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[Refactor] #37353 wild.h 追加。 / Add wild.h.
[hengband/hengband.git] / src / dungeon.c
1 /*!
2     @file dungeon.c
3     @brief Angbandゲームエンジン / Angband game engine
4     @date 2013/12/31
5     @author
6     Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7     This software may be copied and distributed for educational, research, and\n
8     not for profit purposes provided that this copyright and statement are\n
9     included in all such copies.\n
10     2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14 #include "cmd-activate.h"
15 #include "cmd-eat.h"
16 #include "cmd-item.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
19 #include "cmd-read.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
23 #include "cmd-pet.h"
24 #include "floor.h"
25 #include "floor-events.h"
26 #include "object-curse.h"
27 #include "store.h"
28 #include "spells-summon.h"
29 #include "spells-object.h"
30 #include "spells-status.h"
31 #include "monsterrace-hook.h"
32 #include "world.h"
33 #include "mutation.h"
34 #include "quest.h"
35 #include "artifact.h"
36 #include "avatar.h"
37 #include "player-status.h"
38 #include "cmd-spell.h"
39 #include "realm-hex.h"
40 #include "object-hook.h"
41 #include "wild.h"
42
43
44 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
45 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)*/
46
47 /*!
48  * @brief 擬似鑑定を実際に行い判定を反映する
49  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
50  * @param heavy 重度の擬似鑑定を行うならばTRUE
51  * @return なし
52  */
53 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
54 {
55         byte feel;
56         object_type *o_ptr = &inventory[slot];
57         GAME_TEXT o_name[MAX_NLEN];
58
59         /* We know about it already, do not tell us again */
60         if (o_ptr->ident & (IDENT_SENSE))return;
61
62         /* It is fully known, no information needed */
63         if (object_is_known(o_ptr)) return;
64
65         /* Check for a feeling */
66         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
67
68         /* Skip non-feelings */
69         if (!feel) return;
70
71         /* Bad luck */
72         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
73         {
74                 switch (feel)
75                 {
76                         case FEEL_TERRIBLE:
77                         {
78                                 feel = FEEL_SPECIAL;
79                                 break;
80                         }
81                         case FEEL_WORTHLESS:
82                         {
83                                 feel = FEEL_EXCELLENT;
84                                 break;
85                         }
86                         case FEEL_CURSED:
87                         {
88                                 if (heavy)
89                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
90                                 else
91                                         feel = FEEL_UNCURSED;
92                                 break;
93                         }
94                         case FEEL_AVERAGE:
95                         {
96                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
97                                 break;
98                         }
99                         case FEEL_GOOD:
100                         {
101                                 if (heavy)
102                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
103                                 else
104                                         feel = FEEL_CURSED;
105                                 break;
106                         }
107                         case FEEL_EXCELLENT:
108                         {
109                                 feel = FEEL_WORTHLESS;
110                                 break;
111                         }
112                         case FEEL_SPECIAL:
113                         {
114                                 feel = FEEL_TERRIBLE;
115                                 break;
116                         }
117                 }
118         }
119
120         /* Stop everything */
121         if (disturb_minor) disturb(FALSE, FALSE);
122
123         /* Get an object description */
124         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
125
126         /* Message (equipment) */
127         if (slot >= INVEN_RARM)
128         {
129 #ifdef JP
130                 msg_format("%s%s(%c)は%sという感じがする...",
131                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
132 #else
133                 msg_format("You feel the %s (%c) you are %s %s %s...",
134                            o_name, index_to_label(slot), describe_use(slot),
135                            ((o_ptr->number == 1) ? "is" : "are"),
136                                    game_inscriptions[feel]);
137 #endif
138
139         }
140
141         /* Message (inventory) */
142         else
143         {
144 #ifdef JP
145                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
146                         o_name, index_to_label(slot),game_inscriptions[feel]);
147 #else
148                 msg_format("You feel the %s (%c) in your pack %s %s...",
149                            o_name, index_to_label(slot),
150                            ((o_ptr->number == 1) ? "is" : "are"),
151                                    game_inscriptions[feel]);
152 #endif
153
154         }
155
156         o_ptr->ident |= (IDENT_SENSE);
157
158         /* Set the "inscription" */
159         o_ptr->feeling = feel;
160
161         /* Auto-inscription/destroy */
162         autopick_alter_item(slot, destroy_feeling);
163         p_ptr->update |= (PU_COMBINE | PU_REORDER);
164
165         p_ptr->window |= (PW_INVEN | PW_EQUIP);
166 }
167
168
169
170 /*!
171  * @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。
172  * @return なし
173  * @details
174  * Sense the inventory\n
175  *\n
176  *   Class 0 = Warrior --> fast and heavy\n
177  *   Class 1 = Mage    --> slow and light\n
178  *   Class 2 = Priest  --> fast but light\n
179  *   Class 3 = Rogue   --> okay and heavy\n
180  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
181  *   Class 5 = Paladin --> slow but heavy\n
182  */
183 static void sense_inventory1(void)
184 {
185         INVENTORY_IDX i;
186         PLAYER_LEVEL plev = p_ptr->lev;
187         bool heavy = FALSE;
188         object_type *o_ptr;
189
190
191         /*** Check for "sensing" ***/
192
193         /* No sensing when confused */
194         if (p_ptr->confused) return;
195
196         /* Analyze the class */
197         switch (p_ptr->pclass)
198         {
199                 case CLASS_WARRIOR:
200                 case CLASS_ARCHER:
201                 case CLASS_SAMURAI:
202                 case CLASS_CAVALRY:
203                 {
204                         /* Good sensing */
205                         if (0 != randint0(9000L / (plev * plev + 40))) return;
206
207                         /* Heavy sensing */
208                         heavy = TRUE;
209
210                         break;
211                 }
212
213                 case CLASS_SMITH:
214                 {
215                         /* Good sensing */
216                         if (0 != randint0(6000L / (plev * plev + 50))) return;
217
218                         /* Heavy sensing */
219                         heavy = TRUE;
220
221                         break;
222                 }
223
224                 case CLASS_MAGE:
225                 case CLASS_HIGH_MAGE:
226                 case CLASS_SORCERER:
227                 case CLASS_MAGIC_EATER:
228                 {
229                         /* Very bad (light) sensing */
230                         if (0 != randint0(240000L / (plev + 5))) return;
231
232                         break;
233                 }
234
235                 case CLASS_PRIEST:
236                 case CLASS_BARD:
237                 {
238                         /* Good (light) sensing */
239                         if (0 != randint0(10000L / (plev * plev + 40))) return;
240
241                         break;
242                 }
243
244                 case CLASS_ROGUE:
245                 case CLASS_NINJA:
246                 {
247                         /* Okay sensing */
248                         if (0 != randint0(20000L / (plev * plev + 40))) return;
249
250                         /* Heavy sensing */
251                         heavy = TRUE;
252
253                         break;
254                 }
255
256                 case CLASS_RANGER:
257                 {
258                         /* Bad sensing */
259                         if (0 != randint0(95000L / (plev * plev + 40))) return;
260
261                         /* Changed! */
262                         heavy = TRUE;
263
264                         break;
265                 }
266
267                 case CLASS_PALADIN:
268                 case CLASS_SNIPER:
269                 {
270                         /* Bad sensing */
271                         if (0 != randint0(77777L / (plev * plev + 40))) return;
272
273                         /* Heavy sensing */
274                         heavy = TRUE;
275
276                         break;
277                 }
278
279                 case CLASS_WARRIOR_MAGE:
280                 case CLASS_RED_MAGE:
281                 {
282                         /* Bad sensing */
283                         if (0 != randint0(75000L / (plev * plev + 40))) return;
284
285                         break;
286                 }
287
288                 case CLASS_MINDCRAFTER:
289                 case CLASS_IMITATOR:
290                 case CLASS_BLUE_MAGE:
291                 case CLASS_MIRROR_MASTER:
292                 {
293                         /* Bad sensing */
294                         if (0 != randint0(55000L / (plev * plev + 40))) return;
295
296                         break;
297                 }
298
299                 case CLASS_CHAOS_WARRIOR:
300                 {
301                         /* Bad sensing */
302                         if (0 != randint0(80000L / (plev * plev + 40))) return;
303
304                         /* Changed! */
305                         heavy = TRUE;
306
307                         break;
308                 }
309
310                 case CLASS_MONK:
311                 case CLASS_FORCETRAINER:
312                 {
313                         /* Okay sensing */
314                         if (0 != randint0(20000L / (plev * plev + 40))) return;
315
316                         break;
317                 }
318
319                 case CLASS_TOURIST:
320                 {
321                         /* Good sensing */
322                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
323
324                         /* Heavy sensing */
325                         heavy = TRUE;
326
327                         break;
328                 }
329
330                 case CLASS_BEASTMASTER:
331                 {
332                         /* Bad sensing */
333                         if (0 != randint0(65000L / (plev * plev + 40))) return;
334
335                         break;
336                 }
337                 case CLASS_BERSERKER:
338                 {
339                         /* Heavy sensing */
340                         heavy = TRUE;
341
342                         break;
343                 }
344         }
345
346         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
347
348         /*** Sense everything ***/
349
350         /* Check everything */
351         for (i = 0; i < INVEN_TOTAL; i++)
352         {
353                 bool okay = FALSE;
354
355                 o_ptr = &inventory[i];
356
357                 /* Skip empty slots */
358                 if (!o_ptr->k_idx) continue;
359
360                 /* Valid "tval" codes */
361                 switch (o_ptr->tval)
362                 {
363                         case TV_SHOT:
364                         case TV_ARROW:
365                         case TV_BOLT:
366                         case TV_BOW:
367                         case TV_DIGGING:
368                         case TV_HAFTED:
369                         case TV_POLEARM:
370                         case TV_SWORD:
371                         case TV_BOOTS:
372                         case TV_GLOVES:
373                         case TV_HELM:
374                         case TV_CROWN:
375                         case TV_SHIELD:
376                         case TV_CLOAK:
377                         case TV_SOFT_ARMOR:
378                         case TV_HARD_ARMOR:
379                         case TV_DRAG_ARMOR:
380                         case TV_CARD:
381                         {
382                                 okay = TRUE;
383                                 break;
384                         }
385                 }
386
387                 /* Skip non-sense machines */
388                 if (!okay) continue;
389
390                 /* Occasional failure on inventory items */
391                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
392
393                 /* Good luck */
394                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
395                 {
396                         heavy = TRUE;
397                 }
398
399                 sense_inventory_aux(i, heavy);
400         }
401 }
402
403 /*!
404  * @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。
405  * @return なし
406  */
407 static void sense_inventory2(void)
408 {
409         INVENTORY_IDX i;
410         PLAYER_LEVEL plev = p_ptr->lev;
411         object_type *o_ptr;
412
413
414         /*** Check for "sensing" ***/
415
416         /* No sensing when confused */
417         if (p_ptr->confused) return;
418
419         /* Analyze the class */
420         switch (p_ptr->pclass)
421         {
422                 case CLASS_WARRIOR:
423                 case CLASS_ARCHER:
424                 case CLASS_SAMURAI:
425                 case CLASS_CAVALRY:
426                 case CLASS_BERSERKER:
427                 case CLASS_SNIPER:
428                 {
429                         return;
430                 }
431
432                 case CLASS_SMITH:
433                 case CLASS_PALADIN:
434                 case CLASS_CHAOS_WARRIOR:
435                 case CLASS_IMITATOR:
436                 case CLASS_BEASTMASTER:
437                 case CLASS_NINJA:
438                 {
439                         /* Very bad (light) sensing */
440                         if (0 != randint0(240000L / (plev + 5))) return;
441
442                         break;
443                 }
444
445                 case CLASS_RANGER:
446                 case CLASS_WARRIOR_MAGE:
447                 case CLASS_RED_MAGE:
448                 case CLASS_MONK:
449                 {
450                         /* Bad sensing */
451                         if (0 != randint0(95000L / (plev * plev + 40))) return;
452
453                         break;
454                 }
455
456                 case CLASS_PRIEST:
457                 case CLASS_BARD:
458                 case CLASS_ROGUE:
459                 case CLASS_FORCETRAINER:
460                 case CLASS_MINDCRAFTER:
461                 {
462                         /* Good sensing */
463                         if (0 != randint0(20000L / (plev * plev + 40))) return;
464
465                         break;
466                 }
467
468                 case CLASS_MAGE:
469                 case CLASS_HIGH_MAGE:
470                 case CLASS_SORCERER:
471                 case CLASS_MAGIC_EATER:
472                 case CLASS_MIRROR_MASTER:
473                 case CLASS_BLUE_MAGE:
474                 {
475                         /* Good sensing */
476                         if (0 != randint0(9000L / (plev * plev + 40))) return;
477
478                         break;
479                 }
480
481                 case CLASS_TOURIST:
482                 {
483                         /* Good sensing */
484                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
485
486                         break;
487                 }
488         }
489
490         /*** Sense everything ***/
491
492         /* Check everything */
493         for (i = 0; i < INVEN_TOTAL; i++)
494         {
495                 bool okay = FALSE;
496
497                 o_ptr = &inventory[i];
498
499                 /* Skip empty slots */
500                 if (!o_ptr->k_idx) continue;
501
502                 /* Valid "tval" codes */
503                 switch (o_ptr->tval)
504                 {
505                         case TV_RING:
506                         case TV_AMULET:
507                         case TV_LITE:
508                         case TV_FIGURINE:
509                         {
510                                 okay = TRUE;
511                                 break;
512                         }
513                 }
514
515                 /* Skip non-sense machines */
516                 if (!okay) continue;
517
518                 /* Occasional failure on inventory items */
519                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
520
521                 sense_inventory_aux(i, TRUE);
522         }
523 }
524
525 /*!
526  * @brief パターン終点到達時のテレポート処理を行う
527  * @return なし
528  */
529 static void pattern_teleport(void)
530 {
531         DEPTH min_level = 0;
532         DEPTH max_level = 99;
533
534         /* Ask for level */
535         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
536         {
537                 char ppp[80];
538                 char tmp_val[160];
539
540                 /* Only downward in ironman mode */
541                 if (ironman_downward)
542                         min_level = dun_level;
543
544                 /* Maximum level */
545                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
546                 {
547                         if (dun_level > 100)
548                                 max_level = MAX_DEPTH - 1;
549                         else if (dun_level == 100)
550                                 max_level = 100;
551                 }
552                 else
553                 {
554                         max_level = d_info[p_ptr->dungeon_idx].maxdepth;
555                         min_level = d_info[p_ptr->dungeon_idx].mindepth;
556                 }
557
558                 /* Prompt */
559                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
560
561                 /* Default */
562                 sprintf(tmp_val, "%d", (int)dun_level);
563
564                 /* Ask for a level */
565                 if (!get_string(ppp, tmp_val, 10)) return;
566
567                 /* Extract request */
568                 command_arg = (COMMAND_ARG)atoi(tmp_val);
569         }
570         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
571         {
572                 teleport_player(200, 0L);
573                 return;
574         }
575         else
576         {
577                 return;
578         }
579
580         /* Paranoia */
581         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
582
583         /* Paranoia */
584         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
585
586         /* Accept request */
587         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
588
589         if (autosave_l) do_cmd_save_game(TRUE);
590
591         /* Change level */
592         dun_level = command_arg;
593
594         leave_quest_check();
595
596         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
597
598         p_ptr->inside_quest = 0;
599         free_turn(p_ptr);
600
601         /*
602          * Clear all saved floors
603          * and create a first saved floor
604          */
605         prepare_change_floor_mode(CFM_FIRST_FLOOR);
606
607         /* Leaving */
608         p_ptr->leaving = TRUE;
609 }
610
611 /*!
612  * @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
613  * @return なし
614  */
615 static void wreck_the_pattern(void)
616 {
617         int to_ruin = 0;
618         POSITION r_y, r_x;
619         int pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
620
621         if (pattern_type == PATTERN_TILE_WRECKED)
622         {
623                 /* Ruined already */
624                 return;
625         }
626
627         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
628         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
629
630         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
631         to_ruin = randint1(45) + 35;
632
633         while (to_ruin--)
634         {
635                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
636
637                 if (pattern_tile(r_y, r_x) &&
638                     (f_info[grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
639                 {
640                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
641                 }
642         }
643
644         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
645 }
646
647 /*!
648  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
649  * @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。
650  */
651 static bool pattern_effect(void)
652 {
653         int pattern_type;
654
655         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
656
657         if ((prace_is_(RACE_AMBERITE)) &&
658             (p_ptr->cut > 0) && one_in_(10))
659         {
660                 wreck_the_pattern();
661         }
662
663         pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
664
665         switch (pattern_type)
666         {
667         case PATTERN_TILE_END:
668                 (void)set_image(0);
669                 (void)restore_all_status();
670                 (void)restore_level();
671                 (void)cure_critical_wounds(1000);
672
673                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
674                 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."));
675
676                 /*
677                  * We could make the healing effect of the
678                  * Pattern center one-time only to avoid various kinds
679                  * of abuse, like luring the win monster into fighting you
680                  * in the middle of the pattern...
681                  */
682                 break;
683
684         case PATTERN_TILE_OLD:
685                 /* No effect */
686                 break;
687
688         case PATTERN_TILE_TELEPORT:
689                 pattern_teleport();
690                 break;
691
692         case PATTERN_TILE_WRECKED:
693                 if (!IS_INVULN())
694                         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);
695                 break;
696
697         default:
698                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
699                         return TRUE;
700                 else if (!IS_INVULN())
701                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
702                 break;
703         }
704
705         return TRUE;
706 }
707
708
709 /*!
710  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
711  * @param percent 回復比率
712  * @return なし
713  */
714 static void regenhp(int percent)
715 {
716         HIT_POINT new_chp;
717         u32b new_chp_frac;
718         HIT_POINT old_chp;
719
720         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
721         if (p_ptr->action == ACTION_HAYAGAKE) return;
722
723         /* Save the old hitpoints */
724         old_chp = p_ptr->chp;
725
726         /*
727          * Extract the new hitpoints
728          *
729          * 'percent' is the Regen factor in unit (1/2^16)
730          */
731         new_chp = 0;
732         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
733
734         /* Convert the unit (1/2^16) to (1/2^32) */
735         s64b_LSHIFT(new_chp, new_chp_frac, 16);
736
737         /* Regenerating */
738         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
739
740
741         /* Fully healed */
742         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
743         {
744                 p_ptr->chp = p_ptr->mhp;
745                 p_ptr->chp_frac = 0;
746         }
747
748         /* Notice changes */
749         if (old_chp != p_ptr->chp)
750         {
751                 p_ptr->redraw |= (PR_HP);
752                 p_ptr->window |= (PW_PLAYER);
753                 wild_regen = 20;
754         }
755 }
756
757
758 /*!
759  * @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
760  * @param upkeep_factor ペット維持によるMPコスト量
761  * @param regen_amount 回復量
762  * @return なし
763  */
764 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
765 {
766         MANA_POINT old_csp = p_ptr->csp;
767         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
768
769         /*
770          * Excess mana will decay 32 times faster than normal
771          * regeneration rate.
772          */
773         if (p_ptr->csp > p_ptr->msp)
774         {
775                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
776                 s32b decay = 0;
777                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
778
779                 /* Convert the unit (1/2^16) to (1/2^32) */
780                 s64b_LSHIFT(decay, decay_frac, 16);
781
782                 /* Decay */
783                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
784
785                 /* Stop decaying */
786                 if (p_ptr->csp < p_ptr->msp)
787                 {
788                         p_ptr->csp = p_ptr->msp;
789                         p_ptr->csp_frac = 0;
790                 }
791         }
792
793         /* Regenerating mana (unless the player has excess mana) */
794         else if (regen_rate > 0)
795         {
796                 /* (percent/100) is the Regen factor in unit (1/2^16) */
797                 MANA_POINT new_mana = 0;
798                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
799
800                 /* Convert the unit (1/2^16) to (1/2^32) */
801                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
802
803                 /* Regenerate */
804                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
805
806                 /* Must set frac to zero even if equal */
807                 if (p_ptr->csp >= p_ptr->msp)
808                 {
809                         p_ptr->csp = p_ptr->msp;
810                         p_ptr->csp_frac = 0;
811                 }
812         }
813
814
815         /* Reduce mana (even when the player has excess mana) */
816         if (regen_rate < 0)
817         {
818                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
819                 s32b reduce_mana = 0;
820                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
821
822                 /* Convert the unit (1/2^16) to (1/2^32) */
823                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
824
825                 /* Reduce mana */
826                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
827
828                 /* Check overflow */
829                 if (p_ptr->csp < 0)
830                 {
831                         p_ptr->csp = 0;
832                         p_ptr->csp_frac = 0;
833                 }
834         }
835
836         if (old_csp != p_ptr->csp)
837         {
838                 p_ptr->redraw |= (PR_MANA);
839                 p_ptr->window |= (PW_PLAYER);
840                 p_ptr->window |= (PW_SPELL);
841                 wild_regen = 20;
842         }
843 }
844
845 /*!
846  * @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)
847  * @param regen_amount 回復量
848  * @return なし
849  */
850 static void regenmagic(int regen_amount)
851 {
852         MANA_POINT new_mana;
853         int i;
854         int dev = 30;
855         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
856
857         for (i = 0; i < EATER_EXT*2; i++)
858         {
859                 if (!p_ptr->magic_num2[i]) continue;
860                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
861
862                 /* Increase remaining charge number like float value */
863                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
864                 p_ptr->magic_num1[i] += new_mana;
865
866                 /* Check maximum charge */
867                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
868                 {
869                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
870                 }
871                 wild_regen = 20;
872         }
873         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
874         {
875                 if (!p_ptr->magic_num1[i]) continue;
876                 if (!p_ptr->magic_num2[i]) continue;
877
878                 /* Decrease remaining period for charging */
879                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
880                                         / (dev * 16 * PY_REGEN_NORMAL); 
881                 p_ptr->magic_num1[i] -= new_mana;
882
883                 /* Check minimum remaining period for charging */
884                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
885                 wild_regen = 20;
886         }
887 }
888
889
890 /*!
891  * @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)
892  * @return なし
893  * @note Should probably be done during monster turns.
894  */
895 static void regen_monsters(void)
896 {
897         int i, frac;
898
899
900         /* Regenerate everyone */
901         for (i = 1; i < m_max; i++)
902         {
903                 /* Check the i'th monster */
904                 monster_type *m_ptr = &m_list[i];
905                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
906
907
908                 /* Skip dead monsters */
909                 if (!m_ptr->r_idx) continue;
910
911                 /* Allow regeneration (if needed) */
912                 if (m_ptr->hp < m_ptr->maxhp)
913                 {
914                         /* Hack -- Base regeneration */
915                         frac = m_ptr->maxhp / 100;
916
917                         /* Hack -- Minimal regeneration rate */
918                         if (!frac) if (one_in_(2)) frac = 1;
919
920                         /* Hack -- Some monsters regenerate quickly */
921                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
922
923                         /* Hack -- Regenerate */
924                         m_ptr->hp += frac;
925
926                         /* Do not over-regenerate */
927                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
928
929                         /* Redraw (later) if needed */
930                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
931                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
932                 }
933         }
934 }
935
936
937 /*!
938  * @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)
939  * @return なし
940  * @note Should probably be done during monster turns.
941  */
942 static void regen_captured_monsters(void)
943 {
944         int i, frac;
945         bool heal = FALSE;
946
947         /* Regenerate everyone */
948         for (i = 0; i < INVEN_TOTAL; i++)
949         {
950                 monster_race *r_ptr;
951                 object_type *o_ptr = &inventory[i];
952
953                 if (!o_ptr->k_idx) continue;
954                 if (o_ptr->tval != TV_CAPTURE) continue;
955                 if (!o_ptr->pval) continue;
956
957                 heal = TRUE;
958
959                 r_ptr = &r_info[o_ptr->pval];
960
961                 /* Allow regeneration (if needed) */
962                 if (o_ptr->xtra4 < o_ptr->xtra5)
963                 {
964                         /* Hack -- Base regeneration */
965                         frac = o_ptr->xtra5 / 100;
966
967                         /* Hack -- Minimal regeneration rate */
968                         if (!frac) if (one_in_(2)) frac = 1;
969
970                         /* Hack -- Some monsters regenerate quickly */
971                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
972
973                         /* Hack -- Regenerate */
974                         o_ptr->xtra4 += (XTRA16)frac;
975
976                         /* Do not over-regenerate */
977                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
978                 }
979         }
980
981         if (heal)
982         {
983                 /* Combine pack */
984                 p_ptr->update |= (PU_COMBINE);
985                 p_ptr->window |= (PW_INVEN);
986                 p_ptr->window |= (PW_EQUIP);
987                 wild_regen = 20;
988         }
989 }
990
991 /*!
992  * @brief 寿命つき光源の警告メッセージ処理
993  * @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
994  * @return なし
995  */
996 static void notice_lite_change(object_type *o_ptr)
997 {
998         /* Hack -- notice interesting fuel steps */
999         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1000         {
1001                 p_ptr->window |= (PW_EQUIP);
1002         }
1003
1004         /* Hack -- Special treatment when blind */
1005         if (p_ptr->blind)
1006         {
1007                 /* Hack -- save some light for later */
1008                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1009         }
1010
1011         /* The light is now out */
1012         else if (o_ptr->xtra4 == 0)
1013         {
1014                 disturb(FALSE, TRUE);
1015                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1016
1017                 /* Recalculate torch radius */
1018                 p_ptr->update |= (PU_TORCH);
1019
1020                 /* Some ego light lose its effects without fuel */
1021                 p_ptr->update |= (PU_BONUS);
1022         }
1023
1024         /* The light is getting dim */
1025         else if (o_ptr->name2 == EGO_LITE_LONG)
1026         {
1027                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1028                     && (turn % (TURNS_PER_TICK*2)))
1029                 {
1030                         if (disturb_minor) disturb(FALSE, TRUE);
1031                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1032                 }
1033         }
1034
1035         /* The light is getting dim */
1036         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1037         {
1038                 if (disturb_minor) disturb(FALSE, TRUE);
1039                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1040         }
1041 }
1042
1043 /*!
1044  * @brief クエスト階層から離脱する際の処理
1045  * @return なし
1046  */
1047 void leave_quest_check(void)
1048 {
1049         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1050         leaving_quest = p_ptr->inside_quest;
1051
1052         /* Leaving an 'only once' quest marks it as failed */
1053         if (leaving_quest)
1054         {       
1055                 quest_type* const q_ptr = &quest[leaving_quest];
1056                 
1057             if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1058                (q_ptr->status == QUEST_STATUS_TAKEN))
1059                 {
1060                         q_ptr->status = QUEST_STATUS_FAILED;
1061                         q_ptr->complev = p_ptr->lev;
1062                         update_playtime();
1063                         q_ptr->comptime = playtime;
1064
1065                         /* Additional settings */
1066                         switch (q_ptr->type)
1067                         {
1068                           case QUEST_TYPE_TOWER:
1069                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1070                                 quest[QUEST_TOWER1].complev = p_ptr->lev;
1071                                 break;
1072                           case QUEST_TYPE_FIND_ARTIFACT:
1073                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1074                                 break;
1075                           case QUEST_TYPE_RANDOM:
1076                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1077
1078                                 /* Floor of random quest will be blocked */
1079                                 prepare_change_floor_mode(CFM_NO_RETURN);
1080                                 break;
1081                         }
1082
1083                         /* Record finishing a quest */
1084                         if (q_ptr->type == QUEST_TYPE_RANDOM)
1085                         {
1086                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1087                         }
1088                         else
1089                         {
1090                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1091                         }
1092                 }
1093         }
1094 }
1095
1096 /*!
1097  * @brief 「塔」クエストの各階層から離脱する際の処理
1098  * @return なし
1099  */
1100 void leave_tower_check(void)
1101 {
1102         leaving_quest = p_ptr->inside_quest;
1103         /* Check for Tower Quest */
1104         if (leaving_quest &&
1105                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1106                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1107         {
1108                 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1109                 {
1110                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1111                         quest[QUEST_TOWER1].complev = p_ptr->lev;
1112                         update_playtime();
1113                         quest[QUEST_TOWER1].comptime = playtime;
1114                 }
1115         }
1116 }
1117
1118
1119 /*!
1120  * @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-
1121  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1122  * @return なし
1123  */
1124 static void recharged_notice(object_type *o_ptr)
1125 {
1126         GAME_TEXT o_name[MAX_NLEN];
1127
1128         concptr s;
1129
1130         /* No inscription */
1131         if (!o_ptr->inscription) return;
1132
1133         /* Find a '!' */
1134         s = my_strchr(quark_str(o_ptr->inscription), '!');
1135
1136         /* Process notification request. */
1137         while (s)
1138         {
1139                 /* Find another '!' */
1140                 if (s[1] == '!')
1141                 {
1142                         /* Describe (briefly) */
1143                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1144
1145                         /* Notify the player */
1146 #ifdef JP
1147                         msg_format("%sは再充填された。", o_name);
1148 #else
1149                         if (o_ptr->number > 1)
1150                                 msg_format("Your %s are recharged.", o_name);
1151                         else
1152                                 msg_format("Your %s is recharged.", o_name);
1153 #endif
1154
1155                         disturb(FALSE, FALSE);
1156
1157                         /* Done. */
1158                         return;
1159                 }
1160
1161                 /* Keep looking for '!'s */
1162                 s = my_strchr(s + 1, '!');
1163         }
1164 }
1165
1166 /*!
1167  * @brief プレイヤーの歌に関する継続処理
1168  * @return なし
1169  */
1170 static void check_music(void)
1171 {
1172         const magic_type *s_ptr;
1173         int spell;
1174         MANA_POINT need_mana;
1175         u32b need_mana_frac;
1176
1177         /* Music singed by player */
1178         if (p_ptr->pclass != CLASS_BARD) return;
1179         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1180
1181         if (p_ptr->anti_magic)
1182         {
1183                 stop_singing(p_ptr);
1184                 return;
1185         }
1186
1187         spell = SINGING_SONG_ID(p_ptr);
1188         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1189
1190         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1191         need_mana_frac = 0;
1192
1193         /* Divide by 2 */
1194         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1195
1196         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1197         {
1198                 stop_singing(p_ptr);
1199                 return;
1200         }
1201         else
1202         {
1203                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1204
1205                 p_ptr->redraw |= PR_MANA;
1206                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1207                 {
1208                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1209                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1210                         msg_print(_("歌を再開した。", "You restart singing."));
1211                         p_ptr->action = ACTION_SING;
1212                         p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1213                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1214                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1215                 }
1216         }
1217         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1218                 p_ptr->spell_exp[spell] += 5;
1219         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1220         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1221         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1222         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1223         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1224         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1225
1226         /* Do any effects of continual song */
1227         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1228 }
1229
1230 /*!
1231  * @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
1232  * @param flag 探し出したい呪いフラグ配列
1233  * @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
1234  * 呪いがない場合NULLを返す。
1235  */
1236 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1237 {
1238         int i;
1239         int choices[INVEN_TOTAL-INVEN_RARM];
1240         int number = 0;
1241
1242         /* Paranoia -- Player has no warning-item */
1243         if (!(p_ptr->cursed & flag)) return NULL;
1244
1245         /* Search Inventry */
1246         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1247         {
1248                 object_type *o_ptr = &inventory[i];
1249
1250                 if (o_ptr->curse_flags & flag)
1251                 {
1252                         choices[number] = i;
1253                         number++;
1254                 }
1255                 else if ((flag == TRC_ADD_L_CURSE) || 
1256                                         (flag == TRC_ADD_H_CURSE) || 
1257                                         (flag == TRC_DRAIN_HP) || 
1258                                         (flag == TRC_DRAIN_MANA) || 
1259                                         (flag == TRC_CALL_ANIMAL) || 
1260                                         (flag == TRC_CALL_DEMON) || 
1261                                         (flag == TRC_CALL_DRAGON) || 
1262                                         (flag == TRC_CALL_UNDEAD) || 
1263                                         (flag == TRC_COWARDICE) || 
1264                                         (flag == TRC_LOW_MELEE) || 
1265                                         (flag == TRC_LOW_AC) || 
1266                                         (flag == TRC_LOW_MAGIC) || 
1267                                         (flag == TRC_FAST_DIGEST) || 
1268                                         (flag == TRC_SLOW_REGEN) )
1269                 {
1270                         u32b cf = 0L;
1271                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1272                         object_flags(o_ptr, flgs);
1273                         switch (flag)
1274                         {
1275                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1276                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1277                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1278                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1279                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1280                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1281                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1282                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1283                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1284                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1285                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1286                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1287                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1288                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1289                           default                               : break;
1290                         }
1291                         if (have_flag(flgs, cf))
1292                         {
1293                                 choices[number] = i;
1294                                 number++;
1295                         }
1296                 }
1297         }
1298
1299         /* Choice one of them */
1300         return (&inventory[choices[randint0(number)]]);
1301 }
1302
1303 static void process_world_aux_digestion(void)
1304 {
1305         if (!p_ptr->inside_battle)
1306         {
1307                 /* Digest quickly when gorged */
1308                 if (p_ptr->food >= PY_FOOD_MAX)
1309                 {
1310                         /* Digest a lot of food */
1311                         (void)set_food(p_ptr->food - 100);
1312                 }
1313
1314                 /* Digest normally -- Every 50 game turns */
1315                 else if (!(turn % (TURNS_PER_TICK * 5)))
1316                 {
1317                         /* Basic digestion rate based on speed */
1318                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1319
1320                         /* Regeneration takes more food */
1321                         if (p_ptr->regenerate)
1322                                 digestion += 20;
1323                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1324                                 digestion += 20;
1325                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1326                                 digestion += 30;
1327
1328                         /* Slow digestion takes less food */
1329                         if (p_ptr->slow_digest)
1330                                 digestion -= 5;
1331
1332                         /* Minimal digestion */
1333                         if (digestion < 1) digestion = 1;
1334                         /* Maximal digestion */
1335                         if (digestion > 100) digestion = 100;
1336
1337                         /* Digest some food */
1338                         (void)set_food(p_ptr->food - digestion);
1339                 }
1340
1341
1342                 /* Getting Faint */
1343                 if ((p_ptr->food < PY_FOOD_FAINT))
1344                 {
1345                         /* Faint occasionally */
1346                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1347                         {
1348                                 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."));
1349                                 disturb(TRUE, TRUE);
1350
1351                                 /* Hack -- faint (bypass free action) */
1352                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1353                         }
1354
1355                         /* Starve to death (slowly) */
1356                         if (p_ptr->food < PY_FOOD_STARVE)
1357                         {
1358                                 /* Calculate damage */
1359                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1360
1361                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1362                         }
1363                 }
1364         }
1365 }
1366
1367 /*!
1368  * @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。
1369  *  / Handle timed damage and regeneration every 10 game turns
1370  * @return なし
1371  */
1372 static void process_world_aux_hp_and_sp(void)
1373 {
1374         feature_type *f_ptr = &f_info[grid_array[p_ptr->y][p_ptr->x].feat];
1375         bool cave_no_regen = FALSE;
1376         int upkeep_factor = 0;
1377
1378         /* Default regeneration */
1379         int regen_amount = PY_REGEN_NORMAL;
1380
1381
1382         /*** Damage over Time ***/
1383
1384         /* Take damage from poison */
1385         if (p_ptr->poisoned && !IS_INVULN())
1386         {
1387                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1388         }
1389
1390         /* Take damage from cuts */
1391         if (p_ptr->cut && !IS_INVULN())
1392         {
1393                 HIT_POINT dam;
1394
1395                 /* Mortal wound or Deep Gash */
1396                 if (p_ptr->cut > 1000)
1397                 {
1398                         dam = 200;
1399                 }
1400
1401                 else if (p_ptr->cut > 200)
1402                 {
1403                         dam = 80;
1404                 }
1405
1406                 /* Severe cut */
1407                 else if (p_ptr->cut > 100)
1408                 {
1409                         dam = 32;
1410                 }
1411
1412                 else if (p_ptr->cut > 50)
1413                 {
1414                         dam = 16;
1415                 }
1416
1417                 else if (p_ptr->cut > 25)
1418                 {
1419                         dam = 7;
1420                 }
1421
1422                 else if (p_ptr->cut > 10)
1423                 {
1424                         dam = 3;
1425                 }
1426
1427                 /* Other cuts */
1428                 else
1429                 {
1430                         dam = 1;
1431                 }
1432
1433                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1434         }
1435
1436         /* (Vampires) Take damage from sunlight */
1437         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1438         {
1439                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1440                 {
1441                         if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1442                         {
1443                                 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!"));
1444                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1445                                 cave_no_regen = TRUE;
1446                         }
1447                 }
1448
1449                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1450                     !p_ptr->resist_lite)
1451                 {
1452                         object_type * o_ptr = &inventory[INVEN_LITE];
1453                         GAME_TEXT o_name [MAX_NLEN];
1454                         char ouch [MAX_NLEN+40];
1455
1456                         /* Get an object description */
1457                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1458                         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);
1459
1460                         cave_no_regen = TRUE;
1461
1462                         /* Get an object description */
1463                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1464                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1465
1466                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1467                 }
1468         }
1469
1470         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1471         {
1472                 int damage = 0;
1473
1474                 if (have_flag(f_ptr->flags, FF_DEEP))
1475                 {
1476                         damage = 6000 + randint0(4000);
1477                 }
1478                 else if (!p_ptr->levitation)
1479                 {
1480                         damage = 3000 + randint0(2000);
1481                 }
1482
1483                 if (damage)
1484                 {
1485                         if(prace_is_(RACE_ENT)) damage += damage / 3;
1486                         if(p_ptr->resist_fire) damage = damage / 3;
1487                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1488                         if(p_ptr->levitation) damage = damage / 5;
1489
1490                         damage = damage / 100 + (randint0(100) < (damage % 100));
1491
1492                         if (p_ptr->levitation)
1493                         {
1494                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1495                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1496                                                                 f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
1497                         }
1498                         else
1499                         {
1500                                 concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
1501                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1502                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1503                         }
1504
1505                         cave_no_regen = TRUE;
1506                 }
1507         }
1508
1509         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1510         {
1511                 int damage = 0;
1512
1513                 if (have_flag(f_ptr->flags, FF_DEEP))
1514                 {
1515                         damage = 6000 + randint0(4000);
1516                 }
1517                 else if (!p_ptr->levitation)
1518                 {
1519                         damage = 3000 + randint0(2000);
1520                 }
1521
1522                 if (damage)
1523                 {
1524                         if (p_ptr->resist_cold) damage = damage / 3;
1525                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1526                         if (p_ptr->levitation) damage = damage / 5;
1527
1528                         damage = damage / 100 + (randint0(100) < (damage % 100));
1529
1530                         if (p_ptr->levitation)
1531                         {
1532                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1533                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1534                                         f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
1535                         }
1536                         else
1537                         {
1538                                 concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
1539                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1540                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1541                         }
1542
1543                         cave_no_regen = TRUE;
1544                 }
1545         }
1546
1547         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1548         {
1549                 int damage = 0;
1550
1551                 if (have_flag(f_ptr->flags, FF_DEEP))
1552                 {
1553                         damage = 6000 + randint0(4000);
1554                 }
1555                 else if (!p_ptr->levitation)
1556                 {
1557                         damage = 3000 + randint0(2000);
1558                 }
1559
1560                 if (damage)
1561                 {
1562                         if (p_ptr->resist_elec) damage = damage / 3;
1563                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1564                         if (p_ptr->levitation) damage = damage / 5;
1565
1566                         damage = damage / 100 + (randint0(100) < (damage % 100));
1567
1568                         if (p_ptr->levitation)
1569                         {
1570                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1571                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1572                                         f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
1573                         }
1574                         else
1575                         {
1576                                 concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
1577                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1578                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1579                         }
1580
1581                         cave_no_regen = TRUE;
1582                 }
1583         }
1584
1585         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1586         {
1587                 int damage = 0;
1588
1589                 if (have_flag(f_ptr->flags, FF_DEEP))
1590                 {
1591                         damage = 6000 + randint0(4000);
1592                 }
1593                 else if (!p_ptr->levitation)
1594                 {
1595                         damage = 3000 + randint0(2000);
1596                 }
1597
1598                 if (damage)
1599                 {
1600                         if (p_ptr->resist_acid) damage = damage / 3;
1601                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1602                         if (p_ptr->levitation) damage = damage / 5;
1603
1604                         damage = damage / 100 + (randint0(100) < (damage % 100));
1605
1606                         if (p_ptr->levitation)
1607                         {
1608                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1609                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1610                                         f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
1611                         }
1612                         else
1613                         {
1614                                 concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
1615                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1616                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1617                         }
1618
1619                         cave_no_regen = TRUE;
1620                 }
1621         }
1622
1623         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1624         {
1625                 int damage = 0;
1626
1627                 if (have_flag(f_ptr->flags, FF_DEEP))
1628                 {
1629                         damage = 6000 + randint0(4000);
1630                 }
1631                 else if (!p_ptr->levitation)
1632                 {
1633                         damage = 3000 + randint0(2000);
1634                 }
1635
1636                 if (damage)
1637                 {
1638                         if (p_ptr->resist_pois) damage = damage / 3;
1639                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1640                         if (p_ptr->levitation) damage = damage / 5;
1641
1642                         damage = damage / 100 + (randint0(100) < (damage % 100));
1643
1644                         if (p_ptr->levitation)
1645                         {
1646                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1647                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1648                                         f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
1649                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1650                         }
1651                         else
1652                         {
1653                                 concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
1654                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1655                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1656                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1657                         }
1658
1659                         cave_no_regen = TRUE;
1660                 }
1661         }
1662
1663         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1664             !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1665         {
1666                 if (p_ptr->total_weight > weight_limit())
1667                 {
1668                         msg_print(_("溺れている!", "You are drowning!"));
1669                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1670                         cave_no_regen = TRUE;
1671                 }
1672         }
1673
1674         if (p_ptr->riding)
1675         {
1676                 HIT_POINT damage;
1677                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1678                 {
1679                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1680                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1681                         if (p_ptr->resist_fire) damage = damage / 3;
1682                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1683                         msg_print(_("熱い!", "It's hot!"));
1684                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1685                 }
1686                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1687                 {
1688                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1689                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1690                         if (p_ptr->resist_elec) damage = damage / 3;
1691                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1692                         msg_print(_("痛い!", "It hurts!"));
1693                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1694                 }
1695                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1696                 {
1697                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1698                         if (p_ptr->resist_cold) damage = damage / 3;
1699                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1700                         msg_print(_("冷たい!", "It's cold!"));
1701                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1702                 }
1703         }
1704
1705         /* Spectres -- take damage when moving through walls */
1706         /*
1707          * Added: ANYBODY takes damage if inside through walls
1708          * without wraith form -- NOTE: Spectres will never be
1709          * reduced below 0 hp by being inside a stone wall; others
1710          * WILL BE!
1711          */
1712         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1713         {
1714                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1715                 {
1716                         concptr dam_desc;
1717                         cave_no_regen = TRUE;
1718
1719                         if (p_ptr->pass_wall)
1720                         {
1721                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1722                                 dam_desc = _("密度", "density");
1723                         }
1724                         else
1725                         {
1726                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1727                                 dam_desc = _("硬い岩", "solid rock");
1728                         }
1729
1730                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1731                 }
1732         }
1733
1734
1735         /*** handle regeneration ***/
1736
1737         /* Getting Weak */
1738         if (p_ptr->food < PY_FOOD_WEAK)
1739         {
1740                 /* Lower regeneration */
1741                 if (p_ptr->food < PY_FOOD_STARVE)
1742                 {
1743                         regen_amount = 0;
1744                 }
1745                 else if (p_ptr->food < PY_FOOD_FAINT)
1746                 {
1747                         regen_amount = PY_REGEN_FAINT;
1748                 }
1749                 else
1750                 {
1751                         regen_amount = PY_REGEN_WEAK;
1752                 }
1753         }
1754
1755         /* Are we walking the pattern? */
1756         if (pattern_effect())
1757         {
1758                 cave_no_regen = TRUE;
1759         }
1760         else
1761         {
1762                 /* Regeneration ability */
1763                 if (p_ptr->regenerate)
1764                 {
1765                         regen_amount = regen_amount * 2;
1766                 }
1767                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1768                 {
1769                         regen_amount /= 2;
1770                 }
1771                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1772                 {
1773                         regen_amount /= 5;
1774                 }
1775         }
1776
1777
1778         /* Searching or Resting */
1779         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1780         {
1781                 regen_amount = regen_amount * 2;
1782         }
1783
1784         upkeep_factor = calculate_upkeep();
1785
1786         /* No regeneration while special action */
1787         if ((p_ptr->action == ACTION_LEARN) ||
1788             (p_ptr->action == ACTION_HAYAGAKE) ||
1789             (p_ptr->special_defense & KATA_KOUKIJIN))
1790         {
1791                 upkeep_factor += 100;
1792         }
1793
1794         /* Regenerate the mana */
1795         regenmana(upkeep_factor, regen_amount);
1796
1797
1798         /* Recharge magic eater's power */
1799         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1800         {
1801                 regenmagic(regen_amount);
1802         }
1803
1804         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1805         {
1806                 while (upkeep_factor > 100)
1807                 {
1808                         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!"));
1809                         msg_print(NULL);
1810                         do_cmd_pet_dismiss();
1811
1812                         upkeep_factor = calculate_upkeep();
1813
1814                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1815                         msg_print(NULL);
1816                 }
1817         }
1818
1819         /* Poisoned or cut yields no healing */
1820         if (p_ptr->poisoned) regen_amount = 0;
1821         if (p_ptr->cut) regen_amount = 0;
1822
1823         /* Special floor -- Pattern, in a wall -- yields no healing */
1824         if (cave_no_regen) regen_amount = 0;
1825
1826         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1827
1828         /* Regenerate Hit Points if needed */
1829         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1830         {
1831                 regenhp(regen_amount);
1832         }
1833 }
1834
1835 /*!
1836  * @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
1837  * / Handle timeout every 10 game turns
1838  * @return なし
1839  */
1840 static void process_world_aux_timeout(void)
1841 {
1842         const int dec_count = (easy_band ? 2 : 1);
1843
1844         /*** Timeout Various Things ***/
1845
1846         /* Mimic */
1847         if (p_ptr->tim_mimic)
1848         {
1849                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1850         }
1851
1852         /* Hack -- Hallucinating */
1853         if (p_ptr->image)
1854         {
1855                 (void)set_image(p_ptr->image - dec_count);
1856         }
1857
1858         /* Blindness */
1859         if (p_ptr->blind)
1860         {
1861                 (void)set_blind(p_ptr->blind - dec_count);
1862         }
1863
1864         /* Times see-invisible */
1865         if (p_ptr->tim_invis)
1866         {
1867                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1868         }
1869
1870         if (multi_rew)
1871         {
1872                 multi_rew = FALSE;
1873         }
1874
1875         /* Timed esp */
1876         if (p_ptr->tim_esp)
1877         {
1878                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1879         }
1880
1881         /* Timed temporary elemental brands. -LM- */
1882         if (p_ptr->ele_attack)
1883         {
1884                 p_ptr->ele_attack--;
1885
1886                 /* Clear all temporary elemental brands. */
1887                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1888         }
1889
1890         /* Timed temporary elemental immune. -LM- */
1891         if (p_ptr->ele_immune)
1892         {
1893                 p_ptr->ele_immune--;
1894
1895                 /* Clear all temporary elemental brands. */
1896                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1897         }
1898
1899         /* Timed infra-vision */
1900         if (p_ptr->tim_infra)
1901         {
1902                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1903         }
1904
1905         /* Timed stealth */
1906         if (p_ptr->tim_stealth)
1907         {
1908                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1909         }
1910
1911         /* Timed levitation */
1912         if (p_ptr->tim_levitation)
1913         {
1914                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1915         }
1916
1917         /* Timed sh_touki */
1918         if (p_ptr->tim_sh_touki)
1919         {
1920                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1921         }
1922
1923         /* Timed sh_fire */
1924         if (p_ptr->tim_sh_fire)
1925         {
1926                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1927         }
1928
1929         /* Timed sh_holy */
1930         if (p_ptr->tim_sh_holy)
1931         {
1932                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1933         }
1934
1935         /* Timed eyeeye */
1936         if (p_ptr->tim_eyeeye)
1937         {
1938                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1939         }
1940
1941         /* Timed resist-magic */
1942         if (p_ptr->resist_magic)
1943         {
1944                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1945         }
1946
1947         /* Timed regeneration */
1948         if (p_ptr->tim_regen)
1949         {
1950                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1951         }
1952
1953         /* Timed resist nether */
1954         if (p_ptr->tim_res_nether)
1955         {
1956                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1957         }
1958
1959         /* Timed resist time */
1960         if (p_ptr->tim_res_time)
1961         {
1962                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1963         }
1964
1965         /* Timed reflect */
1966         if (p_ptr->tim_reflect)
1967         {
1968                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1969         }
1970
1971         /* Multi-shadow */
1972         if (p_ptr->multishadow)
1973         {
1974                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1975         }
1976
1977         /* Timed Robe of dust */
1978         if (p_ptr->dustrobe)
1979         {
1980                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1981         }
1982
1983         /* Timed infra-vision */
1984         if (p_ptr->kabenuke)
1985         {
1986                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1987         }
1988
1989         /* Paralysis */
1990         if (p_ptr->paralyzed)
1991         {
1992                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1993         }
1994
1995         /* Confusion */
1996         if (p_ptr->confused)
1997         {
1998                 (void)set_confused(p_ptr->confused - dec_count);
1999         }
2000
2001         /* Afraid */
2002         if (p_ptr->afraid)
2003         {
2004                 (void)set_afraid(p_ptr->afraid - dec_count);
2005         }
2006
2007         /* Fast */
2008         if (p_ptr->fast)
2009         {
2010                 (void)set_fast(p_ptr->fast - 1, TRUE);
2011         }
2012
2013         /* Slow */
2014         if (p_ptr->slow)
2015         {
2016                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2017         }
2018
2019         /* Protection from evil */
2020         if (p_ptr->protevil)
2021         {
2022                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2023         }
2024
2025         /* Invulnerability */
2026         if (p_ptr->invuln)
2027         {
2028                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2029         }
2030
2031         /* Wraith form */
2032         if (p_ptr->wraith_form)
2033         {
2034                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2035         }
2036
2037         /* Heroism */
2038         if (p_ptr->hero)
2039         {
2040                 (void)set_hero(p_ptr->hero - 1, TRUE);
2041         }
2042
2043         /* Super Heroism */
2044         if (p_ptr->shero)
2045         {
2046                 (void)set_shero(p_ptr->shero - 1, TRUE);
2047         }
2048
2049         /* Blessed */
2050         if (p_ptr->blessed)
2051         {
2052                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2053         }
2054
2055         /* Shield */
2056         if (p_ptr->shield)
2057         {
2058                 (void)set_shield(p_ptr->shield - 1, TRUE);
2059         }
2060
2061         /* Tsubureru */
2062         if (p_ptr->tsubureru)
2063         {
2064                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2065         }
2066
2067         /* Magicdef */
2068         if (p_ptr->magicdef)
2069         {
2070                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2071         }
2072
2073         /* Tsuyoshi */
2074         if (p_ptr->tsuyoshi)
2075         {
2076                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2077         }
2078
2079         /* Oppose Acid */
2080         if (p_ptr->oppose_acid)
2081         {
2082                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2083         }
2084
2085         /* Oppose Lightning */
2086         if (p_ptr->oppose_elec)
2087         {
2088                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2089         }
2090
2091         /* Oppose Fire */
2092         if (p_ptr->oppose_fire)
2093         {
2094                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2095         }
2096
2097         /* Oppose Cold */
2098         if (p_ptr->oppose_cold)
2099         {
2100                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2101         }
2102
2103         /* Oppose Poison */
2104         if (p_ptr->oppose_pois)
2105         {
2106                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2107         }
2108
2109         if (p_ptr->ult_res)
2110         {
2111                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2112         }
2113
2114         /*** Poison and Stun and Cut ***/
2115
2116         /* Poison */
2117         if (p_ptr->poisoned)
2118         {
2119                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2120
2121                 /* Apply some healing */
2122                 (void)set_poisoned(p_ptr->poisoned - adjust);
2123         }
2124
2125         /* Stun */
2126         if (p_ptr->stun)
2127         {
2128                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2129
2130                 /* Apply some healing */
2131                 (void)set_stun(p_ptr->stun - adjust);
2132         }
2133
2134         /* Cut */
2135         if (p_ptr->cut)
2136         {
2137                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2138
2139                 /* Hack -- Truly "mortal" wound */
2140                 if (p_ptr->cut > 1000) adjust = 0;
2141
2142                 /* Apply some healing */
2143                 (void)set_cut(p_ptr->cut - adjust);
2144         }
2145 }
2146
2147
2148 /*!
2149  * @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
2150  * / Handle burning fuel every 10 game turns
2151  * @return なし
2152  */
2153 static void process_world_aux_light(void)
2154 {
2155         /* Check for light being wielded */
2156         object_type *o_ptr = &inventory[INVEN_LITE];
2157
2158         /* Burn some fuel in the current lite */
2159         if (o_ptr->tval == TV_LITE)
2160         {
2161                 /* Hack -- Use some fuel (except on artifacts) */
2162                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2163                 {
2164                         /* Decrease life-span */
2165                         if (o_ptr->name2 == EGO_LITE_LONG)
2166                         {
2167                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2168                         }
2169                         else o_ptr->xtra4--;
2170
2171                         /* Notice interesting fuel steps */
2172                         notice_lite_change(o_ptr);
2173                 }
2174         }
2175 }
2176
2177
2178 /*!
2179  * @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
2180  * / Handle mutation effects once every 10 game turns
2181  * @return なし
2182  */
2183 static void process_world_aux_mutation(void)
2184 {
2185         /* No mutation with effects */
2186         if (!p_ptr->muta2) return;
2187
2188         /* No effect on monster arena */
2189         if (p_ptr->inside_battle) return;
2190
2191         /* No effect on the global map */
2192         if (p_ptr->wild_mode) return;
2193
2194         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2195         {
2196                 disturb(FALSE, TRUE);
2197                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2198                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2199                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2200                 (void)set_afraid(0);
2201         }
2202
2203         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2204         {
2205                 if (!p_ptr->resist_fear)
2206                 {
2207                         disturb(FALSE, TRUE);
2208                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2209                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2210                 }
2211         }
2212
2213         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2214         {
2215                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2216                 {
2217                         disturb(FALSE, TRUE);
2218                         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..."));
2219                         msg_print(NULL);
2220                         teleport_player(40, TELEPORT_PASSIVE);
2221                 }
2222         }
2223
2224         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2225         {
2226                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2227                 {
2228                         disturb(FALSE, TRUE);
2229                         p_ptr->redraw |= PR_EXTRA;
2230                         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*!"));
2231                 }
2232
2233                 if (!p_ptr->resist_conf)
2234                 {
2235                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2236                 }
2237
2238                 if (!p_ptr->resist_chaos)
2239                 {
2240                         if (one_in_(20))
2241                         {
2242                                 msg_print(NULL);
2243                                 if (one_in_(3)) lose_all_info();
2244                                 else wiz_dark();
2245                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2246                                 wiz_dark();
2247                                 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..."));
2248                                 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!"));
2249                         }
2250                         else
2251                         {
2252                                 if (one_in_(3))
2253                                 {
2254                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2255                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2256                                 }
2257                         }
2258                 }
2259         }
2260
2261         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2262         {
2263                 if (!p_ptr->resist_chaos)
2264                 {
2265                         disturb(FALSE, TRUE);
2266                         p_ptr->redraw |= PR_EXTRA;
2267                         (void)set_image(p_ptr->image + randint0(50) + 20);
2268                 }
2269         }
2270
2271         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2272         {
2273                 disturb(FALSE, TRUE);
2274                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2275                 msg_print(NULL);
2276                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2277         }
2278
2279         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2280             !p_ptr->anti_magic && one_in_(9000))
2281         {
2282                 int dire = 0;
2283                 disturb(FALSE, TRUE);
2284                 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!", 
2285                                                 "Magical energy flows through you! You must release it!"));
2286
2287                 flush();
2288                 msg_print(NULL);
2289                 (void)get_hack_dir(&dire);
2290                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2291         }
2292
2293         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2294         {
2295                 bool pet = one_in_(6);
2296                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2297
2298                 if (pet) mode |= PM_FORCE_PET;
2299                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2300
2301                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2302                 {
2303                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2304                         disturb(FALSE, TRUE);
2305                 }
2306         }
2307
2308         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2309         {
2310                 disturb(FALSE, TRUE);
2311                 if (one_in_(2))
2312                 {
2313                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2314
2315                         if (p_ptr->fast > 0)
2316                         {
2317                                 set_fast(0, TRUE);
2318                         }
2319                         else
2320                         {
2321                                 set_slow(randint1(30) + 10, FALSE);
2322                         }
2323                 }
2324                 else
2325                 {
2326                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2327
2328                         if (p_ptr->slow > 0)
2329                         {
2330                                 set_slow(0, TRUE);
2331                         }
2332                         else
2333                         {
2334                                 set_fast(randint1(30) + 10, FALSE);
2335                         }
2336                 }
2337                 msg_print(NULL);
2338         }
2339         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2340         {
2341                 disturb(FALSE, TRUE);
2342                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2343
2344                 banish_monsters(100);
2345                 if (!dun_level && p_ptr->town_num)
2346                 {
2347                         int n;
2348
2349                         /* Pick a random shop (except home) */
2350                         do
2351                         {
2352                                 n = randint0(MAX_STORES);
2353                         }
2354                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2355
2356                         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!"));
2357                         store_shuffle(n);
2358                 }
2359                 msg_print(NULL);
2360         }
2361
2362         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2363         {
2364                 object_type *o_ptr;
2365
2366                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2367                 msg_print(NULL);
2368
2369                 /* Absorb light from the current possition */
2370                 if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2371                 {
2372                         hp_player(10);
2373                 }
2374
2375                 o_ptr = &inventory[INVEN_LITE];
2376
2377                 /* Absorb some fuel in the current lite */
2378                 if (o_ptr->tval == TV_LITE)
2379                 {
2380                         /* Use some fuel (except on artifacts) */
2381                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2382                         {
2383                                 /* Heal the player a bit */
2384                                 hp_player(o_ptr->xtra4 / 20);
2385
2386                                 /* Decrease life-span of lite */
2387                                 o_ptr->xtra4 /= 2;
2388                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2389
2390                                 /* Notice interesting fuel steps */
2391                                 notice_lite_change(o_ptr);
2392                         }
2393                 }
2394
2395                 /*
2396                  * Unlite the area (radius 10) around player and
2397                  * do 50 points damage to every affected monster
2398                  */
2399                 unlite_area(50, 10);
2400         }
2401
2402         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2403         {
2404                 bool pet = one_in_(3);
2405                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2406
2407                 if (pet) mode |= PM_FORCE_PET;
2408                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2409
2410                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2411                 {
2412                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2413                         disturb(FALSE, TRUE);
2414                 }
2415         }
2416
2417         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2418         {
2419                 disturb(FALSE, TRUE);
2420                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2421
2422                 msg_print(NULL);
2423                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2424         }
2425         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2426         {
2427                 if (!lose_mutation(0))
2428                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2429         }
2430         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2431         {
2432                 disturb(FALSE, TRUE);
2433                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2434
2435                 msg_print(NULL);
2436                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2437         }
2438         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2439         {
2440                 do_poly_wounds();
2441         }
2442         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2443         {
2444                 int which_stat = randint0(A_MAX);
2445                 int sustained = FALSE;
2446
2447                 switch (which_stat)
2448                 {
2449                 case A_STR:
2450                         if (p_ptr->sustain_str) sustained = TRUE;
2451                         break;
2452                 case A_INT:
2453                         if (p_ptr->sustain_int) sustained = TRUE;
2454                         break;
2455                 case A_WIS:
2456                         if (p_ptr->sustain_wis) sustained = TRUE;
2457                         break;
2458                 case A_DEX:
2459                         if (p_ptr->sustain_dex) sustained = TRUE;
2460                         break;
2461                 case A_CON:
2462                         if (p_ptr->sustain_con) sustained = TRUE;
2463                         break;
2464                 case A_CHR:
2465                         if (p_ptr->sustain_chr) sustained = TRUE;
2466                         break;
2467                 default:
2468                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2469                         sustained = TRUE;
2470                 }
2471
2472                 if (!sustained)
2473                 {
2474                         disturb(FALSE, TRUE);
2475                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2476                         msg_print(NULL);
2477                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2478                 }
2479         }
2480         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2481         {
2482                 bool pet = one_in_(5);
2483                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2484
2485                 if (pet) mode |= PM_FORCE_PET;
2486                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2487
2488                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2489                 {
2490                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2491                         disturb(FALSE, TRUE);
2492                 }
2493         }
2494         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2495         {
2496                 if (p_ptr->tim_esp > 0)
2497                 {
2498                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2499                         set_tim_esp(0, TRUE);
2500                 }
2501                 else
2502                 {
2503                         msg_print(_("精神が広がった!", "Your mind expands!"));
2504                         set_tim_esp(p_ptr->lev, FALSE);
2505                 }
2506         }
2507         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2508         {
2509                 disturb(FALSE, TRUE);
2510                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2511                 msg_print(NULL);
2512                 set_food(PY_FOOD_WEAK);
2513                 if (music_singing_any()) stop_singing(p_ptr);
2514                 if (hex_spelling_any()) stop_hex_spell_all();
2515         }
2516
2517         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2518         {
2519                 alter_reality();
2520         }
2521
2522         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2523         {
2524                 int danger_amount = 0;
2525                 MONSTER_IDX monster;
2526
2527                 for (monster = 0; monster < m_max; monster++)
2528                 {
2529                         monster_type *m_ptr = &m_list[monster];
2530                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2531
2532                         /* Paranoia -- Skip dead monsters */
2533                         if (!m_ptr->r_idx) continue;
2534
2535                         if (r_ptr->level >= p_ptr->lev)
2536                         {
2537                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2538                         }
2539                 }
2540
2541                 if (danger_amount > 100)
2542                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2543                 else if (danger_amount > 50)
2544                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2545                 else if (danger_amount > 20)
2546                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2547                 else if (danger_amount > 10)
2548                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2549                 else if (danger_amount > 5)
2550                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2551                 else
2552                         msg_print(_("寂しい気がする。", "You feel lonely."));
2553         }
2554
2555         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2556         {
2557                 disturb(FALSE, TRUE);
2558                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2559                 msg_print(NULL);
2560                 (void)set_invuln(randint1(8) + 8, FALSE);
2561         }
2562
2563         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2564         {
2565                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2566
2567                 if (wounds > 0)
2568                 {
2569                         HIT_POINT healing = p_ptr->csp;
2570                         if (healing > wounds) healing = wounds;
2571
2572                         hp_player(healing);
2573                         p_ptr->csp -= healing;
2574                         p_ptr->redraw |= (PR_HP | PR_MANA);
2575                 }
2576         }
2577
2578         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2579         {
2580                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2581
2582                 if (wounds > 0)
2583                 {
2584                         HIT_POINT healing = p_ptr->chp;
2585                         if (healing > wounds) healing = wounds;
2586
2587                         p_ptr->csp += healing;
2588                         p_ptr->redraw |= (PR_HP | PR_MANA);
2589                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2590                 }
2591         }
2592
2593         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2594         {
2595                 INVENTORY_IDX slot = 0;
2596                 object_type *o_ptr = NULL;
2597
2598                 disturb(FALSE, TRUE);
2599                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2600                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2601
2602                 msg_print(NULL);
2603                 if (has_melee_weapon(INVEN_RARM))
2604                 {
2605                         slot = INVEN_RARM;
2606                         o_ptr = &inventory[INVEN_RARM];
2607
2608                         if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2609                         {
2610                                 o_ptr = &inventory[INVEN_LARM];
2611                                 slot = INVEN_LARM;
2612                         }
2613                 }
2614                 else if (has_melee_weapon(INVEN_LARM))
2615                 {
2616                         o_ptr = &inventory[INVEN_LARM];
2617                         slot = INVEN_LARM;
2618                 }
2619                 if (slot && !object_is_cursed(o_ptr))
2620                 {
2621                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2622                         inven_drop(slot, 1);
2623                 }
2624         }
2625
2626 }
2627
2628 /*!
2629  * @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
2630  * / Handle curse effects once every 10 game turns
2631  * @return なし
2632  */
2633 static void process_world_aux_curse(void)
2634 {
2635         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2636         {
2637                 /*
2638                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2639                  * can actually be useful!
2640                  */
2641                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2642                 {
2643                         GAME_TEXT o_name[MAX_NLEN];
2644                         object_type *o_ptr;
2645                         int i, i_keep = 0, count = 0;
2646
2647                         /* Scan the equipment with random teleport ability */
2648                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2649                         {
2650                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2651                                 o_ptr = &inventory[i];
2652
2653                                 /* Skip non-objects */
2654                                 if (!o_ptr->k_idx) continue;
2655
2656                                 /* Extract the item flags */
2657                                 object_flags(o_ptr, flgs);
2658
2659                                 if (have_flag(flgs, TR_TELEPORT))
2660                                 {
2661                                         /* {.} will stop random teleportation. */
2662                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2663                                         {
2664                                                 count++;
2665                                                 if (one_in_(count)) i_keep = i;
2666                                         }
2667                                 }
2668                         }
2669
2670                         o_ptr = &inventory[i_keep];
2671                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2672                         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);
2673                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2674                         {
2675                                 disturb(FALSE, TRUE);
2676                                 teleport_player(50, 0L);
2677                         }
2678                         else
2679                         {
2680                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2681                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2682                                 disturb(TRUE, TRUE);
2683                         }
2684                 }
2685                 /* Make a chainsword noise */
2686                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2687                 {
2688                         char noise[1024];
2689                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2690                                 msg_print(noise);
2691                         disturb(FALSE, FALSE);
2692                 }
2693                 /* TY Curse */
2694                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2695                 {
2696                         int count = 0;
2697                         (void)activate_ty_curse(FALSE, &count);
2698                 }
2699                 /* Handle experience draining */
2700                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2701                 {
2702                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2703                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2704                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2705                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2706                         check_experience();
2707                 }
2708                 /* Add light curse (Later) */
2709                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2710                 {
2711                         BIT_FLAGS new_curse;
2712                         object_type *o_ptr;
2713
2714                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2715
2716                         new_curse = get_curse(0, o_ptr);
2717                         if (!(o_ptr->curse_flags & new_curse))
2718                         {
2719                                 GAME_TEXT o_name[MAX_NLEN];
2720
2721                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2722
2723                                 o_ptr->curse_flags |= new_curse;
2724                                 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);
2725
2726                                 o_ptr->feeling = FEEL_NONE;
2727
2728                                 p_ptr->update |= (PU_BONUS);
2729                         }
2730                 }
2731                 /* Add heavy curse (Later) */
2732                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2733                 {
2734                         BIT_FLAGS new_curse;
2735                         object_type *o_ptr;
2736
2737                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2738
2739                         new_curse = get_curse(1, o_ptr);
2740                         if (!(o_ptr->curse_flags & new_curse))
2741                         {
2742                                 GAME_TEXT o_name[MAX_NLEN];
2743
2744                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2745
2746                                 o_ptr->curse_flags |= new_curse;
2747                                 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);
2748                                 o_ptr->feeling = FEEL_NONE;
2749
2750                                 p_ptr->update |= (PU_BONUS);
2751                         }
2752                 }
2753                 /* Call animal */
2754                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2755                 {
2756                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2757                         {
2758                                 GAME_TEXT o_name[MAX_NLEN];
2759
2760                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2761                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2762                                 disturb(FALSE, TRUE);
2763                         }
2764                 }
2765                 /* Call demon */
2766                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2767                 {
2768                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2769                         {
2770                                 GAME_TEXT o_name[MAX_NLEN];
2771
2772                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2773                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2774                                 disturb(FALSE, TRUE);
2775                         }
2776                 }
2777                 /* Call dragon */
2778                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2779                 {
2780                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2781                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2782                         {
2783                                 GAME_TEXT o_name[MAX_NLEN];
2784
2785                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2786                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2787                                 disturb(FALSE, TRUE);
2788                         }
2789                 }
2790                 /* Call undead */
2791                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2792                 {
2793                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2794                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2795                         {
2796                                 GAME_TEXT o_name[MAX_NLEN];
2797
2798                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2799                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2800                                 disturb(FALSE, TRUE);
2801                         }
2802                 }
2803                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2804                 {
2805                         if (!p_ptr->resist_fear)
2806                         {
2807                                 disturb(FALSE, TRUE);
2808                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2809                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2810                         }
2811                 }
2812                 /* Teleport player */
2813                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2814                 {
2815                         disturb(FALSE, TRUE);
2816
2817                         /* Teleport player */
2818                         teleport_player(40, TELEPORT_PASSIVE);
2819                 }
2820                 /* Handle HP draining */
2821                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2822                 {
2823                         GAME_TEXT o_name[MAX_NLEN];
2824
2825                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2826                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2827                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2828                 }
2829                 /* Handle mana draining */
2830                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2831                 {
2832                         GAME_TEXT o_name[MAX_NLEN];
2833
2834                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2835                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2836                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2837                         if (p_ptr->csp < 0)
2838                         {
2839                                 p_ptr->csp = 0;
2840                                 p_ptr->csp_frac = 0;
2841                         }
2842                         p_ptr->redraw |= PR_MANA;
2843                 }
2844         }
2845
2846         /* Rarely, take damage from the Jewel of Judgement */
2847         if (one_in_(999) && !p_ptr->anti_magic)
2848         {
2849                 object_type *o_ptr = &inventory[INVEN_LITE];
2850
2851                 if (o_ptr->name1 == ART_JUDGE)
2852                 {
2853                         if (object_is_known(o_ptr))
2854                                 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!"));
2855                         else
2856                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2857                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2858                 }
2859         }
2860 }
2861
2862
2863 /*!
2864  * @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
2865  * / Handle recharging objects once every 10 game turns
2866  * @return なし
2867  */
2868 static void process_world_aux_recharge(void)
2869 {
2870         int i;
2871         bool changed;
2872
2873         /* Process equipment */
2874         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2875         {
2876                 /* Get the object */
2877                 object_type *o_ptr = &inventory[i];
2878
2879                 /* Skip non-objects */
2880                 if (!o_ptr->k_idx) continue;
2881
2882                 /* Recharge activatable objects */
2883                 if (o_ptr->timeout > 0)
2884                 {
2885                         /* Recharge */
2886                         o_ptr->timeout--;
2887
2888                         /* Notice changes */
2889                         if (!o_ptr->timeout)
2890                         {
2891                                 recharged_notice(o_ptr);
2892                                 changed = TRUE;
2893                         }
2894                 }
2895         }
2896
2897         /* Notice changes */
2898         if (changed)
2899         {
2900                 p_ptr->window |= (PW_EQUIP);
2901                 wild_regen = 20;
2902         }
2903
2904         /*
2905          * Recharge rods.  Rods now use timeout to control charging status,
2906          * and each charging rod in a stack decreases the stack's timeout by
2907          * one per turn. -LM-
2908          */
2909         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2910         {
2911                 object_type *o_ptr = &inventory[i];
2912                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2913
2914                 /* Skip non-objects */
2915                 if (!o_ptr->k_idx) continue;
2916
2917                 /* Examine all charging rods or stacks of charging rods. */
2918                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2919                 {
2920                         /* Determine how many rods are charging. */
2921                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2922                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2923
2924                         /* Decrease timeout by that number. */
2925                         o_ptr->timeout -= temp;
2926
2927                         /* Boundary control. */
2928                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2929
2930                         /* Notice changes, provide message if object is inscribed. */
2931                         if (!(o_ptr->timeout))
2932                         {
2933                                 recharged_notice(o_ptr);
2934                                 changed = TRUE;
2935                         }
2936
2937                         /* One of the stack of rod is charged */
2938                         else if (o_ptr->timeout % k_ptr->pval)
2939                         {
2940                                 changed = TRUE;
2941                         }
2942                 }
2943         }
2944
2945         /* Notice changes */
2946         if (changed)
2947         {
2948                 p_ptr->window |= (PW_INVEN);
2949                 wild_regen = 20;
2950         }
2951
2952         /* Process objects on floor */
2953         for (i = 1; i < o_max; i++)
2954         {
2955                 object_type *o_ptr = &o_list[i];
2956
2957                 /* Skip dead objects */
2958                 if (!o_ptr->k_idx) continue;
2959
2960                 /* Recharge rods on the ground.  No messages. */
2961                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2962                 {
2963                         /* Charge it */
2964                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2965
2966                         /* Boundary control. */
2967                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2968                 }
2969         }
2970 }
2971
2972
2973 /*!
2974  * @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。
2975  * / Handle involuntary movement once every 10 game turns
2976  * @return なし
2977  */
2978 static void process_world_aux_movement(void)
2979 {
2980         /* Delayed Word-of-Recall */
2981         if (p_ptr->word_recall)
2982         {
2983                 /*
2984                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2985                  * The player is yanked up/down as soon as
2986                  * he loads the autosaved game.
2987                  */
2988                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2989                         do_cmd_save_game(TRUE);
2990
2991                 /* Count down towards recall */
2992                 p_ptr->word_recall--;
2993
2994                 p_ptr->redraw |= (PR_STATUS);
2995
2996                 /* Activate the recall */
2997                 if (!p_ptr->word_recall)
2998                 {
2999                         /* Disturbing! */
3000                         disturb(FALSE, TRUE);
3001
3002                         /* Determine the level */
3003                         if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3004                         {
3005                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3006
3007                                 if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
3008                                 if (record_stair)
3009                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3010
3011                                 dun_level = 0;
3012                                 p_ptr->dungeon_idx = 0;
3013
3014                                 leave_quest_check();
3015                                 leave_tower_check();
3016
3017                                 p_ptr->inside_quest = 0;
3018
3019                                 p_ptr->leaving = TRUE;
3020                         }
3021                         else
3022                         {
3023                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3024
3025                                 p_ptr->dungeon_idx = p_ptr->recall_dungeon;
3026
3027                                 if (record_stair)
3028                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3029
3030                                 /* New depth */
3031                                 dun_level = max_dlv[p_ptr->dungeon_idx];
3032                                 if (dun_level < 1) dun_level = 1;
3033
3034                                 /* Nightmare mode makes recall more dangerous */
3035                                 if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
3036                                 {
3037                                         if (dun_level < 50)
3038                                         {
3039                                                 dun_level *= 2;
3040                                         }
3041                                         else if (dun_level < 99)
3042                                         {
3043                                                 dun_level = (dun_level + 99) / 2;
3044                                         }
3045                                         else if (dun_level > 100)
3046                                         {
3047                                                 dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
3048                                         }
3049                                 }
3050
3051                                 if (p_ptr->wild_mode)
3052                                 {
3053                                         p_ptr->wilderness_y = p_ptr->y;
3054                                         p_ptr->wilderness_x = p_ptr->x;
3055                                 }
3056                                 else
3057                                 {
3058                                         /* Save player position */
3059                                         p_ptr->oldpx = p_ptr->x;
3060                                         p_ptr->oldpy = p_ptr->y;
3061                                 }
3062                                 p_ptr->wild_mode = FALSE;
3063
3064                                 /*
3065                                  * Clear all saved floors
3066                                  * and create a first saved floor
3067                                  */
3068                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3069
3070                                 /* Leaving */
3071                                 p_ptr->leaving = TRUE;
3072
3073                                 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
3074                                 {
3075                                         int i;
3076
3077                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3078                                         {
3079                                                 quest_type* const q_ptr = &quest[i];
3080
3081                                                 
3082                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3083                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3084                                                     (q_ptr->level < dun_level))
3085                                                 {
3086                                                         q_ptr->status = QUEST_STATUS_FAILED;
3087                                                         q_ptr->complev = (byte)p_ptr->lev;
3088                                                         update_playtime();
3089                                                         q_ptr->comptime = playtime;
3090                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3091                                                 }
3092                                         }
3093                                 }
3094                         }
3095
3096                         sound(SOUND_TPLEVEL);
3097                 }
3098         }
3099
3100
3101         /* Delayed Alter reality */
3102         if (p_ptr->alter_reality)
3103         {
3104                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3105                         do_cmd_save_game(TRUE);
3106
3107                 /* Count down towards alter */
3108                 p_ptr->alter_reality--;
3109
3110                 p_ptr->redraw |= (PR_STATUS);
3111
3112                 /* Activate the alter reality */
3113                 if (!p_ptr->alter_reality)
3114                 {
3115                         /* Disturbing! */
3116                         disturb(FALSE, TRUE);
3117
3118                         /* Determine the level */
3119                         if (!quest_number(dun_level) && dun_level)
3120                         {
3121                                 msg_print(_("世界が変わった!", "The world changes!"));
3122
3123                                 /*
3124                                  * Clear all saved floors
3125                                  * and create a first saved floor
3126                                  */
3127                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3128
3129                                 /* Leaving */
3130                                 p_ptr->leaving = TRUE;
3131                         }
3132                         else
3133                         {
3134                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3135                         }
3136
3137                         sound(SOUND_TPLEVEL);
3138                 }
3139         }
3140 }
3141
3142
3143 /*!
3144  * @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。
3145  * / Count number of adjacent monsters
3146  * @param m_idx 隣接数を調べたいモンスターのID
3147  * @return 隣接しているモンスターの数
3148  */
3149 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3150 {
3151         monster_type *m_ptr = &m_list[m_idx];
3152         POSITION my = m_ptr->fy;
3153         POSITION mx = m_ptr->fx;
3154         int i;
3155         int count = 0;
3156
3157         for (i = 0; i < 7; i++)
3158         {
3159                 int ay = my + ddy_ddd[i];
3160                 int ax = mx + ddx_ddd[i];
3161
3162                 if (!in_bounds(ay, ax)) continue;
3163
3164                 /* Count number of monsters */
3165                 if (grid_array[ay][ax].m_idx > 0) count++;
3166         }
3167
3168         return count;
3169 }
3170
3171
3172
3173 /*!
3174  * 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
3175  */
3176 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3177
3178 /*!
3179  * @brief ダンジョンの雰囲気を算出する。
3180  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3181  * @return 算出されたダンジョンの雰囲気ランク
3182  */
3183 static byte get_dungeon_feeling(void)
3184 {
3185         const int base = 10;
3186         int rating = 0;
3187         IDX i;
3188
3189         /* Hack -- no feeling in the town */
3190         if (!dun_level) return 0;
3191
3192         /* Examine each monster */
3193         for (i = 1; i < m_max; i++)
3194         {
3195                 monster_type *m_ptr = &m_list[i];
3196                 monster_race *r_ptr;
3197                 int delta = 0;
3198
3199                 /* Skip dead monsters */
3200                 if (!m_ptr->r_idx) continue;
3201
3202                 /* Ignore pet */
3203                 if (is_pet(m_ptr)) continue;
3204
3205                 r_ptr = &r_info[m_ptr->r_idx];
3206
3207                 /* Unique monsters */
3208                 if (r_ptr->flags1 & (RF1_UNIQUE))
3209                 {
3210                         /* Nearly out-of-depth unique monsters */
3211                         if (r_ptr->level + 10 > dun_level)
3212                         {
3213                                 /* Boost rating by twice delta-depth */
3214                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3215                         }
3216                 }
3217                 else
3218                 {
3219                         /* Out-of-depth monsters */
3220                         if (r_ptr->level > dun_level)
3221                         {
3222                                 /* Boost rating by delta-depth */
3223                                 delta += (r_ptr->level - dun_level) * base;
3224                         }
3225                 }
3226
3227                 /* Unusually crowded monsters get a little bit of rating boost */
3228                 if (r_ptr->flags1 & RF1_FRIENDS)
3229                 {
3230                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3231                 }
3232                 else
3233                 {
3234                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3235                 }
3236
3237
3238                 rating += RATING_BOOST(delta);
3239         }
3240
3241         /* Examine each unidentified object */
3242         for (i = 1; i < o_max; i++)
3243         {
3244                 object_type *o_ptr = &o_list[i];
3245                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3246                 int delta = 0;
3247
3248                 /* Skip dead objects */
3249                 if (!o_ptr->k_idx) continue;
3250
3251                 /* Skip known objects */
3252                 if (object_is_known(o_ptr))
3253                 {
3254                         /* Touched? */
3255                         if (o_ptr->marked & OM_TOUCHED) continue;
3256                 }
3257
3258                 /* Skip pseudo-known objects */
3259                 if (o_ptr->ident & IDENT_SENSE) continue;
3260
3261                 /* Ego objects */
3262                 if (object_is_ego(o_ptr))
3263                 {
3264                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3265
3266                         delta += e_ptr->rating * base;
3267                 }
3268
3269                 /* Artifacts */
3270                 if (object_is_artifact(o_ptr))
3271                 {
3272                         PRICE cost = object_value_real(o_ptr);
3273
3274                         delta += 10 * base;
3275                         if (cost > 10000L) delta += 10 * base;
3276                         if (cost > 50000L) delta += 10 * base;
3277                         if (cost > 100000L) delta += 10 * base;
3278
3279                         /* Special feeling */
3280                         if (!preserve_mode) return 1;
3281                 }
3282
3283                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3284                 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3285                 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3286                 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3287                 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3288                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3289                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3290                 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3291
3292                 /* Out-of-depth objects */
3293                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3294                 {
3295                         /* Rating increase */
3296                         delta += (k_ptr->level - dun_level) * base;
3297                 }
3298
3299                 rating += RATING_BOOST(delta);
3300         }
3301
3302
3303         if (rating > RATING_BOOST(1000)) return 2;
3304         if (rating > RATING_BOOST(800)) return 3;
3305         if (rating > RATING_BOOST(600)) return 4;
3306         if (rating > RATING_BOOST(400)) return 5;
3307         if (rating > RATING_BOOST(300)) return 6;
3308         if (rating > RATING_BOOST(200)) return 7;
3309         if (rating > RATING_BOOST(100)) return 8;
3310         if (rating > RATING_BOOST(0)) return 9;
3311
3312         return 10;
3313 }
3314
3315 /*!
3316  * @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
3317  * / Update dungeon feeling, and announce it if changed
3318  * @return なし
3319  */
3320 static void update_dungeon_feeling(void)
3321 {
3322         byte new_feeling;
3323         int quest_num;
3324         int delay;
3325
3326         /* No feeling on the surface */
3327         if (!dun_level) return;
3328
3329         /* No feeling in the arena */
3330         if (p_ptr->inside_battle) return;
3331
3332         /* Extract delay time */
3333         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3334
3335         /* Not yet felt anything */
3336         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3337
3338         /* Extract quest number (if any) */
3339         quest_num = quest_number(dun_level);
3340
3341         /* No feeling in a quest */
3342         if (quest_num &&
3343             (is_fixed_quest_idx(quest_num) &&
3344              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3345                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3346
3347
3348         /* Get new dungeon feeling */
3349         new_feeling = get_dungeon_feeling();
3350
3351         /* Remember last time updated */
3352         p_ptr->feeling_turn = turn;
3353
3354         /* No change */
3355         if (p_ptr->feeling == new_feeling) return;
3356
3357         /* Dungeon feeling is changed */
3358         p_ptr->feeling = new_feeling;
3359
3360         /* Announce feeling */
3361         do_cmd_feeling();
3362
3363         select_floor_music();
3364
3365         /* Update the level indicator */
3366         p_ptr->redraw |= (PR_DEPTH);
3367
3368         if (disturb_minor) disturb(FALSE, FALSE);
3369 }
3370
3371 /*!
3372  * @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。
3373  * / Handle certain things once every 10 game turns
3374  * @return なし
3375  */
3376 static void process_world(void)
3377 {
3378         int day, hour, min;
3379
3380         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3381         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3382         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3383         
3384         extract_day_hour_min(&day, &hour, &min);
3385
3386         /* Update dungeon feeling, and announce it if changed */
3387         update_dungeon_feeling();
3388
3389         /* 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.*/
3390         if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
3391         {
3392                 dun_level = 0;
3393                 p_ptr->dungeon_idx = 0;
3394                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3395                 p_ptr->inside_arena = FALSE;
3396                 p_ptr->wild_mode = FALSE;
3397                 p_ptr->leaving = TRUE;
3398         }
3399
3400         /*** Check monster arena ***/
3401         if (p_ptr->inside_battle && !p_ptr->leaving)
3402         {
3403                 int i2, j2;
3404                 int win_m_idx = 0;
3405                 int number_mon = 0;
3406
3407                 /* Count all hostile monsters */
3408                 for (i2 = 0; i2 < cur_wid; ++i2)
3409                         for (j2 = 0; j2 < cur_hgt; j2++)
3410                         {
3411                                 grid_type *g_ptr = &grid_array[j2][i2];
3412
3413                                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
3414                                 {
3415                                         number_mon++;
3416                                         win_m_idx = g_ptr->m_idx;
3417                                 }
3418                         }
3419
3420                 if (number_mon == 0)
3421                 {
3422                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3423                         msg_print(NULL);
3424                         p_ptr->energy_need = 0;
3425                         battle_monsters();
3426                 }
3427                 else if ((number_mon-1) == 0)
3428                 {
3429                         GAME_TEXT m_name[MAX_NLEN];
3430                         monster_type *wm_ptr;
3431
3432                         wm_ptr = &m_list[win_m_idx];
3433
3434                         monster_desc(m_name, wm_ptr, 0);
3435                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3436                         msg_print(NULL);
3437
3438                         if (win_m_idx == (sel_monster+1))
3439                         {
3440                                 msg_print(_("おめでとうございます。", "Congratulations."));
3441                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3442                                 p_ptr->au += battle_odds;
3443                         }
3444                         else
3445                         {
3446                                 msg_print(_("残念でした。", "You lost gold."));
3447                         }
3448                         msg_print(NULL);
3449                         p_ptr->energy_need = 0;
3450                         battle_monsters();
3451                 }
3452                 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3453                 {
3454                         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."));
3455                         p_ptr->au += kakekin;
3456                         msg_print(NULL);
3457                         p_ptr->energy_need = 0;
3458                         battle_monsters();
3459                 }
3460         }
3461
3462         /* Every 10 game turns */
3463         if (turn % TURNS_PER_TICK) return;
3464
3465         /*** Check the Time and Load ***/
3466
3467         if (!(turn % (50*TURNS_PER_TICK)))
3468         {
3469                 /* Check time and load */
3470                 if ((0 != check_time()) || (0 != check_load()))
3471                 {
3472                         /* Warning */
3473                         if (closing_flag <= 2)
3474                         {
3475                                 disturb(FALSE, TRUE);
3476
3477                                 /* Count warnings */
3478                                 closing_flag++;
3479
3480                                 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..."));
3481                                 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."));
3482
3483                         }
3484
3485                         /* Slam the gate */
3486                         else
3487                         {
3488                                 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."));
3489
3490                                 /* Stop playing */
3491                                 p_ptr->playing = FALSE;
3492
3493                                 /* Leaving */
3494                                 p_ptr->leaving = TRUE;
3495                         }
3496                 }
3497         }
3498
3499         /*** Attempt timed autosave ***/
3500         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3501         {
3502                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3503                         do_cmd_save_game(TRUE);
3504         }
3505
3506         if (mon_fight && !ignore_unview)
3507         {
3508                 msg_print(_("何かが聞こえた。", "You hear noise."));
3509         }
3510
3511         /*** Handle the wilderness/town (sunshine) ***/
3512
3513         /* While in town/wilderness */
3514         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3515         {
3516                 /* Hack -- Daybreak/Nighfall in town */
3517                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3518                 {
3519                         bool dawn;
3520
3521                         /* Check for dawn */
3522                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3523
3524                         if (dawn) day_break();
3525                         else night_falls();
3526
3527                 }
3528         }
3529
3530         /* While in the dungeon (vanilla_town or lite_town mode only) */
3531         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3532         {
3533                 /*** Shuffle the Storekeepers ***/
3534
3535                 /* Chance is only once a day (while in dungeon) */
3536                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3537                 {
3538                         /* Sometimes, shuffle the shop-keepers */
3539                         if (one_in_(STORE_SHUFFLE))
3540                         {
3541                                 int n;
3542                                 FEAT_IDX i;
3543
3544                                 /* Pick a random shop (except home and museum) */
3545                                 do
3546                                 {
3547                                         n = randint0(MAX_STORES);
3548                                 }
3549                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3550
3551                                 /* Check every feature */
3552                                 for (i = 1; i < max_f_idx; i++)
3553                                 {
3554                                         /* Access the index */
3555                                         feature_type *f_ptr = &f_info[i];
3556
3557                                         /* Skip empty index */
3558                                         if (!f_ptr->name) continue;
3559
3560                                         /* Skip non-store features */
3561                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3562
3563                                         /* Verify store type */
3564                                         if (f_ptr->subtype == n)
3565                                         {
3566                                                 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);
3567
3568                                                 /* Shuffle it */
3569                                                 store_shuffle(n);
3570
3571                                                 break;
3572                                         }
3573                                 }
3574                         }
3575                 }
3576         }
3577
3578
3579         /*** Process the monsters ***/
3580
3581         /* Check for creature generation. */
3582         if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
3583             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3584         {
3585                 /* Make a new monster */
3586                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3587         }
3588
3589         /* Hack -- Check for creature regeneration */
3590         if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3591         if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3592
3593         if (!p_ptr->leaving)
3594         {
3595                 int i;
3596
3597                 /* Hack -- Process the counters of monsters if needed */
3598                 for (i = 0; i < MAX_MTIMED; i++)
3599                 {
3600                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3601                 }
3602         }
3603
3604
3605         /* Date changes */
3606         if (!hour && !min)
3607         {
3608                 if (min != prev_min)
3609                 {
3610                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3611                         determine_today_mon(FALSE);
3612                 }
3613         }
3614
3615         /*
3616          * Nightmare mode activates the TY_CURSE at midnight
3617          * Require exact minute -- Don't activate multiple times in a minute
3618          */
3619
3620         if (ironman_nightmare && (min != prev_min))
3621         {
3622
3623                 /* Every 15 minutes after 11:00 pm */
3624                 if ((hour == 23) && !(min % 15))
3625                 {
3626                         /* Disturbing */
3627                         disturb(FALSE, TRUE);
3628
3629                         switch (min / 15)
3630                         {
3631                         case 0:
3632                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3633                                 break;
3634
3635                         case 1:
3636                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3637                                 break;
3638
3639                         case 2:
3640                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3641                                 break;
3642
3643                         case 3:
3644                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3645                                 break;
3646                         }
3647                 }
3648
3649                 /* TY_CURSE activates at midnight! */
3650                 if (!hour && !min)
3651                 {
3652
3653                         disturb(TRUE, TRUE);
3654                         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."));
3655
3656                         if (p_ptr->wild_mode)
3657                         {
3658                                 /* Go into large wilderness view */
3659                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3660                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3661                                 change_wild_mode();
3662
3663                                 /* Give first move to monsters */
3664                                 take_turn(p_ptr, 100);;
3665
3666                                 /* HACk -- set the encouter flag for the wilderness generation */
3667                                 generate_encounter = TRUE;
3668                         }
3669
3670                         invoking_midnight_curse = TRUE;
3671                 }
3672         }
3673
3674
3675
3676         /* Check the Food */
3677         process_world_aux_digestion();
3678
3679         /* Process timed damage and regeneration */
3680         process_world_aux_hp_and_sp();
3681
3682         /* Process timeout */
3683         process_world_aux_timeout();
3684
3685         /* Process light */
3686         process_world_aux_light();
3687
3688         /* Process mutation effects */
3689         process_world_aux_mutation();
3690
3691         /* Process curse effects */
3692         process_world_aux_curse();
3693
3694         /* Process recharging */
3695         process_world_aux_recharge();
3696
3697         /* Feel the inventory */
3698         sense_inventory1();
3699         sense_inventory2();
3700
3701         /* Involuntary Movement */
3702         process_world_aux_movement();
3703 }
3704
3705 /*!
3706  * @brief ウィザードモードへの導入処理
3707  * / Verify use of "wizard" mode
3708  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3709  */
3710 static bool enter_wizard_mode(void)
3711 {
3712         /* Ask first time */
3713         if (!p_ptr->noscore)
3714         {
3715                 /* Wizard mode is not permitted */
3716                 if (!allow_debug_opts || arg_wizard)
3717                 {
3718                         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."));
3719                         return FALSE;
3720                 }
3721
3722                 /* Mention effects */
3723                 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."));
3724                 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."));
3725                 msg_print(NULL);
3726
3727                 /* Verify request */
3728                 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? ")))
3729                 {
3730                         return (FALSE);
3731                 }
3732
3733                 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."));
3734                 /* Mark savefile */
3735                 p_ptr->noscore |= 0x0002;
3736         }
3737
3738         /* Success */
3739         return (TRUE);
3740 }
3741
3742
3743 #ifdef ALLOW_WIZARD
3744
3745 /*!
3746  * @brief デバッグコマンドへの導入処理
3747  * / Verify use of "debug" commands
3748  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3749  */
3750 static bool enter_debug_mode(void)
3751 {
3752         /* Ask first time */
3753         if (!p_ptr->noscore)
3754         {
3755                 /* Debug mode is not permitted */
3756                 if (!allow_debug_opts)
3757                 {
3758                         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."));
3759                         return FALSE;
3760                 }
3761
3762                 /* Mention effects */
3763                 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."));
3764                 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."));
3765
3766                 msg_print(NULL);
3767
3768                 /* Verify request */
3769                 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? ")))
3770                 {
3771                         return (FALSE);
3772                 }
3773
3774                 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."));
3775                 /* Mark savefile */
3776                 p_ptr->noscore |= 0x0008;
3777         }
3778
3779         /* Success */
3780         return (TRUE);
3781 }
3782
3783 /*
3784  * Hack -- Declare the Debug Routines
3785  */
3786 extern void do_cmd_debug(void);
3787
3788 #endif /* ALLOW_WIZARD */
3789
3790
3791 #ifdef ALLOW_BORG
3792
3793 /*!
3794  * @brief ボーグコマンドへの導入処理
3795  * / Verify use of "borg" commands
3796  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3797  */
3798 static bool enter_borg_mode(void)
3799 {
3800         /* Ask first time */
3801         if (!(p_ptr->noscore & 0x0010))
3802         {
3803                 /* Mention effects */
3804                 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."));
3805                 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."));
3806
3807                 msg_print(NULL);
3808
3809                 /* Verify request */
3810                 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? ")))
3811                 {
3812                         return (FALSE);
3813                 }
3814
3815                 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."));
3816                 /* Mark savefile */
3817                 p_ptr->noscore |= 0x0010;
3818         }
3819
3820         /* Success */
3821         return (TRUE);
3822 }
3823
3824 /*
3825  * Hack -- Declare the Ben Borg
3826  */
3827 extern void do_cmd_borg(void);
3828
3829 #endif /* ALLOW_BORG */
3830
3831
3832 /*!
3833  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3834  * / Parse and execute the current command Give "Warning" on illegal commands.
3835  * @todo Make some "blocks"
3836  * @return なし
3837  */
3838 static void process_command(void)
3839 {
3840         COMMAND_CODE old_now_message = now_message;
3841
3842         /* Handle repeating the last command */
3843         repeat_check();
3844
3845         now_message = 0;
3846
3847         /* Sniper */
3848         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3849                 reset_concent = TRUE;
3850
3851         /* Parse the command */
3852         switch (command_cmd)
3853         {
3854                 /* Ignore */
3855                 case ESCAPE:
3856                 case ' ':
3857                 {
3858                         break;
3859                 }
3860
3861                 /* Ignore return */
3862                 case '\r':
3863                 case '\n':
3864                 {
3865                         break;
3866                 }
3867
3868                 /*** Wizard Commands ***/
3869
3870                 /* Toggle Wizard Mode */
3871                 case KTRL('W'):
3872                 {
3873                         if (p_ptr->wizard)
3874                         {
3875                                 p_ptr->wizard = FALSE;
3876                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3877                         }
3878                         else if (enter_wizard_mode())
3879                         {
3880                                 p_ptr->wizard = TRUE;
3881                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3882                         }
3883                         p_ptr->update |= (PU_MONSTERS);
3884
3885                         /* Redraw "title" */
3886                         p_ptr->redraw |= (PR_TITLE);
3887
3888                         break;
3889                 }
3890
3891
3892 #ifdef ALLOW_WIZARD
3893
3894                 /* Special "debug" commands */
3895                 case KTRL('A'):
3896                 {
3897                         /* Enter debug mode */
3898                         if (enter_debug_mode())
3899                         {
3900                                 do_cmd_debug();
3901                         }
3902                         break;
3903                 }
3904
3905 #endif /* ALLOW_WIZARD */
3906
3907
3908 #ifdef ALLOW_BORG
3909
3910                 /* Special "borg" commands */
3911                 case KTRL('Z'):
3912                 {
3913                         /* Enter borg mode */
3914                         if (enter_borg_mode())
3915                         {
3916                                 if (!p_ptr->wild_mode) do_cmd_borg();
3917                         }
3918
3919                         break;
3920                 }
3921
3922 #endif /* ALLOW_BORG */
3923
3924
3925
3926                 /*** Inventory Commands ***/
3927
3928                 /* Wear/wield equipment */
3929                 case 'w':
3930                 {
3931                         if (!p_ptr->wild_mode) do_cmd_wield();
3932                         break;
3933                 }
3934
3935                 /* Take off equipment */
3936                 case 't':
3937                 {
3938                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3939                         break;
3940                 }
3941
3942                 /* Drop an item */
3943                 case 'd':
3944                 {
3945                         if (!p_ptr->wild_mode) do_cmd_drop();
3946                         break;
3947                 }
3948
3949                 /* Destroy an item */
3950                 case 'k':
3951                 {
3952                         do_cmd_destroy();
3953                         break;
3954                 }
3955
3956                 /* Equipment list */
3957                 case 'e':
3958                 {
3959                         do_cmd_equip();
3960                         break;
3961                 }
3962
3963                 /* Inventory list */
3964                 case 'i':
3965                 {
3966                         do_cmd_inven();
3967                         break;
3968                 }
3969
3970
3971                 /*** Various commands ***/
3972
3973                 /* Identify an object */
3974                 case 'I':
3975                 {
3976                         do_cmd_observe();
3977                         break;
3978                 }
3979
3980                 /* Hack -- toggle windows */
3981                 case KTRL('I'):
3982                 {
3983                         toggle_inven_equip();
3984                         break;
3985                 }
3986
3987
3988                 /*** Standard "Movement" Commands ***/
3989
3990                 /* Alter a grid */
3991                 case '+':
3992                 {
3993                         if (!p_ptr->wild_mode) do_cmd_alter();
3994                         break;
3995                 }
3996
3997                 /* Dig a tunnel */
3998                 case 'T':
3999                 {
4000                         if (!p_ptr->wild_mode) do_cmd_tunnel();
4001                         break;
4002                 }
4003
4004                 /* Move (usually pick up things) */
4005                 case ';':
4006                 {
4007                         do_cmd_walk(FALSE);
4008                         break;
4009                 }
4010
4011                 /* Move (usually do not pick up) */
4012                 case '-':
4013                 {
4014                         do_cmd_walk(TRUE);
4015                         break;
4016                 }
4017
4018
4019                 /*** Running, Resting, Searching, Staying */
4020
4021                 /* Begin Running -- Arg is Max Distance */
4022                 case '.':
4023                 {
4024                         if (!p_ptr->wild_mode) do_cmd_run();
4025                         break;
4026                 }
4027
4028                 /* Stay still (usually pick things up) */
4029                 case ',':
4030                 {
4031                         do_cmd_stay(always_pickup);
4032                         break;
4033                 }
4034
4035                 /* Stay still (usually do not pick up) */
4036                 case 'g':
4037                 {
4038                         do_cmd_stay(!always_pickup);
4039                         break;
4040                 }
4041
4042                 /* Rest -- Arg is time */
4043                 case 'R':
4044                 {
4045                         do_cmd_rest();
4046                         break;
4047                 }
4048
4049                 /* Search for traps/doors */
4050                 case 's':
4051                 {
4052                         do_cmd_search();
4053                         break;
4054                 }
4055
4056                 /* Toggle search mode */
4057                 case 'S':
4058                 {
4059                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4060                         else set_action(ACTION_SEARCH);
4061                         break;
4062                 }
4063
4064
4065                 /*** Stairs and Doors and Chests and Traps ***/
4066
4067                 /* Enter store */
4068                 case SPECIAL_KEY_STORE:
4069                 {
4070                         do_cmd_store();
4071                         break;
4072                 }
4073
4074                 /* Enter building -KMW- */
4075                 case SPECIAL_KEY_BUILDING:
4076                 {
4077                         do_cmd_bldg();
4078                         break;
4079                 }
4080
4081                 /* Enter quest level -KMW- */
4082                 case SPECIAL_KEY_QUEST:
4083                 {
4084                         do_cmd_quest();
4085                         break;
4086                 }
4087
4088                 /* Go up staircase */
4089                 case '<':
4090                 {
4091                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4092                         {
4093                                 if (vanilla_town) break;
4094
4095                                 if (ambush_flag)
4096                                 {
4097                                         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."));
4098                                         break;
4099                                 }
4100
4101                                 if (p_ptr->food < PY_FOOD_WEAK)
4102                                 {
4103                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4104                                         break;
4105                                 }
4106
4107                                 change_wild_mode();
4108                         }
4109                         else
4110                                 do_cmd_go_up();
4111                         break;
4112                 }
4113
4114                 /* Go down staircase */
4115                 case '>':
4116                 {
4117                         if (p_ptr->wild_mode)
4118                                 change_wild_mode();
4119                         else
4120                                 do_cmd_go_down();
4121                         break;
4122                 }
4123
4124                 /* Open a door or chest */
4125                 case 'o':
4126                 {
4127                         do_cmd_open();
4128                         break;
4129                 }
4130
4131                 /* Close a door */
4132                 case 'c':
4133                 {
4134                         do_cmd_close();
4135                         break;
4136                 }
4137
4138                 /* Jam a door with spikes */
4139                 case 'j':
4140                 {
4141                         do_cmd_spike();
4142                         break;
4143                 }
4144
4145                 /* Bash a door */
4146                 case 'B':
4147                 {
4148                         do_cmd_bash();
4149                         break;
4150                 }
4151
4152                 /* Disarm a trap or chest */
4153                 case 'D':
4154                 {
4155                         do_cmd_disarm();
4156                         break;
4157                 }
4158
4159
4160                 /*** Magic and Prayers ***/
4161
4162                 /* Gain new spells/prayers */
4163                 case 'G':
4164                 {
4165                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4166                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4167                         else if (p_ptr->pclass == CLASS_SAMURAI)
4168                                 do_cmd_gain_hissatsu();
4169                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4170                                 import_magic_device();
4171                         else
4172                                 do_cmd_study();
4173                         break;
4174                 }
4175
4176                 /* Browse a book */
4177                 case 'b':
4178                 {
4179                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4180                              (p_ptr->pclass == CLASS_BERSERKER) ||
4181                              (p_ptr->pclass == CLASS_NINJA) ||
4182                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4183                              ) do_cmd_mind_browse();
4184                         else if (p_ptr->pclass == CLASS_SMITH)
4185                                 do_cmd_kaji(TRUE);
4186                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4187                                 do_cmd_magic_eater(TRUE, FALSE);
4188                         else if (p_ptr->pclass == CLASS_SNIPER)
4189                                 do_cmd_snipe_browse();
4190                         else do_cmd_browse();
4191                         break;
4192                 }
4193
4194                 /* Cast a spell */
4195                 case 'm':
4196                 {
4197                         /* -KMW- */
4198                         if (!p_ptr->wild_mode)
4199                         {
4200                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4201                                 {
4202                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4203                                 }
4204                                 else if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4205                                 {
4206                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4207                                         msg_print(NULL);
4208                                 }
4209                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4210                                 {
4211                                         concptr which_power = _("魔法", "magic");
4212                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4213                                                 which_power = _("超能力", "psionic powers");
4214                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4215                                                 which_power = _("ものまね", "imitation");
4216                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4217                                                 which_power = _("必殺剣", "hissatsu");
4218                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4219                                                 which_power = _("鏡魔法", "mirror magic");
4220                                         else if (p_ptr->pclass == CLASS_NINJA)
4221                                                 which_power = _("忍術", "ninjutsu");
4222                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4223                                                 which_power = _("祈り", "prayer");
4224
4225                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4226                                         free_turn(p_ptr);
4227                                 }
4228                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4229                                 {
4230                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4231                                         free_turn(p_ptr);
4232                                 }
4233                                 else
4234                                 {
4235                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4236                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4237                                             (p_ptr->pclass == CLASS_NINJA) ||
4238                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4239                                             )
4240                                                 do_cmd_mind();
4241                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4242                                                 do_cmd_mane(FALSE);
4243                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4244                                                 do_cmd_magic_eater(FALSE, FALSE);
4245                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4246                                                 do_cmd_hissatsu();
4247                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4248                                                 do_cmd_cast_learned();
4249                                         else if (p_ptr->pclass == CLASS_SMITH)
4250                                                 do_cmd_kaji(FALSE);
4251                                         else if (p_ptr->pclass == CLASS_SNIPER)
4252                                                 do_cmd_snipe();
4253                                         else
4254                                                 do_cmd_cast();
4255                                 }
4256                         }
4257                         break;
4258                 }
4259
4260                 /* Issue a pet command */
4261                 case 'p':
4262                 {
4263                         do_cmd_pet();
4264                         break;
4265                 }
4266
4267                 /*** Use various objects ***/
4268
4269                 /* Inscribe an object */
4270                 case '{':
4271                 {
4272                         do_cmd_inscribe();
4273                         break;
4274                 }
4275
4276                 /* Uninscribe an object */
4277                 case '}':
4278                 {
4279                         do_cmd_uninscribe();
4280                         break;
4281                 }
4282
4283                 /* Activate an artifact */
4284                 case 'A':
4285                 {
4286                         do_cmd_activate();
4287                         break;
4288                 }
4289
4290                 /* Eat some food */
4291                 case 'E':
4292                 {
4293                         do_cmd_eat_food();
4294                         break;
4295                 }
4296
4297                 /* Fuel your lantern/torch */
4298                 case 'F':
4299                 {
4300                         do_cmd_refill();
4301                         break;
4302                 }
4303
4304                 /* Fire an item */
4305                 case 'f':
4306                 {
4307                         do_cmd_fire();
4308                         break;
4309                 }
4310
4311                 /* Throw an item */
4312                 case 'v':
4313                 {
4314                         do_cmd_throw(1, FALSE, -1);
4315                         break;
4316                 }
4317
4318                 /* Aim a wand */
4319                 case 'a':
4320                 {
4321                         do_cmd_aim_wand();
4322                         break;
4323                 }
4324
4325                 /* Zap a rod */
4326                 case 'z':
4327                 {
4328                         if (use_command && rogue_like_commands)
4329                         {
4330                                 do_cmd_use();
4331                         }
4332                         else
4333                         {
4334                                 do_cmd_zap_rod();
4335                         }
4336                         break;
4337                 }
4338
4339                 /* Quaff a potion */
4340                 case 'q':
4341                 {
4342                         do_cmd_quaff_potion();
4343                         break;
4344                 }
4345
4346                 /* Read a scroll */
4347                 case 'r':
4348                 {
4349                         do_cmd_read_scroll();
4350                         break;
4351                 }
4352
4353                 /* Use a staff */
4354                 case 'u':
4355                 {
4356                         if (use_command && !rogue_like_commands)
4357                                 do_cmd_use();
4358                         else
4359                                 do_cmd_use_staff();
4360                         break;
4361                 }
4362
4363                 /* Use racial power */
4364                 case 'U':
4365                 {
4366                         do_cmd_racial_power();
4367                         break;
4368                 }
4369
4370
4371                 /*** Looking at Things (nearby or on map) ***/
4372
4373                 /* Full dungeon map */
4374                 case 'M':
4375                 {
4376                         do_cmd_view_map();
4377                         break;
4378                 }
4379
4380                 /* Locate player on map */
4381                 case 'L':
4382                 {
4383                         do_cmd_locate();
4384                         break;
4385                 }
4386
4387                 /* Look around */
4388                 case 'l':
4389                 {
4390                         do_cmd_look();
4391                         break;
4392                 }
4393
4394                 /* Target monster or location */
4395                 case '*':
4396                 {
4397                         do_cmd_target();
4398                         break;
4399                 }
4400
4401
4402
4403                 /*** Help and Such ***/
4404
4405                 /* Help */
4406                 case '?':
4407                 {
4408                         do_cmd_help();
4409                         break;
4410                 }
4411
4412                 /* Identify symbol */
4413                 case '/':
4414                 {
4415                         do_cmd_query_symbol();
4416                         break;
4417                 }
4418
4419                 /* Character description */
4420                 case 'C':
4421                 {
4422                         do_cmd_change_name();
4423                         break;
4424                 }
4425
4426
4427                 /*** System Commands ***/
4428
4429                 /* Hack -- User interface */
4430                 case '!':
4431                 {
4432                         (void)Term_user(0);
4433                         break;
4434                 }
4435
4436                 /* Single line from a pref file */
4437                 case '"':
4438                 {
4439                         do_cmd_pref();
4440                         break;
4441                 }
4442
4443                 case '$':
4444                 {
4445                         do_cmd_reload_autopick();
4446                         break;
4447                 }
4448
4449                 case '_':
4450                 {
4451                         do_cmd_edit_autopick();
4452                         break;
4453                 }
4454
4455                 /* Interact with macros */
4456                 case '@':
4457                 {
4458                         do_cmd_macros();
4459                         break;
4460                 }
4461
4462                 /* Interact with visuals */
4463                 case '%':
4464                 {
4465                         do_cmd_visuals();
4466                         do_cmd_redraw();
4467                         break;
4468                 }
4469
4470                 /* Interact with colors */
4471                 case '&':
4472                 {
4473                         do_cmd_colors();
4474                         do_cmd_redraw();
4475                         break;
4476                 }
4477
4478                 /* Interact with options */
4479                 case '=':
4480                 {
4481                         do_cmd_options();
4482                         (void)combine_and_reorder_home(STORE_HOME);
4483                         do_cmd_redraw();
4484                         break;
4485                 }
4486
4487                 /*** Misc Commands ***/
4488
4489                 /* Take notes */
4490                 case ':':
4491                 {
4492                         do_cmd_note();
4493                         break;
4494                 }
4495
4496                 /* Version info */
4497                 case 'V':
4498                 {
4499                         do_cmd_version();
4500                         break;
4501                 }
4502
4503                 /* Repeat level feeling */
4504                 case KTRL('F'):
4505                 {
4506                         do_cmd_feeling();
4507                         break;
4508                 }
4509
4510                 /* Show previous message */
4511                 case KTRL('O'):
4512                 {
4513                         do_cmd_message_one();
4514                         break;
4515                 }
4516
4517                 /* Show previous messages */
4518                 case KTRL('P'):
4519                 {
4520                         do_cmd_messages(old_now_message);
4521                         break;
4522                 }
4523
4524                 /* Show quest status -KMW- */
4525                 case KTRL('Q'):
4526                 {
4527                         do_cmd_checkquest();
4528                         break;
4529                 }
4530
4531                 /* Redraw the screen */
4532                 case KTRL('R'):
4533                 {
4534                         now_message = old_now_message;
4535                         do_cmd_redraw();
4536                         break;
4537                 }
4538
4539 #ifndef VERIFY_SAVEFILE
4540
4541                 /* Hack -- Save and don't quit */
4542                 case KTRL('S'):
4543                 {
4544                         do_cmd_save_game(FALSE);
4545                         break;
4546                 }
4547
4548 #endif /* VERIFY_SAVEFILE */
4549
4550                 case KTRL('T'):
4551                 {
4552                         do_cmd_time();
4553                         break;
4554                 }
4555
4556                 /* Save and quit */
4557                 case KTRL('X'):
4558                 case SPECIAL_KEY_QUIT:
4559                 {
4560                         do_cmd_save_and_exit();
4561                         break;
4562                 }
4563
4564                 /* Quit (commit suicide) */
4565                 case 'Q':
4566                 {
4567                         do_cmd_suicide();
4568                         break;
4569                 }
4570
4571                 case '|':
4572                 {
4573                         do_cmd_nikki();
4574                         break;
4575                 }
4576
4577                 /* Check artifacts, uniques, objects */
4578                 case '~':
4579                 {
4580                         do_cmd_knowledge();
4581                         break;
4582                 }
4583
4584                 /* Load "screen dump" */
4585                 case '(':
4586                 {
4587                         do_cmd_load_screen();
4588                         break;
4589                 }
4590
4591                 /* Save "screen dump" */
4592                 case ')':
4593                 {
4594                         do_cmd_save_screen();
4595                         break;
4596                 }
4597
4598                 /* Record/stop "Movie" */
4599                 case ']':
4600                 {
4601                         prepare_movie_hooks();
4602                         break;
4603                 }
4604
4605                 /* Make random artifact list */
4606                 case KTRL('V'):
4607                 {
4608                         spoil_random_artifact("randifact.txt");
4609                         break;
4610                 }
4611
4612 #ifdef TRAVEL
4613                 case '`':
4614                 {
4615                         if (!p_ptr->wild_mode) do_cmd_travel();
4616                         if (p_ptr->special_defense & KATA_MUSOU)
4617                         {
4618                                 set_action(ACTION_NONE);
4619                         }
4620                         break;
4621                 }
4622 #endif
4623
4624                 /* Hack -- Unknown command */
4625                 default:
4626                 {
4627                         if (flush_failure) flush();
4628                         if (one_in_(2))
4629                         {
4630                                 char error_m[1024];
4631                                 sound(SOUND_ILLEGAL);
4632                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4633                                         msg_print(error_m);
4634                         }
4635                         else
4636                         {
4637                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4638                         }
4639
4640                         break;
4641                 }
4642         }
4643         if (!p_ptr->energy_use && !now_message)
4644                 now_message = old_now_message;
4645 }
4646
4647 /*!
4648  * @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
4649  * @return なし
4650  */
4651 static void pack_overflow(void)
4652 {
4653         if (inventory[INVEN_PACK].k_idx)
4654         {
4655                 GAME_TEXT o_name[MAX_NLEN];
4656                 object_type *o_ptr;
4657
4658                 /* Is auto-destroy done? */
4659                 update_creature(p_ptr);
4660                 if (!inventory[INVEN_PACK].k_idx) return;
4661
4662                 /* Access the slot to be dropped */
4663                 o_ptr = &inventory[INVEN_PACK];
4664
4665                 /* Disturbing */
4666                 disturb(FALSE, TRUE);
4667
4668                 /* Warning */
4669                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4670                 object_desc(o_name, o_ptr, 0);
4671
4672                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4673
4674                 /* Drop it (carefully) near the player */
4675                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4676
4677                 /* Modify, Describe, Optimize */
4678                 inven_item_increase(INVEN_PACK, -255);
4679                 inven_item_describe(INVEN_PACK);
4680                 inven_item_optimize(INVEN_PACK);
4681
4682                 handle_stuff();
4683         }
4684 }
4685
4686 /*!
4687  * @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.
4688  * @return なし
4689  */
4690 static void process_upkeep_with_speed(void)
4691 {
4692         /* Give the player some energy */
4693         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4694         {
4695                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4696         }
4697         
4698         /* No turn yet */
4699         if (p_ptr->enchant_energy_need > 0) return;
4700         
4701         while (p_ptr->enchant_energy_need <= 0)
4702         {
4703                 /* Handle the player song */
4704                 if (!load) check_music();
4705
4706                 /* Hex - Handle the hex spells */
4707                 if (!load) check_hex();
4708                 if (!load) revenge_spell();
4709                 
4710                 /* There is some randomness of needed energy */
4711                 p_ptr->enchant_energy_need += ENERGY_NEED();
4712         }
4713 }
4714
4715 /*!
4716  * @brief プレイヤーの行動処理 / Process the player
4717  * @return なし
4718  * @note
4719  * Notice the annoying code to handle "pack overflow", which\n
4720  * must come first just in case somebody manages to corrupt\n
4721  * the savefiles by clever use of menu commands or something.\n
4722  */
4723 static void process_player(void)
4724 {
4725         IDX i;
4726
4727         /*** Apply energy ***/
4728
4729         if (hack_mutation)
4730         {
4731                 msg_print(_("何か変わった気がする!", "You feel different!"));
4732
4733                 (void)gain_random_mutation(0);
4734                 hack_mutation = FALSE;
4735         }
4736
4737         if (invoking_midnight_curse)
4738         {
4739                 int count = 0;
4740                 activate_ty_curse(FALSE, &count);
4741                 invoking_midnight_curse = FALSE;
4742         }
4743
4744         if (p_ptr->inside_battle)
4745         {
4746                 for(i = 1; i < m_max; i++)
4747                 {
4748                         monster_type *m_ptr = &m_list[i];
4749
4750                         if (!m_ptr->r_idx) continue;
4751
4752                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4753                         update_monster(i, FALSE);
4754                 }
4755                 prt_time();
4756         }
4757
4758         /* Give the player some energy */
4759         else if (!(load && p_ptr->energy_need <= 0))
4760         {
4761                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4762         }
4763
4764         /* No turn yet */
4765         if (p_ptr->energy_need > 0) return;
4766         if (!command_rep) prt_time();
4767
4768         /*** Check for interupts ***/
4769
4770         /* Complete resting */
4771         if (resting < 0)
4772         {
4773                 /* Basic resting */
4774                 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4775                 {
4776                         /* Stop resting */
4777                         if ((p_ptr->chp == p_ptr->mhp) &&
4778                             (p_ptr->csp >= p_ptr->msp))
4779                         {
4780                                 set_action(ACTION_NONE);
4781                         }
4782                 }
4783
4784                 /* Complete resting */
4785                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4786                 {
4787                         /* Stop resting */
4788                         if ((p_ptr->chp == p_ptr->mhp) &&
4789                             (p_ptr->csp >= p_ptr->msp) &&
4790                             !p_ptr->blind && !p_ptr->confused &&
4791                             !p_ptr->poisoned && !p_ptr->afraid &&
4792                             !p_ptr->stun && !p_ptr->cut &&
4793                             !p_ptr->slow && !p_ptr->paralyzed &&
4794                             !p_ptr->image && !p_ptr->word_recall &&
4795                             !p_ptr->alter_reality)
4796                         {
4797                                 set_action(ACTION_NONE);
4798                         }
4799                 }
4800         }
4801
4802         if (p_ptr->action == ACTION_FISH)
4803         {
4804                 Term_xtra(TERM_XTRA_DELAY, 10);
4805                 if (one_in_(1000))
4806                 {
4807                         MONRACE_IDX r_idx;
4808                         bool success = FALSE;
4809                         get_mon_num_prep(monster_is_fishing_target,NULL);
4810                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4811                         msg_print(NULL);
4812                         if (r_idx && one_in_(2))
4813                         {
4814                                 POSITION y, x;
4815                                 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4816                                 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4817                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4818                                 {
4819                                         GAME_TEXT m_name[MAX_NLEN];
4820                                         monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
4821                                         msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4822                                         success = TRUE;
4823                                 }
4824                         }
4825                         if (!success)
4826                         {
4827                                 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4828                         }
4829                         disturb(FALSE, TRUE);
4830                 }
4831         }
4832
4833         /* Handle "abort" */
4834         if (check_abort)
4835         {
4836                 /* Check for "player abort" (semi-efficiently for resting) */
4837                 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4838                 {
4839                         /* Do not wait */
4840                         inkey_scan = TRUE;
4841
4842                         /* Check for a key */
4843                         if (inkey())
4844                         {
4845                                 flush(); /* Flush input */
4846
4847                                 disturb(FALSE, TRUE);
4848
4849                                 /* Hack -- Show a Message */
4850                                 msg_print(_("中断しました。", "Canceled."));
4851                         }
4852                 }
4853         }
4854
4855         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4856         {
4857                 monster_type *m_ptr = &m_list[p_ptr->riding];
4858                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4859
4860                 if (MON_CSLEEP(m_ptr))
4861                 {
4862                         GAME_TEXT m_name[MAX_NLEN];
4863
4864                         /* Recover fully */
4865                         (void)set_monster_csleep(p_ptr->riding, 0);
4866                         monster_desc(m_name, m_ptr, 0);
4867                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4868                 }
4869
4870                 if (MON_STUNNED(m_ptr))
4871                 {
4872                         /* Hack -- Recover from stun */
4873                         if (set_monster_stunned(p_ptr->riding,
4874                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4875                         {
4876                                 GAME_TEXT m_name[MAX_NLEN];
4877                                 monster_desc(m_name, m_ptr, 0);
4878                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4879                         }
4880                 }
4881
4882                 if (MON_CONFUSED(m_ptr))
4883                 {
4884                         /* Hack -- Recover from confusion */
4885                         if (set_monster_confused(p_ptr->riding,
4886                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4887                         {
4888                                 GAME_TEXT m_name[MAX_NLEN];
4889                                 monster_desc(m_name, m_ptr, 0);
4890                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4891                         }
4892                 }
4893
4894                 if (MON_MONFEAR(m_ptr))
4895                 {
4896                         /* Hack -- Recover from fear */
4897                         if(set_monster_monfear(p_ptr->riding,
4898                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4899                         {
4900                                 GAME_TEXT m_name[MAX_NLEN];
4901                                 monster_desc(m_name, m_ptr, 0);
4902                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4903                         }
4904                 }
4905
4906                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4907                 handle_stuff();
4908         }
4909         
4910         load = FALSE;
4911
4912         /* Fast */
4913         if (p_ptr->lightspeed)
4914         {
4915                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4916         }
4917         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4918         {
4919                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4920                 else P_PTR_KI -= 40;
4921                 p_ptr->update |= (PU_BONUS);
4922         }
4923         if (p_ptr->action == ACTION_LEARN)
4924         {
4925                 s32b cost = 0L;
4926                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4927
4928                 /* Convert the unit (1/2^16) to (1/2^32) */
4929                 s64b_LSHIFT(cost, cost_frac, 16);
4930  
4931                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4932                 {
4933                         /* Mana run out */
4934                         p_ptr->csp = 0;
4935                         p_ptr->csp_frac = 0;
4936                         set_action(ACTION_NONE);
4937                 }
4938                 else
4939                 {
4940                         /* Reduce mana */
4941                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4942                 }
4943                 p_ptr->redraw |= PR_MANA;
4944         }
4945
4946         if (p_ptr->special_defense & KATA_MASK)
4947         {
4948                 if (p_ptr->special_defense & KATA_MUSOU)
4949                 {
4950                         if (p_ptr->csp < 3)
4951                         {
4952                                 set_action(ACTION_NONE);
4953                         }
4954                         else
4955                         {
4956                                 p_ptr->csp -= 2;
4957                                 p_ptr->redraw |= (PR_MANA);
4958                         }
4959                 }
4960         }
4961
4962         /*** Handle actual user input ***/
4963
4964         /* Repeat until out of energy */
4965         while (p_ptr->energy_need <= 0)
4966         {
4967                 p_ptr->window |= PW_PLAYER;
4968                 p_ptr->sutemi = FALSE;
4969                 p_ptr->counter = FALSE;
4970                 now_damaged = FALSE;
4971
4972                 handle_stuff();
4973
4974                 /* Place the cursor on the player */
4975                 move_cursor_relative(p_ptr->y, p_ptr->x);
4976
4977                 /* Refresh (optional) */
4978                 if (fresh_before) Term_fresh();
4979
4980                 /* Hack -- Pack Overflow */
4981                 pack_overflow();
4982
4983                 /* Hack -- cancel "lurking browse mode" */
4984                 if (!command_new) command_see = FALSE;
4985
4986                 /* Assume free turn */
4987                 free_turn(p_ptr);
4988
4989                 if (p_ptr->inside_battle)
4990                 {
4991                         /* Place the cursor on the player */
4992                         move_cursor_relative(p_ptr->y, p_ptr->x);
4993
4994                         command_cmd = SPECIAL_KEY_BUILDING;
4995
4996                         /* Process the command */
4997                         process_command();
4998                 }
4999
5000                 /* Paralyzed or Knocked Out */
5001                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5002                 {
5003                         take_turn(p_ptr, 100);;
5004                 }
5005
5006                 /* Resting */
5007                 else if (p_ptr->action == ACTION_REST)
5008                 {
5009                         /* Timed rest */
5010                         if (resting > 0)
5011                         {
5012                                 /* Reduce rest count */
5013                                 resting--;
5014
5015                                 if (!resting) set_action(ACTION_NONE);
5016                                 p_ptr->redraw |= (PR_STATE);
5017                         }
5018
5019                         take_turn(p_ptr, 100);;
5020                 }
5021
5022                 /* Fishing */
5023                 else if (p_ptr->action == ACTION_FISH)
5024                 {
5025                         take_turn(p_ptr, 100);;
5026                 }
5027
5028                 /* Running */
5029                 else if (running)
5030                 {
5031                         /* Take a step */
5032                         run_step(0);
5033                 }
5034
5035 #ifdef TRAVEL
5036                 /* Traveling */
5037                 else if (travel.run)
5038                 {
5039                         /* Take a step */
5040                         travel_step();
5041                 }
5042 #endif
5043
5044                 /* Repeated command */
5045                 else if (command_rep)
5046                 {
5047                         /* Count this execution */
5048                         command_rep--;
5049
5050                         p_ptr->redraw |= (PR_STATE);
5051                         handle_stuff();
5052
5053                         /* Hack -- Assume messages were seen */
5054                         msg_flag = FALSE;
5055
5056                         /* Clear the top line */
5057                         prt("", 0, 0);
5058
5059                         /* Process the command */
5060                         process_command();
5061                 }
5062
5063                 /* Normal command */
5064                 else
5065                 {
5066                         /* Place the cursor on the player */
5067                         move_cursor_relative(p_ptr->y, p_ptr->x);
5068
5069                         can_save = TRUE;
5070                         /* Get a command (normal) */
5071                         request_command(FALSE);
5072                         can_save = FALSE;
5073
5074                         /* Process the command */
5075                         process_command();
5076                 }
5077
5078
5079                 /* Hack -- Pack Overflow */
5080                 pack_overflow();
5081
5082
5083                 /*** Clean up ***/
5084
5085                 /* Significant */
5086                 if (p_ptr->energy_use)
5087                 {
5088                         /* Use some energy */
5089                         if (p_ptr->timewalk || p_ptr->energy_use > 400)
5090                         {
5091                                 /* The Randomness is irrelevant */
5092                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5093                         }
5094                         else
5095                         {
5096                                 /* There is some randomness of needed energy */
5097                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5098                         }
5099
5100                         /* Hack -- constant hallucination */
5101                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5102
5103
5104                         /* Shimmer monsters if needed */
5105                         if (shimmer_monsters)
5106                         {
5107                                 /* Clear the flag */
5108                                 shimmer_monsters = FALSE;
5109
5110                                 /* Shimmer multi-hued monsters */
5111                                 for (i = 1; i < m_max; i++)
5112                                 {
5113                                         monster_type *m_ptr;
5114                                         monster_race *r_ptr;
5115
5116                                         /* Access monster */
5117                                         m_ptr = &m_list[i];
5118
5119                                         /* Skip dead monsters */
5120                                         if (!m_ptr->r_idx) continue;
5121
5122                                         /* Skip unseen monsters */
5123                                         if (!m_ptr->ml) continue;
5124
5125                                         /* Access the monster race */
5126                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5127
5128                                         /* Skip non-multi-hued monsters */
5129                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5130                                                 continue;
5131
5132                                         /* Reset the flag */
5133                                         shimmer_monsters = TRUE;
5134
5135                                         /* Redraw regardless */
5136                                         lite_spot(m_ptr->fy, m_ptr->fx);
5137                                 }
5138                         }
5139
5140
5141                         /* Handle monster detection */
5142                         if (repair_monsters)
5143                         {
5144                                 /* Reset the flag */
5145                                 repair_monsters = FALSE;
5146
5147                                 /* Rotate detection flags */
5148                                 for (i = 1; i < m_max; i++)
5149                                 {
5150                                         monster_type *m_ptr;
5151
5152                                         /* Access monster */
5153                                         m_ptr = &m_list[i];
5154
5155                                         /* Skip dead monsters */
5156                                         if (!m_ptr->r_idx) continue;
5157
5158                                         /* Nice monsters get mean */
5159                                         if (m_ptr->mflag & MFLAG_NICE)
5160                                         {
5161                                                 /* Nice monsters get mean */
5162                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5163                                         }
5164
5165                                         /* Handle memorized monsters */
5166                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5167                                         {
5168                                                 /* Maintain detection */
5169                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5170                                                 {
5171                                                         /* Forget flag */
5172                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5173
5174                                                         /* Still need repairs */
5175                                                         repair_monsters = TRUE;
5176                                                 }
5177
5178                                                 /* Remove detection */
5179                                                 else
5180                                                 {
5181                                                         /* Forget flag */
5182                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5183
5184                                                         /* Assume invisible */
5185                                                         m_ptr->ml = FALSE;
5186                                                         update_monster(i, FALSE);
5187
5188                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5189                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5190
5191                                                         /* Redraw regardless */
5192                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5193                                                 }
5194                                         }
5195                                 }
5196                         }
5197                         if (p_ptr->pclass == CLASS_IMITATOR)
5198                         {
5199                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5200                                 {
5201                                         p_ptr->mane_num--;
5202                                         for (i = 0; i < p_ptr->mane_num; i++)
5203                                         {
5204                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5205                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5206                                         }
5207                                 }
5208                                 new_mane = FALSE;
5209                                 p_ptr->redraw |= (PR_IMITATION);
5210                         }
5211                         if (p_ptr->action == ACTION_LEARN)
5212                         {
5213                                 new_mane = FALSE;
5214                                 p_ptr->redraw |= (PR_STATE);
5215                         }
5216
5217                         if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
5218                         {
5219
5220                                 p_ptr->redraw |= (PR_MAP);
5221                                 p_ptr->update |= (PU_MONSTERS);
5222
5223                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5224
5225                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5226                                 msg_print(NULL);
5227                                 p_ptr->timewalk = FALSE;
5228                                 p_ptr->energy_need = ENERGY_NEED();
5229
5230                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5231                                 handle_stuff();
5232                         }
5233                 }
5234
5235                 /* Hack -- notice death */
5236                 if (!p_ptr->playing || p_ptr->is_dead)
5237                 {
5238                         p_ptr->timewalk = FALSE;
5239                         break;
5240                 }
5241
5242                 /* Sniper */
5243                 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5244
5245                 /* Handle "leaving" */
5246                 if (p_ptr->leaving) break;
5247         }
5248
5249         /* Update scent trail */
5250         update_smell();
5251 }
5252
5253 /*!
5254  * @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.
5255  * @return なし
5256  * @details
5257  * <p>
5258  * 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、
5259  * ゲームを終了するかのいずれかまでループする。
5260  * </p>
5261  * <p>
5262  * This function will not exit until the level is completed,\n
5263  * the user dies, or the game is terminated.\n
5264  * </p>
5265  */
5266 static void dungeon(bool load_game)
5267 {
5268         int quest_num = 0;
5269
5270         /* Set the base level */
5271         base_level = dun_level;
5272
5273         /* Reset various flags */
5274         is_loading_now = FALSE;
5275
5276         /* Not leaving */
5277         p_ptr->leaving = FALSE;
5278
5279         /* Reset the "command" vars */
5280         command_cmd = 0;
5281
5282 #if 0 /* Don't reset here --- It's used for Arena */
5283         command_new = 0;
5284 #endif
5285
5286         command_rep = 0;
5287         command_arg = 0;
5288         command_dir = 0;
5289
5290
5291         /* Cancel the target */
5292         target_who = 0;
5293         pet_t_m_idx = 0;
5294         riding_t_m_idx = 0;
5295         ambush_flag = FALSE;
5296
5297         /* Cancel the health bar */
5298         health_track(0);
5299
5300         /* Check visual effects */
5301         shimmer_monsters = TRUE;
5302         shimmer_objects = TRUE;
5303         repair_monsters = TRUE;
5304         repair_objects = TRUE;
5305
5306
5307         disturb(TRUE, TRUE);
5308
5309         /* Get index of current quest (if any) */
5310         quest_num = quest_number(dun_level);
5311
5312         /* Inside a quest? */
5313         if (quest_num)
5314         {
5315                 /* Mark the quest monster */
5316                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5317         }
5318
5319         /* Track maximum player level */
5320         if (p_ptr->max_plv < p_ptr->lev)
5321         {
5322                 p_ptr->max_plv = p_ptr->lev;
5323         }
5324
5325
5326         /* Track maximum dungeon level (if not in quest -KMW-) */
5327         if ((max_dlv[p_ptr->dungeon_idx] < dun_level) && !p_ptr->inside_quest)
5328         {
5329                 max_dlv[p_ptr->dungeon_idx] = dun_level;
5330                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5331         }
5332
5333         (void)calculate_upkeep();
5334
5335         /* Validate the panel */
5336         panel_bounds_center();
5337
5338         /* Verify the panel */
5339         verify_panel();
5340
5341         msg_erase();
5342
5343
5344         /* Enter "xtra" mode */
5345         character_xtra = TRUE;
5346
5347         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5348
5349         /* Redraw dungeon */
5350         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5351
5352         p_ptr->redraw |= (PR_MAP);
5353
5354         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5355
5356         /* Update lite/view */
5357         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5358         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5359
5360         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5361         handle_stuff();
5362
5363         /* Leave "xtra" mode */
5364         character_xtra = FALSE;
5365
5366         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5367         p_ptr->update |= (PU_COMBINE | PU_REORDER);
5368         handle_stuff();
5369         Term_fresh();
5370
5371         if (quest_num && (is_fixed_quest_idx(quest_num) &&
5372             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5373             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5374
5375         if (p_ptr->inside_battle)
5376         {
5377                 if (load_game)
5378                 {
5379                         p_ptr->energy_need = 0;
5380                         battle_monsters();
5381                 }
5382                 else
5383                 {
5384                         msg_print(_("試合開始!", "Ready..Fight!"));
5385                         msg_print(NULL);
5386                 }
5387         }
5388
5389         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5390                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5391
5392         /* Hack -- notice death or departure */
5393         if (!p_ptr->playing || p_ptr->is_dead) return;
5394
5395         /* Print quest message if appropriate */
5396         if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
5397         {
5398                 quest_discovery(random_quest_number(dun_level));
5399                 p_ptr->inside_quest = random_quest_number(dun_level);
5400         }
5401         if ((dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
5402         {
5403                 if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
5404 #ifdef JP
5405                         msg_format("この階には%sの主である%sが棲んでいる。",
5406                                    d_name+d_info[p_ptr->dungeon_idx].name, 
5407                                    r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
5408 #else
5409                         msg_format("%^s lives in this level as the keeper of %s.",
5410                                            r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name, 
5411                                            d_name+d_info[p_ptr->dungeon_idx].name);
5412 #endif
5413         }
5414
5415         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5416
5417         /*** Process this dungeon level ***/
5418
5419         /* Reset the monster generation level */
5420         monster_level = base_level;
5421
5422         /* Reset the object generation level */
5423         object_level = base_level;
5424
5425         is_loading_now = TRUE;
5426
5427         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5428             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5429                 p_ptr->energy_need = 0;
5430
5431         /* Not leaving dungeon */
5432         p_ptr->leaving_dungeon = FALSE;
5433
5434         /* Initialize monster process */
5435         mproc_init();
5436
5437         /* Main loop */
5438         while (TRUE)
5439         {
5440                 /* Hack -- Compact the monster list occasionally */
5441                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5442
5443                 /* Hack -- Compress the monster list occasionally */
5444                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5445
5446
5447                 /* Hack -- Compact the object list occasionally */
5448                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5449
5450                 /* Hack -- Compress the object list occasionally */
5451                 if (o_cnt + 32 < o_max) compact_objects(0);
5452
5453                 /* Process the player */
5454                 process_player();
5455                 process_upkeep_with_speed();
5456
5457                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5458                 handle_stuff();
5459
5460                 /* Hack -- Hilite the player */
5461                 move_cursor_relative(p_ptr->y, p_ptr->x);
5462
5463                 /* Optional fresh */
5464                 if (fresh_after) Term_fresh();
5465
5466                 /* Hack -- Notice death or departure */
5467                 if (!p_ptr->playing || p_ptr->is_dead) break;
5468
5469                 /* Process all of the monsters */
5470                 process_monsters();
5471
5472                 handle_stuff();
5473
5474                 /* Hack -- Hilite the player */
5475                 move_cursor_relative(p_ptr->y, p_ptr->x);
5476
5477                 /* Optional fresh */
5478                 if (fresh_after) Term_fresh();
5479
5480                 /* Hack -- Notice death or departure */
5481                 if (!p_ptr->playing || p_ptr->is_dead) break;
5482
5483                 /* Process the world */
5484                 process_world();
5485
5486                 handle_stuff();
5487
5488                 /* Hack -- Hilite the player */
5489                 move_cursor_relative(p_ptr->y, p_ptr->x);
5490
5491                 /* Optional fresh */
5492                 if (fresh_after) Term_fresh();
5493
5494                 /* Hack -- Notice death or departure */
5495                 if (!p_ptr->playing || p_ptr->is_dead) break;
5496
5497                 /* Count game turns */
5498                 turn++;
5499
5500                 if (dungeon_turn < dungeon_turn_limit)
5501                 {
5502                         if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5503                         else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5504                 }
5505
5506                 prevent_turn_overflow();
5507
5508                 /* Handle "leaving" */
5509                 if (p_ptr->leaving) break;
5510
5511                 if (wild_regen) wild_regen--;
5512         }
5513
5514         /* Inside a quest and non-unique questor? */
5515         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5516         {
5517                 /* Un-mark the quest monster */
5518                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5519         }
5520
5521         /* Not save-and-quit and not dead? */
5522         if (p_ptr->playing && !p_ptr->is_dead)
5523         {
5524                 /*
5525                  * Maintain Unique monsters and artifact, save current
5526                  * floor, then prepare next floor
5527                  */
5528                 leave_floor();
5529
5530                 /* Forget the flag */
5531                 reinit_wilderness = FALSE;
5532         }
5533
5534         /* Write about current level on the play record once per level */
5535         write_level = TRUE;
5536 }
5537
5538
5539 /*!
5540  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5541  * @return なし
5542  * @note
5543  * Modified by Arcum Dagsson to support
5544  * separate macro files for different realms.
5545  */
5546 static void load_all_pref_files(void)
5547 {
5548         char buf[1024];
5549
5550         /* Access the "user" pref file */
5551         sprintf(buf, "user.prf");
5552
5553         /* Process that file */
5554         process_pref_file(buf);
5555
5556         /* Access the "user" system pref file */
5557         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5558
5559         /* Process that file */
5560         process_pref_file(buf);
5561
5562         /* Access the "race" pref file */
5563         sprintf(buf, "%s.prf", rp_ptr->title);
5564
5565         /* Process that file */
5566         process_pref_file(buf);
5567
5568         /* Access the "class" pref file */
5569         sprintf(buf, "%s.prf", cp_ptr->title);
5570
5571         /* Process that file */
5572         process_pref_file(buf);
5573
5574         /* Access the "character" pref file */
5575         sprintf(buf, "%s.prf", player_base);
5576
5577         /* Process that file */
5578         process_pref_file(buf);
5579
5580         /* Access the "realm 1" pref file */
5581         if (p_ptr->realm1 != REALM_NONE)
5582         {
5583                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5584
5585                 /* Process that file */
5586                 process_pref_file(buf);
5587         }
5588
5589         /* Access the "realm 2" pref file */
5590         if (p_ptr->realm2 != REALM_NONE)
5591         {
5592                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5593
5594                 /* Process that file */
5595                 process_pref_file(buf);
5596         }
5597
5598
5599         /* Load an autopick preference file */
5600         autopick_load_pref(FALSE);
5601 }
5602
5603
5604 /*!
5605  * @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
5606  * @return なし
5607  */
5608 void extract_option_vars(void)
5609 {
5610         int i;
5611
5612         for (i = 0; option_info[i].o_desc; i++)
5613         {
5614                 int os = option_info[i].o_set;
5615                 int ob = option_info[i].o_bit;
5616
5617                 /* Set the "default" options */
5618                 if (option_info[i].o_var)
5619                 {
5620                         /* Set */
5621                         if (option_flag[os] & (1L << ob))
5622                         {
5623                                 /* Set */
5624                                 (*option_info[i].o_var) = TRUE;
5625                         }
5626
5627                         /* Clear */
5628                         else
5629                         {
5630                                 /* Clear */
5631                                 (*option_info[i].o_var) = FALSE;
5632                         }
5633                 }
5634         }
5635 }
5636
5637
5638 /*!
5639  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5640  * @return なし
5641  */
5642 void determine_bounty_uniques(void)
5643 {
5644         int i, j;
5645         MONRACE_IDX tmp;
5646         monster_race *r_ptr;
5647
5648         get_mon_num_prep(NULL, NULL);
5649         for (i = 0; i < MAX_KUBI; i++)
5650         {
5651                 while (1)
5652                 {
5653                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5654                         r_ptr = &r_info[kubi_r_idx[i]];
5655
5656                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5657
5658                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5659
5660                         if (r_ptr->rarity > 100) continue;
5661
5662                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5663
5664                         for (j = 0; j < i; j++)
5665                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5666
5667                         if (j == i) break;
5668                 }
5669         }
5670
5671         /* Sort them */
5672         for (i = 0; i < MAX_KUBI - 1; i++)
5673         {
5674                 for (j = i; j < MAX_KUBI; j++)
5675                 {
5676                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5677                         {
5678                                 tmp = kubi_r_idx[i];
5679                                 kubi_r_idx[i] = kubi_r_idx[j];
5680                                 kubi_r_idx[j] = tmp;
5681                         }
5682                 }
5683         }
5684 }
5685
5686
5687 /*!
5688  * @brief 今日の賞金首を確定する / Determine today's bounty monster
5689  * @return なし
5690  * @note conv_old is used if loaded 0.0.3 or older save file
5691  */
5692 void determine_today_mon(bool conv_old)
5693 {
5694         int max_dl = 3, i;
5695         bool old_inside_battle = p_ptr->inside_battle;
5696         monster_race *r_ptr;
5697
5698         if (!conv_old)
5699         {
5700                 for (i = 0; i < max_d_idx; i++)
5701                 {
5702                         if (max_dlv[i] < d_info[i].mindepth) continue;
5703                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5704                 }
5705         }
5706         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5707
5708         p_ptr->inside_battle = TRUE;
5709         get_mon_num_prep(NULL, NULL);
5710
5711         while (1)
5712         {
5713                 today_mon = get_mon_num(max_dl);
5714                 r_ptr = &r_info[today_mon];
5715
5716                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5717                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5718                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5719                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5720                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5721                 if (r_ptr->rarity > 10) continue;
5722                 break;
5723         }
5724
5725         p_ptr->today_mon = 0;
5726         p_ptr->inside_battle = old_inside_battle;
5727 }
5728
5729 /*!
5730  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5731  * @return なし
5732  * @note
5733  * If the "new_game" parameter is true, then, after loading the
5734  * savefile, we will commit suicide, if necessary, to allow the
5735  * player to start a new game.
5736  */
5737 void play_game(bool new_game)
5738 {
5739         MONSTER_IDX i;
5740         bool load_game = TRUE;
5741         bool init_random_seed = FALSE;
5742
5743 #ifdef CHUUKEI
5744         if (chuukei_client)
5745         {
5746                 reset_visuals();
5747                 browse_chuukei();
5748                 return;
5749         }
5750
5751         else if (chuukei_server)
5752         {
5753                 prepare_chuukei_hooks();
5754         }
5755 #endif
5756
5757         if (browsing_movie)
5758         {
5759                 reset_visuals();
5760                 browse_movie();
5761                 return;
5762         }
5763
5764         hack_mutation = FALSE;
5765
5766         /* Hack -- Character is "icky" */
5767         character_icky = TRUE;
5768
5769         /* Make sure main term is active */
5770         Term_activate(angband_term[0]);
5771
5772         /* Initialise the resize hooks */
5773         angband_term[0]->resize_hook = resize_map;
5774
5775         for (i = 1; i < 8; i++)
5776         {
5777                 /* Does the term exist? */
5778                 if (angband_term[i])
5779                 {
5780                         /* Add the redraw on resize hook */
5781                         angband_term[i]->resize_hook = redraw_window;
5782                 }
5783         }
5784
5785         /* Hack -- turn off the cursor */
5786         (void)Term_set_cursor(0);
5787
5788
5789         /* Attempt to load */
5790         if (!load_player())
5791         {
5792                 quit(_("セーブファイルが壊れています", "broken savefile"));
5793         }
5794
5795         /* Extract the options */
5796         extract_option_vars();
5797
5798         /* Report waited score */
5799         if (p_ptr->wait_report_score)
5800         {
5801                 char buf[1024];
5802                 bool success;
5803
5804                 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))
5805                         quit(0);
5806
5807                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5808                 update_creature(p_ptr);
5809
5810                 p_ptr->is_dead = TRUE;
5811
5812                 start_time = (u32b)time(NULL);
5813
5814                 /* No suspending now */
5815                 signals_ignore_tstp();
5816                 
5817                 /* Hack -- Character is now "icky" */
5818                 character_icky = TRUE;
5819
5820                 /* Build the filename */
5821                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5822
5823                 /* Open the high score file, for reading/writing */
5824                 highscore_fd = fd_open(buf, O_RDWR);
5825
5826                 /* 町名消失バグ対策(#38205) Init the wilderness */
5827                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5828
5829                 /* Handle score, show Top scores */
5830                 success = send_world_score(TRUE);
5831
5832                 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))
5833                 {
5834                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5835                         (void)inkey();
5836                 }
5837                 else
5838                 {
5839                         p_ptr->wait_report_score = FALSE;
5840                         top_twenty();
5841                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5842                 }
5843                 /* Shut the high score file */
5844                 (void)fd_close(highscore_fd);
5845
5846                 /* Forget the high score fd */
5847                 highscore_fd = -1;
5848                 
5849                 /* Allow suspending now */
5850                 signals_handle_tstp();
5851
5852                 quit(0);
5853         }
5854
5855         creating_savefile = new_game;
5856
5857         /* Nothing loaded */
5858         if (!character_loaded)
5859         {
5860                 /* Make new player */
5861                 new_game = TRUE;
5862
5863                 /* The dungeon is not ready */
5864                 character_dungeon = FALSE;
5865
5866                 /* Prepare to init the RNG */
5867                 init_random_seed = TRUE;
5868
5869                 /* Initialize the saved floors data */
5870                 init_saved_floors(FALSE);
5871         }
5872
5873         /* Old game is loaded.  But new game is requested. */
5874         else if (new_game)
5875         {
5876                 /* Initialize the saved floors data */
5877                 init_saved_floors(TRUE);
5878         }
5879
5880         /* Process old character */
5881         if (!new_game)
5882         {
5883                 /* Process the player name */
5884                 process_player_name(FALSE);
5885         }
5886
5887         /* Init the RNG */
5888         if (init_random_seed)
5889         {
5890                 Rand_state_init();
5891         }
5892
5893         /* Roll new character */
5894         if (new_game)
5895         {
5896                 /* The dungeon is not ready */
5897                 character_dungeon = FALSE;
5898
5899                 /* Start in town */
5900                 dun_level = 0;
5901                 p_ptr->inside_quest = 0;
5902                 p_ptr->inside_arena = FALSE;
5903                 p_ptr->inside_battle = FALSE;
5904
5905                 write_level = TRUE;
5906
5907                 /* Hack -- seed for flavors */
5908                 seed_flavor = randint0(0x10000000);
5909
5910                 /* Hack -- seed for town layout */
5911                 seed_town = randint0(0x10000000);
5912
5913                 /* Roll up a new character */
5914                 player_birth();
5915
5916                 counts_write(2,0);
5917                 p_ptr->count = 0;
5918
5919                 load = FALSE;
5920
5921                 determine_bounty_uniques();
5922                 determine_today_mon(FALSE);
5923
5924                 /* Initialize object array */
5925                 wipe_o_list();
5926         }
5927         else
5928         {
5929                 write_level = FALSE;
5930
5931                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
5932                                           _("                            ----ゲーム再開----",
5933                                                 "                            ---- Restart Game ----"));
5934
5935 /*
5936  * 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。
5937  * 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。
5938  */
5939                 if (p_ptr->riding == -1)
5940                 {
5941                         p_ptr->riding = 0;
5942                         for (i = m_max; i > 0; i--)
5943                         {
5944                                 if (player_bold(m_list[i].fy, m_list[i].fx))
5945                                 {
5946                                         p_ptr->riding = i;
5947                                         break;
5948                                 }
5949                         }
5950                 }
5951         }
5952
5953         creating_savefile = FALSE;
5954
5955         p_ptr->teleport_town = FALSE;
5956         p_ptr->sutemi = FALSE;
5957         world_monster = FALSE;
5958         now_damaged = FALSE;
5959         now_message = 0;
5960         start_time = time(NULL) - 1;
5961         record_o_name[0] = '\0';
5962
5963         /* Reset map panel */
5964         panel_row_min = cur_hgt;
5965         panel_col_min = cur_wid;
5966
5967         /* Sexy gal gets bonus to maximum weapon skill of whip */
5968         if (p_ptr->pseikaku == SEIKAKU_SEXY)
5969                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5970
5971         /* Fill the arrays of floors and walls in the good proportions */
5972         set_floor_and_wall(p_ptr->dungeon_idx);
5973
5974         /* Flavor the objects */
5975         flavor_init();
5976
5977         /* Flash a message */
5978         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5979
5980         /* Flush the message */
5981         Term_fresh();
5982
5983
5984         /* Hack -- Enter wizard mode */
5985         if (arg_wizard)
5986         {
5987                 if (enter_wizard_mode())
5988                 {
5989                         p_ptr->wizard = TRUE;
5990
5991                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5992                         {
5993                                 /* Initialize the saved floors data */
5994                                 init_saved_floors(TRUE);
5995
5996                                 /* Avoid crash */
5997                                 p_ptr->inside_quest = 0;
5998
5999                                 /* Avoid crash in update_view() */
6000                                 p_ptr->y = p_ptr->x = 10;
6001                         }
6002                 }
6003                 else if (p_ptr->is_dead)
6004                 {
6005                         quit("Already dead.");
6006                 }
6007         }
6008
6009         /* Initialize the town-buildings if necessary */
6010         if (!dun_level && !p_ptr->inside_quest)
6011         {
6012                 /* Init the wilderness */
6013
6014                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6015
6016                 /* Init the town */
6017                 init_flags = INIT_ONLY_BUILDINGS;
6018
6019                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6020
6021                 select_floor_music();
6022         }
6023
6024
6025         /* Generate a dungeon level if needed */
6026         if (!character_dungeon)
6027         {
6028                 change_floor();
6029         }
6030
6031         else
6032         {
6033                 /* HACK -- Restore from panic-save */
6034                 if (p_ptr->panic_save)
6035                 {
6036                         /* No player?  -- Try to regenerate floor */
6037                         if (!p_ptr->y || !p_ptr->x)
6038                         {
6039                                 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."));
6040                                 change_floor();
6041                         }
6042
6043                         /* Still no player?  -- Try to locate random place */
6044                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6045
6046                         /* No longer in panic */
6047                         p_ptr->panic_save = 0;
6048                 }
6049         }
6050
6051         /* Character is now "complete" */
6052         character_generated = TRUE;
6053
6054
6055         /* Hack -- Character is no longer "icky" */
6056         character_icky = FALSE;
6057
6058
6059         if (new_game)
6060         {
6061                 char buf[80];
6062                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6063                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6064         }
6065
6066
6067         /* Start game */
6068         p_ptr->playing = TRUE;
6069
6070         /* Reset the visual mappings */
6071         reset_visuals();
6072
6073         /* Load the "pref" files */
6074         load_all_pref_files();
6075
6076         /* Give startup outfit (after loading pref files) */
6077         if (new_game)
6078         {
6079                 player_outfit();
6080         }
6081
6082         /* React to changes */
6083         Term_xtra(TERM_XTRA_REACT, 0);
6084
6085         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6086         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6087         handle_stuff();
6088
6089         /* Set or clear "rogue_like_commands" if requested */
6090         if (arg_force_original) rogue_like_commands = FALSE;
6091         if (arg_force_roguelike) rogue_like_commands = TRUE;
6092
6093         /* Hack -- Enforce "delayed death" */
6094         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6095
6096         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6097
6098         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6099         {
6100                 monster_type *m_ptr;
6101                 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6102                 monster_race *r_ptr = &r_info[pet_r_idx];
6103                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6104                                   (PM_FORCE_PET | PM_NO_KAGE));
6105                 m_ptr = &m_list[hack_m_idx_ii];
6106                 m_ptr->mspeed = r_ptr->speed;
6107                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6108                 m_ptr->max_maxhp = m_ptr->maxhp;
6109                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6110                 m_ptr->dealt_damage = 0;
6111                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6112         }
6113
6114         (void)combine_and_reorder_home(STORE_HOME);
6115         (void)combine_and_reorder_home(STORE_MUSEUM);
6116
6117         select_floor_music();
6118
6119         /* Process */
6120         while (TRUE)
6121         {
6122                 /* Process the level */
6123                 dungeon(load_game);
6124
6125                 /* Hack -- prevent "icky" message */
6126                 character_xtra = TRUE;
6127
6128                 handle_stuff();
6129
6130                 character_xtra = FALSE;
6131
6132                 /* Cancel the target */
6133                 target_who = 0;
6134
6135                 /* Cancel the health bar */
6136                 health_track(0);
6137
6138                 forget_lite();
6139                 forget_view();
6140                 clear_mon_lite();
6141
6142                 /* Handle "quit and save" */
6143                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6144
6145                 /* Erase the old grid_array */
6146                 wipe_o_list();
6147                 if (!p_ptr->is_dead) wipe_m_list();
6148
6149
6150                 msg_print(NULL);
6151
6152                 load_game = FALSE;
6153
6154                 /* Accidental Death */
6155                 if (p_ptr->playing && p_ptr->is_dead)
6156                 {
6157                         if (p_ptr->inside_arena)
6158                         {
6159                                 p_ptr->inside_arena = FALSE;
6160                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6161                                         p_ptr->arena_number++;
6162                                 else
6163                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6164                                 p_ptr->is_dead = FALSE;
6165                                 p_ptr->chp = 0;
6166                                 p_ptr->chp_frac = 0;
6167                                 p_ptr->exit_bldg = TRUE;
6168                                 reset_tim_flags();
6169
6170                                 /* Leave through the exit */
6171                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6172
6173                                 /* prepare next floor */
6174                                 leave_floor();
6175                         }
6176                         else
6177                         {
6178                                 /* Mega-Hack -- Allow player to cheat death */
6179                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6180                                 {
6181                                         cheat_death(p_ptr);
6182                                 }
6183                         }
6184                 }
6185
6186                 /* Handle "death" */
6187                 if (p_ptr->is_dead) break;
6188
6189                 /* Make a new level */
6190                 change_floor();
6191         }
6192
6193         /* Close stuff */
6194         close_game();
6195
6196         /* Quit */
6197         quit(NULL);
6198 }
6199
6200 /*!
6201  * @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
6202  * @param hoge ゲームターン
6203  * @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。
6204  * @return 修正をかけた後のゲームターン
6205  */
6206 s32b turn_real(s32b hoge)
6207 {
6208         switch (p_ptr->start_race)
6209         {
6210         case RACE_VAMPIRE:
6211         case RACE_SKELETON:
6212         case RACE_ZOMBIE:
6213         case RACE_SPECTRE:
6214                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6215         default:
6216                 return hoge;
6217         }
6218 }
6219
6220 /*!
6221  * @brief ターンのオーバーフローに対する対処
6222  * @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.
6223  * @return 修正をかけた後のゲームターン
6224  */
6225 void prevent_turn_overflow(void)
6226 {
6227         int rollback_days, i, j;
6228         s32b rollback_turns;
6229
6230         if (turn < turn_limit) return;
6231
6232         rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6233         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6234
6235         if (turn > rollback_turns) turn -= rollback_turns;
6236         else turn = 1; /* Paranoia */
6237         if (old_turn > rollback_turns) old_turn -= rollback_turns;
6238         else old_turn = 1;
6239         if (old_battle > rollback_turns) old_battle -= rollback_turns;
6240         else old_battle = 1;
6241         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6242         else p_ptr->feeling_turn = 1;
6243
6244         for (i = 1; i < max_towns; i++)
6245         {
6246                 for (j = 0; j < MAX_STORES; j++)
6247                 {
6248                         store_type *st_ptr = &town_info[i].store[j];
6249
6250                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6251                         {
6252                                 st_ptr->last_visit -= rollback_turns;
6253                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6254                         }
6255
6256                         if (st_ptr->store_open)
6257                         {
6258                                 st_ptr->store_open -= rollback_turns;
6259                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
6260                         }
6261                 }
6262         }
6263 }