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[Refactor] #37353 xtra1.c から world.c を分離。 / Separate world.c from xtra1.c.
[hengband/hengband.git] / src / dungeon.c
1 /*!
2     @file dungeon.c
3     @brief Angbandゲームエンジン / Angband game engine
4     @date 2013/12/31
5     @author
6     Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7     This software may be copied and distributed for educational, research, and\n
8     not for profit purposes provided that this copyright and statement are\n
9     included in all such copies.\n
10     2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14 #include "cmd-activate.h"
15 #include "cmd-eat.h"
16 #include "cmd-item.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
19 #include "cmd-read.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
23 #include "cmd-pet.h"
24 #include "floor-events.h"
25 #include "object-curse.h"
26 #include "store.h"
27 #include "monsterrace-hook.h"
28 #include "world.h"
29
30 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
31 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
32
33 /*!
34  * @brief 擬似鑑定を実際に行い判定を反映する
35  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
36  * @param heavy 重度の擬似鑑定を行うならばTRUE
37  * @return なし
38  */
39 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
40 {
41         byte feel;
42         object_type *o_ptr = &inventory[slot];
43         GAME_TEXT o_name[MAX_NLEN];
44
45         /* We know about it already, do not tell us again */
46         if (o_ptr->ident & (IDENT_SENSE))return;
47
48         /* It is fully known, no information needed */
49         if (object_is_known(o_ptr)) return;
50
51         /* Check for a feeling */
52         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
53
54         /* Skip non-feelings */
55         if (!feel) return;
56
57         /* Bad luck */
58         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
59         {
60                 switch (feel)
61                 {
62                         case FEEL_TERRIBLE:
63                         {
64                                 feel = FEEL_SPECIAL;
65                                 break;
66                         }
67                         case FEEL_WORTHLESS:
68                         {
69                                 feel = FEEL_EXCELLENT;
70                                 break;
71                         }
72                         case FEEL_CURSED:
73                         {
74                                 if (heavy)
75                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
76                                 else
77                                         feel = FEEL_UNCURSED;
78                                 break;
79                         }
80                         case FEEL_AVERAGE:
81                         {
82                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
83                                 break;
84                         }
85                         case FEEL_GOOD:
86                         {
87                                 if (heavy)
88                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
89                                 else
90                                         feel = FEEL_CURSED;
91                                 break;
92                         }
93                         case FEEL_EXCELLENT:
94                         {
95                                 feel = FEEL_WORTHLESS;
96                                 break;
97                         }
98                         case FEEL_SPECIAL:
99                         {
100                                 feel = FEEL_TERRIBLE;
101                                 break;
102                         }
103                 }
104         }
105
106         /* Stop everything */
107         if (disturb_minor) disturb(FALSE, FALSE);
108
109         /* Get an object description */
110         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
111
112         /* Message (equipment) */
113         if (slot >= INVEN_RARM)
114         {
115 #ifdef JP
116                 msg_format("%s%s(%c)は%sという感じがする...",
117                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
118 #else
119                 msg_format("You feel the %s (%c) you are %s %s %s...",
120                            o_name, index_to_label(slot), describe_use(slot),
121                            ((o_ptr->number == 1) ? "is" : "are"),
122                                    game_inscriptions[feel]);
123 #endif
124
125         }
126
127         /* Message (inventory) */
128         else
129         {
130 #ifdef JP
131                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
132                         o_name, index_to_label(slot),game_inscriptions[feel]);
133 #else
134                 msg_format("You feel the %s (%c) in your pack %s %s...",
135                            o_name, index_to_label(slot),
136                            ((o_ptr->number == 1) ? "is" : "are"),
137                                    game_inscriptions[feel]);
138 #endif
139
140         }
141
142         /* We have "felt" it */
143         o_ptr->ident |= (IDENT_SENSE);
144
145         /* Set the "inscription" */
146         o_ptr->feeling = feel;
147
148         /* Auto-inscription/destroy */
149         autopick_alter_item(slot, destroy_feeling);
150
151         /* Combine / Reorder the pack (later) */
152         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
153
154         p_ptr->window |= (PW_INVEN | PW_EQUIP);
155 }
156
157
158
159 /*!
160  * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
161  * @return なし
162  * @details
163  * Sense the inventory\n
164  *\n
165  *   Class 0 = Warrior --> fast and heavy\n
166  *   Class 1 = Mage    --> slow and light\n
167  *   Class 2 = Priest  --> fast but light\n
168  *   Class 3 = Rogue   --> okay and heavy\n
169  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
170  *   Class 5 = Paladin --> slow but heavy\n
171  */
172 static void sense_inventory1(void)
173 {
174         INVENTORY_IDX i;
175         PLAYER_LEVEL plev = p_ptr->lev;
176         bool heavy = FALSE;
177         object_type *o_ptr;
178
179
180         /*** Check for "sensing" ***/
181
182         /* No sensing when confused */
183         if (p_ptr->confused) return;
184
185         /* Analyze the class */
186         switch (p_ptr->pclass)
187         {
188                 case CLASS_WARRIOR:
189                 case CLASS_ARCHER:
190                 case CLASS_SAMURAI:
191                 case CLASS_CAVALRY:
192                 {
193                         /* Good sensing */
194                         if (0 != randint0(9000L / (plev * plev + 40))) return;
195
196                         /* Heavy sensing */
197                         heavy = TRUE;
198
199                         break;
200                 }
201
202                 case CLASS_SMITH:
203                 {
204                         /* Good sensing */
205                         if (0 != randint0(6000L / (plev * plev + 50))) return;
206
207                         /* Heavy sensing */
208                         heavy = TRUE;
209
210                         break;
211                 }
212
213                 case CLASS_MAGE:
214                 case CLASS_HIGH_MAGE:
215                 case CLASS_SORCERER:
216                 case CLASS_MAGIC_EATER:
217                 {
218                         /* Very bad (light) sensing */
219                         if (0 != randint0(240000L / (plev + 5))) return;
220
221                         break;
222                 }
223
224                 case CLASS_PRIEST:
225                 case CLASS_BARD:
226                 {
227                         /* Good (light) sensing */
228                         if (0 != randint0(10000L / (plev * plev + 40))) return;
229
230                         break;
231                 }
232
233                 case CLASS_ROGUE:
234                 case CLASS_NINJA:
235                 {
236                         /* Okay sensing */
237                         if (0 != randint0(20000L / (plev * plev + 40))) return;
238
239                         /* Heavy sensing */
240                         heavy = TRUE;
241
242                         break;
243                 }
244
245                 case CLASS_RANGER:
246                 {
247                         /* Bad sensing */
248                         if (0 != randint0(95000L / (plev * plev + 40))) return;
249
250                         /* Changed! */
251                         heavy = TRUE;
252
253                         break;
254                 }
255
256                 case CLASS_PALADIN:
257                 case CLASS_SNIPER:
258                 {
259                         /* Bad sensing */
260                         if (0 != randint0(77777L / (plev * plev + 40))) return;
261
262                         /* Heavy sensing */
263                         heavy = TRUE;
264
265                         break;
266                 }
267
268                 case CLASS_WARRIOR_MAGE:
269                 case CLASS_RED_MAGE:
270                 {
271                         /* Bad sensing */
272                         if (0 != randint0(75000L / (plev * plev + 40))) return;
273
274                         break;
275                 }
276
277                 case CLASS_MINDCRAFTER:
278                 case CLASS_IMITATOR:
279                 case CLASS_BLUE_MAGE:
280                 case CLASS_MIRROR_MASTER:
281                 {
282                         /* Bad sensing */
283                         if (0 != randint0(55000L / (plev * plev + 40))) return;
284
285                         break;
286                 }
287
288                 case CLASS_CHAOS_WARRIOR:
289                 {
290                         /* Bad sensing */
291                         if (0 != randint0(80000L / (plev * plev + 40))) return;
292
293                         /* Changed! */
294                         heavy = TRUE;
295
296                         break;
297                 }
298
299                 case CLASS_MONK:
300                 case CLASS_FORCETRAINER:
301                 {
302                         /* Okay sensing */
303                         if (0 != randint0(20000L / (plev * plev + 40))) return;
304
305                         break;
306                 }
307
308                 case CLASS_TOURIST:
309                 {
310                         /* Good sensing */
311                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
312
313                         /* Heavy sensing */
314                         heavy = TRUE;
315
316                         break;
317                 }
318
319                 case CLASS_BEASTMASTER:
320                 {
321                         /* Bad sensing */
322                         if (0 != randint0(65000L / (plev * plev + 40))) return;
323
324                         break;
325                 }
326                 case CLASS_BERSERKER:
327                 {
328                         /* Heavy sensing */
329                         heavy = TRUE;
330
331                         break;
332                 }
333         }
334
335         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
336
337         /*** Sense everything ***/
338
339         /* Check everything */
340         for (i = 0; i < INVEN_TOTAL; i++)
341         {
342                 bool okay = FALSE;
343
344                 o_ptr = &inventory[i];
345
346                 /* Skip empty slots */
347                 if (!o_ptr->k_idx) continue;
348
349                 /* Valid "tval" codes */
350                 switch (o_ptr->tval)
351                 {
352                         case TV_SHOT:
353                         case TV_ARROW:
354                         case TV_BOLT:
355                         case TV_BOW:
356                         case TV_DIGGING:
357                         case TV_HAFTED:
358                         case TV_POLEARM:
359                         case TV_SWORD:
360                         case TV_BOOTS:
361                         case TV_GLOVES:
362                         case TV_HELM:
363                         case TV_CROWN:
364                         case TV_SHIELD:
365                         case TV_CLOAK:
366                         case TV_SOFT_ARMOR:
367                         case TV_HARD_ARMOR:
368                         case TV_DRAG_ARMOR:
369                         case TV_CARD:
370                         {
371                                 okay = TRUE;
372                                 break;
373                         }
374                 }
375
376                 /* Skip non-sense machines */
377                 if (!okay) continue;
378
379                 /* Occasional failure on inventory items */
380                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
381
382                 /* Good luck */
383                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
384                 {
385                         heavy = TRUE;
386                 }
387
388                 sense_inventory_aux(i, heavy);
389         }
390 }
391
392 /*!
393  * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
394  * @return なし
395  */
396 static void sense_inventory2(void)
397 {
398         INVENTORY_IDX i;
399         PLAYER_LEVEL plev = p_ptr->lev;
400         object_type *o_ptr;
401
402
403         /*** Check for "sensing" ***/
404
405         /* No sensing when confused */
406         if (p_ptr->confused) return;
407
408         /* Analyze the class */
409         switch (p_ptr->pclass)
410         {
411                 case CLASS_WARRIOR:
412                 case CLASS_ARCHER:
413                 case CLASS_SAMURAI:
414                 case CLASS_CAVALRY:
415                 case CLASS_BERSERKER:
416                 case CLASS_SNIPER:
417                 {
418                         return;
419                 }
420
421                 case CLASS_SMITH:
422                 case CLASS_PALADIN:
423                 case CLASS_CHAOS_WARRIOR:
424                 case CLASS_IMITATOR:
425                 case CLASS_BEASTMASTER:
426                 case CLASS_NINJA:
427                 {
428                         /* Very bad (light) sensing */
429                         if (0 != randint0(240000L / (plev + 5))) return;
430
431                         break;
432                 }
433
434                 case CLASS_RANGER:
435                 case CLASS_WARRIOR_MAGE:
436                 case CLASS_RED_MAGE:
437                 case CLASS_MONK:
438                 {
439                         /* Bad sensing */
440                         if (0 != randint0(95000L / (plev * plev + 40))) return;
441
442                         break;
443                 }
444
445                 case CLASS_PRIEST:
446                 case CLASS_BARD:
447                 case CLASS_ROGUE:
448                 case CLASS_FORCETRAINER:
449                 case CLASS_MINDCRAFTER:
450                 {
451                         /* Good sensing */
452                         if (0 != randint0(20000L / (plev * plev + 40))) return;
453
454                         break;
455                 }
456
457                 case CLASS_MAGE:
458                 case CLASS_HIGH_MAGE:
459                 case CLASS_SORCERER:
460                 case CLASS_MAGIC_EATER:
461                 case CLASS_MIRROR_MASTER:
462                 case CLASS_BLUE_MAGE:
463                 {
464                         /* Good sensing */
465                         if (0 != randint0(9000L / (plev * plev + 40))) return;
466
467                         break;
468                 }
469
470                 case CLASS_TOURIST:
471                 {
472                         /* Good sensing */
473                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
474
475                         break;
476                 }
477         }
478
479         /*** Sense everything ***/
480
481         /* Check everything */
482         for (i = 0; i < INVEN_TOTAL; i++)
483         {
484                 bool okay = FALSE;
485
486                 o_ptr = &inventory[i];
487
488                 /* Skip empty slots */
489                 if (!o_ptr->k_idx) continue;
490
491                 /* Valid "tval" codes */
492                 switch (o_ptr->tval)
493                 {
494                         case TV_RING:
495                         case TV_AMULET:
496                         case TV_LITE:
497                         case TV_FIGURINE:
498                         {
499                                 okay = TRUE;
500                                 break;
501                         }
502                 }
503
504                 /* Skip non-sense machines */
505                 if (!okay) continue;
506
507                 /* Occasional failure on inventory items */
508                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
509
510                 sense_inventory_aux(i, TRUE);
511         }
512 }
513
514 /*!
515  * @brief パターン終点到達時のテレポート処理を行う
516  * @return なし
517  */
518 static void pattern_teleport(void)
519 {
520         DEPTH min_level = 0;
521         DEPTH max_level = 99;
522
523         /* Ask for level */
524         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
525         {
526                 char    ppp[80];
527                 char    tmp_val[160];
528
529                 /* Only downward in ironman mode */
530                 if (ironman_downward)
531                         min_level = dun_level;
532
533                 /* Maximum level */
534                 if (dungeon_type == DUNGEON_ANGBAND)
535                 {
536                         if (dun_level > 100)
537                                 max_level = MAX_DEPTH - 1;
538                         else if (dun_level == 100)
539                                 max_level = 100;
540                 }
541                 else
542                 {
543                         max_level = d_info[dungeon_type].maxdepth;
544                         min_level = d_info[dungeon_type].mindepth;
545                 }
546
547                 /* Prompt */
548                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
549
550                 /* Default */
551                 sprintf(tmp_val, "%d", (int)dun_level);
552
553                 /* Ask for a level */
554                 if (!get_string(ppp, tmp_val, 10)) return;
555
556                 /* Extract request */
557                 command_arg = (COMMAND_ARG)atoi(tmp_val);
558         }
559         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
560         {
561                 teleport_player(200, 0L);
562                 return;
563         }
564         else
565         {
566                 return;
567         }
568
569         /* Paranoia */
570         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
571
572         /* Paranoia */
573         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
574
575         /* Accept request */
576         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
577
578         if (autosave_l) do_cmd_save_game(TRUE);
579
580         /* Change level */
581         dun_level = command_arg;
582
583         leave_quest_check();
584
585         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
586
587         p_ptr->inside_quest = 0;
588         p_ptr->energy_use = 0;
589
590         /*
591          * Clear all saved floors
592          * and create a first saved floor
593          */
594         prepare_change_floor_mode(CFM_FIRST_FLOOR);
595
596         /* Leaving */
597         p_ptr->leaving = TRUE;
598 }
599
600 /*!
601  * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
602  * @return なし
603  */
604 static void wreck_the_pattern(void)
605 {
606         int to_ruin = 0;
607         POSITION r_y, r_x;
608         int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
609
610         if (pattern_type == PATTERN_TILE_WRECKED)
611         {
612                 /* Ruined already */
613                 return;
614         }
615
616         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
617         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
618
619         if (!IS_INVULN())
620                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
621
622         to_ruin = randint1(45) + 35;
623
624         while (to_ruin--)
625         {
626                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
627
628                 if (pattern_tile(r_y, r_x) &&
629                     (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
630                 {
631                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
632                 }
633         }
634
635         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
636 }
637
638 /*!
639  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
640  * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
641  */
642 static bool pattern_effect(void)
643 {
644         int pattern_type;
645
646         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
647
648         if ((prace_is_(RACE_AMBERITE)) &&
649             (p_ptr->cut > 0) && one_in_(10))
650         {
651                 wreck_the_pattern();
652         }
653
654         pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
655
656         switch (pattern_type)
657         {
658         case PATTERN_TILE_END:
659                 (void)set_image(0);
660                 (void)restore_all_status();
661                 (void)restore_level();
662                 (void)cure_critical_wounds(1000);
663
664                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
665                 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
666
667                 /*
668                  * We could make the healing effect of the
669                  * Pattern center one-time only to avoid various kinds
670                  * of abuse, like luring the win monster into fighting you
671                  * in the middle of the pattern...
672                  */
673                 break;
674
675         case PATTERN_TILE_OLD:
676                 /* No effect */
677                 break;
678
679         case PATTERN_TILE_TELEPORT:
680                 pattern_teleport();
681                 break;
682
683         case PATTERN_TILE_WRECKED:
684                 if (!IS_INVULN())
685                         take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
686                 break;
687
688         default:
689                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
690                         return TRUE;
691                 else if (!IS_INVULN())
692                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
693                 break;
694         }
695
696         return TRUE;
697 }
698
699
700 /*!
701  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
702  * @param percent 回復比率
703  * @return なし
704  */
705 static void regenhp(int percent)
706 {
707         HIT_POINT new_chp;
708         u32b new_chp_frac;
709         HIT_POINT old_chp;
710
711         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
712         if (p_ptr->action == ACTION_HAYAGAKE) return;
713
714         /* Save the old hitpoints */
715         old_chp = p_ptr->chp;
716
717         /*
718          * Extract the new hitpoints
719          *
720          * 'percent' is the Regen factor in unit (1/2^16)
721          */
722         new_chp = 0;
723         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
724
725         /* Convert the unit (1/2^16) to (1/2^32) */
726         s64b_LSHIFT(new_chp, new_chp_frac, 16);
727
728         /* Regenerating */
729         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
730
731
732         /* Fully healed */
733         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
734         {
735                 p_ptr->chp = p_ptr->mhp;
736                 p_ptr->chp_frac = 0;
737         }
738
739         /* Notice changes */
740         if (old_chp != p_ptr->chp)
741         {
742                 p_ptr->redraw |= (PR_HP);
743                 p_ptr->window |= (PW_PLAYER);
744                 wild_regen = 20;
745         }
746 }
747
748
749 /*!
750  * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
751  * @param upkeep_factor ペット維持によるMPコスト量
752  * @param regen_amount 回復量
753  * @return なし
754  */
755 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
756 {
757         MANA_POINT old_csp = p_ptr->csp;
758         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
759
760         /*
761          * Excess mana will decay 32 times faster than normal
762          * regeneration rate.
763          */
764         if (p_ptr->csp > p_ptr->msp)
765         {
766                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
767                 s32b decay = 0;
768                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
769
770                 /* Convert the unit (1/2^16) to (1/2^32) */
771                 s64b_LSHIFT(decay, decay_frac, 16);
772
773                 /* Decay */
774                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
775
776                 /* Stop decaying */
777                 if (p_ptr->csp < p_ptr->msp)
778                 {
779                         p_ptr->csp = p_ptr->msp;
780                         p_ptr->csp_frac = 0;
781                 }
782         }
783
784         /* Regenerating mana (unless the player has excess mana) */
785         else if (regen_rate > 0)
786         {
787                 /* (percent/100) is the Regen factor in unit (1/2^16) */
788                 MANA_POINT new_mana = 0;
789                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
790
791                 /* Convert the unit (1/2^16) to (1/2^32) */
792                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
793
794                 /* Regenerate */
795                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
796
797                 /* Must set frac to zero even if equal */
798                 if (p_ptr->csp >= p_ptr->msp)
799                 {
800                         p_ptr->csp = p_ptr->msp;
801                         p_ptr->csp_frac = 0;
802                 }
803         }
804
805
806         /* Reduce mana (even when the player has excess mana) */
807         if (regen_rate < 0)
808         {
809                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
810                 s32b reduce_mana = 0;
811                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
812
813                 /* Convert the unit (1/2^16) to (1/2^32) */
814                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
815
816                 /* Reduce mana */
817                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
818
819                 /* Check overflow */
820                 if (p_ptr->csp < 0)
821                 {
822                         p_ptr->csp = 0;
823                         p_ptr->csp_frac = 0;
824                 }
825         }
826
827         if (old_csp != p_ptr->csp)
828         {
829                 p_ptr->redraw |= (PR_MANA);
830                 p_ptr->window |= (PW_PLAYER);
831                 p_ptr->window |= (PW_SPELL);
832                 wild_regen = 20;
833         }
834 }
835
836 /*!
837  * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
838  * @param regen_amount 回復量
839  * @return なし
840  */
841 static void regenmagic(int regen_amount)
842 {
843         MANA_POINT new_mana;
844         int i;
845         int dev = 30;
846         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
847
848         for (i = 0; i < EATER_EXT*2; i++)
849         {
850                 if (!p_ptr->magic_num2[i]) continue;
851                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
852
853                 /* Increase remaining charge number like float value */
854                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
855                 p_ptr->magic_num1[i] += new_mana;
856
857                 /* Check maximum charge */
858                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
859                 {
860                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
861                 }
862                 wild_regen = 20;
863         }
864         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
865         {
866                 if (!p_ptr->magic_num1[i]) continue;
867                 if (!p_ptr->magic_num2[i]) continue;
868
869                 /* Decrease remaining period for charging */
870                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
871                                         / (dev * 16 * PY_REGEN_NORMAL); 
872                 p_ptr->magic_num1[i] -= new_mana;
873
874                 /* Check minimum remaining period for charging */
875                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
876                 wild_regen = 20;
877         }
878 }
879
880
881 /*!
882  * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
883  * @return なし
884  * @note Should probably be done during monster turns.
885  */
886 static void regen_monsters(void)
887 {
888         int i, frac;
889
890
891         /* Regenerate everyone */
892         for (i = 1; i < m_max; i++)
893         {
894                 /* Check the i'th monster */
895                 monster_type *m_ptr = &m_list[i];
896                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
897
898
899                 /* Skip dead monsters */
900                 if (!m_ptr->r_idx) continue;
901
902                 /* Allow regeneration (if needed) */
903                 if (m_ptr->hp < m_ptr->maxhp)
904                 {
905                         /* Hack -- Base regeneration */
906                         frac = m_ptr->maxhp / 100;
907
908                         /* Hack -- Minimal regeneration rate */
909                         if (!frac) if (one_in_(2)) frac = 1;
910
911                         /* Hack -- Some monsters regenerate quickly */
912                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
913
914                         /* Hack -- Regenerate */
915                         m_ptr->hp += frac;
916
917                         /* Do not over-regenerate */
918                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
919
920                         /* Redraw (later) if needed */
921                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
922                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
923                 }
924         }
925 }
926
927
928 /*!
929  * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
930  * @return なし
931  * @note Should probably be done during monster turns.
932  */
933 static void regen_captured_monsters(void)
934 {
935         int i, frac;
936         bool heal = FALSE;
937
938         /* Regenerate everyone */
939         for (i = 0; i < INVEN_TOTAL; i++)
940         {
941                 monster_race *r_ptr;
942                 object_type *o_ptr = &inventory[i];
943
944                 if (!o_ptr->k_idx) continue;
945                 if (o_ptr->tval != TV_CAPTURE) continue;
946                 if (!o_ptr->pval) continue;
947
948                 heal = TRUE;
949
950                 r_ptr = &r_info[o_ptr->pval];
951
952                 /* Allow regeneration (if needed) */
953                 if (o_ptr->xtra4 < o_ptr->xtra5)
954                 {
955                         /* Hack -- Base regeneration */
956                         frac = o_ptr->xtra5 / 100;
957
958                         /* Hack -- Minimal regeneration rate */
959                         if (!frac) if (one_in_(2)) frac = 1;
960
961                         /* Hack -- Some monsters regenerate quickly */
962                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
963
964                         /* Hack -- Regenerate */
965                         o_ptr->xtra4 += (XTRA16)frac;
966
967                         /* Do not over-regenerate */
968                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
969                 }
970         }
971
972         if (heal)
973         {
974                 /* Combine pack */
975                 p_ptr->notice |= (PN_COMBINE);
976                 p_ptr->window |= (PW_INVEN);
977                 p_ptr->window |= (PW_EQUIP);
978                 wild_regen = 20;
979         }
980 }
981
982 /*!
983  * @brief 寿命つき光源の警告メッセージ処理
984  * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
985  * @return なし
986  */
987 static void notice_lite_change(object_type *o_ptr)
988 {
989         /* Hack -- notice interesting fuel steps */
990         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
991         {
992                 p_ptr->window |= (PW_EQUIP);
993         }
994
995         /* Hack -- Special treatment when blind */
996         if (p_ptr->blind)
997         {
998                 /* Hack -- save some light for later */
999                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1000         }
1001
1002         /* The light is now out */
1003         else if (o_ptr->xtra4 == 0)
1004         {
1005                 disturb(FALSE, TRUE);
1006                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1007
1008                 /* Recalculate torch radius */
1009                 p_ptr->update |= (PU_TORCH);
1010
1011                 /* Some ego light lose its effects without fuel */
1012                 p_ptr->update |= (PU_BONUS);
1013         }
1014
1015         /* The light is getting dim */
1016         else if (o_ptr->name2 == EGO_LITE_LONG)
1017         {
1018                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1019                     && (turn % (TURNS_PER_TICK*2)))
1020                 {
1021                         if (disturb_minor) disturb(FALSE, TRUE);
1022                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1023                 }
1024         }
1025
1026         /* The light is getting dim */
1027         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1028         {
1029                 if (disturb_minor) disturb(FALSE, TRUE);
1030                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1031         }
1032 }
1033
1034 /*!
1035  * @brief クエスト階層から離脱する際の処理
1036  * @return なし
1037  */
1038 void leave_quest_check(void)
1039 {
1040         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1041         leaving_quest = p_ptr->inside_quest;
1042
1043         /* Leaving an 'only once' quest marks it as failed */
1044         if (leaving_quest)
1045         {       
1046                 quest_type* const q_ptr = &quest[leaving_quest];
1047                 
1048             if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1049                (q_ptr->status == QUEST_STATUS_TAKEN))
1050                 {
1051                         q_ptr->status = QUEST_STATUS_FAILED;
1052                         q_ptr->complev = (byte)p_ptr->lev;
1053                         update_playtime();
1054                         q_ptr->comptime = playtime;
1055
1056                         /* Additional settings */
1057                         switch (q_ptr->type)
1058                         {
1059                           case QUEST_TYPE_TOWER:
1060                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1061                                 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1062                                 break;
1063                           case QUEST_TYPE_FIND_ARTIFACT:
1064                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1065                                 break;
1066                           case QUEST_TYPE_RANDOM:
1067                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1068
1069                                 /* Floor of random quest will be blocked */
1070                                 prepare_change_floor_mode(CFM_NO_RETURN);
1071                                 break;
1072                         }
1073
1074                         /* Record finishing a quest */
1075                         if (q_ptr->type == QUEST_TYPE_RANDOM)
1076                         {
1077                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1078                         }
1079                         else
1080                         {
1081                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1082                         }
1083                 }
1084         }
1085 }
1086
1087 /*!
1088  * @brief 「塔」クエストの各階層から離脱する際の処理
1089  * @return なし
1090  */
1091 void leave_tower_check(void)
1092 {
1093         leaving_quest = p_ptr->inside_quest;
1094         /* Check for Tower Quest */
1095         if (leaving_quest &&
1096                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1097                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1098         {
1099                 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1100                 {
1101                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1102                         quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1103                         update_playtime();
1104                         quest[QUEST_TOWER1].comptime = playtime;
1105                 }
1106         }
1107 }
1108
1109
1110 /*!
1111  * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1112  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1113  * @return なし
1114  */
1115 static void recharged_notice(object_type *o_ptr)
1116 {
1117         GAME_TEXT o_name[MAX_NLEN];
1118
1119         cptr s;
1120
1121         /* No inscription */
1122         if (!o_ptr->inscription) return;
1123
1124         /* Find a '!' */
1125         s = my_strchr(quark_str(o_ptr->inscription), '!');
1126
1127         /* Process notification request. */
1128         while (s)
1129         {
1130                 /* Find another '!' */
1131                 if (s[1] == '!')
1132                 {
1133                         /* Describe (briefly) */
1134                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1135
1136                         /* Notify the player */
1137 #ifdef JP
1138                         msg_format("%sは再充填された。", o_name);
1139 #else
1140                         if (o_ptr->number > 1)
1141                                 msg_format("Your %s are recharged.", o_name);
1142                         else
1143                                 msg_format("Your %s is recharged.", o_name);
1144 #endif
1145
1146                         disturb(FALSE, FALSE);
1147
1148                         /* Done. */
1149                         return;
1150                 }
1151
1152                 /* Keep looking for '!'s */
1153                 s = my_strchr(s + 1, '!');
1154         }
1155 }
1156
1157 /*!
1158  * @brief プレイヤーの歌に関する継続処理
1159  * @return なし
1160  */
1161 static void check_music(void)
1162 {
1163         const magic_type *s_ptr;
1164         int spell;
1165         MANA_POINT need_mana;
1166         u32b need_mana_frac;
1167
1168         /* Music singed by player */
1169         if (p_ptr->pclass != CLASS_BARD) return;
1170         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1171
1172         if (p_ptr->anti_magic)
1173         {
1174                 stop_singing();
1175                 return;
1176         }
1177
1178         spell = SINGING_SONG_ID(p_ptr);
1179         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1180
1181         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1182         need_mana_frac = 0;
1183
1184         /* Divide by 2 */
1185         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1186
1187         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1188         {
1189                 stop_singing();
1190                 return;
1191         }
1192         else
1193         {
1194                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1195
1196                 p_ptr->redraw |= PR_MANA;
1197                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1198                 {
1199                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1200                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1201                         msg_print(_("歌を再開した。", "You restart singing."));
1202                         p_ptr->action = ACTION_SING;
1203
1204                         /* Recalculate bonuses */
1205                         p_ptr->update |= (PU_BONUS | PU_HP);
1206
1207                         /* Redraw map and status bar */
1208                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1209                         p_ptr->update |= (PU_MONSTERS);
1210
1211                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1212                 }
1213         }
1214         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1215                 p_ptr->spell_exp[spell] += 5;
1216         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1217         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1218         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1219         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1220         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1221         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1222
1223         /* Do any effects of continual song */
1224         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1225 }
1226
1227 /*!
1228  * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1229  * @param flag 探し出したい呪いフラグ配列
1230  * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1231  * 呪いがない場合NULLを返す。
1232  */
1233 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1234 {
1235         int i;
1236         int choices[INVEN_TOTAL-INVEN_RARM];
1237         int number = 0;
1238
1239         /* Paranoia -- Player has no warning-item */
1240         if (!(p_ptr->cursed & flag)) return NULL;
1241
1242         /* Search Inventry */
1243         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1244         {
1245                 object_type *o_ptr = &inventory[i];
1246
1247                 if (o_ptr->curse_flags & flag)
1248                 {
1249                         choices[number] = i;
1250                         number++;
1251                 }
1252                 else if ((flag == TRC_ADD_L_CURSE) || 
1253                                         (flag == TRC_ADD_H_CURSE) || 
1254                                         (flag == TRC_DRAIN_HP) || 
1255                                         (flag == TRC_DRAIN_MANA) || 
1256                                         (flag == TRC_CALL_ANIMAL) || 
1257                                         (flag == TRC_CALL_DEMON) || 
1258                                         (flag == TRC_CALL_DRAGON) || 
1259                                         (flag == TRC_CALL_UNDEAD) || 
1260                                         (flag == TRC_COWARDICE) || 
1261                                         (flag == TRC_LOW_MELEE) || 
1262                                         (flag == TRC_LOW_AC) || 
1263                                         (flag == TRC_LOW_MAGIC) || 
1264                                         (flag == TRC_FAST_DIGEST) || 
1265                                         (flag == TRC_SLOW_REGEN) )
1266                 {
1267                         u32b cf = 0L;
1268                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1269                         object_flags(o_ptr, flgs);
1270                         switch (flag)
1271                         {
1272                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1273                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1274                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1275                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1276                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1277                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1278                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1279                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1280                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1281                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1282                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1283                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1284                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1285                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1286                           default                               : break;
1287                         }
1288                         if (have_flag(flgs, cf))
1289                         {
1290                                 choices[number] = i;
1291                                 number++;
1292                         }
1293                 }
1294         }
1295
1296         /* Choice one of them */
1297         return (&inventory[choices[randint0(number)]]);
1298 }
1299
1300 static void process_world_aux_digestion(void)
1301 {
1302         if (!p_ptr->inside_battle)
1303         {
1304                 /* Digest quickly when gorged */
1305                 if (p_ptr->food >= PY_FOOD_MAX)
1306                 {
1307                         /* Digest a lot of food */
1308                         (void)set_food(p_ptr->food - 100);
1309                 }
1310
1311                 /* Digest normally -- Every 50 game turns */
1312                 else if (!(turn % (TURNS_PER_TICK * 5)))
1313                 {
1314                         /* Basic digestion rate based on speed */
1315                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1316
1317                         /* Regeneration takes more food */
1318                         if (p_ptr->regenerate)
1319                                 digestion += 20;
1320                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1321                                 digestion += 20;
1322                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1323                                 digestion += 30;
1324
1325                         /* Slow digestion takes less food */
1326                         if (p_ptr->slow_digest)
1327                                 digestion -= 5;
1328
1329                         /* Minimal digestion */
1330                         if (digestion < 1) digestion = 1;
1331                         /* Maximal digestion */
1332                         if (digestion > 100) digestion = 100;
1333
1334                         /* Digest some food */
1335                         (void)set_food(p_ptr->food - digestion);
1336                 }
1337
1338
1339                 /* Getting Faint */
1340                 if ((p_ptr->food < PY_FOOD_FAINT))
1341                 {
1342                         /* Faint occasionally */
1343                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1344                         {
1345                                 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1346                                 disturb(TRUE, TRUE);
1347
1348                                 /* Hack -- faint (bypass free action) */
1349                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1350                         }
1351
1352                         /* Starve to death (slowly) */
1353                         if (p_ptr->food < PY_FOOD_STARVE)
1354                         {
1355                                 /* Calculate damage */
1356                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1357
1358                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1359                         }
1360                 }
1361         }
1362 }
1363
1364 /*!
1365  * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1366  *  / Handle timed damage and regeneration every 10 game turns
1367  * @return なし
1368  */
1369 static void process_world_aux_hp_and_sp(void)
1370 {
1371         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1372         bool cave_no_regen = FALSE;
1373         int upkeep_factor = 0;
1374
1375         /* Default regeneration */
1376         int regen_amount = PY_REGEN_NORMAL;
1377
1378
1379         /*** Damage over Time ***/
1380
1381         /* Take damage from poison */
1382         if (p_ptr->poisoned && !IS_INVULN())
1383         {
1384                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1385         }
1386
1387         /* Take damage from cuts */
1388         if (p_ptr->cut && !IS_INVULN())
1389         {
1390                 HIT_POINT dam;
1391
1392                 /* Mortal wound or Deep Gash */
1393                 if (p_ptr->cut > 1000)
1394                 {
1395                         dam = 200;
1396                 }
1397
1398                 else if (p_ptr->cut > 200)
1399                 {
1400                         dam = 80;
1401                 }
1402
1403                 /* Severe cut */
1404                 else if (p_ptr->cut > 100)
1405                 {
1406                         dam = 32;
1407                 }
1408
1409                 else if (p_ptr->cut > 50)
1410                 {
1411                         dam = 16;
1412                 }
1413
1414                 else if (p_ptr->cut > 25)
1415                 {
1416                         dam = 7;
1417                 }
1418
1419                 else if (p_ptr->cut > 10)
1420                 {
1421                         dam = 3;
1422                 }
1423
1424                 /* Other cuts */
1425                 else
1426                 {
1427                         dam = 1;
1428                 }
1429
1430                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1431         }
1432
1433         /* (Vampires) Take damage from sunlight */
1434         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1435         {
1436                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1437                 {
1438                         if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1439                         {
1440                                 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1441                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1442                                 cave_no_regen = TRUE;
1443                         }
1444                 }
1445
1446                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1447                     !p_ptr->resist_lite)
1448                 {
1449                         object_type * o_ptr = &inventory[INVEN_LITE];
1450                         GAME_TEXT o_name [MAX_NLEN];
1451                         char ouch [MAX_NLEN+40];
1452
1453                         /* Get an object description */
1454                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1455                         msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1456
1457                         cave_no_regen = TRUE;
1458
1459                         /* Get an object description */
1460                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1461                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1462
1463                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1464                 }
1465         }
1466
1467         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1468         {
1469                 int damage = 0;
1470
1471                 if (have_flag(f_ptr->flags, FF_DEEP))
1472                 {
1473                         damage = 6000 + randint0(4000);
1474                 }
1475                 else if (!p_ptr->levitation)
1476                 {
1477                         damage = 3000 + randint0(2000);
1478                 }
1479
1480                 if (damage)
1481                 {
1482                         if(prace_is_(RACE_ENT)) damage += damage / 3;
1483                         if(p_ptr->resist_fire) damage = damage / 3;
1484                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1485                         if(p_ptr->levitation) damage = damage / 5;
1486
1487                         damage = damage / 100 + (randint0(100) < (damage % 100));
1488
1489                         if (p_ptr->levitation)
1490                         {
1491                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1492                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1493                                                                 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1494                         }
1495                         else
1496                         {
1497                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1498                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1499                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1500                         }
1501
1502                         cave_no_regen = TRUE;
1503                 }
1504         }
1505
1506         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1507         {
1508                 int damage = 0;
1509
1510                 if (have_flag(f_ptr->flags, FF_DEEP))
1511                 {
1512                         damage = 6000 + randint0(4000);
1513                 }
1514                 else if (!p_ptr->levitation)
1515                 {
1516                         damage = 3000 + randint0(2000);
1517                 }
1518
1519                 if (damage)
1520                 {
1521                         if (p_ptr->resist_cold) damage = damage / 3;
1522                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1523                         if (p_ptr->levitation) damage = damage / 5;
1524
1525                         damage = damage / 100 + (randint0(100) < (damage % 100));
1526
1527                         if (p_ptr->levitation)
1528                         {
1529                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1530                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1531                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1532                         }
1533                         else
1534                         {
1535                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1536                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1537                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1538                         }
1539
1540                         cave_no_regen = TRUE;
1541                 }
1542         }
1543
1544         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1545         {
1546                 int damage = 0;
1547
1548                 if (have_flag(f_ptr->flags, FF_DEEP))
1549                 {
1550                         damage = 6000 + randint0(4000);
1551                 }
1552                 else if (!p_ptr->levitation)
1553                 {
1554                         damage = 3000 + randint0(2000);
1555                 }
1556
1557                 if (damage)
1558                 {
1559                         if (p_ptr->resist_elec) damage = damage / 3;
1560                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1561                         if (p_ptr->levitation) damage = damage / 5;
1562
1563                         damage = damage / 100 + (randint0(100) < (damage % 100));
1564
1565                         if (p_ptr->levitation)
1566                         {
1567                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1568                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1569                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1570                         }
1571                         else
1572                         {
1573                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1574                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1575                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1576                         }
1577
1578                         cave_no_regen = TRUE;
1579                 }
1580         }
1581
1582         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1583         {
1584                 int damage = 0;
1585
1586                 if (have_flag(f_ptr->flags, FF_DEEP))
1587                 {
1588                         damage = 6000 + randint0(4000);
1589                 }
1590                 else if (!p_ptr->levitation)
1591                 {
1592                         damage = 3000 + randint0(2000);
1593                 }
1594
1595                 if (damage)
1596                 {
1597                         if (p_ptr->resist_acid) damage = damage / 3;
1598                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1599                         if (p_ptr->levitation) damage = damage / 5;
1600
1601                         damage = damage / 100 + (randint0(100) < (damage % 100));
1602
1603                         if (p_ptr->levitation)
1604                         {
1605                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1606                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1607                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1608                         }
1609                         else
1610                         {
1611                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1612                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1613                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1614                         }
1615
1616                         cave_no_regen = TRUE;
1617                 }
1618         }
1619
1620         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1621         {
1622                 int damage = 0;
1623
1624                 if (have_flag(f_ptr->flags, FF_DEEP))
1625                 {
1626                         damage = 6000 + randint0(4000);
1627                 }
1628                 else if (!p_ptr->levitation)
1629                 {
1630                         damage = 3000 + randint0(2000);
1631                 }
1632
1633                 if (damage)
1634                 {
1635                         if (p_ptr->resist_pois) damage = damage / 3;
1636                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1637                         if (p_ptr->levitation) damage = damage / 5;
1638
1639                         damage = damage / 100 + (randint0(100) < (damage % 100));
1640
1641                         if (p_ptr->levitation)
1642                         {
1643                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1644                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1645                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1646                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1647                         }
1648                         else
1649                         {
1650                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1651                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1652                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1653                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1654                         }
1655
1656                         cave_no_regen = TRUE;
1657                 }
1658         }
1659
1660         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1661             !p_ptr->levitation && !p_ptr->can_swim)
1662         {
1663                 if (p_ptr->total_weight > weight_limit())
1664                 {
1665                         msg_print(_("溺れている!", "You are drowning!"));
1666                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1667                         cave_no_regen = TRUE;
1668                 }
1669         }
1670
1671         if (p_ptr->riding)
1672         {
1673                 HIT_POINT damage;
1674                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1675                 {
1676                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1677                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1678                         if (p_ptr->resist_fire) damage = damage / 3;
1679                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1680                         msg_print(_("熱い!", "It's hot!"));
1681                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1682                 }
1683                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1684                 {
1685                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1686                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1687                         if (p_ptr->resist_elec) damage = damage / 3;
1688                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1689                         msg_print(_("痛い!", "It hurts!"));
1690                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1691                 }
1692                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1693                 {
1694                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1695                         if (p_ptr->resist_cold) damage = damage / 3;
1696                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1697                         msg_print(_("冷たい!", "It's cold!"));
1698                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1699                 }
1700         }
1701
1702         /* Spectres -- take damage when moving through walls */
1703         /*
1704          * Added: ANYBODY takes damage if inside through walls
1705          * without wraith form -- NOTE: Spectres will never be
1706          * reduced below 0 hp by being inside a stone wall; others
1707          * WILL BE!
1708          */
1709         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1710         {
1711                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1712                 {
1713                         cptr dam_desc;
1714                         cave_no_regen = TRUE;
1715
1716                         if (p_ptr->pass_wall)
1717                         {
1718                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1719                                 dam_desc = _("密度", "density");
1720                         }
1721                         else
1722                         {
1723                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1724                                 dam_desc = _("硬い岩", "solid rock");
1725                         }
1726
1727                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1728                 }
1729         }
1730
1731
1732         /*** handle regeneration ***/
1733
1734         /* Getting Weak */
1735         if (p_ptr->food < PY_FOOD_WEAK)
1736         {
1737                 /* Lower regeneration */
1738                 if (p_ptr->food < PY_FOOD_STARVE)
1739                 {
1740                         regen_amount = 0;
1741                 }
1742                 else if (p_ptr->food < PY_FOOD_FAINT)
1743                 {
1744                         regen_amount = PY_REGEN_FAINT;
1745                 }
1746                 else
1747                 {
1748                         regen_amount = PY_REGEN_WEAK;
1749                 }
1750         }
1751
1752         /* Are we walking the pattern? */
1753         if (pattern_effect())
1754         {
1755                 cave_no_regen = TRUE;
1756         }
1757         else
1758         {
1759                 /* Regeneration ability */
1760                 if (p_ptr->regenerate)
1761                 {
1762                         regen_amount = regen_amount * 2;
1763                 }
1764                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1765                 {
1766                         regen_amount /= 2;
1767                 }
1768                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1769                 {
1770                         regen_amount /= 5;
1771                 }
1772         }
1773
1774
1775         /* Searching or Resting */
1776         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1777         {
1778                 regen_amount = regen_amount * 2;
1779         }
1780
1781         upkeep_factor = calculate_upkeep();
1782
1783         /* No regeneration while special action */
1784         if ((p_ptr->action == ACTION_LEARN) ||
1785             (p_ptr->action == ACTION_HAYAGAKE) ||
1786             (p_ptr->special_defense & KATA_KOUKIJIN))
1787         {
1788                 upkeep_factor += 100;
1789         }
1790
1791         /* Regenerate the mana */
1792         regenmana(upkeep_factor, regen_amount);
1793
1794
1795         /* Recharge magic eater's power */
1796         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1797         {
1798                 regenmagic(regen_amount);
1799         }
1800
1801         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1802         {
1803                 while (upkeep_factor > 100)
1804                 {
1805                         msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1806                         msg_print(NULL);
1807                         do_cmd_pet_dismiss();
1808
1809                         upkeep_factor = calculate_upkeep();
1810
1811                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1812                         msg_print(NULL);
1813                 }
1814         }
1815
1816         /* Poisoned or cut yields no healing */
1817         if (p_ptr->poisoned) regen_amount = 0;
1818         if (p_ptr->cut) regen_amount = 0;
1819
1820         /* Special floor -- Pattern, in a wall -- yields no healing */
1821         if (cave_no_regen) regen_amount = 0;
1822
1823         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1824
1825         /* Regenerate Hit Points if needed */
1826         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1827         {
1828                 regenhp(regen_amount);
1829         }
1830 }
1831
1832 /*!
1833  * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1834  * / Handle timeout every 10 game turns
1835  * @return なし
1836  */
1837 static void process_world_aux_timeout(void)
1838 {
1839         const int dec_count = (easy_band ? 2 : 1);
1840
1841         /*** Timeout Various Things ***/
1842
1843         /* Mimic */
1844         if (p_ptr->tim_mimic)
1845         {
1846                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1847         }
1848
1849         /* Hack -- Hallucinating */
1850         if (p_ptr->image)
1851         {
1852                 (void)set_image(p_ptr->image - dec_count);
1853         }
1854
1855         /* Blindness */
1856         if (p_ptr->blind)
1857         {
1858                 (void)set_blind(p_ptr->blind - dec_count);
1859         }
1860
1861         /* Times see-invisible */
1862         if (p_ptr->tim_invis)
1863         {
1864                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1865         }
1866
1867         if (multi_rew)
1868         {
1869                 multi_rew = FALSE;
1870         }
1871
1872         /* Timed esp */
1873         if (p_ptr->tim_esp)
1874         {
1875                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1876         }
1877
1878         /* Timed temporary elemental brands. -LM- */
1879         if (p_ptr->ele_attack)
1880         {
1881                 p_ptr->ele_attack--;
1882
1883                 /* Clear all temporary elemental brands. */
1884                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1885         }
1886
1887         /* Timed temporary elemental immune. -LM- */
1888         if (p_ptr->ele_immune)
1889         {
1890                 p_ptr->ele_immune--;
1891
1892                 /* Clear all temporary elemental brands. */
1893                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1894         }
1895
1896         /* Timed infra-vision */
1897         if (p_ptr->tim_infra)
1898         {
1899                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1900         }
1901
1902         /* Timed stealth */
1903         if (p_ptr->tim_stealth)
1904         {
1905                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1906         }
1907
1908         /* Timed levitation */
1909         if (p_ptr->tim_levitation)
1910         {
1911                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1912         }
1913
1914         /* Timed sh_touki */
1915         if (p_ptr->tim_sh_touki)
1916         {
1917                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1918         }
1919
1920         /* Timed sh_fire */
1921         if (p_ptr->tim_sh_fire)
1922         {
1923                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1924         }
1925
1926         /* Timed sh_holy */
1927         if (p_ptr->tim_sh_holy)
1928         {
1929                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1930         }
1931
1932         /* Timed eyeeye */
1933         if (p_ptr->tim_eyeeye)
1934         {
1935                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1936         }
1937
1938         /* Timed resist-magic */
1939         if (p_ptr->resist_magic)
1940         {
1941                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1942         }
1943
1944         /* Timed regeneration */
1945         if (p_ptr->tim_regen)
1946         {
1947                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1948         }
1949
1950         /* Timed resist nether */
1951         if (p_ptr->tim_res_nether)
1952         {
1953                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1954         }
1955
1956         /* Timed resist time */
1957         if (p_ptr->tim_res_time)
1958         {
1959                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1960         }
1961
1962         /* Timed reflect */
1963         if (p_ptr->tim_reflect)
1964         {
1965                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1966         }
1967
1968         /* Multi-shadow */
1969         if (p_ptr->multishadow)
1970         {
1971                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1972         }
1973
1974         /* Timed Robe of dust */
1975         if (p_ptr->dustrobe)
1976         {
1977                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1978         }
1979
1980         /* Timed infra-vision */
1981         if (p_ptr->kabenuke)
1982         {
1983                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1984         }
1985
1986         /* Paralysis */
1987         if (p_ptr->paralyzed)
1988         {
1989                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1990         }
1991
1992         /* Confusion */
1993         if (p_ptr->confused)
1994         {
1995                 (void)set_confused(p_ptr->confused - dec_count);
1996         }
1997
1998         /* Afraid */
1999         if (p_ptr->afraid)
2000         {
2001                 (void)set_afraid(p_ptr->afraid - dec_count);
2002         }
2003
2004         /* Fast */
2005         if (p_ptr->fast)
2006         {
2007                 (void)set_fast(p_ptr->fast - 1, TRUE);
2008         }
2009
2010         /* Slow */
2011         if (p_ptr->slow)
2012         {
2013                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2014         }
2015
2016         /* Protection from evil */
2017         if (p_ptr->protevil)
2018         {
2019                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2020         }
2021
2022         /* Invulnerability */
2023         if (p_ptr->invuln)
2024         {
2025                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2026         }
2027
2028         /* Wraith form */
2029         if (p_ptr->wraith_form)
2030         {
2031                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2032         }
2033
2034         /* Heroism */
2035         if (p_ptr->hero)
2036         {
2037                 (void)set_hero(p_ptr->hero - 1, TRUE);
2038         }
2039
2040         /* Super Heroism */
2041         if (p_ptr->shero)
2042         {
2043                 (void)set_shero(p_ptr->shero - 1, TRUE);
2044         }
2045
2046         /* Blessed */
2047         if (p_ptr->blessed)
2048         {
2049                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2050         }
2051
2052         /* Shield */
2053         if (p_ptr->shield)
2054         {
2055                 (void)set_shield(p_ptr->shield - 1, TRUE);
2056         }
2057
2058         /* Tsubureru */
2059         if (p_ptr->tsubureru)
2060         {
2061                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2062         }
2063
2064         /* Magicdef */
2065         if (p_ptr->magicdef)
2066         {
2067                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2068         }
2069
2070         /* Tsuyoshi */
2071         if (p_ptr->tsuyoshi)
2072         {
2073                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2074         }
2075
2076         /* Oppose Acid */
2077         if (p_ptr->oppose_acid)
2078         {
2079                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2080         }
2081
2082         /* Oppose Lightning */
2083         if (p_ptr->oppose_elec)
2084         {
2085                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2086         }
2087
2088         /* Oppose Fire */
2089         if (p_ptr->oppose_fire)
2090         {
2091                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2092         }
2093
2094         /* Oppose Cold */
2095         if (p_ptr->oppose_cold)
2096         {
2097                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2098         }
2099
2100         /* Oppose Poison */
2101         if (p_ptr->oppose_pois)
2102         {
2103                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2104         }
2105
2106         if (p_ptr->ult_res)
2107         {
2108                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2109         }
2110
2111         /*** Poison and Stun and Cut ***/
2112
2113         /* Poison */
2114         if (p_ptr->poisoned)
2115         {
2116                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2117
2118                 /* Apply some healing */
2119                 (void)set_poisoned(p_ptr->poisoned - adjust);
2120         }
2121
2122         /* Stun */
2123         if (p_ptr->stun)
2124         {
2125                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2126
2127                 /* Apply some healing */
2128                 (void)set_stun(p_ptr->stun - adjust);
2129         }
2130
2131         /* Cut */
2132         if (p_ptr->cut)
2133         {
2134                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2135
2136                 /* Hack -- Truly "mortal" wound */
2137                 if (p_ptr->cut > 1000) adjust = 0;
2138
2139                 /* Apply some healing */
2140                 (void)set_cut(p_ptr->cut - adjust);
2141         }
2142 }
2143
2144
2145 /*!
2146  * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2147  * / Handle burning fuel every 10 game turns
2148  * @return なし
2149  */
2150 static void process_world_aux_light(void)
2151 {
2152         /* Check for light being wielded */
2153         object_type *o_ptr = &inventory[INVEN_LITE];
2154
2155         /* Burn some fuel in the current lite */
2156         if (o_ptr->tval == TV_LITE)
2157         {
2158                 /* Hack -- Use some fuel (except on artifacts) */
2159                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2160                 {
2161                         /* Decrease life-span */
2162                         if (o_ptr->name2 == EGO_LITE_LONG)
2163                         {
2164                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2165                         }
2166                         else o_ptr->xtra4--;
2167
2168                         /* Notice interesting fuel steps */
2169                         notice_lite_change(o_ptr);
2170                 }
2171         }
2172 }
2173
2174
2175 /*!
2176  * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2177  * / Handle mutation effects once every 10 game turns
2178  * @return なし
2179  */
2180 static void process_world_aux_mutation(void)
2181 {
2182         /* No mutation with effects */
2183         if (!p_ptr->muta2) return;
2184
2185         /* No effect on monster arena */
2186         if (p_ptr->inside_battle) return;
2187
2188         /* No effect on the global map */
2189         if (p_ptr->wild_mode) return;
2190
2191         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2192         {
2193                 disturb(FALSE, TRUE);
2194                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2195                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2196                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2197                 (void)set_afraid(0);
2198         }
2199
2200         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2201         {
2202                 if (!p_ptr->resist_fear)
2203                 {
2204                         disturb(FALSE, TRUE);
2205                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2206                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2207                 }
2208         }
2209
2210         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2211         {
2212                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2213                 {
2214                         disturb(FALSE, TRUE);
2215                         msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2216                         msg_print(NULL);
2217                         teleport_player(40, TELEPORT_PASSIVE);
2218                 }
2219         }
2220
2221         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2222         {
2223                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2224                 {
2225                         disturb(FALSE, TRUE);
2226                         p_ptr->redraw |= PR_EXTRA;
2227                         msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2228                 }
2229
2230                 if (!p_ptr->resist_conf)
2231                 {
2232                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2233                 }
2234
2235                 if (!p_ptr->resist_chaos)
2236                 {
2237                         if (one_in_(20))
2238                         {
2239                                 msg_print(NULL);
2240                                 if (one_in_(3)) lose_all_info();
2241                                 else wiz_dark();
2242                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2243                                 wiz_dark();
2244                                 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2245                                 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2246                         }
2247                         else
2248                         {
2249                                 if (one_in_(3))
2250                                 {
2251                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2252                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2253                                 }
2254                         }
2255                 }
2256         }
2257
2258         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2259         {
2260                 if (!p_ptr->resist_chaos)
2261                 {
2262                         disturb(FALSE, TRUE);
2263                         p_ptr->redraw |= PR_EXTRA;
2264                         (void)set_image(p_ptr->image + randint0(50) + 20);
2265                 }
2266         }
2267
2268         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2269         {
2270                 disturb(FALSE, TRUE);
2271                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2272                 msg_print(NULL);
2273                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2274         }
2275
2276         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2277             !p_ptr->anti_magic && one_in_(9000))
2278         {
2279                 int dire = 0;
2280                 disturb(FALSE, TRUE);
2281                 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!", 
2282                                                 "Magical energy flows through you! You must release it!"));
2283
2284                 flush();
2285                 msg_print(NULL);
2286                 (void)get_hack_dir(&dire);
2287                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2288         }
2289
2290         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2291         {
2292                 bool pet = one_in_(6);
2293                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2294
2295                 if (pet) mode |= PM_FORCE_PET;
2296                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2297
2298                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode))
2299                 {
2300                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2301                         disturb(FALSE, TRUE);
2302                 }
2303         }
2304
2305         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2306         {
2307                 disturb(FALSE, TRUE);
2308                 if (one_in_(2))
2309                 {
2310                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2311
2312                         if (p_ptr->fast > 0)
2313                         {
2314                                 set_fast(0, TRUE);
2315                         }
2316                         else
2317                         {
2318                                 set_slow(randint1(30) + 10, FALSE);
2319                         }
2320                 }
2321                 else
2322                 {
2323                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2324
2325                         if (p_ptr->slow > 0)
2326                         {
2327                                 set_slow(0, TRUE);
2328                         }
2329                         else
2330                         {
2331                                 set_fast(randint1(30) + 10, FALSE);
2332                         }
2333                 }
2334                 msg_print(NULL);
2335         }
2336         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2337         {
2338                 disturb(FALSE, TRUE);
2339                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2340
2341                 banish_monsters(100);
2342                 if (!dun_level && p_ptr->town_num)
2343                 {
2344                         int n;
2345
2346                         /* Pick a random shop (except home) */
2347                         do
2348                         {
2349                                 n = randint0(MAX_STORES);
2350                         }
2351                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2352
2353                         msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2354                         store_shuffle(n);
2355                 }
2356                 msg_print(NULL);
2357         }
2358
2359         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2360         {
2361                 object_type *o_ptr;
2362
2363                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2364                 msg_print(NULL);
2365
2366                 /* Absorb light from the current possition */
2367                 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2368                 {
2369                         hp_player(10);
2370                 }
2371
2372                 o_ptr = &inventory[INVEN_LITE];
2373
2374                 /* Absorb some fuel in the current lite */
2375                 if (o_ptr->tval == TV_LITE)
2376                 {
2377                         /* Use some fuel (except on artifacts) */
2378                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2379                         {
2380                                 /* Heal the player a bit */
2381                                 hp_player(o_ptr->xtra4 / 20);
2382
2383                                 /* Decrease life-span of lite */
2384                                 o_ptr->xtra4 /= 2;
2385                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2386
2387                                 /* Notice interesting fuel steps */
2388                                 notice_lite_change(o_ptr);
2389                         }
2390                 }
2391
2392                 /*
2393                  * Unlite the area (radius 10) around player and
2394                  * do 50 points damage to every affected monster
2395                  */
2396                 unlite_area(50, 10);
2397         }
2398
2399         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2400         {
2401                 bool pet = one_in_(3);
2402                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2403
2404                 if (pet) mode |= PM_FORCE_PET;
2405                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2406
2407                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
2408                 {
2409                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2410                         disturb(FALSE, TRUE);
2411                 }
2412         }
2413
2414         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2415         {
2416                 disturb(FALSE, TRUE);
2417                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2418
2419                 msg_print(NULL);
2420                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2421         }
2422         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2423         {
2424                 if (!lose_mutation(0))
2425                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2426         }
2427         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2428         {
2429                 disturb(FALSE, TRUE);
2430                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2431
2432                 msg_print(NULL);
2433                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2434         }
2435         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2436         {
2437                 do_poly_wounds();
2438         }
2439         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2440         {
2441                 int which_stat = randint0(A_MAX);
2442                 int sustained = FALSE;
2443
2444                 switch (which_stat)
2445                 {
2446                 case A_STR:
2447                         if (p_ptr->sustain_str) sustained = TRUE;
2448                         break;
2449                 case A_INT:
2450                         if (p_ptr->sustain_int) sustained = TRUE;
2451                         break;
2452                 case A_WIS:
2453                         if (p_ptr->sustain_wis) sustained = TRUE;
2454                         break;
2455                 case A_DEX:
2456                         if (p_ptr->sustain_dex) sustained = TRUE;
2457                         break;
2458                 case A_CON:
2459                         if (p_ptr->sustain_con) sustained = TRUE;
2460                         break;
2461                 case A_CHR:
2462                         if (p_ptr->sustain_chr) sustained = TRUE;
2463                         break;
2464                 default:
2465                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2466                         sustained = TRUE;
2467                 }
2468
2469                 if (!sustained)
2470                 {
2471                         disturb(FALSE, TRUE);
2472                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2473                         msg_print(NULL);
2474                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2475                 }
2476         }
2477         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2478         {
2479                 bool pet = one_in_(5);
2480                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2481
2482                 if (pet) mode |= PM_FORCE_PET;
2483                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2484
2485                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
2486                 {
2487                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2488                         disturb(FALSE, TRUE);
2489                 }
2490         }
2491         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2492         {
2493                 if (p_ptr->tim_esp > 0)
2494                 {
2495                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2496                         set_tim_esp(0, TRUE);
2497                 }
2498                 else
2499                 {
2500                         msg_print(_("精神が広がった!", "Your mind expands!"));
2501                         set_tim_esp(p_ptr->lev, FALSE);
2502                 }
2503         }
2504         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2505         {
2506                 disturb(FALSE, TRUE);
2507                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2508                 msg_print(NULL);
2509                 set_food(PY_FOOD_WEAK);
2510                 if (music_singing_any()) stop_singing();
2511                 if (hex_spelling_any()) stop_hex_spell_all();
2512         }
2513
2514         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2515         {
2516                 alter_reality();
2517         }
2518
2519         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2520         {
2521                 int danger_amount = 0;
2522                 MONSTER_IDX monster;
2523
2524                 for (monster = 0; monster < m_max; monster++)
2525                 {
2526                         monster_type *m_ptr = &m_list[monster];
2527                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2528
2529                         /* Paranoia -- Skip dead monsters */
2530                         if (!m_ptr->r_idx) continue;
2531
2532                         if (r_ptr->level >= p_ptr->lev)
2533                         {
2534                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2535                         }
2536                 }
2537
2538                 if (danger_amount > 100)
2539                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2540                 else if (danger_amount > 50)
2541                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2542                 else if (danger_amount > 20)
2543                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2544                 else if (danger_amount > 10)
2545                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2546                 else if (danger_amount > 5)
2547                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2548                 else
2549                         msg_print(_("寂しい気がする。", "You feel lonely."));
2550         }
2551
2552         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2553         {
2554                 disturb(FALSE, TRUE);
2555                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2556                 msg_print(NULL);
2557                 (void)set_invuln(randint1(8) + 8, FALSE);
2558         }
2559
2560         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2561         {
2562                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2563
2564                 if (wounds > 0)
2565                 {
2566                         HIT_POINT healing = p_ptr->csp;
2567                         if (healing > wounds) healing = wounds;
2568
2569                         hp_player(healing);
2570                         p_ptr->csp -= healing;
2571                         p_ptr->redraw |= (PR_HP | PR_MANA);
2572                 }
2573         }
2574
2575         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2576         {
2577                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2578
2579                 if (wounds > 0)
2580                 {
2581                         HIT_POINT healing = p_ptr->chp;
2582                         if (healing > wounds) healing = wounds;
2583
2584                         p_ptr->csp += healing;
2585                         p_ptr->redraw |= (PR_HP | PR_MANA);
2586                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2587                 }
2588         }
2589
2590         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2591         {
2592                 INVENTORY_IDX slot = 0;
2593                 object_type *o_ptr = NULL;
2594
2595                 disturb(FALSE, TRUE);
2596                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2597                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2598
2599                 msg_print(NULL);
2600                 if (buki_motteruka(INVEN_RARM))
2601                 {
2602                         slot = INVEN_RARM;
2603                         o_ptr = &inventory[INVEN_RARM];
2604
2605                         if (buki_motteruka(INVEN_LARM) && one_in_(2))
2606                         {
2607                                 o_ptr = &inventory[INVEN_LARM];
2608                                 slot = INVEN_LARM;
2609                         }
2610                 }
2611                 else if (buki_motteruka(INVEN_LARM))
2612                 {
2613                         o_ptr = &inventory[INVEN_LARM];
2614                         slot = INVEN_LARM;
2615                 }
2616                 if (slot && !object_is_cursed(o_ptr))
2617                 {
2618                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2619                         inven_drop(slot, 1);
2620                 }
2621         }
2622
2623 }
2624
2625 /*!
2626  * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2627  * / Handle curse effects once every 10 game turns
2628  * @return なし
2629  */
2630 static void process_world_aux_curse(void)
2631 {
2632         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2633         {
2634                 /*
2635                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2636                  * can actually be useful!
2637                  */
2638                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2639                 {
2640                         GAME_TEXT o_name[MAX_NLEN];
2641                         object_type *o_ptr;
2642                         int i, i_keep = 0, count = 0;
2643
2644                         /* Scan the equipment with random teleport ability */
2645                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2646                         {
2647                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2648                                 o_ptr = &inventory[i];
2649
2650                                 /* Skip non-objects */
2651                                 if (!o_ptr->k_idx) continue;
2652
2653                                 /* Extract the item flags */
2654                                 object_flags(o_ptr, flgs);
2655
2656                                 if (have_flag(flgs, TR_TELEPORT))
2657                                 {
2658                                         /* {.} will stop random teleportation. */
2659                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2660                                         {
2661                                                 count++;
2662                                                 if (one_in_(count)) i_keep = i;
2663                                         }
2664                                 }
2665                         }
2666
2667                         o_ptr = &inventory[i_keep];
2668                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2669                         msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2670                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2671                         {
2672                                 disturb(FALSE, TRUE);
2673                                 teleport_player(50, 0L);
2674                         }
2675                         else
2676                         {
2677                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2678                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2679                                 disturb(TRUE, TRUE);
2680                         }
2681                 }
2682                 /* Make a chainsword noise */
2683                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2684                 {
2685                         char noise[1024];
2686                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2687                                 msg_print(noise);
2688                         disturb(FALSE, FALSE);
2689                 }
2690                 /* TY Curse */
2691                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2692                 {
2693                         int count = 0;
2694                         (void)activate_ty_curse(FALSE, &count);
2695                 }
2696                 /* Handle experience draining */
2697                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2698                 {
2699                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2700                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2701                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2702                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2703                         check_experience();
2704                 }
2705                 /* Add light curse (Later) */
2706                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2707                 {
2708                         BIT_FLAGS new_curse;
2709                         object_type *o_ptr;
2710
2711                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2712
2713                         new_curse = get_curse(0, o_ptr);
2714                         if (!(o_ptr->curse_flags & new_curse))
2715                         {
2716                                 GAME_TEXT o_name[MAX_NLEN];
2717
2718                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2719
2720                                 o_ptr->curse_flags |= new_curse;
2721                                 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2722
2723                                 o_ptr->feeling = FEEL_NONE;
2724
2725                                 p_ptr->update |= (PU_BONUS);
2726                         }
2727                 }
2728                 /* Add heavy curse (Later) */
2729                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2730                 {
2731                         BIT_FLAGS new_curse;
2732                         object_type *o_ptr;
2733
2734                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2735
2736                         new_curse = get_curse(1, o_ptr);
2737                         if (!(o_ptr->curse_flags & new_curse))
2738                         {
2739                                 GAME_TEXT o_name[MAX_NLEN];
2740
2741                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2742
2743                                 o_ptr->curse_flags |= new_curse;
2744                                 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2745                                 o_ptr->feeling = FEEL_NONE;
2746
2747                                 p_ptr->update |= (PU_BONUS);
2748                         }
2749                 }
2750                 /* Call animal */
2751                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2752                 {
2753                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
2754                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2755                         {
2756                                 GAME_TEXT o_name[MAX_NLEN];
2757
2758                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2759                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2760                                 disturb(FALSE, TRUE);
2761                         }
2762                 }
2763                 /* Call demon */
2764                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2765                 {
2766                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2767                         {
2768                                 GAME_TEXT o_name[MAX_NLEN];
2769
2770                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2771                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2772                                 disturb(FALSE, TRUE);
2773                         }
2774                 }
2775                 /* Call dragon */
2776                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2777                 {
2778                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2779                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2780                         {
2781                                 GAME_TEXT o_name[MAX_NLEN];
2782
2783                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2784                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2785                                 disturb(FALSE, TRUE);
2786                         }
2787                 }
2788                 /* Call undead */
2789                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2790                 {
2791                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2792                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2793                         {
2794                                 GAME_TEXT o_name[MAX_NLEN];
2795
2796                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2797                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2798                                 disturb(FALSE, TRUE);
2799                         }
2800                 }
2801                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2802                 {
2803                         if (!p_ptr->resist_fear)
2804                         {
2805                                 disturb(FALSE, TRUE);
2806                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2807                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2808                         }
2809                 }
2810                 /* Teleport player */
2811                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2812                 {
2813                         disturb(FALSE, TRUE);
2814
2815                         /* Teleport player */
2816                         teleport_player(40, TELEPORT_PASSIVE);
2817                 }
2818                 /* Handle HP draining */
2819                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2820                 {
2821                         GAME_TEXT o_name[MAX_NLEN];
2822
2823                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2824                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2825                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2826                 }
2827                 /* Handle mana draining */
2828                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2829                 {
2830                         GAME_TEXT o_name[MAX_NLEN];
2831
2832                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2833                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2834                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2835                         if (p_ptr->csp < 0)
2836                         {
2837                                 p_ptr->csp = 0;
2838                                 p_ptr->csp_frac = 0;
2839                         }
2840                         p_ptr->redraw |= PR_MANA;
2841                 }
2842         }
2843
2844         /* Rarely, take damage from the Jewel of Judgement */
2845         if (one_in_(999) && !p_ptr->anti_magic)
2846         {
2847                 object_type *o_ptr = &inventory[INVEN_LITE];
2848
2849                 if (o_ptr->name1 == ART_JUDGE)
2850                 {
2851                         if (object_is_known(o_ptr))
2852                                 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2853                         else
2854                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2855                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2856                 }
2857         }
2858 }
2859
2860
2861 /*!
2862  * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2863  * / Handle recharging objects once every 10 game turns
2864  * @return なし
2865  */
2866 static void process_world_aux_recharge(void)
2867 {
2868         int i;
2869         bool changed;
2870
2871         /* Process equipment */
2872         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2873         {
2874                 /* Get the object */
2875                 object_type *o_ptr = &inventory[i];
2876
2877                 /* Skip non-objects */
2878                 if (!o_ptr->k_idx) continue;
2879
2880                 /* Recharge activatable objects */
2881                 if (o_ptr->timeout > 0)
2882                 {
2883                         /* Recharge */
2884                         o_ptr->timeout--;
2885
2886                         /* Notice changes */
2887                         if (!o_ptr->timeout)
2888                         {
2889                                 recharged_notice(o_ptr);
2890                                 changed = TRUE;
2891                         }
2892                 }
2893         }
2894
2895         /* Notice changes */
2896         if (changed)
2897         {
2898                 p_ptr->window |= (PW_EQUIP);
2899                 wild_regen = 20;
2900         }
2901
2902         /*
2903          * Recharge rods.  Rods now use timeout to control charging status,
2904          * and each charging rod in a stack decreases the stack's timeout by
2905          * one per turn. -LM-
2906          */
2907         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2908         {
2909                 object_type *o_ptr = &inventory[i];
2910                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2911
2912                 /* Skip non-objects */
2913                 if (!o_ptr->k_idx) continue;
2914
2915                 /* Examine all charging rods or stacks of charging rods. */
2916                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2917                 {
2918                         /* Determine how many rods are charging. */
2919                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2920                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2921
2922                         /* Decrease timeout by that number. */
2923                         o_ptr->timeout -= temp;
2924
2925                         /* Boundary control. */
2926                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2927
2928                         /* Notice changes, provide message if object is inscribed. */
2929                         if (!(o_ptr->timeout))
2930                         {
2931                                 recharged_notice(o_ptr);
2932                                 changed = TRUE;
2933                         }
2934
2935                         /* One of the stack of rod is charged */
2936                         else if (o_ptr->timeout % k_ptr->pval)
2937                         {
2938                                 changed = TRUE;
2939                         }
2940                 }
2941         }
2942
2943         /* Notice changes */
2944         if (changed)
2945         {
2946                 p_ptr->window |= (PW_INVEN);
2947                 wild_regen = 20;
2948         }
2949
2950         /* Process objects on floor */
2951         for (i = 1; i < o_max; i++)
2952         {
2953                 /* Access object */
2954                 object_type *o_ptr = &o_list[i];
2955
2956                 /* Skip dead objects */
2957                 if (!o_ptr->k_idx) continue;
2958
2959                 /* Recharge rods on the ground.  No messages. */
2960                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2961                 {
2962                         /* Charge it */
2963                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2964
2965                         /* Boundary control. */
2966                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2967                 }
2968         }
2969 }
2970
2971
2972 /*!
2973  * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2974  * / Handle involuntary movement once every 10 game turns
2975  * @return なし
2976  */
2977 static void process_world_aux_movement(void)
2978 {
2979         /* Delayed Word-of-Recall */
2980         if (p_ptr->word_recall)
2981         {
2982                 /*
2983                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2984                  * The player is yanked up/down as soon as
2985                  * he loads the autosaved game.
2986                  */
2987                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2988                         do_cmd_save_game(TRUE);
2989
2990                 /* Count down towards recall */
2991                 p_ptr->word_recall--;
2992
2993                 p_ptr->redraw |= (PR_STATUS);
2994
2995                 /* Activate the recall */
2996                 if (!p_ptr->word_recall)
2997                 {
2998                         /* Disturbing! */
2999                         disturb(FALSE, TRUE);
3000
3001                         /* Determine the level */
3002                         if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3003                         {
3004                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3005
3006                                 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3007                                 if (record_stair)
3008                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3009
3010                                 dun_level = 0;
3011                                 dungeon_type = 0;
3012
3013                                 leave_quest_check();
3014                                 leave_tower_check();
3015
3016                                 p_ptr->inside_quest = 0;
3017
3018                                 p_ptr->leaving = TRUE;
3019                         }
3020                         else
3021                         {
3022                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3023
3024                                 dungeon_type = p_ptr->recall_dungeon;
3025
3026                                 if (record_stair)
3027                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3028
3029                                 /* New depth */
3030                                 dun_level = max_dlv[dungeon_type];
3031                                 if (dun_level < 1) dun_level = 1;
3032
3033                                 /* Nightmare mode makes recall more dangerous */
3034                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3035                                 {
3036                                         if (dun_level < 50)
3037                                         {
3038                                                 dun_level *= 2;
3039                                         }
3040                                         else if (dun_level < 99)
3041                                         {
3042                                                 dun_level = (dun_level + 99) / 2;
3043                                         }
3044                                         else if (dun_level > 100)
3045                                         {
3046                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3047                                         }
3048                                 }
3049
3050                                 if (p_ptr->wild_mode)
3051                                 {
3052                                         p_ptr->wilderness_y = p_ptr->y;
3053                                         p_ptr->wilderness_x = p_ptr->x;
3054                                 }
3055                                 else
3056                                 {
3057                                         /* Save player position */
3058                                         p_ptr->oldpx = p_ptr->x;
3059                                         p_ptr->oldpy = p_ptr->y;
3060                                 }
3061                                 p_ptr->wild_mode = FALSE;
3062
3063                                 /*
3064                                  * Clear all saved floors
3065                                  * and create a first saved floor
3066                                  */
3067                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3068
3069                                 /* Leaving */
3070                                 p_ptr->leaving = TRUE;
3071
3072                                 if (dungeon_type == DUNGEON_ANGBAND)
3073                                 {
3074                                         int i;
3075
3076                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3077                                         {
3078                                                 quest_type* const q_ptr = &quest[i];
3079
3080                                                 
3081                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3082                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3083                                                     (q_ptr->level < dun_level))
3084                                                 {
3085                                                         q_ptr->status = QUEST_STATUS_FAILED;
3086                                                         q_ptr->complev = (byte)p_ptr->lev;
3087                                                         update_playtime();
3088                                                         q_ptr->comptime = playtime;
3089                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3090                                                 }
3091                                         }
3092                                 }
3093                         }
3094
3095                         sound(SOUND_TPLEVEL);
3096                 }
3097         }
3098
3099
3100         /* Delayed Alter reality */
3101         if (p_ptr->alter_reality)
3102         {
3103                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3104                         do_cmd_save_game(TRUE);
3105
3106                 /* Count down towards alter */
3107                 p_ptr->alter_reality--;
3108
3109                 p_ptr->redraw |= (PR_STATUS);
3110
3111                 /* Activate the alter reality */
3112                 if (!p_ptr->alter_reality)
3113                 {
3114                         /* Disturbing! */
3115                         disturb(FALSE, TRUE);
3116
3117                         /* Determine the level */
3118                         if (!quest_number(dun_level) && dun_level)
3119                         {
3120                                 msg_print(_("世界が変わった!", "The world changes!"));
3121
3122                                 /*
3123                                  * Clear all saved floors
3124                                  * and create a first saved floor
3125                                  */
3126                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3127
3128                                 /* Leaving */
3129                                 p_ptr->leaving = TRUE;
3130                         }
3131                         else
3132                         {
3133                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3134                         }
3135
3136                         sound(SOUND_TPLEVEL);
3137                 }
3138         }
3139 }
3140
3141
3142 /*!
3143  * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3144  * / Count number of adjacent monsters
3145  * @param m_idx 隣接数を調べたいモンスターのID
3146  * @return 隣接しているモンスターの数
3147  */
3148 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3149 {
3150         monster_type *m_ptr = &m_list[m_idx];
3151         POSITION my = m_ptr->fy;
3152         POSITION mx = m_ptr->fx;
3153         int i;
3154         int count = 0;
3155
3156         for (i = 0; i < 7; i++)
3157         {
3158                 int ay = my + ddy_ddd[i];
3159                 int ax = mx + ddx_ddd[i];
3160
3161                 if (!in_bounds(ay, ax)) continue;
3162
3163                 /* Count number of monsters */
3164                 if (cave[ay][ax].m_idx > 0) count++;
3165         }
3166
3167         return count;
3168 }
3169
3170
3171
3172 /*!
3173  * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3174  */
3175 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3176
3177 /*!
3178  * @brief ダンジョンの雰囲気を算出する。
3179  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3180  * @return 算出されたダンジョンの雰囲気ランク
3181  */
3182 static byte get_dungeon_feeling(void)
3183 {
3184         const int base = 10;
3185         int rating = 0;
3186         IDX i;
3187
3188         /* Hack -- no feeling in the town */
3189         if (!dun_level) return 0;
3190
3191         /* Examine each monster */
3192         for (i = 1; i < m_max; i++)
3193         {
3194                 monster_type *m_ptr = &m_list[i];
3195                 monster_race *r_ptr;
3196                 int delta = 0;
3197
3198                 /* Skip dead monsters */
3199                 if (!m_ptr->r_idx) continue;
3200
3201                 /* Ignore pet */
3202                 if (is_pet(m_ptr)) continue;
3203
3204                 r_ptr = &r_info[m_ptr->r_idx];
3205
3206                 /* Unique monsters */
3207                 if (r_ptr->flags1 & (RF1_UNIQUE))
3208                 {
3209                         /* Nearly out-of-depth unique monsters */
3210                         if (r_ptr->level + 10 > dun_level)
3211                         {
3212                                 /* Boost rating by twice delta-depth */
3213                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3214                         }
3215                 }
3216                 else
3217                 {
3218                         /* Out-of-depth monsters */
3219                         if (r_ptr->level > dun_level)
3220                         {
3221                                 /* Boost rating by delta-depth */
3222                                 delta += (r_ptr->level - dun_level) * base;
3223                         }
3224                 }
3225
3226                 /* Unusually crowded monsters get a little bit of rating boost */
3227                 if (r_ptr->flags1 & RF1_FRIENDS)
3228                 {
3229                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3230                 }
3231                 else
3232                 {
3233                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3234                 }
3235
3236
3237                 rating += RATING_BOOST(delta);
3238         }
3239
3240         /* Examine each unidentified object */
3241         for (i = 1; i < o_max; i++)
3242         {
3243                 object_type *o_ptr = &o_list[i];
3244                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3245                 int delta = 0;
3246
3247                 /* Skip dead objects */
3248                 if (!o_ptr->k_idx) continue;
3249
3250                 /* Skip known objects */
3251                 if (object_is_known(o_ptr))
3252                 {
3253                         /* Touched? */
3254                         if (o_ptr->marked & OM_TOUCHED) continue;
3255                 }
3256
3257                 /* Skip pseudo-known objects */
3258                 if (o_ptr->ident & IDENT_SENSE) continue;
3259
3260                 /* Ego objects */
3261                 if (object_is_ego(o_ptr))
3262                 {
3263                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3264
3265                         delta += e_ptr->rating * base;
3266                 }
3267
3268                 /* Artifacts */
3269                 if (object_is_artifact(o_ptr))
3270                 {
3271                         PRICE cost = object_value_real(o_ptr);
3272
3273                         delta += 10 * base;
3274                         if (cost > 10000L) delta += 10 * base;
3275                         if (cost > 50000L) delta += 10 * base;
3276                         if (cost > 100000L) delta += 10 * base;
3277
3278                         /* Special feeling */
3279                         if (!preserve_mode) return 1;
3280                 }
3281
3282                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3283                 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3284                 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3285                 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3286                 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3287                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3288                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3289                 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3290
3291                 /* Out-of-depth objects */
3292                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3293                 {
3294                         /* Rating increase */
3295                         delta += (k_ptr->level - dun_level) * base;
3296                 }
3297
3298                 rating += RATING_BOOST(delta);
3299         }
3300
3301
3302         if (rating > RATING_BOOST(1000)) return 2;
3303         if (rating > RATING_BOOST(800)) return 3;
3304         if (rating > RATING_BOOST(600)) return 4;
3305         if (rating > RATING_BOOST(400)) return 5;
3306         if (rating > RATING_BOOST(300)) return 6;
3307         if (rating > RATING_BOOST(200)) return 7;
3308         if (rating > RATING_BOOST(100)) return 8;
3309         if (rating > RATING_BOOST(0)) return 9;
3310
3311         return 10;
3312 }
3313
3314 /*!
3315  * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3316  * / Update dungeon feeling, and announce it if changed
3317  * @return なし
3318  */
3319 static void update_dungeon_feeling(void)
3320 {
3321         byte new_feeling;
3322         int quest_num;
3323         int delay;
3324
3325         /* No feeling on the surface */
3326         if (!dun_level) return;
3327
3328         /* No feeling in the arena */
3329         if (p_ptr->inside_battle) return;
3330
3331         /* Extract delay time */
3332         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3333
3334         /* Not yet felt anything */
3335         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3336
3337         /* Extract quest number (if any) */
3338         quest_num = quest_number(dun_level);
3339
3340         /* No feeling in a quest */
3341         if (quest_num &&
3342             (is_fixed_quest_idx(quest_num) &&
3343              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3344                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3345
3346
3347         /* Get new dungeon feeling */
3348         new_feeling = get_dungeon_feeling();
3349
3350         /* Remember last time updated */
3351         p_ptr->feeling_turn = turn;
3352
3353         /* No change */
3354         if (p_ptr->feeling == new_feeling) return;
3355
3356         /* Dungeon feeling is changed */
3357         p_ptr->feeling = new_feeling;
3358
3359         /* Announce feeling */
3360         do_cmd_feeling();
3361
3362         select_floor_music();
3363
3364         /* Update the level indicator */
3365         p_ptr->redraw |= (PR_DEPTH);
3366
3367         if (disturb_minor) disturb(FALSE, FALSE);
3368 }
3369
3370 /*!
3371  * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3372  * / Handle certain things once every 10 game turns
3373  * @return なし
3374  */
3375 static void process_world(void)
3376 {
3377         int day, hour, min;
3378
3379         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3380         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3381         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3382         
3383         extract_day_hour_min(&day, &hour, &min);
3384
3385         /* Update dungeon feeling, and announce it if changed */
3386         update_dungeon_feeling();
3387
3388         /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3389         if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3390         {
3391                 dun_level = 0;
3392                 dungeon_type = 0;
3393                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3394                 p_ptr->inside_arena = FALSE;
3395                 p_ptr->wild_mode = FALSE;
3396                 p_ptr->leaving = TRUE;
3397         }
3398
3399         /*** Check monster arena ***/
3400         if (p_ptr->inside_battle && !p_ptr->leaving)
3401         {
3402                 int i2, j2;
3403                 int win_m_idx = 0;
3404                 int number_mon = 0;
3405
3406                 /* Count all hostile monsters */
3407                 for (i2 = 0; i2 < cur_wid; ++i2)
3408                         for (j2 = 0; j2 < cur_hgt; j2++)
3409                         {
3410                                 cave_type *c_ptr = &cave[j2][i2];
3411
3412                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3413                                 {
3414                                         number_mon++;
3415                                         win_m_idx = c_ptr->m_idx;
3416                                 }
3417                         }
3418
3419                 if (number_mon == 0)
3420                 {
3421                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3422                         msg_print(NULL);
3423                         p_ptr->energy_need = 0;
3424                         battle_monsters();
3425                 }
3426                 else if ((number_mon-1) == 0)
3427                 {
3428                         GAME_TEXT m_name[MAX_NLEN];
3429                         monster_type *wm_ptr;
3430
3431                         wm_ptr = &m_list[win_m_idx];
3432
3433                         monster_desc(m_name, wm_ptr, 0);
3434                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3435                         msg_print(NULL);
3436
3437                         if (win_m_idx == (sel_monster+1))
3438                         {
3439                                 msg_print(_("おめでとうございます。", "Congratulations."));
3440                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3441                                 p_ptr->au += battle_odds;
3442                         }
3443                         else
3444                         {
3445                                 msg_print(_("残念でした。", "You lost gold."));
3446                         }
3447                         msg_print(NULL);
3448                         p_ptr->energy_need = 0;
3449                         battle_monsters();
3450                 }
3451                 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3452                 {
3453                         msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3454                         p_ptr->au += kakekin;
3455                         msg_print(NULL);
3456                         p_ptr->energy_need = 0;
3457                         battle_monsters();
3458                 }
3459         }
3460
3461         /* Every 10 game turns */
3462         if (turn % TURNS_PER_TICK) return;
3463
3464         /*** Check the Time and Load ***/
3465
3466         if (!(turn % (50*TURNS_PER_TICK)))
3467         {
3468                 /* Check time and load */
3469                 if ((0 != check_time()) || (0 != check_load()))
3470                 {
3471                         /* Warning */
3472                         if (closing_flag <= 2)
3473                         {
3474                                 disturb(FALSE, TRUE);
3475
3476                                 /* Count warnings */
3477                                 closing_flag++;
3478
3479                                 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3480                                 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3481
3482                         }
3483
3484                         /* Slam the gate */
3485                         else
3486                         {
3487                                 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3488
3489                                 /* Stop playing */
3490                                 p_ptr->playing = FALSE;
3491
3492                                 /* Leaving */
3493                                 p_ptr->leaving = TRUE;
3494                         }
3495                 }
3496         }
3497
3498         /*** Attempt timed autosave ***/
3499         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3500         {
3501                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3502                         do_cmd_save_game(TRUE);
3503         }
3504
3505         if (mon_fight && !ignore_unview)
3506         {
3507                 msg_print(_("何かが聞こえた。", "You hear noise."));
3508         }
3509
3510         /*** Handle the wilderness/town (sunshine) ***/
3511
3512         /* While in town/wilderness */
3513         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3514         {
3515                 /* Hack -- Daybreak/Nighfall in town */
3516                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3517                 {
3518                         bool dawn;
3519
3520                         /* Check for dawn */
3521                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3522
3523                         if (dawn) day_break();
3524                         else night_falls();
3525
3526                 }
3527         }
3528
3529         /* While in the dungeon (vanilla_town or lite_town mode only) */
3530         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3531         {
3532                 /*** Shuffle the Storekeepers ***/
3533
3534                 /* Chance is only once a day (while in dungeon) */
3535                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3536                 {
3537                         /* Sometimes, shuffle the shop-keepers */
3538                         if (one_in_(STORE_SHUFFLE))
3539                         {
3540                                 int n;
3541                                 FEAT_IDX i;
3542
3543                                 /* Pick a random shop (except home and museum) */
3544                                 do
3545                                 {
3546                                         n = randint0(MAX_STORES);
3547                                 }
3548                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3549
3550                                 /* Check every feature */
3551                                 for (i = 1; i < max_f_idx; i++)
3552                                 {
3553                                         /* Access the index */
3554                                         feature_type *f_ptr = &f_info[i];
3555
3556                                         /* Skip empty index */
3557                                         if (!f_ptr->name) continue;
3558
3559                                         /* Skip non-store features */
3560                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3561
3562                                         /* Verify store type */
3563                                         if (f_ptr->subtype == n)
3564                                         {
3565                                                 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3566
3567                                                 /* Shuffle it */
3568                                                 store_shuffle(n);
3569
3570                                                 break;
3571                                         }
3572                                 }
3573                         }
3574                 }
3575         }
3576
3577
3578         /*** Process the monsters ***/
3579
3580         /* Check for creature generation. */
3581         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3582             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3583         {
3584                 /* Make a new monster */
3585                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3586         }
3587
3588         /* Hack -- Check for creature regeneration */
3589         if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3590         if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3591
3592         if (!p_ptr->leaving)
3593         {
3594                 int i;
3595
3596                 /* Hack -- Process the counters of monsters if needed */
3597                 for (i = 0; i < MAX_MTIMED; i++)
3598                 {
3599                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3600                 }
3601         }
3602
3603
3604         /* Date changes */
3605         if (!hour && !min)
3606         {
3607                 if (min != prev_min)
3608                 {
3609                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3610                         determine_today_mon(FALSE);
3611                 }
3612         }
3613
3614         /*
3615          * Nightmare mode activates the TY_CURSE at midnight
3616          * Require exact minute -- Don't activate multiple times in a minute
3617          */
3618
3619         if (ironman_nightmare && (min != prev_min))
3620         {
3621
3622                 /* Every 15 minutes after 11:00 pm */
3623                 if ((hour == 23) && !(min % 15))
3624                 {
3625                         /* Disturbing */
3626                         disturb(FALSE, TRUE);
3627
3628                         switch (min / 15)
3629                         {
3630                         case 0:
3631                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3632                                 break;
3633
3634                         case 1:
3635                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3636                                 break;
3637
3638                         case 2:
3639                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3640                                 break;
3641
3642                         case 3:
3643                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3644                                 break;
3645                         }
3646                 }
3647
3648                 /* TY_CURSE activates at midnight! */
3649                 if (!hour && !min)
3650                 {
3651
3652                         disturb(TRUE, TRUE);
3653                         msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3654
3655                         if (p_ptr->wild_mode)
3656                         {
3657                                 /* Go into large wilderness view */
3658                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3659                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3660                                 change_wild_mode();
3661
3662                                 /* Give first move to monsters */
3663                                 p_ptr->energy_use = 100;
3664
3665                                 /* HACk -- set the encouter flag for the wilderness generation */
3666                                 generate_encounter = TRUE;
3667                         }
3668
3669                         invoking_midnight_curse = TRUE;
3670                 }
3671         }
3672
3673
3674
3675         /* Check the Food */
3676         process_world_aux_digestion();
3677
3678         /* Process timed damage and regeneration */
3679         process_world_aux_hp_and_sp();
3680
3681         /* Process timeout */
3682         process_world_aux_timeout();
3683
3684         /* Process light */
3685         process_world_aux_light();
3686
3687         /* Process mutation effects */
3688         process_world_aux_mutation();
3689
3690         /* Process curse effects */
3691         process_world_aux_curse();
3692
3693         /* Process recharging */
3694         process_world_aux_recharge();
3695
3696         /* Feel the inventory */
3697         sense_inventory1();
3698         sense_inventory2();
3699
3700         /* Involuntary Movement */
3701         process_world_aux_movement();
3702 }
3703
3704 /*!
3705  * @brief ウィザードモードへの導入処理
3706  * / Verify use of "wizard" mode
3707  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3708  */
3709 static bool enter_wizard_mode(void)
3710 {
3711         /* Ask first time */
3712         if (!p_ptr->noscore)
3713         {
3714                 /* Wizard mode is not permitted */
3715                 if (!allow_debug_opts || arg_wizard)
3716                 {
3717                         msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3718                         return FALSE;
3719                 }
3720
3721                 /* Mention effects */
3722                 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3723                 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3724                 msg_print(NULL);
3725
3726                 /* Verify request */
3727                 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3728                 {
3729                         return (FALSE);
3730                 }
3731
3732                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3733                 /* Mark savefile */
3734                 p_ptr->noscore |= 0x0002;
3735         }
3736
3737         /* Success */
3738         return (TRUE);
3739 }
3740
3741
3742 #ifdef ALLOW_WIZARD
3743
3744 /*!
3745  * @brief デバッグコマンドへの導入処理
3746  * / Verify use of "debug" commands
3747  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3748  */
3749 static bool enter_debug_mode(void)
3750 {
3751         /* Ask first time */
3752         if (!p_ptr->noscore)
3753         {
3754                 /* Debug mode is not permitted */
3755                 if (!allow_debug_opts)
3756                 {
3757                         msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3758                         return FALSE;
3759                 }
3760
3761                 /* Mention effects */
3762                 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3763                 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3764
3765                 msg_print(NULL);
3766
3767                 /* Verify request */
3768                 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3769                 {
3770                         return (FALSE);
3771                 }
3772
3773                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3774                 /* Mark savefile */
3775                 p_ptr->noscore |= 0x0008;
3776         }
3777
3778         /* Success */
3779         return (TRUE);
3780 }
3781
3782 /*
3783  * Hack -- Declare the Debug Routines
3784  */
3785 extern void do_cmd_debug(void);
3786
3787 #endif /* ALLOW_WIZARD */
3788
3789
3790 #ifdef ALLOW_BORG
3791
3792 /*!
3793  * @brief ボーグコマンドへの導入処理
3794  * / Verify use of "borg" commands
3795  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3796  */
3797 static bool enter_borg_mode(void)
3798 {
3799         /* Ask first time */
3800         if (!(p_ptr->noscore & 0x0010))
3801         {
3802                 /* Mention effects */
3803                 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3804                 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3805
3806                 msg_print(NULL);
3807
3808                 /* Verify request */
3809                 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3810                 {
3811                         return (FALSE);
3812                 }
3813
3814                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3815                 /* Mark savefile */
3816                 p_ptr->noscore |= 0x0010;
3817         }
3818
3819         /* Success */
3820         return (TRUE);
3821 }
3822
3823 /*
3824  * Hack -- Declare the Ben Borg
3825  */
3826 extern void do_cmd_borg(void);
3827
3828 #endif /* ALLOW_BORG */
3829
3830
3831 /*!
3832  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3833  * / Parse and execute the current command Give "Warning" on illegal commands.
3834  * @todo Make some "blocks"
3835  * @return なし
3836  */
3837 static void process_command(void)
3838 {
3839         COMMAND_CODE old_now_message = now_message;
3840
3841         /* Handle repeating the last command */
3842         repeat_check();
3843
3844         now_message = 0;
3845
3846         /* Sniper */
3847         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3848                 reset_concent = TRUE;
3849
3850         /* Parse the command */
3851         switch (command_cmd)
3852         {
3853                 /* Ignore */
3854                 case ESCAPE:
3855                 case ' ':
3856                 {
3857                         break;
3858                 }
3859
3860                 /* Ignore return */
3861                 case '\r':
3862                 case '\n':
3863                 {
3864                         break;
3865                 }
3866
3867                 /*** Wizard Commands ***/
3868
3869                 /* Toggle Wizard Mode */
3870                 case KTRL('W'):
3871                 {
3872                         if (p_ptr->wizard)
3873                         {
3874                                 p_ptr->wizard = FALSE;
3875                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3876                         }
3877                         else if (enter_wizard_mode())
3878                         {
3879                                 p_ptr->wizard = TRUE;
3880                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3881                         }
3882                         p_ptr->update |= (PU_MONSTERS);
3883
3884                         /* Redraw "title" */
3885                         p_ptr->redraw |= (PR_TITLE);
3886
3887                         break;
3888                 }
3889
3890
3891 #ifdef ALLOW_WIZARD
3892
3893                 /* Special "debug" commands */
3894                 case KTRL('A'):
3895                 {
3896                         /* Enter debug mode */
3897                         if (enter_debug_mode())
3898                         {
3899                                 do_cmd_debug();
3900                         }
3901                         break;
3902                 }
3903
3904 #endif /* ALLOW_WIZARD */
3905
3906
3907 #ifdef ALLOW_BORG
3908
3909                 /* Special "borg" commands */
3910                 case KTRL('Z'):
3911                 {
3912                         /* Enter borg mode */
3913                         if (enter_borg_mode())
3914                         {
3915                                 if (!p_ptr->wild_mode) do_cmd_borg();
3916                         }
3917
3918                         break;
3919                 }
3920
3921 #endif /* ALLOW_BORG */
3922
3923
3924
3925                 /*** Inventory Commands ***/
3926
3927                 /* Wear/wield equipment */
3928                 case 'w':
3929                 {
3930                         if (!p_ptr->wild_mode) do_cmd_wield();
3931                         break;
3932                 }
3933
3934                 /* Take off equipment */
3935                 case 't':
3936                 {
3937                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3938                         break;
3939                 }
3940
3941                 /* Drop an item */
3942                 case 'd':
3943                 {
3944                         if (!p_ptr->wild_mode) do_cmd_drop();
3945                         break;
3946                 }
3947
3948                 /* Destroy an item */
3949                 case 'k':
3950                 {
3951                         do_cmd_destroy();
3952                         break;
3953                 }
3954
3955                 /* Equipment list */
3956                 case 'e':
3957                 {
3958                         do_cmd_equip();
3959                         break;
3960                 }
3961
3962                 /* Inventory list */
3963                 case 'i':
3964                 {
3965                         do_cmd_inven();
3966                         break;
3967                 }
3968
3969
3970                 /*** Various commands ***/
3971
3972                 /* Identify an object */
3973                 case 'I':
3974                 {
3975                         do_cmd_observe();
3976                         break;
3977                 }
3978
3979                 /* Hack -- toggle windows */
3980                 case KTRL('I'):
3981                 {
3982                         toggle_inven_equip();
3983                         break;
3984                 }
3985
3986
3987                 /*** Standard "Movement" Commands ***/
3988
3989                 /* Alter a grid */
3990                 case '+':
3991                 {
3992                         if (!p_ptr->wild_mode) do_cmd_alter();
3993                         break;
3994                 }
3995
3996                 /* Dig a tunnel */
3997                 case 'T':
3998                 {
3999                         if (!p_ptr->wild_mode) do_cmd_tunnel();
4000                         break;
4001                 }
4002
4003                 /* Move (usually pick up things) */
4004                 case ';':
4005                 {
4006                         do_cmd_walk(FALSE);
4007                         break;
4008                 }
4009
4010                 /* Move (usually do not pick up) */
4011                 case '-':
4012                 {
4013                         do_cmd_walk(TRUE);
4014                         break;
4015                 }
4016
4017
4018                 /*** Running, Resting, Searching, Staying */
4019
4020                 /* Begin Running -- Arg is Max Distance */
4021                 case '.':
4022                 {
4023                         if (!p_ptr->wild_mode) do_cmd_run();
4024                         break;
4025                 }
4026
4027                 /* Stay still (usually pick things up) */
4028                 case ',':
4029                 {
4030                         do_cmd_stay(always_pickup);
4031                         break;
4032                 }
4033
4034                 /* Stay still (usually do not pick up) */
4035                 case 'g':
4036                 {
4037                         do_cmd_stay(!always_pickup);
4038                         break;
4039                 }
4040
4041                 /* Rest -- Arg is time */
4042                 case 'R':
4043                 {
4044                         do_cmd_rest();
4045                         break;
4046                 }
4047
4048                 /* Search for traps/doors */
4049                 case 's':
4050                 {
4051                         do_cmd_search();
4052                         break;
4053                 }
4054
4055                 /* Toggle search mode */
4056                 case 'S':
4057                 {
4058                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4059                         else set_action(ACTION_SEARCH);
4060                         break;
4061                 }
4062
4063
4064                 /*** Stairs and Doors and Chests and Traps ***/
4065
4066                 /* Enter store */
4067                 case SPECIAL_KEY_STORE:
4068                 {
4069                         if (!p_ptr->wild_mode) do_cmd_store();
4070                         break;
4071                 }
4072
4073                 /* Enter building -KMW- */
4074                 case SPECIAL_KEY_BUILDING:
4075                 {
4076                         if (!p_ptr->wild_mode) do_cmd_bldg();
4077                         break;
4078                 }
4079
4080                 /* Enter quest level -KMW- */
4081                 case SPECIAL_KEY_QUEST:
4082                 {
4083                         if (!p_ptr->wild_mode) do_cmd_quest();
4084                         break;
4085                 }
4086
4087                 /* Go up staircase */
4088                 case '<':
4089                 {
4090                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4091                         {
4092                                 if (vanilla_town) break;
4093
4094                                 if (ambush_flag)
4095                                 {
4096                                         msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
4097                                         break;
4098                                 }
4099
4100                                 if (p_ptr->food < PY_FOOD_WEAK)
4101                                 {
4102                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4103                                         break;
4104                                 }
4105
4106                                 change_wild_mode();
4107                         }
4108                         else
4109                                 do_cmd_go_up();
4110                         break;
4111                 }
4112
4113                 /* Go down staircase */
4114                 case '>':
4115                 {
4116                         if (p_ptr->wild_mode)
4117                                 change_wild_mode();
4118                         else
4119                                 do_cmd_go_down();
4120
4121                         break;
4122                 }
4123
4124                 /* Open a door or chest */
4125                 case 'o':
4126                 {
4127                         if (!p_ptr->wild_mode) do_cmd_open();
4128                         break;
4129                 }
4130
4131                 /* Close a door */
4132                 case 'c':
4133                 {
4134                         if (!p_ptr->wild_mode) do_cmd_close();
4135                         break;
4136                 }
4137
4138                 /* Jam a door with spikes */
4139                 case 'j':
4140                 {
4141                         if (!p_ptr->wild_mode) do_cmd_spike();
4142                         break;
4143                 }
4144
4145                 /* Bash a door */
4146                 case 'B':
4147                 {
4148                         if (!p_ptr->wild_mode) do_cmd_bash();
4149                         break;
4150                 }
4151
4152                 /* Disarm a trap or chest */
4153                 case 'D':
4154                 {
4155                         if (!p_ptr->wild_mode) do_cmd_disarm();
4156                         break;
4157                 }
4158
4159
4160                 /*** Magic and Prayers ***/
4161
4162                 /* Gain new spells/prayers */
4163                 case 'G':
4164                 {
4165                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4166                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4167                         else if (p_ptr->pclass == CLASS_SAMURAI)
4168                                 do_cmd_gain_hissatsu();
4169                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4170                                 gain_magic();
4171                         else
4172                                 do_cmd_study();
4173                         break;
4174                 }
4175
4176                 /* Browse a book */
4177                 case 'b':
4178                 {
4179                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4180                              (p_ptr->pclass == CLASS_BERSERKER) ||
4181                              (p_ptr->pclass == CLASS_NINJA) ||
4182                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4183                              ) do_cmd_mind_browse();
4184                         else if (p_ptr->pclass == CLASS_SMITH)
4185                                 do_cmd_kaji(TRUE);
4186                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4187                                 do_cmd_magic_eater(TRUE, FALSE);
4188                         else if (p_ptr->pclass == CLASS_SNIPER)
4189                                 do_cmd_snipe_browse();
4190                         else do_cmd_browse();
4191                         break;
4192                 }
4193
4194                 /* Cast a spell */
4195                 case 'm':
4196                 {
4197                         /* -KMW- */
4198                         if (!p_ptr->wild_mode)
4199                         {
4200                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4201                                 {
4202                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4203                                 }
4204                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4205                                 {
4206                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4207                                         msg_print(NULL);
4208                                 }
4209                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4210                                 {
4211                                         cptr which_power = _("魔法", "magic");
4212                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4213                                                 which_power = _("超能力", "psionic powers");
4214                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4215                                                 which_power = _("ものまね", "imitation");
4216                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4217                                                 which_power = _("必殺剣", "hissatsu");
4218                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4219                                                 which_power = _("鏡魔法", "mirror magic");
4220                                         else if (p_ptr->pclass == CLASS_NINJA)
4221                                                 which_power = _("忍術", "ninjutsu");
4222                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4223                                                 which_power = _("祈り", "prayer");
4224
4225                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4226                                         p_ptr->energy_use = 0;
4227                                 }
4228                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4229                                 {
4230                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4231                                         p_ptr->energy_use = 0;
4232                                 }
4233                                 else
4234                                 {
4235                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4236                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4237                                             (p_ptr->pclass == CLASS_NINJA) ||
4238                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4239                                             )
4240                                                 do_cmd_mind();
4241                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4242                                                 do_cmd_mane(FALSE);
4243                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4244                                                 do_cmd_magic_eater(FALSE, FALSE);
4245                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4246                                                 do_cmd_hissatsu();
4247                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4248                                                 do_cmd_cast_learned();
4249                                         else if (p_ptr->pclass == CLASS_SMITH)
4250                                                 do_cmd_kaji(FALSE);
4251                                         else if (p_ptr->pclass == CLASS_SNIPER)
4252                                                 do_cmd_snipe();
4253                                         else
4254                                                 do_cmd_cast();
4255                                 }
4256                         }
4257                         break;
4258                 }
4259
4260                 /* Issue a pet command */
4261                 case 'p':
4262                 {
4263                         if (!p_ptr->wild_mode) do_cmd_pet();
4264                         break;
4265                 }
4266
4267                 /*** Use various objects ***/
4268
4269                 /* Inscribe an object */
4270                 case '{':
4271                 {
4272                         do_cmd_inscribe();
4273                         break;
4274                 }
4275
4276                 /* Uninscribe an object */
4277                 case '}':
4278                 {
4279                         do_cmd_uninscribe();
4280                         break;
4281                 }
4282
4283                 /* Activate an artifact */
4284                 case 'A':
4285                 {
4286                         if (!p_ptr->wild_mode)
4287                         {
4288                         if (!p_ptr->inside_arena)
4289                                 do_cmd_activate();
4290                         else
4291                         {
4292                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4293                                 msg_print(NULL);
4294                         }
4295                         }
4296                         break;
4297                 }
4298
4299                 /* Eat some food */
4300                 case 'E':
4301                 {
4302                         do_cmd_eat_food();
4303                         break;
4304                 }
4305
4306                 /* Fuel your lantern/torch */
4307                 case 'F':
4308                 {
4309                         do_cmd_refill();
4310                         break;
4311                 }
4312
4313                 /* Fire an item */
4314                 case 'f':
4315                 {
4316                         if (!p_ptr->wild_mode) do_cmd_fire();
4317                         break;
4318                 }
4319
4320                 /* Throw an item */
4321                 case 'v':
4322                 {
4323                         if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
4324                         break;
4325                 }
4326
4327                 /* Aim a wand */
4328                 case 'a':
4329                 {
4330                         if (!p_ptr->wild_mode)
4331                         {
4332                         if (!p_ptr->inside_arena)
4333                                 do_cmd_aim_wand();
4334                         else
4335                         {
4336                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4337                                 msg_print(NULL);
4338                         }
4339                         }
4340                         break;
4341                 }
4342
4343                 /* Zap a rod */
4344                 case 'z':
4345                 {
4346                         if (!p_ptr->wild_mode)
4347                         {
4348                         if (p_ptr->inside_arena)
4349                         {
4350                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4351                                 msg_print(NULL);
4352                         }
4353                         else if (use_command && rogue_like_commands)
4354                         {
4355                                 do_cmd_use();
4356                         }
4357                         else
4358                         {
4359                                 do_cmd_zap_rod();
4360                         }
4361                         }
4362                         break;
4363                 }
4364
4365                 /* Quaff a potion */
4366                 case 'q':
4367                 {
4368                         if (!p_ptr->wild_mode)
4369                         {
4370                         if (!p_ptr->inside_arena)
4371                                 do_cmd_quaff_potion();
4372                         else
4373                         {
4374                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4375                                 msg_print(NULL);
4376                         }
4377                         }
4378                         break;
4379                 }
4380
4381                 /* Read a scroll */
4382                 case 'r':
4383                 {
4384                         if (!p_ptr->wild_mode)
4385                         {
4386                         if (!p_ptr->inside_arena)
4387                                 do_cmd_read_scroll();
4388                         else
4389                         {
4390                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4391                                 msg_print(NULL);
4392                         }
4393                         }
4394                         break;
4395                 }
4396
4397                 /* Use a staff */
4398                 case 'u':
4399                 {
4400                         if (!p_ptr->wild_mode)
4401                         {
4402                         if (p_ptr->inside_arena)
4403                         {
4404                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4405                                 msg_print(NULL);
4406                         }
4407                         else if (use_command && !rogue_like_commands)
4408                         {
4409                                 do_cmd_use();
4410                         }
4411                         else
4412                                 do_cmd_use_staff();
4413                         }
4414                         break;
4415                 }
4416
4417                 /* Use racial power */
4418                 case 'U':
4419                 {
4420                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4421                         break;
4422                 }
4423
4424
4425                 /*** Looking at Things (nearby or on map) ***/
4426
4427                 /* Full dungeon map */
4428                 case 'M':
4429                 {
4430                         do_cmd_view_map();
4431                         break;
4432                 }
4433
4434                 /* Locate player on map */
4435                 case 'L':
4436                 {
4437                         do_cmd_locate();
4438                         break;
4439                 }
4440
4441                 /* Look around */
4442                 case 'l':
4443                 {
4444                         do_cmd_look();
4445                         break;
4446                 }
4447
4448                 /* Target monster or location */
4449                 case '*':
4450                 {
4451                         if (!p_ptr->wild_mode) do_cmd_target();
4452                         break;
4453                 }
4454
4455
4456
4457                 /*** Help and Such ***/
4458
4459                 /* Help */
4460                 case '?':
4461                 {
4462                         do_cmd_help();
4463                         break;
4464                 }
4465
4466                 /* Identify symbol */
4467                 case '/':
4468                 {
4469                         do_cmd_query_symbol();
4470                         break;
4471                 }
4472
4473                 /* Character description */
4474                 case 'C':
4475                 {
4476                         do_cmd_change_name();
4477                         break;
4478                 }
4479
4480
4481                 /*** System Commands ***/
4482
4483                 /* Hack -- User interface */
4484                 case '!':
4485                 {
4486                         (void)Term_user(0);
4487                         break;
4488                 }
4489
4490                 /* Single line from a pref file */
4491                 case '"':
4492                 {
4493                         do_cmd_pref();
4494                         break;
4495                 }
4496
4497                 case '$':
4498                 {
4499                         do_cmd_reload_autopick();
4500                         break;
4501                 }
4502
4503                 case '_':
4504                 {
4505                         do_cmd_edit_autopick();
4506                         break;
4507                 }
4508
4509                 /* Interact with macros */
4510                 case '@':
4511                 {
4512                         do_cmd_macros();
4513                         break;
4514                 }
4515
4516                 /* Interact with visuals */
4517                 case '%':
4518                 {
4519                         do_cmd_visuals();
4520                         do_cmd_redraw();
4521                         break;
4522                 }
4523
4524                 /* Interact with colors */
4525                 case '&':
4526                 {
4527                         do_cmd_colors();
4528                         do_cmd_redraw();
4529                         break;
4530                 }
4531
4532                 /* Interact with options */
4533                 case '=':
4534                 {
4535                         do_cmd_options();
4536                         (void)combine_and_reorder_home(STORE_HOME);
4537                         do_cmd_redraw();
4538                         break;
4539                 }
4540
4541                 /*** Misc Commands ***/
4542
4543                 /* Take notes */
4544                 case ':':
4545                 {
4546                         do_cmd_note();
4547                         break;
4548                 }
4549
4550                 /* Version info */
4551                 case 'V':
4552                 {
4553                         do_cmd_version();
4554                         break;
4555                 }
4556
4557                 /* Repeat level feeling */
4558                 case KTRL('F'):
4559                 {
4560                         if (!p_ptr->wild_mode) do_cmd_feeling();
4561                         break;
4562                 }
4563
4564                 /* Show previous message */
4565                 case KTRL('O'):
4566                 {
4567                         do_cmd_message_one();
4568                         break;
4569                 }
4570
4571                 /* Show previous messages */
4572                 case KTRL('P'):
4573                 {
4574                         do_cmd_messages(old_now_message);
4575                         break;
4576                 }
4577
4578                 /* Show quest status -KMW- */
4579                 case KTRL('Q'):
4580                 {
4581                         do_cmd_checkquest();
4582                         break;
4583                 }
4584
4585                 /* Redraw the screen */
4586                 case KTRL('R'):
4587                 {
4588                         now_message = old_now_message;
4589                         do_cmd_redraw();
4590                         break;
4591                 }
4592
4593 #ifndef VERIFY_SAVEFILE
4594
4595                 /* Hack -- Save and don't quit */
4596                 case KTRL('S'):
4597                 {
4598                         do_cmd_save_game(FALSE);
4599                         break;
4600                 }
4601
4602 #endif /* VERIFY_SAVEFILE */
4603
4604                 case KTRL('T'):
4605                 {
4606                         do_cmd_time();
4607                         break;
4608                 }
4609
4610                 /* Save and quit */
4611                 case KTRL('X'):
4612                 case SPECIAL_KEY_QUIT:
4613                 {
4614                         do_cmd_save_and_exit();
4615                         break;
4616                 }
4617
4618                 /* Quit (commit suicide) */
4619                 case 'Q':
4620                 {
4621                         do_cmd_suicide();
4622                         break;
4623                 }
4624
4625                 case '|':
4626                 {
4627                         do_cmd_nikki();
4628                         break;
4629                 }
4630
4631                 /* Check artifacts, uniques, objects */
4632                 case '~':
4633                 {
4634                         do_cmd_knowledge();
4635                         break;
4636                 }
4637
4638                 /* Load "screen dump" */
4639                 case '(':
4640                 {
4641                         do_cmd_load_screen();
4642                         break;
4643                 }
4644
4645                 /* Save "screen dump" */
4646                 case ')':
4647                 {
4648                         do_cmd_save_screen();
4649                         break;
4650                 }
4651
4652                 /* Record/stop "Movie" */
4653                 case ']':
4654                 {
4655                         prepare_movie_hooks();
4656                         break;
4657                 }
4658
4659                 /* Make random artifact list */
4660                 case KTRL('V'):
4661                 {
4662                         spoil_random_artifact("randifact.txt");
4663                         break;
4664                 }
4665
4666 #ifdef TRAVEL
4667                 case '`':
4668                 {
4669                         if (!p_ptr->wild_mode) do_cmd_travel();
4670                         if (p_ptr->special_defense & KATA_MUSOU)
4671                         {
4672                                 set_action(ACTION_NONE);
4673                         }
4674                         break;
4675                 }
4676 #endif
4677
4678                 /* Hack -- Unknown command */
4679                 default:
4680                 {
4681                         if (flush_failure) flush();
4682                         if (one_in_(2))
4683                         {
4684                                 char error_m[1024];
4685                                 sound(SOUND_ILLEGAL);
4686                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4687                                         msg_print(error_m);
4688                         }
4689                         else
4690                         {
4691                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4692                         }
4693
4694                         break;
4695                 }
4696         }
4697         if (!p_ptr->energy_use && !now_message)
4698                 now_message = old_now_message;
4699 }
4700
4701 /*!
4702  * @brief モンスター種族が釣れる種族かどうかを判定する。
4703  * @param r_idx 判定したいモンスター種族のID
4704  * @return 釣れる対象ならばTRUEを返す
4705  */
4706 static bool monster_tsuri(MONRACE_IDX r_idx)
4707 {
4708         monster_race *r_ptr = &r_info[r_idx];
4709
4710         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
4711                 return TRUE;
4712         else
4713                 return FALSE;
4714 }
4715
4716
4717 /*!
4718  * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4719  * @return なし
4720  */
4721 static void pack_overflow(void)
4722 {
4723         if (inventory[INVEN_PACK].k_idx)
4724         {
4725                 GAME_TEXT o_name[MAX_NLEN];
4726                 object_type *o_ptr;
4727
4728                 /* Is auto-destroy done? */
4729                 handle_stuff();
4730                 if (!inventory[INVEN_PACK].k_idx) return;
4731
4732                 /* Access the slot to be dropped */
4733                 o_ptr = &inventory[INVEN_PACK];
4734
4735                 /* Disturbing */
4736                 disturb(FALSE, TRUE);
4737
4738                 /* Warning */
4739                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4740                 object_desc(o_name, o_ptr, 0);
4741
4742                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4743
4744                 /* Drop it (carefully) near the player */
4745                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4746
4747                 /* Modify, Describe, Optimize */
4748                 inven_item_increase(INVEN_PACK, -255);
4749                 inven_item_describe(INVEN_PACK);
4750                 inven_item_optimize(INVEN_PACK);
4751
4752                 handle_stuff();
4753         }
4754 }
4755
4756 /*!
4757  * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理  / process the effects per 100 energy at player speed.
4758  * @return なし
4759  */
4760 static void process_upkeep_with_speed(void)
4761 {
4762         /* Give the player some energy */
4763         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4764         {
4765                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4766         }
4767         
4768         /* No turn yet */
4769         if (p_ptr->enchant_energy_need > 0) return;
4770         
4771         while (p_ptr->enchant_energy_need <= 0)
4772         {
4773                 /* Handle the player song */
4774                 if (!load) check_music();
4775
4776                 /* Hex - Handle the hex spells */
4777                 if (!load) check_hex();
4778                 if (!load) revenge_spell();
4779                 
4780                 /* There is some randomness of needed energy */
4781                 p_ptr->enchant_energy_need += ENERGY_NEED();
4782         }
4783 }
4784
4785 /*!
4786  * @brief プレイヤーの行動処理 / Process the player
4787  * @return なし
4788  * @note
4789  * Notice the annoying code to handle "pack overflow", which\n
4790  * must come first just in case somebody manages to corrupt\n
4791  * the savefiles by clever use of menu commands or something.\n
4792  */
4793 static void process_player(void)
4794 {
4795         IDX i;
4796
4797         /*** Apply energy ***/
4798
4799         if (hack_mutation)
4800         {
4801                 msg_print(_("何か変わった気がする!", "You feel different!"));
4802
4803                 (void)gain_random_mutation(0);
4804                 hack_mutation = FALSE;
4805         }
4806
4807         if (invoking_midnight_curse)
4808         {
4809                 int count = 0;
4810                 activate_ty_curse(FALSE, &count);
4811                 invoking_midnight_curse = FALSE;
4812         }
4813
4814         if (p_ptr->inside_battle)
4815         {
4816                 for(i = 1; i < m_max; i++)
4817                 {
4818                         monster_type *m_ptr = &m_list[i];
4819
4820                         if (!m_ptr->r_idx) continue;
4821
4822                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4823                         update_monster(i, FALSE);
4824                 }
4825                 prt_time();
4826         }
4827
4828         /* Give the player some energy */
4829         else if (!(load && p_ptr->energy_need <= 0))
4830         {
4831                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4832         }
4833
4834         /* No turn yet */
4835         if (p_ptr->energy_need > 0) return;
4836         if (!command_rep) prt_time();
4837
4838         /*** Check for interupts ***/
4839
4840         /* Complete resting */
4841         if (resting < 0)
4842         {
4843                 /* Basic resting */
4844                 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4845                 {
4846                         /* Stop resting */
4847                         if ((p_ptr->chp == p_ptr->mhp) &&
4848                             (p_ptr->csp >= p_ptr->msp))
4849                         {
4850                                 set_action(ACTION_NONE);
4851                         }
4852                 }
4853
4854                 /* Complete resting */
4855                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4856                 {
4857                         /* Stop resting */
4858                         if ((p_ptr->chp == p_ptr->mhp) &&
4859                             (p_ptr->csp >= p_ptr->msp) &&
4860                             !p_ptr->blind && !p_ptr->confused &&
4861                             !p_ptr->poisoned && !p_ptr->afraid &&
4862                             !p_ptr->stun && !p_ptr->cut &&
4863                             !p_ptr->slow && !p_ptr->paralyzed &&
4864                             !p_ptr->image && !p_ptr->word_recall &&
4865                             !p_ptr->alter_reality)
4866                         {
4867                                 set_action(ACTION_NONE);
4868                         }
4869                 }
4870         }
4871
4872         if (p_ptr->action == ACTION_FISH)
4873         {
4874                 Term_xtra(TERM_XTRA_DELAY, 10);
4875                 if (one_in_(1000))
4876                 {
4877                         MONRACE_IDX r_idx;
4878                         bool success = FALSE;
4879                         get_mon_num_prep(monster_tsuri,NULL);
4880                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4881                         msg_print(NULL);
4882                         if (r_idx && one_in_(2))
4883                         {
4884                                 POSITION y, x;
4885                                 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4886                                 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4887                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4888                                 {
4889                                         GAME_TEXT m_name[MAX_NLEN];
4890                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4891                                         msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4892                                         success = TRUE;
4893                                 }
4894                         }
4895                         if (!success)
4896                         {
4897                                 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4898                         }
4899                         disturb(FALSE, TRUE);
4900                 }
4901         }
4902
4903         /* Handle "abort" */
4904         if (check_abort)
4905         {
4906                 /* Check for "player abort" (semi-efficiently for resting) */
4907                 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4908                 {
4909                         /* Do not wait */
4910                         inkey_scan = TRUE;
4911
4912                         /* Check for a key */
4913                         if (inkey())
4914                         {
4915                                 flush(); /* Flush input */
4916
4917                                 disturb(FALSE, TRUE);
4918
4919                                 /* Hack -- Show a Message */
4920                                 msg_print(_("中断しました。", "Canceled."));
4921                         }
4922                 }
4923         }
4924
4925         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4926         {
4927                 monster_type *m_ptr = &m_list[p_ptr->riding];
4928                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4929
4930                 if (MON_CSLEEP(m_ptr))
4931                 {
4932                         GAME_TEXT m_name[MAX_NLEN];
4933
4934                         /* Recover fully */
4935                         (void)set_monster_csleep(p_ptr->riding, 0);
4936                         monster_desc(m_name, m_ptr, 0);
4937                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4938                 }
4939
4940                 if (MON_STUNNED(m_ptr))
4941                 {
4942                         /* Hack -- Recover from stun */
4943                         if (set_monster_stunned(p_ptr->riding,
4944                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4945                         {
4946                                 GAME_TEXT m_name[MAX_NLEN];
4947                                 monster_desc(m_name, m_ptr, 0);
4948                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4949                         }
4950                 }
4951
4952                 if (MON_CONFUSED(m_ptr))
4953                 {
4954                         /* Hack -- Recover from confusion */
4955                         if (set_monster_confused(p_ptr->riding,
4956                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4957                         {
4958                                 GAME_TEXT m_name[MAX_NLEN];
4959                                 monster_desc(m_name, m_ptr, 0);
4960                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4961                         }
4962                 }
4963
4964                 if (MON_MONFEAR(m_ptr))
4965                 {
4966                         /* Hack -- Recover from fear */
4967                         if(set_monster_monfear(p_ptr->riding,
4968                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4969                         {
4970                                 GAME_TEXT m_name[MAX_NLEN];
4971                                 monster_desc(m_name, m_ptr, 0);
4972                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4973                         }
4974                 }
4975
4976                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4977                 handle_stuff();
4978         }
4979         
4980         load = FALSE;
4981
4982         /* Fast */
4983         if (p_ptr->lightspeed)
4984         {
4985                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4986         }
4987         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4988         {
4989                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4990                 else P_PTR_KI -= 40;
4991                 p_ptr->update |= (PU_BONUS);
4992         }
4993         if (p_ptr->action == ACTION_LEARN)
4994         {
4995                 s32b cost = 0L;
4996                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4997
4998                 /* Convert the unit (1/2^16) to (1/2^32) */
4999                 s64b_LSHIFT(cost, cost_frac, 16);
5000  
5001                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5002                 {
5003                         /* Mana run out */
5004                         p_ptr->csp = 0;
5005                         p_ptr->csp_frac = 0;
5006                         set_action(ACTION_NONE);
5007                 }
5008                 else
5009                 {
5010                         /* Reduce mana */
5011                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5012                 }
5013                 p_ptr->redraw |= PR_MANA;
5014         }
5015
5016         if (p_ptr->special_defense & KATA_MASK)
5017         {
5018                 if (p_ptr->special_defense & KATA_MUSOU)
5019                 {
5020                         if (p_ptr->csp < 3)
5021                         {
5022                                 set_action(ACTION_NONE);
5023                         }
5024                         else
5025                         {
5026                                 p_ptr->csp -= 2;
5027                                 p_ptr->redraw |= (PR_MANA);
5028                         }
5029                 }
5030         }
5031
5032         /*** Handle actual user input ***/
5033
5034         /* Repeat until out of energy */
5035         while (p_ptr->energy_need <= 0)
5036         {
5037                 p_ptr->window |= PW_PLAYER;
5038                 p_ptr->sutemi = FALSE;
5039                 p_ptr->counter = FALSE;
5040                 now_damaged = FALSE;
5041
5042                 handle_stuff();
5043
5044                 /* Place the cursor on the player */
5045                 move_cursor_relative(p_ptr->y, p_ptr->x);
5046
5047                 /* Refresh (optional) */
5048                 if (fresh_before) Term_fresh();
5049
5050                 /* Hack -- Pack Overflow */
5051                 pack_overflow();
5052
5053                 /* Hack -- cancel "lurking browse mode" */
5054                 if (!command_new) command_see = FALSE;
5055
5056                 /* Assume free turn */
5057                 p_ptr->energy_use = 0;
5058
5059                 if (p_ptr->inside_battle)
5060                 {
5061                         /* Place the cursor on the player */
5062                         move_cursor_relative(p_ptr->y, p_ptr->x);
5063
5064                         command_cmd = SPECIAL_KEY_BUILDING;
5065
5066                         /* Process the command */
5067                         process_command();
5068                 }
5069
5070                 /* Paralyzed or Knocked Out */
5071                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5072                 {
5073                         p_ptr->energy_use = 100;
5074                 }
5075
5076                 /* Resting */
5077                 else if (p_ptr->action == ACTION_REST)
5078                 {
5079                         /* Timed rest */
5080                         if (resting > 0)
5081                         {
5082                                 /* Reduce rest count */
5083                                 resting--;
5084
5085                                 if (!resting) set_action(ACTION_NONE);
5086
5087                                 /* Redraw the state */
5088                                 p_ptr->redraw |= (PR_STATE);
5089                         }
5090
5091                         p_ptr->energy_use = 100;
5092                 }
5093
5094                 /* Fishing */
5095                 else if (p_ptr->action == ACTION_FISH)
5096                 {
5097                         p_ptr->energy_use = 100;
5098                 }
5099
5100                 /* Running */
5101                 else if (running)
5102                 {
5103                         /* Take a step */
5104                         run_step(0);
5105                 }
5106
5107 #ifdef TRAVEL
5108                 /* Traveling */
5109                 else if (travel.run)
5110                 {
5111                         /* Take a step */
5112                         travel_step();
5113                 }
5114 #endif
5115
5116                 /* Repeated command */
5117                 else if (command_rep)
5118                 {
5119                         /* Count this execution */
5120                         command_rep--;
5121
5122                         p_ptr->redraw |= (PR_STATE);
5123                         handle_stuff();
5124
5125                         /* Hack -- Assume messages were seen */
5126                         msg_flag = FALSE;
5127
5128                         /* Clear the top line */
5129                         prt("", 0, 0);
5130
5131                         /* Process the command */
5132                         process_command();
5133                 }
5134
5135                 /* Normal command */
5136                 else
5137                 {
5138                         /* Place the cursor on the player */
5139                         move_cursor_relative(p_ptr->y, p_ptr->x);
5140
5141                         can_save = TRUE;
5142                         /* Get a command (normal) */
5143                         request_command(FALSE);
5144                         can_save = FALSE;
5145
5146                         /* Process the command */
5147                         process_command();
5148                 }
5149
5150
5151                 /* Hack -- Pack Overflow */
5152                 pack_overflow();
5153
5154
5155                 /*** Clean up ***/
5156
5157                 /* Significant */
5158                 if (p_ptr->energy_use)
5159                 {
5160                         /* Use some energy */
5161                         if (world_player || p_ptr->energy_use > 400)
5162                         {
5163                                 /* The Randomness is irrelevant */
5164                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5165                         }
5166                         else
5167                         {
5168                                 /* There is some randomness of needed energy */
5169                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5170                         }
5171
5172                         /* Hack -- constant hallucination */
5173                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5174
5175
5176                         /* Shimmer monsters if needed */
5177                         if (shimmer_monsters)
5178                         {
5179                                 /* Clear the flag */
5180                                 shimmer_monsters = FALSE;
5181
5182                                 /* Shimmer multi-hued monsters */
5183                                 for (i = 1; i < m_max; i++)
5184                                 {
5185                                         monster_type *m_ptr;
5186                                         monster_race *r_ptr;
5187
5188                                         /* Access monster */
5189                                         m_ptr = &m_list[i];
5190
5191                                         /* Skip dead monsters */
5192                                         if (!m_ptr->r_idx) continue;
5193
5194                                         /* Skip unseen monsters */
5195                                         if (!m_ptr->ml) continue;
5196
5197                                         /* Access the monster race */
5198                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5199
5200                                         /* Skip non-multi-hued monsters */
5201                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5202                                                 continue;
5203
5204                                         /* Reset the flag */
5205                                         shimmer_monsters = TRUE;
5206
5207                                         /* Redraw regardless */
5208                                         lite_spot(m_ptr->fy, m_ptr->fx);
5209                                 }
5210                         }
5211
5212
5213                         /* Handle monster detection */
5214                         if (repair_monsters)
5215                         {
5216                                 /* Reset the flag */
5217                                 repair_monsters = FALSE;
5218
5219                                 /* Rotate detection flags */
5220                                 for (i = 1; i < m_max; i++)
5221                                 {
5222                                         monster_type *m_ptr;
5223
5224                                         /* Access monster */
5225                                         m_ptr = &m_list[i];
5226
5227                                         /* Skip dead monsters */
5228                                         if (!m_ptr->r_idx) continue;
5229
5230                                         /* Nice monsters get mean */
5231                                         if (m_ptr->mflag & MFLAG_NICE)
5232                                         {
5233                                                 /* Nice monsters get mean */
5234                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5235                                         }
5236
5237                                         /* Handle memorized monsters */
5238                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5239                                         {
5240                                                 /* Maintain detection */
5241                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5242                                                 {
5243                                                         /* Forget flag */
5244                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5245
5246                                                         /* Still need repairs */
5247                                                         repair_monsters = TRUE;
5248                                                 }
5249
5250                                                 /* Remove detection */
5251                                                 else
5252                                                 {
5253                                                         /* Forget flag */
5254                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5255
5256                                                         /* Assume invisible */
5257                                                         m_ptr->ml = FALSE;
5258                                                         update_monster(i, FALSE);
5259
5260                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5261                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5262
5263                                                         /* Redraw regardless */
5264                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5265                                                 }
5266                                         }
5267                                 }
5268                         }
5269                         if (p_ptr->pclass == CLASS_IMITATOR)
5270                         {
5271                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5272                                 {
5273                                         p_ptr->mane_num--;
5274                                         for (i = 0; i < p_ptr->mane_num; i++)
5275                                         {
5276                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5277                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5278                                         }
5279                                 }
5280                                 new_mane = FALSE;
5281                                 p_ptr->redraw |= (PR_IMITATION);
5282                         }
5283                         if (p_ptr->action == ACTION_LEARN)
5284                         {
5285                                 new_mane = FALSE;
5286                                 p_ptr->redraw |= (PR_STATE);
5287                         }
5288
5289                         if (world_player && (p_ptr->energy_need > - 1000))
5290                         {
5291
5292                                 p_ptr->redraw |= (PR_MAP);
5293                                 p_ptr->update |= (PU_MONSTERS);
5294
5295                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5296
5297                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5298                                 msg_print(NULL);
5299                                 world_player = FALSE;
5300                                 p_ptr->energy_need = ENERGY_NEED();
5301
5302                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5303                                 handle_stuff();
5304                         }
5305                 }
5306
5307                 /* Hack -- notice death */
5308                 if (!p_ptr->playing || p_ptr->is_dead)
5309                 {
5310                         world_player = FALSE;
5311                         break;
5312                 }
5313
5314                 /* Sniper */
5315                 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5316
5317                 /* Handle "leaving" */
5318                 if (p_ptr->leaving) break;
5319         }
5320
5321         /* Update scent trail */
5322         update_smell();
5323 }
5324
5325 /*!
5326  * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5327  * @return なし
5328  * @details
5329  * <p>
5330  * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5331  * ゲームを終了するかのいずれかまでループする。
5332  * </p>
5333  * <p>
5334  * This function will not exit until the level is completed,\n
5335  * the user dies, or the game is terminated.\n
5336  * </p>
5337  */
5338 static void dungeon(bool load_game)
5339 {
5340         int quest_num = 0;
5341
5342         /* Set the base level */
5343         base_level = dun_level;
5344
5345         /* Reset various flags */
5346         is_loading_now = FALSE;
5347
5348         /* Not leaving */
5349         p_ptr->leaving = FALSE;
5350
5351         /* Reset the "command" vars */
5352         command_cmd = 0;
5353
5354 #if 0 /* Don't reset here --- It's used for Arena */
5355         command_new = 0;
5356 #endif
5357
5358         command_rep = 0;
5359         command_arg = 0;
5360         command_dir = 0;
5361
5362
5363         /* Cancel the target */
5364         target_who = 0;
5365         pet_t_m_idx = 0;
5366         riding_t_m_idx = 0;
5367         ambush_flag = FALSE;
5368
5369         /* Cancel the health bar */
5370         health_track(0);
5371
5372         /* Check visual effects */
5373         shimmer_monsters = TRUE;
5374         shimmer_objects = TRUE;
5375         repair_monsters = TRUE;
5376         repair_objects = TRUE;
5377
5378
5379         disturb(TRUE, TRUE);
5380
5381         /* Get index of current quest (if any) */
5382         quest_num = quest_number(dun_level);
5383
5384         /* Inside a quest? */
5385         if (quest_num)
5386         {
5387                 /* Mark the quest monster */
5388                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5389         }
5390
5391         /* Track maximum player level */
5392         if (p_ptr->max_plv < p_ptr->lev)
5393         {
5394                 p_ptr->max_plv = p_ptr->lev;
5395         }
5396
5397
5398         /* Track maximum dungeon level (if not in quest -KMW-) */
5399         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5400         {
5401                 max_dlv[dungeon_type] = dun_level;
5402                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5403         }
5404
5405         (void)calculate_upkeep();
5406
5407         /* Validate the panel */
5408         panel_bounds_center();
5409
5410         /* Verify the panel */
5411         verify_panel();
5412
5413         msg_erase();
5414
5415
5416         /* Enter "xtra" mode */
5417         character_xtra = TRUE;
5418
5419         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5420
5421         /* Redraw dungeon */
5422         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5423
5424         p_ptr->redraw |= (PR_MAP);
5425
5426         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5427
5428         /* Update lite/view */
5429         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5430         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5431
5432         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5433         handle_stuff();
5434
5435         /* Leave "xtra" mode */
5436         character_xtra = FALSE;
5437
5438         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5439         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5440         handle_stuff();
5441         Term_fresh();
5442
5443         if (quest_num && (is_fixed_quest_idx(quest_num) &&
5444             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5445             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5446
5447         if (p_ptr->inside_battle)
5448         {
5449                 if (load_game)
5450                 {
5451                         p_ptr->energy_need = 0;
5452                         battle_monsters();
5453                 }
5454                 else
5455                 {
5456                         msg_print(_("試合開始!", "Ready..Fight!"));
5457                         msg_print(NULL);
5458                 }
5459         }
5460
5461         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5462                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5463
5464         /* Hack -- notice death or departure */
5465         if (!p_ptr->playing || p_ptr->is_dead) return;
5466
5467         /* Print quest message if appropriate */
5468         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5469         {
5470                 quest_discovery(random_quest_number(dun_level));
5471                 p_ptr->inside_quest = random_quest_number(dun_level);
5472         }
5473         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5474         {
5475                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5476 #ifdef JP
5477                         msg_format("この階には%sの主である%sが棲んでいる。",
5478                                    d_name+d_info[dungeon_type].name, 
5479                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5480 #else
5481                         msg_format("%^s lives in this level as the keeper of %s.",
5482                                            r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5483                                            d_name+d_info[dungeon_type].name);
5484 #endif
5485         }
5486
5487         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5488
5489         /*** Process this dungeon level ***/
5490
5491         /* Reset the monster generation level */
5492         monster_level = base_level;
5493
5494         /* Reset the object generation level */
5495         object_level = base_level;
5496
5497         is_loading_now = TRUE;
5498
5499         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5500             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5501                 p_ptr->energy_need = 0;
5502
5503         /* Not leaving dungeon */
5504         p_ptr->leaving_dungeon = FALSE;
5505
5506         /* Initialize monster process */
5507         mproc_init();
5508
5509         /* Main loop */
5510         while (TRUE)
5511         {
5512                 /* Hack -- Compact the monster list occasionally */
5513                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5514
5515                 /* Hack -- Compress the monster list occasionally */
5516                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5517
5518
5519                 /* Hack -- Compact the object list occasionally */
5520                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5521
5522                 /* Hack -- Compress the object list occasionally */
5523                 if (o_cnt + 32 < o_max) compact_objects(0);
5524
5525                 /* Process the player */
5526                 process_player();
5527                 process_upkeep_with_speed();
5528
5529                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5530                 handle_stuff();
5531
5532                 /* Hack -- Hilite the player */
5533                 move_cursor_relative(p_ptr->y, p_ptr->x);
5534
5535                 /* Optional fresh */
5536                 if (fresh_after) Term_fresh();
5537
5538                 /* Hack -- Notice death or departure */
5539                 if (!p_ptr->playing || p_ptr->is_dead) break;
5540
5541                 /* Process all of the monsters */
5542                 process_monsters();
5543
5544                 handle_stuff();
5545
5546                 /* Hack -- Hilite the player */
5547                 move_cursor_relative(p_ptr->y, p_ptr->x);
5548
5549                 /* Optional fresh */
5550                 if (fresh_after) Term_fresh();
5551
5552                 /* Hack -- Notice death or departure */
5553                 if (!p_ptr->playing || p_ptr->is_dead) break;
5554
5555                 /* Process the world */
5556                 process_world();
5557
5558                 handle_stuff();
5559
5560                 /* Hack -- Hilite the player */
5561                 move_cursor_relative(p_ptr->y, p_ptr->x);
5562
5563                 /* Optional fresh */
5564                 if (fresh_after) Term_fresh();
5565
5566                 /* Hack -- Notice death or departure */
5567                 if (!p_ptr->playing || p_ptr->is_dead) break;
5568
5569                 /* Count game turns */
5570                 turn++;
5571
5572                 if (dungeon_turn < dungeon_turn_limit)
5573                 {
5574                         if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5575                         else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5576                 }
5577
5578                 prevent_turn_overflow();
5579
5580                 /* Handle "leaving" */
5581                 if (p_ptr->leaving) break;
5582
5583                 if (wild_regen) wild_regen--;
5584         }
5585
5586         /* Inside a quest and non-unique questor? */
5587         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5588         {
5589                 /* Un-mark the quest monster */
5590                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5591         }
5592
5593         /* Not save-and-quit and not dead? */
5594         if (p_ptr->playing && !p_ptr->is_dead)
5595         {
5596                 /*
5597                  * Maintain Unique monsters and artifact, save current
5598                  * floor, then prepare next floor
5599                  */
5600                 leave_floor();
5601
5602                 /* Forget the flag */
5603                 reinit_wilderness = FALSE;
5604         }
5605
5606         /* Write about current level on the play record once per level */
5607         write_level = TRUE;
5608 }
5609
5610
5611 /*!
5612  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5613  * @return なし
5614  * @note
5615  * Modified by Arcum Dagsson to support
5616  * separate macro files for different realms.
5617  */
5618 static void load_all_pref_files(void)
5619 {
5620         char buf[1024];
5621
5622         /* Access the "user" pref file */
5623         sprintf(buf, "user.prf");
5624
5625         /* Process that file */
5626         process_pref_file(buf);
5627
5628         /* Access the "user" system pref file */
5629         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5630
5631         /* Process that file */
5632         process_pref_file(buf);
5633
5634         /* Access the "race" pref file */
5635         sprintf(buf, "%s.prf", rp_ptr->title);
5636
5637         /* Process that file */
5638         process_pref_file(buf);
5639
5640         /* Access the "class" pref file */
5641         sprintf(buf, "%s.prf", cp_ptr->title);
5642
5643         /* Process that file */
5644         process_pref_file(buf);
5645
5646         /* Access the "character" pref file */
5647         sprintf(buf, "%s.prf", player_base);
5648
5649         /* Process that file */
5650         process_pref_file(buf);
5651
5652         /* Access the "realm 1" pref file */
5653         if (p_ptr->realm1 != REALM_NONE)
5654         {
5655                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5656
5657                 /* Process that file */
5658                 process_pref_file(buf);
5659         }
5660
5661         /* Access the "realm 2" pref file */
5662         if (p_ptr->realm2 != REALM_NONE)
5663         {
5664                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5665
5666                 /* Process that file */
5667                 process_pref_file(buf);
5668         }
5669
5670
5671         /* Load an autopick preference file */
5672         autopick_load_pref(FALSE);
5673 }
5674
5675
5676 /*!
5677  * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5678  * @return なし
5679  */
5680 void extract_option_vars(void)
5681 {
5682         int i;
5683
5684         for (i = 0; option_info[i].o_desc; i++)
5685         {
5686                 int os = option_info[i].o_set;
5687                 int ob = option_info[i].o_bit;
5688
5689                 /* Set the "default" options */
5690                 if (option_info[i].o_var)
5691                 {
5692                         /* Set */
5693                         if (option_flag[os] & (1L << ob))
5694                         {
5695                                 /* Set */
5696                                 (*option_info[i].o_var) = TRUE;
5697                         }
5698
5699                         /* Clear */
5700                         else
5701                         {
5702                                 /* Clear */
5703                                 (*option_info[i].o_var) = FALSE;
5704                         }
5705                 }
5706         }
5707 }
5708
5709
5710 /*!
5711  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5712  * @return なし
5713  */
5714 void determine_bounty_uniques(void)
5715 {
5716         int i, j;
5717         MONRACE_IDX tmp;
5718         monster_race *r_ptr;
5719
5720         get_mon_num_prep(NULL, NULL);
5721         for (i = 0; i < MAX_KUBI; i++)
5722         {
5723                 while (1)
5724                 {
5725                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5726                         r_ptr = &r_info[kubi_r_idx[i]];
5727
5728                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5729
5730                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5731
5732                         if (r_ptr->rarity > 100) continue;
5733
5734                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5735
5736                         for (j = 0; j < i; j++)
5737                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5738
5739                         if (j == i) break;
5740                 }
5741         }
5742
5743         /* Sort them */
5744         for (i = 0; i < MAX_KUBI - 1; i++)
5745         {
5746                 for (j = i; j < MAX_KUBI; j++)
5747                 {
5748                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5749                         {
5750                                 tmp = kubi_r_idx[i];
5751                                 kubi_r_idx[i] = kubi_r_idx[j];
5752                                 kubi_r_idx[j] = tmp;
5753                         }
5754                 }
5755         }
5756 }
5757
5758
5759 /*!
5760  * @brief 今日の賞金首を確定する / Determine today's bounty monster
5761  * @return なし
5762  * @note conv_old is used if loaded 0.0.3 or older save file
5763  */
5764 void determine_today_mon(bool conv_old)
5765 {
5766         int max_dl = 3, i;
5767         bool old_inside_battle = p_ptr->inside_battle;
5768         monster_race *r_ptr;
5769
5770         if (!conv_old)
5771         {
5772                 for (i = 0; i < max_d_idx; i++)
5773                 {
5774                         if (max_dlv[i] < d_info[i].mindepth) continue;
5775                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5776                 }
5777         }
5778         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5779
5780         p_ptr->inside_battle = TRUE;
5781         get_mon_num_prep(NULL, NULL);
5782
5783         while (1)
5784         {
5785                 today_mon = get_mon_num(max_dl);
5786                 r_ptr = &r_info[today_mon];
5787
5788                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5789                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5790                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5791                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5792                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5793                 if (r_ptr->rarity > 10) continue;
5794                 break;
5795         }
5796
5797         p_ptr->today_mon = 0;
5798         p_ptr->inside_battle = old_inside_battle;
5799 }
5800
5801 /*!
5802  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5803  * @return なし
5804  * @note
5805  * If the "new_game" parameter is true, then, after loading the
5806  * savefile, we will commit suicide, if necessary, to allow the
5807  * player to start a new game.
5808  */
5809 void play_game(bool new_game)
5810 {
5811         MONSTER_IDX i;
5812         bool load_game = TRUE;
5813         bool init_random_seed = FALSE;
5814
5815 #ifdef CHUUKEI
5816         if (chuukei_client)
5817         {
5818                 reset_visuals();
5819                 browse_chuukei();
5820                 return;
5821         }
5822
5823         else if (chuukei_server)
5824         {
5825                 prepare_chuukei_hooks();
5826         }
5827 #endif
5828
5829         if (browsing_movie)
5830         {
5831                 reset_visuals();
5832                 browse_movie();
5833                 return;
5834         }
5835
5836         hack_mutation = FALSE;
5837
5838         /* Hack -- Character is "icky" */
5839         character_icky = TRUE;
5840
5841         /* Make sure main term is active */
5842         Term_activate(angband_term[0]);
5843
5844         /* Initialise the resize hooks */
5845         angband_term[0]->resize_hook = resize_map;
5846
5847         for (i = 1; i < 8; i++)
5848         {
5849                 /* Does the term exist? */
5850                 if (angband_term[i])
5851                 {
5852                         /* Add the redraw on resize hook */
5853                         angband_term[i]->resize_hook = redraw_window;
5854                 }
5855         }
5856
5857         /* Hack -- turn off the cursor */
5858         (void)Term_set_cursor(0);
5859
5860
5861         /* Attempt to load */
5862         if (!load_player())
5863         {
5864                 quit(_("セーブファイルが壊れています", "broken savefile"));
5865         }
5866
5867         /* Extract the options */
5868         extract_option_vars();
5869
5870         /* Report waited score */
5871         if (p_ptr->wait_report_score)
5872         {
5873                 char buf[1024];
5874                 bool success;
5875
5876                 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5877                         quit(0);
5878
5879                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5880
5881                 handle_stuff();
5882
5883                 p_ptr->is_dead = TRUE;
5884
5885                 start_time = (u32b)time(NULL);
5886
5887                 /* No suspending now */
5888                 signals_ignore_tstp();
5889                 
5890                 /* Hack -- Character is now "icky" */
5891                 character_icky = TRUE;
5892
5893                 /* Build the filename */
5894                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5895
5896                 /* Open the high score file, for reading/writing */
5897                 highscore_fd = fd_open(buf, O_RDWR);
5898
5899                 /* 町名消失バグ対策(#38205) Init the wilderness */
5900                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5901
5902                 /* Handle score, show Top scores */
5903                 success = send_world_score(TRUE);
5904
5905                 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5906                 {
5907                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5908                         (void)inkey();
5909                 }
5910                 else
5911                 {
5912                         p_ptr->wait_report_score = FALSE;
5913                         top_twenty();
5914                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5915                 }
5916                 /* Shut the high score file */
5917                 (void)fd_close(highscore_fd);
5918
5919                 /* Forget the high score fd */
5920                 highscore_fd = -1;
5921                 
5922                 /* Allow suspending now */
5923                 signals_handle_tstp();
5924
5925                 quit(0);
5926         }
5927
5928         creating_savefile = new_game;
5929
5930         /* Nothing loaded */
5931         if (!character_loaded)
5932         {
5933                 /* Make new player */
5934                 new_game = TRUE;
5935
5936                 /* The dungeon is not ready */
5937                 character_dungeon = FALSE;
5938
5939                 /* Prepare to init the RNG */
5940                 init_random_seed = TRUE;
5941
5942                 /* Initialize the saved floors data */
5943                 init_saved_floors(FALSE);
5944         }
5945
5946         /* Old game is loaded.  But new game is requested. */
5947         else if (new_game)
5948         {
5949                 /* Initialize the saved floors data */
5950                 init_saved_floors(TRUE);
5951         }
5952
5953         /* Process old character */
5954         if (!new_game)
5955         {
5956                 /* Process the player name */
5957                 process_player_name(FALSE);
5958         }
5959
5960         /* Init the RNG */
5961         if (init_random_seed)
5962         {
5963                 Rand_state_init();
5964         }
5965
5966         /* Roll new character */
5967         if (new_game)
5968         {
5969                 /* The dungeon is not ready */
5970                 character_dungeon = FALSE;
5971
5972                 /* Start in town */
5973                 dun_level = 0;
5974                 p_ptr->inside_quest = 0;
5975                 p_ptr->inside_arena = FALSE;
5976                 p_ptr->inside_battle = FALSE;
5977
5978                 write_level = TRUE;
5979
5980                 /* Hack -- seed for flavors */
5981                 seed_flavor = randint0(0x10000000);
5982
5983                 /* Hack -- seed for town layout */
5984                 seed_town = randint0(0x10000000);
5985
5986                 /* Roll up a new character */
5987                 player_birth();
5988
5989                 counts_write(2,0);
5990                 p_ptr->count = 0;
5991
5992                 load = FALSE;
5993
5994                 determine_bounty_uniques();
5995                 determine_today_mon(FALSE);
5996
5997                 /* Initialize object array */
5998                 wipe_o_list();
5999         }
6000         else
6001         {
6002                 write_level = FALSE;
6003
6004                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
6005                                           _("                            ----ゲーム再開----",
6006                                                 "                            ---- Restart Game ----"));
6007
6008 /*
6009  * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
6010  * もう不要だが、以前のセーブファイルとの互換のために残しておく。
6011  */
6012                 if (p_ptr->riding == -1)
6013                 {
6014                         p_ptr->riding = 0;
6015                         for (i = m_max; i > 0; i--)
6016                         {
6017                                 if (player_bold(m_list[i].fy, m_list[i].fx))
6018                                 {
6019                                         p_ptr->riding = i;
6020                                         break;
6021                                 }
6022                         }
6023                 }
6024         }
6025
6026         creating_savefile = FALSE;
6027
6028         p_ptr->teleport_town = FALSE;
6029         p_ptr->sutemi = FALSE;
6030         world_monster = FALSE;
6031         now_damaged = FALSE;
6032         now_message = 0;
6033         start_time = time(NULL) - 1;
6034         record_o_name[0] = '\0';
6035
6036         /* Reset map panel */
6037         panel_row_min = cur_hgt;
6038         panel_col_min = cur_wid;
6039
6040         /* Sexy gal gets bonus to maximum weapon skill of whip */
6041         if (p_ptr->pseikaku == SEIKAKU_SEXY)
6042                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6043
6044         /* Fill the arrays of floors and walls in the good proportions */
6045         set_floor_and_wall(dungeon_type);
6046
6047         /* Flavor the objects */
6048         flavor_init();
6049
6050         /* Flash a message */
6051         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
6052
6053         /* Flush the message */
6054         Term_fresh();
6055
6056
6057         /* Hack -- Enter wizard mode */
6058         if (arg_wizard)
6059         {
6060                 if (enter_wizard_mode())
6061                 {
6062                         p_ptr->wizard = TRUE;
6063
6064                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
6065                         {
6066                                 /* Initialize the saved floors data */
6067                                 init_saved_floors(TRUE);
6068
6069                                 /* Avoid crash */
6070                                 p_ptr->inside_quest = 0;
6071
6072                                 /* Avoid crash in update_view() */
6073                                 p_ptr->y = p_ptr->x = 10;
6074                         }
6075                 }
6076                 else if (p_ptr->is_dead)
6077                 {
6078                         quit("Already dead.");
6079                 }
6080         }
6081
6082         /* Initialize the town-buildings if necessary */
6083         if (!dun_level && !p_ptr->inside_quest)
6084         {
6085                 /* Init the wilderness */
6086
6087                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6088
6089                 /* Init the town */
6090                 init_flags = INIT_ONLY_BUILDINGS;
6091
6092                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6093
6094                 select_floor_music();
6095         }
6096
6097
6098         /* Generate a dungeon level if needed */
6099         if (!character_dungeon)
6100         {
6101                 change_floor();
6102         }
6103
6104         else
6105         {
6106                 /* HACK -- Restore from panic-save */
6107                 if (p_ptr->panic_save)
6108                 {
6109                         /* No player?  -- Try to regenerate floor */
6110                         if (!p_ptr->y || !p_ptr->x)
6111                         {
6112                                 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location.  Regenerate the dungeon floor."));
6113                                 change_floor();
6114                         }
6115
6116                         /* Still no player?  -- Try to locate random place */
6117                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6118
6119                         /* No longer in panic */
6120                         p_ptr->panic_save = 0;
6121                 }
6122         }
6123
6124         /* Character is now "complete" */
6125         character_generated = TRUE;
6126
6127
6128         /* Hack -- Character is no longer "icky" */
6129         character_icky = FALSE;
6130
6131
6132         if (new_game)
6133         {
6134                 char buf[80];
6135                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6136                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6137         }
6138
6139
6140         /* Start game */
6141         p_ptr->playing = TRUE;
6142
6143         /* Reset the visual mappings */
6144         reset_visuals();
6145
6146         /* Load the "pref" files */
6147         load_all_pref_files();
6148
6149         /* Give startup outfit (after loading pref files) */
6150         if (new_game)
6151         {
6152                 player_outfit();
6153         }
6154
6155         /* React to changes */
6156         Term_xtra(TERM_XTRA_REACT, 0);
6157
6158         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6159         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6160         handle_stuff();
6161
6162         /* Set or clear "rogue_like_commands" if requested */
6163         if (arg_force_original) rogue_like_commands = FALSE;
6164         if (arg_force_roguelike) rogue_like_commands = TRUE;
6165
6166         /* Hack -- Enforce "delayed death" */
6167         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6168
6169         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6170
6171         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6172         {
6173                 monster_type *m_ptr;
6174                 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6175                 monster_race *r_ptr = &r_info[pet_r_idx];
6176                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6177                                   (PM_FORCE_PET | PM_NO_KAGE));
6178                 m_ptr = &m_list[hack_m_idx_ii];
6179                 m_ptr->mspeed = r_ptr->speed;
6180                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6181                 m_ptr->max_maxhp = m_ptr->maxhp;
6182                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6183                 m_ptr->dealt_damage = 0;
6184                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6185         }
6186
6187         (void)combine_and_reorder_home(STORE_HOME);
6188         (void)combine_and_reorder_home(STORE_MUSEUM);
6189
6190         select_floor_music();
6191
6192         /* Process */
6193         while (TRUE)
6194         {
6195                 /* Process the level */
6196                 dungeon(load_game);
6197
6198
6199                 /* Hack -- prevent "icky" message */
6200                 character_xtra = TRUE;
6201
6202                 handle_stuff();
6203
6204                 character_xtra = FALSE;
6205
6206                 /* Cancel the target */
6207                 target_who = 0;
6208
6209                 /* Cancel the health bar */
6210                 health_track(0);
6211
6212                 forget_lite();
6213                 forget_view();
6214                 clear_mon_lite();
6215
6216                 /* Handle "quit and save" */
6217                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6218
6219                 /* Erase the old cave */
6220                 wipe_o_list();
6221                 if (!p_ptr->is_dead) wipe_m_list();
6222
6223
6224                 msg_print(NULL);
6225
6226                 load_game = FALSE;
6227
6228                 /* Accidental Death */
6229                 if (p_ptr->playing && p_ptr->is_dead)
6230                 {
6231                         if (p_ptr->inside_arena)
6232                         {
6233                                 p_ptr->inside_arena = FALSE;
6234                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6235                                         p_ptr->arena_number++;
6236                                 else
6237                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6238                                 p_ptr->is_dead = FALSE;
6239                                 p_ptr->chp = 0;
6240                                 p_ptr->chp_frac = 0;
6241                                 p_ptr->exit_bldg = TRUE;
6242                                 reset_tim_flags();
6243
6244                                 /* Leave through the exit */
6245                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6246
6247                                 /* prepare next floor */
6248                                 leave_floor();
6249                         }
6250                         else
6251                         {
6252                                 /* Mega-Hack -- Allow player to cheat death */
6253                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6254                                 {
6255                                         /* Mark social class, reset age, if needed */
6256                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6257
6258                                         /* Increase age */
6259                                         p_ptr->age++;
6260
6261                                         /* Mark savefile */
6262                                         p_ptr->noscore |= 0x0001;
6263
6264                                         msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
6265                                         msg_print(NULL);
6266
6267                                         (void)life_stream(FALSE, FALSE);
6268
6269                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6270                                         {
6271                                                 int magic_idx;
6272                                                 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6273                                                 {
6274                                                         p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6275                                                 }
6276                                                 for (; magic_idx < EATER_EXT*3; magic_idx++)
6277                                                 {
6278                                                         p_ptr->magic_num1[magic_idx] = 0;
6279                                                 }
6280                                         }
6281
6282                                         /* Restore spell points */
6283                                         p_ptr->csp = p_ptr->msp;
6284                                         p_ptr->csp_frac = 0;
6285
6286                                         /* Hack -- cancel recall */
6287                                         if (p_ptr->word_recall)
6288                                         {
6289                                                 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6290                                                 msg_print(NULL);
6291
6292                                                 /* Hack -- Prevent recall */
6293                                                 p_ptr->word_recall = 0;
6294                                                 p_ptr->redraw |= (PR_STATUS);
6295                                         }
6296
6297                                         /* Hack -- cancel alter */
6298                                         if (p_ptr->alter_reality)
6299                                         {
6300                                                 /* Hack -- Prevent alter */
6301                                                 p_ptr->alter_reality = 0;
6302                                                 p_ptr->redraw |= (PR_STATUS);
6303                                         }
6304
6305                                         /* Note cause of death */
6306                                         (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6307
6308                                         /* Do not die */
6309                                         p_ptr->is_dead = FALSE;
6310
6311                                         /* Hack -- Prevent starvation */
6312                                         (void)set_food(PY_FOOD_MAX - 1);
6313
6314                                         dun_level = 0;
6315                                         p_ptr->inside_arena = FALSE;
6316                                         p_ptr->inside_battle = FALSE;
6317                                         leaving_quest = 0;
6318                                         p_ptr->inside_quest = 0;
6319                                         if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6320                                         dungeon_type = 0;
6321                                         if (lite_town || vanilla_town)
6322                                         {
6323                                                 p_ptr->wilderness_y = 1;
6324                                                 p_ptr->wilderness_x = 1;
6325                                                 if (vanilla_town)
6326                                                 {
6327                                                         p_ptr->oldpy = 10;
6328                                                         p_ptr->oldpx = 34;
6329                                                 }
6330                                                 else
6331                                                 {
6332                                                         p_ptr->oldpy = 33;
6333                                                         p_ptr->oldpx = 131;
6334                                                 }
6335                                         }
6336                                         else
6337                                         {
6338                                                 p_ptr->wilderness_y = 48;
6339                                                 p_ptr->wilderness_x = 5;
6340                                                 p_ptr->oldpy = 33;
6341                                                 p_ptr->oldpx = 131;
6342                                         }
6343
6344                                         /* Leaving */
6345                                         p_ptr->wild_mode = FALSE;
6346                                         p_ptr->leaving = TRUE;
6347
6348                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, 
6349                                                                 _("                            しかし、生き返った。", 
6350                                                                   "                            but revived."));
6351
6352                                         /* Prepare next floor */
6353                                         leave_floor();
6354                                         wipe_m_list();
6355                                 }
6356                         }
6357                 }
6358
6359                 /* Handle "death" */
6360                 if (p_ptr->is_dead) break;
6361
6362                 /* Make a new level */
6363                 change_floor();
6364         }
6365
6366         /* Close stuff */
6367         close_game();
6368
6369         /* Quit */
6370         quit(NULL);
6371 }
6372
6373 /*!
6374  * @brief ゲームターンからの実時間換算を行うための補正をかける
6375  * @param hoge ゲームターン
6376  * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6377  * @return 修正をかけた後のゲームターン
6378  */
6379 s32b turn_real(s32b hoge)
6380 {
6381         switch (p_ptr->start_race)
6382         {
6383         case RACE_VAMPIRE:
6384         case RACE_SKELETON:
6385         case RACE_ZOMBIE:
6386         case RACE_SPECTRE:
6387                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6388         default:
6389                 return hoge;
6390         }
6391 }
6392
6393 /*!
6394  * @brief ターンのオーバーフローに対する対処
6395  * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6396  * @return 修正をかけた後のゲームターン
6397  */
6398 void prevent_turn_overflow(void)
6399 {
6400         int rollback_days, i, j;
6401         s32b rollback_turns;
6402
6403         if (turn < turn_limit) return;
6404
6405         rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6406         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6407
6408         if (turn > rollback_turns) turn -= rollback_turns;
6409         else turn = 1; /* Paranoia */
6410         if (old_turn > rollback_turns) old_turn -= rollback_turns;
6411         else old_turn = 1;
6412         if (old_battle > rollback_turns) old_battle -= rollback_turns;
6413         else old_battle = 1;
6414         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6415         else p_ptr->feeling_turn = 1;
6416
6417         for (i = 1; i < max_towns; i++)
6418         {
6419                 for (j = 0; j < MAX_STORES; j++)
6420                 {
6421                         store_type *st_ptr = &town[i].store[j];
6422
6423                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6424                         {
6425                                 st_ptr->last_visit -= rollback_turns;
6426                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6427                         }
6428
6429                         if (st_ptr->store_open)
6430                         {
6431                                 st_ptr->store_open -= rollback_turns;
6432                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
6433                         }
6434                 }
6435         }
6436 }