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テレポート関数群のbool引数が増えているため, 今後のモード追加を行いや
[hengband/hengband.git] / src / dungeon.c
1 /* File: dungeonc */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Angband game engine */
12
13 #include "angband.h"
14
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
17
18 static bool load = TRUE;
19 static int wild_regen = 20;
20
21 /*
22  * Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
23  */
24 static byte value_check_aux1(object_type *o_ptr)
25 {
26         /* Artifacts */
27         if (object_is_artifact(o_ptr))
28         {
29                 /* Cursed/Broken */
30                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
31
32                 /* Normal */
33                 return FEEL_SPECIAL;
34         }
35
36         /* Ego-Items */
37         if (object_is_ego(o_ptr))
38         {
39                 /* Cursed/Broken */
40                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
41
42                 /* Normal */
43                 return FEEL_EXCELLENT;
44         }
45
46         /* Cursed items */
47         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
48
49         /* Broken items */
50         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
51
52         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
53
54         /* Good "armor" bonus */
55         if (o_ptr->to_a > 0) return FEEL_GOOD;
56
57         /* Good "weapon" bonus */
58         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
59
60         /* Default to "average" */
61         return FEEL_AVERAGE;
62 }
63
64
65 /*
66  * Return a "feeling" (or NULL) about an item.  Method 2 (Light).
67  */
68 static byte value_check_aux2(object_type *o_ptr)
69 {
70         /* Cursed items (all of them) */
71         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
72
73         /* Broken items (all of them) */
74         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
75
76         /* Artifacts -- except cursed/broken ones */
77         if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
78
79         /* Ego-Items -- except cursed/broken ones */
80         if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
81
82         /* Good armor bonus */
83         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
84
85         /* Good weapon bonuses */
86         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
87
88         /* No feeling */
89         return FEEL_NONE;
90 }
91
92
93
94 static void sense_inventory_aux(int slot, bool heavy)
95 {
96         byte        feel;
97         object_type *o_ptr = &inventory[slot];
98         char        o_name[MAX_NLEN];
99
100         /* We know about it already, do not tell us again */
101         if (o_ptr->ident & (IDENT_SENSE))return;
102
103         /* It is fully known, no information needed */
104         if (object_is_known(o_ptr)) return;
105
106         /* Check for a feeling */
107         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
108
109         /* Skip non-feelings */
110         if (!feel) return;
111
112         /* Bad luck */
113         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
114         {
115                 switch (feel)
116                 {
117                         case FEEL_TERRIBLE:
118                         {
119                                 feel = FEEL_SPECIAL;
120                                 break;
121                         }
122                         case FEEL_WORTHLESS:
123                         {
124                                 feel = FEEL_EXCELLENT;
125                                 break;
126                         }
127                         case FEEL_CURSED:
128                         {
129                                 if (heavy)
130                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
131                                 else
132                                         feel = FEEL_UNCURSED;
133                                 break;
134                         }
135                         case FEEL_AVERAGE:
136                         {
137                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
138                                 break;
139                         }
140                         case FEEL_GOOD:
141                         {
142                                 if (heavy)
143                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
144                                 else
145                                         feel = FEEL_CURSED;
146                                 break;
147                         }
148                         case FEEL_EXCELLENT:
149                         {
150                                 feel = FEEL_WORTHLESS;
151                                 break;
152                         }
153                         case FEEL_SPECIAL:
154                         {
155                                 feel = FEEL_TERRIBLE;
156                                 break;
157                         }
158                 }
159         }
160
161         /* Stop everything */
162         if (disturb_minor) disturb(0, 0);
163
164         /* Get an object description */
165         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
166
167         /* Message (equipment) */
168         if (slot >= INVEN_RARM)
169         {
170 #ifdef JP
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
173 #else
174                 msg_format("You feel the %s (%c) you are %s %s %s...",
175                            o_name, index_to_label(slot), describe_use(slot),
176                            ((o_ptr->number == 1) ? "is" : "are"),
177                                    game_inscriptions[feel]);
178 #endif
179
180         }
181
182         /* Message (inventory) */
183         else
184         {
185 #ifdef JP
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
188 #else
189                 msg_format("You feel the %s (%c) in your pack %s %s...",
190                            o_name, index_to_label(slot),
191                            ((o_ptr->number == 1) ? "is" : "are"),
192                                    game_inscriptions[feel]);
193 #endif
194
195         }
196
197         /* We have "felt" it */
198         o_ptr->ident |= (IDENT_SENSE);
199
200         /* Set the "inscription" */
201         o_ptr->feeling = feel;
202
203         /* Auto-inscription/destroy */
204         autopick_alter_item(slot, destroy_feeling);
205
206         /* Combine / Reorder the pack (later) */
207         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
208
209         /* Window stuff */
210         p_ptr->window |= (PW_INVEN | PW_EQUIP);
211 }
212
213
214
215 /*
216  * Sense the inventory
217  *
218  *   Class 0 = Warrior --> fast and heavy
219  *   Class 1 = Mage    --> slow and light
220  *   Class 2 = Priest  --> fast but light
221  *   Class 3 = Rogue   --> okay and heavy
222  *   Class 4 = Ranger  --> slow but heavy  (changed!)
223  *   Class 5 = Paladin --> slow but heavy
224  */
225 static void sense_inventory1(void)
226 {
227         int         i;
228         int         plev = p_ptr->lev;
229         bool        heavy = FALSE;
230         object_type *o_ptr;
231
232
233         /*** Check for "sensing" ***/
234
235         /* No sensing when confused */
236         if (p_ptr->confused) return;
237
238         /* Analyze the class */
239         switch (p_ptr->pclass)
240         {
241                 case CLASS_WARRIOR:
242                 case CLASS_ARCHER:
243                 case CLASS_SAMURAI:
244                 case CLASS_CAVALRY:
245                 {
246                         /* Good sensing */
247                         if (0 != randint0(9000L / (plev * plev + 40))) return;
248
249                         /* Heavy sensing */
250                         heavy = TRUE;
251
252                         /* Done */
253                         break;
254                 }
255
256                 case CLASS_SMITH:
257                 {
258                         /* Good sensing */
259                         if (0 != randint0(6000L / (plev * plev + 50))) return;
260
261                         /* Heavy sensing */
262                         heavy = TRUE;
263
264                         /* Done */
265                         break;
266                 }
267
268                 case CLASS_MAGE:
269                 case CLASS_HIGH_MAGE:
270                 case CLASS_SORCERER:
271                 case CLASS_MAGIC_EATER:
272                 {
273                         /* Very bad (light) sensing */
274                         if (0 != randint0(240000L / (plev + 5))) return;
275
276                         /* Done */
277                         break;
278                 }
279
280                 case CLASS_PRIEST:
281                 case CLASS_BARD:
282                 {
283                         /* Good (light) sensing */
284                         if (0 != randint0(10000L / (plev * plev + 40))) return;
285
286                         /* Done */
287                         break;
288                 }
289
290                 case CLASS_ROGUE:
291                 case CLASS_NINJA:
292                 {
293                         /* Okay sensing */
294                         if (0 != randint0(20000L / (plev * plev + 40))) return;
295
296                         /* Heavy sensing */
297                         heavy = TRUE;
298
299                         /* Done */
300                         break;
301                 }
302
303                 case CLASS_RANGER:
304                 {
305                         /* Bad sensing */
306                         if (0 != randint0(95000L / (plev * plev + 40))) return;
307
308                         /* Changed! */
309                         heavy = TRUE;
310
311                         /* Done */
312                         break;
313                 }
314
315                 case CLASS_PALADIN:
316                 {
317                         /* Bad sensing */
318                         if (0 != randint0(77777L / (plev * plev + 40))) return;
319
320                         /* Heavy sensing */
321                         heavy = TRUE;
322
323                         /* Done */
324                         break;
325                 }
326
327                 case CLASS_WARRIOR_MAGE:
328                 case CLASS_RED_MAGE:
329                 {
330                         /* Bad sensing */
331                         if (0 != randint0(75000L / (plev * plev + 40))) return;
332
333                         /* Done */
334                         break;
335                 }
336
337                 case CLASS_MINDCRAFTER:
338                 case CLASS_IMITATOR:
339                 case CLASS_BLUE_MAGE:
340                 case CLASS_MIRROR_MASTER:
341                 {
342                         /* Bad sensing */
343                         if (0 != randint0(55000L / (plev * plev + 40))) return;
344
345                         /* Done */
346                         break;
347                 }
348
349                 case CLASS_CHAOS_WARRIOR:
350                 {
351                         /* Bad sensing */
352                         if (0 != randint0(80000L / (plev * plev + 40))) return;
353
354                         /* Changed! */
355                         heavy = TRUE;
356
357                         /* Done */
358                         break;
359                 }
360
361                 case CLASS_MONK:
362                 case CLASS_FORCETRAINER:
363                 {
364                         /* Okay sensing */
365                         if (0 != randint0(20000L / (plev * plev + 40))) return;
366
367                         /* Done */
368                         break;
369                 }
370
371                 case CLASS_TOURIST:
372                 {
373                         /* Good sensing */
374                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
375
376                         /* Heavy sensing */
377                         heavy = TRUE;
378
379                         /* Done */
380                         break;
381                 }
382
383                 case CLASS_BEASTMASTER:
384                 {
385                         /* Bad sensing */
386                         if (0 != randint0(65000L / (plev * plev + 40))) return;
387
388                         /* Done */
389                         break;
390                 }
391                 case CLASS_BERSERKER:
392                 {
393                         /* Heavy sensing */
394                         heavy = TRUE;
395
396                         /* Done */
397                         break;
398                 }
399         }
400
401         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
402
403         /*** Sense everything ***/
404
405         /* Check everything */
406         for (i = 0; i < INVEN_TOTAL; i++)
407         {
408                 bool okay = FALSE;
409
410                 o_ptr = &inventory[i];
411
412                 /* Skip empty slots */
413                 if (!o_ptr->k_idx) continue;
414
415                 /* Valid "tval" codes */
416                 switch (o_ptr->tval)
417                 {
418                         case TV_SHOT:
419                         case TV_ARROW:
420                         case TV_BOLT:
421                         case TV_BOW:
422                         case TV_DIGGING:
423                         case TV_HAFTED:
424                         case TV_POLEARM:
425                         case TV_SWORD:
426                         case TV_BOOTS:
427                         case TV_GLOVES:
428                         case TV_HELM:
429                         case TV_CROWN:
430                         case TV_SHIELD:
431                         case TV_CLOAK:
432                         case TV_SOFT_ARMOR:
433                         case TV_HARD_ARMOR:
434                         case TV_DRAG_ARMOR:
435                         case TV_CARD:
436                         {
437                                 okay = TRUE;
438                                 break;
439                         }
440                 }
441
442                 /* Skip non-sense machines */
443                 if (!okay) continue;
444
445                 /* Occasional failure on inventory items */
446                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
447
448                 /* Good luck */
449                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
450                 {
451                         heavy = TRUE;
452                 }
453
454                 sense_inventory_aux(i, heavy);
455         }
456 }
457
458
459 static void sense_inventory2(void)
460 {
461         int         i;
462         int         plev = p_ptr->lev;
463         object_type *o_ptr;
464
465
466         /*** Check for "sensing" ***/
467
468         /* No sensing when confused */
469         if (p_ptr->confused) return;
470
471         /* Analyze the class */
472         switch (p_ptr->pclass)
473         {
474                 case CLASS_WARRIOR:
475                 case CLASS_ARCHER:
476                 case CLASS_SAMURAI:
477                 case CLASS_CAVALRY:
478                 case CLASS_BERSERKER:
479                 {
480                         return;
481                 }
482
483                 case CLASS_SMITH:
484                 case CLASS_PALADIN:
485                 case CLASS_CHAOS_WARRIOR:
486                 case CLASS_IMITATOR:
487                 case CLASS_BEASTMASTER:
488                 case CLASS_NINJA:
489                 {
490                         /* Very bad (light) sensing */
491                         if (0 != randint0(240000L / (plev + 5))) return;
492
493                         /* Done */
494                         break;
495                 }
496
497                 case CLASS_RANGER:
498                 case CLASS_WARRIOR_MAGE:
499                 case CLASS_RED_MAGE:
500                 case CLASS_MONK:
501                 {
502                         /* Bad sensing */
503                         if (0 != randint0(95000L / (plev * plev + 40))) return;
504
505                         /* Done */
506                         break;
507                 }
508
509                 case CLASS_PRIEST:
510                 case CLASS_BARD:
511                 case CLASS_ROGUE:
512                 case CLASS_FORCETRAINER:
513                 case CLASS_MINDCRAFTER:
514                 {
515                         /* Good sensing */
516                         if (0 != randint0(20000L / (plev * plev + 40))) return;
517
518                         /* Done */
519                         break;
520                 }
521
522                 case CLASS_MAGE:
523                 case CLASS_HIGH_MAGE:
524                 case CLASS_SORCERER:
525                 case CLASS_MAGIC_EATER:
526                 case CLASS_MIRROR_MASTER:
527                 case CLASS_BLUE_MAGE:
528                 {
529                         /* Good sensing */
530                         if (0 != randint0(9000L / (plev * plev + 40))) return;
531
532                         /* Done */
533                         break;
534                 }
535
536                 case CLASS_TOURIST:
537                 {
538                         /* Good sensing */
539                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
540
541                         /* Done */
542                         break;
543                 }
544         }
545
546         /*** Sense everything ***/
547
548         /* Check everything */
549         for (i = 0; i < INVEN_TOTAL; i++)
550         {
551                 bool okay = FALSE;
552
553                 o_ptr = &inventory[i];
554
555                 /* Skip empty slots */
556                 if (!o_ptr->k_idx) continue;
557
558                 /* Valid "tval" codes */
559                 switch (o_ptr->tval)
560                 {
561                         case TV_RING:
562                         case TV_AMULET:
563                         case TV_LITE:
564                         case TV_FIGURINE:
565                         {
566                                 okay = TRUE;
567                                 break;
568                         }
569                 }
570
571                 /* Skip non-sense machines */
572                 if (!okay) continue;
573
574                 /* Occasional failure on inventory items */
575                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
576
577                 sense_inventory_aux(i, TRUE);
578         }
579 }
580
581
582
583 /*
584  * Go to any level (ripped off from wiz_jump)
585  */
586 static void pattern_teleport(void)
587 {
588         int min_level = 0;
589         int max_level = 99;
590
591         /* Ask for level */
592 #ifdef JP
593         if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
594 #else
595         if (get_check("Teleport level? "))
596 #endif
597
598         {
599                 char    ppp[80];
600                 char    tmp_val[160];
601
602                 /* Only downward in ironman mode */
603                 if (ironman_downward)
604                         min_level = dun_level;
605
606                 /* Maximum level */
607                 if (dungeon_type == DUNGEON_ANGBAND)
608                 {
609                         if (dun_level > 100)
610                                 max_level = MAX_DEPTH - 1;
611                         else if (dun_level == 100)
612                                 max_level = 100;
613                 }
614                 else
615                 {
616                         max_level = d_info[dungeon_type].maxdepth;
617                         min_level = d_info[dungeon_type].mindepth;
618                 }
619
620                 /* Prompt */
621 #ifdef JP
622                 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
623 #else
624                 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
625 #endif
626
627
628                 /* Default */
629                 sprintf(tmp_val, "%d", dun_level);
630
631                 /* Ask for a level */
632                 if (!get_string(ppp, tmp_val, 10)) return;
633
634                 /* Extract request */
635                 command_arg = atoi(tmp_val);
636         }
637 #ifdef JP
638         else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
639 #else
640         else if (get_check("Normal teleport? "))
641 #endif
642         {
643                 teleport_player(200, 0L);
644                 return;
645         }
646         else
647         {
648                 return;
649         }
650
651         /* Paranoia */
652         if (command_arg < min_level) command_arg = min_level;
653
654         /* Paranoia */
655         if (command_arg > max_level) command_arg = max_level;
656
657         /* Accept request */
658 #ifdef JP
659         msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
660 #else
661         msg_format("You teleport to dungeon level %d.", command_arg);
662 #endif
663
664
665         if (autosave_l) do_cmd_save_game(TRUE);
666
667         /* Change level */
668         dun_level = command_arg;
669
670         leave_quest_check();
671
672         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
673
674         p_ptr->inside_quest = 0;
675         energy_use = 0;
676
677         /*
678          * Clear all saved floors
679          * and create a first saved floor
680          */
681         prepare_change_floor_mode(CFM_FIRST_FLOOR);
682
683         /* Leaving */
684         p_ptr->leaving = TRUE;
685 }
686
687
688 static void wreck_the_pattern(void)
689 {
690         int to_ruin = 0, r_y, r_x;
691         int pattern_type = f_info[cave[py][px].feat].power;
692
693         if (pattern_type == PATTERN_TILE_WRECKED)
694         {
695                 /* Ruined already */
696                 return;
697         }
698
699 #ifdef JP
700         msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
701         msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
702 #else
703         msg_print("You bleed on the Pattern!");
704         msg_print("Something terrible happens!");
705 #endif
706
707         if (!IS_INVULN())
708 #ifdef JP
709                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
710 #else
711                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
712 #endif
713
714         to_ruin = randint1(45) + 35;
715
716         while (to_ruin--)
717         {
718                 scatter(&r_y, &r_x, py, px, 4, 0);
719
720                 if (pattern_tile(r_y, r_x) &&
721                     (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
722                 {
723                         cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
724                 }
725         }
726
727         cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
728 }
729
730
731 /* Returns TRUE if we are on the Pattern... */
732 static bool pattern_effect(void)
733 {
734         int pattern_type;
735
736         if (!pattern_tile(py, px)) return FALSE;
737
738         if ((prace_is_(RACE_AMBERITE)) &&
739             (p_ptr->cut > 0) && one_in_(10))
740         {
741                 wreck_the_pattern();
742         }
743
744         pattern_type = f_info[cave[py][px].feat].power;
745
746         switch (pattern_type)
747         {
748         case PATTERN_TILE_END:
749                 (void)set_poisoned(0);
750                 (void)set_image(0);
751                 (void)set_stun(0);
752                 (void)set_cut(0);
753                 (void)set_blind(0);
754                 (void)set_afraid(0);
755                 (void)do_res_stat(A_STR);
756                 (void)do_res_stat(A_INT);
757                 (void)do_res_stat(A_WIS);
758                 (void)do_res_stat(A_DEX);
759                 (void)do_res_stat(A_CON);
760                 (void)do_res_stat(A_CHR);
761                 (void)restore_level();
762                 (void)hp_player(1000);
763
764                 cave_set_feat(py, px, FEAT_PATTERN_OLD);
765
766 #ifdef JP
767                 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
768 #else
769                 msg_print("This section of the Pattern looks less powerful.");
770 #endif
771
772                 /*
773                  * We could make the healing effect of the
774                  * Pattern center one-time only to avoid various kinds
775                  * of abuse, like luring the win monster into fighting you
776                  * in the middle of the pattern...
777                  */
778                 break;
779
780         case PATTERN_TILE_OLD:
781                 /* No effect */
782                 break;
783
784         case PATTERN_TILE_TELEPORT:
785                 pattern_teleport();
786                 break;
787
788         case PATTERN_TILE_WRECKED:
789                 if (!IS_INVULN())
790 #ifdef JP
791                         take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
792 #else
793                         take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
794 #endif
795                 break;
796
797         default:
798                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
799                         return TRUE;
800                 else if (!IS_INVULN())
801 #ifdef JP
802                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
803 #else
804                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
805 #endif
806                 break;
807         }
808
809         return TRUE;
810 }
811
812
813
814
815
816 /*
817  * Regenerate hit points                                -RAK-
818  */
819 static void regenhp(int percent)
820 {
821         s32b new_chp;
822         u32b new_chp_frac;
823         s32b old_chp;
824
825         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
826         if (p_ptr->action == ACTION_HAYAGAKE) return;
827
828         /* Save the old hitpoints */
829         old_chp = p_ptr->chp;
830
831         /*
832          * Extract the new hitpoints
833          *
834          * 'percent' is the Regen factor in unit (1/2^16)
835          */
836         new_chp = 0;
837         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
838
839         /* Convert the unit (1/2^16) to (1/2^32) */
840         s64b_LSHIFT(new_chp, new_chp_frac, 16);
841
842         /* Regenerating */
843         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
844
845
846         /* Fully healed */
847         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
848         {
849                 p_ptr->chp = p_ptr->mhp;
850                 p_ptr->chp_frac = 0;
851         }
852
853         /* Notice changes */
854         if (old_chp != p_ptr->chp)
855         {
856                 /* Redraw */
857                 p_ptr->redraw |= (PR_HP);
858
859                 /* Window stuff */
860                 p_ptr->window |= (PW_PLAYER);
861
862                 wild_regen = 20;
863         }
864 }
865
866
867 /*
868  * Regenerate mana points
869  */
870 static void regenmana(int percent)
871 {
872         s32b old_csp = p_ptr->csp;
873
874         /*
875          * Excess mana will decay 32 times faster than normal
876          * regeneration rate.
877          */
878         if (p_ptr->csp > p_ptr->msp)
879         {
880                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
881                 s32b decay = 0;
882                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
883
884                 /* Convert the unit (1/2^16) to (1/2^32) */
885                 s64b_LSHIFT(decay, decay_frac, 16);
886
887                 /* Decay */
888                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
889
890                 /* Stop decaying */
891                 if (p_ptr->csp < p_ptr->msp)
892                 {
893                         p_ptr->csp = p_ptr->msp;
894                         p_ptr->csp_frac = 0;
895                 }
896         }
897
898         /* Regenerating mana (unless the player has excess mana) */
899         else if (percent > 0)
900         {
901                 /* (percent/100) is the Regen factor in unit (1/2^16) */
902                 s32b new_mana = 0;
903                 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
904
905                 /* Convert the unit (1/2^16) to (1/2^32) */
906                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
907
908                 /* Regenerate */
909                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
910
911                 /* Must set frac to zero even if equal */
912                 if (p_ptr->csp >= p_ptr->msp)
913                 {
914                         p_ptr->csp = p_ptr->msp;
915                         p_ptr->csp_frac = 0;
916                 }
917         }
918
919
920         /* Reduce mana (even when the player has excess mana) */
921         if (percent < 0)
922         {
923                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
924                 s32b reduce_mana = 0;
925                 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
926
927                 /* Convert the unit (1/2^16) to (1/2^32) */
928                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
929
930                 /* Reduce mana */
931                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
932
933                 /* Check overflow */
934                 if (p_ptr->csp < 0)
935                 {
936                         p_ptr->csp = 0;
937                         p_ptr->csp_frac = 0;
938                 }
939         }
940
941
942         /* Redraw mana */
943         if (old_csp != p_ptr->csp)
944         {
945                 /* Redraw */
946                 p_ptr->redraw |= (PR_MANA);
947
948                 /* Window stuff */
949                 p_ptr->window |= (PW_PLAYER);
950                 p_ptr->window |= (PW_SPELL);
951
952                 wild_regen = 20;
953         }
954 }
955
956
957
958 /*
959  * Regenerate magic
960  */
961 static void regenmagic(int percent)
962 {
963         s32b        new_mana;
964         int i;
965
966         for (i = 0; i < EATER_EXT*2; i++)
967         {
968                 if (!p_ptr->magic_num2[i]) continue;
969                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
970                 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
971                 p_ptr->magic_num1[i] += new_mana;
972
973                 /* Check maximum charge */
974                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
975                 {
976                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
977                 }
978                 wild_regen = 20;
979         }
980         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
981         {
982                 if (!p_ptr->magic_num1[i]) continue;
983                 if (!p_ptr->magic_num2[i]) continue;
984                 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
985                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
986                 wild_regen = 20;
987         }
988 }
989
990
991
992
993
994
995 /*
996  * Regenerate the monsters (once per 100 game turns)
997  *
998  * XXX XXX XXX Should probably be done during monster turns.
999  */
1000 static void regen_monsters(void)
1001 {
1002         int i, frac;
1003
1004
1005         /* Regenerate everyone */
1006         for (i = 1; i < m_max; i++)
1007         {
1008                 /* Check the i'th monster */
1009                 monster_type *m_ptr = &m_list[i];
1010                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1011
1012
1013                 /* Skip dead monsters */
1014                 if (!m_ptr->r_idx) continue;
1015
1016                 /* Allow regeneration (if needed) */
1017                 if (m_ptr->hp < m_ptr->maxhp)
1018                 {
1019                         /* Hack -- Base regeneration */
1020                         frac = m_ptr->maxhp / 100;
1021
1022                         /* Hack -- Minimal regeneration rate */
1023                         if (!frac) if (one_in_(2)) frac = 1;
1024
1025                         /* Hack -- Some monsters regenerate quickly */
1026                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1027
1028                         /* Hack -- Regenerate */
1029                         m_ptr->hp += frac;
1030
1031                         /* Do not over-regenerate */
1032                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1033
1034                         /* Redraw (later) if needed */
1035                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1036                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1037                 }
1038         }
1039 }
1040
1041
1042 /*
1043  * Regenerate the captured monsters (once per 30 game turns)
1044  *
1045  * XXX XXX XXX Should probably be done during monster turns.
1046  */
1047 static void regen_captured_monsters(void)
1048 {
1049         int i, frac;
1050         bool heal = FALSE;
1051
1052         /* Regenerate everyone */
1053         for (i = 0; i < INVEN_TOTAL; i++)
1054         {
1055                 monster_race *r_ptr;
1056                 object_type *o_ptr = &inventory[i];
1057
1058                 if (!o_ptr->k_idx) continue;
1059                 if (o_ptr->tval != TV_CAPTURE) continue;
1060                 if (!o_ptr->pval) continue;
1061
1062                 heal = TRUE;
1063
1064                 r_ptr = &r_info[o_ptr->pval];
1065
1066                 /* Allow regeneration (if needed) */
1067                 if (o_ptr->xtra4 < o_ptr->xtra5)
1068                 {
1069                         /* Hack -- Base regeneration */
1070                         frac = o_ptr->xtra5 / 100;
1071
1072                         /* Hack -- Minimal regeneration rate */
1073                         if (!frac) if (one_in_(2)) frac = 1;
1074
1075                         /* Hack -- Some monsters regenerate quickly */
1076                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1077
1078                         /* Hack -- Regenerate */
1079                         o_ptr->xtra4 += frac;
1080
1081                         /* Do not over-regenerate */
1082                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1083                 }
1084         }
1085
1086         if (heal)
1087         {
1088                 /* Combine pack */
1089                 p_ptr->notice |= (PN_COMBINE);
1090
1091                 /* Window stuff */
1092                 p_ptr->window |= (PW_INVEN);
1093                 p_ptr->window |= (PW_EQUIP);
1094                 wild_regen = 20;
1095         }
1096 }
1097
1098
1099 static void notice_lite_change(object_type *o_ptr)
1100 {
1101         /* Hack -- notice interesting fuel steps */
1102         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1103         {
1104                 /* Window stuff */
1105                 p_ptr->window |= (PW_EQUIP);
1106         }
1107
1108         /* Hack -- Special treatment when blind */
1109         if (p_ptr->blind)
1110         {
1111                 /* Hack -- save some light for later */
1112                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1113         }
1114
1115         /* The light is now out */
1116         else if (o_ptr->xtra4 == 0)
1117         {
1118                 disturb(0, 0);
1119 #ifdef JP
1120 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1121 #else
1122                 msg_print("Your light has gone out!");
1123 #endif
1124
1125                 /* Recalculate torch radius */
1126                 p_ptr->update |= (PU_TORCH);
1127
1128                 /* Some ego light lose its effects without fuel */
1129                 p_ptr->update |= (PU_BONUS);
1130         }
1131
1132         /* The light is getting dim */
1133         else if (o_ptr->name2 == EGO_LITE_LONG)
1134         {
1135                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1136                     && (turn % (TURNS_PER_TICK*2)))
1137                 {
1138                         if (disturb_minor) disturb(0, 0);
1139 #ifdef JP
1140 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1141 #else
1142                         msg_print("Your light is growing faint.");
1143 #endif
1144
1145                 }
1146         }
1147
1148         /* The light is getting dim */
1149         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1150         {
1151                 if (disturb_minor) disturb(0, 0);
1152 #ifdef JP
1153 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
1154 #else
1155                 msg_print("Your light is growing faint.");
1156 #endif
1157
1158         }
1159 }
1160
1161
1162 void leave_quest_check(void)
1163 {
1164         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1165         leaving_quest = p_ptr->inside_quest;
1166
1167         /* Leaving an 'only once' quest marks it as failed */
1168         if (leaving_quest &&
1169             ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1170             (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1171         {
1172                 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1173                 quest[leaving_quest].complev = (byte)p_ptr->lev;
1174                 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1175                 {
1176                         r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1177                         if (record_rand_quest)
1178                                 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1179
1180                         /* Floor of random quest will be blocked */
1181                         prepare_change_floor_mode(CFM_NO_RETURN);
1182                 }
1183                 else if (record_fix_quest)
1184                         do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1185         }
1186 }
1187
1188
1189 /*
1190  * Forcibly pseudo-identify an object in the inventory
1191  * (or on the floor)
1192  *
1193  * note: currently this function allows pseudo-id of any object,
1194  * including silly ones like potions & scrolls, which always
1195  * get '{average}'. This should be changed, either to stop such
1196  * items from being pseudo-id'd, or to allow psychometry to
1197  * detect whether the unidentified potion/scroll/etc is
1198  * good (Cure Light Wounds, Restore Strength, etc) or
1199  * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1200  */
1201 bool psychometry(void)
1202 {
1203         int             item;
1204         object_type     *o_ptr;
1205         char            o_name[MAX_NLEN];
1206         byte            feel;
1207         cptr            q, s;
1208         bool okay = FALSE;
1209
1210         item_tester_no_ryoute = TRUE;
1211         /* Get an item */
1212 #ifdef JP
1213 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1214 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1215 #else
1216         q = "Meditate on which item? ";
1217         s = "You have nothing appropriate.";
1218 #endif
1219
1220         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1221
1222         /* Get the item (in the pack) */
1223         if (item >= 0)
1224         {
1225                 o_ptr = &inventory[item];
1226         }
1227
1228         /* Get the item (on the floor) */
1229         else
1230         {
1231                 o_ptr = &o_list[0 - item];
1232         }
1233
1234         /* It is fully known, no information needed */
1235         if (object_is_known(o_ptr))
1236         {
1237 #ifdef JP
1238 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1239 #else
1240                 msg_print("You cannot find out anything more about that.");
1241 #endif
1242
1243                 return TRUE;
1244         }
1245
1246         /* Check for a feeling */
1247         feel = value_check_aux1(o_ptr);
1248
1249         /* Get an object description */
1250         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1251
1252         /* Skip non-feelings */
1253         if (!feel)
1254         {
1255 #ifdef JP
1256 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1257 #else
1258                 msg_format("You do not perceive anything unusual about the %s.", o_name);
1259 #endif
1260
1261                 return TRUE;
1262         }
1263
1264 #ifdef JP
1265 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1266     o_name,  game_inscriptions[feel]);
1267 #else
1268         msg_format("You feel that the %s %s %s...",
1269                            o_name, ((o_ptr->number == 1) ? "is" : "are"),
1270                            game_inscriptions[feel]);
1271 #endif
1272
1273
1274         /* We have "felt" it */
1275         o_ptr->ident |= (IDENT_SENSE);
1276
1277         /* "Inscribe" it */
1278         o_ptr->feeling = feel;
1279
1280         /* Combine / Reorder the pack (later) */
1281         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1282
1283         /* Window stuff */
1284         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1285
1286         /* Valid "tval" codes */
1287         switch (o_ptr->tval)
1288         {
1289         case TV_SHOT:
1290         case TV_ARROW:
1291         case TV_BOLT:
1292         case TV_BOW:
1293         case TV_DIGGING:
1294         case TV_HAFTED:
1295         case TV_POLEARM:
1296         case TV_SWORD:
1297         case TV_BOOTS:
1298         case TV_GLOVES:
1299         case TV_HELM:
1300         case TV_CROWN:
1301         case TV_SHIELD:
1302         case TV_CLOAK:
1303         case TV_SOFT_ARMOR:
1304         case TV_HARD_ARMOR:
1305         case TV_DRAG_ARMOR:
1306         case TV_CARD:
1307         case TV_RING:
1308         case TV_AMULET:
1309         case TV_LITE:
1310         case TV_FIGURINE:
1311                 okay = TRUE;
1312                 break;
1313         }
1314
1315         /* Auto-inscription/destroy */
1316         autopick_alter_item(item, (bool)(okay && destroy_feeling));
1317
1318         /* Something happened */
1319         return (TRUE);
1320 }
1321
1322
1323 /*
1324  * If player has inscribed the object with "!!", let him know when it's
1325  * recharged. -LM-
1326  */
1327 static void recharged_notice(object_type *o_ptr)
1328 {
1329         char o_name[MAX_NLEN];
1330
1331         cptr s;
1332
1333         /* No inscription */
1334         if (!o_ptr->inscription) return;
1335
1336         /* Find a '!' */
1337         s = my_strchr(quark_str(o_ptr->inscription), '!');
1338
1339         /* Process notification request. */
1340         while (s)
1341         {
1342                 /* Find another '!' */
1343                 if (s[1] == '!')
1344                 {
1345                         /* Describe (briefly) */
1346                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1347
1348                         /* Notify the player */
1349 #ifdef JP
1350                         msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1351 #else
1352                         if (o_ptr->number > 1)
1353                                 msg_format("Your %s are recharged.", o_name);
1354                         else
1355                                 msg_format("Your %s is recharged.", o_name);
1356 #endif
1357
1358                         disturb(0, 0);
1359
1360                         /* Done. */
1361                         return;
1362                 }
1363
1364                 /* Keep looking for '!'s */
1365                 s = my_strchr(s + 1, '!');
1366         }
1367 }
1368
1369
1370 static void check_music(void)
1371 {
1372         magic_type *s_ptr;
1373         int spell;
1374         s32b need_mana;
1375         u32b need_mana_frac;
1376
1377         /* Music singed by player */
1378         if (p_ptr->pclass != CLASS_BARD) return;
1379         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1380
1381         if (p_ptr->anti_magic)
1382         {
1383                 stop_singing();
1384                 return;
1385         }
1386
1387         spell = p_ptr->magic_num2[0];
1388         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1389
1390         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1391         need_mana_frac = 0;
1392
1393         /* Divide by 2 */
1394         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1395
1396         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1397         {
1398                 stop_singing();
1399                 return;
1400         }
1401         else
1402         {
1403                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1404
1405                 p_ptr->redraw |= PR_MANA;
1406                 if (p_ptr->magic_num1[1])
1407                 {
1408                         p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1409                         p_ptr->magic_num1[1] = 0;
1410 #ifdef JP
1411                         msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1412 #else
1413                         msg_print("You restart singing.");
1414 #endif
1415                         p_ptr->action = ACTION_SING;
1416
1417                         /* Recalculate bonuses */
1418                         p_ptr->update |= (PU_BONUS | PU_HP);
1419
1420                         /* Redraw map and status bar */
1421                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1422
1423                         /* Update monsters */
1424                         p_ptr->update |= (PU_MONSTERS);
1425
1426                         /* Window stuff */
1427                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1428                 }
1429         }
1430         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1431                 p_ptr->spell_exp[spell] += 5;
1432         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1433         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1434         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1435         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1436         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1437         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1438
1439         /* Do any effects of continual song */
1440         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1441 }
1442
1443
1444 /* Choose one of items that have cursed flag */
1445 static object_type *choose_cursed_obj_name(u32b flag)
1446 {
1447         int i;
1448         int choices[INVEN_TOTAL-INVEN_RARM];
1449         int number = 0;
1450
1451         /* Paranoia -- Player has no warning-item */
1452         if (!(p_ptr->cursed & flag)) return NULL;
1453
1454         /* Search Inventry */
1455         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1456         {
1457                 object_type *o_ptr = &inventory[i];
1458
1459                 if (o_ptr->curse_flags & flag)
1460                 {
1461                         choices[number] = i;
1462                         number++;
1463                 }
1464         }
1465
1466         /* Choice one of them */
1467         return (&inventory[choices[randint0(number)]]);
1468 }
1469
1470
1471 /*
1472  * Handle timed damage and regeneration every 10 game turns
1473  */
1474 static void process_world_aux_hp_and_sp(void)
1475 {
1476         feature_type *f_ptr = &f_info[cave[py][px].feat];
1477         bool cave_no_regen = FALSE;
1478         int upkeep_factor = 0;
1479         int upkeep_regen;
1480
1481         /* Default regeneration */
1482         int regen_amount = PY_REGEN_NORMAL;
1483
1484
1485         /*** Damage over Time ***/
1486
1487         /* Take damage from poison */
1488         if (p_ptr->poisoned && !IS_INVULN())
1489         {
1490                 /* Take damage */
1491 #ifdef JP
1492                 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1493 #else
1494                 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1495 #endif
1496
1497         }
1498
1499         /* Take damage from cuts */
1500         if (p_ptr->cut && !IS_INVULN())
1501         {
1502                 int dam;
1503
1504                 /* Mortal wound or Deep Gash */
1505                 if (p_ptr->cut > 1000)
1506                 {
1507                         dam = 200;
1508                 }
1509
1510                 else if (p_ptr->cut > 200)
1511                 {
1512                         dam = 80;
1513                 }
1514
1515                 /* Severe cut */
1516                 else if (p_ptr->cut > 100)
1517                 {
1518                         dam = 32;
1519                 }
1520
1521                 else if (p_ptr->cut > 50)
1522                 {
1523                         dam = 16;
1524                 }
1525
1526                 else if (p_ptr->cut > 25)
1527                 {
1528                         dam = 7;
1529                 }
1530
1531                 else if (p_ptr->cut > 10)
1532                 {
1533                         dam = 3;
1534                 }
1535
1536                 /* Other cuts */
1537                 else
1538                 {
1539                         dam = 1;
1540                 }
1541
1542                 /* Take damage */
1543 #ifdef JP
1544                 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1545 #else
1546                 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1547 #endif
1548
1549         }
1550
1551
1552         /* (Vampires) Take damage from sunlight */
1553         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1554         {
1555                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1556                 {
1557                         if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1558                         {
1559                                 /* Take damage */
1560 #ifdef JP
1561 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
1562 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1563 #else
1564                                 msg_print("The sun's rays scorch your undead flesh!");
1565                                 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1566 #endif
1567
1568                                 cave_no_regen = TRUE;
1569                         }
1570                 }
1571
1572                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1573                     !p_ptr->resist_lite)
1574                 {
1575                         object_type * o_ptr = &inventory[INVEN_LITE];
1576                         char o_name [MAX_NLEN];
1577                         char ouch [MAX_NLEN+40];
1578
1579                         /* Get an object description */
1580                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1581
1582 #ifdef JP
1583 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
1584 #else
1585                         msg_format("The %s scorches your undead flesh!", o_name);
1586 #endif
1587
1588
1589                         cave_no_regen = TRUE;
1590
1591                         /* Get an object description */
1592                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1593
1594 #ifdef JP
1595 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1596 #else
1597                         sprintf(ouch, "wielding %s", o_name);
1598 #endif
1599
1600                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1601                 }
1602         }
1603
1604         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1605         {
1606                 int damage = 0;
1607
1608                 if (have_flag(f_ptr->flags, FF_DEEP))
1609                 {
1610                         damage = 6000 + randint0(4000);
1611                 }
1612                 else if (!p_ptr->levitation)
1613                 {
1614                         damage = 3000 + randint0(2000);
1615                 }
1616
1617                 if (damage)
1618                 {
1619                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1620                         if (p_ptr->resist_fire) damage = damage / 3;
1621                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1622
1623                         if (p_ptr->levitation) damage = damage / 5;
1624
1625                         damage = damage / 100 + (randint0(100) < (damage % 100));
1626
1627                         if (p_ptr->levitation)
1628                         {
1629 #ifdef JP
1630                                 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1631                                 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1632 #else
1633                                 msg_print("The heat burns you!");
1634                                 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1635 #endif
1636                         }
1637                         else
1638                         {
1639                                 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1640 #ifdef JP
1641                                 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1642 #else
1643                                 msg_format("The %s burns you!", name);
1644 #endif
1645                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1646                         }
1647
1648                         cave_no_regen = TRUE;
1649                 }
1650         }
1651
1652         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1653             !p_ptr->levitation && !p_ptr->can_swim)
1654         {
1655                 if (p_ptr->total_weight > weight_limit())
1656                 {
1657                         /* Take damage */
1658 #ifdef JP
1659                         msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1660                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1661 #else
1662                         msg_print("You are drowning!");
1663                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1664 #endif
1665
1666                         cave_no_regen = TRUE;
1667                 }
1668         }
1669
1670         if (p_ptr->riding)
1671         {
1672                 int damage;
1673                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1674                 {
1675                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1676                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1677                         if (p_ptr->resist_fire) damage = damage / 3;
1678                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1679 #ifdef JP
1680 msg_print("Ç®¤¤¡ª");
1681 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1682 #else
1683                         msg_print("It's hot!");
1684                         take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1685 #endif
1686                 }
1687                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1688                 {
1689                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1690                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1691                         if (p_ptr->resist_elec) damage = damage / 3;
1692                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1693 #ifdef JP
1694 msg_print("Äˤ¤¡ª");
1695 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1696 #else
1697                         msg_print("It hurts!");
1698                         take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1699 #endif
1700                 }
1701                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1702                 {
1703                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1704                         if (p_ptr->resist_cold) damage = damage / 3;
1705                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1706 #ifdef JP
1707 msg_print("Î䤿¤¤¡ª");
1708 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1709 #else
1710                         msg_print("It's cold!");
1711                         take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1712 #endif
1713                 }
1714         }
1715
1716         /* Spectres -- take damage when moving through walls */
1717         /*
1718          * Added: ANYBODY takes damage if inside through walls
1719          * without wraith form -- NOTE: Spectres will never be
1720          * reduced below 0 hp by being inside a stone wall; others
1721          * WILL BE!
1722          */
1723         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1724         {
1725                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1726                     ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1727                 {
1728                         cptr dam_desc;
1729
1730                         cave_no_regen = TRUE;
1731
1732                         if (p_ptr->pass_wall)
1733                         {
1734 #ifdef JP
1735                                 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1736                                 dam_desc = "Ì©ÅÙ";
1737 #else
1738                                 msg_print("Your molecules feel disrupted!");
1739                                 dam_desc = "density";
1740 #endif
1741                         }
1742                         else
1743                         {
1744 #ifdef JP
1745                                 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1746                                 dam_desc = "¹Å¤¤´ä";
1747 #else
1748                                 msg_print("You are being crushed!");
1749                                 dam_desc = "solid rock";
1750 #endif
1751                         }
1752
1753                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1754                 }
1755         }
1756
1757
1758         /*** handle regeneration ***/
1759
1760         /* Getting Weak */
1761         if (p_ptr->food < PY_FOOD_WEAK)
1762         {
1763                 /* Lower regeneration */
1764                 if (p_ptr->food < PY_FOOD_STARVE)
1765                 {
1766                         regen_amount = 0;
1767                 }
1768                 else if (p_ptr->food < PY_FOOD_FAINT)
1769                 {
1770                         regen_amount = PY_REGEN_FAINT;
1771                 }
1772                 else
1773                 {
1774                         regen_amount = PY_REGEN_WEAK;
1775                 }
1776         }
1777
1778         /* Are we walking the pattern? */
1779         if (pattern_effect())
1780         {
1781                 cave_no_regen = TRUE;
1782         }
1783         else
1784         {
1785                 /* Regeneration ability */
1786                 if (p_ptr->regenerate)
1787                 {
1788                         regen_amount = regen_amount * 2;
1789                 }
1790                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1791                 {
1792                         regen_amount /= 2;
1793                 }
1794                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1795                 {
1796                         regen_amount /= 5;
1797                 }
1798         }
1799
1800
1801         /* Searching or Resting */
1802         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1803         {
1804                 regen_amount = regen_amount * 2;
1805         }
1806
1807         upkeep_factor = calculate_upkeep();
1808
1809         /* No regeneration while special action */
1810         if ((p_ptr->action == ACTION_LEARN) ||
1811             (p_ptr->action == ACTION_HAYAGAKE) ||
1812             (p_ptr->special_defense & KATA_KOUKIJIN))
1813         {
1814                 upkeep_factor += 100;
1815         }
1816
1817         /* Regenerate the mana */
1818         upkeep_regen = (100 - upkeep_factor) * regen_amount;
1819         regenmana(upkeep_regen);
1820
1821
1822         /* Recharge magic eater's power */
1823         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1824         {
1825                 regenmagic(regen_amount);
1826         }
1827
1828         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1829         {
1830                 while (upkeep_factor > 100)
1831                 {
1832 #ifdef JP
1833                         msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
1834 #else
1835                         msg_print("Too many pets to control at once!");
1836 #endif
1837                         msg_print(NULL);
1838                         do_cmd_pet_dismiss();
1839
1840                         upkeep_factor = calculate_upkeep();
1841
1842 #ifdef JP
1843                         msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1844 #else
1845                         msg_format("Upkeep: %d%% mana.", upkeep_factor);
1846 #endif
1847                         msg_print(NULL);
1848                 }
1849         }
1850
1851         /* Poisoned or cut yields no healing */
1852         if (p_ptr->poisoned) regen_amount = 0;
1853         if (p_ptr->cut) regen_amount = 0;
1854
1855         /* Special floor -- Pattern, in a wall -- yields no healing */
1856         if (cave_no_regen) regen_amount = 0;
1857
1858         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1859
1860         /* Regenerate Hit Points if needed */
1861         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1862         {
1863                 regenhp(regen_amount);
1864         }
1865 }
1866
1867
1868 /*
1869  * Handle timeout every 10 game turns
1870  */
1871 static void process_world_aux_timeout(void)
1872 {
1873         const int dec_count = (easy_band ? 2 : 1);
1874
1875         /*** Timeout Various Things ***/
1876
1877         /* Mimic */
1878         if (p_ptr->tim_mimic)
1879         {
1880                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1881         }
1882
1883         /* Hack -- Hallucinating */
1884         if (p_ptr->image)
1885         {
1886                 (void)set_image(p_ptr->image - dec_count);
1887         }
1888
1889         /* Blindness */
1890         if (p_ptr->blind)
1891         {
1892                 (void)set_blind(p_ptr->blind - dec_count);
1893         }
1894
1895         /* Times see-invisible */
1896         if (p_ptr->tim_invis)
1897         {
1898                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1899         }
1900
1901         if (multi_rew)
1902         {
1903                 multi_rew = FALSE;
1904         }
1905
1906         /* Timed esp */
1907         if (p_ptr->tim_esp)
1908         {
1909                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1910         }
1911
1912         /* Timed temporary elemental brands. -LM- */
1913         if (p_ptr->ele_attack)
1914         {
1915                 p_ptr->ele_attack--;
1916
1917                 /* Clear all temporary elemental brands. */
1918                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1919         }
1920
1921         /* Timed temporary elemental immune. -LM- */
1922         if (p_ptr->ele_immune)
1923         {
1924                 p_ptr->ele_immune--;
1925
1926                 /* Clear all temporary elemental brands. */
1927                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1928         }
1929
1930         /* Timed infra-vision */
1931         if (p_ptr->tim_infra)
1932         {
1933                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1934         }
1935
1936         /* Timed stealth */
1937         if (p_ptr->tim_stealth)
1938         {
1939                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1940         }
1941
1942         /* Timed levitation */
1943         if (p_ptr->tim_levitation)
1944         {
1945                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1946         }
1947
1948         /* Timed sh_touki */
1949         if (p_ptr->tim_sh_touki)
1950         {
1951                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1952         }
1953
1954         /* Timed sh_fire */
1955         if (p_ptr->tim_sh_fire)
1956         {
1957                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1958         }
1959
1960         /* Timed sh_holy */
1961         if (p_ptr->tim_sh_holy)
1962         {
1963                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1964         }
1965
1966         /* Timed eyeeye */
1967         if (p_ptr->tim_eyeeye)
1968         {
1969                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1970         }
1971
1972         /* Timed resist-magic */
1973         if (p_ptr->resist_magic)
1974         {
1975                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1976         }
1977
1978         /* Timed regeneration */
1979         if (p_ptr->tim_regen)
1980         {
1981                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1982         }
1983
1984         /* Timed resist nether */
1985         if (p_ptr->tim_res_nether)
1986         {
1987                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1988         }
1989
1990         /* Timed resist time */
1991         if (p_ptr->tim_res_time)
1992         {
1993                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1994         }
1995
1996         /* Timed reflect */
1997         if (p_ptr->tim_reflect)
1998         {
1999                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2000         }
2001
2002         /* Multi-shadow */
2003         if (p_ptr->multishadow)
2004         {
2005                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2006         }
2007
2008         /* Timed Robe of dust */
2009         if (p_ptr->dustrobe)
2010         {
2011                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2012         }
2013
2014         /* Timed infra-vision */
2015         if (p_ptr->kabenuke)
2016         {
2017                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2018         }
2019
2020         /* Paralysis */
2021         if (p_ptr->paralyzed)
2022         {
2023                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2024         }
2025
2026         /* Confusion */
2027         if (p_ptr->confused)
2028         {
2029                 (void)set_confused(p_ptr->confused - dec_count);
2030         }
2031
2032         /* Afraid */
2033         if (p_ptr->afraid)
2034         {
2035                 (void)set_afraid(p_ptr->afraid - dec_count);
2036         }
2037
2038         /* Fast */
2039         if (p_ptr->fast)
2040         {
2041                 (void)set_fast(p_ptr->fast - 1, TRUE);
2042         }
2043
2044         /* Slow */
2045         if (p_ptr->slow)
2046         {
2047                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2048         }
2049
2050         /* Protection from evil */
2051         if (p_ptr->protevil)
2052         {
2053                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2054         }
2055
2056         /* Invulnerability */
2057         if (p_ptr->invuln)
2058         {
2059                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2060         }
2061
2062         /* Wraith form */
2063         if (p_ptr->wraith_form)
2064         {
2065                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2066         }
2067
2068         /* Heroism */
2069         if (p_ptr->hero)
2070         {
2071                 (void)set_hero(p_ptr->hero - 1, TRUE);
2072         }
2073
2074         /* Super Heroism */
2075         if (p_ptr->shero)
2076         {
2077                 (void)set_shero(p_ptr->shero - 1, TRUE);
2078         }
2079
2080         /* Blessed */
2081         if (p_ptr->blessed)
2082         {
2083                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2084         }
2085
2086         /* Shield */
2087         if (p_ptr->shield)
2088         {
2089                 (void)set_shield(p_ptr->shield - 1, TRUE);
2090         }
2091
2092         /* Tsubureru */
2093         if (p_ptr->tsubureru)
2094         {
2095                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2096         }
2097
2098         /* Magicdef */
2099         if (p_ptr->magicdef)
2100         {
2101                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2102         }
2103
2104         /* Tsuyoshi */
2105         if (p_ptr->tsuyoshi)
2106         {
2107                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2108         }
2109
2110         /* Oppose Acid */
2111         if (p_ptr->oppose_acid)
2112         {
2113                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2114         }
2115
2116         /* Oppose Lightning */
2117         if (p_ptr->oppose_elec)
2118         {
2119                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2120         }
2121
2122         /* Oppose Fire */
2123         if (p_ptr->oppose_fire)
2124         {
2125                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2126         }
2127
2128         /* Oppose Cold */
2129         if (p_ptr->oppose_cold)
2130         {
2131                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2132         }
2133
2134         /* Oppose Poison */
2135         if (p_ptr->oppose_pois)
2136         {
2137                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2138         }
2139
2140         if (p_ptr->ult_res)
2141         {
2142                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2143         }
2144
2145         /*** Poison and Stun and Cut ***/
2146
2147         /* Poison */
2148         if (p_ptr->poisoned)
2149         {
2150                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2151
2152                 /* Apply some healing */
2153                 (void)set_poisoned(p_ptr->poisoned - adjust);
2154         }
2155
2156         /* Stun */
2157         if (p_ptr->stun)
2158         {
2159                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2160
2161                 /* Apply some healing */
2162                 (void)set_stun(p_ptr->stun - adjust);
2163         }
2164
2165         /* Cut */
2166         if (p_ptr->cut)
2167         {
2168                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2169
2170                 /* Hack -- Truly "mortal" wound */
2171                 if (p_ptr->cut > 1000) adjust = 0;
2172
2173                 /* Apply some healing */
2174                 (void)set_cut(p_ptr->cut - adjust);
2175         }
2176 }
2177
2178
2179 /*
2180  * Handle burning fuel every 10 game turns
2181  */
2182 static void process_world_aux_light(void)
2183 {
2184         /* Check for light being wielded */
2185         object_type *o_ptr = &inventory[INVEN_LITE];
2186
2187         /* Burn some fuel in the current lite */
2188         if (o_ptr->tval == TV_LITE)
2189         {
2190                 /* Hack -- Use some fuel (except on artifacts) */
2191                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2192                 {
2193                         /* Decrease life-span */
2194                         if (o_ptr->name2 == EGO_LITE_LONG)
2195                         {
2196                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2197                         }
2198                         else o_ptr->xtra4--;
2199
2200                         /* Notice interesting fuel steps */
2201                         notice_lite_change(o_ptr);
2202                 }
2203         }
2204 }
2205
2206
2207 /*
2208  * Handle mutation effects once every 10 game turns
2209  */
2210 static void process_world_aux_mutation(void)
2211 {
2212         /* No mutation with effects */
2213         if (!p_ptr->muta2) return;
2214
2215         /* No effect on monster arena */
2216         if (p_ptr->inside_battle) return;
2217
2218         /* No effect on the global map */
2219         if (p_ptr->wild_mode) return;
2220
2221
2222         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2223         {
2224                 disturb(0, 0);
2225 #ifdef JP
2226                 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2227                 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2228 #else
2229                 msg_print("RAAAAGHH!");
2230                 msg_print("You feel a fit of rage coming over you!");
2231 #endif
2232
2233                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2234         }
2235
2236         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2237         {
2238                 if (!p_ptr->resist_fear)
2239                 {
2240                         disturb(0, 0);
2241 #ifdef JP
2242                         msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2243 #else
2244                         msg_print("It's so dark... so scary!");
2245 #endif
2246
2247                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2248                 }
2249         }
2250
2251         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2252         {
2253                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2254                     !p_ptr->anti_tele)
2255                 {
2256                         disturb(0, 0);
2257
2258                         /* Teleport player */
2259 #ifdef JP
2260                         msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2261 #else
2262                         msg_print("Your position suddenly seems very uncertain...");
2263 #endif
2264
2265                         msg_print(NULL);
2266                         teleport_player(40, TELEPORT_PASSIVE);
2267                 }
2268         }
2269
2270         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2271         {
2272                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2273                 {
2274                         disturb(0, 0);
2275                         p_ptr->redraw |= PR_EXTRA;
2276 #ifdef JP
2277                         msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2278 #else
2279                         msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2280 #endif
2281
2282                 }
2283
2284                 if (!p_ptr->resist_conf)
2285                 {
2286                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2287                 }
2288
2289                 if (!p_ptr->resist_chaos)
2290                 {
2291                         if (one_in_(20))
2292                         {
2293                                 msg_print(NULL);
2294                                 if (one_in_(3)) lose_all_info();
2295                                 else wiz_dark();
2296                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2297                                 wiz_dark();
2298 #ifdef JP
2299                                 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2300                                 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2301 #else
2302                                 msg_print("You wake up somewhere with a sore head...");
2303                                 msg_print("You can't remember a thing, or how you got here!");
2304 #endif
2305
2306                         }
2307                         else
2308                         {
2309                                 if (one_in_(3))
2310                                 {
2311 #ifdef JP
2312                                         msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2313 #else
2314                                         msg_print("Thishcischs GooDSChtuff!");
2315 #endif
2316
2317                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2318                                 }
2319                         }
2320                 }
2321         }
2322
2323         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2324         {
2325                 if (!p_ptr->resist_chaos)
2326                 {
2327                         disturb(0, 0);
2328                         p_ptr->redraw |= PR_EXTRA;
2329                         (void)set_image(p_ptr->image + randint0(50) + 20);
2330                 }
2331         }
2332
2333         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2334         {
2335                 disturb(0, 0);
2336
2337 #ifdef JP
2338                 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2339 #else
2340                 msg_print("BRRAAAP! Oops.");
2341 #endif
2342
2343                 msg_print(NULL);
2344                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2345         }
2346
2347         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2348             !p_ptr->anti_magic && one_in_(9000))
2349         {
2350                 int dire = 0;
2351                 disturb(0, 0);
2352 #ifdef JP
2353                 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤­¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2354 #else
2355                 msg_print("Magical energy flows through you! You must release it!");
2356 #endif
2357
2358                 flush();
2359                 msg_print(NULL);
2360                 (void)get_hack_dir(&dire);
2361                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2362         }
2363
2364         if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2365             !p_ptr->anti_magic && (randint1(6666) == 666))
2366         {
2367                 bool pet = one_in_(6);
2368                 u32b mode = PM_ALLOW_GROUP;
2369
2370                 if (pet) mode |= PM_FORCE_PET;
2371                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2372
2373                 if (summon_specific((pet ? -1 : 0), py, px,
2374                                     dun_level, SUMMON_DEMON, mode))
2375                 {
2376 #ifdef JP
2377                         msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2378 #else
2379                         msg_print("You have attracted a demon!");
2380 #endif
2381
2382                         disturb(0, 0);
2383                 }
2384         }
2385
2386         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2387         {
2388                 disturb(0, 0);
2389                 if (one_in_(2))
2390                 {
2391 #ifdef JP
2392                         msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2393 #else
2394                         msg_print("You feel less energetic.");
2395 #endif
2396
2397                         if (p_ptr->fast > 0)
2398                         {
2399                                 set_fast(0, TRUE);
2400                         }
2401                         else
2402                         {
2403                                 set_slow(randint1(30) + 10, FALSE);
2404                         }
2405                 }
2406                 else
2407                 {
2408 #ifdef JP
2409                         msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2410 #else
2411                         msg_print("You feel more energetic.");
2412 #endif
2413
2414                         if (p_ptr->slow > 0)
2415                         {
2416                                 set_slow(0, TRUE);
2417                         }
2418                         else
2419                         {
2420                                 set_fast(randint1(30) + 10, FALSE);
2421                         }
2422                 }
2423                 msg_print(NULL);
2424         }
2425         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2426         {
2427                 disturb(0, 0);
2428 #ifdef JP
2429                 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2430 #else
2431                 msg_print("You suddenly feel almost lonely.");
2432 #endif
2433
2434                 banish_monsters(100);
2435                 if (!dun_level && p_ptr->town_num)
2436                 {
2437                         int n;
2438
2439                         /* Pick a random shop (except home) */
2440                         do
2441                         {
2442                                 n = randint0(MAX_STORES);
2443                         }
2444                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2445
2446 #ifdef JP
2447                         msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2448 #else
2449                         msg_print("You see one of the shopkeepers running for the hills!");
2450 #endif
2451
2452                         store_shuffle(n);
2453                 }
2454                 msg_print(NULL);
2455         }
2456
2457         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2458         {
2459                 object_type *o_ptr;
2460
2461 #ifdef JP
2462                 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2463 #else
2464                 msg_print("A shadow passes over you.");
2465 #endif
2466
2467                 msg_print(NULL);
2468
2469                 /* Absorb light from the current possition */
2470                 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2471                 {
2472                         hp_player(10);
2473                 }
2474
2475                 o_ptr = &inventory[INVEN_LITE];
2476
2477                 /* Absorb some fuel in the current lite */
2478                 if (o_ptr->tval == TV_LITE)
2479                 {
2480                         /* Use some fuel (except on artifacts) */
2481                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2482                         {
2483                                 /* Heal the player a bit */
2484                                 hp_player(o_ptr->xtra4 / 20);
2485
2486                                 /* Decrease life-span of lite */
2487                                 o_ptr->xtra4 /= 2;
2488
2489 #ifdef JP
2490                                 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2491 #else
2492                                 msg_print("You absorb energy from your light!");
2493 #endif
2494
2495
2496                                 /* Notice interesting fuel steps */
2497                                 notice_lite_change(o_ptr);
2498                         }
2499                 }
2500
2501                 /*
2502                  * Unlite the area (radius 10) around player and
2503                  * do 50 points damage to every affected monster
2504                  */
2505                 unlite_area(50, 10);
2506         }
2507
2508         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2509             !p_ptr->anti_magic && one_in_(7000))
2510         {
2511                 bool pet = one_in_(3);
2512                 u32b mode = PM_ALLOW_GROUP;
2513
2514                 if (pet) mode |= PM_FORCE_PET;
2515                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2516
2517                 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2518                 {
2519 #ifdef JP
2520                         msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
2521 #else
2522                         msg_print("You have attracted an animal!");
2523 #endif
2524
2525                         disturb(0, 0);
2526                 }
2527         }
2528
2529         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2530             !p_ptr->anti_magic && one_in_(8000))
2531         {
2532                 disturb(0, 0);
2533 #ifdef JP
2534                 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2535 #else
2536                 msg_print("You feel the world warping around you!");
2537 #endif
2538
2539                 msg_print(NULL);
2540                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2541         }
2542         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2543         {
2544                 if (!lose_mutation(0))
2545 #ifdef JP
2546                         msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2547 #else
2548                 msg_print("You feel oddly normal.");
2549 #endif
2550
2551         }
2552         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2553         {
2554                 disturb(0, 0);
2555 #ifdef JP
2556                 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2557 #else
2558                 msg_print("You feel insubstantial!");
2559 #endif
2560
2561                 msg_print(NULL);
2562                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2563         }
2564         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2565         {
2566                 do_poly_wounds();
2567         }
2568         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2569         {
2570                 int which_stat = randint0(6);
2571                 int sustained = FALSE;
2572
2573                 switch (which_stat)
2574                 {
2575                 case A_STR:
2576                         if (p_ptr->sustain_str) sustained = TRUE;
2577                         break;
2578                 case A_INT:
2579                         if (p_ptr->sustain_int) sustained = TRUE;
2580                         break;
2581                 case A_WIS:
2582                         if (p_ptr->sustain_wis) sustained = TRUE;
2583                         break;
2584                 case A_DEX:
2585                         if (p_ptr->sustain_dex) sustained = TRUE;
2586                         break;
2587                 case A_CON:
2588                         if (p_ptr->sustain_con) sustained = TRUE;
2589                         break;
2590                 case A_CHR:
2591                         if (p_ptr->sustain_chr) sustained = TRUE;
2592                         break;
2593                 default:
2594 #ifdef JP
2595                         msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2596 #else
2597                         msg_print("Invalid stat chosen!");
2598 #endif
2599
2600                         sustained = TRUE;
2601                 }
2602
2603                 if (!sustained)
2604                 {
2605                         disturb(0, 0);
2606 #ifdef JP
2607                         msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2608 #else
2609                         msg_print("You can feel yourself wasting away!");
2610 #endif
2611
2612                         msg_print(NULL);
2613                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2614                 }
2615         }
2616         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2617             !p_ptr->anti_magic && one_in_(3000))
2618         {
2619                 bool pet = one_in_(5);
2620                 u32b mode = PM_ALLOW_GROUP;
2621
2622                 if (pet) mode |= PM_FORCE_PET;
2623                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2624
2625                 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2626                 {
2627 #ifdef JP
2628                         msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
2629 #else
2630                         msg_print("You have attracted a dragon!");
2631 #endif
2632
2633                         disturb(0, 0);
2634                 }
2635         }
2636         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2637             one_in_(3000))
2638         {
2639                 if (p_ptr->tim_esp > 0)
2640                 {
2641 #ifdef JP
2642                         msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2643 #else
2644                         msg_print("Your mind feels cloudy!");
2645 #endif
2646
2647                         set_tim_esp(0, TRUE);
2648                 }
2649                 else
2650                 {
2651 #ifdef JP
2652                         msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
2653 #else
2654                         msg_print("Your mind expands!");
2655 #endif
2656
2657                         set_tim_esp(p_ptr->lev, FALSE);
2658                 }
2659         }
2660         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2661             one_in_(9000))
2662         {
2663                 disturb(0, 0);
2664 #ifdef JP
2665                 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2666 #else
2667                 msg_print("Your stomach roils, and you lose your lunch!");
2668 #endif
2669
2670                 msg_print(NULL);
2671                 set_food(PY_FOOD_WEAK);
2672                 if (music_singing_any()) stop_singing();
2673         }
2674
2675         if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2676             !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2677         {
2678                 alter_reality();
2679         }
2680
2681         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2682         {
2683                 int danger_amount = 0;
2684                 int monster;
2685
2686                 for (monster = 0; monster < m_max; monster++)
2687                 {
2688                         monster_type    *m_ptr = &m_list[monster];
2689                         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2690
2691                         /* Paranoia -- Skip dead monsters */
2692                         if (!m_ptr->r_idx) continue;
2693
2694                         if (r_ptr->level >= p_ptr->lev)
2695                         {
2696                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2697                         }
2698                 }
2699
2700                 if (danger_amount > 100)
2701 #ifdef JP
2702                         msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2703 #else
2704                 msg_print("You feel utterly terrified!");
2705 #endif
2706
2707                 else if (danger_amount > 50)
2708 #ifdef JP
2709                         msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2710 #else
2711                 msg_print("You feel terrified!");
2712 #endif
2713
2714                 else if (danger_amount > 20)
2715 #ifdef JP
2716                         msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2717 #else
2718                 msg_print("You feel very worried!");
2719 #endif
2720
2721                 else if (danger_amount > 10)
2722 #ifdef JP
2723                         msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2724 #else
2725                 msg_print("You feel paranoid!");
2726 #endif
2727
2728                 else if (danger_amount > 5)
2729 #ifdef JP
2730                         msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2731 #else
2732                 msg_print("You feel almost safe.");
2733 #endif
2734
2735                 else
2736 #ifdef JP
2737                         msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2738 #else
2739                 msg_print("You feel lonely.");
2740 #endif
2741
2742         }
2743         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2744             one_in_(5000))
2745         {
2746                 disturb(0, 0);
2747 #ifdef JP
2748                 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2749 #else
2750                 msg_print("You feel invincible!");
2751 #endif
2752
2753                 msg_print(NULL);
2754                 (void)set_invuln(randint1(8) + 8, FALSE);
2755         }
2756         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2757         {
2758                 int wounds = p_ptr->mhp - p_ptr->chp;
2759
2760                 if (wounds > 0)
2761                 {
2762                         int healing = p_ptr->csp;
2763
2764                         if (healing > wounds)
2765                         {
2766                                 healing = wounds;
2767                         }
2768
2769                         hp_player(healing);
2770                         p_ptr->csp -= healing;
2771
2772                         /* Redraw mana */
2773                         p_ptr->redraw |= (PR_MANA);
2774                 }
2775         }
2776         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2777             one_in_(4000))
2778         {
2779                 int wounds = p_ptr->msp - p_ptr->csp;
2780
2781                 if (wounds > 0)
2782                 {
2783                         int healing = p_ptr->chp;
2784
2785                         if (healing > wounds)
2786                         {
2787                                 healing = wounds;
2788                         }
2789
2790                         p_ptr->csp += healing;
2791
2792                         /* Redraw mana */
2793                         p_ptr->redraw |= (PR_MANA);
2794 #ifdef JP
2795                         take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2796 #else
2797                         take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2798 #endif
2799
2800                 }
2801         }
2802         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2803         {
2804                 int slot = 0;
2805                 object_type *o_ptr = NULL;
2806
2807                 disturb(0, 0);
2808 #ifdef JP
2809                 msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2810                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2811 #else
2812                 msg_print("You trip over your own feet!");
2813                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2814 #endif
2815
2816                 msg_print(NULL);
2817                 if (buki_motteruka(INVEN_RARM))
2818                 {
2819                         slot = INVEN_RARM;
2820                         o_ptr = &inventory[INVEN_RARM];
2821
2822                         if (buki_motteruka(INVEN_LARM) && one_in_(2))
2823                         {
2824                                 o_ptr = &inventory[INVEN_LARM];
2825                                 slot = INVEN_LARM;
2826                         }
2827                 }
2828                 else if (buki_motteruka(INVEN_LARM))
2829                 {
2830                         o_ptr = &inventory[INVEN_LARM];
2831                         slot = INVEN_LARM;
2832                 }
2833
2834                 if (slot && !object_is_cursed(o_ptr))
2835                 {
2836 #ifdef JP
2837                         msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
2838 #else
2839                         msg_print("You drop your weapon!");
2840 #endif
2841                         inven_drop(slot, 1);
2842                 }
2843         }
2844 }
2845
2846
2847 /*
2848  * Handle curse effects once every 10 game turns
2849  */
2850 static void process_world_aux_curse(void)
2851 {
2852         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2853         {
2854                 /*
2855                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2856                  * can actually be useful!
2857                  */
2858                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2859                 {
2860                         char o_name[MAX_NLEN];
2861                         object_type *o_ptr;
2862                         int i;
2863
2864                         /* Scan the equipment with random teleport ability */
2865                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2866                         {
2867                                 u32b flgs[TR_FLAG_SIZE];
2868                                 o_ptr = &inventory[i];
2869                                 
2870                                 /* Skip non-objects */
2871                                 if (!o_ptr->k_idx) continue;
2872                                 
2873                                 /* Extract the item flags */
2874                                 object_flags(o_ptr, flgs);
2875                                 
2876                                 if (have_flag(flgs, TR_TELEPORT)) break;
2877                         }
2878
2879                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2880
2881 #ifdef JP
2882                         msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2883 #else
2884                         msg_format("Your %s is activating teleportation.", o_name);
2885 #endif
2886
2887 #ifdef JP
2888                         if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2889 #else
2890                         if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2891 #endif
2892                         {
2893                                 disturb(0, 0);
2894                                 teleport_player(50, 0L);
2895                         }
2896                         else
2897                         {
2898 #ifdef JP
2899                                 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤­¤Þ¤¹¡£", o_name);
2900 #else
2901                                 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2902 #endif
2903                                 disturb(1, 0);
2904                         }
2905                 }
2906                 /* Make a chainsword noise */
2907                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2908                 {
2909                         char noise[1024];
2910 #ifdef JP
2911                         if (!get_rnd_line("chainswd_j.txt", 0, noise))
2912 #else
2913                         if (!get_rnd_line("chainswd.txt", 0, noise))
2914 #endif
2915                                 msg_print(noise);
2916                         disturb(FALSE, FALSE);
2917                 }
2918                 /* TY Curse */
2919                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2920                 {
2921                         int count = 0;
2922                         (void)activate_ty_curse(FALSE, &count);
2923                 }
2924                 /* Handle experience draining */
2925                 if (p_ptr->prace != RACE_ANDROID && 
2926                         ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2927                 {
2928                         p_ptr->exp -= (p_ptr->lev+1)/2;
2929                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2930                         p_ptr->max_exp -= (p_ptr->lev+1)/2;
2931                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2932                         check_experience();
2933                 }
2934                 /* Add light curse (Later) */
2935                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2936                 {
2937                         u32b new_curse;
2938                         object_type *o_ptr;
2939
2940                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2941
2942                         new_curse = get_curse(0, o_ptr);
2943                         if (!(o_ptr->curse_flags & new_curse))
2944                         {
2945                                 char o_name[MAX_NLEN];
2946
2947                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2948
2949                                 o_ptr->curse_flags |= new_curse;
2950 #ifdef JP
2951                                 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2952 #else
2953                                 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2954 #endif
2955
2956                                 o_ptr->feeling = FEEL_NONE;
2957
2958                                 p_ptr->update |= (PU_BONUS);
2959                         }
2960                 }
2961                 /* Add heavy curse (Later) */
2962                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2963                 {
2964                         u32b new_curse;
2965                         object_type *o_ptr;
2966
2967                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2968
2969                         new_curse = get_curse(1, o_ptr);
2970                         if (!(o_ptr->curse_flags & new_curse))
2971                         {
2972                                 char o_name[MAX_NLEN];
2973
2974                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2975
2976                                 o_ptr->curse_flags |= new_curse;
2977 #ifdef JP
2978                                 msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2979 #else
2980                                 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2981 #endif
2982
2983                                 o_ptr->feeling = FEEL_NONE;
2984
2985                                 p_ptr->update |= (PU_BONUS);
2986                         }
2987                 }
2988                 /* Call animal */
2989                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2990                 {
2991                         if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
2992                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2993                         {
2994                                 char o_name[MAX_NLEN];
2995
2996                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2997 #ifdef JP
2998                                 msg_format("%s¤¬Æ°Êª¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
2999 #else
3000                                 msg_format("Your %s have attracted an animal!", o_name);
3001 #endif
3002
3003                                 disturb(0, 0);
3004                         }
3005                 }
3006                 /* Call demon */
3007                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3008                 {
3009                         if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3010                         {
3011                                 char o_name[MAX_NLEN];
3012
3013                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3014 #ifdef JP
3015                                 msg_format("%s¤¬°­Ëâ¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3016 #else
3017                                 msg_format("Your %s have attracted a demon!", o_name);
3018 #endif
3019
3020                                 disturb(0, 0);
3021                         }
3022                 }
3023                 /* Call dragon */
3024                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3025                 {
3026                         if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3027                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3028                         {
3029                                 char o_name[MAX_NLEN];
3030
3031                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3032 #ifdef JP
3033                                 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
3034 #else
3035                                 msg_format("Your %s have attracted an animal!", o_name);
3036 #endif
3037
3038                                 disturb(0, 0);
3039                         }
3040                 }
3041                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3042                 {
3043                         if (!p_ptr->resist_fear)
3044                         {
3045                                 disturb(0, 0);
3046 #ifdef JP
3047                                 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3048 #else
3049                                 msg_print("It's so dark... so scary!");
3050 #endif
3051
3052                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
3053                         }
3054                 }
3055                 /* Teleport player */
3056                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3057                 {
3058                         disturb(0, 0);
3059
3060                         /* Teleport player */
3061                         teleport_player(40, TELEPORT_PASSIVE);
3062                 }
3063                 /* Handle HP draining */
3064                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3065                 {
3066                         char o_name[MAX_NLEN];
3067
3068                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3069 #ifdef JP
3070                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3071 #else
3072                         msg_format("Your %s drains HP from you!", o_name);
3073 #endif
3074                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3075                 }
3076                 /* Handle mana draining */
3077                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3078                 {
3079                         char o_name[MAX_NLEN];
3080
3081                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3082 #ifdef JP
3083                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3084 #else
3085                         msg_format("Your %s drains mana from you!", o_name);
3086 #endif
3087                         p_ptr->csp -= MIN(p_ptr->lev, 50);
3088                         if (p_ptr->csp < 0)
3089                         {
3090                                 p_ptr->csp = 0;
3091                                 p_ptr->csp_frac = 0;
3092                         }
3093                         p_ptr->redraw |= PR_MANA;
3094                 }
3095         }
3096
3097         /* Rarely, take damage from the Jewel of Judgement */
3098         if (one_in_(999) && !p_ptr->anti_magic)
3099         {
3100                 object_type *o_ptr = &inventory[INVEN_LITE];
3101
3102                 if (o_ptr->name1 == ART_JUDGE)
3103                 {
3104 #ifdef JP
3105                         if (object_is_known(o_ptr))
3106                                 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3107                         else
3108                                 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3109                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3110 #else
3111                         if (object_is_known(o_ptr))
3112                                 msg_print("The Jewel of Judgement drains life from you!");
3113                         else
3114                                 msg_print("Something drains life from you!");
3115                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3116 #endif
3117                 }
3118         }
3119 }
3120
3121
3122 /*
3123  * Handle recharging objects once every 10 game turns
3124  */
3125 static void process_world_aux_recharge(void)
3126 {
3127         int i;
3128         bool changed;
3129
3130         /* Process equipment */
3131         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3132         {
3133                 /* Get the object */
3134                 object_type *o_ptr = &inventory[i];
3135
3136                 /* Skip non-objects */
3137                 if (!o_ptr->k_idx) continue;
3138
3139                 /* Recharge activatable objects */
3140                 if (o_ptr->timeout > 0)
3141                 {
3142                         /* Recharge */
3143                         o_ptr->timeout--;
3144
3145                         /* Notice changes */
3146                         if (!o_ptr->timeout)
3147                         {
3148                                 recharged_notice(o_ptr);
3149                                 changed = TRUE;
3150                         }
3151                 }
3152         }
3153
3154         /* Notice changes */
3155         if (changed)
3156         {
3157                 /* Window stuff */
3158                 p_ptr->window |= (PW_EQUIP);
3159                 wild_regen = 20;
3160         }
3161
3162         /*
3163          * Recharge rods.  Rods now use timeout to control charging status,
3164          * and each charging rod in a stack decreases the stack's timeout by
3165          * one per turn. -LM-
3166          */
3167         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3168         {
3169                 object_type *o_ptr = &inventory[i];
3170                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3171
3172                 /* Skip non-objects */
3173                 if (!o_ptr->k_idx) continue;
3174
3175                 /* Examine all charging rods or stacks of charging rods. */
3176                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3177                 {
3178                         /* Determine how many rods are charging. */
3179                         int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3180                         if (temp > o_ptr->number) temp = o_ptr->number;
3181
3182                         /* Decrease timeout by that number. */
3183                         o_ptr->timeout -= temp;
3184
3185                         /* Boundary control. */
3186                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3187
3188                         /* Notice changes, provide message if object is inscribed. */
3189                         if (!(o_ptr->timeout))
3190                         {
3191                                 recharged_notice(o_ptr);
3192                                 changed = TRUE;
3193                         }
3194
3195                         /* One of the stack of rod is charged */
3196                         else if (o_ptr->timeout % k_ptr->pval)
3197                         {
3198                                 changed = TRUE;
3199                         }
3200                 }
3201         }
3202
3203         /* Notice changes */
3204         if (changed)
3205         {
3206                 /* Window stuff */
3207                 p_ptr->window |= (PW_INVEN);
3208                 wild_regen = 20;
3209         }
3210
3211         /* Process objects on floor */
3212         for (i = 1; i < o_max; i++)
3213         {
3214                 /* Access object */
3215                 object_type *o_ptr = &o_list[i];
3216
3217                 /* Skip dead objects */
3218                 if (!o_ptr->k_idx) continue;
3219
3220                 /* Recharge rods on the ground.  No messages. */
3221                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3222                 {
3223                         /* Charge it */
3224                         o_ptr->timeout -= o_ptr->number;
3225
3226                         /* Boundary control. */
3227                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3228                 }
3229         }
3230 }
3231
3232
3233 /*
3234  * Handle involuntary movement once every 10 game turns
3235  */
3236 static void process_world_aux_movement(void)
3237 {
3238         /* Delayed Word-of-Recall */
3239         if (p_ptr->word_recall)
3240         {
3241                 /*
3242                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
3243                  * The player is yanked up/down as soon as
3244                  * he loads the autosaved game.
3245                  */
3246                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3247                         do_cmd_save_game(TRUE);
3248
3249                 /* Count down towards recall */
3250                 p_ptr->word_recall--;
3251
3252                 p_ptr->redraw |= (PR_STATUS);
3253
3254                 /* Activate the recall */
3255                 if (!p_ptr->word_recall)
3256                 {
3257                         /* Disturbing! */
3258                         disturb(0, 0);
3259
3260                         /* Determine the level */
3261                         if (dun_level || p_ptr->inside_quest)
3262                         {
3263 #ifdef JP
3264 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3265 #else
3266                                 msg_print("You feel yourself yanked upwards!");
3267 #endif
3268
3269                                 p_ptr->recall_dungeon = dungeon_type;
3270                                 if (record_stair)
3271                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3272
3273                                 dun_level = 0;
3274                                 dungeon_type = 0;
3275
3276                                 leave_quest_check();
3277
3278                                 p_ptr->inside_quest = 0;
3279
3280                                 p_ptr->leaving = TRUE;
3281                         }
3282                         else
3283                         {
3284 #ifdef JP
3285 msg_print("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3286 #else
3287                                 msg_print("You feel yourself yanked downwards!");
3288 #endif
3289
3290                                 dungeon_type = p_ptr->recall_dungeon;
3291
3292                                 if (record_stair)
3293                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3294
3295                                 /* New depth */
3296                                 dun_level = max_dlv[dungeon_type];
3297                                 if (dun_level < 1) dun_level = 1;
3298
3299                                 /* Nightmare mode makes recall more dangerous */
3300                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3301                                 {
3302                                         if (dun_level < 50)
3303                                         {
3304                                                 dun_level *= 2;
3305                                         }
3306                                         else if (dun_level < 99)
3307                                         {
3308                                                 dun_level = (dun_level + 99) / 2;
3309                                         }
3310                                         else if (dun_level > 100)
3311                                         {
3312                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3313                                         }
3314                                 }
3315
3316                                 if (p_ptr->wild_mode)
3317                                 {
3318                                         p_ptr->wilderness_y = py;
3319                                         p_ptr->wilderness_x = px;
3320                                 }
3321                                 else
3322                                 {
3323                                         /* Save player position */
3324                                         p_ptr->oldpx = px;
3325                                         p_ptr->oldpy = py;
3326                                 }
3327                                 p_ptr->wild_mode = FALSE;
3328
3329                                 /*
3330                                  * Clear all saved floors
3331                                  * and create a first saved floor
3332                                  */
3333                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3334
3335                                 /* Leaving */
3336                                 p_ptr->leaving = TRUE;
3337
3338                                 if (dungeon_type == DUNGEON_ANGBAND)
3339                                 {
3340                                         int i;
3341
3342                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3343                                         {
3344                                                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3345                                                     (quest[i].status == QUEST_STATUS_TAKEN) &&
3346                                                     (quest[i].level < dun_level))
3347                                                 {
3348                                                         quest[i].status = QUEST_STATUS_FAILED;
3349                                                         quest[i].complev = (byte)p_ptr->lev;
3350                                                         r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3351                                                 }
3352                                         }
3353                                 }
3354                         }
3355
3356                         /* Sound */
3357                         sound(SOUND_TPLEVEL);
3358                 }
3359         }
3360
3361
3362         /* Delayed Alter reality */
3363         if (p_ptr->alter_reality)
3364         {
3365                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3366                         do_cmd_save_game(TRUE);
3367
3368                 /* Count down towards alter */
3369                 p_ptr->alter_reality--;
3370
3371                 p_ptr->redraw |= (PR_STATUS);
3372
3373                 /* Activate the alter reality */
3374                 if (!p_ptr->alter_reality)
3375                 {
3376                         /* Disturbing! */
3377                         disturb(0, 0);
3378
3379                         /* Determine the level */
3380                         if (!quest_number(dun_level) && dun_level)
3381                         {
3382 #ifdef JP
3383                                 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3384 #else
3385                                 msg_print("The world changes!");
3386 #endif
3387
3388                                 /*
3389                                  * Clear all saved floors
3390                                  * and create a first saved floor
3391                                  */
3392                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3393
3394                                 /* Leaving */
3395                                 p_ptr->leaving = TRUE;
3396                         }
3397                         else
3398                         {
3399 #ifdef JP
3400                                 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3401 #else
3402                                 msg_print("The world seems to change for a moment!");
3403 #endif
3404                         }
3405
3406                         /* Sound */
3407                         sound(SOUND_TPLEVEL);
3408                 }
3409         }
3410 }
3411
3412
3413 /*
3414  * Count number of adjacent monsters
3415  */
3416 static int get_monster_crowd_number(int m_idx)
3417 {
3418         monster_type *m_ptr = &m_list[m_idx];
3419         int my = m_ptr->fy;
3420         int mx = m_ptr->fx;
3421         int i;
3422         int count = 0;
3423
3424         for (i = 0; i < 7; i++)
3425         {
3426                 int ay = my + ddy_ddd[i];
3427                 int ax = mx + ddx_ddd[i];
3428
3429                 if (!in_bounds(ay, ax)) continue;
3430
3431                 /* Count number of monsters */
3432                 if (cave[ay][ax].m_idx > 0) count++;
3433         }
3434
3435         return count;
3436 }
3437
3438
3439
3440 /*
3441  * Dungeon rating is no longer linear
3442  */
3443 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3444
3445 /*
3446  * Examine all monsters and unidentified objects,
3447  * and get the feeling of current dungeon floor
3448  */
3449 static byte get_dungeon_feeling(void)
3450 {
3451         const int base = 10;
3452         int rating = 0;
3453         int i;
3454
3455         /* Hack -- no feeling in the town */
3456         if (!dun_level) return 0;
3457
3458         /* Examine each monster */
3459         for (i = 1; i < m_max; i++)
3460         {
3461                 monster_type *m_ptr = &m_list[i];
3462                 monster_race *r_ptr;
3463                 int delta = 0;
3464
3465                 /* Skip dead monsters */
3466                 if (!m_ptr->r_idx) continue;
3467
3468                 /* Ignore pet */
3469                 if (is_pet(m_ptr)) continue;
3470
3471                 r_ptr = &r_info[m_ptr->r_idx];
3472
3473                 /* Unique monsters */
3474                 if (r_ptr->flags1 & (RF1_UNIQUE))
3475                 {
3476                         /* Nearly out-of-depth unique monsters */
3477                         if (r_ptr->level + 10 > dun_level)
3478                         {
3479                                 /* Boost rating by twice delta-depth */
3480                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3481                         }
3482                 }
3483                 else
3484                 {
3485                         /* Out-of-depth monsters */
3486                         if (r_ptr->level > dun_level)
3487                         {
3488                                 /* Boost rating by delta-depth */
3489                                 delta += (r_ptr->level - dun_level) * base;
3490                         }
3491                 }
3492
3493                 /* Unusually crowded monsters get a little bit of rating boost */
3494                 if (r_ptr->flags1 & RF1_FRIENDS)
3495                 {
3496                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3497                 }
3498                 else
3499                 {
3500                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3501                 }
3502
3503
3504                 rating += RATING_BOOST(delta);
3505         }
3506
3507         /* Examine each unidentified object */
3508         for (i = 1; i < o_max; i++)
3509         {
3510                 object_type *o_ptr = &o_list[i];
3511                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3512                 int delta = 0;
3513
3514                 /* Skip dead objects */
3515                 if (!o_ptr->k_idx) continue;
3516
3517                 /* Skip known objects */
3518                 if (object_is_known(o_ptr)) continue;
3519
3520                 /* Skip pseudo-known objects */
3521                 if (o_ptr->ident & IDENT_SENSE) continue;
3522
3523                 /* Ego objects */
3524                 if (object_is_ego(o_ptr))
3525                 {
3526                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3527
3528                         delta += e_ptr->rating * base;
3529                 }
3530
3531                 /* Artifacts */
3532                 if (object_is_artifact(o_ptr))
3533                 {
3534                         s32b cost = object_value_real(o_ptr);
3535
3536                         delta += 10 * base;
3537                         if (cost > 10000L) delta += 10 * base;
3538                         if (cost > 50000L) delta += 10 * base;
3539                         if (cost > 100000L) delta += 10 * base;
3540
3541                         /* Special feeling */
3542                         if (!preserve_mode) return 1;
3543                 }
3544
3545                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3546                 if (o_ptr->tval == TV_SHIELD &&
3547                     o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3548                 if (o_ptr->tval == TV_GLOVES &&
3549                     o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3550                 if (o_ptr->tval == TV_BOOTS &&
3551                     o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3552                 if (o_ptr->tval == TV_HELM &&
3553                     o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3554                 if (o_ptr->tval == TV_RING &&
3555                     o_ptr->sval == SV_RING_SPEED &&
3556                     !object_is_cursed(o_ptr)) delta += 25 * base;
3557                 if (o_ptr->tval == TV_RING &&
3558                     o_ptr->sval == SV_RING_LORDLY &&
3559                     !object_is_cursed(o_ptr)) delta += 15 * base;
3560                 if (o_ptr->tval == TV_AMULET &&
3561                     o_ptr->sval == SV_AMULET_THE_MAGI &&
3562                     !object_is_cursed(o_ptr)) delta += 15 * base;
3563
3564                 /* Out-of-depth objects */
3565                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3566                     k_ptr->level > dun_level)
3567                 {
3568                         /* Rating increase */
3569                         delta += (k_ptr->level - dun_level) * base;
3570                 }
3571
3572                 rating += RATING_BOOST(delta);
3573         }
3574
3575
3576         if (rating > RATING_BOOST(1000)) return 2;
3577         if (rating > RATING_BOOST(800)) return 3;
3578         if (rating > RATING_BOOST(600)) return 4;
3579         if (rating > RATING_BOOST(400)) return 5;
3580         if (rating > RATING_BOOST(300)) return 6;
3581         if (rating > RATING_BOOST(200)) return 7;
3582         if (rating > RATING_BOOST(100)) return 8;
3583         if (rating > RATING_BOOST(0)) return 9;
3584
3585         return 10;
3586 }
3587
3588
3589 /*
3590  * Update dungeon feeling, and announce it if changed
3591  */
3592 static void update_dungeon_feeling(void)
3593 {
3594         byte new_feeling;
3595         int quest_num;
3596         int delay;
3597
3598         /* No feeling on the surface */
3599         if (!dun_level) return;
3600
3601         /* No feeling in the arena */
3602         if (p_ptr->inside_battle) return;
3603
3604         /* Extract delay time */
3605         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3606
3607         /* Not yet felt anything */
3608         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3609
3610         /* Extract quest number (if any) */
3611         quest_num = quest_number(dun_level);
3612
3613         /* No feeling in a quest */
3614         if (quest_num &&
3615             (is_fixed_quest_idx(quest_num) &&
3616              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3617                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3618
3619
3620         /* Get new dungeon feeling */
3621         new_feeling = get_dungeon_feeling();
3622
3623         /* Remember last time updated */
3624         p_ptr->feeling_turn = turn;
3625
3626         /* No change */
3627         if (p_ptr->feeling == new_feeling) return;
3628
3629         /* Dungeon feeling is changed */
3630         p_ptr->feeling = new_feeling;
3631
3632         /* Announce feeling */
3633         do_cmd_feeling();
3634
3635         /* Update the level indicator */
3636         p_ptr->redraw |= (PR_DEPTH);
3637
3638         /* Disturb */
3639         if (disturb_minor) disturb(0, 0);
3640 }
3641
3642
3643 /*
3644  * Handle certain things once every 10 game turns
3645  */
3646 static void process_world(void)
3647 {
3648         int day, hour, min;
3649
3650         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3651         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3652         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3653         
3654         extract_day_hour_min(&day, &hour, &min);
3655
3656         /* Update dungeon feeling, and announce it if changed */
3657         update_dungeon_feeling();
3658
3659         /*** Check monster arena ***/
3660         if (p_ptr->inside_battle && !p_ptr->leaving)
3661         {
3662                 int i2, j2;
3663                 int win_m_idx = 0;
3664                 int number_mon = 0;
3665
3666                 /* Count all hostile monsters */
3667                 for (i2 = 0; i2 < cur_wid; ++i2)
3668                         for (j2 = 0; j2 < cur_hgt; j2++)
3669                         {
3670                                 cave_type *c_ptr = &cave[j2][i2];
3671
3672                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3673                                 {
3674                                         number_mon++;
3675                                         win_m_idx = c_ptr->m_idx;
3676                                 }
3677                         }
3678
3679                 if (number_mon == 0)
3680                 {
3681 #ifdef JP
3682                         msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3683 #else
3684                         msg_print("They have kill each other at the same time.");
3685 #endif
3686                         msg_print(NULL);
3687                         p_ptr->energy_need = 0;
3688                         battle_monsters();
3689                 }
3690                 else if ((number_mon-1) == 0)
3691                 {
3692                         char m_name[80];
3693                         monster_type *wm_ptr;
3694
3695                         wm_ptr = &m_list[win_m_idx];
3696
3697                         monster_desc(m_name, wm_ptr, 0);
3698 #ifdef JP
3699                         msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3700 #else
3701                         msg_format("%s is winner!", m_name);
3702 #endif
3703                         msg_print(NULL);
3704
3705                         if (win_m_idx == (sel_monster+1))
3706                         {
3707 #ifdef JP
3708                                 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3709 #else
3710                                 msg_print("Congratulations.");
3711 #endif
3712 #ifdef JP
3713                                 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3714 #else
3715                                 msg_format("You received %d gold.", battle_odds);
3716 #endif
3717                                 p_ptr->au += battle_odds;
3718                         }
3719                         else
3720                         {
3721 #ifdef JP
3722                                 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3723 #else
3724                                 msg_print("You lost gold.");
3725 #endif
3726                         }
3727                         msg_print(NULL);
3728                         p_ptr->energy_need = 0;
3729                         battle_monsters();
3730                 }
3731                 else if (turn - old_turn == 150*TURNS_PER_TICK)
3732                 {
3733 #ifdef JP
3734                         msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
3735 #else
3736                         msg_format("This battle have ended in a draw.");
3737 #endif
3738                         p_ptr->au += kakekin;
3739                         msg_print(NULL);
3740                         p_ptr->energy_need = 0;
3741                         battle_monsters();
3742                 }
3743         }
3744
3745         /* Every 10 game turns */
3746         if (turn % TURNS_PER_TICK) return;
3747
3748         /*** Check the Time and Load ***/
3749
3750         if (!(turn % (50*TURNS_PER_TICK)))
3751         {
3752                 /* Check time and load */
3753                 if ((0 != check_time()) || (0 != check_load()))
3754                 {
3755                         /* Warning */
3756                         if (closing_flag <= 2)
3757                         {
3758                                 /* Disturb */
3759                                 disturb(0, 0);
3760
3761                                 /* Count warnings */
3762                                 closing_flag++;
3763
3764                                 /* Message */
3765 #ifdef JP
3766 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3767 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3768 #else
3769                                 msg_print("The gates to ANGBAND are closing...");
3770                                 msg_print("Please finish up and/or save your game.");
3771 #endif
3772
3773                         }
3774
3775                         /* Slam the gate */
3776                         else
3777                         {
3778                                 /* Message */
3779 #ifdef JP
3780 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3781 #else
3782                                 msg_print("The gates to ANGBAND are now closed.");
3783 #endif
3784
3785
3786                                 /* Stop playing */
3787                                 p_ptr->playing = FALSE;
3788
3789                                 /* Leaving */
3790                                 p_ptr->leaving = TRUE;
3791                         }
3792                 }
3793         }
3794
3795         /*** Attempt timed autosave ***/
3796         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3797         {
3798                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3799                         do_cmd_save_game(TRUE);
3800         }
3801
3802         if (mon_fight && !ignore_unview)
3803         {
3804 #ifdef JP
3805                 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3806 #else
3807                 msg_print("You hear noise.");
3808 #endif
3809         }
3810
3811         /*** Handle the wilderness/town (sunshine) ***/
3812
3813         /* While in town/wilderness */
3814         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3815         {
3816                 /* Hack -- Daybreak/Nighfall in town */
3817                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3818                 {
3819                         bool dawn;
3820
3821                         /* Check for dawn */
3822                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3823
3824                         /* Day breaks */
3825                         if (dawn)
3826                         {
3827                                 int y, x;
3828
3829                                 /* Message */
3830 #ifdef JP
3831                                 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3832 #else
3833                                 msg_print("The sun has risen.");
3834 #endif
3835
3836                                 if (!p_ptr->wild_mode)
3837                                 {
3838                                         /* Hack -- Scan the town */
3839                                         for (y = 0; y < cur_hgt; y++)
3840                                         {
3841                                                 for (x = 0; x < cur_wid; x++)
3842                                                 {
3843                                                         /* Get the cave grid */
3844                                                         cave_type *c_ptr = &cave[y][x];
3845
3846                                                         /* Assume lit */
3847                                                         c_ptr->info |= (CAVE_GLOW);
3848
3849                                                         /* Hack -- Memorize lit grids if allowed */
3850                                                         if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3851
3852                                                         /* Hack -- Notice spot */
3853                                                         note_spot(y, x);
3854                                                 }
3855                                         }
3856                                 }
3857                         }
3858
3859                         /* Night falls */
3860                         else
3861                         {
3862                                 int y, x;
3863
3864                                 /* Message */
3865 #ifdef JP
3866                                 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3867 #else
3868                                 msg_print("The sun has fallen.");
3869 #endif
3870
3871                                 if (!p_ptr->wild_mode)
3872                                 {
3873                                         /* Hack -- Scan the town */
3874                                         for (y = 0; y < cur_hgt; y++)
3875                                         {
3876                                                 for (x = 0; x < cur_wid; x++)
3877                                                 {
3878                                                         /* Get the cave grid */
3879                                                         cave_type *c_ptr = &cave[y][x];
3880
3881                                                         /* Feature code (applying "mimic" field) */
3882                                                         feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3883
3884                                                         if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3885                                                             !have_flag(f_ptr->flags, FF_ENTRANCE))
3886                                                         {
3887                                                                 /* Assume dark */
3888                                                                 c_ptr->info &= ~(CAVE_GLOW);
3889
3890                                                                 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3891                                                                 {
3892                                                                         /* Forget the normal floor grid */
3893                                                                         c_ptr->info &= ~(CAVE_MARK);
3894
3895                                                                         /* Hack -- Notice spot */
3896                                                                         note_spot(y, x);
3897                                                                 }
3898                                                         }
3899                                                 }
3900
3901                                                 /* Glow deep lava and building entrances */
3902                                                 glow_deep_lava_and_bldg();
3903                                         }
3904                                 }
3905                         }
3906
3907                         /* Update the monsters */
3908                         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3909
3910                         /* Redraw map */
3911                         p_ptr->redraw |= (PR_MAP);
3912
3913                         /* Window stuff */
3914                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3915
3916                         if (p_ptr->special_defense & NINJA_S_STEALTH)
3917                         {
3918                                 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3919                         }
3920                 }
3921         }
3922
3923         /* While in the dungeon (vanilla_town or lite_town mode only) */
3924         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3925         {
3926                 /*** Shuffle the Storekeepers ***/
3927
3928                 /* Chance is only once a day (while in dungeon) */
3929                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3930                 {
3931                         /* Sometimes, shuffle the shop-keepers */
3932                         if (one_in_(STORE_SHUFFLE))
3933                         {
3934                                 int n, i;
3935
3936                                 /* Pick a random shop (except home and museum) */
3937                                 do
3938                                 {
3939                                         n = randint0(MAX_STORES);
3940                                 }
3941                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3942
3943                                 /* Check every feature */
3944                                 for (i = 1; i < max_f_idx; i++)
3945                                 {
3946                                         /* Access the index */
3947                                         feature_type *f_ptr = &f_info[i];
3948
3949                                         /* Skip empty index */
3950                                         if (!f_ptr->name) continue;
3951
3952                                         /* Skip non-store features */
3953                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3954
3955                                         /* Verify store type */
3956                                         if (f_ptr->power == n)
3957                                         {
3958                                                 /* Message */
3959 #ifdef JP
3960                                                 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
3961 #else
3962                                                 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
3963 #endif
3964
3965                                                 /* Shuffle it */
3966                                                 store_shuffle(n);
3967
3968                                                 break;
3969                                         }
3970                                 }
3971                         }
3972                 }
3973         }
3974
3975
3976         /*** Process the monsters ***/
3977
3978         /* Check for creature generation. */
3979         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3980             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3981         {
3982                 /* Make a new monster */
3983                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3984         }
3985
3986         /* Hack -- Check for creature regeneration */
3987         if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
3988         if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
3989
3990         if (!p_ptr->leaving)
3991         {
3992                 int i;
3993
3994                 /* Hack -- Process the counters of monsters if needed */
3995                 for (i = 0; i < MAX_MTIMED; i++)
3996                 {
3997                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3998                 }
3999         }
4000
4001
4002         /* Date changes */
4003         if (!hour && !min)
4004         {
4005                 if (min != prev_min)
4006                 {
4007                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4008                         determine_today_mon(FALSE);
4009                 }
4010         }
4011
4012         /*
4013          * Nightmare mode activates the TY_CURSE at midnight
4014          *
4015          * Require exact minute -- Don't activate multiple times in a minute
4016          */
4017         if (ironman_nightmare && (min != prev_min))
4018         {
4019                 /* Every 15 minutes after 11:00 pm */
4020                 if ((hour == 23) && !(min % 15))
4021                 {
4022                         /* Disturbing */
4023                         disturb(0, 0);
4024
4025                         switch (min / 15)
4026                         {
4027                         case 0:
4028 #ifdef JP
4029                                 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4030 #else
4031                                 msg_print("You hear a distant bell toll ominously.");
4032 #endif
4033                                 break;
4034
4035                         case 1:
4036 #ifdef JP
4037                                 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4038 #else
4039                                 msg_print("A distant bell sounds twice.");
4040 #endif
4041                                 break;
4042
4043                         case 2:
4044 #ifdef JP
4045                                 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4046 #else
4047                                 msg_print("A distant bell sounds three times.");
4048 #endif
4049                                 break;
4050
4051                         case 3:
4052 #ifdef JP
4053                                 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4054 #else
4055                                 msg_print("A distant bell tolls four times.");
4056 #endif
4057                                 break;
4058                         }
4059                 }
4060
4061                 /* TY_CURSE activates at midnight! */
4062                 if (!hour && !min)
4063                 {
4064                         int count = 0;
4065
4066                         disturb(1, 0);
4067 #ifdef JP
4068                         msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4069 #else
4070                         msg_print("A distant bell tolls many times, fading into an deathly silence.");
4071 #endif
4072
4073                         activate_ty_curse(FALSE, &count);
4074                 }
4075         }
4076
4077
4078         /*** Check the Food, and Regenerate ***/
4079
4080         if (!p_ptr->inside_battle)
4081         {
4082                 /* Digest quickly when gorged */
4083                 if (p_ptr->food >= PY_FOOD_MAX)
4084                 {
4085                         /* Digest a lot of food */
4086                         (void)set_food(p_ptr->food - 100);
4087                 }
4088
4089                 /* Digest normally -- Every 50 game turns */
4090                 else if (!(turn % (TURNS_PER_TICK*5)))
4091                 {
4092                         /* Basic digestion rate based on speed */
4093                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4094
4095                         /* Regeneration takes more food */
4096                         if (p_ptr->regenerate)
4097                                 digestion += 20;
4098                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4099                                 digestion += 20;
4100                         if (p_ptr->cursed & TRC_FAST_DIGEST)
4101                                 digestion += 30;
4102
4103                         /* Slow digestion takes less food */
4104                         if (p_ptr->slow_digest)
4105                                 digestion -= 5;
4106
4107                         /* Minimal digestion */
4108                         if (digestion < 1) digestion = 1;
4109                         /* Maximal digestion */
4110                         if (digestion > 100) digestion = 100;
4111
4112                         /* Digest some food */
4113                         (void)set_food(p_ptr->food - digestion);
4114                 }
4115
4116
4117                 /* Getting Faint */
4118                 if ((p_ptr->food < PY_FOOD_FAINT))
4119                 {
4120                         /* Faint occasionally */
4121                         if (!p_ptr->paralyzed && (randint0(100) < 10))
4122                         {
4123                                 /* Message */
4124 #ifdef JP
4125                                 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4126 #else
4127                                 msg_print("You faint from the lack of food.");
4128 #endif
4129
4130                                 disturb(1, 0);
4131
4132                                 /* Hack -- faint (bypass free action) */
4133                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4134                         }
4135
4136                         /* Starve to death (slowly) */
4137                         if (p_ptr->food < PY_FOOD_STARVE)
4138                         {
4139                                 /* Calculate damage */
4140                                 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4141
4142                                 /* Take damage */
4143 #ifdef JP
4144                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4145 #else
4146                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4147 #endif
4148                         }
4149                 }
4150         }
4151
4152
4153
4154         /* Process timed damage and regeneration */
4155         process_world_aux_hp_and_sp();
4156
4157         /* Process timeout */
4158         process_world_aux_timeout();
4159
4160         /* Process light */
4161         process_world_aux_light();
4162
4163         /* Process mutation effects */
4164         process_world_aux_mutation();
4165
4166         /* Process curse effects */
4167         process_world_aux_curse();
4168
4169         /* Process recharging */
4170         process_world_aux_recharge();
4171
4172         /* Feel the inventory */
4173         sense_inventory1();
4174         sense_inventory2();
4175
4176         /* Involuntary Movement */
4177         process_world_aux_movement();
4178 }
4179
4180
4181
4182 /*
4183  * Verify use of "wizard" mode
4184  */
4185 static bool enter_wizard_mode(void)
4186 {
4187         /* Ask first time */
4188         if (!p_ptr->noscore)
4189         {
4190                 /* Wizard mode is not permitted */
4191                 if (!allow_debug_opts || arg_wizard)
4192                 {
4193 #ifdef JP
4194                         msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4195 #else
4196                         msg_print("Wizard mode is not permitted.");
4197 #endif
4198                         return FALSE;
4199                 }
4200
4201                 /* Mention effects */
4202 #ifdef JP
4203                 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4204                 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4205 #else
4206                 msg_print("Wizard mode is for debugging and experimenting.");
4207                 msg_print("The game will not be scored if you enter wizard mode.");
4208 #endif
4209
4210                 msg_print(NULL);
4211
4212                 /* Verify request */
4213 #ifdef JP
4214                 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4215 #else
4216                 if (!get_check("Are you sure you want to enter wizard mode? "))
4217 #endif
4218                 {
4219                         return (FALSE);
4220                 }
4221
4222 #ifdef JP
4223                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4224 #else
4225                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4226 #endif
4227                 /* Mark savefile */
4228                 p_ptr->noscore |= 0x0002;
4229         }
4230
4231         /* Success */
4232         return (TRUE);
4233 }
4234
4235
4236 #ifdef ALLOW_WIZARD
4237
4238 /*
4239  * Verify use of "debug" commands
4240  */
4241 static bool enter_debug_mode(void)
4242 {
4243         /* Ask first time */
4244         if (!p_ptr->noscore)
4245         {
4246                 /* Debug mode is not permitted */
4247                 if (!allow_debug_opts)
4248                 {
4249 #ifdef JP
4250                         msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4251 #else
4252                         msg_print("Use of debug command is not permitted.");
4253 #endif
4254                         return FALSE;
4255                 }
4256
4257                 /* Mention effects */
4258 #ifdef JP
4259                 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4260                 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4261 #else
4262                 msg_print("The debug commands are for debugging and experimenting.");
4263                 msg_print("The game will not be scored if you use debug commands.");
4264 #endif
4265
4266                 msg_print(NULL);
4267
4268                 /* Verify request */
4269 #ifdef JP
4270                 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4271 #else
4272                 if (!get_check("Are you sure you want to use debug commands? "))
4273 #endif
4274                 {
4275                         return (FALSE);
4276                 }
4277
4278 #ifdef JP
4279                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4280 #else
4281                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4282 #endif
4283                 /* Mark savefile */
4284                 p_ptr->noscore |= 0x0008;
4285         }
4286
4287         /* Success */
4288         return (TRUE);
4289 }
4290
4291 /*
4292  * Hack -- Declare the Debug Routines
4293  */
4294 extern void do_cmd_debug(void);
4295
4296 #endif /* ALLOW_WIZARD */
4297
4298
4299 #ifdef ALLOW_BORG
4300
4301 /*
4302  * Verify use of "borg" commands
4303  */
4304 static bool enter_borg_mode(void)
4305 {
4306         /* Ask first time */
4307         if (!(p_ptr->noscore & 0x0010))
4308         {
4309                 /* Mention effects */
4310 #ifdef JP
4311                 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4312                 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤Ïµ­Ï¿¤µ¤ì¤Þ¤»¤ó¡£");
4313 #else
4314                 msg_print("The borg commands are for debugging and experimenting.");
4315                 msg_print("The game will not be scored if you use borg commands.");
4316 #endif
4317
4318                 msg_print(NULL);
4319
4320                 /* Verify request */
4321 #ifdef JP
4322                 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4323 #else
4324                 if (!get_check("Are you sure you want to use borg commands? "))
4325 #endif
4326                 {
4327                         return (FALSE);
4328                 }
4329
4330 #ifdef JP
4331                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4332 #else
4333                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4334 #endif
4335                 /* Mark savefile */
4336                 p_ptr->noscore |= 0x0010;
4337         }
4338
4339         /* Success */
4340         return (TRUE);
4341 }
4342
4343 /*
4344  * Hack -- Declare the Ben Borg
4345  */
4346 extern void do_cmd_borg(void);
4347
4348 #endif /* ALLOW_BORG */
4349
4350
4351
4352 /*
4353  * Parse and execute the current command
4354  * Give "Warning" on illegal commands.
4355  *
4356  * XXX XXX XXX Make some "blocks"
4357  */
4358 static void process_command(void)
4359 {
4360         int old_now_message = now_message;
4361
4362 #ifdef ALLOW_REPEAT /* TNB */
4363
4364         /* Handle repeating the last command */
4365         repeat_check();
4366
4367 #endif /* ALLOW_REPEAT -- TNB */
4368
4369         now_message = 0;
4370
4371         /* Parse the command */
4372         switch (command_cmd)
4373         {
4374                 /* Ignore */
4375                 case ESCAPE:
4376                 case ' ':
4377                 {
4378                         break;
4379                 }
4380
4381                 /* Ignore return */
4382                 case '\r':
4383                 case '\n':
4384                 {
4385                         break;
4386                 }
4387
4388                 /*** Wizard Commands ***/
4389
4390                 /* Toggle Wizard Mode */
4391                 case KTRL('W'):
4392                 {
4393                         if (p_ptr->wizard)
4394                         {
4395                                 p_ptr->wizard = FALSE;
4396 #ifdef JP
4397 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4398 #else
4399                                 msg_print("Wizard mode off.");
4400 #endif
4401
4402                         }
4403                         else if (enter_wizard_mode())
4404                         {
4405                                 p_ptr->wizard = TRUE;
4406 #ifdef JP
4407 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4408 #else
4409                                 msg_print("Wizard mode on.");
4410 #endif
4411
4412                         }
4413
4414                         /* Update monsters */
4415                         p_ptr->update |= (PU_MONSTERS);
4416
4417                         /* Redraw "title" */
4418                         p_ptr->redraw |= (PR_TITLE);
4419
4420                         break;
4421                 }
4422
4423
4424 #ifdef ALLOW_WIZARD
4425
4426                 /* Special "debug" commands */
4427                 case KTRL('A'):
4428                 {
4429                         /* Enter debug mode */
4430                         if (enter_debug_mode())
4431                         {
4432                                 do_cmd_debug();
4433                         }
4434                         break;
4435                 }
4436
4437 #endif /* ALLOW_WIZARD */
4438
4439
4440 #ifdef ALLOW_BORG
4441
4442                 /* Special "borg" commands */
4443                 case KTRL('Z'):
4444                 {
4445                         /* Enter borg mode */
4446                         if (enter_borg_mode())
4447                         {
4448                                 if (!p_ptr->wild_mode) do_cmd_borg();
4449                         }
4450
4451                         break;
4452                 }
4453
4454 #endif /* ALLOW_BORG */
4455
4456
4457
4458                 /*** Inventory Commands ***/
4459
4460                 /* Wear/wield equipment */
4461                 case 'w':
4462                 {
4463                         if (!p_ptr->wild_mode) do_cmd_wield();
4464                         break;
4465                 }
4466
4467                 /* Take off equipment */
4468                 case 't':
4469                 {
4470                         if (!p_ptr->wild_mode) do_cmd_takeoff();
4471                         break;
4472                 }
4473
4474                 /* Drop an item */
4475                 case 'd':
4476                 {
4477                         if (!p_ptr->wild_mode) do_cmd_drop();
4478                         break;
4479                 }
4480
4481                 /* Destroy an item */
4482                 case 'k':
4483                 {
4484                         do_cmd_destroy();
4485                         break;
4486                 }
4487
4488                 /* Equipment list */
4489                 case 'e':
4490                 {
4491                         do_cmd_equip();
4492                         break;
4493                 }
4494
4495                 /* Inventory list */
4496                 case 'i':
4497                 {
4498                         do_cmd_inven();
4499                         break;
4500                 }
4501
4502
4503                 /*** Various commands ***/
4504
4505                 /* Identify an object */
4506                 case 'I':
4507                 {
4508                         do_cmd_observe();
4509                         break;
4510                 }
4511
4512                 /* Hack -- toggle windows */
4513                 case KTRL('I'):
4514                 {
4515                         toggle_inven_equip();
4516                         break;
4517                 }
4518
4519
4520                 /*** Standard "Movement" Commands ***/
4521
4522                 /* Alter a grid */
4523                 case '+':
4524                 {
4525                         if (!p_ptr->wild_mode) do_cmd_alter();
4526                         break;
4527                 }
4528
4529                 /* Dig a tunnel */
4530                 case 'T':
4531                 {
4532                         if (!p_ptr->wild_mode) do_cmd_tunnel();
4533                         break;
4534                 }
4535
4536                 /* Move (usually pick up things) */
4537                 case ';':
4538                 {
4539 #ifdef ALLOW_EASY_DISARM /* TNB */
4540
4541                         do_cmd_walk(FALSE);
4542
4543 #else /* ALLOW_EASY_DISARM -- TNB */
4544
4545                         do_cmd_walk(always_pickup);
4546
4547 #endif /* ALLOW_EASY_DISARM -- TNB */
4548
4549                         break;
4550                 }
4551
4552                 /* Move (usually do not pick up) */
4553                 case '-':
4554                 {
4555 #ifdef ALLOW_EASY_DISARM /* TNB */
4556
4557                         do_cmd_walk(TRUE);
4558
4559 #else /* ALLOW_EASY_DISARM -- TNB */
4560
4561                         do_cmd_walk(!always_pickup);
4562
4563 #endif /* ALLOW_EASY_DISARM -- TNB */
4564
4565                         break;
4566                 }
4567
4568
4569                 /*** Running, Resting, Searching, Staying */
4570
4571                 /* Begin Running -- Arg is Max Distance */
4572                 case '.':
4573                 {
4574                         if (!p_ptr->wild_mode) do_cmd_run();
4575                         break;
4576                 }
4577
4578                 /* Stay still (usually pick things up) */
4579                 case ',':
4580                 {
4581                         do_cmd_stay(always_pickup);
4582                         break;
4583                 }
4584
4585                 /* Stay still (usually do not pick up) */
4586                 case 'g':
4587                 {
4588                         do_cmd_stay(!always_pickup);
4589                         break;
4590                 }
4591
4592                 /* Rest -- Arg is time */
4593                 case 'R':
4594                 {
4595                         do_cmd_rest();
4596                         break;
4597                 }
4598
4599                 /* Search for traps/doors */
4600                 case 's':
4601                 {
4602                         do_cmd_search();
4603                         break;
4604                 }
4605
4606                 /* Toggle search mode */
4607                 case 'S':
4608                 {
4609                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4610                         else set_action(ACTION_SEARCH);
4611                         break;
4612                 }
4613
4614
4615                 /*** Stairs and Doors and Chests and Traps ***/
4616
4617                 /* Enter store */
4618                 case SPECIAL_KEY_STORE:
4619                 {
4620                         if (!p_ptr->wild_mode) do_cmd_store();
4621                         break;
4622                 }
4623
4624                 /* Enter building -KMW- */
4625                 case SPECIAL_KEY_BUILDING:
4626                 {
4627                         if (!p_ptr->wild_mode) do_cmd_bldg();
4628                         break;
4629                 }
4630
4631                 /* Enter quest level -KMW- */
4632                 case SPECIAL_KEY_QUEST:
4633                 {
4634                         if (!p_ptr->wild_mode) do_cmd_quest();
4635                         break;
4636                 }
4637
4638                 /* Go up staircase */
4639                 case '<':
4640                 {
4641                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4642                         {
4643                                 if (vanilla_town) break;
4644
4645                                 if (ambush_flag)
4646                                 {
4647 #ifdef JP
4648                                         msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4649 #else
4650                                         msg_print("To flee the ambush you have to reach the edge of the map.");
4651 #endif
4652                                         break;
4653                                 }
4654
4655                                 if (p_ptr->food < PY_FOOD_WEAK)
4656                                 {
4657 #ifdef JP
4658                                         msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4659 #else
4660                                         msg_print("You must eat something here.");
4661 #endif
4662                                         break;
4663                                 }
4664
4665                                 change_wild_mode();
4666                         }
4667                         else
4668                                 do_cmd_go_up();
4669                         break;
4670                 }
4671
4672                 /* Go down staircase */
4673                 case '>':
4674                 {
4675                         if (p_ptr->wild_mode)
4676                                 change_wild_mode();
4677                         else
4678                                 do_cmd_go_down();
4679
4680                         break;
4681                 }
4682
4683                 /* Open a door or chest */
4684                 case 'o':
4685                 {
4686                         if (!p_ptr->wild_mode) do_cmd_open();
4687                         break;
4688                 }
4689
4690                 /* Close a door */
4691                 case 'c':
4692                 {
4693                         if (!p_ptr->wild_mode) do_cmd_close();
4694                         break;
4695                 }
4696
4697                 /* Jam a door with spikes */
4698                 case 'j':
4699                 {
4700                         if (!p_ptr->wild_mode) do_cmd_spike();
4701                         break;
4702                 }
4703
4704                 /* Bash a door */
4705                 case 'B':
4706                 {
4707                         if (!p_ptr->wild_mode) do_cmd_bash();
4708                         break;
4709                 }
4710
4711                 /* Disarm a trap or chest */
4712                 case 'D':
4713                 {
4714                         if (!p_ptr->wild_mode) do_cmd_disarm();
4715                         break;
4716                 }
4717
4718
4719                 /*** Magic and Prayers ***/
4720
4721                 /* Gain new spells/prayers */
4722                 case 'G':
4723                 {
4724                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4725 #ifdef JP
4726                                 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4727 #else
4728                                 msg_print("You don't have to learn spells!");
4729 #endif
4730                         else if (p_ptr->pclass == CLASS_SAMURAI)
4731                                 do_cmd_gain_hissatsu();
4732                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4733                                 gain_magic();
4734                         else
4735                                 do_cmd_study();
4736                         break;
4737                 }
4738
4739                 /* Browse a book */
4740                 case 'b':
4741                 {
4742                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4743                              (p_ptr->pclass == CLASS_BERSERKER) ||
4744                              (p_ptr->pclass == CLASS_NINJA) ||
4745                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4746                              ) do_cmd_mind_browse();
4747                         else if (p_ptr->pclass == CLASS_SMITH)
4748                                 do_cmd_kaji(TRUE);
4749                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4750                                 do_cmd_magic_eater(TRUE);
4751                         else do_cmd_browse();
4752                         break;
4753                 }
4754
4755                 /* Cast a spell */
4756                 case 'm':
4757                 {
4758                         /* -KMW- */
4759                         if (!p_ptr->wild_mode)
4760                         {
4761                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4762                                 {
4763 #ifdef JP
4764                                         msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4765 #else
4766                                         msg_print("You cannot cast spells!");
4767 #endif
4768                                 }
4769                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4770                                 {
4771 #ifdef JP
4772                                         msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4773 #else
4774                                         msg_print("The dungeon absorbs all attempted magic!");
4775 #endif
4776                                         msg_print(NULL);
4777                                 }
4778                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4779                                 {
4780 #ifdef JP
4781
4782                                         cptr which_power = "ËâË¡";
4783 #else
4784                                         cptr which_power = "magic";
4785 #endif
4786                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4787 #ifdef JP
4788                                                 which_power = "ĶǽÎÏ";
4789 #else
4790                                                 which_power = "psionic powers";
4791 #endif
4792                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4793 #ifdef JP
4794                                                 which_power = "¤â¤Î¤Þ¤Í";
4795 #else
4796                                                 which_power = "imitation";
4797 #endif
4798                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4799 #ifdef JP
4800                                                 which_power = "ɬ»¦·õ";
4801 #else
4802                                                 which_power = "hissatsu";
4803 #endif
4804                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4805 #ifdef JP
4806                                                 which_power = "¶ÀËâË¡";
4807 #else
4808                                                 which_power = "mirror magic";
4809 #endif
4810                                         else if (p_ptr->pclass == CLASS_NINJA)
4811 #ifdef JP
4812                                                 which_power = "Ǧ½Ñ";
4813 #else
4814                                                 which_power = "ninjutsu";
4815 #endif
4816                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4817 #ifdef JP
4818                                                 which_power = "µ§¤ê";
4819 #else
4820                                                 which_power = "prayer";
4821 #endif
4822
4823 #ifdef JP
4824                                         msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4825 #else
4826                                         msg_format("An anti-magic shell disrupts your %s!", which_power);
4827 #endif
4828                                         energy_use = 0;
4829                                 }
4830                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4831                                 {
4832 #ifdef JP
4833                                         msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4834 #else
4835                                         msg_format("You cannot think directly!");
4836 #endif
4837                                         energy_use = 0;
4838                                 }
4839                                 else
4840                                 {
4841                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4842                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4843                                             (p_ptr->pclass == CLASS_NINJA) ||
4844                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4845                                             )
4846                                                 do_cmd_mind();
4847                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4848                                                 do_cmd_mane(FALSE);
4849                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4850                                                 do_cmd_magic_eater(FALSE);
4851                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4852                                                 do_cmd_hissatsu();
4853                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4854                                                 do_cmd_cast_learned();
4855                                         else if (p_ptr->pclass == CLASS_SMITH)
4856                                                 do_cmd_kaji(FALSE);
4857                                         else
4858                                                 do_cmd_cast();
4859                                 }
4860                         }
4861                         break;
4862                 }
4863
4864                 /* Issue a pet command */
4865                 case 'p':
4866                 {
4867                         if (!p_ptr->wild_mode) do_cmd_pet();
4868                         break;
4869                 }
4870
4871                 /*** Use various objects ***/
4872
4873                 /* Inscribe an object */
4874                 case '{':
4875                 {
4876                         do_cmd_inscribe();
4877                         break;
4878                 }
4879
4880                 /* Uninscribe an object */
4881                 case '}':
4882                 {
4883                         do_cmd_uninscribe();
4884                         break;
4885                 }
4886
4887                 /* Activate an artifact */
4888                 case 'A':
4889                 {
4890                         if (!p_ptr->wild_mode)
4891                         {
4892                         if (!p_ptr->inside_arena)
4893                                 do_cmd_activate();
4894                         else
4895                         {
4896 #ifdef JP
4897 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4898 #else
4899                                 msg_print("The arena absorbs all attempted magic!");
4900 #endif
4901
4902                                 msg_print(NULL);
4903                         }
4904                         }
4905                         break;
4906                 }
4907
4908                 /* Eat some food */
4909                 case 'E':
4910                 {
4911                         do_cmd_eat_food();
4912                         break;
4913                 }
4914
4915                 /* Fuel your lantern/torch */
4916                 case 'F':
4917                 {
4918                         do_cmd_refill();
4919                         break;
4920                 }
4921
4922                 /* Fire an item */
4923                 case 'f':
4924                 {
4925                         if (!p_ptr->wild_mode) do_cmd_fire();
4926                         break;
4927                 }
4928
4929                 /* Throw an item */
4930                 case 'v':
4931                 {
4932                         if (!p_ptr->wild_mode)
4933                         {
4934                                 do_cmd_throw();
4935                         }
4936                         break;
4937                 }
4938
4939                 /* Aim a wand */
4940                 case 'a':
4941                 {
4942                         if (!p_ptr->wild_mode)
4943                         {
4944                         if (!p_ptr->inside_arena)
4945                                 do_cmd_aim_wand();
4946                         else
4947                         {
4948 #ifdef JP
4949 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4950 #else
4951                                 msg_print("The arena absorbs all attempted magic!");
4952 #endif
4953
4954                                 msg_print(NULL);
4955                         }
4956                         }
4957                         break;
4958                 }
4959
4960                 /* Zap a rod */
4961                 case 'z':
4962                 {
4963                         if (!p_ptr->wild_mode)
4964                         {
4965                         if (p_ptr->inside_arena)
4966                         {
4967 #ifdef JP
4968 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4969 #else
4970                                 msg_print("The arena absorbs all attempted magic!");
4971 #endif
4972
4973                                 msg_print(NULL);
4974                         }
4975                         else if (use_command && rogue_like_commands)
4976                         {
4977                                 do_cmd_use();
4978                         }
4979                         else
4980                         {
4981                                 do_cmd_zap_rod();
4982                         }
4983                         }
4984                         break;
4985                 }
4986
4987                 /* Quaff a potion */
4988                 case 'q':
4989                 {
4990                         if (!p_ptr->wild_mode)
4991                         {
4992                         if (!p_ptr->inside_arena)
4993                                 do_cmd_quaff_potion();
4994                         else
4995                         {
4996 #ifdef JP
4997 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4998 #else
4999                                 msg_print("The arena absorbs all attempted magic!");
5000 #endif
5001
5002                                 msg_print(NULL);
5003                         }
5004                         }
5005                         break;
5006                 }
5007
5008                 /* Read a scroll */
5009                 case 'r':
5010                 {
5011                         if (!p_ptr->wild_mode)
5012                         {
5013                         if (!p_ptr->inside_arena)
5014                                 do_cmd_read_scroll();
5015                         else
5016                         {
5017 #ifdef JP
5018 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5019 #else
5020                                 msg_print("The arena absorbs all attempted magic!");
5021 #endif
5022
5023                                 msg_print(NULL);
5024                         }
5025                         }
5026                         break;
5027                 }
5028
5029                 /* Use a staff */
5030                 case 'u':
5031                 {
5032                         if (!p_ptr->wild_mode)
5033                         {
5034                         if (p_ptr->inside_arena)
5035                         {
5036 #ifdef JP
5037 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5038 #else
5039                                 msg_print("The arena absorbs all attempted magic!");
5040 #endif
5041
5042                                 msg_print(NULL);
5043                         }
5044                         else if (use_command && !rogue_like_commands)
5045                         {
5046                                 do_cmd_use();
5047                         }
5048                         else
5049                                 do_cmd_use_staff();
5050                         }
5051                         break;
5052                 }
5053
5054                 /* Use racial power */
5055                 case 'U':
5056                 {
5057                         if (!p_ptr->wild_mode) do_cmd_racial_power();
5058                         break;
5059                 }
5060
5061
5062                 /*** Looking at Things (nearby or on map) ***/
5063
5064                 /* Full dungeon map */
5065                 case 'M':
5066                 {
5067                         do_cmd_view_map();
5068                         break;
5069                 }
5070
5071                 /* Locate player on map */
5072                 case 'L':
5073                 {
5074                         do_cmd_locate();
5075                         break;
5076                 }
5077
5078                 /* Look around */
5079                 case 'l':
5080                 {
5081                         do_cmd_look();
5082                         break;
5083                 }
5084
5085                 /* Target monster or location */
5086                 case '*':
5087                 {
5088                         if (!p_ptr->wild_mode) do_cmd_target();
5089                         break;
5090                 }
5091
5092
5093
5094                 /*** Help and Such ***/
5095
5096                 /* Help */
5097                 case '?':
5098                 {
5099                         do_cmd_help();
5100                         break;
5101                 }
5102
5103                 /* Identify symbol */
5104                 case '/':
5105                 {
5106                         do_cmd_query_symbol();
5107                         break;
5108                 }
5109
5110                 /* Character description */
5111                 case 'C':
5112                 {
5113                         do_cmd_change_name();
5114                         break;
5115                 }
5116
5117
5118                 /*** System Commands ***/
5119
5120                 /* Hack -- User interface */
5121                 case '!':
5122                 {
5123                         (void)Term_user(0);
5124                         break;
5125                 }
5126
5127                 /* Single line from a pref file */
5128                 case '"':
5129                 {
5130                         do_cmd_pref();
5131                         break;
5132                 }
5133
5134                 case '$':
5135                 {
5136                         do_cmd_reload_autopick();
5137                         break;
5138                 }
5139
5140                 case '_':
5141                 {
5142                         do_cmd_edit_autopick();
5143                         break;
5144                 }
5145
5146                 /* Interact with macros */
5147                 case '@':
5148                 {
5149                         do_cmd_macros();
5150                         break;
5151                 }
5152
5153                 /* Interact with visuals */
5154                 case '%':
5155                 {
5156                         do_cmd_visuals();
5157                         do_cmd_redraw();
5158                         break;
5159                 }
5160
5161                 /* Interact with colors */
5162                 case '&':
5163                 {
5164                         do_cmd_colors();
5165                         do_cmd_redraw();
5166                         break;
5167                 }
5168
5169                 /* Interact with options */
5170                 case '=':
5171                 {
5172                         do_cmd_options();
5173                         do_cmd_redraw();
5174                         break;
5175                 }
5176
5177                 /*** Misc Commands ***/
5178
5179                 /* Take notes */
5180                 case ':':
5181                 {
5182                         do_cmd_note();
5183                         break;
5184                 }
5185
5186                 /* Version info */
5187                 case 'V':
5188                 {
5189                         do_cmd_version();
5190                         break;
5191                 }
5192
5193                 /* Repeat level feeling */
5194                 case KTRL('F'):
5195                 {
5196                         if (!p_ptr->wild_mode) do_cmd_feeling();
5197                         break;
5198                 }
5199
5200                 /* Show previous message */
5201                 case KTRL('O'):
5202                 {
5203                         do_cmd_message_one();
5204                         break;
5205                 }
5206
5207                 /* Show previous messages */
5208                 case KTRL('P'):
5209                 {
5210                         do_cmd_messages(old_now_message);
5211                         break;
5212                 }
5213
5214                 /* Show quest status -KMW- */
5215                 case KTRL('Q'):
5216                 {
5217                         do_cmd_checkquest();
5218                         break;
5219                 }
5220
5221                 /* Redraw the screen */
5222                 case KTRL('R'):
5223                 {
5224                         now_message = old_now_message;
5225                         do_cmd_redraw();
5226                         break;
5227                 }
5228
5229 #ifndef VERIFY_SAVEFILE
5230
5231                 /* Hack -- Save and don't quit */
5232                 case KTRL('S'):
5233                 {
5234                         do_cmd_save_game(FALSE);
5235                         break;
5236                 }
5237
5238 #endif /* VERIFY_SAVEFILE */
5239
5240                 case KTRL('T'):
5241                 {
5242                         do_cmd_time();
5243                         break;
5244                 }
5245
5246                 /* Save and quit */
5247                 case KTRL('X'):
5248                 case SPECIAL_KEY_QUIT:
5249                 {
5250                         do_cmd_save_and_exit();
5251                         break;
5252                 }
5253
5254                 /* Quit (commit suicide) */
5255                 case 'Q':
5256                 {
5257                         do_cmd_suicide();
5258                         break;
5259                 }
5260
5261                 case '|':
5262                 {
5263                         do_cmd_nikki();
5264                         break;
5265                 }
5266
5267                 /* Check artifacts, uniques, objects */
5268                 case '~':
5269                 {
5270                         do_cmd_knowledge();
5271                         break;
5272                 }
5273
5274                 /* Load "screen dump" */
5275                 case '(':
5276                 {
5277                         do_cmd_load_screen();
5278                         break;
5279                 }
5280
5281                 /* Save "screen dump" */
5282                 case ')':
5283                 {
5284                         do_cmd_save_screen();
5285                         break;
5286                 }
5287
5288                 /* Make random artifact list */
5289                 case KTRL('V'):
5290                 {
5291                         spoil_random_artifact("randifact.txt");
5292                         break;
5293                 }
5294
5295                 /* Hack -- Unknown command */
5296                 default:
5297                 {
5298                         if (flush_failure) flush();
5299                         if (one_in_(2))
5300                         {
5301                                 char error_m[1024];
5302                                 sound(SOUND_ILLEGAL);
5303 #ifdef JP
5304                                 if (!get_rnd_line("error_j.txt", 0, error_m))
5305 #else
5306                                 if (!get_rnd_line("error.txt", 0, error_m))
5307 #endif
5308
5309                                         msg_print(error_m);
5310                         }
5311                         else
5312 #ifdef JP
5313 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5314 #else
5315                                 prt("Type '?' for help.", 0, 0);
5316 #endif
5317
5318                         break;
5319                 }
5320         }
5321         if (!energy_use && !now_message)
5322                 now_message = old_now_message;
5323 }
5324
5325
5326
5327
5328 static bool monster_tsuri(int r_idx)
5329 {
5330         monster_race *r_ptr = &r_info[r_idx];
5331
5332         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5333                 return TRUE;
5334         else
5335                 return FALSE;
5336 }
5337
5338
5339 /*
5340  * Process the player
5341  *
5342  * Notice the annoying code to handle "pack overflow", which
5343  * must come first just in case somebody manages to corrupt
5344  * the savefiles by clever use of menu commands or something.
5345  */
5346 static void process_player(void)
5347 {
5348         int i;
5349
5350         /*** Apply energy ***/
5351
5352         if (hack_mutation)
5353         {
5354 #ifdef JP
5355 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5356 #else
5357                 msg_print("You feel different!");
5358 #endif
5359
5360                 (void)gain_random_mutation(0);
5361                 hack_mutation = FALSE;
5362         }
5363
5364         if (p_ptr->inside_battle)
5365         {
5366                 for(i = 1; i < m_max; i++)
5367                 {
5368                         monster_type *m_ptr = &m_list[i];
5369
5370                         if (!m_ptr->r_idx) continue;
5371
5372                         /* Hack -- Detect monster */
5373                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5374
5375                         /* Update the monster */
5376                         update_mon(i, FALSE);
5377                 }
5378                 prt_time();
5379         }
5380
5381         /* Give the player some energy */
5382         else if (!(load && p_ptr->energy_need <= 0))
5383         {
5384                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5385         }
5386
5387         /* No turn yet */
5388         if (p_ptr->energy_need > 0) return;
5389         if (!command_rep) prt_time();
5390
5391         /*** Check for interupts ***/
5392
5393         /* Complete resting */
5394         if (resting < 0)
5395         {
5396                 /* Basic resting */
5397                 if (resting == -1)
5398                 {
5399                         /* Stop resting */
5400                         if ((p_ptr->chp == p_ptr->mhp) &&
5401                             (p_ptr->csp >= p_ptr->msp))
5402                         {
5403                                 set_action(ACTION_NONE);
5404                         }
5405                 }
5406
5407                 /* Complete resting */
5408                 else if (resting == -2)
5409                 {
5410                         /* Stop resting */
5411                         if ((p_ptr->chp == p_ptr->mhp) &&
5412                             (p_ptr->csp >= p_ptr->msp) &&
5413                             !p_ptr->blind && !p_ptr->confused &&
5414                             !p_ptr->poisoned && !p_ptr->afraid &&
5415                             !p_ptr->stun && !p_ptr->cut &&
5416                             !p_ptr->slow && !p_ptr->paralyzed &&
5417                             !p_ptr->image && !p_ptr->word_recall &&
5418                             !p_ptr->alter_reality)
5419                         {
5420                                 set_action(ACTION_NONE);
5421                         }
5422                 }
5423         }
5424
5425         if (p_ptr->action == ACTION_FISH)
5426         {
5427                 /* Delay */
5428                 Term_xtra(TERM_XTRA_DELAY, 10);
5429                 if (one_in_(1000))
5430                 {
5431                         int r_idx;
5432                         bool success = FALSE;
5433                         get_mon_num_prep(monster_tsuri,NULL);
5434                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5435                         msg_print(NULL);
5436                         if (r_idx && one_in_(2))
5437                         {
5438                                 int y, x;
5439                                 y = py+ddy[tsuri_dir];
5440                                 x = px+ddx[tsuri_dir];
5441                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5442                                 {
5443                                         char m_name[80];
5444                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5445 #ifdef JP
5446                                         msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5447 #else
5448                                         msg_format("You have a good catch!", m_name);
5449 #endif
5450                                         success = TRUE;
5451                                 }
5452                         }
5453                         if (!success)
5454                         {
5455 #ifdef JP
5456                                 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5457 #else
5458                                 msg_print("Damn!  The fish stole your bait!");
5459 #endif
5460                         }
5461                         disturb(0, 0);
5462                 }
5463         }
5464
5465         /* Handle "abort" */
5466         if (check_abort)
5467         {
5468                 /* Check for "player abort" (semi-efficiently for resting) */
5469                 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5470                 {
5471                         /* Do not wait */
5472                         inkey_scan = TRUE;
5473
5474                         /* Check for a key */
5475                         if (inkey())
5476                         {
5477                                 /* Flush input */
5478                                 flush();
5479
5480                                 /* Disturb */
5481                                 disturb(0, 0);
5482
5483                                 /* Hack -- Show a Message */
5484 #ifdef JP
5485 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5486 #else
5487                                 msg_print("Canceled.");
5488 #endif
5489
5490                         }
5491                 }
5492         }
5493
5494         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5495         {
5496                 monster_type *m_ptr = &m_list[p_ptr->riding];
5497                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5498
5499                 if (MON_CSLEEP(m_ptr))
5500                 {
5501                         char m_name[80];
5502
5503                         /* Recover fully */
5504                         (void)set_monster_csleep(p_ptr->riding, 0);
5505
5506                         /* Acquire the monster name */
5507                         monster_desc(m_name, m_ptr, 0);
5508 #ifdef JP
5509                         msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5510 #else
5511                         msg_format("You have waked %s up.", m_name);
5512 #endif
5513                 }
5514
5515                 if (MON_STUNNED(m_ptr))
5516                 {
5517                         /* Hack -- Recover from stun */
5518                         if (set_monster_stunned(p_ptr->riding,
5519                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5520                         {
5521                                 char m_name[80];
5522
5523                                 /* Acquire the monster name */
5524                                 monster_desc(m_name, m_ptr, 0);
5525
5526                                 /* Dump a message */
5527 #ifdef JP
5528                                 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5529 #else
5530                                 msg_format("%^s is no longer stunned.", m_name);
5531 #endif
5532                         }
5533                 }
5534
5535                 if (MON_CONFUSED(m_ptr))
5536                 {
5537                         /* Hack -- Recover from confusion */
5538                         if (set_monster_confused(p_ptr->riding,
5539                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5540                         {
5541                                 char m_name[80];
5542
5543                                 /* Acquire the monster name */
5544                                 monster_desc(m_name, m_ptr, 0);
5545
5546                                 /* Dump a message */
5547 #ifdef JP
5548                                 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5549 #else
5550                                 msg_format("%^s is no longer confused.", m_name);
5551 #endif
5552                         }
5553                 }
5554
5555                 if (MON_MONFEAR(m_ptr))
5556                 {
5557                         /* Hack -- Recover from fear */
5558                         if (set_monster_monfear(p_ptr->riding,
5559                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5560                         {
5561                                 char m_name[80];
5562
5563                                 /* Acquire the monster name */
5564                                 monster_desc(m_name, m_ptr, 0);
5565
5566                                 /* Dump a message */
5567 #ifdef JP
5568                                 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5569 #else
5570                                 msg_format("%^s is no longer fear.", m_name);
5571 #endif
5572                         }
5573                 }
5574
5575                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5576                 handle_stuff();
5577         }
5578
5579         /* Handle the player song */
5580         if (!load) check_music();
5581
5582         load = FALSE;
5583
5584         /* Fast */
5585         if (p_ptr->lightspeed)
5586         {
5587                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5588         }
5589         if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5590         {
5591                 if (p_ptr->magic_num1[0] < 40)
5592                 {
5593                         p_ptr->magic_num1[0] = 0;
5594                 }
5595                 else p_ptr->magic_num1[0] -= 40;
5596                 p_ptr->update |= (PU_BONUS);
5597         }
5598         if (p_ptr->action == ACTION_LEARN)
5599         {
5600                 s32b cost = 0L;
5601                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5602
5603                 /* Convert the unit (1/2^16) to (1/2^32) */
5604                 s64b_LSHIFT(cost, cost_frac, 16);
5605
5606  
5607                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5608                 {
5609                         /* Mana run out */
5610                         p_ptr->csp = 0;
5611                         p_ptr->csp_frac = 0;
5612                         set_action(ACTION_NONE);
5613                 }
5614                 else
5615                 {
5616                         /* Reduce mana */
5617                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5618                 }
5619                 p_ptr->redraw |= PR_MANA;
5620         }
5621
5622         if (p_ptr->special_defense & KATA_MASK)
5623         {
5624                 if (p_ptr->special_defense & KATA_MUSOU)
5625                 {
5626                         if (p_ptr->csp < 3)
5627                         {
5628                                 set_action(ACTION_NONE);
5629                         }
5630                         else
5631                         {
5632                                 p_ptr->csp -= 2;
5633                                 p_ptr->redraw |= (PR_MANA);
5634                         }
5635                 }
5636         }
5637
5638         /*** Handle actual user input ***/
5639
5640         /* Repeat until out of energy */
5641         while (p_ptr->energy_need <= 0)
5642         {
5643                 p_ptr->window |= PW_PLAYER;
5644                 p_ptr->sutemi = FALSE;
5645                 p_ptr->counter = FALSE;
5646                 now_damaged = FALSE;
5647
5648                 /* Handle "p_ptr->notice" */
5649                 notice_stuff();
5650
5651                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5652                 handle_stuff();
5653
5654                 /* Place the cursor on the player */
5655                 move_cursor_relative(py, px);
5656
5657                 /* Refresh (optional) */
5658                 if (fresh_before) Term_fresh();
5659
5660
5661                 /* Hack -- Pack Overflow */
5662                 if (inventory[INVEN_PACK].k_idx)
5663                 {
5664                         int item = INVEN_PACK;
5665
5666                         char o_name[MAX_NLEN];
5667
5668                         object_type *o_ptr;
5669
5670                         /* Access the slot to be dropped */
5671                         o_ptr = &inventory[item];
5672
5673                         /* Disturbing */
5674                         disturb(0, 0);
5675
5676                         /* Warning */
5677 #ifdef JP
5678 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5679 #else
5680                         msg_print("Your pack overflows!");
5681 #endif
5682
5683
5684                         /* Describe */
5685                         object_desc(o_name, o_ptr, 0);
5686
5687                         /* Message */
5688 #ifdef JP
5689 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5690 #else
5691                         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5692 #endif
5693
5694
5695                         /* Drop it (carefully) near the player */
5696                         (void)drop_near(o_ptr, 0, py, px);
5697
5698                         /* Modify, Describe, Optimize */
5699                         inven_item_increase(item, -255);
5700                         inven_item_describe(item);
5701                         inven_item_optimize(item);
5702
5703                         /* Handle "p_ptr->notice" */
5704                         notice_stuff();
5705
5706                         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5707                         handle_stuff();
5708                 }
5709
5710
5711                 /* Hack -- cancel "lurking browse mode" */
5712                 if (!command_new) command_see = FALSE;
5713
5714
5715                 /* Assume free turn */
5716                 energy_use = 0;
5717
5718
5719                 if (p_ptr->inside_battle)
5720                 {
5721                         /* Place the cursor on the player */
5722                         move_cursor_relative(py, px);
5723
5724                         command_cmd = SPECIAL_KEY_BUILDING;
5725
5726                         /* Process the command */
5727                         process_command();
5728                 }
5729
5730                 /* Paralyzed or Knocked Out */
5731                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5732                 {
5733                         /* Take a turn */
5734                         energy_use = 100;
5735                 }
5736
5737                 /* Resting */
5738                 else if (p_ptr->action == ACTION_REST)
5739                 {
5740                         /* Timed rest */
5741                         if (resting > 0)
5742                         {
5743                                 /* Reduce rest count */
5744                                 resting--;
5745
5746                                 if (!resting) set_action(ACTION_NONE);
5747
5748                                 /* Redraw the state */
5749                                 p_ptr->redraw |= (PR_STATE);
5750                         }
5751
5752                         /* Take a turn */
5753                         energy_use = 100;
5754                 }
5755
5756                 /* Fishing */
5757                 else if (p_ptr->action == ACTION_FISH)
5758                 {
5759                         /* Take a turn */
5760                         energy_use = 100;
5761                 }
5762
5763                 /* Running */
5764                 else if (running)
5765                 {
5766                         /* Take a step */
5767                         run_step(0);
5768                 }
5769
5770                 /* Repeated command */
5771                 else if (command_rep)
5772                 {
5773                         /* Count this execution */
5774                         command_rep--;
5775
5776                         /* Redraw the state */
5777                         p_ptr->redraw |= (PR_STATE);
5778
5779                         /* Redraw stuff */
5780                         redraw_stuff();
5781
5782                         /* Hack -- Assume messages were seen */
5783                         msg_flag = FALSE;
5784
5785                         /* Clear the top line */
5786                         prt("", 0, 0);
5787
5788                         /* Process the command */
5789                         process_command();
5790                 }
5791
5792                 /* Normal command */
5793                 else
5794                 {
5795                         /* Place the cursor on the player */
5796                         move_cursor_relative(py, px);
5797
5798                         can_save = TRUE;
5799                         /* Get a command (normal) */
5800                         request_command(FALSE);
5801                         can_save = FALSE;
5802
5803                         /* Process the command */
5804                         process_command();
5805                 }
5806
5807
5808                 /*** Clean up ***/
5809
5810                 /* Significant */
5811                 if (energy_use)
5812                 {
5813                         /* Use some energy */
5814                         if (world_player || energy_use > 400)
5815                         {
5816                                 /* The Randomness is irrelevant */
5817                                 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5818                         }
5819                         else
5820                         {
5821                                 /* There is some randomness of needed energy */
5822                                 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5823                         }
5824
5825                         /* Hack -- constant hallucination */
5826                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5827
5828
5829                         /* Shimmer monsters if needed */
5830                         if (shimmer_monsters)
5831                         {
5832                                 /* Clear the flag */
5833                                 shimmer_monsters = FALSE;
5834
5835                                 /* Shimmer multi-hued monsters */
5836                                 for (i = 1; i < m_max; i++)
5837                                 {
5838                                         monster_type *m_ptr;
5839                                         monster_race *r_ptr;
5840
5841                                         /* Access monster */
5842                                         m_ptr = &m_list[i];
5843
5844                                         /* Skip dead monsters */
5845                                         if (!m_ptr->r_idx) continue;
5846
5847                                         /* Skip unseen monsters */
5848                                         if (!m_ptr->ml) continue;
5849
5850                                         /* Access the monster race */
5851                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5852
5853                                         /* Skip non-multi-hued monsters */
5854                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5855                                                 continue;
5856
5857                                         /* Reset the flag */
5858                                         shimmer_monsters = TRUE;
5859
5860                                         /* Redraw regardless */
5861                                         lite_spot(m_ptr->fy, m_ptr->fx);
5862                                 }
5863                         }
5864
5865
5866                         /* Handle monster detection */
5867                         if (repair_monsters)
5868                         {
5869                                 /* Reset the flag */
5870                                 repair_monsters = FALSE;
5871
5872                                 /* Rotate detection flags */
5873                                 for (i = 1; i < m_max; i++)
5874                                 {
5875                                         monster_type *m_ptr;
5876
5877                                         /* Access monster */
5878                                         m_ptr = &m_list[i];
5879
5880                                         /* Skip dead monsters */
5881                                         if (!m_ptr->r_idx) continue;
5882
5883                                         /* Nice monsters get mean */
5884                                         if (m_ptr->mflag & MFLAG_NICE)
5885                                         {
5886                                                 /* Nice monsters get mean */
5887                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5888                                         }
5889
5890                                         /* Handle memorized monsters */
5891                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5892                                         {
5893                                                 /* Maintain detection */
5894                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5895                                                 {
5896                                                         /* Forget flag */
5897                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5898
5899                                                         /* Still need repairs */
5900                                                         repair_monsters = TRUE;
5901                                                 }
5902
5903                                                 /* Remove detection */
5904                                                 else
5905                                                 {
5906                                                         /* Forget flag */
5907                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5908
5909                                                         /* Assume invisible */
5910                                                         m_ptr->ml = FALSE;
5911
5912                                                         /* Update the monster */
5913                                                         update_mon(i, FALSE);
5914
5915                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5916                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5917
5918                                                         /* Redraw regardless */
5919                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5920                                                 }
5921                                         }
5922                                 }
5923                         }
5924                         if (p_ptr->pclass == CLASS_IMITATOR)
5925                         {
5926                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5927                                 {
5928                                         p_ptr->mane_num--;
5929                                         for (i = 0; i < p_ptr->mane_num; i++)
5930                                         {
5931                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5932                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5933                                         }
5934                                 }
5935                                 new_mane = FALSE;
5936                                 p_ptr->redraw |= (PR_MANE);
5937                         }
5938                         if (p_ptr->action == ACTION_LEARN)
5939                         {
5940                                 new_mane = FALSE;
5941                                 p_ptr->redraw |= (PR_STATE);
5942                         }
5943
5944                         if (world_player && (p_ptr->energy_need > - 1000))
5945                         {
5946                                 /* Redraw map */
5947                                 p_ptr->redraw |= (PR_MAP);
5948
5949                                 /* Update monsters */
5950                                 p_ptr->update |= (PU_MONSTERS);
5951
5952                                 /* Window stuff */
5953                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5954
5955 #ifdef JP
5956                                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
5957 #else
5958                                 msg_print("You feel time flowing around you once more.");
5959 #endif
5960                                 msg_print(NULL);
5961                                 world_player = FALSE;
5962                                 p_ptr->energy_need = ENERGY_NEED();
5963
5964                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5965                                 handle_stuff();
5966                         }
5967                 }
5968
5969                 /* Hack -- notice death */
5970                 if (!p_ptr->playing || p_ptr->is_dead)
5971                 {
5972                         world_player = FALSE;
5973                         break;
5974                 }
5975
5976                 /* Handle "leaving" */
5977                 if (p_ptr->leaving) break;
5978         }
5979
5980         /* Update scent trail */
5981         update_smell();
5982 }
5983
5984
5985 /*
5986  * Interact with the current dungeon level.
5987  *
5988  * This function will not exit until the level is completed,
5989  * the user dies, or the game is terminated.
5990  */
5991 static void dungeon(bool load_game)
5992 {
5993         int quest_num = 0;
5994
5995         /* Set the base level */
5996         base_level = dun_level;
5997
5998         /* Reset various flags */
5999         hack_mind = FALSE;
6000
6001         /* Not leaving */
6002         p_ptr->leaving = FALSE;
6003
6004         /* Reset the "command" vars */
6005         command_cmd = 0;
6006
6007 #if 0 /* Don't reset here --- It's used for Arena */
6008         command_new = 0;
6009 #endif
6010
6011         command_rep = 0;
6012         command_arg = 0;
6013         command_dir = 0;
6014
6015
6016         /* Cancel the target */
6017         target_who = 0;
6018         pet_t_m_idx = 0;
6019         riding_t_m_idx = 0;
6020         ambush_flag = FALSE;
6021
6022         /* Cancel the health bar */
6023         health_track(0);
6024
6025         /* Check visual effects */
6026         shimmer_monsters = TRUE;
6027         shimmer_objects = TRUE;
6028         repair_monsters = TRUE;
6029         repair_objects = TRUE;
6030
6031
6032         /* Disturb */
6033         disturb(1, 0);
6034
6035         /* Get index of current quest (if any) */
6036         quest_num = quest_number(dun_level);
6037
6038         /* Inside a quest? */
6039         if (quest_num)
6040         {
6041                 /* Mark the quest monster */
6042                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6043         }
6044
6045         /* Track maximum player level */
6046         if (p_ptr->max_plv < p_ptr->lev)
6047         {
6048                 p_ptr->max_plv = p_ptr->lev;
6049         }
6050
6051
6052         /* Track maximum dungeon level (if not in quest -KMW-) */
6053         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6054         {
6055                 max_dlv[dungeon_type] = dun_level;
6056                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6057         }
6058
6059         /* Validate the panel */
6060         panel_bounds_center();
6061
6062         /* Verify the panel */
6063         verify_panel();
6064
6065         /* Flush messages */
6066         msg_print(NULL);
6067
6068
6069         /* Enter "xtra" mode */
6070         character_xtra = TRUE;
6071
6072         /* Window stuff */
6073         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6074
6075         /* Redraw dungeon */
6076         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6077
6078         /* Redraw map */
6079         p_ptr->redraw |= (PR_MAP);
6080
6081         /* Update stuff */
6082         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6083
6084         /* Update lite/view */
6085         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6086
6087         /* Update monsters */
6088         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6089
6090         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6091         handle_stuff();
6092
6093         /* Leave "xtra" mode */
6094         character_xtra = FALSE;
6095
6096         /* Update stuff */
6097         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6098
6099         /* Combine / Reorder the pack */
6100         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6101
6102         /* Handle "p_ptr->notice" */
6103         notice_stuff();
6104
6105         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6106         handle_stuff();
6107
6108         /* Refresh */
6109         Term_fresh();
6110
6111         if (quest_num && (is_fixed_quest_idx(quest_num) &&
6112             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6113             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6114
6115         if (p_ptr->inside_battle)
6116         {
6117                 if (load_game)
6118                 {
6119                         p_ptr->energy_need = 0;
6120                         battle_monsters();
6121                 }
6122                 else
6123                 {
6124 #ifdef JP
6125 msg_print("»î¹ç³«»Ï¡ª");
6126 #else
6127                         msg_format("Ready..Fight!");
6128 #endif
6129                         msg_print(NULL);
6130                 }
6131         }
6132
6133         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6134                 p_ptr->magic_num1[0] = MUSIC_DETECT;
6135
6136         /* Hack -- notice death or departure */
6137         if (!p_ptr->playing || p_ptr->is_dead) return;
6138
6139         /* Print quest message if appropriate */
6140         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6141         {
6142                 quest_discovery(random_quest_number(dun_level));
6143                 p_ptr->inside_quest = random_quest_number(dun_level);
6144         }
6145         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6146         {
6147                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6148 #ifdef JP
6149                         msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6150                                    d_name+d_info[dungeon_type].name, 
6151                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
6152 #else
6153                         msg_format("%^s lives in this level as the keeper of %s.",
6154                                            r_name+r_info[d_info[dungeon_type].final_guardian].name, 
6155                                            d_name+d_info[dungeon_type].name);
6156 #endif
6157         }
6158
6159         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6160
6161         /*** Process this dungeon level ***/
6162
6163         /* Reset the monster generation level */
6164         monster_level = base_level;
6165
6166         /* Reset the object generation level */
6167         object_level = base_level;
6168
6169         hack_mind = TRUE;
6170
6171         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6172             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6173                 p_ptr->energy_need = 0;
6174
6175         /* Not leaving dungeon */
6176         p_ptr->leaving_dungeon = FALSE;
6177
6178         /* Initialize monster process */
6179         mproc_init();
6180
6181         /* Main loop */
6182         while (TRUE)
6183         {
6184                 /* Hack -- Compact the monster list occasionally */
6185                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6186
6187                 /* Hack -- Compress the monster list occasionally */
6188                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6189
6190
6191                 /* Hack -- Compact the object list occasionally */
6192                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6193
6194                 /* Hack -- Compress the object list occasionally */
6195                 if (o_cnt + 32 < o_max) compact_objects(0);
6196
6197
6198                 /* Process the player */
6199                 process_player();
6200
6201                 /* Handle "p_ptr->notice" */
6202                 notice_stuff();
6203
6204                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6205                 handle_stuff();
6206
6207                 /* Hack -- Hilite the player */
6208                 move_cursor_relative(py, px);
6209
6210                 /* Optional fresh */
6211                 if (fresh_after) Term_fresh();
6212
6213                 /* Hack -- Notice death or departure */
6214                 if (!p_ptr->playing || p_ptr->is_dead) break;
6215
6216                 /* Process all of the monsters */
6217                 process_monsters();
6218
6219                 /* Handle "p_ptr->notice" */
6220                 notice_stuff();
6221
6222                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6223                 handle_stuff();
6224
6225                 /* Hack -- Hilite the player */
6226                 move_cursor_relative(py, px);
6227
6228                 /* Optional fresh */
6229                 if (fresh_after) Term_fresh();
6230
6231                 /* Hack -- Notice death or departure */
6232                 if (!p_ptr->playing || p_ptr->is_dead) break;
6233
6234
6235                 /* Process the world */
6236                 process_world();
6237
6238                 /* Handle "p_ptr->notice" */
6239                 notice_stuff();
6240
6241                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6242                 handle_stuff();
6243
6244                 /* Hack -- Hilite the player */
6245                 move_cursor_relative(py, px);
6246
6247                 /* Optional fresh */
6248                 if (fresh_after) Term_fresh();
6249
6250                 /* Hack -- Notice death or departure */
6251                 if (!p_ptr->playing || p_ptr->is_dead) break;
6252
6253                 /* Handle "leaving" */
6254                 if (p_ptr->leaving) break;
6255
6256                 /* Count game turns */
6257                 turn++;
6258                 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6259                 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6260                 if (wild_regen) wild_regen--;
6261         }
6262
6263         /* Inside a quest and non-unique questor? */
6264         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6265         {
6266                 /* Un-mark the quest monster */
6267                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6268         }
6269
6270         /* Not save-and-quit and not dead? */
6271         if (p_ptr->playing && !p_ptr->is_dead)
6272         {
6273                 /*
6274                  * Maintain Unique monsters and artifact, save current
6275                  * floor, then prepare next floor
6276                  */
6277                 leave_floor();
6278
6279                 /* Forget the flag */
6280                 reinit_wilderness = FALSE;
6281         }
6282
6283         /* Write about current level on the play record once per level */
6284         write_level = TRUE;
6285 }
6286
6287
6288 /*
6289  * Load some "user pref files"
6290  *
6291  * Modified by Arcum Dagsson to support
6292  * separate macro files for different realms.
6293  */
6294 static void load_all_pref_files(void)
6295 {
6296         char buf[1024];
6297
6298         /* Access the "user" pref file */
6299         sprintf(buf, "user.prf");
6300
6301         /* Process that file */
6302         process_pref_file(buf);
6303
6304         /* Access the "user" system pref file */
6305         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6306
6307         /* Process that file */
6308         process_pref_file(buf);
6309
6310         /* Access the "race" pref file */
6311         sprintf(buf, "%s.prf", rp_ptr->title);
6312
6313         /* Process that file */
6314         process_pref_file(buf);
6315
6316         /* Access the "class" pref file */
6317         sprintf(buf, "%s.prf", cp_ptr->title);
6318
6319         /* Process that file */
6320         process_pref_file(buf);
6321
6322         /* Access the "character" pref file */
6323         sprintf(buf, "%s.prf", player_base);
6324
6325         /* Process that file */
6326         process_pref_file(buf);
6327
6328         /* Access the "realm 1" pref file */
6329         if (p_ptr->realm1 != REALM_NONE)
6330         {
6331                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6332
6333                 /* Process that file */
6334                 process_pref_file(buf);
6335         }
6336
6337         /* Access the "realm 2" pref file */
6338         if (p_ptr->realm2 != REALM_NONE)
6339         {
6340                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6341
6342                 /* Process that file */
6343                 process_pref_file(buf);
6344         }
6345
6346
6347         /* Load an autopick preference file */
6348         autopick_load_pref(FALSE);
6349 }
6350
6351
6352 /*
6353  * Extract option variables from bit sets
6354  */
6355 void extract_option_vars(void)
6356 {
6357         int i;
6358
6359         for (i = 0; option_info[i].o_desc; i++)
6360         {
6361                 int os = option_info[i].o_set;
6362                 int ob = option_info[i].o_bit;
6363
6364                 /* Set the "default" options */
6365                 if (option_info[i].o_var)
6366                 {
6367                         /* Set */
6368                         if (option_flag[os] & (1L << ob))
6369                         {
6370                                 /* Set */
6371                                 (*option_info[i].o_var) = TRUE;
6372                         }
6373
6374                         /* Clear */
6375                         else
6376                         {
6377                                 /* Clear */
6378                                 (*option_info[i].o_var) = FALSE;
6379                         }
6380                 }
6381         }
6382 }
6383
6384
6385 /*
6386  * Determine bounty uniques
6387  */
6388 void determine_bounty_uniques(void)
6389 {
6390         int          i, j, tmp;
6391         monster_race *r_ptr;
6392
6393         get_mon_num_prep(NULL, NULL);
6394         for (i = 0; i < MAX_KUBI; i++)
6395         {
6396                 while (1)
6397                 {
6398                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6399                         r_ptr = &r_info[kubi_r_idx[i]];
6400
6401                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6402
6403                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6404
6405                         if (r_ptr->rarity > 100) continue;
6406
6407                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6408
6409                         for (j = 0; j < i; j++)
6410                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6411
6412                         if (j == i) break;
6413                 }
6414         }
6415
6416         /* Sort them */
6417         for (i = 0; i < MAX_KUBI - 1; i++)
6418         {
6419                 for (j = i; j < MAX_KUBI; j++)
6420                 {
6421                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6422                         {
6423                                 tmp = kubi_r_idx[i];
6424                                 kubi_r_idx[i] = kubi_r_idx[j];
6425                                 kubi_r_idx[j] = tmp;
6426                         }
6427                 }
6428         }
6429 }
6430
6431
6432 /*
6433  * Determine today's bounty monster
6434  * Note: conv_old is used if loaded 0.0.3 or older save file
6435  */
6436 void determine_today_mon(bool conv_old)
6437 {
6438         int max_dl = 3, i;
6439         bool old_inside_battle = p_ptr->inside_battle;
6440         monster_race *r_ptr;
6441
6442         if (!conv_old)
6443         {
6444                 for (i = 0; i < max_d_idx; i++)
6445                 {
6446                         if (max_dlv[i] < d_info[i].mindepth) continue;
6447                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6448                 }
6449         }
6450         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6451
6452         p_ptr->inside_battle = TRUE;
6453         get_mon_num_prep(NULL, NULL);
6454
6455         while (1)
6456         {
6457                 today_mon = get_mon_num(max_dl);
6458                 r_ptr = &r_info[today_mon];
6459
6460                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6461                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6462                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6463                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6464                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6465                 if (r_ptr->rarity > 10) continue;
6466                 break;
6467         }
6468
6469         p_ptr->today_mon = 0;
6470         p_ptr->inside_battle = old_inside_battle;
6471 }
6472
6473
6474 /*
6475  * Actually play a game
6476  *
6477  * If the "new_game" parameter is true, then, after loading the
6478  * savefile, we will commit suicide, if necessary, to allow the
6479  * player to start a new game.
6480  */
6481 void play_game(bool new_game)
6482 {
6483         int i;
6484         bool load_game = TRUE;
6485
6486 #ifdef CHUUKEI
6487         if (chuukei_client)
6488         {
6489                 reset_visuals();
6490                 browse_chuukei();
6491                 return;
6492         }
6493
6494         else if (chuukei_server)
6495         {
6496                 prepare_chuukei_hooks();
6497         }
6498 #endif
6499
6500         hack_mutation = FALSE;
6501
6502         /* Hack -- Character is "icky" */
6503         character_icky = TRUE;
6504
6505         /* Make sure main term is active */
6506         Term_activate(angband_term[0]);
6507
6508         /* Initialise the resize hooks */
6509         angband_term[0]->resize_hook = resize_map;
6510
6511         for (i = 1; i < 8; i++)
6512         {
6513                 /* Does the term exist? */
6514                 if (angband_term[i])
6515                 {
6516                         /* Add the redraw on resize hook */
6517                         angband_term[i]->resize_hook = redraw_window;
6518                 }
6519         }
6520
6521         /* Hack -- turn off the cursor */
6522         (void)Term_set_cursor(0);
6523
6524
6525         /* Attempt to load */
6526         if (!load_player())
6527         {
6528                 /* Oops */
6529 #ifdef JP
6530 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6531 #else
6532                 quit("broken savefile");
6533 #endif
6534
6535         }
6536
6537         /* Extract the options */
6538         extract_option_vars();
6539
6540         /* Report waited score */
6541         if (p_ptr->wait_report_score)
6542         {
6543                 char buf[1024];
6544                 bool success;
6545
6546 #ifdef JP
6547                 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6548 #else
6549                 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6550 #endif
6551                         quit(0);
6552
6553                 /* Update stuff */
6554                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6555
6556                 /* Update stuff */
6557                 update_stuff();
6558
6559                 p_ptr->is_dead = TRUE;
6560
6561                 start_time = time(NULL);
6562
6563                 /* No suspending now */
6564                 signals_ignore_tstp();
6565                 
6566                 /* Hack -- Character is now "icky" */
6567                 character_icky = TRUE;
6568
6569                 /* Build the filename */
6570                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6571
6572                 /* Open the high score file, for reading/writing */
6573                 highscore_fd = fd_open(buf, O_RDWR);
6574
6575                 /* Handle score, show Top scores */
6576                 success = send_world_score(TRUE);
6577
6578 #ifdef JP
6579                 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6580 #else
6581                 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6582 #endif
6583                 {
6584 #ifdef JP
6585                         prt("°ú¤­Â³¤­ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6586 #else
6587                         prt("standing by for future registration...", 0, 0);
6588 #endif
6589                         (void)inkey();
6590                 }
6591                 else
6592                 {
6593                         p_ptr->wait_report_score = FALSE;
6594                         top_twenty();
6595 #ifdef JP
6596                         if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6597 #else
6598                         if (!save_player()) msg_print("death save failed!");
6599 #endif
6600                 }
6601                 /* Shut the high score file */
6602                 (void)fd_close(highscore_fd);
6603
6604                 /* Forget the high score fd */
6605                 highscore_fd = -1;
6606                 
6607                 /* Allow suspending now */
6608                 signals_handle_tstp();
6609
6610                 quit(0);
6611         }
6612
6613         /* Nothing loaded */
6614         if (!character_loaded)
6615         {
6616                 /* Make new player */
6617                 new_game = TRUE;
6618
6619                 /* The dungeon is not ready */
6620                 character_dungeon = FALSE;
6621
6622                 /* Prepare to init the RNG */
6623                 Rand_quick = TRUE;
6624
6625                 /* Initialize the saved floors data */
6626                 init_saved_floors(FALSE);
6627         }
6628
6629         /* Old game is loaded.  But new game is requested. */
6630         else if (new_game)
6631         {
6632                 /* Initialize the saved floors data */
6633                 init_saved_floors(TRUE);
6634         }
6635
6636         /* Process old character */
6637         if (!new_game)
6638         {
6639                 /* Process the player name */
6640                 process_player_name(FALSE);
6641         }
6642
6643         /* Init the RNG */
6644         if (Rand_quick)
6645         {
6646                 u32b seed;
6647
6648                 /* Basic seed */
6649                 seed = (time(NULL));
6650
6651 #ifdef SET_UID
6652
6653                 /* Mutate the seed on Unix machines */
6654                 seed = ((seed >> 3) * (getpid() << 1));
6655
6656 #endif
6657
6658                 /* Use the complex RNG */
6659                 Rand_quick = FALSE;
6660
6661                 /* Seed the "complex" RNG */
6662                 Rand_state_init(seed);
6663         }
6664
6665         /* Roll new character */
6666         if (new_game)
6667         {
6668                 /* The dungeon is not ready */
6669                 character_dungeon = FALSE;
6670
6671                 /* Start in town */
6672                 dun_level = 0;
6673                 p_ptr->inside_quest = 0;
6674                 p_ptr->inside_arena = FALSE;
6675                 p_ptr->inside_battle = FALSE;
6676
6677                 write_level = TRUE;
6678
6679                 /* Hack -- seed for flavors */
6680                 seed_flavor = randint0(0x10000000);
6681
6682                 /* Hack -- seed for town layout */
6683                 seed_town = randint0(0x10000000);
6684
6685                 /* Roll up a new character */
6686                 player_birth();
6687
6688                 counts_write(2,0);
6689                 p_ptr->count = 0;
6690
6691                 load = FALSE;
6692
6693                 determine_bounty_uniques();
6694                 determine_today_mon(FALSE);
6695
6696                 /* Initialize object array */
6697                 wipe_o_list();
6698         }
6699         else
6700         {
6701                 write_level = FALSE;
6702
6703 #ifdef JP
6704                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ----¥²¡¼¥àºÆ³«----");
6705 #else
6706                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "                            ---- Restart Game ----");
6707 #endif
6708
6709 /*
6710  * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6711  * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6712  */
6713                 if (p_ptr->riding == -1)
6714                 {
6715                         p_ptr->riding = 0;
6716                         for (i = m_max; i > 0; i--)
6717                         {
6718                                 if (player_bold(m_list[i].fy, m_list[i].fx))
6719                                 {
6720                                         p_ptr->riding = i;
6721                                         break;
6722                                 }
6723                         }
6724                 }
6725         }
6726
6727         p_ptr->teleport_town = FALSE;
6728         p_ptr->sutemi = FALSE;
6729         world_monster = FALSE;
6730         now_damaged = FALSE;
6731         now_message = 0;
6732         start_time = time(NULL) - 1;
6733         record_o_name[0] = '\0';
6734
6735         /* Reset map panel */
6736         panel_row_min = cur_hgt;
6737         panel_col_min = cur_wid;
6738
6739         /* Sexy gal gets bonus to maximum weapon skill of whip */
6740         if (p_ptr->pseikaku == SEIKAKU_SEXY)
6741                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6742
6743         /* Fill the arrays of floors and walls in the good proportions */
6744         set_floor_and_wall(dungeon_type);
6745
6746         /* Flavor the objects */
6747         flavor_init();
6748
6749         /* Flash a message */
6750 #ifdef JP
6751 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6752 #else
6753         prt("Please wait...", 0, 0);
6754 #endif
6755
6756
6757         /* Flush the message */
6758         Term_fresh();
6759
6760
6761         /* Hack -- Enter wizard mode */
6762         if (arg_wizard)
6763         {
6764                 if (enter_wizard_mode())
6765                 {
6766                         p_ptr->wizard = TRUE;
6767
6768                         if (p_ptr->is_dead || !py || !px)
6769                         {
6770                                 /* Initialize the saved floors data */
6771                                 init_saved_floors(TRUE);
6772
6773                                 /* Avoid crash */
6774                                 p_ptr->inside_quest = 0;
6775
6776                                 /* Avoid crash in update_view() */
6777                                 py = px = 10;
6778                         }
6779                 }
6780                 else if (p_ptr->is_dead)
6781                 {
6782                         quit("Already dead.");
6783                 }
6784         }
6785
6786         /* Initialize the town-buildings if necessary */
6787         if (!dun_level && !p_ptr->inside_quest)
6788         {
6789                 /* Init the wilderness */
6790
6791                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6792
6793                 /* Init the town */
6794                 init_flags = INIT_ONLY_BUILDINGS;
6795
6796                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6797
6798         }
6799
6800
6801         /* Generate a dungeon level if needed */
6802         if (!character_dungeon)
6803         {
6804                 change_floor();
6805         }
6806
6807         else
6808         {
6809                 /* HACK -- Restore from panic-save */
6810                 if (p_ptr->panic_save)
6811                 {
6812                         /* No player?  -- Try to regenerate floor */
6813                         if (!py || !px)
6814                         {
6815 #ifdef JP
6816                                 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6817 #else
6818                                 msg_print("What a strange player location.  Regenerate the dungeon floor.");
6819 #endif
6820                                 change_floor();
6821                         }
6822
6823                         /* Still no player?  -- Try to locate random place */
6824                         if (!py || !px) py = px = 10;
6825
6826                         /* No longer in panic */
6827                         p_ptr->panic_save = 0;
6828                 }
6829         }
6830
6831         /* Character is now "complete" */
6832         character_generated = TRUE;
6833
6834
6835         /* Hack -- Character is no longer "icky" */
6836         character_icky = FALSE;
6837
6838
6839         if (new_game)
6840         {
6841                 char buf[80];
6842
6843 #ifdef JP
6844                 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6845 #else
6846                 sprintf(buf, "You are standing in the %s.", map_name());
6847 #endif
6848                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6849         }
6850
6851
6852         /* Start game */
6853         p_ptr->playing = TRUE;
6854
6855         /* Reset the visual mappings */
6856         reset_visuals();
6857
6858         /* Load the "pref" files */
6859         load_all_pref_files();
6860
6861         /* Give startup outfit (after loading pref files) */
6862         if (new_game)
6863         {
6864                 player_outfit();
6865         }
6866
6867         /* React to changes */
6868         Term_xtra(TERM_XTRA_REACT, 0);
6869
6870         /* Window stuff */
6871         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6872
6873         /* Window stuff */
6874         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6875
6876         /* Window stuff */
6877         window_stuff();
6878
6879
6880         /* Set or clear "rogue_like_commands" if requested */
6881         if (arg_force_original) rogue_like_commands = FALSE;
6882         if (arg_force_roguelike) rogue_like_commands = TRUE;
6883
6884         /* Hack -- Enforce "delayed death" */
6885         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6886
6887         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6888
6889         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6890         {
6891                 monster_type *m_ptr;
6892                 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6893                 monster_race *r_ptr = &r_info[pet_r_idx];
6894                 place_monster_aux(0, py, px - 1, pet_r_idx,
6895                                   (PM_FORCE_PET | PM_NO_KAGE));
6896                 m_ptr = &m_list[hack_m_idx_ii];
6897                 m_ptr->mspeed = r_ptr->speed;
6898                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6899                 m_ptr->max_maxhp = m_ptr->maxhp;
6900                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6901                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6902         }
6903
6904         /* Process */
6905         while (TRUE)
6906         {
6907                 /* Process the level */
6908                 dungeon(load_game);
6909
6910                 /* Handle "p_ptr->notice" */
6911                 notice_stuff();
6912
6913                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6914                 handle_stuff();
6915
6916                 /* Cancel the target */
6917                 target_who = 0;
6918
6919                 /* Cancel the health bar */
6920                 health_track(0);
6921
6922
6923                 /* Forget the lite */
6924                 forget_lite();
6925
6926                 /* Forget the view */
6927                 forget_view();
6928
6929                 /* Forget the view */
6930                 clear_mon_lite();
6931
6932                 /* Handle "quit and save" */
6933                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6934
6935                 /* Erase the old cave */
6936                 wipe_o_list();
6937                 if (!p_ptr->is_dead) wipe_m_list();
6938
6939
6940                 /* XXX XXX XXX */
6941                 msg_print(NULL);
6942
6943                 load_game = FALSE;
6944
6945                 /* Accidental Death */
6946                 if (p_ptr->playing && p_ptr->is_dead)
6947                 {
6948                         if (p_ptr->inside_arena)
6949                         {
6950                                 p_ptr->inside_arena = FALSE;
6951                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6952                                         p_ptr->arena_number++;
6953                                 else
6954                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6955                                 p_ptr->is_dead = FALSE;
6956                                 p_ptr->chp = 0;
6957                                 p_ptr->chp_frac = 0;
6958                                 p_ptr->exit_bldg = TRUE;
6959                                 reset_tim_flags();
6960
6961                                 /* Leave through the exit */
6962                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6963
6964                                 /* prepare next floor */
6965                                 leave_floor();
6966                         }
6967                         else
6968                         {
6969                                 /* Mega-Hack -- Allow player to cheat death */
6970 #ifdef JP
6971                                 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6972 #else
6973                                 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
6974 #endif
6975                                 {
6976                                         /* Mark social class, reset age, if needed */
6977                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6978
6979                                         /* Increase age */
6980                                         p_ptr->age++;
6981
6982                                         /* Mark savefile */
6983                                         p_ptr->noscore |= 0x0001;
6984
6985                                         /* Message */
6986 #ifdef JP
6987                                         msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6988 #else
6989                                         msg_print("You invoke wizard mode and cheat death.");
6990 #endif
6991                                         msg_print(NULL);
6992
6993                                         /* Restore hit points */
6994                                         p_ptr->chp = p_ptr->mhp;
6995                                         p_ptr->chp_frac = 0;
6996
6997                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6998                                         {
6999                                                 for (i = 0; i < EATER_EXT*2; i++)
7000                                                 {
7001                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7002                                                 }
7003                                                 for (; i < EATER_EXT*3; i++)
7004                                                 {
7005                                                         p_ptr->magic_num1[i] = 0;
7006                                                 }
7007                                         }
7008                                         /* Restore spell points */
7009                                         p_ptr->csp = p_ptr->msp;
7010                                         p_ptr->csp_frac = 0;
7011
7012                                         /* Hack -- cancel recall */
7013                                         if (p_ptr->word_recall)
7014                                         {
7015                                                 /* Message */
7016 #ifdef JP
7017                                                 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7018 #else
7019                                                 msg_print("A tension leaves the air around you...");
7020 #endif
7021
7022                                                 msg_print(NULL);
7023
7024                                                 /* Hack -- Prevent recall */
7025                                                 p_ptr->word_recall = 0;
7026                                                 p_ptr->redraw |= (PR_STATUS);
7027                                         }
7028
7029                                         /* Hack -- cancel alter */
7030                                         if (p_ptr->alter_reality)
7031                                         {
7032                                                 /* Hack -- Prevent alter */
7033                                                 p_ptr->alter_reality = 0;
7034                                                 p_ptr->redraw |= (PR_STATUS);
7035                                         }
7036
7037                                         /* Note cause of death XXX XXX XXX */
7038 #ifdef JP
7039                                         (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤­");
7040 #else
7041                                         (void)strcpy(p_ptr->died_from, "Cheating death");
7042 #endif
7043
7044                                         /* Do not die */
7045                                         p_ptr->is_dead = FALSE;
7046
7047                                         /* Hack -- Healing */
7048                                         (void)set_blind(0);
7049                                         (void)set_confused(0);
7050                                         (void)set_poisoned(0);
7051                                         (void)set_afraid(0);
7052                                         (void)set_paralyzed(0);
7053                                         (void)set_image(0);
7054                                         (void)set_stun(0);
7055                                         (void)set_cut(0);
7056
7057                                         /* Hack -- Prevent starvation */
7058                                         (void)set_food(PY_FOOD_MAX - 1);
7059
7060                                         dun_level = 0;
7061                                         p_ptr->inside_arena = FALSE;
7062                                         p_ptr->inside_battle = FALSE;
7063                                         leaving_quest = 0;
7064                                         p_ptr->inside_quest = 0;
7065                                         p_ptr->recall_dungeon = dungeon_type;
7066                                         dungeon_type = 0;
7067                                         if (lite_town || vanilla_town)
7068                                         {
7069                                                 p_ptr->wilderness_y = 1;
7070                                                 p_ptr->wilderness_x = 1;
7071                                                 if (vanilla_town)
7072                                                 {
7073                                                         p_ptr->oldpy = 10;
7074                                                         p_ptr->oldpx = 34;
7075                                                 }
7076                                                 else
7077                                                 {
7078                                                         p_ptr->oldpy = 33;
7079                                                         p_ptr->oldpx = 131;
7080                                                 }
7081                                         }
7082                                         else
7083                                         {
7084                                                 p_ptr->wilderness_y = 48;
7085                                                 p_ptr->wilderness_x = 5;
7086                                                 p_ptr->oldpy = 33;
7087                                                 p_ptr->oldpx = 131;
7088                                         }
7089
7090                                         /* Leaving */
7091                                         p_ptr->wild_mode = FALSE;
7092                                         p_ptr->leaving = TRUE;
7093
7094 #ifdef JP
7095                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            ¤·¤«¤·¡¢À¸¤­Ê֤ä¿¡£");
7096 #else
7097                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            but revived.");
7098 #endif
7099
7100                                         /* Prepare next floor */
7101                                         leave_floor();
7102                                         wipe_m_list();
7103                                 }
7104                         }
7105                 }
7106
7107                 /* Handle "death" */
7108                 if (p_ptr->is_dead) break;
7109
7110                 /* Make a new level */
7111                 change_floor();
7112         }
7113
7114         /* Close stuff */
7115         close_game();
7116
7117         /* Quit */
7118         quit(NULL);
7119 }
7120
7121 s32b turn_real(s32b hoge)
7122 {
7123         switch (p_ptr->start_race)
7124         {
7125         case RACE_VAMPIRE:
7126         case RACE_SKELETON:
7127         case RACE_ZOMBIE:
7128         case RACE_SPECTRE:
7129                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7130         default:
7131                 return hoge;
7132         }
7133 }