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