(2))
2604                         {
2605                                 o_ptr = &inventory[INVEN_LARM];
2606                                 slot = INVEN_LARM;
2607                         }
2608                 }
2609                 else if (buki_motteruka(INVEN_LARM))
2610                 {
2611                         o_ptr = &inventory[INVEN_LARM];
2612                         slot = INVEN_LARM;
2613                 }
2614                 if (slot && !object_is_cursed(o_ptr))
2615                 {
2616                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2617                         inven_drop(slot, 1);
2618                 }
2619         }
2620
2621 }
2622
2623 /*!
2624  * @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
2625  * / Handle curse effects once every 10 game turns
2626  * @return なし
2627  */
2628 static void process_world_aux_curse(void)
2629 {
2630         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2631         {
2632                 /*
2633                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2634                  * can actually be useful!
2635                  */
2636                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2637                 {
2638                         GAME_TEXT o_name[MAX_NLEN];
2639                         object_type *o_ptr;
2640                         int i, i_keep = 0, count = 0;
2641
2642                         /* Scan the equipment with random teleport ability */
2643                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2644                         {
2645                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2646                                 o_ptr = &inventory[i];
2647
2648                                 /* Skip non-objects */
2649                                 if (!o_ptr->k_idx) continue;
2650
2651                                 /* Extract the item flags */
2652                                 object_flags(o_ptr, flgs);
2653
2654                                 if (have_flag(flgs, TR_TELEPORT))
2655                                 {
2656                                         /* {.} will stop random teleportation. */
2657                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2658                                         {
2659                                                 count++;
2660                                                 if (one_in_(count)) i_keep = i;
2661                                         }
2662                                 }
2663                         }
2664
2665                         o_ptr = &inventory[i_keep];
2666                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2667                         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);
2668                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2669                         {
2670                                 disturb(FALSE, TRUE);
2671                                 teleport_player(50, 0L);
2672                         }
2673                         else
2674                         {
2675                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2676                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2677                                 disturb(TRUE, TRUE);
2678                         }
2679                 }
2680                 /* Make a chainsword noise */
2681                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2682                 {
2683                         char noise[1024];
2684                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2685                                 msg_print(noise);
2686                         disturb(FALSE, FALSE);
2687                 }
2688                 /* TY Curse */
2689                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2690                 {
2691                         int count = 0;
2692                         (void)activate_ty_curse(FALSE, &count);
2693                 }
2694                 /* Handle experience draining */
2695                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2696                 {
2697                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2698                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2699                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2700                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2701                         check_experience();
2702                 }
2703                 /* Add light curse (Later) */
2704                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2705                 {
2706                         BIT_FLAGS new_curse;
2707                         object_type *o_ptr;
2708
2709                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2710
2711                         new_curse = get_curse(0, o_ptr);
2712                         if (!(o_ptr->curse_flags & new_curse))
2713                         {
2714                                 GAME_TEXT o_name[MAX_NLEN];
2715
2716                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2717
2718                                 o_ptr->curse_flags |= new_curse;
2719                                 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);
2720
2721                                 o_ptr->feeling = FEEL_NONE;
2722
2723                                 p_ptr->update |= (PU_BONUS);
2724                         }
2725                 }
2726                 /* Add heavy curse (Later) */
2727                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2728                 {
2729                         BIT_FLAGS new_curse;
2730                         object_type *o_ptr;
2731
2732                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2733
2734                         new_curse = get_curse(1, o_ptr);
2735                         if (!(o_ptr->curse_flags & new_curse))
2736                         {
2737                                 GAME_TEXT o_name[MAX_NLEN];
2738
2739                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2740
2741                                 o_ptr->curse_flags |= new_curse;
2742                                 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);
2743                                 o_ptr->feeling = FEEL_NONE;
2744
2745                                 p_ptr->update |= (PU_BONUS);
2746                         }
2747                 }
2748                 /* Call animal */
2749                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2750                 {
2751                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2752                         {
2753                                 GAME_TEXT o_name[MAX_NLEN];
2754
2755                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2756                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2757                                 disturb(FALSE, TRUE);
2758                         }
2759                 }
2760                 /* Call demon */
2761                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2762                 {
2763                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2764                         {
2765                                 GAME_TEXT o_name[MAX_NLEN];
2766
2767                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2768                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2769                                 disturb(FALSE, TRUE);
2770                         }
2771                 }
2772                 /* Call dragon */
2773                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2774                 {
2775                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2776                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2777                         {
2778                                 GAME_TEXT o_name[MAX_NLEN];
2779
2780                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2781                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2782                                 disturb(FALSE, TRUE);
2783                         }
2784                 }
2785                 /* Call undead */
2786                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2787                 {
2788                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2789                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2790                         {
2791                                 GAME_TEXT o_name[MAX_NLEN];
2792
2793                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2794                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2795                                 disturb(FALSE, TRUE);
2796                         }
2797                 }
2798                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2799                 {
2800                         if (!p_ptr->resist_fear)
2801                         {
2802                                 disturb(FALSE, TRUE);
2803                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2804                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2805                         }
2806                 }
2807                 /* Teleport player */
2808                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2809                 {
2810                         disturb(FALSE, TRUE);
2811
2812                         /* Teleport player */
2813                         teleport_player(40, TELEPORT_PASSIVE);
2814                 }
2815                 /* Handle HP draining */
2816                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2817                 {
2818                         GAME_TEXT o_name[MAX_NLEN];
2819
2820                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2821                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2822                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2823                 }
2824                 /* Handle mana draining */
2825                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2826                 {
2827                         GAME_TEXT o_name[MAX_NLEN];
2828
2829                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2830                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2831                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2832                         if (p_ptr->csp < 0)
2833                         {
2834                                 p_ptr->csp = 0;
2835                                 p_ptr->csp_frac = 0;
2836                         }
2837                         p_ptr->redraw |= PR_MANA;
2838                 }
2839         }
2840
2841         /* Rarely, take damage from the Jewel of Judgement */
2842         if (one_in_(999) && !p_ptr->anti_magic)
2843         {
2844                 object_type *o_ptr = &inventory[INVEN_LITE];
2845
2846                 if (o_ptr->name1 == ART_JUDGE)
2847                 {
2848                         if (object_is_known(o_ptr))
2849                                 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2850                         else
2851                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2852                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2853                 }
2854         }
2855 }
2856
2857
2858 /*!
2859  * @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
2860  * / Handle recharging objects once every 10 game turns
2861  * @return なし
2862  */
2863 static void process_world_aux_recharge(void)
2864 {
2865         int i;
2866         bool changed;
2867
2868         /* Process equipment */
2869         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2870         {
2871                 /* Get the object */
2872                 object_type *o_ptr = &inventory[i];
2873
2874                 /* Skip non-objects */
2875                 if (!o_ptr->k_idx) continue;
2876
2877                 /* Recharge activatable objects */
2878                 if (o_ptr->timeout > 0)
2879                 {
2880                         /* Recharge */
2881                         o_ptr->timeout--;
2882
2883                         /* Notice changes */
2884                         if (!o_ptr->timeout)
2885                         {
2886                                 recharged_notice(o_ptr);
2887                                 changed = TRUE;
2888                         }
2889                 }
2890         }
2891
2892         /* Notice changes */
2893         if (changed)
2894         {
2895                 p_ptr->window |= (PW_EQUIP);
2896                 wild_regen = 20;
2897         }
2898
2899         /*
2900          * Recharge rods.  Rods now use timeout to control charging status,
2901          * and each charging rod in a stack decreases the stack's timeout by
2902          * one per turn. -LM-
2903          */
2904         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2905         {
2906                 object_type *o_ptr = &inventory[i];
2907                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2908
2909                 /* Skip non-objects */
2910                 if (!o_ptr->k_idx) continue;
2911
2912                 /* Examine all charging rods or stacks of charging rods. */
2913                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2914                 {
2915                         /* Determine how many rods are charging. */
2916                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2917                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2918
2919                         /* Decrease timeout by that number. */
2920                         o_ptr->timeout -= temp;
2921
2922                         /* Boundary control. */
2923                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2924
2925                         /* Notice changes, provide message if object is inscribed. */
2926                         if (!(o_ptr->timeout))
2927                         {
2928                                 recharged_notice(o_ptr);
2929                                 changed = TRUE;
2930                         }
2931
2932                         /* One of the stack of rod is charged */
2933                         else if (o_ptr->timeout % k_ptr->pval)
2934                         {
2935                                 changed = TRUE;
2936                         }
2937                 }
2938         }
2939
2940         /* Notice changes */
2941         if (changed)
2942         {
2943                 p_ptr->window |= (PW_INVEN);
2944                 wild_regen = 20;
2945         }
2946
2947         /* Process objects on floor */
2948         for (i = 1; i < o_max; i++)
2949         {
2950                 /* Access object */
2951                 object_type *o_ptr = &o_list[i];
2952
2953                 /* Skip dead objects */
2954                 if (!o_ptr->k_idx) continue;
2955
2956                 /* Recharge rods on the ground.  No messages. */
2957                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2958                 {
2959                         /* Charge it */
2960                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2961
2962                         /* Boundary control. */
2963                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2964                 }
2965         }
2966 }
2967
2968
2969 /*!
2970  * @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。
2971  * / Handle involuntary movement once every 10 game turns
2972  * @return なし
2973  */
2974 static void process_world_aux_movement(void)
2975 {
2976         /* Delayed Word-of-Recall */
2977         if (p_ptr->word_recall)
2978         {
2979                 /*
2980                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2981                  * The player is yanked up/down as soon as
2982                  * he loads the autosaved game.
2983                  */
2984                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2985                         do_cmd_save_game(TRUE);
2986
2987                 /* Count down towards recall */
2988                 p_ptr->word_recall--;
2989
2990                 p_ptr->redraw |= (PR_STATUS);
2991
2992                 /* Activate the recall */
2993                 if (!p_ptr->word_recall)
2994                 {
2995                         /* Disturbing! */
2996                         disturb(FALSE, TRUE);
2997
2998                         /* Determine the level */
2999                         if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3000                         {
3001                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3002
3003                                 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3004                                 if (record_stair)
3005                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3006
3007                                 dun_level = 0;
3008                                 dungeon_type = 0;
3009
3010                                 leave_quest_check();
3011                                 leave_tower_check();
3012
3013                                 p_ptr->inside_quest = 0;
3014
3015                                 p_ptr->leaving = TRUE;
3016                         }
3017                         else
3018                         {
3019                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3020
3021                                 dungeon_type = p_ptr->recall_dungeon;
3022
3023                                 if (record_stair)
3024                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3025
3026                                 /* New depth */
3027                                 dun_level = max_dlv[dungeon_type];
3028                                 if (dun_level < 1) dun_level = 1;
3029
3030                                 /* Nightmare mode makes recall more dangerous */
3031                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3032                                 {
3033                                         if (dun_level < 50)
3034                                         {
3035                                                 dun_level *= 2;
3036                                         }
3037                                         else if (dun_level < 99)
3038                                         {
3039                                                 dun_level = (dun_level + 99) / 2;
3040                                         }
3041                                         else if (dun_level > 100)
3042                                         {
3043                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3044                                         }
3045                                 }
3046
3047                                 if (p_ptr->wild_mode)
3048                                 {
3049                                         p_ptr->wilderness_y = p_ptr->y;
3050                                         p_ptr->wilderness_x = p_ptr->x;
3051                                 }
3052                                 else
3053                                 {
3054                                         /* Save player position */
3055                                         p_ptr->oldpx = p_ptr->x;
3056                                         p_ptr->oldpy = p_ptr->y;
3057                                 }
3058                                 p_ptr->wild_mode = FALSE;
3059
3060                                 /*
3061                                  * Clear all saved floors
3062                                  * and create a first saved floor
3063                                  */
3064                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3065
3066                                 /* Leaving */
3067                                 p_ptr->leaving = TRUE;
3068
3069                                 if (dungeon_type == DUNGEON_ANGBAND)
3070                                 {
3071                                         int i;
3072
3073                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3074                                         {
3075                                                 quest_type* const q_ptr = &quest[i];
3076
3077                                                 
3078                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3079                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3080                                                     (q_ptr->level < dun_level))
3081                                                 {
3082                                                         q_ptr->status = QUEST_STATUS_FAILED;
3083                                                         q_ptr->complev = (byte)p_ptr->lev;
3084                                                         update_playtime();
3085                                                         q_ptr->comptime = playtime;
3086                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3087                                                 }
3088                                         }
3089                                 }
3090                         }
3091
3092                         sound(SOUND_TPLEVEL);
3093                 }
3094         }
3095
3096
3097         /* Delayed Alter reality */
3098         if (p_ptr->alter_reality)
3099         {
3100                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3101                         do_cmd_save_game(TRUE);
3102
3103                 /* Count down towards alter */
3104                 p_ptr->alter_reality--;
3105
3106                 p_ptr->redraw |= (PR_STATUS);
3107
3108                 /* Activate the alter reality */
3109                 if (!p_ptr->alter_reality)
3110                 {
3111                         /* Disturbing! */
3112                         disturb(FALSE, TRUE);
3113
3114                         /* Determine the level */
3115                         if (!quest_number(dun_level) && dun_level)
3116                         {
3117                                 msg_print(_("世界が変わった!", "The world changes!"));
3118
3119                                 /*
3120                                  * Clear all saved floors
3121                                  * and create a first saved floor
3122                                  */
3123                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3124
3125                                 /* Leaving */
3126                                 p_ptr->leaving = TRUE;
3127                         }
3128                         else
3129                         {
3130                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3131                         }
3132
3133                         sound(SOUND_TPLEVEL);
3134                 }
3135         }
3136 }
3137
3138
3139 /*!
3140  * @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。
3141  * / Count number of adjacent monsters
3142  * @param m_idx 隣接数を調べたいモンスターのID
3143  * @return 隣接しているモンスターの数
3144  */
3145 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3146 {
3147         monster_type *m_ptr = &m_list[m_idx];
3148         POSITION my = m_ptr->fy;
3149         POSITION mx = m_ptr->fx;
3150         int i;
3151         int count = 0;
3152
3153         for (i = 0; i < 7; i++)
3154         {
3155                 int ay = my + ddy_ddd[i];
3156                 int ax = mx + ddx_ddd[i];
3157
3158                 if (!in_bounds(ay, ax)) continue;
3159
3160                 /* Count number of monsters */
3161                 if (cave[ay][ax].m_idx > 0) count++;
3162         }
3163
3164         return count;
3165 }
3166
3167
3168
3169 /*!
3170  * 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
3171  */
3172 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3173
3174 /*!
3175  * @brief ダンジョンの雰囲気を算出する。
3176  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3177  * @return 算出されたダンジョンの雰囲気ランク
3178  */
3179 static byte get_dungeon_feeling(void)
3180 {
3181         const int base = 10;
3182         int rating = 0;
3183         IDX i;
3184
3185         /* Hack -- no feeling in the town */
3186         if (!dun_level) return 0;
3187
3188         /* Examine each monster */
3189         for (i = 1; i < m_max; i++)
3190         {
3191                 monster_type *m_ptr = &m_list[i];
3192                 monster_race *r_ptr;
3193                 int delta = 0;
3194
3195                 /* Skip dead monsters */
3196                 if (!m_ptr->r_idx) continue;
3197
3198                 /* Ignore pet */
3199                 if (is_pet(m_ptr)) continue;
3200
3201                 r_ptr = &r_info[m_ptr->r_idx];
3202
3203                 /* Unique monsters */
3204                 if (r_ptr->flags1 & (RF1_UNIQUE))
3205                 {
3206                         /* Nearly out-of-depth unique monsters */
3207                         if (r_ptr->level + 10 > dun_level)
3208                         {
3209                                 /* Boost rating by twice delta-depth */
3210                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3211                         }
3212                 }
3213                 else
3214                 {
3215                         /* Out-of-depth monsters */
3216                         if (r_ptr->level > dun_level)
3217                         {
3218                                 /* Boost rating by delta-depth */
3219                                 delta += (r_ptr->level - dun_level) * base;
3220                         }
3221                 }
3222
3223                 /* Unusually crowded monsters get a little bit of rating boost */
3224                 if (r_ptr->flags1 & RF1_FRIENDS)
3225                 {
3226                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3227                 }
3228                 else
3229                 {
3230                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3231                 }
3232
3233
3234                 rating += RATING_BOOST(delta);
3235         }
3236
3237         /* Examine each unidentified object */
3238         for (i = 1; i < o_max; i++)
3239         {
3240                 object_type *o_ptr = &o_list[i];
3241                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3242                 int delta = 0;
3243
3244                 /* Skip dead objects */
3245                 if (!o_ptr->k_idx) continue;
3246
3247                 /* Skip known objects */
3248                 if (object_is_known(o_ptr))
3249                 {
3250                         /* Touched? */
3251                         if (o_ptr->marked & OM_TOUCHED) continue;
3252                 }
3253
3254                 /* Skip pseudo-known objects */
3255                 if (o_ptr->ident & IDENT_SENSE) continue;
3256
3257                 /* Ego objects */
3258                 if (object_is_ego(o_ptr))
3259                 {
3260                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3261
3262                         delta += e_ptr->rating * base;
3263                 }
3264
3265                 /* Artifacts */
3266                 if (object_is_artifact(o_ptr))
3267                 {
3268                         PRICE cost = object_value_real(o_ptr);
3269
3270                         delta += 10 * base;
3271                         if (cost > 10000L) delta += 10 * base;
3272                         if (cost > 50000L) delta += 10 * base;
3273                         if (cost > 100000L) delta += 10 * base;
3274
3275                         /* Special feeling */
3276                         if (!preserve_mode) return 1;
3277                 }
3278
3279                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3280                 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3281                 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3282                 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3283                 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3284                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3285                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3286                 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3287
3288                 /* Out-of-depth objects */
3289                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3290                 {
3291                         /* Rating increase */
3292                         delta += (k_ptr->level - dun_level) * base;
3293                 }
3294
3295                 rating += RATING_BOOST(delta);
3296         }
3297
3298
3299         if (rating > RATING_BOOST(1000)) return 2;
3300         if (rating > RATING_BOOST(800)) return 3;
3301         if (rating > RATING_BOOST(600)) return 4;
3302         if (rating > RATING_BOOST(400)) return 5;
3303         if (rating > RATING_BOOST(300)) return 6;
3304         if (rating > RATING_BOOST(200)) return 7;
3305         if (rating > RATING_BOOST(100)) return 8;
3306         if (rating > RATING_BOOST(0)) return 9;
3307
3308         return 10;
3309 }
3310
3311 /*!
3312  * @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
3313  * / Update dungeon feeling, and announce it if changed
3314  * @return なし
3315  */
3316 static void update_dungeon_feeling(void)
3317 {
3318         byte new_feeling;
3319         int quest_num;
3320         int delay;
3321
3322         /* No feeling on the surface */
3323         if (!dun_level) return;
3324
3325         /* No feeling in the arena */
3326         if (p_ptr->inside_battle) return;
3327
3328         /* Extract delay time */
3329         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3330
3331         /* Not yet felt anything */
3332         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3333
3334         /* Extract quest number (if any) */
3335         quest_num = quest_number(dun_level);
3336
3337         /* No feeling in a quest */
3338         if (quest_num &&
3339             (is_fixed_quest_idx(quest_num) &&
3340              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3341                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3342
3343
3344         /* Get new dungeon feeling */
3345         new_feeling = get_dungeon_feeling();
3346
3347         /* Remember last time updated */
3348         p_ptr->feeling_turn = turn;
3349
3350         /* No change */
3351         if (p_ptr->feeling == new_feeling) return;
3352
3353         /* Dungeon feeling is changed */
3354         p_ptr->feeling = new_feeling;
3355
3356         /* Announce feeling */
3357         do_cmd_feeling();
3358
3359         select_floor_music();
3360
3361         /* Update the level indicator */
3362         p_ptr->redraw |= (PR_DEPTH);
3363
3364         if (disturb_minor) disturb(FALSE, FALSE);
3365 }
3366
3367 /*!
3368  * @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。
3369  * / Handle certain things once every 10 game turns
3370  * @return なし
3371  */
3372 static void process_world(void)
3373 {
3374         int day, hour, min;
3375
3376         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3377         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3378         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3379         
3380         extract_day_hour_min(&day, &hour, &min);
3381
3382         /* Update dungeon feeling, and announce it if changed */
3383         update_dungeon_feeling();
3384
3385         /* 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.*/
3386         if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3387         {
3388                 dun_level = 0;
3389                 dungeon_type = 0;
3390                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3391                 p_ptr->inside_arena = FALSE;
3392                 p_ptr->wild_mode = FALSE;
3393                 p_ptr->leaving = TRUE;
3394         }
3395
3396         /*** Check monster arena ***/
3397         if (p_ptr->inside_battle && !p_ptr->leaving)
3398         {
3399                 int i2, j2;
3400                 int win_m_idx = 0;
3401                 int number_mon = 0;
3402
3403                 /* Count all hostile monsters */
3404                 for (i2 = 0; i2 < cur_wid; ++i2)
3405                         for (j2 = 0; j2 < cur_hgt; j2++)
3406                         {
3407                                 cave_type *c_ptr = &cave[j2][i2];
3408
3409                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3410                                 {
3411                                         number_mon++;
3412                                         win_m_idx = c_ptr->m_idx;
3413                                 }
3414                         }
3415
3416                 if (number_mon == 0)
3417                 {
3418                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3419                         msg_print(NULL);
3420                         p_ptr->energy_need = 0;
3421                         battle_monsters();
3422                 }
3423                 else if ((number_mon-1) == 0)
3424                 {
3425                         GAME_TEXT m_name[MAX_NLEN];
3426                         monster_type *wm_ptr;
3427
3428                         wm_ptr = &m_list[win_m_idx];
3429
3430                         monster_desc(m_name, wm_ptr, 0);
3431                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3432                         msg_print(NULL);
3433
3434                         if (win_m_idx == (sel_monster+1))
3435                         {
3436                                 msg_print(_("おめでとうございます。", "Congratulations."));
3437                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3438                                 p_ptr->au += battle_odds;
3439                         }
3440                         else
3441                         {
3442                                 msg_print(_("残念でした。", "You lost gold."));
3443                         }
3444                         msg_print(NULL);
3445                         p_ptr->energy_need = 0;
3446                         battle_monsters();
3447                 }
3448                 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3449                 {
3450                         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."));
3451                         p_ptr->au += kakekin;
3452                         msg_print(NULL);
3453                         p_ptr->energy_need = 0;
3454                         battle_monsters();
3455                 }
3456         }
3457
3458         /* Every 10 game turns */
3459         if (turn % TURNS_PER_TICK) return;
3460
3461         /*** Check the Time and Load ***/
3462
3463         if (!(turn % (50*TURNS_PER_TICK)))
3464         {
3465                 /* Check time and load */
3466                 if ((0 != check_time()) || (0 != check_load()))
3467                 {
3468                         /* Warning */
3469                         if (closing_flag <= 2)
3470                         {
3471                                 disturb(FALSE, TRUE);
3472
3473                                 /* Count warnings */
3474                                 closing_flag++;
3475
3476                                 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..."));
3477                                 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."));
3478
3479                         }
3480
3481                         /* Slam the gate */
3482                         else
3483                         {
3484                                 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."));
3485
3486                                 /* Stop playing */
3487                                 p_ptr->playing = FALSE;
3488
3489                                 /* Leaving */
3490                                 p_ptr->leaving = TRUE;
3491                         }
3492                 }
3493         }
3494
3495         /*** Attempt timed autosave ***/
3496         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3497         {
3498                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3499                         do_cmd_save_game(TRUE);
3500         }
3501
3502         if (mon_fight && !ignore_unview)
3503         {
3504                 msg_print(_("何かが聞こえた。", "You hear noise."));
3505         }
3506
3507         /*** Handle the wilderness/town (sunshine) ***/
3508
3509         /* While in town/wilderness */
3510         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3511         {
3512                 /* Hack -- Daybreak/Nighfall in town */
3513                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3514                 {
3515                         bool dawn;
3516
3517                         /* Check for dawn */
3518                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3519
3520                         if (dawn) day_break();
3521                         else night_falls();
3522
3523                 }
3524         }
3525
3526         /* While in the dungeon (vanilla_town or lite_town mode only) */
3527         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3528         {
3529                 /*** Shuffle the Storekeepers ***/
3530
3531                 /* Chance is only once a day (while in dungeon) */
3532                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3533                 {
3534                         /* Sometimes, shuffle the shop-keepers */
3535                         if (one_in_(STORE_SHUFFLE))
3536                         {
3537                                 int n;
3538                                 FEAT_IDX i;
3539
3540                                 /* Pick a random shop (except home and museum) */
3541                                 do
3542                                 {
3543                                         n = randint0(MAX_STORES);
3544                                 }
3545                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3546
3547                                 /* Check every feature */
3548                                 for (i = 1; i < max_f_idx; i++)
3549                                 {
3550                                         /* Access the index */
3551                                         feature_type *f_ptr = &f_info[i];
3552
3553                                         /* Skip empty index */
3554                                         if (!f_ptr->name) continue;
3555
3556                                         /* Skip non-store features */
3557                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3558
3559                                         /* Verify store type */
3560                                         if (f_ptr->subtype == n)
3561                                         {
3562                                                 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);
3563
3564                                                 /* Shuffle it */
3565                                                 store_shuffle(n);
3566
3567                                                 break;
3568                                         }
3569                                 }
3570                         }
3571                 }
3572         }
3573
3574
3575         /*** Process the monsters ***/
3576
3577         /* Check for creature generation. */
3578         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3579             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3580         {
3581                 /* Make a new monster */
3582                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3583         }
3584
3585         /* Hack -- Check for creature regeneration */
3586         if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3587         if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3588
3589         if (!p_ptr->leaving)
3590         {
3591                 int i;
3592
3593                 /* Hack -- Process the counters of monsters if needed */
3594                 for (i = 0; i < MAX_MTIMED; i++)
3595                 {
3596                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3597                 }
3598         }
3599
3600
3601         /* Date changes */
3602         if (!hour && !min)
3603         {
3604                 if (min != prev_min)
3605                 {
3606                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3607                         determine_today_mon(FALSE);
3608                 }
3609         }
3610
3611         /*
3612          * Nightmare mode activates the TY_CURSE at midnight
3613          * Require exact minute -- Don't activate multiple times in a minute
3614          */
3615
3616         if (ironman_nightmare && (min != prev_min))
3617         {
3618
3619                 /* Every 15 minutes after 11:00 pm */
3620                 if ((hour == 23) && !(min % 15))
3621                 {
3622                         /* Disturbing */
3623                         disturb(FALSE, TRUE);
3624
3625                         switch (min / 15)
3626                         {
3627                         case 0:
3628                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3629                                 break;
3630
3631                         case 1:
3632                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3633                                 break;
3634
3635                         case 2:
3636                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3637                                 break;
3638
3639                         case 3:
3640                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3641                                 break;
3642                         }
3643                 }
3644
3645                 /* TY_CURSE activates at midnight! */
3646                 if (!hour && !min)
3647                 {
3648
3649                         disturb(TRUE, TRUE);
3650                         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."));
3651
3652                         if (p_ptr->wild_mode)
3653                         {
3654                                 /* Go into large wilderness view */
3655                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3656                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3657                                 change_wild_mode();
3658
3659                                 /* Give first move to monsters */
3660                                 p_ptr->energy_use = 100;
3661
3662                                 /* HACk -- set the encouter flag for the wilderness generation */
3663                                 generate_encounter = TRUE;
3664                         }
3665
3666                         invoking_midnight_curse = TRUE;
3667                 }
3668         }
3669
3670
3671
3672         /* Check the Food */
3673         process_world_aux_digestion();
3674
3675         /* Process timed damage and regeneration */
3676         process_world_aux_hp_and_sp();
3677
3678         /* Process timeout */
3679         process_world_aux_timeout();
3680
3681         /* Process light */
3682         process_world_aux_light();
3683
3684         /* Process mutation effects */
3685         process_world_aux_mutation();
3686
3687         /* Process curse effects */
3688         process_world_aux_curse();
3689
3690         /* Process recharging */
3691         process_world_aux_recharge();
3692
3693         /* Feel the inventory */
3694         sense_inventory1();
3695         sense_inventory2();
3696
3697         /* Involuntary Movement */
3698         process_world_aux_movement();
3699 }
3700
3701 /*!
3702  * @brief ウィザードモードへの導入処理
3703  * / Verify use of "wizard" mode
3704  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3705  */
3706 static bool enter_wizard_mode(void)
3707 {
3708         /* Ask first time */
3709         if (!p_ptr->noscore)
3710         {
3711                 /* Wizard mode is not permitted */
3712                 if (!allow_debug_opts || arg_wizard)
3713                 {
3714                         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."));
3715                         return FALSE;
3716                 }
3717
3718                 /* Mention effects */
3719                 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."));
3720                 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."));
3721                 msg_print(NULL);
3722
3723                 /* Verify request */
3724                 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? ")))
3725                 {
3726                         return (FALSE);
3727                 }
3728
3729                 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."));
3730                 /* Mark savefile */
3731                 p_ptr->noscore |= 0x0002;
3732         }
3733
3734         /* Success */
3735         return (TRUE);
3736 }
3737
3738
3739 #ifdef ALLOW_WIZARD
3740
3741 /*!
3742  * @brief デバッグコマンドへの導入処理
3743  * / Verify use of "debug" commands
3744  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3745  */
3746 static bool enter_debug_mode(void)
3747 {
3748         /* Ask first time */
3749         if (!p_ptr->noscore)
3750         {
3751                 /* Debug mode is not permitted */
3752                 if (!allow_debug_opts)
3753                 {
3754                         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."));
3755                         return FALSE;
3756                 }
3757
3758                 /* Mention effects */
3759                 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."));
3760                 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."));
3761
3762                 msg_print(NULL);
3763
3764                 /* Verify request */
3765                 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? ")))
3766                 {
3767                         return (FALSE);
3768                 }
3769
3770                 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."));
3771                 /* Mark savefile */
3772                 p_ptr->noscore |= 0x0008;
3773         }
3774
3775         /* Success */
3776         return (TRUE);
3777 }
3778
3779 /*
3780  * Hack -- Declare the Debug Routines
3781  */
3782 extern void do_cmd_debug(void);
3783
3784 #endif /* ALLOW_WIZARD */
3785
3786
3787 #ifdef ALLOW_BORG
3788
3789 /*!
3790  * @brief ボーグコマンドへの導入処理
3791  * / Verify use of "borg" commands
3792  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3793  */
3794 static bool enter_borg_mode(void)
3795 {
3796         /* Ask first time */
3797         if (!(p_ptr->noscore & 0x0010))
3798         {
3799                 /* Mention effects */
3800                 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."));
3801                 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."));
3802
3803                 msg_print(NULL);
3804
3805                 /* Verify request */
3806                 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? ")))
3807                 {
3808                         return (FALSE);
3809                 }
3810
3811                 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."));
3812                 /* Mark savefile */
3813                 p_ptr->noscore |= 0x0010;
3814         }
3815
3816         /* Success */
3817         return (TRUE);
3818 }
3819
3820 /*
3821  * Hack -- Declare the Ben Borg
3822  */
3823 extern void do_cmd_borg(void);
3824
3825 #endif /* ALLOW_BORG */
3826
3827
3828 /*!
3829  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3830  * / Parse and execute the current command Give "Warning" on illegal commands.
3831  * @todo Make some "blocks"
3832  * @return なし
3833  */
3834 static void process_command(void)
3835 {
3836         COMMAND_CODE old_now_message = now_message;
3837
3838         /* Handle repeating the last command */
3839         repeat_check();
3840
3841         now_message = 0;
3842
3843         /* Sniper */
3844         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3845                 reset_concent = TRUE;
3846
3847         /* Parse the command */
3848         switch (command_cmd)
3849         {
3850                 /* Ignore */
3851                 case ESCAPE:
3852                 case ' ':
3853                 {
3854                         break;
3855                 }
3856
3857                 /* Ignore return */
3858                 case '\r':
3859                 case '\n':
3860                 {
3861                         break;
3862                 }
3863
3864                 /*** Wizard Commands ***/
3865
3866                 /* Toggle Wizard Mode */
3867                 case KTRL('W'):
3868                 {
3869                         if (p_ptr->wizard)
3870                         {
3871                                 p_ptr->wizard = FALSE;
3872                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3873                         }
3874                         else if (enter_wizard_mode())
3875                         {
3876                                 p_ptr->wizard = TRUE;
3877                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3878                         }
3879                         p_ptr->update |= (PU_MONSTERS);
3880
3881                         /* Redraw "title" */
3882                         p_ptr->redraw |= (PR_TITLE);
3883
3884                         break;
3885                 }
3886
3887
3888 #ifdef ALLOW_WIZARD
3889
3890                 /* Special "debug" commands */
3891                 case KTRL('A'):
3892                 {
3893                         /* Enter debug mode */
3894                         if (enter_debug_mode())
3895                         {
3896                                 do_cmd_debug();
3897                         }
3898                         break;
3899                 }
3900
3901 #endif /* ALLOW_WIZARD */
3902
3903
3904 #ifdef ALLOW_BORG
3905
3906                 /* Special "borg" commands */
3907                 case KTRL('Z'):
3908                 {
3909                         /* Enter borg mode */
3910                         if (enter_borg_mode())
3911                         {
3912                                 if (!p_ptr->wild_mode) do_cmd_borg();
3913                         }
3914
3915                         break;
3916                 }
3917
3918 #endif /* ALLOW_BORG */
3919
3920
3921
3922                 /*** Inventory Commands ***/
3923
3924                 /* Wear/wield equipment */
3925                 case 'w':
3926                 {
3927                         if (!p_ptr->wild_mode) do_cmd_wield();
3928                         break;
3929                 }
3930
3931                 /* Take off equipment */
3932                 case 't':
3933                 {
3934                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3935                         break;
3936                 }
3937
3938                 /* Drop an item */
3939                 case 'd':
3940                 {
3941                         if (!p_ptr->wild_mode) do_cmd_drop();
3942                         break;
3943                 }
3944
3945                 /* Destroy an item */
3946                 case 'k':
3947                 {
3948                         do_cmd_destroy();
3949                         break;
3950                 }
3951
3952                 /* Equipment list */
3953                 case 'e':
3954                 {
3955                         do_cmd_equip();
3956                         break;
3957                 }
3958
3959                 /* Inventory list */
3960                 case 'i':
3961                 {
3962                         do_cmd_inven();
3963                         break;
3964                 }
3965
3966
3967                 /*** Various commands ***/
3968
3969                 /* Identify an object */
3970                 case 'I':
3971                 {
3972                         do_cmd_observe();
3973                         break;
3974                 }
3975
3976                 /* Hack -- toggle windows */
3977                 case KTRL('I'):
3978                 {
3979                         toggle_inven_equip();
3980                         break;
3981                 }
3982
3983
3984                 /*** Standard "Movement" Commands ***/
3985
3986                 /* Alter a grid */
3987                 case '+':
3988                 {
3989                         if (!p_ptr->wild_mode) do_cmd_alter();
3990                         break;
3991                 }
3992
3993                 /* Dig a tunnel */
3994                 case 'T':
3995                 {
3996                         if (!p_ptr->wild_mode) do_cmd_tunnel();
3997                         break;
3998                 }
3999
4000                 /* Move (usually pick up things) */
4001                 case ';':
4002                 {
4003                         do_cmd_walk(FALSE);
4004                         break;
4005                 }
4006
4007                 /* Move (usually do not pick up) */
4008                 case '-':
4009                 {
4010                         do_cmd_walk(TRUE);
4011                         break;
4012                 }
4013
4014
4015                 /*** Running, Resting, Searching, Staying */
4016
4017                 /* Begin Running -- Arg is Max Distance */
4018                 case '.':
4019                 {
4020                         if (!p_ptr->wild_mode) do_cmd_run();
4021                         break;
4022                 }
4023
4024                 /* Stay still (usually pick things up) */
4025                 case ',':
4026                 {
4027                         do_cmd_stay(always_pickup);
4028                         break;
4029                 }
4030
4031                 /* Stay still (usually do not pick up) */
4032                 case 'g':
4033                 {
4034                         do_cmd_stay(!always_pickup);
4035                         break;
4036                 }
4037
4038                 /* Rest -- Arg is time */
4039                 case 'R':
4040                 {
4041                         do_cmd_rest();
4042                         break;
4043                 }
4044
4045                 /* Search for traps/doors */
4046                 case 's':
4047                 {
4048                         do_cmd_search();
4049                         break;
4050                 }
4051
4052                 /* Toggle search mode */
4053                 case 'S':
4054                 {
4055                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4056                         else set_action(ACTION_SEARCH);
4057                         break;
4058                 }
4059
4060
4061                 /*** Stairs and Doors and Chests and Traps ***/
4062
4063                 /* Enter store */
4064                 case SPECIAL_KEY_STORE:
4065                 {
4066                         if (!p_ptr->wild_mode) do_cmd_store();
4067                         break;
4068                 }
4069
4070                 /* Enter building -KMW- */
4071                 case SPECIAL_KEY_BUILDING:
4072                 {
4073                         if (!p_ptr->wild_mode) do_cmd_bldg();
4074                         break;
4075                 }
4076
4077                 /* Enter quest level -KMW- */
4078                 case SPECIAL_KEY_QUEST:
4079                 {
4080                         if (!p_ptr->wild_mode) do_cmd_quest();
4081                         break;
4082                 }
4083
4084                 /* Go up staircase */
4085                 case '<':
4086                 {
4087                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4088                         {
4089                                 if (vanilla_town) break;
4090
4091                                 if (ambush_flag)
4092                                 {
4093                                         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."));
4094                                         break;
4095                                 }
4096
4097                                 if (p_ptr->food < PY_FOOD_WEAK)
4098                                 {
4099                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4100                                         break;
4101                                 }
4102
4103                                 change_wild_mode();
4104                         }
4105                         else
4106                                 do_cmd_go_up();
4107                         break;
4108                 }
4109
4110                 /* Go down staircase */
4111                 case '>':
4112                 {
4113                         if (p_ptr->wild_mode)
4114                                 change_wild_mode();
4115                         else
4116                                 do_cmd_go_down();
4117
4118                         break;
4119                 }
4120
4121                 /* Open a door or chest */
4122                 case 'o':
4123                 {
4124                         if (!p_ptr->wild_mode) do_cmd_open();
4125                         break;
4126                 }
4127
4128                 /* Close a door */
4129                 case 'c':
4130                 {
4131                         if (!p_ptr->wild_mode) do_cmd_close();
4132                         break;
4133                 }
4134
4135                 /* Jam a door with spikes */
4136                 case 'j':
4137                 {
4138                         if (!p_ptr->wild_mode) do_cmd_spike();
4139                         break;
4140                 }
4141
4142                 /* Bash a door */
4143                 case 'B':
4144                 {
4145                         if (!p_ptr->wild_mode) do_cmd_bash();
4146                         break;
4147                 }
4148
4149                 /* Disarm a trap or chest */
4150                 case 'D':
4151                 {
4152                         if (!p_ptr->wild_mode) do_cmd_disarm();
4153                         break;
4154                 }
4155
4156
4157                 /*** Magic and Prayers ***/
4158
4159                 /* Gain new spells/prayers */
4160                 case 'G':
4161                 {
4162                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4163                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4164                         else if (p_ptr->pclass == CLASS_SAMURAI)
4165                                 do_cmd_gain_hissatsu();
4166                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4167                                 gain_magic();
4168                         else
4169                                 do_cmd_study();
4170                         break;
4171                 }
4172
4173                 /* Browse a book */
4174                 case 'b':
4175                 {
4176                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4177                              (p_ptr->pclass == CLASS_BERSERKER) ||
4178                              (p_ptr->pclass == CLASS_NINJA) ||
4179                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4180                              ) do_cmd_mind_browse();
4181                         else if (p_ptr->pclass == CLASS_SMITH)
4182                                 do_cmd_kaji(TRUE);
4183                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4184                                 do_cmd_magic_eater(TRUE, FALSE);
4185                         else if (p_ptr->pclass == CLASS_SNIPER)
4186                                 do_cmd_snipe_browse();
4187                         else do_cmd_browse();
4188                         break;
4189                 }
4190
4191                 /* Cast a spell */
4192                 case 'm':
4193                 {
4194                         /* -KMW- */
4195                         if (!p_ptr->wild_mode)
4196                         {
4197                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4198                                 {
4199                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4200                                 }
4201                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4202                                 {
4203                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4204                                         msg_print(NULL);
4205                                 }
4206                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4207                                 {
4208                                         cptr which_power = _("魔法", "magic");
4209                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4210                                                 which_power = _("超能力", "psionic powers");
4211                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4212                                                 which_power = _("ものまね", "imitation");
4213                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4214                                                 which_power = _("必殺剣", "hissatsu");
4215                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4216                                                 which_power = _("鏡魔法", "mirror magic");
4217                                         else if (p_ptr->pclass == CLASS_NINJA)
4218                                                 which_power = _("忍術", "ninjutsu");
4219                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4220                                                 which_power = _("祈り", "prayer");
4221
4222                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4223                                         p_ptr->energy_use = 0;
4224                                 }
4225                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4226                                 {
4227                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4228                                         p_ptr->energy_use = 0;
4229                                 }
4230                                 else
4231                                 {
4232                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4233                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4234                                             (p_ptr->pclass == CLASS_NINJA) ||
4235                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4236                                             )
4237                                                 do_cmd_mind();
4238                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4239                                                 do_cmd_mane(FALSE);
4240                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4241                                                 do_cmd_magic_eater(FALSE, FALSE);
4242                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4243                                                 do_cmd_hissatsu();
4244                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4245                                                 do_cmd_cast_learned();
4246                                         else if (p_ptr->pclass == CLASS_SMITH)
4247                                                 do_cmd_kaji(FALSE);
4248                                         else if (p_ptr->pclass == CLASS_SNIPER)
4249                                                 do_cmd_snipe();
4250                                         else
4251                                                 do_cmd_cast();
4252                                 }
4253                         }
4254                         break;
4255                 }
4256
4257                 /* Issue a pet command */
4258                 case 'p':
4259                 {
4260                         if (!p_ptr->wild_mode) do_cmd_pet();
4261                         break;
4262                 }
4263
4264                 /*** Use various objects ***/
4265
4266                 /* Inscribe an object */
4267                 case '{':
4268                 {
4269                         do_cmd_inscribe();
4270                         break;
4271                 }
4272
4273                 /* Uninscribe an object */
4274                 case '}':
4275                 {
4276                         do_cmd_uninscribe();
4277                         break;
4278                 }
4279
4280                 /* Activate an artifact */
4281                 case 'A':
4282                 {
4283                         if (!p_ptr->wild_mode)
4284                         {
4285                         if (!p_ptr->inside_arena)
4286                                 do_cmd_activate();
4287                         else
4288                         {
4289                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4290                                 msg_print(NULL);
4291                         }
4292                         }
4293                         break;
4294                 }
4295
4296                 /* Eat some food */
4297                 case 'E':
4298                 {
4299                         do_cmd_eat_food();
4300                         break;
4301                 }
4302
4303                 /* Fuel your lantern/torch */
4304                 case 'F':
4305                 {
4306                         do_cmd_refill();
4307                         break;
4308                 }
4309
4310                 /* Fire an item */
4311                 case 'f':
4312                 {
4313                         if (!p_ptr->wild_mode) do_cmd_fire();
4314                         break;
4315                 }
4316
4317                 /* Throw an item */
4318                 case 'v':
4319                 {
4320                         if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
4321                         break;
4322                 }
4323
4324                 /* Aim a wand */
4325                 case 'a':
4326                 {
4327                         if (!p_ptr->wild_mode)
4328                         {
4329                         if (!p_ptr->inside_arena)
4330                                 do_cmd_aim_wand();
4331                         else
4332                         {
4333                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4334                                 msg_print(NULL);
4335                         }
4336                         }
4337                         break;
4338                 }
4339
4340                 /* Zap a rod */
4341                 case 'z':
4342                 {
4343                         if (!p_ptr->wild_mode)
4344                         {
4345                         if (p_ptr->inside_arena)
4346                         {
4347                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4348                                 msg_print(NULL);
4349                         }
4350                         else if (use_command && rogue_like_commands)
4351                         {
4352                                 do_cmd_use();
4353                         }
4354                         else
4355                         {
4356                                 do_cmd_zap_rod();
4357                         }
4358                         }
4359                         break;
4360                 }
4361
4362                 /* Quaff a potion */
4363                 case 'q':
4364                 {
4365                         if (!p_ptr->wild_mode)
4366                         {
4367                         if (!p_ptr->inside_arena)
4368                                 do_cmd_quaff_potion();
4369                         else
4370                         {
4371                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4372                                 msg_print(NULL);
4373                         }
4374                         }
4375                         break;
4376                 }
4377
4378                 /* Read a scroll */
4379                 case 'r':
4380                 {
4381                         if (!p_ptr->wild_mode)
4382                         {
4383                         if (!p_ptr->inside_arena)
4384                                 do_cmd_read_scroll();
4385                         else
4386                         {
4387                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4388                                 msg_print(NULL);
4389                         }
4390                         }
4391                         break;
4392                 }
4393
4394                 /* Use a staff */
4395                 case 'u':
4396                 {
4397                         if (!p_ptr->wild_mode)
4398                         {
4399                         if (p_ptr->inside_arena)
4400                         {
4401                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4402                                 msg_print(NULL);
4403                         }
4404                         else if (use_command && !rogue_like_commands)
4405                         {
4406                                 do_cmd_use();
4407                         }
4408                         else
4409                                 do_cmd_use_staff();
4410                         }
4411                         break;
4412                 }
4413
4414                 /* Use racial power */
4415                 case 'U':
4416                 {
4417                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4418                         break;
4419                 }
4420
4421
4422                 /*** Looking at Things (nearby or on map) ***/
4423
4424                 /* Full dungeon map */
4425                 case 'M':
4426                 {
4427                         do_cmd_view_map();
4428                         break;
4429                 }
4430
4431                 /* Locate player on map */
4432                 case 'L':
4433                 {
4434                         do_cmd_locate();
4435                         break;
4436                 }
4437
4438                 /* Look around */
4439                 case 'l':
4440                 {
4441                         do_cmd_look();
4442                         break;
4443                 }
4444
4445                 /* Target monster or location */
4446                 case '*':
4447                 {
4448                         if (!p_ptr->wild_mode) do_cmd_target();
4449                         break;
4450                 }
4451
4452
4453
4454                 /*** Help and Such ***/
4455
4456                 /* Help */
4457                 case '?':
4458                 {
4459                         do_cmd_help();
4460                         break;
4461                 }
4462
4463                 /* Identify symbol */
4464                 case '/':
4465                 {
4466                         do_cmd_query_symbol();
4467                         break;
4468                 }
4469
4470                 /* Character description */
4471                 case 'C':
4472                 {
4473                         do_cmd_change_name();
4474                         break;
4475                 }
4476
4477
4478                 /*** System Commands ***/
4479
4480                 /* Hack -- User interface */
4481                 case '!':
4482                 {
4483                         (void)Term_user(0);
4484                         break;
4485                 }
4486
4487                 /* Single line from a pref file */
4488                 case '"':
4489                 {
4490                         do_cmd_pref();
4491                         break;
4492                 }
4493
4494                 case '$':
4495                 {
4496                         do_cmd_reload_autopick();
4497                         break;
4498                 }
4499
4500                 case '_':
4501                 {
4502                         do_cmd_edit_autopick();
4503                         break;
4504                 }
4505
4506                 /* Interact with macros */
4507                 case '@':
4508                 {
4509                         do_cmd_macros();
4510                         break;
4511                 }
4512
4513                 /* Interact with visuals */
4514                 case '%':
4515                 {
4516                         do_cmd_visuals();
4517                         do_cmd_redraw();
4518                         break;
4519                 }
4520
4521                 /* Interact with colors */
4522                 case '&':
4523                 {
4524                         do_cmd_colors();
4525                         do_cmd_redraw();
4526                         break;
4527                 }
4528
4529                 /* Interact with options */
4530                 case '=':
4531                 {
4532                         do_cmd_options();
4533                         (void)combine_and_reorder_home(STORE_HOME);
4534                         do_cmd_redraw();
4535                         break;
4536                 }
4537
4538                 /*** Misc Commands ***/
4539
4540                 /* Take notes */
4541                 case ':':
4542                 {
4543                         do_cmd_note();
4544                         break;
4545                 }
4546
4547                 /* Version info */
4548                 case 'V':
4549                 {
4550                         do_cmd_version();
4551                         break;
4552                 }
4553
4554                 /* Repeat level feeling */
4555                 case KTRL('F'):
4556                 {
4557                         if (!p_ptr->wild_mode) do_cmd_feeling();
4558                         break;
4559                 }
4560
4561                 /* Show previous message */
4562                 case KTRL('O'):
4563                 {
4564                         do_cmd_message_one();
4565                         break;
4566                 }
4567
4568                 /* Show previous messages */
4569                 case KTRL('P'):
4570                 {
4571                         do_cmd_messages(old_now_message);
4572                         break;
4573                 }
4574
4575                 /* Show quest status -KMW- */
4576                 case KTRL('Q'):
4577                 {
4578                         do_cmd_checkquest();
4579                         break;
4580                 }
4581
4582                 /* Redraw the screen */
4583                 case KTRL('R'):
4584                 {
4585                         now_message = old_now_message;
4586                         do_cmd_redraw();
4587                         break;
4588                 }
4589
4590 #ifndef VERIFY_SAVEFILE
4591
4592                 /* Hack -- Save and don't quit */
4593                 case KTRL('S'):
4594                 {
4595                         do_cmd_save_game(FALSE);
4596                         break;
4597                 }
4598
4599 #endif /* VERIFY_SAVEFILE */
4600
4601                 case KTRL('T'):
4602                 {
4603                         do_cmd_time();
4604                         break;
4605                 }
4606
4607                 /* Save and quit */
4608                 case KTRL('X'):
4609                 case SPECIAL_KEY_QUIT:
4610                 {
4611                         do_cmd_save_and_exit();
4612                         break;
4613                 }
4614
4615                 /* Quit (commit suicide) */
4616                 case 'Q':
4617                 {
4618                         do_cmd_suicide();
4619                         break;
4620                 }
4621
4622                 case '|':
4623                 {
4624                         do_cmd_nikki();
4625                         break;
4626                 }
4627
4628                 /* Check artifacts, uniques, objects */
4629                 case '~':
4630                 {
4631                         do_cmd_knowledge();
4632                         break;
4633                 }
4634
4635                 /* Load "screen dump" */
4636                 case '(':
4637                 {
4638                         do_cmd_load_screen();
4639                         break;
4640                 }
4641
4642                 /* Save "screen dump" */
4643                 case ')':
4644                 {
4645                         do_cmd_save_screen();
4646                         break;
4647                 }
4648
4649                 /* Record/stop "Movie" */
4650                 case ']':
4651                 {
4652                         prepare_movie_hooks();
4653                         break;
4654                 }
4655
4656                 /* Make random artifact list */
4657                 case KTRL('V'):
4658                 {
4659                         spoil_random_artifact("randifact.txt");
4660                         break;
4661                 }
4662
4663 #ifdef TRAVEL
4664                 case '`':
4665                 {
4666                         if (!p_ptr->wild_mode) do_cmd_travel();
4667                         if (p_ptr->special_defense & KATA_MUSOU)
4668                         {
4669                                 set_action(ACTION_NONE);
4670                         }
4671                         break;
4672                 }
4673 #endif
4674
4675                 /* Hack -- Unknown command */
4676                 default:
4677                 {
4678                         if (flush_failure) flush();
4679                         if (one_in_(2))
4680                         {
4681                                 char error_m[1024];
4682                                 sound(SOUND_ILLEGAL);
4683                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4684                                         msg_print(error_m);
4685                         }
4686                         else
4687                         {
4688                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4689                         }
4690
4691                         break;
4692                 }
4693         }
4694         if (!p_ptr->energy_use && !now_message)
4695                 now_message = old_now_message;
4696 }
4697
4698 /*!
4699  * @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
4700  * @return なし
4701  */
4702 static void pack_overflow(void)
4703 {
4704         if (inventory[INVEN_PACK].k_idx)
4705         {
4706                 GAME_TEXT o_name[MAX_NLEN];
4707                 object_type *o_ptr;
4708
4709                 /* Is auto-destroy done? */
4710                 handle_stuff();
4711                 if (!inventory[INVEN_PACK].k_idx) return;
4712
4713                 /* Access the slot to be dropped */
4714                 o_ptr = &inventory[INVEN_PACK];
4715
4716                 /* Disturbing */
4717                 disturb(FALSE, TRUE);
4718
4719                 /* Warning */
4720                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4721                 object_desc(o_name, o_ptr, 0);
4722
4723                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4724
4725                 /* Drop it (carefully) near the player */
4726                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4727
4728                 /* Modify, Describe, Optimize */
4729                 inven_item_increase(INVEN_PACK, -255);
4730                 inven_item_describe(INVEN_PACK);
4731                 inven_item_optimize(INVEN_PACK);
4732
4733                 handle_stuff();
4734         }
4735 }
4736
4737 /*!
4738  * @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.
4739  * @return なし
4740  */
4741 static void process_upkeep_with_speed(void)
4742 {
4743         /* Give the player some energy */
4744         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4745         {
4746                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4747         }
4748         
4749         /* No turn yet */
4750         if (p_ptr->enchant_energy_need > 0) return;
4751         
4752         while (p_ptr->enchant_energy_need <= 0)
4753         {
4754                 /* Handle the player song */
4755                 if (!load) check_music();
4756
4757                 /* Hex - Handle the hex spells */
4758                 if (!load) check_hex();
4759                 if (!load) revenge_spell();
4760                 
4761                 /* There is some randomness of needed energy */
4762                 p_ptr->enchant_energy_need += ENERGY_NEED();
4763         }
4764 }
4765
4766 /*!
4767  * @brief プレイヤーの行動処理 / Process the player
4768  * @return なし
4769  * @note
4770  * Notice the annoying code to handle "pack overflow", which\n
4771  * must come first just in case somebody manages to corrupt\n
4772  * the savefiles by clever use of menu commands or something.\n
4773  */
4774 static void process_player(void)
4775 {
4776         IDX i;
4777
4778         /*** Apply energy ***/
4779
4780         if (hack_mutation)
4781         {
4782                 msg_print(_("何か変わった気がする!", "You feel different!"));
4783
4784                 (void)gain_random_mutation(0);
4785                 hack_mutation = FALSE;
4786         }
4787
4788         if (invoking_midnight_curse)
4789         {
4790                 int count = 0;
4791                 activate_ty_curse(FALSE, &count);
4792                 invoking_midnight_curse = FALSE;
4793         }
4794
4795         if (p_ptr->inside_battle)
4796         {
4797                 for(i = 1; i < m_max; i++)
4798                 {
4799                         monster_type *m_ptr = &m_list[i];
4800
4801                         if (!m_ptr->r_idx) continue;
4802
4803                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4804                         update_monster(i, FALSE);
4805                 }
4806                 prt_time();
4807         }
4808
4809         /* Give the player some energy */
4810         else if (!(load && p_ptr->energy_need <= 0))
4811         {
4812                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4813         }
4814
4815         /* No turn yet */
4816         if (p_ptr->energy_need > 0) return;
4817         if (!command_rep) prt_time();
4818
4819         /*** Check for interupts ***/
4820
4821         /* Complete resting */
4822         if (resting < 0)
4823         {
4824                 /* Basic resting */
4825                 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4826                 {
4827                         /* Stop resting */
4828                         if ((p_ptr->chp == p_ptr->mhp) &&
4829                             (p_ptr->csp >= p_ptr->msp))
4830                         {
4831                                 set_action(ACTION_NONE);
4832                         }
4833                 }
4834
4835                 /* Complete resting */
4836                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4837                 {
4838                         /* Stop resting */
4839                         if ((p_ptr->chp == p_ptr->mhp) &&
4840                             (p_ptr->csp >= p_ptr->msp) &&
4841                             !p_ptr->blind && !p_ptr->confused &&
4842                             !p_ptr->poisoned && !p_ptr->afraid &&
4843                             !p_ptr->stun && !p_ptr->cut &&
4844                             !p_ptr->slow && !p_ptr->paralyzed &&
4845                             !p_ptr->image && !p_ptr->word_recall &&
4846                             !p_ptr->alter_reality)
4847                         {
4848                                 set_action(ACTION_NONE);
4849                         }
4850                 }
4851         }
4852
4853         if (p_ptr->action == ACTION_FISH)
4854         {
4855                 Term_xtra(TERM_XTRA_DELAY, 10);
4856                 if (one_in_(1000))
4857                 {
4858                         MONRACE_IDX r_idx;
4859                         bool success = FALSE;
4860                         get_mon_num_prep(monster_is_fishing_target,NULL);
4861                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4862                         msg_print(NULL);
4863                         if (r_idx && one_in_(2))
4864                         {
4865                                 POSITION y, x;
4866                                 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4867                                 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4868                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4869                                 {
4870                                         GAME_TEXT m_name[MAX_NLEN];
4871                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4872                                         msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4873                                         success = TRUE;
4874                                 }
4875                         }
4876                         if (!success)
4877                         {
4878                                 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4879                         }
4880                         disturb(FALSE, TRUE);
4881                 }
4882         }
4883
4884         /* Handle "abort" */
4885         if (check_abort)
4886         {
4887                 /* Check for "player abort" (semi-efficiently for resting) */
4888                 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4889                 {
4890                         /* Do not wait */
4891                         inkey_scan = TRUE;
4892
4893                         /* Check for a key */
4894                         if (inkey())
4895                         {
4896                                 flush(); /* Flush input */
4897
4898                                 disturb(FALSE, TRUE);
4899
4900                                 /* Hack -- Show a Message */
4901                                 msg_print(_("中断しました。", "Canceled."));
4902                         }
4903                 }
4904         }
4905
4906         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4907         {
4908                 monster_type *m_ptr = &m_list[p_ptr->riding];
4909                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4910
4911                 if (MON_CSLEEP(m_ptr))
4912                 {
4913                         GAME_TEXT m_name[MAX_NLEN];
4914
4915                         /* Recover fully */
4916                         (void)set_monster_csleep(p_ptr->riding, 0);
4917                         monster_desc(m_name, m_ptr, 0);
4918                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4919                 }
4920
4921                 if (MON_STUNNED(m_ptr))
4922                 {
4923                         /* Hack -- Recover from stun */
4924                         if (set_monster_stunned(p_ptr->riding,
4925                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4926                         {
4927                                 GAME_TEXT m_name[MAX_NLEN];
4928                                 monster_desc(m_name, m_ptr, 0);
4929                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4930                         }
4931                 }
4932
4933                 if (MON_CONFUSED(m_ptr))
4934                 {
4935                         /* Hack -- Recover from confusion */
4936                         if (set_monster_confused(p_ptr->riding,
4937                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4938                         {
4939                                 GAME_TEXT m_name[MAX_NLEN];
4940                                 monster_desc(m_name, m_ptr, 0);
4941                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4942                         }
4943                 }
4944
4945                 if (MON_MONFEAR(m_ptr))
4946                 {
4947                         /* Hack -- Recover from fear */
4948                         if(set_monster_monfear(p_ptr->riding,
4949                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4950                         {
4951                                 GAME_TEXT m_name[MAX_NLEN];
4952                                 monster_desc(m_name, m_ptr, 0);
4953                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4954                         }
4955                 }
4956
4957                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4958                 handle_stuff();
4959         }
4960         
4961         load = FALSE;
4962
4963         /* Fast */
4964         if (p_ptr->lightspeed)
4965         {
4966                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4967         }
4968         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4969         {
4970                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4971                 else P_PTR_KI -= 40;
4972                 p_ptr->update |= (PU_BONUS);
4973         }
4974         if (p_ptr->action == ACTION_LEARN)
4975         {
4976                 s32b cost = 0L;
4977                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4978
4979                 /* Convert the unit (1/2^16) to (1/2^32) */
4980                 s64b_LSHIFT(cost, cost_frac, 16);
4981  
4982                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4983                 {
4984                         /* Mana run out */
4985                         p_ptr->csp = 0;
4986                         p_ptr->csp_frac = 0;
4987                         set_action(ACTION_NONE);
4988                 }
4989                 else
4990                 {
4991                         /* Reduce mana */
4992                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4993                 }
4994                 p_ptr->redraw |= PR_MANA;
4995         }
4996
4997         if (p_ptr->special_defense & KATA_MASK)
4998         {
4999                 if (p_ptr->special_defense & KATA_MUSOU)
5000                 {
5001                         if (p_ptr->csp < 3)
5002                         {
5003                                 set_action(ACTION_NONE);
5004                         }
5005                         else
5006                         {
5007                                 p_ptr->csp -= 2;
5008                                 p_ptr->redraw |= (PR_MANA);
5009                         }
5010                 }
5011         }
5012
5013         /*** Handle actual user input ***/
5014
5015         /* Repeat until out of energy */
5016         while (p_ptr->energy_need <= 0)
5017         {
5018                 p_ptr->window |= PW_PLAYER;
5019                 p_ptr->sutemi = FALSE;
5020                 p_ptr->counter = FALSE;
5021                 now_damaged = FALSE;
5022
5023                 handle_stuff();
5024
5025                 /* Place the cursor on the player */
5026                 move_cursor_relative(p_ptr->y, p_ptr->x);
5027
5028                 /* Refresh (optional) */
5029                 if (fresh_before) Term_fresh();
5030
5031                 /* Hack -- Pack Overflow */
5032                 pack_overflow();
5033
5034                 /* Hack -- cancel "lurking browse mode" */
5035                 if (!command_new) command_see = FALSE;
5036
5037                 /* Assume free turn */
5038                 p_ptr->energy_use = 0;
5039
5040                 if (p_ptr->inside_battle)
5041                 {
5042                         /* Place the cursor on the player */
5043                         move_cursor_relative(p_ptr->y, p_ptr->x);
5044
5045                         command_cmd = SPECIAL_KEY_BUILDING;
5046
5047                         /* Process the command */
5048                         process_command();
5049                 }
5050
5051                 /* Paralyzed or Knocked Out */
5052                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5053                 {
5054                         p_ptr->energy_use = 100;
5055                 }
5056
5057                 /* Resting */
5058                 else if (p_ptr->action == ACTION_REST)
5059                 {
5060                         /* Timed rest */
5061                         if (resting > 0)
5062                         {
5063                                 /* Reduce rest count */
5064                                 resting--;
5065
5066                                 if (!resting) set_action(ACTION_NONE);
5067                                 p_ptr->redraw |= (PR_STATE);
5068                         }
5069
5070                         p_ptr->energy_use = 100;
5071                 }
5072
5073                 /* Fishing */
5074                 else if (p_ptr->action == ACTION_FISH)
5075                 {
5076                         p_ptr->energy_use = 100;
5077                 }
5078
5079                 /* Running */
5080                 else if (running)
5081                 {
5082                         /* Take a step */
5083                         run_step(0);
5084                 }
5085
5086 #ifdef TRAVEL
5087                 /* Traveling */
5088                 else if (travel.run)
5089                 {
5090                         /* Take a step */
5091                         travel_step();
5092                 }
5093 #endif
5094
5095                 /* Repeated command */
5096                 else if (command_rep)
5097                 {
5098                         /* Count this execution */
5099                         command_rep--;
5100
5101                         p_ptr->redraw |= (PR_STATE);
5102                         handle_stuff();
5103
5104                         /* Hack -- Assume messages were seen */
5105                         msg_flag = FALSE;
5106
5107                         /* Clear the top line */
5108                         prt("", 0, 0);
5109
5110                         /* Process the command */
5111                         process_command();
5112                 }
5113
5114                 /* Normal command */
5115                 else
5116                 {
5117                         /* Place the cursor on the player */
5118                         move_cursor_relative(p_ptr->y, p_ptr->x);
5119
5120                         can_save = TRUE;
5121                         /* Get a command (normal) */
5122                         request_command(FALSE);
5123                         can_save = FALSE;
5124
5125                         /* Process the command */
5126                         process_command();
5127                 }
5128
5129
5130                 /* Hack -- Pack Overflow */
5131                 pack_overflow();
5132
5133
5134                 /*** Clean up ***/
5135
5136                 /* Significant */
5137                 if (p_ptr->energy_use)
5138                 {
5139                         /* Use some energy */
5140                         if (world_player || p_ptr->energy_use > 400)
5141                         {
5142                                 /* The Randomness is irrelevant */
5143                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5144                         }
5145                         else
5146                         {
5147                                 /* There is some randomness of needed energy */
5148                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5149                         }
5150
5151                         /* Hack -- constant hallucination */
5152                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5153
5154
5155                         /* Shimmer monsters if needed */
5156                         if (shimmer_monsters)
5157                         {
5158                                 /* Clear the flag */
5159                                 shimmer_monsters = FALSE;
5160
5161                                 /* Shimmer multi-hued monsters */
5162                                 for (i = 1; i < m_max; i++)
5163                                 {
5164                                         monster_type *m_ptr;
5165                                         monster_race *r_ptr;
5166
5167                                         /* Access monster */
5168                                         m_ptr = &m_list[i];
5169
5170                                         /* Skip dead monsters */
5171                                         if (!m_ptr->r_idx) continue;
5172
5173                                         /* Skip unseen monsters */
5174                                         if (!m_ptr->ml) continue;
5175
5176                                         /* Access the monster race */
5177                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5178
5179                                         /* Skip non-multi-hued monsters */
5180                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5181                                                 continue;
5182
5183                                         /* Reset the flag */
5184                                         shimmer_monsters = TRUE;
5185
5186                                         /* Redraw regardless */
5187                                         lite_spot(m_ptr->fy, m_ptr->fx);
5188                                 }
5189                         }
5190
5191
5192                         /* Handle monster detection */
5193                         if (repair_monsters)
5194                         {
5195                                 /* Reset the flag */
5196                                 repair_monsters = FALSE;
5197
5198                                 /* Rotate detection flags */
5199                                 for (i = 1; i < m_max; i++)
5200                                 {
5201                                         monster_type *m_ptr;
5202
5203                                         /* Access monster */
5204                                         m_ptr = &m_list[i];
5205
5206                                         /* Skip dead monsters */
5207                                         if (!m_ptr->r_idx) continue;
5208
5209                                         /* Nice monsters get mean */
5210                                         if (m_ptr->mflag & MFLAG_NICE)
5211                                         {
5212                                                 /* Nice monsters get mean */
5213                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5214                                         }
5215
5216                                         /* Handle memorized monsters */
5217                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5218                                         {
5219                                                 /* Maintain detection */
5220                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5221                                                 {
5222                                                         /* Forget flag */
5223                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5224
5225                                                         /* Still need repairs */
5226                                                         repair_monsters = TRUE;
5227                                                 }
5228
5229                                                 /* Remove detection */
5230                                                 else
5231                                                 {
5232                                                         /* Forget flag */
5233                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5234
5235                                                         /* Assume invisible */
5236                                                         m_ptr->ml = FALSE;
5237                                                         update_monster(i, FALSE);
5238
5239                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5240                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5241
5242                                                         /* Redraw regardless */
5243                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5244                                                 }
5245                                         }
5246                                 }
5247                         }
5248                         if (p_ptr->pclass == CLASS_IMITATOR)
5249                         {
5250                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5251                                 {
5252                                         p_ptr->mane_num--;
5253                                         for (i = 0; i < p_ptr->mane_num; i++)
5254                                         {
5255                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5256                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5257                                         }
5258                                 }
5259                                 new_mane = FALSE;
5260                                 p_ptr->redraw |= (PR_IMITATION);
5261                         }
5262                         if (p_ptr->action == ACTION_LEARN)
5263                         {
5264                                 new_mane = FALSE;
5265                                 p_ptr->redraw |= (PR_STATE);
5266                         }
5267
5268                         if (world_player && (p_ptr->energy_need > - 1000))
5269                         {
5270
5271                                 p_ptr->redraw |= (PR_MAP);
5272                                 p_ptr->update |= (PU_MONSTERS);
5273
5274                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5275
5276                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5277                                 msg_print(NULL);
5278                                 world_player = FALSE;
5279                                 p_ptr->energy_need = ENERGY_NEED();
5280
5281                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5282                                 handle_stuff();
5283                         }
5284                 }
5285
5286                 /* Hack -- notice death */
5287                 if (!p_ptr->playing || p_ptr->is_dead)
5288                 {
5289                         world_player = FALSE;
5290                         break;
5291                 }
5292
5293                 /* Sniper */
5294                 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5295
5296                 /* Handle "leaving" */
5297                 if (p_ptr->leaving) break;
5298         }
5299
5300         /* Update scent trail */
5301         update_smell();
5302 }
5303
5304 /*!
5305  * @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.
5306  * @return なし
5307  * @details
5308  * <p>
5309  * 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、
5310  * ゲームを終了するかのいずれかまでループする。
5311  * </p>
5312  * <p>
5313  * This function will not exit until the level is completed,\n
5314  * the user dies, or the game is terminated.\n
5315  * </p>
5316  */
5317 static void dungeon(bool load_game)
5318 {
5319         int quest_num = 0;
5320
5321         /* Set the base level */
5322         base_level = dun_level;
5323
5324         /* Reset various flags */
5325         is_loading_now = FALSE;
5326
5327         /* Not leaving */
5328         p_ptr->leaving = FALSE;
5329
5330         /* Reset the "command" vars */
5331         command_cmd = 0;
5332
5333 #if 0 /* Don't reset here --- It's used for Arena */
5334         command_new = 0;
5335 #endif
5336
5337         command_rep = 0;
5338         command_arg = 0;
5339         command_dir = 0;
5340
5341
5342         /* Cancel the target */
5343         target_who = 0;
5344         pet_t_m_idx = 0;
5345         riding_t_m_idx = 0;
5346         ambush_flag = FALSE;
5347
5348         /* Cancel the health bar */
5349         health_track(0);
5350
5351         /* Check visual effects */
5352         shimmer_monsters = TRUE;
5353         shimmer_objects = TRUE;
5354         repair_monsters = TRUE;
5355         repair_objects = TRUE;
5356
5357
5358         disturb(TRUE, TRUE);
5359
5360         /* Get index of current quest (if any) */
5361         quest_num = quest_number(dun_level);
5362
5363         /* Inside a quest? */
5364         if (quest_num)
5365         {
5366                 /* Mark the quest monster */
5367                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5368         }
5369
5370         /* Track maximum player level */
5371         if (p_ptr->max_plv < p_ptr->lev)
5372         {
5373                 p_ptr->max_plv = p_ptr->lev;
5374         }
5375
5376
5377         /* Track maximum dungeon level (if not in quest -KMW-) */
5378         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5379         {
5380                 max_dlv[dungeon_type] = dun_level;
5381                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5382         }
5383
5384         (void)calculate_upkeep();
5385
5386         /* Validate the panel */
5387         panel_bounds_center();
5388
5389         /* Verify the panel */
5390         verify_panel();
5391
5392         msg_erase();
5393
5394
5395         /* Enter "xtra" mode */
5396         character_xtra = TRUE;
5397
5398         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5399
5400         /* Redraw dungeon */
5401         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5402
5403         p_ptr->redraw |= (PR_MAP);
5404
5405         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5406
5407         /* Update lite/view */
5408         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5409         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5410
5411         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5412         handle_stuff();
5413
5414         /* Leave "xtra" mode */
5415         character_xtra = FALSE;
5416
5417         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5418         p_ptr->update |= (PU_COMBINE | PU_REORDER);
5419         handle_stuff();
5420         Term_fresh();
5421
5422         if (quest_num && (is_fixed_quest_idx(quest_num) &&
5423             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5424             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5425
5426         if (p_ptr->inside_battle)
5427         {
5428                 if (load_game)
5429                 {
5430                         p_ptr->energy_need = 0;
5431                         battle_monsters();
5432                 }
5433                 else
5434                 {
5435                         msg_print(_("試合開始!", "Ready..Fight!"));
5436                         msg_print(NULL);
5437                 }
5438         }
5439
5440         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5441                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5442
5443         /* Hack -- notice death or departure */
5444         if (!p_ptr->playing || p_ptr->is_dead) return;
5445
5446         /* Print quest message if appropriate */
5447         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5448         {
5449                 quest_discovery(random_quest_number(dun_level));
5450                 p_ptr->inside_quest = random_quest_number(dun_level);
5451         }
5452         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5453         {
5454                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5455 #ifdef JP
5456                         msg_format("この階には%sの主である%sが棲んでいる。",
5457                                    d_name+d_info[dungeon_type].name, 
5458                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5459 #else
5460                         msg_format("%^s lives in this level as the keeper of %s.",
5461                                            r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5462                                            d_name+d_info[dungeon_type].name);
5463 #endif
5464         }
5465
5466         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5467
5468         /*** Process this dungeon level ***/
5469
5470         /* Reset the monster generation level */
5471         monster_level = base_level;
5472
5473         /* Reset the object generation level */
5474         object_level = base_level;
5475
5476         is_loading_now = TRUE;
5477
5478         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5479             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5480                 p_ptr->energy_need = 0;
5481
5482         /* Not leaving dungeon */
5483         p_ptr->leaving_dungeon = FALSE;
5484
5485         /* Initialize monster process */
5486         mproc_init();
5487
5488         /* Main loop */
5489         while (TRUE)
5490         {
5491                 /* Hack -- Compact the monster list occasionally */
5492                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5493
5494                 /* Hack -- Compress the monster list occasionally */
5495                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5496
5497
5498                 /* Hack -- Compact the object list occasionally */
5499                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5500
5501                 /* Hack -- Compress the object list occasionally */
5502                 if (o_cnt + 32 < o_max) compact_objects(0);
5503
5504                 /* Process the player */
5505                 process_player();
5506                 process_upkeep_with_speed();
5507
5508                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5509                 handle_stuff();
5510
5511                 /* Hack -- Hilite the player */
5512                 move_cursor_relative(p_ptr->y, p_ptr->x);
5513
5514                 /* Optional fresh */
5515                 if (fresh_after) Term_fresh();
5516
5517                 /* Hack -- Notice death or departure */
5518                 if (!p_ptr->playing || p_ptr->is_dead) break;
5519
5520                 /* Process all of the monsters */
5521                 process_monsters();
5522
5523                 handle_stuff();
5524
5525                 /* Hack -- Hilite the player */
5526                 move_cursor_relative(p_ptr->y, p_ptr->x);
5527
5528                 /* Optional fresh */
5529                 if (fresh_after) Term_fresh();
5530
5531                 /* Hack -- Notice death or departure */
5532                 if (!p_ptr->playing || p_ptr->is_dead) break;
5533
5534                 /* Process the world */
5535                 process_world();
5536
5537                 handle_stuff();
5538
5539                 /* Hack -- Hilite the player */
5540                 move_cursor_relative(p_ptr->y, p_ptr->x);
5541
5542                 /* Optional fresh */
5543                 if (fresh_after) Term_fresh();
5544
5545                 /* Hack -- Notice death or departure */
5546                 if (!p_ptr->playing || p_ptr->is_dead) break;
5547
5548                 /* Count game turns */
5549                 turn++;
5550
5551                 if (dungeon_turn < dungeon_turn_limit)
5552                 {
5553                         if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5554                         else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5555                 }
5556
5557                 prevent_turn_overflow();
5558
5559                 /* Handle "leaving" */
5560                 if (p_ptr->leaving) break;
5561
5562                 if (wild_regen) wild_regen--;
5563         }
5564
5565         /* Inside a quest and non-unique questor? */
5566         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5567         {
5568                 /* Un-mark the quest monster */
5569                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5570         }
5571
5572         /* Not save-and-quit and not dead? */
5573         if (p_ptr->playing && !p_ptr->is_dead)
5574         {
5575                 /*
5576                  * Maintain Unique monsters and artifact, save current
5577                  * floor, then prepare next floor
5578                  */
5579                 leave_floor();
5580
5581                 /* Forget the flag */
5582                 reinit_wilderness = FALSE;
5583         }
5584
5585         /* Write about current level on the play record once per level */
5586         write_level = TRUE;
5587 }
5588
5589
5590 /*!
5591  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5592  * @return なし
5593  * @note
5594  * Modified by Arcum Dagsson to support
5595  * separate macro files for different realms.
5596  */
5597 static void load_all_pref_files(void)
5598 {
5599         char buf[1024];
5600
5601         /* Access the "user" pref file */
5602         sprintf(buf, "user.prf");
5603
5604         /* Process that file */
5605         process_pref_file(buf);
5606
5607         /* Access the "user" system pref file */
5608         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5609
5610         /* Process that file */
5611         process_pref_file(buf);
5612
5613         /* Access the "race" pref file */
5614         sprintf(buf, "%s.prf", rp_ptr->title);
5615
5616         /* Process that file */
5617         process_pref_file(buf);
5618
5619         /* Access the "class" pref file */
5620         sprintf(buf, "%s.prf", cp_ptr->title);
5621
5622         /* Process that file */
5623         process_pref_file(buf);
5624
5625         /* Access the "character" pref file */
5626         sprintf(buf, "%s.prf", player_base);
5627
5628         /* Process that file */
5629         process_pref_file(buf);
5630
5631         /* Access the "realm 1" pref file */
5632         if (p_ptr->realm1 != REALM_NONE)
5633         {
5634                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5635
5636                 /* Process that file */
5637                 process_pref_file(buf);
5638         }
5639
5640         /* Access the "realm 2" pref file */
5641         if (p_ptr->realm2 != REALM_NONE)
5642         {
5643                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5644
5645                 /* Process that file */
5646                 process_pref_file(buf);
5647         }
5648
5649
5650         /* Load an autopick preference file */
5651         autopick_load_pref(FALSE);
5652 }
5653
5654
5655 /*!
5656  * @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
5657  * @return なし
5658  */
5659 void extract_option_vars(void)
5660 {
5661         int i;
5662
5663         for (i = 0; option_info[i].o_desc; i++)
5664         {
5665                 int os = option_info[i].o_set;
5666                 int ob = option_info[i].o_bit;
5667
5668                 /* Set the "default" options */
5669                 if (option_info[i].o_var)
5670                 {
5671                         /* Set */
5672                         if (option_flag[os] & (1L << ob))
5673                         {
5674                                 /* Set */
5675                                 (*option_info[i].o_var) = TRUE;
5676                         }
5677
5678                         /* Clear */
5679                         else
5680                         {
5681                                 /* Clear */
5682                                 (*option_info[i].o_var) = FALSE;
5683                         }
5684                 }
5685         }
5686 }
5687
5688
5689 /*!
5690  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5691  * @return なし
5692  */
5693 void determine_bounty_uniques(void)
5694 {
5695         int i, j;
5696         MONRACE_IDX tmp;
5697         monster_race *r_ptr;
5698
5699         get_mon_num_prep(NULL, NULL);
5700         for (i = 0; i < MAX_KUBI; i++)
5701         {
5702                 while (1)
5703                 {
5704                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5705                         r_ptr = &r_info[kubi_r_idx[i]];
5706
5707                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5708
5709                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5710
5711                         if (r_ptr->rarity > 100) continue;
5712
5713                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5714
5715                         for (j = 0; j < i; j++)
5716                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5717
5718                         if (j == i) break;
5719                 }
5720         }
5721
5722         /* Sort them */
5723         for (i = 0; i < MAX_KUBI - 1; i++)
5724         {
5725                 for (j = i; j < MAX_KUBI; j++)
5726                 {
5727                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5728                         {
5729                                 tmp = kubi_r_idx[i];
5730                                 kubi_r_idx[i] = kubi_r_idx[j];
5731                                 kubi_r_idx[j] = tmp;
5732                         }
5733                 }
5734         }
5735 }
5736
5737
5738 /*!
5739  * @brief 今日の賞金首を確定する / Determine today's bounty monster
5740  * @return なし
5741  * @note conv_old is used if loaded 0.0.3 or older save file
5742  */
5743 void determine_today_mon(bool conv_old)
5744 {
5745         int max_dl = 3, i;
5746         bool old_inside_battle = p_ptr->inside_battle;
5747         monster_race *r_ptr;
5748
5749         if (!conv_old)
5750         {
5751                 for (i = 0; i < max_d_idx; i++)
5752                 {
5753                         if (max_dlv[i] < d_info[i].mindepth) continue;
5754                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5755                 }
5756         }
5757         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5758
5759         p_ptr->inside_battle = TRUE;
5760         get_mon_num_prep(NULL, NULL);
5761
5762         while (1)
5763         {
5764                 today_mon = get_mon_num(max_dl);
5765                 r_ptr = &r_info[today_mon];
5766
5767                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5768                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5769                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5770                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5771                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5772                 if (r_ptr->rarity > 10) continue;
5773                 break;
5774         }
5775
5776         p_ptr->today_mon = 0;
5777         p_ptr->inside_battle = old_inside_battle;
5778 }
5779
5780 /*!
5781  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5782  * @return なし
5783  * @note
5784  * If the "new_game" parameter is true, then, after loading the
5785  * savefile, we will commit suicide, if necessary, to allow the
5786  * player to start a new game.
5787  */
5788 void play_game(bool new_game)
5789 {
5790         MONSTER_IDX i;
5791         bool load_game = TRUE;
5792         bool init_random_seed = FALSE;
5793
5794 #ifdef CHUUKEI
5795         if (chuukei_client)
5796         {
5797                 reset_visuals();
5798                 browse_chuukei();
5799                 return;
5800         }
5801
5802         else if (chuukei_server)
5803         {
5804                 prepare_chuukei_hooks();
5805         }
5806 #endif
5807
5808         if (browsing_movie)
5809         {
5810                 reset_visuals();
5811                 browse_movie();
5812                 return;
5813         }
5814
5815         hack_mutation = FALSE;
5816
5817         /* Hack -- Character is "icky" */
5818         character_icky = TRUE;
5819
5820         /* Make sure main term is active */
5821         Term_activate(angband_term[0]);
5822
5823         /* Initialise the resize hooks */
5824         angband_term[0]->resize_hook = resize_map;
5825
5826         for (i = 1; i < 8; i++)
5827         {
5828                 /* Does the term exist? */
5829                 if (angband_term[i])
5830                 {
5831                         /* Add the redraw on resize hook */
5832                         angband_term[i]->resize_hook = redraw_window;
5833                 }
5834         }
5835
5836         /* Hack -- turn off the cursor */
5837         (void)Term_set_cursor(0);
5838
5839
5840         /* Attempt to load */
5841         if (!load_player())
5842         {
5843                 quit(_("セーブファイルが壊れています", "broken savefile"));
5844         }
5845
5846         /* Extract the options */
5847         extract_option_vars();
5848
5849         /* Report waited score */
5850         if (p_ptr->wait_report_score)
5851         {
5852                 char buf[1024];
5853                 bool success;
5854
5855                 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))
5856                         quit(0);
5857
5858                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5859                 update_creature(p_ptr);
5860
5861                 p_ptr->is_dead = TRUE;
5862
5863                 start_time = (u32b)time(NULL);
5864
5865                 /* No suspending now */
5866                 signals_ignore_tstp();
5867                 
5868                 /* Hack -- Character is now "icky" */
5869                 character_icky = TRUE;
5870
5871                 /* Build the filename */
5872                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5873
5874                 /* Open the high score file, for reading/writing */
5875                 highscore_fd = fd_open(buf, O_RDWR);
5876
5877                 /* 町名消失バグ対策(#38205) Init the wilderness */
5878                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5879
5880                 /* Handle score, show Top scores */
5881                 success = send_world_score(TRUE);
5882
5883                 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))
5884                 {
5885                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5886                         (void)inkey();
5887                 }
5888                 else
5889                 {
5890                         p_ptr->wait_report_score = FALSE;
5891                         top_twenty();
5892                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5893                 }
5894                 /* Shut the high score file */
5895                 (void)fd_close(highscore_fd);
5896
5897                 /* Forget the high score fd */
5898                 highscore_fd = -1;
5899                 
5900                 /* Allow suspending now */
5901                 signals_handle_tstp();
5902
5903                 quit(0);
5904         }
5905
5906         creating_savefile = new_game;
5907
5908         /* Nothing loaded */
5909         if (!character_loaded)
5910         {
5911                 /* Make new player */
5912                 new_game = TRUE;
5913
5914                 /* The dungeon is not ready */
5915                 character_dungeon = FALSE;
5916
5917                 /* Prepare to init the RNG */
5918                 init_random_seed = TRUE;
5919
5920                 /* Initialize the saved floors data */
5921                 init_saved_floors(FALSE);
5922         }
5923
5924         /* Old game is loaded.  But new game is requested. */
5925         else if (new_game)
5926         {
5927                 /* Initialize the saved floors data */
5928                 init_saved_floors(TRUE);
5929         }
5930
5931         /* Process old character */
5932         if (!new_game)
5933         {
5934                 /* Process the player name */
5935                 process_player_name(FALSE);
5936         }
5937
5938         /* Init the RNG */
5939         if (init_random_seed)
5940         {
5941                 Rand_state_init();
5942         }
5943
5944         /* Roll new character */
5945         if (new_game)
5946         {
5947                 /* The dungeon is not ready */
5948                 character_dungeon = FALSE;
5949
5950                 /* Start in town */
5951                 dun_level = 0;
5952                 p_ptr->inside_quest = 0;
5953                 p_ptr->inside_arena = FALSE;
5954                 p_ptr->inside_battle = FALSE;
5955
5956                 write_level = TRUE;
5957
5958                 /* Hack -- seed for flavors */
5959                 seed_flavor = randint0(0x10000000);
5960
5961                 /* Hack -- seed for town layout */
5962                 seed_town = randint0(0x10000000);
5963
5964                 /* Roll up a new character */
5965                 player_birth();
5966
5967                 counts_write(2,0);
5968                 p_ptr->count = 0;
5969
5970                 load = FALSE;
5971
5972                 determine_bounty_uniques();
5973                 determine_today_mon(FALSE);
5974
5975                 /* Initialize object array */
5976                 wipe_o_list();
5977         }
5978         else
5979         {
5980                 write_level = FALSE;
5981
5982                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
5983                                           _("                            ----ゲーム再開----",
5984                                                 "                            ---- Restart Game ----"));
5985
5986 /*
5987  * 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。
5988  * 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。
5989  */
5990                 if (p_ptr->riding == -1)
5991                 {
5992                         p_ptr->riding = 0;
5993                         for (i = m_max; i > 0; i--)
5994                         {
5995                                 if (player_bold(m_list[i].fy, m_list[i].fx))
5996                                 {
5997                                         p_ptr->riding = i;
5998                                         break;
5999                                 }
6000                         }
6001                 }
6002         }
6003
6004         creating_savefile = FALSE;
6005
6006         p_ptr->teleport_town = FALSE;
6007         p_ptr->sutemi = FALSE;
6008         world_monster = FALSE;
6009         now_damaged = FALSE;
6010         now_message = 0;
6011         start_time = time(NULL) - 1;
6012         record_o_name[0] = '\0';
6013
6014         /* Reset map panel */
6015         panel_row_min = cur_hgt;
6016         panel_col_min = cur_wid;
6017
6018         /* Sexy gal gets bonus to maximum weapon skill of whip */
6019         if (p_ptr->pseikaku == SEIKAKU_SEXY)
6020                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6021
6022         /* Fill the arrays of floors and walls in the good proportions */
6023         set_floor_and_wall(dungeon_type);
6024
6025         /* Flavor the objects */
6026         flavor_init();
6027
6028         /* Flash a message */
6029         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
6030
6031         /* Flush the message */
6032         Term_fresh();
6033
6034
6035         /* Hack -- Enter wizard mode */
6036         if (arg_wizard)
6037         {
6038                 if (enter_wizard_mode())
6039                 {
6040                         p_ptr->wizard = TRUE;
6041
6042                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
6043                         {
6044                                 /* Initialize the saved floors data */
6045                                 init_saved_floors(TRUE);
6046
6047                                 /* Avoid crash */
6048                                 p_ptr->inside_quest = 0;
6049
6050                                 /* Avoid crash in update_view() */
6051                                 p_ptr->y = p_ptr->x = 10;
6052                         }
6053                 }
6054                 else if (p_ptr->is_dead)
6055                 {
6056                         quit("Already dead.");
6057                 }
6058         }
6059
6060         /* Initialize the town-buildings if necessary */
6061         if (!dun_level && !p_ptr->inside_quest)
6062         {
6063                 /* Init the wilderness */
6064
6065                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6066
6067                 /* Init the town */
6068                 init_flags = INIT_ONLY_BUILDINGS;
6069
6070                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6071
6072                 select_floor_music();
6073         }
6074
6075
6076         /* Generate a dungeon level if needed */
6077         if (!character_dungeon)
6078         {
6079                 change_floor();
6080         }
6081
6082         else
6083         {
6084                 /* HACK -- Restore from panic-save */
6085                 if (p_ptr->panic_save)
6086                 {
6087                         /* No player?  -- Try to regenerate floor */
6088                         if (!p_ptr->y || !p_ptr->x)
6089                         {
6090                                 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."));
6091                                 change_floor();
6092                         }
6093
6094                         /* Still no player?  -- Try to locate random place */
6095                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6096
6097                         /* No longer in panic */
6098                         p_ptr->panic_save = 0;
6099                 }
6100         }
6101
6102         /* Character is now "complete" */
6103         character_generated = TRUE;
6104
6105
6106         /* Hack -- Character is no longer "icky" */
6107         character_icky = FALSE;
6108
6109
6110         if (new_game)
6111         {
6112                 char buf[80];
6113                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6114                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6115         }
6116
6117
6118         /* Start game */
6119         p_ptr->playing = TRUE;
6120
6121         /* Reset the visual mappings */
6122         reset_visuals();
6123
6124         /* Load the "pref" files */
6125         load_all_pref_files();
6126
6127         /* Give startup outfit (after loading pref files) */
6128         if (new_game)
6129         {
6130                 player_outfit();
6131         }
6132
6133         /* React to changes */
6134         Term_xtra(TERM_XTRA_REACT, 0);
6135
6136         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6137         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6138         handle_stuff();
6139
6140         /* Set or clear "rogue_like_commands" if requested */
6141         if (arg_force_original) rogue_like_commands = FALSE;
6142         if (arg_force_roguelike) rogue_like_commands = TRUE;
6143
6144         /* Hack -- Enforce "delayed death" */
6145         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6146
6147         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6148
6149         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6150         {
6151                 monster_type *m_ptr;
6152                 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6153                 monster_race *r_ptr = &r_info[pet_r_idx];
6154                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6155                                   (PM_FORCE_PET | PM_NO_KAGE));
6156                 m_ptr = &m_list[hack_m_idx_ii];
6157                 m_ptr->mspeed = r_ptr->speed;
6158                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6159                 m_ptr->max_maxhp = m_ptr->maxhp;
6160                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6161                 m_ptr->dealt_damage = 0;
6162                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6163         }
6164
6165         (void)combine_and_reorder_home(STORE_HOME);
6166         (void)combine_and_reorder_home(STORE_MUSEUM);
6167
6168         select_floor_music();
6169
6170         /* Process */
6171         while (TRUE)
6172         {
6173                 /* Process the level */
6174                 dungeon(load_game);
6175
6176
6177                 /* Hack -- prevent "icky" message */
6178                 character_xtra = TRUE;
6179
6180                 handle_stuff();
6181
6182                 character_xtra = FALSE;
6183
6184                 /* Cancel the target */
6185                 target_who = 0;
6186
6187                 /* Cancel the health bar */
6188                 health_track(0);
6189
6190                 forget_lite();
6191                 forget_view();
6192                 clear_mon_lite();
6193
6194                 /* Handle "quit and save" */
6195                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6196
6197                 /* Erase the old cave */
6198                 wipe_o_list();
6199                 if (!p_ptr->is_dead) wipe_m_list();
6200
6201
6202                 msg_print(NULL);
6203
6204                 load_game = FALSE;
6205
6206                 /* Accidental Death */
6207                 if (p_ptr->playing && p_ptr->is_dead)
6208                 {
6209                         if (p_ptr->inside_arena)
6210                         {
6211                                 p_ptr->inside_arena = FALSE;
6212                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6213                                         p_ptr->arena_number++;
6214                                 else
6215                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6216                                 p_ptr->is_dead = FALSE;
6217                                 p_ptr->chp = 0;
6218                                 p_ptr->chp_frac = 0;
6219                                 p_ptr->exit_bldg = TRUE;
6220                                 reset_tim_flags();
6221
6222                                 /* Leave through the exit */
6223                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6224
6225                                 /* prepare next floor */
6226                                 leave_floor();
6227                         }
6228                         else
6229                         {
6230                                 /* Mega-Hack -- Allow player to cheat death */
6231                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6232                                 {
6233                                         /* Mark social class, reset age, if needed */
6234                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6235
6236                                         /* Increase age */
6237                                         p_ptr->age++;
6238
6239                                         /* Mark savefile */
6240                                         p_ptr->noscore |= 0x0001;
6241
6242                                         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."));
6243                                         msg_print(NULL);
6244
6245                                         (void)life_stream(FALSE, FALSE);
6246
6247                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6248                                         {
6249                                                 int magic_idx;
6250                                                 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6251                                                 {
6252                                                         p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6253                                                 }
6254                                                 for (; magic_idx < EATER_EXT*3; magic_idx++)
6255                                                 {
6256                                                         p_ptr->magic_num1[magic_idx] = 0;
6257                                                 }
6258                                         }
6259
6260                                         /* Restore spell points */
6261                                         p_ptr->csp = p_ptr->msp;
6262                                         p_ptr->csp_frac = 0;
6263
6264                                         /* Hack -- cancel recall */
6265                                         if (p_ptr->word_recall)
6266                                         {
6267                                                 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6268                                                 msg_print(NULL);
6269
6270                                                 /* Hack -- Prevent recall */
6271                                                 p_ptr->word_recall = 0;
6272                                                 p_ptr->redraw |= (PR_STATUS);
6273                                         }
6274
6275                                         /* Hack -- cancel alter */
6276                                         if (p_ptr->alter_reality)
6277                                         {
6278                                                 /* Hack -- Prevent alter */
6279                                                 p_ptr->alter_reality = 0;
6280                                                 p_ptr->redraw |= (PR_STATUS);
6281                                         }
6282
6283                                         /* Note cause of death */
6284                                         (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6285
6286                                         /* Do not die */
6287                                         p_ptr->is_dead = FALSE;
6288
6289                                         /* Hack -- Prevent starvation */
6290                                         (void)set_food(PY_FOOD_MAX - 1);
6291
6292                                         dun_level = 0;
6293                                         p_ptr->inside_arena = FALSE;
6294                                         p_ptr->inside_battle = FALSE;
6295                                         leaving_quest = 0;
6296                                         p_ptr->inside_quest = 0;
6297                                         if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6298                                         dungeon_type = 0;
6299                                         if (lite_town || vanilla_town)
6300                                         {
6301                                                 p_ptr->wilderness_y = 1;
6302                                                 p_ptr->wilderness_x = 1;
6303                                                 if (vanilla_town)
6304                                                 {
6305                                                         p_ptr->oldpy = 10;
6306                                                         p_ptr->oldpx = 34;
6307                                                 }
6308                                                 else
6309                                                 {
6310                                                         p_ptr->oldpy = 33;
6311                                                         p_ptr->oldpx = 131;
6312                                                 }
6313                                         }
6314                                         else
6315                                         {
6316                                                 p_ptr->wilderness_y = 48;
6317                                                 p_ptr->wilderness_x = 5;
6318                                                 p_ptr->oldpy = 33;
6319                                                 p_ptr->oldpx = 131;
6320                                         }
6321
6322                                         /* Leaving */
6323                                         p_ptr->wild_mode = FALSE;
6324                                         p_ptr->leaving = TRUE;
6325
6326                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, 
6327                                                                 _("                            しかし、生き返った。", 
6328                                                                   "                            but revived."));
6329
6330                                         /* Prepare next floor */
6331                                         leave_floor();
6332                                         wipe_m_list();
6333                                 }
6334                         }
6335                 }
6336
6337                 /* Handle "death" */
6338                 if (p_ptr->is_dead) break;
6339
6340                 /* Make a new level */
6341                 change_floor();
6342         }
6343
6344         /* Close stuff */
6345         close_game();
6346
6347         /* Quit */
6348         quit(NULL);
6349 }
6350
6351 /*!
6352  * @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
6353  * @param hoge ゲームターン
6354  * @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。
6355  * @return 修正をかけた後のゲームターン
6356  */
6357 s32b turn_real(s32b hoge)
6358 {
6359         switch (p_ptr->start_race)
6360         {
6361         case RACE_VAMPIRE:
6362         case RACE_SKELETON:
6363         case RACE_ZOMBIE:
6364         case RACE_SPECTRE:
6365                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6366         default:
6367                 return hoge;
6368         }
6369 }
6370
6371 /*!
6372  * @brief ターンのオーバーフローに対する対処
6373  * @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.
6374  * @return 修正をかけた後のゲームターン
6375  */
6376 void prevent_turn_overflow(void)
6377 {
6378         int rollback_days, i, j;
6379         s32b rollback_turns;
6380
6381         if (turn < turn_limit) return;
6382
6383         rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6384         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6385
6386         if (turn > rollback_turns) turn -= rollback_turns;
6387         else turn = 1; /* Paranoia */
6388         if (old_turn > rollback_turns) old_turn -= rollback_turns;
6389         else old_turn = 1;
6390         if (old_battle > rollback_turns) old_battle -= rollback_turns;
6391         else old_battle = 1;
6392         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6393         else p_ptr->feeling_turn = 1;
6394
6395         for (i = 1; i < max_towns; i++)
6396         {
6397                 for (j = 0; j < MAX_STORES; j++)
6398                 {
6399                         store_type *st_ptr = &town[i].store[j];
6400
6401                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6402                         {
6403                                 st_ptr->last_visit -= rollback_turns;
6404                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6405                         }
6406
6407                         if (st_ptr->store_open)
6408                         {
6409                                 st_ptr->store_open -= rollback_turns;
6410                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
6411                         }
6412                 }
6413         }
6414 }