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[Refactor] #37353 コメント整理。 / Refactor comments.
[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
29 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
30 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)*/
31
32 /*!
33  * @brief 擬似鑑定を実際に行い判定を反映する
34  * @param slot 擬似鑑定を行うプレイヤーの所持リストID
35  * @param heavy 重度の擬似鑑定を行うならばTRUE
36  * @return なし
37  */
38 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
39 {
40         byte feel;
41         object_type *o_ptr = &inventory[slot];
42         char o_name[MAX_NLEN];
43
44         /* We know about it already, do not tell us again */
45         if (o_ptr->ident & (IDENT_SENSE))return;
46
47         /* It is fully known, no information needed */
48         if (object_is_known(o_ptr)) return;
49
50         /* Check for a feeling */
51         feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
52
53         /* Skip non-feelings */
54         if (!feel) return;
55
56         /* Bad luck */
57         if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
58         {
59                 switch (feel)
60                 {
61                         case FEEL_TERRIBLE:
62                         {
63                                 feel = FEEL_SPECIAL;
64                                 break;
65                         }
66                         case FEEL_WORTHLESS:
67                         {
68                                 feel = FEEL_EXCELLENT;
69                                 break;
70                         }
71                         case FEEL_CURSED:
72                         {
73                                 if (heavy)
74                                         feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
75                                 else
76                                         feel = FEEL_UNCURSED;
77                                 break;
78                         }
79                         case FEEL_AVERAGE:
80                         {
81                                 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
82                                 break;
83                         }
84                         case FEEL_GOOD:
85                         {
86                                 if (heavy)
87                                         feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
88                                 else
89                                         feel = FEEL_CURSED;
90                                 break;
91                         }
92                         case FEEL_EXCELLENT:
93                         {
94                                 feel = FEEL_WORTHLESS;
95                                 break;
96                         }
97                         case FEEL_SPECIAL:
98                         {
99                                 feel = FEEL_TERRIBLE;
100                                 break;
101                         }
102                 }
103         }
104
105         /* Stop everything */
106         if (disturb_minor) disturb(FALSE, FALSE);
107
108         /* Get an object description */
109         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
110
111         /* Message (equipment) */
112         if (slot >= INVEN_RARM)
113         {
114 #ifdef JP
115                 msg_format("%s%s(%c)は%sという感じがする...",
116                         describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
117 #else
118                 msg_format("You feel the %s (%c) you are %s %s %s...",
119                            o_name, index_to_label(slot), describe_use(slot),
120                            ((o_ptr->number == 1) ? "is" : "are"),
121                                    game_inscriptions[feel]);
122 #endif
123
124         }
125
126         /* Message (inventory) */
127         else
128         {
129 #ifdef JP
130                 msg_format("ザックの中の%s(%c)は%sという感じがする...",
131                         o_name, index_to_label(slot),game_inscriptions[feel]);
132 #else
133                 msg_format("You feel the %s (%c) in your pack %s %s...",
134                            o_name, index_to_label(slot),
135                            ((o_ptr->number == 1) ? "is" : "are"),
136                                    game_inscriptions[feel]);
137 #endif
138
139         }
140
141         /* We have "felt" it */
142         o_ptr->ident |= (IDENT_SENSE);
143
144         /* Set the "inscription" */
145         o_ptr->feeling = feel;
146
147         /* Auto-inscription/destroy */
148         autopick_alter_item(slot, destroy_feeling);
149
150         /* Combine / Reorder the pack (later) */
151         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
152
153         p_ptr->window |= (PW_INVEN | PW_EQUIP);
154 }
155
156
157
158 /*!
159  * @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。
160  * @return なし
161  * @details
162  * Sense the inventory\n
163  *\n
164  *   Class 0 = Warrior --> fast and heavy\n
165  *   Class 1 = Mage    --> slow and light\n
166  *   Class 2 = Priest  --> fast but light\n
167  *   Class 3 = Rogue   --> okay and heavy\n
168  *   Class 4 = Ranger  --> slow but heavy  (changed!)\n
169  *   Class 5 = Paladin --> slow but heavy\n
170  */
171 static void sense_inventory1(void)
172 {
173         INVENTORY_IDX i;
174         PLAYER_LEVEL plev = p_ptr->lev;
175         bool heavy = FALSE;
176         object_type *o_ptr;
177
178
179         /*** Check for "sensing" ***/
180
181         /* No sensing when confused */
182         if (p_ptr->confused) return;
183
184         /* Analyze the class */
185         switch (p_ptr->pclass)
186         {
187                 case CLASS_WARRIOR:
188                 case CLASS_ARCHER:
189                 case CLASS_SAMURAI:
190                 case CLASS_CAVALRY:
191                 {
192                         /* Good sensing */
193                         if (0 != randint0(9000L / (plev * plev + 40))) return;
194
195                         /* Heavy sensing */
196                         heavy = TRUE;
197
198                         break;
199                 }
200
201                 case CLASS_SMITH:
202                 {
203                         /* Good sensing */
204                         if (0 != randint0(6000L / (plev * plev + 50))) return;
205
206                         /* Heavy sensing */
207                         heavy = TRUE;
208
209                         break;
210                 }
211
212                 case CLASS_MAGE:
213                 case CLASS_HIGH_MAGE:
214                 case CLASS_SORCERER:
215                 case CLASS_MAGIC_EATER:
216                 {
217                         /* Very bad (light) sensing */
218                         if (0 != randint0(240000L / (plev + 5))) return;
219
220                         break;
221                 }
222
223                 case CLASS_PRIEST:
224                 case CLASS_BARD:
225                 {
226                         /* Good (light) sensing */
227                         if (0 != randint0(10000L / (plev * plev + 40))) return;
228
229                         break;
230                 }
231
232                 case CLASS_ROGUE:
233                 case CLASS_NINJA:
234                 {
235                         /* Okay sensing */
236                         if (0 != randint0(20000L / (plev * plev + 40))) return;
237
238                         /* Heavy sensing */
239                         heavy = TRUE;
240
241                         break;
242                 }
243
244                 case CLASS_RANGER:
245                 {
246                         /* Bad sensing */
247                         if (0 != randint0(95000L / (plev * plev + 40))) return;
248
249                         /* Changed! */
250                         heavy = TRUE;
251
252                         break;
253                 }
254
255                 case CLASS_PALADIN:
256                 case CLASS_SNIPER:
257                 {
258                         /* Bad sensing */
259                         if (0 != randint0(77777L / (plev * plev + 40))) return;
260
261                         /* Heavy sensing */
262                         heavy = TRUE;
263
264                         break;
265                 }
266
267                 case CLASS_WARRIOR_MAGE:
268                 case CLASS_RED_MAGE:
269                 {
270                         /* Bad sensing */
271                         if (0 != randint0(75000L / (plev * plev + 40))) return;
272
273                         break;
274                 }
275
276                 case CLASS_MINDCRAFTER:
277                 case CLASS_IMITATOR:
278                 case CLASS_BLUE_MAGE:
279                 case CLASS_MIRROR_MASTER:
280                 {
281                         /* Bad sensing */
282                         if (0 != randint0(55000L / (plev * plev + 40))) return;
283
284                         break;
285                 }
286
287                 case CLASS_CHAOS_WARRIOR:
288                 {
289                         /* Bad sensing */
290                         if (0 != randint0(80000L / (plev * plev + 40))) return;
291
292                         /* Changed! */
293                         heavy = TRUE;
294
295                         break;
296                 }
297
298                 case CLASS_MONK:
299                 case CLASS_FORCETRAINER:
300                 {
301                         /* Okay sensing */
302                         if (0 != randint0(20000L / (plev * plev + 40))) return;
303
304                         break;
305                 }
306
307                 case CLASS_TOURIST:
308                 {
309                         /* Good sensing */
310                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
311
312                         /* Heavy sensing */
313                         heavy = TRUE;
314
315                         break;
316                 }
317
318                 case CLASS_BEASTMASTER:
319                 {
320                         /* Bad sensing */
321                         if (0 != randint0(65000L / (plev * plev + 40))) return;
322
323                         break;
324                 }
325                 case CLASS_BERSERKER:
326                 {
327                         /* Heavy sensing */
328                         heavy = TRUE;
329
330                         break;
331                 }
332         }
333
334         if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
335
336         /*** Sense everything ***/
337
338         /* Check everything */
339         for (i = 0; i < INVEN_TOTAL; i++)
340         {
341                 bool okay = FALSE;
342
343                 o_ptr = &inventory[i];
344
345                 /* Skip empty slots */
346                 if (!o_ptr->k_idx) continue;
347
348                 /* Valid "tval" codes */
349                 switch (o_ptr->tval)
350                 {
351                         case TV_SHOT:
352                         case TV_ARROW:
353                         case TV_BOLT:
354                         case TV_BOW:
355                         case TV_DIGGING:
356                         case TV_HAFTED:
357                         case TV_POLEARM:
358                         case TV_SWORD:
359                         case TV_BOOTS:
360                         case TV_GLOVES:
361                         case TV_HELM:
362                         case TV_CROWN:
363                         case TV_SHIELD:
364                         case TV_CLOAK:
365                         case TV_SOFT_ARMOR:
366                         case TV_HARD_ARMOR:
367                         case TV_DRAG_ARMOR:
368                         case TV_CARD:
369                         {
370                                 okay = TRUE;
371                                 break;
372                         }
373                 }
374
375                 /* Skip non-sense machines */
376                 if (!okay) continue;
377
378                 /* Occasional failure on inventory items */
379                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
380
381                 /* Good luck */
382                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
383                 {
384                         heavy = TRUE;
385                 }
386
387                 sense_inventory_aux(i, heavy);
388         }
389 }
390
391 /*!
392  * @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。
393  * @return なし
394  */
395 static void sense_inventory2(void)
396 {
397         INVENTORY_IDX i;
398         PLAYER_LEVEL plev = p_ptr->lev;
399         object_type *o_ptr;
400
401
402         /*** Check for "sensing" ***/
403
404         /* No sensing when confused */
405         if (p_ptr->confused) return;
406
407         /* Analyze the class */
408         switch (p_ptr->pclass)
409         {
410                 case CLASS_WARRIOR:
411                 case CLASS_ARCHER:
412                 case CLASS_SAMURAI:
413                 case CLASS_CAVALRY:
414                 case CLASS_BERSERKER:
415                 case CLASS_SNIPER:
416                 {
417                         return;
418                 }
419
420                 case CLASS_SMITH:
421                 case CLASS_PALADIN:
422                 case CLASS_CHAOS_WARRIOR:
423                 case CLASS_IMITATOR:
424                 case CLASS_BEASTMASTER:
425                 case CLASS_NINJA:
426                 {
427                         /* Very bad (light) sensing */
428                         if (0 != randint0(240000L / (plev + 5))) return;
429
430                         break;
431                 }
432
433                 case CLASS_RANGER:
434                 case CLASS_WARRIOR_MAGE:
435                 case CLASS_RED_MAGE:
436                 case CLASS_MONK:
437                 {
438                         /* Bad sensing */
439                         if (0 != randint0(95000L / (plev * plev + 40))) return;
440
441                         break;
442                 }
443
444                 case CLASS_PRIEST:
445                 case CLASS_BARD:
446                 case CLASS_ROGUE:
447                 case CLASS_FORCETRAINER:
448                 case CLASS_MINDCRAFTER:
449                 {
450                         /* Good sensing */
451                         if (0 != randint0(20000L / (plev * plev + 40))) return;
452
453                         break;
454                 }
455
456                 case CLASS_MAGE:
457                 case CLASS_HIGH_MAGE:
458                 case CLASS_SORCERER:
459                 case CLASS_MAGIC_EATER:
460                 case CLASS_MIRROR_MASTER:
461                 case CLASS_BLUE_MAGE:
462                 {
463                         /* Good sensing */
464                         if (0 != randint0(9000L / (plev * plev + 40))) return;
465
466                         break;
467                 }
468
469                 case CLASS_TOURIST:
470                 {
471                         /* Good sensing */
472                         if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
473
474                         break;
475                 }
476         }
477
478         /*** Sense everything ***/
479
480         /* Check everything */
481         for (i = 0; i < INVEN_TOTAL; i++)
482         {
483                 bool okay = FALSE;
484
485                 o_ptr = &inventory[i];
486
487                 /* Skip empty slots */
488                 if (!o_ptr->k_idx) continue;
489
490                 /* Valid "tval" codes */
491                 switch (o_ptr->tval)
492                 {
493                         case TV_RING:
494                         case TV_AMULET:
495                         case TV_LITE:
496                         case TV_FIGURINE:
497                         {
498                                 okay = TRUE;
499                                 break;
500                         }
501                 }
502
503                 /* Skip non-sense machines */
504                 if (!okay) continue;
505
506                 /* Occasional failure on inventory items */
507                 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
508
509                 sense_inventory_aux(i, TRUE);
510         }
511 }
512
513 /*!
514  * @brief パターン終点到達時のテレポート処理を行う
515  * @return なし
516  */
517 static void pattern_teleport(void)
518 {
519         DEPTH min_level = 0;
520         DEPTH max_level = 99;
521
522         /* Ask for level */
523         if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
524         {
525                 char    ppp[80];
526                 char    tmp_val[160];
527
528                 /* Only downward in ironman mode */
529                 if (ironman_downward)
530                         min_level = dun_level;
531
532                 /* Maximum level */
533                 if (dungeon_type == DUNGEON_ANGBAND)
534                 {
535                         if (dun_level > 100)
536                                 max_level = MAX_DEPTH - 1;
537                         else if (dun_level == 100)
538                                 max_level = 100;
539                 }
540                 else
541                 {
542                         max_level = d_info[dungeon_type].maxdepth;
543                         min_level = d_info[dungeon_type].mindepth;
544                 }
545
546                 /* Prompt */
547                 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
548
549                 /* Default */
550                 sprintf(tmp_val, "%d", (int)dun_level);
551
552                 /* Ask for a level */
553                 if (!get_string(ppp, tmp_val, 10)) return;
554
555                 /* Extract request */
556                 command_arg = (COMMAND_ARG)atoi(tmp_val);
557         }
558         else if (get_check(_("通常テレポート?", "Normal teleport? ")))
559         {
560                 teleport_player(200, 0L);
561                 return;
562         }
563         else
564         {
565                 return;
566         }
567
568         /* Paranoia */
569         if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
570
571         /* Paranoia */
572         if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
573
574         /* Accept request */
575         msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
576
577         if (autosave_l) do_cmd_save_game(TRUE);
578
579         /* Change level */
580         dun_level = command_arg;
581
582         leave_quest_check();
583
584         if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
585
586         p_ptr->inside_quest = 0;
587         p_ptr->energy_use = 0;
588
589         /*
590          * Clear all saved floors
591          * and create a first saved floor
592          */
593         prepare_change_floor_mode(CFM_FIRST_FLOOR);
594
595         /* Leaving */
596         p_ptr->leaving = TRUE;
597 }
598
599 /*!
600  * @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
601  * @return なし
602  */
603 static void wreck_the_pattern(void)
604 {
605         int to_ruin = 0;
606         POSITION r_y, r_x;
607         int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
608
609         if (pattern_type == PATTERN_TILE_WRECKED)
610         {
611                 /* Ruined already */
612                 return;
613         }
614
615         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
616         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
617
618         if (!IS_INVULN())
619                 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
620
621         to_ruin = randint1(45) + 35;
622
623         while (to_ruin--)
624         {
625                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
626
627                 if (pattern_tile(r_y, r_x) &&
628                     (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
629                 {
630                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
631                 }
632         }
633
634         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
635 }
636
637 /*!
638  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
639  * @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。
640  */
641 static bool pattern_effect(void)
642 {
643         int pattern_type;
644
645         if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
646
647         if ((prace_is_(RACE_AMBERITE)) &&
648             (p_ptr->cut > 0) && one_in_(10))
649         {
650                 wreck_the_pattern();
651         }
652
653         pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
654
655         switch (pattern_type)
656         {
657         case PATTERN_TILE_END:
658                 (void)set_image(0);
659                 (void)restore_all_status();
660                 (void)restore_level();
661                 (void)cure_critical_wounds(1000);
662
663                 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
664                 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."));
665
666                 /*
667                  * We could make the healing effect of the
668                  * Pattern center one-time only to avoid various kinds
669                  * of abuse, like luring the win monster into fighting you
670                  * in the middle of the pattern...
671                  */
672                 break;
673
674         case PATTERN_TILE_OLD:
675                 /* No effect */
676                 break;
677
678         case PATTERN_TILE_TELEPORT:
679                 pattern_teleport();
680                 break;
681
682         case PATTERN_TILE_WRECKED:
683                 if (!IS_INVULN())
684                         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);
685                 break;
686
687         default:
688                 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
689                         return TRUE;
690                 else if (!IS_INVULN())
691                         take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
692                 break;
693         }
694
695         return TRUE;
696 }
697
698
699 /*!
700  * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
701  * @param percent 回復比率
702  * @return なし
703  */
704 static void regenhp(int percent)
705 {
706         HIT_POINT new_chp;
707         u32b new_chp_frac;
708         HIT_POINT old_chp;
709
710         if (p_ptr->special_defense & KATA_KOUKIJIN) return;
711         if (p_ptr->action == ACTION_HAYAGAKE) return;
712
713         /* Save the old hitpoints */
714         old_chp = p_ptr->chp;
715
716         /*
717          * Extract the new hitpoints
718          *
719          * 'percent' is the Regen factor in unit (1/2^16)
720          */
721         new_chp = 0;
722         new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
723
724         /* Convert the unit (1/2^16) to (1/2^32) */
725         s64b_LSHIFT(new_chp, new_chp_frac, 16);
726
727         /* Regenerating */
728         s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
729
730
731         /* Fully healed */
732         if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
733         {
734                 p_ptr->chp = p_ptr->mhp;
735                 p_ptr->chp_frac = 0;
736         }
737
738         /* Notice changes */
739         if (old_chp != p_ptr->chp)
740         {
741                 p_ptr->redraw |= (PR_HP);
742                 p_ptr->window |= (PW_PLAYER);
743                 wild_regen = 20;
744         }
745 }
746
747
748 /*!
749  * @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
750  * @param upkeep_factor ペット維持によるMPコスト量
751  * @param regen_amount 回復量
752  * @return なし
753  */
754 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
755 {
756         MANA_POINT old_csp = p_ptr->csp;
757         s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
758
759         /*
760          * Excess mana will decay 32 times faster than normal
761          * regeneration rate.
762          */
763         if (p_ptr->csp > p_ptr->msp)
764         {
765                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
766                 s32b decay = 0;
767                 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
768
769                 /* Convert the unit (1/2^16) to (1/2^32) */
770                 s64b_LSHIFT(decay, decay_frac, 16);
771
772                 /* Decay */
773                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
774
775                 /* Stop decaying */
776                 if (p_ptr->csp < p_ptr->msp)
777                 {
778                         p_ptr->csp = p_ptr->msp;
779                         p_ptr->csp_frac = 0;
780                 }
781         }
782
783         /* Regenerating mana (unless the player has excess mana) */
784         else if (regen_rate > 0)
785         {
786                 /* (percent/100) is the Regen factor in unit (1/2^16) */
787                 MANA_POINT new_mana = 0;
788                 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
789
790                 /* Convert the unit (1/2^16) to (1/2^32) */
791                 s64b_LSHIFT(new_mana, new_mana_frac, 16);
792
793                 /* Regenerate */
794                 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
795
796                 /* Must set frac to zero even if equal */
797                 if (p_ptr->csp >= p_ptr->msp)
798                 {
799                         p_ptr->csp = p_ptr->msp;
800                         p_ptr->csp_frac = 0;
801                 }
802         }
803
804
805         /* Reduce mana (even when the player has excess mana) */
806         if (regen_rate < 0)
807         {
808                 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
809                 s32b reduce_mana = 0;
810                 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
811
812                 /* Convert the unit (1/2^16) to (1/2^32) */
813                 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
814
815                 /* Reduce mana */
816                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
817
818                 /* Check overflow */
819                 if (p_ptr->csp < 0)
820                 {
821                         p_ptr->csp = 0;
822                         p_ptr->csp_frac = 0;
823                 }
824         }
825
826         if (old_csp != p_ptr->csp)
827         {
828                 p_ptr->redraw |= (PR_MANA);
829                 p_ptr->window |= (PW_PLAYER);
830                 p_ptr->window |= (PW_SPELL);
831                 wild_regen = 20;
832         }
833 }
834
835 /*!
836  * @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)
837  * @param regen_amount 回復量
838  * @return なし
839  */
840 static void regenmagic(int regen_amount)
841 {
842         MANA_POINT new_mana;
843         int i;
844         int dev = 30;
845         int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
846
847         for (i = 0; i < EATER_EXT*2; i++)
848         {
849                 if (!p_ptr->magic_num2[i]) continue;
850                 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
851
852                 /* Increase remaining charge number like float value */
853                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
854                 p_ptr->magic_num1[i] += new_mana;
855
856                 /* Check maximum charge */
857                 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
858                 {
859                         p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
860                 }
861                 wild_regen = 20;
862         }
863         for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
864         {
865                 if (!p_ptr->magic_num1[i]) continue;
866                 if (!p_ptr->magic_num2[i]) continue;
867
868                 /* Decrease remaining period for charging */
869                 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
870                                         / (dev * 16 * PY_REGEN_NORMAL); 
871                 p_ptr->magic_num1[i] -= new_mana;
872
873                 /* Check minimum remaining period for charging */
874                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
875                 wild_regen = 20;
876         }
877 }
878
879
880 /*!
881  * @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)
882  * @return なし
883  * @note Should probably be done during monster turns.
884  */
885 static void regen_monsters(void)
886 {
887         int i, frac;
888
889
890         /* Regenerate everyone */
891         for (i = 1; i < m_max; i++)
892         {
893                 /* Check the i'th monster */
894                 monster_type *m_ptr = &m_list[i];
895                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
896
897
898                 /* Skip dead monsters */
899                 if (!m_ptr->r_idx) continue;
900
901                 /* Allow regeneration (if needed) */
902                 if (m_ptr->hp < m_ptr->maxhp)
903                 {
904                         /* Hack -- Base regeneration */
905                         frac = m_ptr->maxhp / 100;
906
907                         /* Hack -- Minimal regeneration rate */
908                         if (!frac) if (one_in_(2)) frac = 1;
909
910                         /* Hack -- Some monsters regenerate quickly */
911                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
912
913                         /* Hack -- Regenerate */
914                         m_ptr->hp += frac;
915
916                         /* Do not over-regenerate */
917                         if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
918
919                         /* Redraw (later) if needed */
920                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
921                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
922                 }
923         }
924 }
925
926
927 /*!
928  * @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)
929  * @return なし
930  * @note Should probably be done during monster turns.
931  */
932 static void regen_captured_monsters(void)
933 {
934         int i, frac;
935         bool heal = FALSE;
936
937         /* Regenerate everyone */
938         for (i = 0; i < INVEN_TOTAL; i++)
939         {
940                 monster_race *r_ptr;
941                 object_type *o_ptr = &inventory[i];
942
943                 if (!o_ptr->k_idx) continue;
944                 if (o_ptr->tval != TV_CAPTURE) continue;
945                 if (!o_ptr->pval) continue;
946
947                 heal = TRUE;
948
949                 r_ptr = &r_info[o_ptr->pval];
950
951                 /* Allow regeneration (if needed) */
952                 if (o_ptr->xtra4 < o_ptr->xtra5)
953                 {
954                         /* Hack -- Base regeneration */
955                         frac = o_ptr->xtra5 / 100;
956
957                         /* Hack -- Minimal regeneration rate */
958                         if (!frac) if (one_in_(2)) frac = 1;
959
960                         /* Hack -- Some monsters regenerate quickly */
961                         if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
962
963                         /* Hack -- Regenerate */
964                         o_ptr->xtra4 += (XTRA16)frac;
965
966                         /* Do not over-regenerate */
967                         if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
968                 }
969         }
970
971         if (heal)
972         {
973                 /* Combine pack */
974                 p_ptr->notice |= (PN_COMBINE);
975                 p_ptr->window |= (PW_INVEN);
976                 p_ptr->window |= (PW_EQUIP);
977                 wild_regen = 20;
978         }
979 }
980
981 /*!
982  * @brief 寿命つき光源の警告メッセージ処理
983  * @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
984  * @return なし
985  */
986 static void notice_lite_change(object_type *o_ptr)
987 {
988         /* Hack -- notice interesting fuel steps */
989         if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
990         {
991                 p_ptr->window |= (PW_EQUIP);
992         }
993
994         /* Hack -- Special treatment when blind */
995         if (p_ptr->blind)
996         {
997                 /* Hack -- save some light for later */
998                 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
999         }
1000
1001         /* The light is now out */
1002         else if (o_ptr->xtra4 == 0)
1003         {
1004                 disturb(FALSE, TRUE);
1005                 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1006
1007                 /* Recalculate torch radius */
1008                 p_ptr->update |= (PU_TORCH);
1009
1010                 /* Some ego light lose its effects without fuel */
1011                 p_ptr->update |= (PU_BONUS);
1012         }
1013
1014         /* The light is getting dim */
1015         else if (o_ptr->name2 == EGO_LITE_LONG)
1016         {
1017                 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1018                     && (turn % (TURNS_PER_TICK*2)))
1019                 {
1020                         if (disturb_minor) disturb(FALSE, TRUE);
1021                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1022                 }
1023         }
1024
1025         /* The light is getting dim */
1026         else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1027         {
1028                 if (disturb_minor) disturb(FALSE, TRUE);
1029                         msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1030         }
1031 }
1032
1033 /*!
1034  * @brief クエスト階層から離脱する際の処理
1035  * @return なし
1036  */
1037 void leave_quest_check(void)
1038 {
1039         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1040         leaving_quest = p_ptr->inside_quest;
1041
1042         /* Leaving an 'only once' quest marks it as failed */
1043         if (leaving_quest)
1044         {       
1045                 quest_type* const q_ptr = &quest[leaving_quest];
1046                 
1047             if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1048                (q_ptr->status == QUEST_STATUS_TAKEN))
1049                 {
1050                         q_ptr->status = QUEST_STATUS_FAILED;
1051                         q_ptr->complev = (byte)p_ptr->lev;
1052                         update_playtime();
1053                         q_ptr->comptime = playtime;
1054
1055                         /* Additional settings */
1056                         switch (q_ptr->type)
1057                         {
1058                           case QUEST_TYPE_TOWER:
1059                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1060                                 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1061                                 break;
1062                           case QUEST_TYPE_FIND_ARTIFACT:
1063                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1064                                 break;
1065                           case QUEST_TYPE_RANDOM:
1066                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1067
1068                                 /* Floor of random quest will be blocked */
1069                                 prepare_change_floor_mode(CFM_NO_RETURN);
1070                                 break;
1071                         }
1072
1073                         /* Record finishing a quest */
1074                         if (q_ptr->type == QUEST_TYPE_RANDOM)
1075                         {
1076                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1077                         }
1078                         else
1079                         {
1080                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1081                         }
1082                 }
1083         }
1084 }
1085
1086 /*!
1087  * @brief 「塔」クエストの各階層から離脱する際の処理
1088  * @return なし
1089  */
1090 void leave_tower_check(void)
1091 {
1092         leaving_quest = p_ptr->inside_quest;
1093         /* Check for Tower Quest */
1094         if (leaving_quest &&
1095                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1096                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1097         {
1098                 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1099                 {
1100                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1101                         quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1102                         update_playtime();
1103                         quest[QUEST_TOWER1].comptime = playtime;
1104                 }
1105         }
1106 }
1107
1108
1109 /*!
1110  * @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-
1111  * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1112  * @return なし
1113  */
1114 static void recharged_notice(object_type *o_ptr)
1115 {
1116         char o_name[MAX_NLEN];
1117
1118         cptr s;
1119
1120         /* No inscription */
1121         if (!o_ptr->inscription) return;
1122
1123         /* Find a '!' */
1124         s = my_strchr(quark_str(o_ptr->inscription), '!');
1125
1126         /* Process notification request. */
1127         while (s)
1128         {
1129                 /* Find another '!' */
1130                 if (s[1] == '!')
1131                 {
1132                         /* Describe (briefly) */
1133                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1134
1135                         /* Notify the player */
1136 #ifdef JP
1137                         msg_format("%sは再充填された。", o_name);
1138 #else
1139                         if (o_ptr->number > 1)
1140                                 msg_format("Your %s are recharged.", o_name);
1141                         else
1142                                 msg_format("Your %s is recharged.", o_name);
1143 #endif
1144
1145                         disturb(FALSE, FALSE);
1146
1147                         /* Done. */
1148                         return;
1149                 }
1150
1151                 /* Keep looking for '!'s */
1152                 s = my_strchr(s + 1, '!');
1153         }
1154 }
1155
1156 /*!
1157  * @brief プレイヤーの歌に関する継続処理
1158  * @return なし
1159  */
1160 static void check_music(void)
1161 {
1162         const magic_type *s_ptr;
1163         int spell;
1164         MANA_POINT need_mana;
1165         u32b need_mana_frac;
1166
1167         /* Music singed by player */
1168         if (p_ptr->pclass != CLASS_BARD) return;
1169         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1170
1171         if (p_ptr->anti_magic)
1172         {
1173                 stop_singing();
1174                 return;
1175         }
1176
1177         spell = SINGING_SONG_ID(p_ptr);
1178         s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1179
1180         need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1181         need_mana_frac = 0;
1182
1183         /* Divide by 2 */
1184         s64b_RSHIFT(need_mana, need_mana_frac, 1);
1185
1186         if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1187         {
1188                 stop_singing();
1189                 return;
1190         }
1191         else
1192         {
1193                 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1194
1195                 p_ptr->redraw |= PR_MANA;
1196                 if (INTERUPTING_SONG_EFFECT(p_ptr))
1197                 {
1198                         SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1199                         INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1200                         msg_print(_("歌を再開した。", "You restart singing."));
1201                         p_ptr->action = ACTION_SING;
1202
1203                         /* Recalculate bonuses */
1204                         p_ptr->update |= (PU_BONUS | PU_HP);
1205
1206                         /* Redraw map and status bar */
1207                         p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1208                         p_ptr->update |= (PU_MONSTERS);
1209
1210                         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1211                 }
1212         }
1213         if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1214                 p_ptr->spell_exp[spell] += 5;
1215         else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1216         { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1217         else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1218         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1219         else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1220         { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1221
1222         /* Do any effects of continual song */
1223         do_spell(REALM_MUSIC, spell, SPELL_CONT);
1224 }
1225
1226 /*!
1227  * @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
1228  * @param flag 探し出したい呪いフラグ配列
1229  * @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
1230  * 呪いがない場合NULLを返す。
1231  */
1232 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1233 {
1234         int i;
1235         int choices[INVEN_TOTAL-INVEN_RARM];
1236         int number = 0;
1237
1238         /* Paranoia -- Player has no warning-item */
1239         if (!(p_ptr->cursed & flag)) return NULL;
1240
1241         /* Search Inventry */
1242         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1243         {
1244                 object_type *o_ptr = &inventory[i];
1245
1246                 if (o_ptr->curse_flags & flag)
1247                 {
1248                         choices[number] = i;
1249                         number++;
1250                 }
1251                 else if ((flag == TRC_ADD_L_CURSE) || 
1252                                         (flag == TRC_ADD_H_CURSE) || 
1253                                         (flag == TRC_DRAIN_HP) || 
1254                                         (flag == TRC_DRAIN_MANA) || 
1255                                         (flag == TRC_CALL_ANIMAL) || 
1256                                         (flag == TRC_CALL_DEMON) || 
1257                                         (flag == TRC_CALL_DRAGON) || 
1258                                         (flag == TRC_CALL_UNDEAD) || 
1259                                         (flag == TRC_COWARDICE) || 
1260                                         (flag == TRC_LOW_MELEE) || 
1261                                         (flag == TRC_LOW_AC) || 
1262                                         (flag == TRC_LOW_MAGIC) || 
1263                                         (flag == TRC_FAST_DIGEST) || 
1264                                         (flag == TRC_SLOW_REGEN) )
1265                 {
1266                         u32b cf = 0L;
1267                         BIT_FLAGS flgs[TR_FLAG_SIZE];
1268                         object_flags(o_ptr, flgs);
1269                         switch (flag)
1270                         {
1271                           case TRC_ADD_L_CURSE  : cf = TR_ADD_L_CURSE; break;
1272                           case TRC_ADD_H_CURSE  : cf = TR_ADD_H_CURSE; break;
1273                           case TRC_DRAIN_HP             : cf = TR_DRAIN_HP; break;
1274                           case TRC_DRAIN_MANA   : cf = TR_DRAIN_MANA; break;
1275                           case TRC_CALL_ANIMAL  : cf = TR_CALL_ANIMAL; break;
1276                           case TRC_CALL_DEMON   : cf = TR_CALL_DEMON; break;
1277                           case TRC_CALL_DRAGON  : cf = TR_CALL_DRAGON; break;
1278                           case TRC_CALL_UNDEAD  : cf = TR_CALL_UNDEAD; break;
1279                           case TRC_COWARDICE    : cf = TR_COWARDICE; break;
1280                           case TRC_LOW_MELEE    : cf = TR_LOW_MELEE; break;
1281                           case TRC_LOW_AC               : cf = TR_LOW_AC; break;
1282                           case TRC_LOW_MAGIC    : cf = TR_LOW_MAGIC; break;
1283                           case TRC_FAST_DIGEST  : cf = TR_FAST_DIGEST; break;
1284                           case TRC_SLOW_REGEN   : cf = TR_SLOW_REGEN; break;
1285                           default                               : break;
1286                         }
1287                         if (have_flag(flgs, cf))
1288                         {
1289                                 choices[number] = i;
1290                                 number++;
1291                         }
1292                 }
1293         }
1294
1295         /* Choice one of them */
1296         return (&inventory[choices[randint0(number)]]);
1297 }
1298
1299 static void process_world_aux_digestion(void)
1300 {
1301         if (!p_ptr->inside_battle)
1302         {
1303                 /* Digest quickly when gorged */
1304                 if (p_ptr->food >= PY_FOOD_MAX)
1305                 {
1306                         /* Digest a lot of food */
1307                         (void)set_food(p_ptr->food - 100);
1308                 }
1309
1310                 /* Digest normally -- Every 50 game turns */
1311                 else if (!(turn % (TURNS_PER_TICK * 5)))
1312                 {
1313                         /* Basic digestion rate based on speed */
1314                         int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1315
1316                         /* Regeneration takes more food */
1317                         if (p_ptr->regenerate)
1318                                 digestion += 20;
1319                         if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1320                                 digestion += 20;
1321                         if (p_ptr->cursed & TRC_FAST_DIGEST)
1322                                 digestion += 30;
1323
1324                         /* Slow digestion takes less food */
1325                         if (p_ptr->slow_digest)
1326                                 digestion -= 5;
1327
1328                         /* Minimal digestion */
1329                         if (digestion < 1) digestion = 1;
1330                         /* Maximal digestion */
1331                         if (digestion > 100) digestion = 100;
1332
1333                         /* Digest some food */
1334                         (void)set_food(p_ptr->food - digestion);
1335                 }
1336
1337
1338                 /* Getting Faint */
1339                 if ((p_ptr->food < PY_FOOD_FAINT))
1340                 {
1341                         /* Faint occasionally */
1342                         if (!p_ptr->paralyzed && (randint0(100) < 10))
1343                         {
1344                                 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."));
1345                                 disturb(TRUE, TRUE);
1346
1347                                 /* Hack -- faint (bypass free action) */
1348                                 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1349                         }
1350
1351                         /* Starve to death (slowly) */
1352                         if (p_ptr->food < PY_FOOD_STARVE)
1353                         {
1354                                 /* Calculate damage */
1355                                 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1356
1357                                 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1358                         }
1359                 }
1360         }
1361 }
1362
1363 /*!
1364  * @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。
1365  *  / Handle timed damage and regeneration every 10 game turns
1366  * @return なし
1367  */
1368 static void process_world_aux_hp_and_sp(void)
1369 {
1370         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1371         bool cave_no_regen = FALSE;
1372         int upkeep_factor = 0;
1373
1374         /* Default regeneration */
1375         int regen_amount = PY_REGEN_NORMAL;
1376
1377
1378         /*** Damage over Time ***/
1379
1380         /* Take damage from poison */
1381         if (p_ptr->poisoned && !IS_INVULN())
1382         {
1383                 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1384         }
1385
1386         /* Take damage from cuts */
1387         if (p_ptr->cut && !IS_INVULN())
1388         {
1389                 HIT_POINT dam;
1390
1391                 /* Mortal wound or Deep Gash */
1392                 if (p_ptr->cut > 1000)
1393                 {
1394                         dam = 200;
1395                 }
1396
1397                 else if (p_ptr->cut > 200)
1398                 {
1399                         dam = 80;
1400                 }
1401
1402                 /* Severe cut */
1403                 else if (p_ptr->cut > 100)
1404                 {
1405                         dam = 32;
1406                 }
1407
1408                 else if (p_ptr->cut > 50)
1409                 {
1410                         dam = 16;
1411                 }
1412
1413                 else if (p_ptr->cut > 25)
1414                 {
1415                         dam = 7;
1416                 }
1417
1418                 else if (p_ptr->cut > 10)
1419                 {
1420                         dam = 3;
1421                 }
1422
1423                 /* Other cuts */
1424                 else
1425                 {
1426                         dam = 1;
1427                 }
1428
1429                 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1430         }
1431
1432         /* (Vampires) Take damage from sunlight */
1433         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1434         {
1435                 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1436                 {
1437                         if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1438                         {
1439                                 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!"));
1440                                 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1441                                 cave_no_regen = TRUE;
1442                         }
1443                 }
1444
1445                 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1446                     !p_ptr->resist_lite)
1447                 {
1448                         object_type * o_ptr = &inventory[INVEN_LITE];
1449                         char o_name [MAX_NLEN];
1450                         char ouch [MAX_NLEN+40];
1451
1452                         /* Get an object description */
1453                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1454                         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);
1455
1456                         cave_no_regen = TRUE;
1457
1458                         /* Get an object description */
1459                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
1460                         sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1461
1462                         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1463                 }
1464         }
1465
1466         if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1467         {
1468                 int damage = 0;
1469
1470                 if (have_flag(f_ptr->flags, FF_DEEP))
1471                 {
1472                         damage = 6000 + randint0(4000);
1473                 }
1474                 else if (!p_ptr->levitation)
1475                 {
1476                         damage = 3000 + randint0(2000);
1477                 }
1478
1479                 if (damage)
1480                 {
1481                         if(prace_is_(RACE_ENT)) damage += damage / 3;
1482                         if(p_ptr->resist_fire) damage = damage / 3;
1483                         if(IS_OPPOSE_FIRE()) damage = damage / 3;
1484                         if(p_ptr->levitation) damage = damage / 5;
1485
1486                         damage = damage / 100 + (randint0(100) < (damage % 100));
1487
1488                         if (p_ptr->levitation)
1489                         {
1490                                 msg_print(_("熱で火傷した!", "The heat burns you!"));
1491                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
1492                                                                 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1493                         }
1494                         else
1495                         {
1496                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1497                                 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1498                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1499                         }
1500
1501                         cave_no_regen = TRUE;
1502                 }
1503         }
1504
1505         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1506         {
1507                 int damage = 0;
1508
1509                 if (have_flag(f_ptr->flags, FF_DEEP))
1510                 {
1511                         damage = 6000 + randint0(4000);
1512                 }
1513                 else if (!p_ptr->levitation)
1514                 {
1515                         damage = 3000 + randint0(2000);
1516                 }
1517
1518                 if (damage)
1519                 {
1520                         if (p_ptr->resist_cold) damage = damage / 3;
1521                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1522                         if (p_ptr->levitation) damage = damage / 5;
1523
1524                         damage = damage / 100 + (randint0(100) < (damage % 100));
1525
1526                         if (p_ptr->levitation)
1527                         {
1528                                 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1529                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1530                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1531                         }
1532                         else
1533                         {
1534                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1535                                 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1536                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1537                         }
1538
1539                         cave_no_regen = TRUE;
1540                 }
1541         }
1542
1543         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1544         {
1545                 int damage = 0;
1546
1547                 if (have_flag(f_ptr->flags, FF_DEEP))
1548                 {
1549                         damage = 6000 + randint0(4000);
1550                 }
1551                 else if (!p_ptr->levitation)
1552                 {
1553                         damage = 3000 + randint0(2000);
1554                 }
1555
1556                 if (damage)
1557                 {
1558                         if (p_ptr->resist_elec) damage = damage / 3;
1559                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1560                         if (p_ptr->levitation) damage = damage / 5;
1561
1562                         damage = damage / 100 + (randint0(100) < (damage % 100));
1563
1564                         if (p_ptr->levitation)
1565                         {
1566                                 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1567                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1568                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1569                         }
1570                         else
1571                         {
1572                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1573                                 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1574                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1575                         }
1576
1577                         cave_no_regen = TRUE;
1578                 }
1579         }
1580
1581         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1582         {
1583                 int damage = 0;
1584
1585                 if (have_flag(f_ptr->flags, FF_DEEP))
1586                 {
1587                         damage = 6000 + randint0(4000);
1588                 }
1589                 else if (!p_ptr->levitation)
1590                 {
1591                         damage = 3000 + randint0(2000);
1592                 }
1593
1594                 if (damage)
1595                 {
1596                         if (p_ptr->resist_acid) damage = damage / 3;
1597                         if (IS_OPPOSE_ACID()) damage = damage / 3;
1598                         if (p_ptr->levitation) damage = damage / 5;
1599
1600                         damage = damage / 100 + (randint0(100) < (damage % 100));
1601
1602                         if (p_ptr->levitation)
1603                         {
1604                                 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1605                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1606                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1607                         }
1608                         else
1609                         {
1610                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1611                                 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1612                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1613                         }
1614
1615                         cave_no_regen = TRUE;
1616                 }
1617         }
1618
1619         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1620         {
1621                 int damage = 0;
1622
1623                 if (have_flag(f_ptr->flags, FF_DEEP))
1624                 {
1625                         damage = 6000 + randint0(4000);
1626                 }
1627                 else if (!p_ptr->levitation)
1628                 {
1629                         damage = 3000 + randint0(2000);
1630                 }
1631
1632                 if (damage)
1633                 {
1634                         if (p_ptr->resist_pois) damage = damage / 3;
1635                         if (IS_OPPOSE_POIS()) damage = damage / 3;
1636                         if (p_ptr->levitation) damage = damage / 5;
1637
1638                         damage = damage / 100 + (randint0(100) < (damage % 100));
1639
1640                         if (p_ptr->levitation)
1641                         {
1642                                 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1643                                 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1644                                         f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1645                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1646                         }
1647                         else
1648                         {
1649                                 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1650                                 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1651                                 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1652                                 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1653                         }
1654
1655                         cave_no_regen = TRUE;
1656                 }
1657         }
1658
1659         if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1660             !p_ptr->levitation && !p_ptr->can_swim)
1661         {
1662                 if (p_ptr->total_weight > weight_limit())
1663                 {
1664                         msg_print(_("溺れている!", "You are drowning!"));
1665                         take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1666                         cave_no_regen = TRUE;
1667                 }
1668         }
1669
1670         if (p_ptr->riding)
1671         {
1672                 HIT_POINT damage;
1673                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1674                 {
1675                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1676                         if (prace_is_(RACE_ENT)) damage += damage / 3;
1677                         if (p_ptr->resist_fire) damage = damage / 3;
1678                         if (IS_OPPOSE_FIRE()) damage = damage / 3;
1679                         msg_print(_("熱い!", "It's hot!"));
1680                         take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1681                 }
1682                 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1683                 {
1684                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1685                         if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1686                         if (p_ptr->resist_elec) damage = damage / 3;
1687                         if (IS_OPPOSE_ELEC()) damage = damage / 3;
1688                         msg_print(_("痛い!", "It hurts!"));
1689                         take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1690                 }
1691                 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1692                 {
1693                         damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1694                         if (p_ptr->resist_cold) damage = damage / 3;
1695                         if (IS_OPPOSE_COLD()) damage = damage / 3;
1696                         msg_print(_("冷たい!", "It's cold!"));
1697                         take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1698                 }
1699         }
1700
1701         /* Spectres -- take damage when moving through walls */
1702         /*
1703          * Added: ANYBODY takes damage if inside through walls
1704          * without wraith form -- NOTE: Spectres will never be
1705          * reduced below 0 hp by being inside a stone wall; others
1706          * WILL BE!
1707          */
1708         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1709         {
1710                 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1711                 {
1712                         cptr dam_desc;
1713                         cave_no_regen = TRUE;
1714
1715                         if (p_ptr->pass_wall)
1716                         {
1717                                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1718                                 dam_desc = _("密度", "density");
1719                         }
1720                         else
1721                         {
1722                                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1723                                 dam_desc = _("硬い岩", "solid rock");
1724                         }
1725
1726                         take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1727                 }
1728         }
1729
1730
1731         /*** handle regeneration ***/
1732
1733         /* Getting Weak */
1734         if (p_ptr->food < PY_FOOD_WEAK)
1735         {
1736                 /* Lower regeneration */
1737                 if (p_ptr->food < PY_FOOD_STARVE)
1738                 {
1739                         regen_amount = 0;
1740                 }
1741                 else if (p_ptr->food < PY_FOOD_FAINT)
1742                 {
1743                         regen_amount = PY_REGEN_FAINT;
1744                 }
1745                 else
1746                 {
1747                         regen_amount = PY_REGEN_WEAK;
1748                 }
1749         }
1750
1751         /* Are we walking the pattern? */
1752         if (pattern_effect())
1753         {
1754                 cave_no_regen = TRUE;
1755         }
1756         else
1757         {
1758                 /* Regeneration ability */
1759                 if (p_ptr->regenerate)
1760                 {
1761                         regen_amount = regen_amount * 2;
1762                 }
1763                 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1764                 {
1765                         regen_amount /= 2;
1766                 }
1767                 if (p_ptr->cursed & TRC_SLOW_REGEN)
1768                 {
1769                         regen_amount /= 5;
1770                 }
1771         }
1772
1773
1774         /* Searching or Resting */
1775         if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1776         {
1777                 regen_amount = regen_amount * 2;
1778         }
1779
1780         upkeep_factor = calculate_upkeep();
1781
1782         /* No regeneration while special action */
1783         if ((p_ptr->action == ACTION_LEARN) ||
1784             (p_ptr->action == ACTION_HAYAGAKE) ||
1785             (p_ptr->special_defense & KATA_KOUKIJIN))
1786         {
1787                 upkeep_factor += 100;
1788         }
1789
1790         /* Regenerate the mana */
1791         regenmana(upkeep_factor, regen_amount);
1792
1793
1794         /* Recharge magic eater's power */
1795         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1796         {
1797                 regenmagic(regen_amount);
1798         }
1799
1800         if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1801         {
1802                 while (upkeep_factor > 100)
1803                 {
1804                         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!"));
1805                         msg_print(NULL);
1806                         do_cmd_pet_dismiss();
1807
1808                         upkeep_factor = calculate_upkeep();
1809
1810                         msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1811                         msg_print(NULL);
1812                 }
1813         }
1814
1815         /* Poisoned or cut yields no healing */
1816         if (p_ptr->poisoned) regen_amount = 0;
1817         if (p_ptr->cut) regen_amount = 0;
1818
1819         /* Special floor -- Pattern, in a wall -- yields no healing */
1820         if (cave_no_regen) regen_amount = 0;
1821
1822         regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1823
1824         /* Regenerate Hit Points if needed */
1825         if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1826         {
1827                 regenhp(regen_amount);
1828         }
1829 }
1830
1831 /*!
1832  * @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
1833  * / Handle timeout every 10 game turns
1834  * @return なし
1835  */
1836 static void process_world_aux_timeout(void)
1837 {
1838         const int dec_count = (easy_band ? 2 : 1);
1839
1840         /*** Timeout Various Things ***/
1841
1842         /* Mimic */
1843         if (p_ptr->tim_mimic)
1844         {
1845                 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1846         }
1847
1848         /* Hack -- Hallucinating */
1849         if (p_ptr->image)
1850         {
1851                 (void)set_image(p_ptr->image - dec_count);
1852         }
1853
1854         /* Blindness */
1855         if (p_ptr->blind)
1856         {
1857                 (void)set_blind(p_ptr->blind - dec_count);
1858         }
1859
1860         /* Times see-invisible */
1861         if (p_ptr->tim_invis)
1862         {
1863                 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1864         }
1865
1866         if (multi_rew)
1867         {
1868                 multi_rew = FALSE;
1869         }
1870
1871         /* Timed esp */
1872         if (p_ptr->tim_esp)
1873         {
1874                 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1875         }
1876
1877         /* Timed temporary elemental brands. -LM- */
1878         if (p_ptr->ele_attack)
1879         {
1880                 p_ptr->ele_attack--;
1881
1882                 /* Clear all temporary elemental brands. */
1883                 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1884         }
1885
1886         /* Timed temporary elemental immune. -LM- */
1887         if (p_ptr->ele_immune)
1888         {
1889                 p_ptr->ele_immune--;
1890
1891                 /* Clear all temporary elemental brands. */
1892                 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1893         }
1894
1895         /* Timed infra-vision */
1896         if (p_ptr->tim_infra)
1897         {
1898                 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1899         }
1900
1901         /* Timed stealth */
1902         if (p_ptr->tim_stealth)
1903         {
1904                 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1905         }
1906
1907         /* Timed levitation */
1908         if (p_ptr->tim_levitation)
1909         {
1910                 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1911         }
1912
1913         /* Timed sh_touki */
1914         if (p_ptr->tim_sh_touki)
1915         {
1916                 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1917         }
1918
1919         /* Timed sh_fire */
1920         if (p_ptr->tim_sh_fire)
1921         {
1922                 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1923         }
1924
1925         /* Timed sh_holy */
1926         if (p_ptr->tim_sh_holy)
1927         {
1928                 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1929         }
1930
1931         /* Timed eyeeye */
1932         if (p_ptr->tim_eyeeye)
1933         {
1934                 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1935         }
1936
1937         /* Timed resist-magic */
1938         if (p_ptr->resist_magic)
1939         {
1940                 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1941         }
1942
1943         /* Timed regeneration */
1944         if (p_ptr->tim_regen)
1945         {
1946                 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1947         }
1948
1949         /* Timed resist nether */
1950         if (p_ptr->tim_res_nether)
1951         {
1952                 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1953         }
1954
1955         /* Timed resist time */
1956         if (p_ptr->tim_res_time)
1957         {
1958                 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1959         }
1960
1961         /* Timed reflect */
1962         if (p_ptr->tim_reflect)
1963         {
1964                 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1965         }
1966
1967         /* Multi-shadow */
1968         if (p_ptr->multishadow)
1969         {
1970                 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1971         }
1972
1973         /* Timed Robe of dust */
1974         if (p_ptr->dustrobe)
1975         {
1976                 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1977         }
1978
1979         /* Timed infra-vision */
1980         if (p_ptr->kabenuke)
1981         {
1982                 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1983         }
1984
1985         /* Paralysis */
1986         if (p_ptr->paralyzed)
1987         {
1988                 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1989         }
1990
1991         /* Confusion */
1992         if (p_ptr->confused)
1993         {
1994                 (void)set_confused(p_ptr->confused - dec_count);
1995         }
1996
1997         /* Afraid */
1998         if (p_ptr->afraid)
1999         {
2000                 (void)set_afraid(p_ptr->afraid - dec_count);
2001         }
2002
2003         /* Fast */
2004         if (p_ptr->fast)
2005         {
2006                 (void)set_fast(p_ptr->fast - 1, TRUE);
2007         }
2008
2009         /* Slow */
2010         if (p_ptr->slow)
2011         {
2012                 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2013         }
2014
2015         /* Protection from evil */
2016         if (p_ptr->protevil)
2017         {
2018                 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2019         }
2020
2021         /* Invulnerability */
2022         if (p_ptr->invuln)
2023         {
2024                 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2025         }
2026
2027         /* Wraith form */
2028         if (p_ptr->wraith_form)
2029         {
2030                 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2031         }
2032
2033         /* Heroism */
2034         if (p_ptr->hero)
2035         {
2036                 (void)set_hero(p_ptr->hero - 1, TRUE);
2037         }
2038
2039         /* Super Heroism */
2040         if (p_ptr->shero)
2041         {
2042                 (void)set_shero(p_ptr->shero - 1, TRUE);
2043         }
2044
2045         /* Blessed */
2046         if (p_ptr->blessed)
2047         {
2048                 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2049         }
2050
2051         /* Shield */
2052         if (p_ptr->shield)
2053         {
2054                 (void)set_shield(p_ptr->shield - 1, TRUE);
2055         }
2056
2057         /* Tsubureru */
2058         if (p_ptr->tsubureru)
2059         {
2060                 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2061         }
2062
2063         /* Magicdef */
2064         if (p_ptr->magicdef)
2065         {
2066                 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2067         }
2068
2069         /* Tsuyoshi */
2070         if (p_ptr->tsuyoshi)
2071         {
2072                 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2073         }
2074
2075         /* Oppose Acid */
2076         if (p_ptr->oppose_acid)
2077         {
2078                 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2079         }
2080
2081         /* Oppose Lightning */
2082         if (p_ptr->oppose_elec)
2083         {
2084                 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2085         }
2086
2087         /* Oppose Fire */
2088         if (p_ptr->oppose_fire)
2089         {
2090                 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2091         }
2092
2093         /* Oppose Cold */
2094         if (p_ptr->oppose_cold)
2095         {
2096                 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2097         }
2098
2099         /* Oppose Poison */
2100         if (p_ptr->oppose_pois)
2101         {
2102                 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2103         }
2104
2105         if (p_ptr->ult_res)
2106         {
2107                 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2108         }
2109
2110         /*** Poison and Stun and Cut ***/
2111
2112         /* Poison */
2113         if (p_ptr->poisoned)
2114         {
2115                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2116
2117                 /* Apply some healing */
2118                 (void)set_poisoned(p_ptr->poisoned - adjust);
2119         }
2120
2121         /* Stun */
2122         if (p_ptr->stun)
2123         {
2124                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2125
2126                 /* Apply some healing */
2127                 (void)set_stun(p_ptr->stun - adjust);
2128         }
2129
2130         /* Cut */
2131         if (p_ptr->cut)
2132         {
2133                 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2134
2135                 /* Hack -- Truly "mortal" wound */
2136                 if (p_ptr->cut > 1000) adjust = 0;
2137
2138                 /* Apply some healing */
2139                 (void)set_cut(p_ptr->cut - adjust);
2140         }
2141 }
2142
2143
2144 /*!
2145  * @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
2146  * / Handle burning fuel every 10 game turns
2147  * @return なし
2148  */
2149 static void process_world_aux_light(void)
2150 {
2151         /* Check for light being wielded */
2152         object_type *o_ptr = &inventory[INVEN_LITE];
2153
2154         /* Burn some fuel in the current lite */
2155         if (o_ptr->tval == TV_LITE)
2156         {
2157                 /* Hack -- Use some fuel (except on artifacts) */
2158                 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2159                 {
2160                         /* Decrease life-span */
2161                         if (o_ptr->name2 == EGO_LITE_LONG)
2162                         {
2163                                 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2164                         }
2165                         else o_ptr->xtra4--;
2166
2167                         /* Notice interesting fuel steps */
2168                         notice_lite_change(o_ptr);
2169                 }
2170         }
2171 }
2172
2173
2174 /*!
2175  * @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
2176  * / Handle mutation effects once every 10 game turns
2177  * @return なし
2178  */
2179 static void process_world_aux_mutation(void)
2180 {
2181         /* No mutation with effects */
2182         if (!p_ptr->muta2) return;
2183
2184         /* No effect on monster arena */
2185         if (p_ptr->inside_battle) return;
2186
2187         /* No effect on the global map */
2188         if (p_ptr->wild_mode) return;
2189
2190         if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2191         {
2192                 disturb(FALSE, TRUE);
2193                 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2194                 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2195                 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2196                 (void)set_afraid(0);
2197         }
2198
2199         if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2200         {
2201                 if (!p_ptr->resist_fear)
2202                 {
2203                         disturb(FALSE, TRUE);
2204                         msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2205                         set_afraid(p_ptr->afraid + 13 + randint1(26));
2206                 }
2207         }
2208
2209         if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2210         {
2211                 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2212                 {
2213                         disturb(FALSE, TRUE);
2214                         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..."));
2215                         msg_print(NULL);
2216                         teleport_player(40, TELEPORT_PASSIVE);
2217                 }
2218         }
2219
2220         if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2221         {
2222                 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2223                 {
2224                         disturb(FALSE, TRUE);
2225                         p_ptr->redraw |= PR_EXTRA;
2226                         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*!"));
2227                 }
2228
2229                 if (!p_ptr->resist_conf)
2230                 {
2231                         (void)set_confused(p_ptr->confused + randint0(20) + 15);
2232                 }
2233
2234                 if (!p_ptr->resist_chaos)
2235                 {
2236                         if (one_in_(20))
2237                         {
2238                                 msg_print(NULL);
2239                                 if (one_in_(3)) lose_all_info();
2240                                 else wiz_dark();
2241                                 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2242                                 wiz_dark();
2243                                 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..."));
2244                                 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!"));
2245                         }
2246                         else
2247                         {
2248                                 if (one_in_(3))
2249                                 {
2250                                         msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2251                                         (void)set_image(p_ptr->image + randint0(150) + 150);
2252                                 }
2253                         }
2254                 }
2255         }
2256
2257         if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2258         {
2259                 if (!p_ptr->resist_chaos)
2260                 {
2261                         disturb(FALSE, TRUE);
2262                         p_ptr->redraw |= PR_EXTRA;
2263                         (void)set_image(p_ptr->image + randint0(50) + 20);
2264                 }
2265         }
2266
2267         if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2268         {
2269                 disturb(FALSE, TRUE);
2270                 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2271                 msg_print(NULL);
2272                 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2273         }
2274
2275         if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2276             !p_ptr->anti_magic && one_in_(9000))
2277         {
2278                 int dire = 0;
2279                 disturb(FALSE, TRUE);
2280                 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!", 
2281                                                 "Magical energy flows through you! You must release it!"));
2282
2283                 flush();
2284                 msg_print(NULL);
2285                 (void)get_hack_dir(&dire);
2286                 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2287         }
2288
2289         if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2290         {
2291                 bool pet = one_in_(6);
2292                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2293
2294                 if (pet) mode |= PM_FORCE_PET;
2295                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2296
2297                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode))
2298                 {
2299                         msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2300                         disturb(FALSE, TRUE);
2301                 }
2302         }
2303
2304         if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2305         {
2306                 disturb(FALSE, TRUE);
2307                 if (one_in_(2))
2308                 {
2309                         msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2310
2311                         if (p_ptr->fast > 0)
2312                         {
2313                                 set_fast(0, TRUE);
2314                         }
2315                         else
2316                         {
2317                                 set_slow(randint1(30) + 10, FALSE);
2318                         }
2319                 }
2320                 else
2321                 {
2322                         msg_print(_("精力的になった気がする。", "You feel more energetic."));
2323
2324                         if (p_ptr->slow > 0)
2325                         {
2326                                 set_slow(0, TRUE);
2327                         }
2328                         else
2329                         {
2330                                 set_fast(randint1(30) + 10, FALSE);
2331                         }
2332                 }
2333                 msg_print(NULL);
2334         }
2335         if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2336         {
2337                 disturb(FALSE, TRUE);
2338                 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2339
2340                 banish_monsters(100);
2341                 if (!dun_level && p_ptr->town_num)
2342                 {
2343                         int n;
2344
2345                         /* Pick a random shop (except home) */
2346                         do
2347                         {
2348                                 n = randint0(MAX_STORES);
2349                         }
2350                         while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2351
2352                         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!"));
2353                         store_shuffle(n);
2354                 }
2355                 msg_print(NULL);
2356         }
2357
2358         if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2359         {
2360                 object_type *o_ptr;
2361
2362                 msg_print(_("影につつまれた。", "A shadow passes over you."));
2363                 msg_print(NULL);
2364
2365                 /* Absorb light from the current possition */
2366                 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2367                 {
2368                         hp_player(10);
2369                 }
2370
2371                 o_ptr = &inventory[INVEN_LITE];
2372
2373                 /* Absorb some fuel in the current lite */
2374                 if (o_ptr->tval == TV_LITE)
2375                 {
2376                         /* Use some fuel (except on artifacts) */
2377                         if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2378                         {
2379                                 /* Heal the player a bit */
2380                                 hp_player(o_ptr->xtra4 / 20);
2381
2382                                 /* Decrease life-span of lite */
2383                                 o_ptr->xtra4 /= 2;
2384                                 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2385
2386                                 /* Notice interesting fuel steps */
2387                                 notice_lite_change(o_ptr);
2388                         }
2389                 }
2390
2391                 /*
2392                  * Unlite the area (radius 10) around player and
2393                  * do 50 points damage to every affected monster
2394                  */
2395                 unlite_area(50, 10);
2396         }
2397
2398         if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2399         {
2400                 bool pet = one_in_(3);
2401                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2402
2403                 if (pet) mode |= PM_FORCE_PET;
2404                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2405
2406                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
2407                 {
2408                         msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2409                         disturb(FALSE, TRUE);
2410                 }
2411         }
2412
2413         if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2414         {
2415                 disturb(FALSE, TRUE);
2416                 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2417
2418                 msg_print(NULL);
2419                 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2420         }
2421         if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2422         {
2423                 if (!lose_mutation(0))
2424                         msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2425         }
2426         if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2427         {
2428                 disturb(FALSE, TRUE);
2429                 msg_print(_("非物質化した!", "You feel insubstantial!"));
2430
2431                 msg_print(NULL);
2432                 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2433         }
2434         if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2435         {
2436                 do_poly_wounds();
2437         }
2438         if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2439         {
2440                 int which_stat = randint0(A_MAX);
2441                 int sustained = FALSE;
2442
2443                 switch (which_stat)
2444                 {
2445                 case A_STR:
2446                         if (p_ptr->sustain_str) sustained = TRUE;
2447                         break;
2448                 case A_INT:
2449                         if (p_ptr->sustain_int) sustained = TRUE;
2450                         break;
2451                 case A_WIS:
2452                         if (p_ptr->sustain_wis) sustained = TRUE;
2453                         break;
2454                 case A_DEX:
2455                         if (p_ptr->sustain_dex) sustained = TRUE;
2456                         break;
2457                 case A_CON:
2458                         if (p_ptr->sustain_con) sustained = TRUE;
2459                         break;
2460                 case A_CHR:
2461                         if (p_ptr->sustain_chr) sustained = TRUE;
2462                         break;
2463                 default:
2464                         msg_print(_("不正な状態!", "Invalid stat chosen!"));
2465                         sustained = TRUE;
2466                 }
2467
2468                 if (!sustained)
2469                 {
2470                         disturb(FALSE, TRUE);
2471                         msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2472                         msg_print(NULL);
2473                         (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2474                 }
2475         }
2476         if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2477         {
2478                 bool pet = one_in_(5);
2479                 BIT_FLAGS mode = PM_ALLOW_GROUP;
2480
2481                 if (pet) mode |= PM_FORCE_PET;
2482                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2483
2484                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
2485                 {
2486                         msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2487                         disturb(FALSE, TRUE);
2488                 }
2489         }
2490         if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2491         {
2492                 if (p_ptr->tim_esp > 0)
2493                 {
2494                         msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2495                         set_tim_esp(0, TRUE);
2496                 }
2497                 else
2498                 {
2499                         msg_print(_("精神が広がった!", "Your mind expands!"));
2500                         set_tim_esp(p_ptr->lev, FALSE);
2501                 }
2502         }
2503         if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2504         {
2505                 disturb(FALSE, TRUE);
2506                 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2507                 msg_print(NULL);
2508                 set_food(PY_FOOD_WEAK);
2509                 if (music_singing_any()) stop_singing();
2510                 if (hex_spelling_any()) stop_hex_spell_all();
2511         }
2512
2513         if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2514         {
2515                 alter_reality();
2516         }
2517
2518         if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2519         {
2520                 int danger_amount = 0;
2521                 MONSTER_IDX monster;
2522
2523                 for (monster = 0; monster < m_max; monster++)
2524                 {
2525                         monster_type *m_ptr = &m_list[monster];
2526                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2527
2528                         /* Paranoia -- Skip dead monsters */
2529                         if (!m_ptr->r_idx) continue;
2530
2531                         if (r_ptr->level >= p_ptr->lev)
2532                         {
2533                                 danger_amount += r_ptr->level - p_ptr->lev + 1;
2534                         }
2535                 }
2536
2537                 if (danger_amount > 100)
2538                         msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2539                 else if (danger_amount > 50)
2540                         msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2541                 else if (danger_amount > 20)
2542                         msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2543                 else if (danger_amount > 10)
2544                         msg_print(_("心配な気がする!", "You feel paranoid!"));
2545                 else if (danger_amount > 5)
2546                         msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2547                 else
2548                         msg_print(_("寂しい気がする。", "You feel lonely."));
2549         }
2550
2551         if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2552         {
2553                 disturb(FALSE, TRUE);
2554                 msg_print(_("無敵な気がする!", "You feel invincible!"));
2555                 msg_print(NULL);
2556                 (void)set_invuln(randint1(8) + 8, FALSE);
2557         }
2558
2559         if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2560         {
2561                 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2562
2563                 if (wounds > 0)
2564                 {
2565                         HIT_POINT healing = p_ptr->csp;
2566                         if (healing > wounds) healing = wounds;
2567
2568                         hp_player(healing);
2569                         p_ptr->csp -= healing;
2570                         p_ptr->redraw |= (PR_HP | PR_MANA);
2571                 }
2572         }
2573
2574         if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2575         {
2576                 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2577
2578                 if (wounds > 0)
2579                 {
2580                         HIT_POINT healing = p_ptr->chp;
2581                         if (healing > wounds) healing = wounds;
2582
2583                         p_ptr->csp += healing;
2584                         p_ptr->redraw |= (PR_HP | PR_MANA);
2585                         take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2586                 }
2587         }
2588
2589         if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2590         {
2591                 INVENTORY_IDX slot = 0;
2592                 object_type *o_ptr = NULL;
2593
2594                 disturb(FALSE, TRUE);
2595                 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2596                 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2597
2598                 msg_print(NULL);
2599                 if (buki_motteruka(INVEN_RARM))
2600                 {
2601                         slot = INVEN_RARM;
2602                         o_ptr = &inventory[INVEN_RARM];
2603
2604                         if (buki_motteruka(INVEN_LARM) && one_in_(2))
2605                         {
2606                                 o_ptr = &inventory[INVEN_LARM];
2607                                 slot = INVEN_LARM;
2608                         }
2609                 }
2610                 else if (buki_motteruka(INVEN_LARM))
2611                 {
2612                         o_ptr = &inventory[INVEN_LARM];
2613                         slot = INVEN_LARM;
2614                 }
2615                 if (slot && !object_is_cursed(o_ptr))
2616                 {
2617                         msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2618                         inven_drop(slot, 1);
2619                 }
2620         }
2621
2622 }
2623
2624 /*!
2625  * @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
2626  * / Handle curse effects once every 10 game turns
2627  * @return なし
2628  */
2629 static void process_world_aux_curse(void)
2630 {
2631         if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2632         {
2633                 /*
2634                  * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2635                  * can actually be useful!
2636                  */
2637                 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2638                 {
2639                         char o_name[MAX_NLEN];
2640                         object_type *o_ptr;
2641                         int i, i_keep = 0, count = 0;
2642
2643                         /* Scan the equipment with random teleport ability */
2644                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2645                         {
2646                                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2647                                 o_ptr = &inventory[i];
2648
2649                                 /* Skip non-objects */
2650                                 if (!o_ptr->k_idx) continue;
2651
2652                                 /* Extract the item flags */
2653                                 object_flags(o_ptr, flgs);
2654
2655                                 if (have_flag(flgs, TR_TELEPORT))
2656                                 {
2657                                         /* {.} will stop random teleportation. */
2658                                         if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2659                                         {
2660                                                 count++;
2661                                                 if (one_in_(count)) i_keep = i;
2662                                         }
2663                                 }
2664                         }
2665
2666                         o_ptr = &inventory[i_keep];
2667                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2668                         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);
2669                         if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2670                         {
2671                                 disturb(FALSE, TRUE);
2672                                 teleport_player(50, 0L);
2673                         }
2674                         else
2675                         {
2676                                 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", 
2677                                                          "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2678                                 disturb(TRUE, TRUE);
2679                         }
2680                 }
2681                 /* Make a chainsword noise */
2682                 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2683                 {
2684                         char noise[1024];
2685                         if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2686                                 msg_print(noise);
2687                         disturb(FALSE, FALSE);
2688                 }
2689                 /* TY Curse */
2690                 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2691                 {
2692                         int count = 0;
2693                         (void)activate_ty_curse(FALSE, &count);
2694                 }
2695                 /* Handle experience draining */
2696                 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2697                 {
2698                         p_ptr->exp -= (p_ptr->lev + 1) / 2;
2699                         if (p_ptr->exp < 0) p_ptr->exp = 0;
2700                         p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2701                         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2702                         check_experience();
2703                 }
2704                 /* Add light curse (Later) */
2705                 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2706                 {
2707                         BIT_FLAGS new_curse;
2708                         object_type *o_ptr;
2709
2710                         o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2711
2712                         new_curse = get_curse(0, o_ptr);
2713                         if (!(o_ptr->curse_flags & new_curse))
2714                         {
2715                                 char o_name[MAX_NLEN];
2716
2717                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2718
2719                                 o_ptr->curse_flags |= new_curse;
2720                                 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);
2721
2722                                 o_ptr->feeling = FEEL_NONE;
2723
2724                                 p_ptr->update |= (PU_BONUS);
2725                         }
2726                 }
2727                 /* Add heavy curse (Later) */
2728                 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2729                 {
2730                         BIT_FLAGS new_curse;
2731                         object_type *o_ptr;
2732
2733                         o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2734
2735                         new_curse = get_curse(1, o_ptr);
2736                         if (!(o_ptr->curse_flags & new_curse))
2737                         {
2738                                 char o_name[MAX_NLEN];
2739
2740                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2741
2742                                 o_ptr->curse_flags |= new_curse;
2743                                 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);
2744                                 o_ptr->feeling = FEEL_NONE;
2745
2746                                 p_ptr->update |= (PU_BONUS);
2747                         }
2748                 }
2749                 /* Call animal */
2750                 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2751                 {
2752                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
2753                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2754                         {
2755                                 char o_name[MAX_NLEN];
2756
2757                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2758                                 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2759                                 disturb(FALSE, TRUE);
2760                         }
2761                 }
2762                 /* Call demon */
2763                 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2764                 {
2765                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2766                         {
2767                                 char o_name[MAX_NLEN];
2768
2769                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2770                                 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2771                                 disturb(FALSE, TRUE);
2772                         }
2773                 }
2774                 /* Call dragon */
2775                 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2776                 {
2777                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2778                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2779                         {
2780                                 char o_name[MAX_NLEN];
2781
2782                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2783                                 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2784                                 disturb(FALSE, TRUE);
2785                         }
2786                 }
2787                 /* Call undead */
2788                 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2789                 {
2790                         if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2791                             (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2792                         {
2793                                 char o_name[MAX_NLEN];
2794
2795                                 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2796                                 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2797                                 disturb(FALSE, TRUE);
2798                         }
2799                 }
2800                 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2801                 {
2802                         if (!p_ptr->resist_fear)
2803                         {
2804                                 disturb(FALSE, TRUE);
2805                                 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2806                                 set_afraid(p_ptr->afraid + 13 + randint1(26));
2807                         }
2808                 }
2809                 /* Teleport player */
2810                 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2811                 {
2812                         disturb(FALSE, TRUE);
2813
2814                         /* Teleport player */
2815                         teleport_player(40, TELEPORT_PASSIVE);
2816                 }
2817                 /* Handle HP draining */
2818                 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2819                 {
2820                         char o_name[MAX_NLEN];
2821
2822                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2823                         msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2824                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2825                 }
2826                 /* Handle mana draining */
2827                 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2828                 {
2829                         char o_name[MAX_NLEN];
2830
2831                         object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2832                         msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2833                         p_ptr->csp -= MIN(p_ptr->lev, 50);
2834                         if (p_ptr->csp < 0)
2835                         {
2836                                 p_ptr->csp = 0;
2837                                 p_ptr->csp_frac = 0;
2838                         }
2839                         p_ptr->redraw |= PR_MANA;
2840                 }
2841         }
2842
2843         /* Rarely, take damage from the Jewel of Judgement */
2844         if (one_in_(999) && !p_ptr->anti_magic)
2845         {
2846                 object_type *o_ptr = &inventory[INVEN_LITE];
2847
2848                 if (o_ptr->name1 == ART_JUDGE)
2849                 {
2850                         if (object_is_known(o_ptr))
2851                                 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!"));
2852                         else
2853                                 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2854                         take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2855                 }
2856         }
2857 }
2858
2859
2860 /*!
2861  * @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
2862  * / Handle recharging objects once every 10 game turns
2863  * @return なし
2864  */
2865 static void process_world_aux_recharge(void)
2866 {
2867         int i;
2868         bool changed;
2869
2870         /* Process equipment */
2871         for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2872         {
2873                 /* Get the object */
2874                 object_type *o_ptr = &inventory[i];
2875
2876                 /* Skip non-objects */
2877                 if (!o_ptr->k_idx) continue;
2878
2879                 /* Recharge activatable objects */
2880                 if (o_ptr->timeout > 0)
2881                 {
2882                         /* Recharge */
2883                         o_ptr->timeout--;
2884
2885                         /* Notice changes */
2886                         if (!o_ptr->timeout)
2887                         {
2888                                 recharged_notice(o_ptr);
2889                                 changed = TRUE;
2890                         }
2891                 }
2892         }
2893
2894         /* Notice changes */
2895         if (changed)
2896         {
2897                 p_ptr->window |= (PW_EQUIP);
2898                 wild_regen = 20;
2899         }
2900
2901         /*
2902          * Recharge rods.  Rods now use timeout to control charging status,
2903          * and each charging rod in a stack decreases the stack's timeout by
2904          * one per turn. -LM-
2905          */
2906         for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2907         {
2908                 object_type *o_ptr = &inventory[i];
2909                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2910
2911                 /* Skip non-objects */
2912                 if (!o_ptr->k_idx) continue;
2913
2914                 /* Examine all charging rods or stacks of charging rods. */
2915                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2916                 {
2917                         /* Determine how many rods are charging. */
2918                         TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2919                         if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2920
2921                         /* Decrease timeout by that number. */
2922                         o_ptr->timeout -= temp;
2923
2924                         /* Boundary control. */
2925                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2926
2927                         /* Notice changes, provide message if object is inscribed. */
2928                         if (!(o_ptr->timeout))
2929                         {
2930                                 recharged_notice(o_ptr);
2931                                 changed = TRUE;
2932                         }
2933
2934                         /* One of the stack of rod is charged */
2935                         else if (o_ptr->timeout % k_ptr->pval)
2936                         {
2937                                 changed = TRUE;
2938                         }
2939                 }
2940         }
2941
2942         /* Notice changes */
2943         if (changed)
2944         {
2945                 p_ptr->window |= (PW_INVEN);
2946                 wild_regen = 20;
2947         }
2948
2949         /* Process objects on floor */
2950         for (i = 1; i < o_max; i++)
2951         {
2952                 /* Access object */
2953                 object_type *o_ptr = &o_list[i];
2954
2955                 /* Skip dead objects */
2956                 if (!o_ptr->k_idx) continue;
2957
2958                 /* Recharge rods on the ground.  No messages. */
2959                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2960                 {
2961                         /* Charge it */
2962                         o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2963
2964                         /* Boundary control. */
2965                         if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2966                 }
2967         }
2968 }
2969
2970
2971 /*!
2972  * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2973  * / Handle involuntary movement once every 10 game turns
2974  * @return なし
2975  */
2976 static void process_world_aux_movement(void)
2977 {
2978         /* Delayed Word-of-Recall */
2979         if (p_ptr->word_recall)
2980         {
2981                 /*
2982                  * HACK: Autosave BEFORE resetting the recall counter (rr9)
2983                  * The player is yanked up/down as soon as
2984                  * he loads the autosaved game.
2985                  */
2986                 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2987                         do_cmd_save_game(TRUE);
2988
2989                 /* Count down towards recall */
2990                 p_ptr->word_recall--;
2991
2992                 p_ptr->redraw |= (PR_STATUS);
2993
2994                 /* Activate the recall */
2995                 if (!p_ptr->word_recall)
2996                 {
2997                         /* Disturbing! */
2998                         disturb(FALSE, TRUE);
2999
3000                         /* Determine the level */
3001                         if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3002                         {
3003                                 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3004
3005                                 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3006                                 if (record_stair)
3007                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3008
3009                                 dun_level = 0;
3010                                 dungeon_type = 0;
3011
3012                                 leave_quest_check();
3013                                 leave_tower_check();
3014
3015                                 p_ptr->inside_quest = 0;
3016
3017                                 p_ptr->leaving = TRUE;
3018                         }
3019                         else
3020                         {
3021                                 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3022
3023                                 dungeon_type = p_ptr->recall_dungeon;
3024
3025                                 if (record_stair)
3026                                         do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3027
3028                                 /* New depth */
3029                                 dun_level = max_dlv[dungeon_type];
3030                                 if (dun_level < 1) dun_level = 1;
3031
3032                                 /* Nightmare mode makes recall more dangerous */
3033                                 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3034                                 {
3035                                         if (dun_level < 50)
3036                                         {
3037                                                 dun_level *= 2;
3038                                         }
3039                                         else if (dun_level < 99)
3040                                         {
3041                                                 dun_level = (dun_level + 99) / 2;
3042                                         }
3043                                         else if (dun_level > 100)
3044                                         {
3045                                                 dun_level = d_info[dungeon_type].maxdepth - 1;
3046                                         }
3047                                 }
3048
3049                                 if (p_ptr->wild_mode)
3050                                 {
3051                                         p_ptr->wilderness_y = p_ptr->y;
3052                                         p_ptr->wilderness_x = p_ptr->x;
3053                                 }
3054                                 else
3055                                 {
3056                                         /* Save player position */
3057                                         p_ptr->oldpx = p_ptr->x;
3058                                         p_ptr->oldpy = p_ptr->y;
3059                                 }
3060                                 p_ptr->wild_mode = FALSE;
3061
3062                                 /*
3063                                  * Clear all saved floors
3064                                  * and create a first saved floor
3065                                  */
3066                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3067
3068                                 /* Leaving */
3069                                 p_ptr->leaving = TRUE;
3070
3071                                 if (dungeon_type == DUNGEON_ANGBAND)
3072                                 {
3073                                         int i;
3074
3075                                         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3076                                         {
3077                                                 quest_type* const q_ptr = &quest[i];
3078
3079                                                 
3080                                                 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3081                                                     (q_ptr->status == QUEST_STATUS_TAKEN) &&
3082                                                     (q_ptr->level < dun_level))
3083                                                 {
3084                                                         q_ptr->status = QUEST_STATUS_FAILED;
3085                                                         q_ptr->complev = (byte)p_ptr->lev;
3086                                                         update_playtime();
3087                                                         q_ptr->comptime = playtime;
3088                                                         r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3089                                                 }
3090                                         }
3091                                 }
3092                         }
3093
3094                         sound(SOUND_TPLEVEL);
3095                 }
3096         }
3097
3098
3099         /* Delayed Alter reality */
3100         if (p_ptr->alter_reality)
3101         {
3102                 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3103                         do_cmd_save_game(TRUE);
3104
3105                 /* Count down towards alter */
3106                 p_ptr->alter_reality--;
3107
3108                 p_ptr->redraw |= (PR_STATUS);
3109
3110                 /* Activate the alter reality */
3111                 if (!p_ptr->alter_reality)
3112                 {
3113                         /* Disturbing! */
3114                         disturb(FALSE, TRUE);
3115
3116                         /* Determine the level */
3117                         if (!quest_number(dun_level) && dun_level)
3118                         {
3119                                 msg_print(_("世界が変わった!", "The world changes!"));
3120
3121                                 /*
3122                                  * Clear all saved floors
3123                                  * and create a first saved floor
3124                                  */
3125                                 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3126
3127                                 /* Leaving */
3128                                 p_ptr->leaving = TRUE;
3129                         }
3130                         else
3131                         {
3132                                 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3133                         }
3134
3135                         sound(SOUND_TPLEVEL);
3136                 }
3137         }
3138 }
3139
3140
3141 /*!
3142  * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3143  * / Count number of adjacent monsters
3144  * @param m_idx 隣接数を調べたいモンスターのID
3145  * @return 隣接しているモンスターの数
3146  */
3147 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3148 {
3149         monster_type *m_ptr = &m_list[m_idx];
3150         POSITION my = m_ptr->fy;
3151         POSITION mx = m_ptr->fx;
3152         int i;
3153         int count = 0;
3154
3155         for (i = 0; i < 7; i++)
3156         {
3157                 int ay = my + ddy_ddd[i];
3158                 int ax = mx + ddx_ddd[i];
3159
3160                 if (!in_bounds(ay, ax)) continue;
3161
3162                 /* Count number of monsters */
3163                 if (cave[ay][ax].m_idx > 0) count++;
3164         }
3165
3166         return count;
3167 }
3168
3169
3170
3171 /*!
3172  * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3173  */
3174 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3175
3176 /*!
3177  * @brief ダンジョンの雰囲気を算出する。
3178  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3179  * @return 算出されたダンジョンの雰囲気ランク
3180  */
3181 static byte get_dungeon_feeling(void)
3182 {
3183         const int base = 10;
3184         int rating = 0;
3185         IDX i;
3186
3187         /* Hack -- no feeling in the town */
3188         if (!dun_level) return 0;
3189
3190         /* Examine each monster */
3191         for (i = 1; i < m_max; i++)
3192         {
3193                 monster_type *m_ptr = &m_list[i];
3194                 monster_race *r_ptr;
3195                 int delta = 0;
3196
3197                 /* Skip dead monsters */
3198                 if (!m_ptr->r_idx) continue;
3199
3200                 /* Ignore pet */
3201                 if (is_pet(m_ptr)) continue;
3202
3203                 r_ptr = &r_info[m_ptr->r_idx];
3204
3205                 /* Unique monsters */
3206                 if (r_ptr->flags1 & (RF1_UNIQUE))
3207                 {
3208                         /* Nearly out-of-depth unique monsters */
3209                         if (r_ptr->level + 10 > dun_level)
3210                         {
3211                                 /* Boost rating by twice delta-depth */
3212                                 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3213                         }
3214                 }
3215                 else
3216                 {
3217                         /* Out-of-depth monsters */
3218                         if (r_ptr->level > dun_level)
3219                         {
3220                                 /* Boost rating by delta-depth */
3221                                 delta += (r_ptr->level - dun_level) * base;
3222                         }
3223                 }
3224
3225                 /* Unusually crowded monsters get a little bit of rating boost */
3226                 if (r_ptr->flags1 & RF1_FRIENDS)
3227                 {
3228                         if (5 <= get_monster_crowd_number(i)) delta += 1;
3229                 }
3230                 else
3231                 {
3232                         if (2 <= get_monster_crowd_number(i)) delta += 1;
3233                 }
3234
3235
3236                 rating += RATING_BOOST(delta);
3237         }
3238
3239         /* Examine each unidentified object */
3240         for (i = 1; i < o_max; i++)
3241         {
3242                 object_type *o_ptr = &o_list[i];
3243                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3244                 int delta = 0;
3245
3246                 /* Skip dead objects */
3247                 if (!o_ptr->k_idx) continue;
3248
3249                 /* Skip known objects */
3250                 if (object_is_known(o_ptr))
3251                 {
3252                         /* Touched? */
3253                         if (o_ptr->marked & OM_TOUCHED) continue;
3254                 }
3255
3256                 /* Skip pseudo-known objects */
3257                 if (o_ptr->ident & IDENT_SENSE) continue;
3258
3259                 /* Ego objects */
3260                 if (object_is_ego(o_ptr))
3261                 {
3262                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
3263
3264                         delta += e_ptr->rating * base;
3265                 }
3266
3267                 /* Artifacts */
3268                 if (object_is_artifact(o_ptr))
3269                 {
3270                         PRICE cost = object_value_real(o_ptr);
3271
3272                         delta += 10 * base;
3273                         if (cost > 10000L) delta += 10 * base;
3274                         if (cost > 50000L) delta += 10 * base;
3275                         if (cost > 100000L) delta += 10 * base;
3276
3277                         /* Special feeling */
3278                         if (!preserve_mode) return 1;
3279                 }
3280
3281                 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3282                 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3283                 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3284                 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3285                 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3286                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3287                 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3288                 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3289
3290                 /* Out-of-depth objects */
3291                 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3292                 {
3293                         /* Rating increase */
3294                         delta += (k_ptr->level - dun_level) * base;
3295                 }
3296
3297                 rating += RATING_BOOST(delta);
3298         }
3299
3300
3301         if (rating > RATING_BOOST(1000)) return 2;
3302         if (rating > RATING_BOOST(800)) return 3;
3303         if (rating > RATING_BOOST(600)) return 4;
3304         if (rating > RATING_BOOST(400)) return 5;
3305         if (rating > RATING_BOOST(300)) return 6;
3306         if (rating > RATING_BOOST(200)) return 7;
3307         if (rating > RATING_BOOST(100)) return 8;
3308         if (rating > RATING_BOOST(0)) return 9;
3309
3310         return 10;
3311 }
3312
3313 /*!
3314  * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3315  * / Update dungeon feeling, and announce it if changed
3316  * @return なし
3317  */
3318 static void update_dungeon_feeling(void)
3319 {
3320         byte new_feeling;
3321         int quest_num;
3322         int delay;
3323
3324         /* No feeling on the surface */
3325         if (!dun_level) return;
3326
3327         /* No feeling in the arena */
3328         if (p_ptr->inside_battle) return;
3329
3330         /* Extract delay time */
3331         delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3332
3333         /* Not yet felt anything */
3334         if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3335
3336         /* Extract quest number (if any) */
3337         quest_num = quest_number(dun_level);
3338
3339         /* No feeling in a quest */
3340         if (quest_num &&
3341             (is_fixed_quest_idx(quest_num) &&
3342              !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3343                !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3344
3345
3346         /* Get new dungeon feeling */
3347         new_feeling = get_dungeon_feeling();
3348
3349         /* Remember last time updated */
3350         p_ptr->feeling_turn = turn;
3351
3352         /* No change */
3353         if (p_ptr->feeling == new_feeling) return;
3354
3355         /* Dungeon feeling is changed */
3356         p_ptr->feeling = new_feeling;
3357
3358         /* Announce feeling */
3359         do_cmd_feeling();
3360
3361         select_floor_music();
3362
3363         /* Update the level indicator */
3364         p_ptr->redraw |= (PR_DEPTH);
3365
3366         if (disturb_minor) disturb(FALSE, FALSE);
3367 }
3368
3369 /*!
3370  * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3371  * / Handle certain things once every 10 game turns
3372  * @return なし
3373  */
3374 static void process_world(void)
3375 {
3376         int day, hour, min;
3377
3378         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3379         s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3380         int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3381         
3382         extract_day_hour_min(&day, &hour, &min);
3383
3384         /* Update dungeon feeling, and announce it if changed */
3385         update_dungeon_feeling();
3386
3387         /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3388         if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3389         {
3390                 dun_level = 0;
3391                 dungeon_type = 0;
3392                 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3393                 p_ptr->inside_arena = FALSE;
3394                 p_ptr->wild_mode = FALSE;
3395                 p_ptr->leaving = TRUE;
3396         }
3397
3398         /*** Check monster arena ***/
3399         if (p_ptr->inside_battle && !p_ptr->leaving)
3400         {
3401                 int i2, j2;
3402                 int win_m_idx = 0;
3403                 int number_mon = 0;
3404
3405                 /* Count all hostile monsters */
3406                 for (i2 = 0; i2 < cur_wid; ++i2)
3407                         for (j2 = 0; j2 < cur_hgt; j2++)
3408                         {
3409                                 cave_type *c_ptr = &cave[j2][i2];
3410
3411                                 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3412                                 {
3413                                         number_mon++;
3414                                         win_m_idx = c_ptr->m_idx;
3415                                 }
3416                         }
3417
3418                 if (number_mon == 0)
3419                 {
3420                         msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3421                         msg_print(NULL);
3422                         p_ptr->energy_need = 0;
3423                         battle_monsters();
3424                 }
3425                 else if ((number_mon-1) == 0)
3426                 {
3427                         char m_name[80];
3428                         monster_type *wm_ptr;
3429
3430                         wm_ptr = &m_list[win_m_idx];
3431
3432                         monster_desc(m_name, wm_ptr, 0);
3433                         msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3434                         msg_print(NULL);
3435
3436                         if (win_m_idx == (sel_monster+1))
3437                         {
3438                                 msg_print(_("おめでとうございます。", "Congratulations."));
3439                                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3440                                 p_ptr->au += battle_odds;
3441                         }
3442                         else
3443                         {
3444                                 msg_print(_("残念でした。", "You lost gold."));
3445                         }
3446                         msg_print(NULL);
3447                         p_ptr->energy_need = 0;
3448                         battle_monsters();
3449                 }
3450                 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3451                 {
3452                         msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3453                         p_ptr->au += kakekin;
3454                         msg_print(NULL);
3455                         p_ptr->energy_need = 0;
3456                         battle_monsters();
3457                 }
3458         }
3459
3460         /* Every 10 game turns */
3461         if (turn % TURNS_PER_TICK) return;
3462
3463         /*** Check the Time and Load ***/
3464
3465         if (!(turn % (50*TURNS_PER_TICK)))
3466         {
3467                 /* Check time and load */
3468                 if ((0 != check_time()) || (0 != check_load()))
3469                 {
3470                         /* Warning */
3471                         if (closing_flag <= 2)
3472                         {
3473                                 disturb(FALSE, TRUE);
3474
3475                                 /* Count warnings */
3476                                 closing_flag++;
3477
3478                                 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3479                                 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3480
3481                         }
3482
3483                         /* Slam the gate */
3484                         else
3485                         {
3486                                 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3487
3488                                 /* Stop playing */
3489                                 p_ptr->playing = FALSE;
3490
3491                                 /* Leaving */
3492                                 p_ptr->leaving = TRUE;
3493                         }
3494                 }
3495         }
3496
3497         /*** Attempt timed autosave ***/
3498         if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3499         {
3500                 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3501                         do_cmd_save_game(TRUE);
3502         }
3503
3504         if (mon_fight && !ignore_unview)
3505         {
3506                 msg_print(_("何かが聞こえた。", "You hear noise."));
3507         }
3508
3509         /*** Handle the wilderness/town (sunshine) ***/
3510
3511         /* While in town/wilderness */
3512         if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3513         {
3514                 /* Hack -- Daybreak/Nighfall in town */
3515                 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3516                 {
3517                         bool dawn;
3518
3519                         /* Check for dawn */
3520                         dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3521
3522                         if (dawn) day_break();
3523                         else night_falls();
3524
3525                 }
3526         }
3527
3528         /* While in the dungeon (vanilla_town or lite_town mode only) */
3529         else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3530         {
3531                 /*** Shuffle the Storekeepers ***/
3532
3533                 /* Chance is only once a day (while in dungeon) */
3534                 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3535                 {
3536                         /* Sometimes, shuffle the shop-keepers */
3537                         if (one_in_(STORE_SHUFFLE))
3538                         {
3539                                 int n;
3540                                 FEAT_IDX i;
3541
3542                                 /* Pick a random shop (except home and museum) */
3543                                 do
3544                                 {
3545                                         n = randint0(MAX_STORES);
3546                                 }
3547                                 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3548
3549                                 /* Check every feature */
3550                                 for (i = 1; i < max_f_idx; i++)
3551                                 {
3552                                         /* Access the index */
3553                                         feature_type *f_ptr = &f_info[i];
3554
3555                                         /* Skip empty index */
3556                                         if (!f_ptr->name) continue;
3557
3558                                         /* Skip non-store features */
3559                                         if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3560
3561                                         /* Verify store type */
3562                                         if (f_ptr->subtype == n)
3563                                         {
3564                                                 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3565
3566                                                 /* Shuffle it */
3567                                                 store_shuffle(n);
3568
3569                                                 break;
3570                                         }
3571                                 }
3572                         }
3573                 }
3574         }
3575
3576
3577         /*** Process the monsters ***/
3578
3579         /* Check for creature generation. */
3580         if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3581             !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3582         {
3583                 /* Make a new monster */
3584                 (void)alloc_monster(MAX_SIGHT + 5, 0);
3585         }
3586
3587         /* Hack -- Check for creature regeneration */
3588         if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3589         if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3590
3591         if (!p_ptr->leaving)
3592         {
3593                 int i;
3594
3595                 /* Hack -- Process the counters of monsters if needed */
3596                 for (i = 0; i < MAX_MTIMED; i++)
3597                 {
3598                         if (mproc_max[i] > 0) process_monsters_mtimed(i);
3599                 }
3600         }
3601
3602
3603         /* Date changes */
3604         if (!hour && !min)
3605         {
3606                 if (min != prev_min)
3607                 {
3608                         do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3609                         determine_today_mon(FALSE);
3610                 }
3611         }
3612
3613         /*
3614          * Nightmare mode activates the TY_CURSE at midnight
3615          * Require exact minute -- Don't activate multiple times in a minute
3616          */
3617
3618         if (ironman_nightmare && (min != prev_min))
3619         {
3620
3621                 /* Every 15 minutes after 11:00 pm */
3622                 if ((hour == 23) && !(min % 15))
3623                 {
3624                         /* Disturbing */
3625                         disturb(FALSE, TRUE);
3626
3627                         switch (min / 15)
3628                         {
3629                         case 0:
3630                                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3631                                 break;
3632
3633                         case 1:
3634                                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3635                                 break;
3636
3637                         case 2:
3638                                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3639                                 break;
3640
3641                         case 3:
3642                                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3643                                 break;
3644                         }
3645                 }
3646
3647                 /* TY_CURSE activates at midnight! */
3648                 if (!hour && !min)
3649                 {
3650
3651                         disturb(TRUE, TRUE);
3652                         msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3653
3654                         if (p_ptr->wild_mode)
3655                         {
3656                                 /* Go into large wilderness view */
3657                                 p_ptr->oldpy = randint1(MAX_HGT - 2);
3658                                 p_ptr->oldpx = randint1(MAX_WID - 2);
3659                                 change_wild_mode();
3660
3661                                 /* Give first move to monsters */
3662                                 p_ptr->energy_use = 100;
3663
3664                                 /* HACk -- set the encouter flag for the wilderness generation */
3665                                 generate_encounter = TRUE;
3666                         }
3667
3668                         invoking_midnight_curse = TRUE;
3669                 }
3670         }
3671
3672
3673
3674         /* Check the Food */
3675         process_world_aux_digestion();
3676
3677         /* Process timed damage and regeneration */
3678         process_world_aux_hp_and_sp();
3679
3680         /* Process timeout */
3681         process_world_aux_timeout();
3682
3683         /* Process light */
3684         process_world_aux_light();
3685
3686         /* Process mutation effects */
3687         process_world_aux_mutation();
3688
3689         /* Process curse effects */
3690         process_world_aux_curse();
3691
3692         /* Process recharging */
3693         process_world_aux_recharge();
3694
3695         /* Feel the inventory */
3696         sense_inventory1();
3697         sense_inventory2();
3698
3699         /* Involuntary Movement */
3700         process_world_aux_movement();
3701 }
3702
3703 /*!
3704  * @brief ウィザードモードへの導入処理
3705  * / Verify use of "wizard" mode
3706  * @return 実際にウィザードモードへ移行したらTRUEを返す。
3707  */
3708 static bool enter_wizard_mode(void)
3709 {
3710         /* Ask first time */
3711         if (!p_ptr->noscore)
3712         {
3713                 /* Wizard mode is not permitted */
3714                 if (!allow_debug_opts || arg_wizard)
3715                 {
3716                         msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3717                         return FALSE;
3718                 }
3719
3720                 /* Mention effects */
3721                 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3722                 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3723                 msg_print(NULL);
3724
3725                 /* Verify request */
3726                 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3727                 {
3728                         return (FALSE);
3729                 }
3730
3731                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3732                 /* Mark savefile */
3733                 p_ptr->noscore |= 0x0002;
3734         }
3735
3736         /* Success */
3737         return (TRUE);
3738 }
3739
3740
3741 #ifdef ALLOW_WIZARD
3742
3743 /*!
3744  * @brief デバッグコマンドへの導入処理
3745  * / Verify use of "debug" commands
3746  * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3747  */
3748 static bool enter_debug_mode(void)
3749 {
3750         /* Ask first time */
3751         if (!p_ptr->noscore)
3752         {
3753                 /* Debug mode is not permitted */
3754                 if (!allow_debug_opts)
3755                 {
3756                         msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3757                         return FALSE;
3758                 }
3759
3760                 /* Mention effects */
3761                 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3762                 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3763
3764                 msg_print(NULL);
3765
3766                 /* Verify request */
3767                 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3768                 {
3769                         return (FALSE);
3770                 }
3771
3772                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3773                 /* Mark savefile */
3774                 p_ptr->noscore |= 0x0008;
3775         }
3776
3777         /* Success */
3778         return (TRUE);
3779 }
3780
3781 /*
3782  * Hack -- Declare the Debug Routines
3783  */
3784 extern void do_cmd_debug(void);
3785
3786 #endif /* ALLOW_WIZARD */
3787
3788
3789 #ifdef ALLOW_BORG
3790
3791 /*!
3792  * @brief ボーグコマンドへの導入処理
3793  * / Verify use of "borg" commands
3794  * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3795  */
3796 static bool enter_borg_mode(void)
3797 {
3798         /* Ask first time */
3799         if (!(p_ptr->noscore & 0x0010))
3800         {
3801                 /* Mention effects */
3802                 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3803                 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3804
3805                 msg_print(NULL);
3806
3807                 /* Verify request */
3808                 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3809                 {
3810                         return (FALSE);
3811                 }
3812
3813                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3814                 /* Mark savefile */
3815                 p_ptr->noscore |= 0x0010;
3816         }
3817
3818         /* Success */
3819         return (TRUE);
3820 }
3821
3822 /*
3823  * Hack -- Declare the Ben Borg
3824  */
3825 extern void do_cmd_borg(void);
3826
3827 #endif /* ALLOW_BORG */
3828
3829
3830 /*!
3831  * @brief プレイヤーから受けた入力コマンドの分岐処理。
3832  * / Parse and execute the current command Give "Warning" on illegal commands.
3833  * @todo Make some "blocks"
3834  * @return なし
3835  */
3836 static void process_command(void)
3837 {
3838         COMMAND_CODE old_now_message = now_message;
3839
3840         /* Handle repeating the last command */
3841         repeat_check();
3842
3843         now_message = 0;
3844
3845         /* Sniper */
3846         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3847                 reset_concent = TRUE;
3848
3849         /* Parse the command */
3850         switch (command_cmd)
3851         {
3852                 /* Ignore */
3853                 case ESCAPE:
3854                 case ' ':
3855                 {
3856                         break;
3857                 }
3858
3859                 /* Ignore return */
3860                 case '\r':
3861                 case '\n':
3862                 {
3863                         break;
3864                 }
3865
3866                 /*** Wizard Commands ***/
3867
3868                 /* Toggle Wizard Mode */
3869                 case KTRL('W'):
3870                 {
3871                         if (p_ptr->wizard)
3872                         {
3873                                 p_ptr->wizard = FALSE;
3874                                 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3875                         }
3876                         else if (enter_wizard_mode())
3877                         {
3878                                 p_ptr->wizard = TRUE;
3879                                 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3880                         }
3881                         p_ptr->update |= (PU_MONSTERS);
3882
3883                         /* Redraw "title" */
3884                         p_ptr->redraw |= (PR_TITLE);
3885
3886                         break;
3887                 }
3888
3889
3890 #ifdef ALLOW_WIZARD
3891
3892                 /* Special "debug" commands */
3893                 case KTRL('A'):
3894                 {
3895                         /* Enter debug mode */
3896                         if (enter_debug_mode())
3897                         {
3898                                 do_cmd_debug();
3899                         }
3900                         break;
3901                 }
3902
3903 #endif /* ALLOW_WIZARD */
3904
3905
3906 #ifdef ALLOW_BORG
3907
3908                 /* Special "borg" commands */
3909                 case KTRL('Z'):
3910                 {
3911                         /* Enter borg mode */
3912                         if (enter_borg_mode())
3913                         {
3914                                 if (!p_ptr->wild_mode) do_cmd_borg();
3915                         }
3916
3917                         break;
3918                 }
3919
3920 #endif /* ALLOW_BORG */
3921
3922
3923
3924                 /*** Inventory Commands ***/
3925
3926                 /* Wear/wield equipment */
3927                 case 'w':
3928                 {
3929                         if (!p_ptr->wild_mode) do_cmd_wield();
3930                         break;
3931                 }
3932
3933                 /* Take off equipment */
3934                 case 't':
3935                 {
3936                         if (!p_ptr->wild_mode) do_cmd_takeoff();
3937                         break;
3938                 }
3939
3940                 /* Drop an item */
3941                 case 'd':
3942                 {
3943                         if (!p_ptr->wild_mode) do_cmd_drop();
3944                         break;
3945                 }
3946
3947                 /* Destroy an item */
3948                 case 'k':
3949                 {
3950                         do_cmd_destroy();
3951                         break;
3952                 }
3953
3954                 /* Equipment list */
3955                 case 'e':
3956                 {
3957                         do_cmd_equip();
3958                         break;
3959                 }
3960
3961                 /* Inventory list */
3962                 case 'i':
3963                 {
3964                         do_cmd_inven();
3965                         break;
3966                 }
3967
3968
3969                 /*** Various commands ***/
3970
3971                 /* Identify an object */
3972                 case 'I':
3973                 {
3974                         do_cmd_observe();
3975                         break;
3976                 }
3977
3978                 /* Hack -- toggle windows */
3979                 case KTRL('I'):
3980                 {
3981                         toggle_inven_equip();
3982                         break;
3983                 }
3984
3985
3986                 /*** Standard "Movement" Commands ***/
3987
3988                 /* Alter a grid */
3989                 case '+':
3990                 {
3991                         if (!p_ptr->wild_mode) do_cmd_alter();
3992                         break;
3993                 }
3994
3995                 /* Dig a tunnel */
3996                 case 'T':
3997                 {
3998                         if (!p_ptr->wild_mode) do_cmd_tunnel();
3999                         break;
4000                 }
4001
4002                 /* Move (usually pick up things) */
4003                 case ';':
4004                 {
4005                         do_cmd_walk(FALSE);
4006                         break;
4007                 }
4008
4009                 /* Move (usually do not pick up) */
4010                 case '-':
4011                 {
4012                         do_cmd_walk(TRUE);
4013                         break;
4014                 }
4015
4016
4017                 /*** Running, Resting, Searching, Staying */
4018
4019                 /* Begin Running -- Arg is Max Distance */
4020                 case '.':
4021                 {
4022                         if (!p_ptr->wild_mode) do_cmd_run();
4023                         break;
4024                 }
4025
4026                 /* Stay still (usually pick things up) */
4027                 case ',':
4028                 {
4029                         do_cmd_stay(always_pickup);
4030                         break;
4031                 }
4032
4033                 /* Stay still (usually do not pick up) */
4034                 case 'g':
4035                 {
4036                         do_cmd_stay(!always_pickup);
4037                         break;
4038                 }
4039
4040                 /* Rest -- Arg is time */
4041                 case 'R':
4042                 {
4043                         do_cmd_rest();
4044                         break;
4045                 }
4046
4047                 /* Search for traps/doors */
4048                 case 's':
4049                 {
4050                         do_cmd_search();
4051                         break;
4052                 }
4053
4054                 /* Toggle search mode */
4055                 case 'S':
4056                 {
4057                         if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4058                         else set_action(ACTION_SEARCH);
4059                         break;
4060                 }
4061
4062
4063                 /*** Stairs and Doors and Chests and Traps ***/
4064
4065                 /* Enter store */
4066                 case SPECIAL_KEY_STORE:
4067                 {
4068                         if (!p_ptr->wild_mode) do_cmd_store();
4069                         break;
4070                 }
4071
4072                 /* Enter building -KMW- */
4073                 case SPECIAL_KEY_BUILDING:
4074                 {
4075                         if (!p_ptr->wild_mode) do_cmd_bldg();
4076                         break;
4077                 }
4078
4079                 /* Enter quest level -KMW- */
4080                 case SPECIAL_KEY_QUEST:
4081                 {
4082                         if (!p_ptr->wild_mode) do_cmd_quest();
4083                         break;
4084                 }
4085
4086                 /* Go up staircase */
4087                 case '<':
4088                 {
4089                         if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4090                         {
4091                                 if (vanilla_town) break;
4092
4093                                 if (ambush_flag)
4094                                 {
4095                                         msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
4096                                         break;
4097                                 }
4098
4099                                 if (p_ptr->food < PY_FOOD_WEAK)
4100                                 {
4101                                         msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4102                                         break;
4103                                 }
4104
4105                                 change_wild_mode();
4106                         }
4107                         else
4108                                 do_cmd_go_up();
4109                         break;
4110                 }
4111
4112                 /* Go down staircase */
4113                 case '>':
4114                 {
4115                         if (p_ptr->wild_mode)
4116                                 change_wild_mode();
4117                         else
4118                                 do_cmd_go_down();
4119
4120                         break;
4121                 }
4122
4123                 /* Open a door or chest */
4124                 case 'o':
4125                 {
4126                         if (!p_ptr->wild_mode) do_cmd_open();
4127                         break;
4128                 }
4129
4130                 /* Close a door */
4131                 case 'c':
4132                 {
4133                         if (!p_ptr->wild_mode) do_cmd_close();
4134                         break;
4135                 }
4136
4137                 /* Jam a door with spikes */
4138                 case 'j':
4139                 {
4140                         if (!p_ptr->wild_mode) do_cmd_spike();
4141                         break;
4142                 }
4143
4144                 /* Bash a door */
4145                 case 'B':
4146                 {
4147                         if (!p_ptr->wild_mode) do_cmd_bash();
4148                         break;
4149                 }
4150
4151                 /* Disarm a trap or chest */
4152                 case 'D':
4153                 {
4154                         if (!p_ptr->wild_mode) do_cmd_disarm();
4155                         break;
4156                 }
4157
4158
4159                 /*** Magic and Prayers ***/
4160
4161                 /* Gain new spells/prayers */
4162                 case 'G':
4163                 {
4164                         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4165                                 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4166                         else if (p_ptr->pclass == CLASS_SAMURAI)
4167                                 do_cmd_gain_hissatsu();
4168                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4169                                 gain_magic();
4170                         else
4171                                 do_cmd_study();
4172                         break;
4173                 }
4174
4175                 /* Browse a book */
4176                 case 'b':
4177                 {
4178                         if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4179                              (p_ptr->pclass == CLASS_BERSERKER) ||
4180                              (p_ptr->pclass == CLASS_NINJA) ||
4181                              (p_ptr->pclass == CLASS_MIRROR_MASTER) 
4182                              ) do_cmd_mind_browse();
4183                         else if (p_ptr->pclass == CLASS_SMITH)
4184                                 do_cmd_kaji(TRUE);
4185                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4186                                 do_cmd_magic_eater(TRUE, FALSE);
4187                         else if (p_ptr->pclass == CLASS_SNIPER)
4188                                 do_cmd_snipe_browse();
4189                         else do_cmd_browse();
4190                         break;
4191                 }
4192
4193                 /* Cast a spell */
4194                 case 'm':
4195                 {
4196                         /* -KMW- */
4197                         if (!p_ptr->wild_mode)
4198                         {
4199                                 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4200                                 {
4201                                         msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4202                                 }
4203                                 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4204                                 {
4205                                         msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4206                                         msg_print(NULL);
4207                                 }
4208                                 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4209                                 {
4210                                         cptr which_power = _("魔法", "magic");
4211                                         if (p_ptr->pclass == CLASS_MINDCRAFTER)
4212                                                 which_power = _("超能力", "psionic powers");
4213                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4214                                                 which_power = _("ものまね", "imitation");
4215                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4216                                                 which_power = _("必殺剣", "hissatsu");
4217                                         else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4218                                                 which_power = _("鏡魔法", "mirror magic");
4219                                         else if (p_ptr->pclass == CLASS_NINJA)
4220                                                 which_power = _("忍術", "ninjutsu");
4221                                         else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4222                                                 which_power = _("祈り", "prayer");
4223
4224                                         msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4225                                         p_ptr->energy_use = 0;
4226                                 }
4227                                 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4228                                 {
4229                                         msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4230                                         p_ptr->energy_use = 0;
4231                                 }
4232                                 else
4233                                 {
4234                                         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4235                                             (p_ptr->pclass == CLASS_BERSERKER) ||
4236                                             (p_ptr->pclass == CLASS_NINJA) ||
4237                                             (p_ptr->pclass == CLASS_MIRROR_MASTER)
4238                                             )
4239                                                 do_cmd_mind();
4240                                         else if (p_ptr->pclass == CLASS_IMITATOR)
4241                                                 do_cmd_mane(FALSE);
4242                                         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4243                                                 do_cmd_magic_eater(FALSE, FALSE);
4244                                         else if (p_ptr->pclass == CLASS_SAMURAI)
4245                                                 do_cmd_hissatsu();
4246                                         else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4247                                                 do_cmd_cast_learned();
4248                                         else if (p_ptr->pclass == CLASS_SMITH)
4249                                                 do_cmd_kaji(FALSE);
4250                                         else if (p_ptr->pclass == CLASS_SNIPER)
4251                                                 do_cmd_snipe();
4252                                         else
4253                                                 do_cmd_cast();
4254                                 }
4255                         }
4256                         break;
4257                 }
4258
4259                 /* Issue a pet command */
4260                 case 'p':
4261                 {
4262                         if (!p_ptr->wild_mode) do_cmd_pet();
4263                         break;
4264                 }
4265
4266                 /*** Use various objects ***/
4267
4268                 /* Inscribe an object */
4269                 case '{':
4270                 {
4271                         do_cmd_inscribe();
4272                         break;
4273                 }
4274
4275                 /* Uninscribe an object */
4276                 case '}':
4277                 {
4278                         do_cmd_uninscribe();
4279                         break;
4280                 }
4281
4282                 /* Activate an artifact */
4283                 case 'A':
4284                 {
4285                         if (!p_ptr->wild_mode)
4286                         {
4287                         if (!p_ptr->inside_arena)
4288                                 do_cmd_activate();
4289                         else
4290                         {
4291                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4292                                 msg_print(NULL);
4293                         }
4294                         }
4295                         break;
4296                 }
4297
4298                 /* Eat some food */
4299                 case 'E':
4300                 {
4301                         do_cmd_eat_food();
4302                         break;
4303                 }
4304
4305                 /* Fuel your lantern/torch */
4306                 case 'F':
4307                 {
4308                         do_cmd_refill();
4309                         break;
4310                 }
4311
4312                 /* Fire an item */
4313                 case 'f':
4314                 {
4315                         if (!p_ptr->wild_mode) do_cmd_fire();
4316                         break;
4317                 }
4318
4319                 /* Throw an item */
4320                 case 'v':
4321                 {
4322                         if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
4323                         break;
4324                 }
4325
4326                 /* Aim a wand */
4327                 case 'a':
4328                 {
4329                         if (!p_ptr->wild_mode)
4330                         {
4331                         if (!p_ptr->inside_arena)
4332                                 do_cmd_aim_wand();
4333                         else
4334                         {
4335                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4336                                 msg_print(NULL);
4337                         }
4338                         }
4339                         break;
4340                 }
4341
4342                 /* Zap a rod */
4343                 case 'z':
4344                 {
4345                         if (!p_ptr->wild_mode)
4346                         {
4347                         if (p_ptr->inside_arena)
4348                         {
4349                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4350                                 msg_print(NULL);
4351                         }
4352                         else if (use_command && rogue_like_commands)
4353                         {
4354                                 do_cmd_use();
4355                         }
4356                         else
4357                         {
4358                                 do_cmd_zap_rod();
4359                         }
4360                         }
4361                         break;
4362                 }
4363
4364                 /* Quaff a potion */
4365                 case 'q':
4366                 {
4367                         if (!p_ptr->wild_mode)
4368                         {
4369                         if (!p_ptr->inside_arena)
4370                                 do_cmd_quaff_potion();
4371                         else
4372                         {
4373                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4374                                 msg_print(NULL);
4375                         }
4376                         }
4377                         break;
4378                 }
4379
4380                 /* Read a scroll */
4381                 case 'r':
4382                 {
4383                         if (!p_ptr->wild_mode)
4384                         {
4385                         if (!p_ptr->inside_arena)
4386                                 do_cmd_read_scroll();
4387                         else
4388                         {
4389                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4390                                 msg_print(NULL);
4391                         }
4392                         }
4393                         break;
4394                 }
4395
4396                 /* Use a staff */
4397                 case 'u':
4398                 {
4399                         if (!p_ptr->wild_mode)
4400                         {
4401                         if (p_ptr->inside_arena)
4402                         {
4403                                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4404                                 msg_print(NULL);
4405                         }
4406                         else if (use_command && !rogue_like_commands)
4407                         {
4408                                 do_cmd_use();
4409                         }
4410                         else
4411                                 do_cmd_use_staff();
4412                         }
4413                         break;
4414                 }
4415
4416                 /* Use racial power */
4417                 case 'U':
4418                 {
4419                         if (!p_ptr->wild_mode) do_cmd_racial_power();
4420                         break;
4421                 }
4422
4423
4424                 /*** Looking at Things (nearby or on map) ***/
4425
4426                 /* Full dungeon map */
4427                 case 'M':
4428                 {
4429                         do_cmd_view_map();
4430                         break;
4431                 }
4432
4433                 /* Locate player on map */
4434                 case 'L':
4435                 {
4436                         do_cmd_locate();
4437                         break;
4438                 }
4439
4440                 /* Look around */
4441                 case 'l':
4442                 {
4443                         do_cmd_look();
4444                         break;
4445                 }
4446
4447                 /* Target monster or location */
4448                 case '*':
4449                 {
4450                         if (!p_ptr->wild_mode) do_cmd_target();
4451                         break;
4452                 }
4453
4454
4455
4456                 /*** Help and Such ***/
4457
4458                 /* Help */
4459                 case '?':
4460                 {
4461                         do_cmd_help();
4462                         break;
4463                 }
4464
4465                 /* Identify symbol */
4466                 case '/':
4467                 {
4468                         do_cmd_query_symbol();
4469                         break;
4470                 }
4471
4472                 /* Character description */
4473                 case 'C':
4474                 {
4475                         do_cmd_change_name();
4476                         break;
4477                 }
4478
4479
4480                 /*** System Commands ***/
4481
4482                 /* Hack -- User interface */
4483                 case '!':
4484                 {
4485                         (void)Term_user(0);
4486                         break;
4487                 }
4488
4489                 /* Single line from a pref file */
4490                 case '"':
4491                 {
4492                         do_cmd_pref();
4493                         break;
4494                 }
4495
4496                 case '$':
4497                 {
4498                         do_cmd_reload_autopick();
4499                         break;
4500                 }
4501
4502                 case '_':
4503                 {
4504                         do_cmd_edit_autopick();
4505                         break;
4506                 }
4507
4508                 /* Interact with macros */
4509                 case '@':
4510                 {
4511                         do_cmd_macros();
4512                         break;
4513                 }
4514
4515                 /* Interact with visuals */
4516                 case '%':
4517                 {
4518                         do_cmd_visuals();
4519                         do_cmd_redraw();
4520                         break;
4521                 }
4522
4523                 /* Interact with colors */
4524                 case '&':
4525                 {
4526                         do_cmd_colors();
4527                         do_cmd_redraw();
4528                         break;
4529                 }
4530
4531                 /* Interact with options */
4532                 case '=':
4533                 {
4534                         do_cmd_options();
4535                         (void)combine_and_reorder_home(STORE_HOME);
4536                         do_cmd_redraw();
4537                         break;
4538                 }
4539
4540                 /*** Misc Commands ***/
4541
4542                 /* Take notes */
4543                 case ':':
4544                 {
4545                         do_cmd_note();
4546                         break;
4547                 }
4548
4549                 /* Version info */
4550                 case 'V':
4551                 {
4552                         do_cmd_version();
4553                         break;
4554                 }
4555
4556                 /* Repeat level feeling */
4557                 case KTRL('F'):
4558                 {
4559                         if (!p_ptr->wild_mode) do_cmd_feeling();
4560                         break;
4561                 }
4562
4563                 /* Show previous message */
4564                 case KTRL('O'):
4565                 {
4566                         do_cmd_message_one();
4567                         break;
4568                 }
4569
4570                 /* Show previous messages */
4571                 case KTRL('P'):
4572                 {
4573                         do_cmd_messages(old_now_message);
4574                         break;
4575                 }
4576
4577                 /* Show quest status -KMW- */
4578                 case KTRL('Q'):
4579                 {
4580                         do_cmd_checkquest();
4581                         break;
4582                 }
4583
4584                 /* Redraw the screen */
4585                 case KTRL('R'):
4586                 {
4587                         now_message = old_now_message;
4588                         do_cmd_redraw();
4589                         break;
4590                 }
4591
4592 #ifndef VERIFY_SAVEFILE
4593
4594                 /* Hack -- Save and don't quit */
4595                 case KTRL('S'):
4596                 {
4597                         do_cmd_save_game(FALSE);
4598                         break;
4599                 }
4600
4601 #endif /* VERIFY_SAVEFILE */
4602
4603                 case KTRL('T'):
4604                 {
4605                         do_cmd_time();
4606                         break;
4607                 }
4608
4609                 /* Save and quit */
4610                 case KTRL('X'):
4611                 case SPECIAL_KEY_QUIT:
4612                 {
4613                         do_cmd_save_and_exit();
4614                         break;
4615                 }
4616
4617                 /* Quit (commit suicide) */
4618                 case 'Q':
4619                 {
4620                         do_cmd_suicide();
4621                         break;
4622                 }
4623
4624                 case '|':
4625                 {
4626                         do_cmd_nikki();
4627                         break;
4628                 }
4629
4630                 /* Check artifacts, uniques, objects */
4631                 case '~':
4632                 {
4633                         do_cmd_knowledge();
4634                         break;
4635                 }
4636
4637                 /* Load "screen dump" */
4638                 case '(':
4639                 {
4640                         do_cmd_load_screen();
4641                         break;
4642                 }
4643
4644                 /* Save "screen dump" */
4645                 case ')':
4646                 {
4647                         do_cmd_save_screen();
4648                         break;
4649                 }
4650
4651                 /* Record/stop "Movie" */
4652                 case ']':
4653                 {
4654                         prepare_movie_hooks();
4655                         break;
4656                 }
4657
4658                 /* Make random artifact list */
4659                 case KTRL('V'):
4660                 {
4661                         spoil_random_artifact("randifact.txt");
4662                         break;
4663                 }
4664
4665 #ifdef TRAVEL
4666                 case '`':
4667                 {
4668                         if (!p_ptr->wild_mode) do_cmd_travel();
4669                         if (p_ptr->special_defense & KATA_MUSOU)
4670                         {
4671                                 set_action(ACTION_NONE);
4672                         }
4673                         break;
4674                 }
4675 #endif
4676
4677                 /* Hack -- Unknown command */
4678                 default:
4679                 {
4680                         if (flush_failure) flush();
4681                         if (one_in_(2))
4682                         {
4683                                 char error_m[1024];
4684                                 sound(SOUND_ILLEGAL);
4685                                 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4686                                         msg_print(error_m);
4687                         }
4688                         else
4689                         {
4690                                 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4691                         }
4692
4693                         break;
4694                 }
4695         }
4696         if (!p_ptr->energy_use && !now_message)
4697                 now_message = old_now_message;
4698 }
4699
4700 /*!
4701  * @brief モンスター種族が釣れる種族かどうかを判定する。
4702  * @param r_idx 判定したいモンスター種族のID
4703  * @return 釣れる対象ならばTRUEを返す
4704  */
4705 static bool monster_tsuri(MONRACE_IDX r_idx)
4706 {
4707         monster_race *r_ptr = &r_info[r_idx];
4708
4709         if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
4710                 return TRUE;
4711         else
4712                 return FALSE;
4713 }
4714
4715
4716 /*!
4717  * @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
4718  * @return なし
4719  */
4720 static void pack_overflow(void)
4721 {
4722         if (inventory[INVEN_PACK].k_idx)
4723         {
4724                 char o_name[MAX_NLEN];
4725                 object_type *o_ptr;
4726
4727                 /* Is auto-destroy done? */
4728                 handle_stuff();
4729                 if (!inventory[INVEN_PACK].k_idx) return;
4730
4731                 /* Access the slot to be dropped */
4732                 o_ptr = &inventory[INVEN_PACK];
4733
4734                 /* Disturbing */
4735                 disturb(FALSE, TRUE);
4736
4737                 /* Warning */
4738                 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4739                 object_desc(o_name, o_ptr, 0);
4740
4741                 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4742
4743                 /* Drop it (carefully) near the player */
4744                 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4745
4746                 /* Modify, Describe, Optimize */
4747                 inven_item_increase(INVEN_PACK, -255);
4748                 inven_item_describe(INVEN_PACK);
4749                 inven_item_optimize(INVEN_PACK);
4750
4751                 handle_stuff();
4752         }
4753 }
4754
4755 /*!
4756  * @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.
4757  * @return なし
4758  */
4759 static void process_upkeep_with_speed(void)
4760 {
4761         /* Give the player some energy */
4762         if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4763         {
4764                 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4765         }
4766         
4767         /* No turn yet */
4768         if (p_ptr->enchant_energy_need > 0) return;
4769         
4770         while (p_ptr->enchant_energy_need <= 0)
4771         {
4772                 /* Handle the player song */
4773                 if (!load) check_music();
4774
4775                 /* Hex - Handle the hex spells */
4776                 if (!load) check_hex();
4777                 if (!load) revenge_spell();
4778                 
4779                 /* There is some randomness of needed energy */
4780                 p_ptr->enchant_energy_need += ENERGY_NEED();
4781         }
4782 }
4783
4784 /*!
4785  * @brief プレイヤーの行動処理 / Process the player
4786  * @return なし
4787  * @note
4788  * Notice the annoying code to handle "pack overflow", which\n
4789  * must come first just in case somebody manages to corrupt\n
4790  * the savefiles by clever use of menu commands or something.\n
4791  */
4792 static void process_player(void)
4793 {
4794         IDX i;
4795
4796         /*** Apply energy ***/
4797
4798         if (hack_mutation)
4799         {
4800                 msg_print(_("何か変わった気がする!", "You feel different!"));
4801
4802                 (void)gain_random_mutation(0);
4803                 hack_mutation = FALSE;
4804         }
4805
4806         if (invoking_midnight_curse)
4807         {
4808                 int count = 0;
4809                 activate_ty_curse(FALSE, &count);
4810                 invoking_midnight_curse = FALSE;
4811         }
4812
4813         if (p_ptr->inside_battle)
4814         {
4815                 for(i = 1; i < m_max; i++)
4816                 {
4817                         monster_type *m_ptr = &m_list[i];
4818
4819                         if (!m_ptr->r_idx) continue;
4820
4821                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4822                         update_monster(i, FALSE);
4823                 }
4824                 prt_time();
4825         }
4826
4827         /* Give the player some energy */
4828         else if (!(load && p_ptr->energy_need <= 0))
4829         {
4830                 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4831         }
4832
4833         /* No turn yet */
4834         if (p_ptr->energy_need > 0) return;
4835         if (!command_rep) prt_time();
4836
4837         /*** Check for interupts ***/
4838
4839         /* Complete resting */
4840         if (resting < 0)
4841         {
4842                 /* Basic resting */
4843                 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4844                 {
4845                         /* Stop resting */
4846                         if ((p_ptr->chp == p_ptr->mhp) &&
4847                             (p_ptr->csp >= p_ptr->msp))
4848                         {
4849                                 set_action(ACTION_NONE);
4850                         }
4851                 }
4852
4853                 /* Complete resting */
4854                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4855                 {
4856                         /* Stop resting */
4857                         if ((p_ptr->chp == p_ptr->mhp) &&
4858                             (p_ptr->csp >= p_ptr->msp) &&
4859                             !p_ptr->blind && !p_ptr->confused &&
4860                             !p_ptr->poisoned && !p_ptr->afraid &&
4861                             !p_ptr->stun && !p_ptr->cut &&
4862                             !p_ptr->slow && !p_ptr->paralyzed &&
4863                             !p_ptr->image && !p_ptr->word_recall &&
4864                             !p_ptr->alter_reality)
4865                         {
4866                                 set_action(ACTION_NONE);
4867                         }
4868                 }
4869         }
4870
4871         if (p_ptr->action == ACTION_FISH)
4872         {
4873                 Term_xtra(TERM_XTRA_DELAY, 10);
4874                 if (one_in_(1000))
4875                 {
4876                         MONRACE_IDX r_idx;
4877                         bool success = FALSE;
4878                         get_mon_num_prep(monster_tsuri,NULL);
4879                         r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4880                         msg_print(NULL);
4881                         if (r_idx && one_in_(2))
4882                         {
4883                                 POSITION y, x;
4884                                 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4885                                 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4886                                 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4887                                 {
4888                                         char m_name[80];
4889                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4890                                         msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4891                                         success = TRUE;
4892                                 }
4893                         }
4894                         if (!success)
4895                         {
4896                                 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
4897                         }
4898                         disturb(FALSE, TRUE);
4899                 }
4900         }
4901
4902         /* Handle "abort" */
4903         if (check_abort)
4904         {
4905                 /* Check for "player abort" (semi-efficiently for resting) */
4906                 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4907                 {
4908                         /* Do not wait */
4909                         inkey_scan = TRUE;
4910
4911                         /* Check for a key */
4912                         if (inkey())
4913                         {
4914                                 flush(); /* Flush input */
4915
4916                                 disturb(FALSE, TRUE);
4917
4918                                 /* Hack -- Show a Message */
4919                                 msg_print(_("中断しました。", "Canceled."));
4920                         }
4921                 }
4922         }
4923
4924         if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4925         {
4926                 monster_type *m_ptr = &m_list[p_ptr->riding];
4927                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4928
4929                 if (MON_CSLEEP(m_ptr))
4930                 {
4931                         char m_name[80];
4932
4933                         /* Recover fully */
4934                         (void)set_monster_csleep(p_ptr->riding, 0);
4935                         monster_desc(m_name, m_ptr, 0);
4936                         msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4937                 }
4938
4939                 if (MON_STUNNED(m_ptr))
4940                 {
4941                         /* Hack -- Recover from stun */
4942                         if (set_monster_stunned(p_ptr->riding,
4943                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4944                         {
4945                                 char m_name[80];
4946                                 monster_desc(m_name, m_ptr, 0);
4947                                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4948                         }
4949                 }
4950
4951                 if (MON_CONFUSED(m_ptr))
4952                 {
4953                         /* Hack -- Recover from confusion */
4954                         if (set_monster_confused(p_ptr->riding,
4955                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4956                         {
4957                                 char m_name[80];
4958                                 monster_desc(m_name, m_ptr, 0);
4959                                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4960                         }
4961                 }
4962
4963                 if (MON_MONFEAR(m_ptr))
4964                 {
4965                         /* Hack -- Recover from fear */
4966                         if(set_monster_monfear(p_ptr->riding,
4967                                 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4968                         {
4969                                 char m_name[80];
4970                                 monster_desc(m_name, m_ptr, 0);
4971                                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4972                         }
4973                 }
4974
4975                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4976                 handle_stuff();
4977         }
4978         
4979         load = FALSE;
4980
4981         /* Fast */
4982         if (p_ptr->lightspeed)
4983         {
4984                 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4985         }
4986         if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4987         {
4988                 if(P_PTR_KI < 40) P_PTR_KI = 0;
4989                 else P_PTR_KI -= 40;
4990                 p_ptr->update |= (PU_BONUS);
4991         }
4992         if (p_ptr->action == ACTION_LEARN)
4993         {
4994                 s32b cost = 0L;
4995                 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4996
4997                 /* Convert the unit (1/2^16) to (1/2^32) */
4998                 s64b_LSHIFT(cost, cost_frac, 16);
4999  
5000                 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5001                 {
5002                         /* Mana run out */
5003                         p_ptr->csp = 0;
5004                         p_ptr->csp_frac = 0;
5005                         set_action(ACTION_NONE);
5006                 }
5007                 else
5008                 {
5009                         /* Reduce mana */
5010                         s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5011                 }
5012                 p_ptr->redraw |= PR_MANA;
5013         }
5014
5015         if (p_ptr->special_defense & KATA_MASK)
5016         {
5017                 if (p_ptr->special_defense & KATA_MUSOU)
5018                 {
5019                         if (p_ptr->csp < 3)
5020                         {
5021                                 set_action(ACTION_NONE);
5022                         }
5023                         else
5024                         {
5025                                 p_ptr->csp -= 2;
5026                                 p_ptr->redraw |= (PR_MANA);
5027                         }
5028                 }
5029         }
5030
5031         /*** Handle actual user input ***/
5032
5033         /* Repeat until out of energy */
5034         while (p_ptr->energy_need <= 0)
5035         {
5036                 p_ptr->window |= PW_PLAYER;
5037                 p_ptr->sutemi = FALSE;
5038                 p_ptr->counter = FALSE;
5039                 now_damaged = FALSE;
5040
5041                 handle_stuff();
5042
5043                 /* Place the cursor on the player */
5044                 move_cursor_relative(p_ptr->y, p_ptr->x);
5045
5046                 /* Refresh (optional) */
5047                 if (fresh_before) Term_fresh();
5048
5049                 /* Hack -- Pack Overflow */
5050                 pack_overflow();
5051
5052                 /* Hack -- cancel "lurking browse mode" */
5053                 if (!command_new) command_see = FALSE;
5054
5055                 /* Assume free turn */
5056                 p_ptr->energy_use = 0;
5057
5058                 if (p_ptr->inside_battle)
5059                 {
5060                         /* Place the cursor on the player */
5061                         move_cursor_relative(p_ptr->y, p_ptr->x);
5062
5063                         command_cmd = SPECIAL_KEY_BUILDING;
5064
5065                         /* Process the command */
5066                         process_command();
5067                 }
5068
5069                 /* Paralyzed or Knocked Out */
5070                 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5071                 {
5072                         p_ptr->energy_use = 100;
5073                 }
5074
5075                 /* Resting */
5076                 else if (p_ptr->action == ACTION_REST)
5077                 {
5078                         /* Timed rest */
5079                         if (resting > 0)
5080                         {
5081                                 /* Reduce rest count */
5082                                 resting--;
5083
5084                                 if (!resting) set_action(ACTION_NONE);
5085
5086                                 /* Redraw the state */
5087                                 p_ptr->redraw |= (PR_STATE);
5088                         }
5089
5090                         p_ptr->energy_use = 100;
5091                 }
5092
5093                 /* Fishing */
5094                 else if (p_ptr->action == ACTION_FISH)
5095                 {
5096                         p_ptr->energy_use = 100;
5097                 }
5098
5099                 /* Running */
5100                 else if (running)
5101                 {
5102                         /* Take a step */
5103                         run_step(0);
5104                 }
5105
5106 #ifdef TRAVEL
5107                 /* Traveling */
5108                 else if (travel.run)
5109                 {
5110                         /* Take a step */
5111                         travel_step();
5112                 }
5113 #endif
5114
5115                 /* Repeated command */
5116                 else if (command_rep)
5117                 {
5118                         /* Count this execution */
5119                         command_rep--;
5120
5121                         p_ptr->redraw |= (PR_STATE);
5122                         handle_stuff();
5123
5124                         /* Hack -- Assume messages were seen */
5125                         msg_flag = FALSE;
5126
5127                         /* Clear the top line */
5128                         prt("", 0, 0);
5129
5130                         /* Process the command */
5131                         process_command();
5132                 }
5133
5134                 /* Normal command */
5135                 else
5136                 {
5137                         /* Place the cursor on the player */
5138                         move_cursor_relative(p_ptr->y, p_ptr->x);
5139
5140                         can_save = TRUE;
5141                         /* Get a command (normal) */
5142                         request_command(FALSE);
5143                         can_save = FALSE;
5144
5145                         /* Process the command */
5146                         process_command();
5147                 }
5148
5149
5150                 /* Hack -- Pack Overflow */
5151                 pack_overflow();
5152
5153
5154                 /*** Clean up ***/
5155
5156                 /* Significant */
5157                 if (p_ptr->energy_use)
5158                 {
5159                         /* Use some energy */
5160                         if (world_player || p_ptr->energy_use > 400)
5161                         {
5162                                 /* The Randomness is irrelevant */
5163                                 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5164                         }
5165                         else
5166                         {
5167                                 /* There is some randomness of needed energy */
5168                                 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5169                         }
5170
5171                         /* Hack -- constant hallucination */
5172                         if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5173
5174
5175                         /* Shimmer monsters if needed */
5176                         if (shimmer_monsters)
5177                         {
5178                                 /* Clear the flag */
5179                                 shimmer_monsters = FALSE;
5180
5181                                 /* Shimmer multi-hued monsters */
5182                                 for (i = 1; i < m_max; i++)
5183                                 {
5184                                         monster_type *m_ptr;
5185                                         monster_race *r_ptr;
5186
5187                                         /* Access monster */
5188                                         m_ptr = &m_list[i];
5189
5190                                         /* Skip dead monsters */
5191                                         if (!m_ptr->r_idx) continue;
5192
5193                                         /* Skip unseen monsters */
5194                                         if (!m_ptr->ml) continue;
5195
5196                                         /* Access the monster race */
5197                                         r_ptr = &r_info[m_ptr->ap_r_idx];
5198
5199                                         /* Skip non-multi-hued monsters */
5200                                         if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5201                                                 continue;
5202
5203                                         /* Reset the flag */
5204                                         shimmer_monsters = TRUE;
5205
5206                                         /* Redraw regardless */
5207                                         lite_spot(m_ptr->fy, m_ptr->fx);
5208                                 }
5209                         }
5210
5211
5212                         /* Handle monster detection */
5213                         if (repair_monsters)
5214                         {
5215                                 /* Reset the flag */
5216                                 repair_monsters = FALSE;
5217
5218                                 /* Rotate detection flags */
5219                                 for (i = 1; i < m_max; i++)
5220                                 {
5221                                         monster_type *m_ptr;
5222
5223                                         /* Access monster */
5224                                         m_ptr = &m_list[i];
5225
5226                                         /* Skip dead monsters */
5227                                         if (!m_ptr->r_idx) continue;
5228
5229                                         /* Nice monsters get mean */
5230                                         if (m_ptr->mflag & MFLAG_NICE)
5231                                         {
5232                                                 /* Nice monsters get mean */
5233                                                 m_ptr->mflag &= ~(MFLAG_NICE);
5234                                         }
5235
5236                                         /* Handle memorized monsters */
5237                                         if (m_ptr->mflag2 & MFLAG2_MARK)
5238                                         {
5239                                                 /* Maintain detection */
5240                                                 if (m_ptr->mflag2 & MFLAG2_SHOW)
5241                                                 {
5242                                                         /* Forget flag */
5243                                                         m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5244
5245                                                         /* Still need repairs */
5246                                                         repair_monsters = TRUE;
5247                                                 }
5248
5249                                                 /* Remove detection */
5250                                                 else
5251                                                 {
5252                                                         /* Forget flag */
5253                                                         m_ptr->mflag2 &= ~(MFLAG2_MARK);
5254
5255                                                         /* Assume invisible */
5256                                                         m_ptr->ml = FALSE;
5257                                                         update_monster(i, FALSE);
5258
5259                                                         if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5260                                                         if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5261
5262                                                         /* Redraw regardless */
5263                                                         lite_spot(m_ptr->fy, m_ptr->fx);
5264                                                 }
5265                                         }
5266                                 }
5267                         }
5268                         if (p_ptr->pclass == CLASS_IMITATOR)
5269                         {
5270                                 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5271                                 {
5272                                         p_ptr->mane_num--;
5273                                         for (i = 0; i < p_ptr->mane_num; i++)
5274                                         {
5275                                                 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5276                                                 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5277                                         }
5278                                 }
5279                                 new_mane = FALSE;
5280                                 p_ptr->redraw |= (PR_IMITATION);
5281                         }
5282                         if (p_ptr->action == ACTION_LEARN)
5283                         {
5284                                 new_mane = FALSE;
5285                                 p_ptr->redraw |= (PR_STATE);
5286                         }
5287
5288                         if (world_player && (p_ptr->energy_need > - 1000))
5289                         {
5290
5291                                 p_ptr->redraw |= (PR_MAP);
5292                                 p_ptr->update |= (PU_MONSTERS);
5293
5294                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5295
5296                                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5297                                 msg_print(NULL);
5298                                 world_player = FALSE;
5299                                 p_ptr->energy_need = ENERGY_NEED();
5300
5301                                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5302                                 handle_stuff();
5303                         }
5304                 }
5305
5306                 /* Hack -- notice death */
5307                 if (!p_ptr->playing || p_ptr->is_dead)
5308                 {
5309                         world_player = FALSE;
5310                         break;
5311                 }
5312
5313                 /* Sniper */
5314                 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5315
5316                 /* Handle "leaving" */
5317                 if (p_ptr->leaving) break;
5318         }
5319
5320         /* Update scent trail */
5321         update_smell();
5322 }
5323
5324 /*!
5325  * @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.
5326  * @return なし
5327  * @details
5328  * <p>
5329  * 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、
5330  * ゲームを終了するかのいずれかまでループする。
5331  * </p>
5332  * <p>
5333  * This function will not exit until the level is completed,\n
5334  * the user dies, or the game is terminated.\n
5335  * </p>
5336  */
5337 static void dungeon(bool load_game)
5338 {
5339         int quest_num = 0;
5340
5341         /* Set the base level */
5342         base_level = dun_level;
5343
5344         /* Reset various flags */
5345         is_loading_now = FALSE;
5346
5347         /* Not leaving */
5348         p_ptr->leaving = FALSE;
5349
5350         /* Reset the "command" vars */
5351         command_cmd = 0;
5352
5353 #if 0 /* Don't reset here --- It's used for Arena */
5354         command_new = 0;
5355 #endif
5356
5357         command_rep = 0;
5358         command_arg = 0;
5359         command_dir = 0;
5360
5361
5362         /* Cancel the target */
5363         target_who = 0;
5364         pet_t_m_idx = 0;
5365         riding_t_m_idx = 0;
5366         ambush_flag = FALSE;
5367
5368         /* Cancel the health bar */
5369         health_track(0);
5370
5371         /* Check visual effects */
5372         shimmer_monsters = TRUE;
5373         shimmer_objects = TRUE;
5374         repair_monsters = TRUE;
5375         repair_objects = TRUE;
5376
5377
5378         disturb(TRUE, TRUE);
5379
5380         /* Get index of current quest (if any) */
5381         quest_num = quest_number(dun_level);
5382
5383         /* Inside a quest? */
5384         if (quest_num)
5385         {
5386                 /* Mark the quest monster */
5387                 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5388         }
5389
5390         /* Track maximum player level */
5391         if (p_ptr->max_plv < p_ptr->lev)
5392         {
5393                 p_ptr->max_plv = p_ptr->lev;
5394         }
5395
5396
5397         /* Track maximum dungeon level (if not in quest -KMW-) */
5398         if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5399         {
5400                 max_dlv[dungeon_type] = dun_level;
5401                 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5402         }
5403
5404         (void)calculate_upkeep();
5405
5406         /* Validate the panel */
5407         panel_bounds_center();
5408
5409         /* Verify the panel */
5410         verify_panel();
5411
5412         msg_erase();
5413
5414
5415         /* Enter "xtra" mode */
5416         character_xtra = TRUE;
5417
5418         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5419
5420         /* Redraw dungeon */
5421         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5422
5423         p_ptr->redraw |= (PR_MAP);
5424
5425         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5426
5427         /* Update lite/view */
5428         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5429         p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5430
5431         /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5432         handle_stuff();
5433
5434         /* Leave "xtra" mode */
5435         character_xtra = FALSE;
5436
5437         p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5438         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5439         handle_stuff();
5440
5441         /* Refresh */
5442         Term_fresh();
5443
5444         if (quest_num && (is_fixed_quest_idx(quest_num) &&
5445             !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5446             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5447
5448         if (p_ptr->inside_battle)
5449         {
5450                 if (load_game)
5451                 {
5452                         p_ptr->energy_need = 0;
5453                         battle_monsters();
5454                 }
5455                 else
5456                 {
5457                         msg_print(_("試合開始!", "Ready..Fight!"));
5458                         msg_print(NULL);
5459                 }
5460         }
5461
5462         if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5463                 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5464
5465         /* Hack -- notice death or departure */
5466         if (!p_ptr->playing || p_ptr->is_dead) return;
5467
5468         /* Print quest message if appropriate */
5469         if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5470         {
5471                 quest_discovery(random_quest_number(dun_level));
5472                 p_ptr->inside_quest = random_quest_number(dun_level);
5473         }
5474         if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5475         {
5476                 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5477 #ifdef JP
5478                         msg_format("この階には%sの主である%sが棲んでいる。",
5479                                    d_name+d_info[dungeon_type].name, 
5480                                    r_name+r_info[d_info[dungeon_type].final_guardian].name);
5481 #else
5482                         msg_format("%^s lives in this level as the keeper of %s.",
5483                                            r_name+r_info[d_info[dungeon_type].final_guardian].name, 
5484                                            d_name+d_info[dungeon_type].name);
5485 #endif
5486         }
5487
5488         if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5489
5490         /*** Process this dungeon level ***/
5491
5492         /* Reset the monster generation level */
5493         monster_level = base_level;
5494
5495         /* Reset the object generation level */
5496         object_level = base_level;
5497
5498         is_loading_now = TRUE;
5499
5500         if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5501             (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5502                 p_ptr->energy_need = 0;
5503
5504         /* Not leaving dungeon */
5505         p_ptr->leaving_dungeon = FALSE;
5506
5507         /* Initialize monster process */
5508         mproc_init();
5509
5510         /* Main loop */
5511         while (TRUE)
5512         {
5513                 /* Hack -- Compact the monster list occasionally */
5514                 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5515
5516                 /* Hack -- Compress the monster list occasionally */
5517                 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5518
5519
5520                 /* Hack -- Compact the object list occasionally */
5521                 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5522
5523                 /* Hack -- Compress the object list occasionally */
5524                 if (o_cnt + 32 < o_max) compact_objects(0);
5525
5526                 /* Process the player */
5527                 process_player();
5528                 process_upkeep_with_speed();
5529
5530                 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5531                 handle_stuff();
5532
5533                 /* Hack -- Hilite the player */
5534                 move_cursor_relative(p_ptr->y, p_ptr->x);
5535
5536                 /* Optional fresh */
5537                 if (fresh_after) Term_fresh();
5538
5539                 /* Hack -- Notice death or departure */
5540                 if (!p_ptr->playing || p_ptr->is_dead) break;
5541
5542                 /* Process all of the monsters */
5543                 process_monsters();
5544
5545                 handle_stuff();
5546
5547                 /* Hack -- Hilite the player */
5548                 move_cursor_relative(p_ptr->y, p_ptr->x);
5549
5550                 /* Optional fresh */
5551                 if (fresh_after) Term_fresh();
5552
5553                 /* Hack -- Notice death or departure */
5554                 if (!p_ptr->playing || p_ptr->is_dead) break;
5555
5556                 /* Process the world */
5557                 process_world();
5558
5559                 handle_stuff();
5560
5561                 /* Hack -- Hilite the player */
5562                 move_cursor_relative(p_ptr->y, p_ptr->x);
5563
5564                 /* Optional fresh */
5565                 if (fresh_after) Term_fresh();
5566
5567                 /* Hack -- Notice death or departure */
5568                 if (!p_ptr->playing || p_ptr->is_dead) break;
5569
5570                 /* Count game turns */
5571                 turn++;
5572
5573                 if (dungeon_turn < dungeon_turn_limit)
5574                 {
5575                         if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5576                         else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5577                 }
5578
5579                 prevent_turn_overflow();
5580
5581                 /* Handle "leaving" */
5582                 if (p_ptr->leaving) break;
5583
5584                 if (wild_regen) wild_regen--;
5585         }
5586
5587         /* Inside a quest and non-unique questor? */
5588         if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5589         {
5590                 /* Un-mark the quest monster */
5591                 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5592         }
5593
5594         /* Not save-and-quit and not dead? */
5595         if (p_ptr->playing && !p_ptr->is_dead)
5596         {
5597                 /*
5598                  * Maintain Unique monsters and artifact, save current
5599                  * floor, then prepare next floor
5600                  */
5601                 leave_floor();
5602
5603                 /* Forget the flag */
5604                 reinit_wilderness = FALSE;
5605         }
5606
5607         /* Write about current level on the play record once per level */
5608         write_level = TRUE;
5609 }
5610
5611
5612 /*!
5613  * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5614  * @return なし
5615  * @note
5616  * Modified by Arcum Dagsson to support
5617  * separate macro files for different realms.
5618  */
5619 static void load_all_pref_files(void)
5620 {
5621         char buf[1024];
5622
5623         /* Access the "user" pref file */
5624         sprintf(buf, "user.prf");
5625
5626         /* Process that file */
5627         process_pref_file(buf);
5628
5629         /* Access the "user" system pref file */
5630         sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5631
5632         /* Process that file */
5633         process_pref_file(buf);
5634
5635         /* Access the "race" pref file */
5636         sprintf(buf, "%s.prf", rp_ptr->title);
5637
5638         /* Process that file */
5639         process_pref_file(buf);
5640
5641         /* Access the "class" pref file */
5642         sprintf(buf, "%s.prf", cp_ptr->title);
5643
5644         /* Process that file */
5645         process_pref_file(buf);
5646
5647         /* Access the "character" pref file */
5648         sprintf(buf, "%s.prf", player_base);
5649
5650         /* Process that file */
5651         process_pref_file(buf);
5652
5653         /* Access the "realm 1" pref file */
5654         if (p_ptr->realm1 != REALM_NONE)
5655         {
5656                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5657
5658                 /* Process that file */
5659                 process_pref_file(buf);
5660         }
5661
5662         /* Access the "realm 2" pref file */
5663         if (p_ptr->realm2 != REALM_NONE)
5664         {
5665                 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5666
5667                 /* Process that file */
5668                 process_pref_file(buf);
5669         }
5670
5671
5672         /* Load an autopick preference file */
5673         autopick_load_pref(FALSE);
5674 }
5675
5676
5677 /*!
5678  * @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
5679  * @return なし
5680  */
5681 void extract_option_vars(void)
5682 {
5683         int i;
5684
5685         for (i = 0; option_info[i].o_desc; i++)
5686         {
5687                 int os = option_info[i].o_set;
5688                 int ob = option_info[i].o_bit;
5689
5690                 /* Set the "default" options */
5691                 if (option_info[i].o_var)
5692                 {
5693                         /* Set */
5694                         if (option_flag[os] & (1L << ob))
5695                         {
5696                                 /* Set */
5697                                 (*option_info[i].o_var) = TRUE;
5698                         }
5699
5700                         /* Clear */
5701                         else
5702                         {
5703                                 /* Clear */
5704                                 (*option_info[i].o_var) = FALSE;
5705                         }
5706                 }
5707         }
5708 }
5709
5710
5711 /*!
5712  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5713  * @return なし
5714  */
5715 void determine_bounty_uniques(void)
5716 {
5717         int i, j;
5718         MONRACE_IDX tmp;
5719         monster_race *r_ptr;
5720
5721         get_mon_num_prep(NULL, NULL);
5722         for (i = 0; i < MAX_KUBI; i++)
5723         {
5724                 while (1)
5725                 {
5726                         kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5727                         r_ptr = &r_info[kubi_r_idx[i]];
5728
5729                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5730
5731                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5732
5733                         if (r_ptr->rarity > 100) continue;
5734
5735                         if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5736
5737                         for (j = 0; j < i; j++)
5738                                 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5739
5740                         if (j == i) break;
5741                 }
5742         }
5743
5744         /* Sort them */
5745         for (i = 0; i < MAX_KUBI - 1; i++)
5746         {
5747                 for (j = i; j < MAX_KUBI; j++)
5748                 {
5749                         if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5750                         {
5751                                 tmp = kubi_r_idx[i];
5752                                 kubi_r_idx[i] = kubi_r_idx[j];
5753                                 kubi_r_idx[j] = tmp;
5754                         }
5755                 }
5756         }
5757 }
5758
5759
5760 /*!
5761  * @brief 今日の賞金首を確定する / Determine today's bounty monster
5762  * @return なし
5763  * @note conv_old is used if loaded 0.0.3 or older save file
5764  */
5765 void determine_today_mon(bool conv_old)
5766 {
5767         int max_dl = 3, i;
5768         bool old_inside_battle = p_ptr->inside_battle;
5769         monster_race *r_ptr;
5770
5771         if (!conv_old)
5772         {
5773                 for (i = 0; i < max_d_idx; i++)
5774                 {
5775                         if (max_dlv[i] < d_info[i].mindepth) continue;
5776                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5777                 }
5778         }
5779         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5780
5781         p_ptr->inside_battle = TRUE;
5782         get_mon_num_prep(NULL, NULL);
5783
5784         while (1)
5785         {
5786                 today_mon = get_mon_num(max_dl);
5787                 r_ptr = &r_info[today_mon];
5788
5789                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5790                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5791                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5792                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5793                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5794                 if (r_ptr->rarity > 10) continue;
5795                 break;
5796         }
5797
5798         p_ptr->today_mon = 0;
5799         p_ptr->inside_battle = old_inside_battle;
5800 }
5801
5802 /*!
5803  * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5804  * @return なし
5805  * @note
5806  * If the "new_game" parameter is true, then, after loading the
5807  * savefile, we will commit suicide, if necessary, to allow the
5808  * player to start a new game.
5809  */
5810 void play_game(bool new_game)
5811 {
5812         MONSTER_IDX i;
5813         bool load_game = TRUE;
5814         bool init_random_seed = FALSE;
5815
5816 #ifdef CHUUKEI
5817         if (chuukei_client)
5818         {
5819                 reset_visuals();
5820                 browse_chuukei();
5821                 return;
5822         }
5823
5824         else if (chuukei_server)
5825         {
5826                 prepare_chuukei_hooks();
5827         }
5828 #endif
5829
5830         if (browsing_movie)
5831         {
5832                 reset_visuals();
5833                 browse_movie();
5834                 return;
5835         }
5836
5837         hack_mutation = FALSE;
5838
5839         /* Hack -- Character is "icky" */
5840         character_icky = TRUE;
5841
5842         /* Make sure main term is active */
5843         Term_activate(angband_term[0]);
5844
5845         /* Initialise the resize hooks */
5846         angband_term[0]->resize_hook = resize_map;
5847
5848         for (i = 1; i < 8; i++)
5849         {
5850                 /* Does the term exist? */
5851                 if (angband_term[i])
5852                 {
5853                         /* Add the redraw on resize hook */
5854                         angband_term[i]->resize_hook = redraw_window;
5855                 }
5856         }
5857
5858         /* Hack -- turn off the cursor */
5859         (void)Term_set_cursor(0);
5860
5861
5862         /* Attempt to load */
5863         if (!load_player())
5864         {
5865                 quit(_("セーブファイルが壊れています", "broken savefile"));
5866         }
5867
5868         /* Extract the options */
5869         extract_option_vars();
5870
5871         /* Report waited score */
5872         if (p_ptr->wait_report_score)
5873         {
5874                 char buf[1024];
5875                 bool success;
5876
5877                 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))
5878                         quit(0);
5879
5880                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5881
5882                 handle_stuff();
5883
5884                 p_ptr->is_dead = TRUE;
5885
5886                 start_time = (u32b)time(NULL);
5887
5888                 /* No suspending now */
5889                 signals_ignore_tstp();
5890                 
5891                 /* Hack -- Character is now "icky" */
5892                 character_icky = TRUE;
5893
5894                 /* Build the filename */
5895                 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5896
5897                 /* Open the high score file, for reading/writing */
5898                 highscore_fd = fd_open(buf, O_RDWR);
5899
5900                 /* 町名消失バグ対策(#38205) Init the wilderness */
5901                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5902
5903                 /* Handle score, show Top scores */
5904                 success = send_world_score(TRUE);
5905
5906                 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))
5907                 {
5908                         prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5909                         (void)inkey();
5910                 }
5911                 else
5912                 {
5913                         p_ptr->wait_report_score = FALSE;
5914                         top_twenty();
5915                         if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5916                 }
5917                 /* Shut the high score file */
5918                 (void)fd_close(highscore_fd);
5919
5920                 /* Forget the high score fd */
5921                 highscore_fd = -1;
5922                 
5923                 /* Allow suspending now */
5924                 signals_handle_tstp();
5925
5926                 quit(0);
5927         }
5928
5929         creating_savefile = new_game;
5930
5931         /* Nothing loaded */
5932         if (!character_loaded)
5933         {
5934                 /* Make new player */
5935                 new_game = TRUE;
5936
5937                 /* The dungeon is not ready */
5938                 character_dungeon = FALSE;
5939
5940                 /* Prepare to init the RNG */
5941                 init_random_seed = TRUE;
5942
5943                 /* Initialize the saved floors data */
5944                 init_saved_floors(FALSE);
5945         }
5946
5947         /* Old game is loaded.  But new game is requested. */
5948         else if (new_game)
5949         {
5950                 /* Initialize the saved floors data */
5951                 init_saved_floors(TRUE);
5952         }
5953
5954         /* Process old character */
5955         if (!new_game)
5956         {
5957                 /* Process the player name */
5958                 process_player_name(FALSE);
5959         }
5960
5961         /* Init the RNG */
5962         if (init_random_seed)
5963         {
5964                 Rand_state_init();
5965         }
5966
5967         /* Roll new character */
5968         if (new_game)
5969         {
5970                 /* The dungeon is not ready */
5971                 character_dungeon = FALSE;
5972
5973                 /* Start in town */
5974                 dun_level = 0;
5975                 p_ptr->inside_quest = 0;
5976                 p_ptr->inside_arena = FALSE;
5977                 p_ptr->inside_battle = FALSE;
5978
5979                 write_level = TRUE;
5980
5981                 /* Hack -- seed for flavors */
5982                 seed_flavor = randint0(0x10000000);
5983
5984                 /* Hack -- seed for town layout */
5985                 seed_town = randint0(0x10000000);
5986
5987                 /* Roll up a new character */
5988                 player_birth();
5989
5990                 counts_write(2,0);
5991                 p_ptr->count = 0;
5992
5993                 load = FALSE;
5994
5995                 determine_bounty_uniques();
5996                 determine_today_mon(FALSE);
5997
5998                 /* Initialize object array */
5999                 wipe_o_list();
6000         }
6001         else
6002         {
6003                 write_level = FALSE;
6004
6005                 do_cmd_write_nikki(NIKKI_GAMESTART, 1, 
6006                                           _("                            ----ゲーム再開----",
6007                                                 "                            ---- Restart Game ----"));
6008
6009 /*
6010  * 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。
6011  * 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。
6012  */
6013                 if (p_ptr->riding == -1)
6014                 {
6015                         p_ptr->riding = 0;
6016                         for (i = m_max; i > 0; i--)
6017                         {
6018                                 if (player_bold(m_list[i].fy, m_list[i].fx))
6019                                 {
6020                                         p_ptr->riding = i;
6021                                         break;
6022                                 }
6023                         }
6024                 }
6025         }
6026
6027         creating_savefile = FALSE;
6028
6029         p_ptr->teleport_town = FALSE;
6030         p_ptr->sutemi = FALSE;
6031         world_monster = FALSE;
6032         now_damaged = FALSE;
6033         now_message = 0;
6034         start_time = time(NULL) - 1;
6035         record_o_name[0] = '\0';
6036
6037         /* Reset map panel */
6038         panel_row_min = cur_hgt;
6039         panel_col_min = cur_wid;
6040
6041         /* Sexy gal gets bonus to maximum weapon skill of whip */
6042         if (p_ptr->pseikaku == SEIKAKU_SEXY)
6043                 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6044
6045         /* Fill the arrays of floors and walls in the good proportions */
6046         set_floor_and_wall(dungeon_type);
6047
6048         /* Flavor the objects */
6049         flavor_init();
6050
6051         /* Flash a message */
6052         prt(_("お待ち下さい...", "Please wait..."), 0, 0);
6053
6054         /* Flush the message */
6055         Term_fresh();
6056
6057
6058         /* Hack -- Enter wizard mode */
6059         if (arg_wizard)
6060         {
6061                 if (enter_wizard_mode())
6062                 {
6063                         p_ptr->wizard = TRUE;
6064
6065                         if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
6066                         {
6067                                 /* Initialize the saved floors data */
6068                                 init_saved_floors(TRUE);
6069
6070                                 /* Avoid crash */
6071                                 p_ptr->inside_quest = 0;
6072
6073                                 /* Avoid crash in update_view() */
6074                                 p_ptr->y = p_ptr->x = 10;
6075                         }
6076                 }
6077                 else if (p_ptr->is_dead)
6078                 {
6079                         quit("Already dead.");
6080                 }
6081         }
6082
6083         /* Initialize the town-buildings if necessary */
6084         if (!dun_level && !p_ptr->inside_quest)
6085         {
6086                 /* Init the wilderness */
6087
6088                 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6089
6090                 /* Init the town */
6091                 init_flags = INIT_ONLY_BUILDINGS;
6092
6093                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6094
6095                 select_floor_music();
6096         }
6097
6098
6099         /* Generate a dungeon level if needed */
6100         if (!character_dungeon)
6101         {
6102                 change_floor();
6103         }
6104
6105         else
6106         {
6107                 /* HACK -- Restore from panic-save */
6108                 if (p_ptr->panic_save)
6109                 {
6110                         /* No player?  -- Try to regenerate floor */
6111                         if (!p_ptr->y || !p_ptr->x)
6112                         {
6113                                 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."));
6114                                 change_floor();
6115                         }
6116
6117                         /* Still no player?  -- Try to locate random place */
6118                         if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6119
6120                         /* No longer in panic */
6121                         p_ptr->panic_save = 0;
6122                 }
6123         }
6124
6125         /* Character is now "complete" */
6126         character_generated = TRUE;
6127
6128
6129         /* Hack -- Character is no longer "icky" */
6130         character_icky = FALSE;
6131
6132
6133         if (new_game)
6134         {
6135                 char buf[80];
6136                 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6137                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6138         }
6139
6140
6141         /* Start game */
6142         p_ptr->playing = TRUE;
6143
6144         /* Reset the visual mappings */
6145         reset_visuals();
6146
6147         /* Load the "pref" files */
6148         load_all_pref_files();
6149
6150         /* Give startup outfit (after loading pref files) */
6151         if (new_game)
6152         {
6153                 player_outfit();
6154         }
6155
6156         /* React to changes */
6157         Term_xtra(TERM_XTRA_REACT, 0);
6158
6159         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6160         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6161         handle_stuff();
6162
6163         /* Set or clear "rogue_like_commands" if requested */
6164         if (arg_force_original) rogue_like_commands = FALSE;
6165         if (arg_force_roguelike) rogue_like_commands = TRUE;
6166
6167         /* Hack -- Enforce "delayed death" */
6168         if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6169
6170         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6171
6172         if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6173         {
6174                 monster_type *m_ptr;
6175                 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6176                 monster_race *r_ptr = &r_info[pet_r_idx];
6177                 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6178                                   (PM_FORCE_PET | PM_NO_KAGE));
6179                 m_ptr = &m_list[hack_m_idx_ii];
6180                 m_ptr->mspeed = r_ptr->speed;
6181                 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6182                 m_ptr->max_maxhp = m_ptr->maxhp;
6183                 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6184                 m_ptr->dealt_damage = 0;
6185                 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6186         }
6187
6188         (void)combine_and_reorder_home(STORE_HOME);
6189         (void)combine_and_reorder_home(STORE_MUSEUM);
6190
6191         select_floor_music();
6192
6193         /* Process */
6194         while (TRUE)
6195         {
6196                 /* Process the level */
6197                 dungeon(load_game);
6198
6199
6200                 /* Hack -- prevent "icky" message */
6201                 character_xtra = TRUE;
6202
6203                 handle_stuff();
6204
6205                 character_xtra = FALSE;
6206
6207                 /* Cancel the target */
6208                 target_who = 0;
6209
6210                 /* Cancel the health bar */
6211                 health_track(0);
6212
6213
6214                 /* Forget the lite */
6215                 forget_lite();
6216
6217                 /* Forget the view */
6218                 forget_view();
6219
6220                 /* Forget the view */
6221                 clear_mon_lite();
6222
6223                 /* Handle "quit and save" */
6224                 if (!p_ptr->playing && !p_ptr->is_dead) break;
6225
6226                 /* Erase the old cave */
6227                 wipe_o_list();
6228                 if (!p_ptr->is_dead) wipe_m_list();
6229
6230
6231                 msg_print(NULL);
6232
6233                 load_game = FALSE;
6234
6235                 /* Accidental Death */
6236                 if (p_ptr->playing && p_ptr->is_dead)
6237                 {
6238                         if (p_ptr->inside_arena)
6239                         {
6240                                 p_ptr->inside_arena = FALSE;
6241                                 if (p_ptr->arena_number > MAX_ARENA_MONS)
6242                                         p_ptr->arena_number++;
6243                                 else
6244                                         p_ptr->arena_number = -1 - p_ptr->arena_number;
6245                                 p_ptr->is_dead = FALSE;
6246                                 p_ptr->chp = 0;
6247                                 p_ptr->chp_frac = 0;
6248                                 p_ptr->exit_bldg = TRUE;
6249                                 reset_tim_flags();
6250
6251                                 /* Leave through the exit */
6252                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6253
6254                                 /* prepare next floor */
6255                                 leave_floor();
6256                         }
6257                         else
6258                         {
6259                                 /* Mega-Hack -- Allow player to cheat death */
6260                                 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6261                                 {
6262                                         /* Mark social class, reset age, if needed */
6263                                         if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6264
6265                                         /* Increase age */
6266                                         p_ptr->age++;
6267
6268                                         /* Mark savefile */
6269                                         p_ptr->noscore |= 0x0001;
6270
6271                                         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."));
6272                                         msg_print(NULL);
6273
6274                                         (void)life_stream(FALSE, FALSE);
6275
6276                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
6277                                         {
6278                                                 int magic_idx;
6279                                                 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6280                                                 {
6281                                                         p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6282                                                 }
6283                                                 for (; magic_idx < EATER_EXT*3; magic_idx++)
6284                                                 {
6285                                                         p_ptr->magic_num1[magic_idx] = 0;
6286                                                 }
6287                                         }
6288
6289                                         /* Restore spell points */
6290                                         p_ptr->csp = p_ptr->msp;
6291                                         p_ptr->csp_frac = 0;
6292
6293                                         /* Hack -- cancel recall */
6294                                         if (p_ptr->word_recall)
6295                                         {
6296                                                 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6297                                                 msg_print(NULL);
6298
6299                                                 /* Hack -- Prevent recall */
6300                                                 p_ptr->word_recall = 0;
6301                                                 p_ptr->redraw |= (PR_STATUS);
6302                                         }
6303
6304                                         /* Hack -- cancel alter */
6305                                         if (p_ptr->alter_reality)
6306                                         {
6307                                                 /* Hack -- Prevent alter */
6308                                                 p_ptr->alter_reality = 0;
6309                                                 p_ptr->redraw |= (PR_STATUS);
6310                                         }
6311
6312                                         /* Note cause of death */
6313                                         (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6314
6315                                         /* Do not die */
6316                                         p_ptr->is_dead = FALSE;
6317
6318                                         /* Hack -- Prevent starvation */
6319                                         (void)set_food(PY_FOOD_MAX - 1);
6320
6321                                         dun_level = 0;
6322                                         p_ptr->inside_arena = FALSE;
6323                                         p_ptr->inside_battle = FALSE;
6324                                         leaving_quest = 0;
6325                                         p_ptr->inside_quest = 0;
6326                                         if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6327                                         dungeon_type = 0;
6328                                         if (lite_town || vanilla_town)
6329                                         {
6330                                                 p_ptr->wilderness_y = 1;
6331                                                 p_ptr->wilderness_x = 1;
6332                                                 if (vanilla_town)
6333                                                 {
6334                                                         p_ptr->oldpy = 10;
6335                                                         p_ptr->oldpx = 34;
6336                                                 }
6337                                                 else
6338                                                 {
6339                                                         p_ptr->oldpy = 33;
6340                                                         p_ptr->oldpx = 131;
6341                                                 }
6342                                         }
6343                                         else
6344                                         {
6345                                                 p_ptr->wilderness_y = 48;
6346                                                 p_ptr->wilderness_x = 5;
6347                                                 p_ptr->oldpy = 33;
6348                                                 p_ptr->oldpx = 131;
6349                                         }
6350
6351                                         /* Leaving */
6352                                         p_ptr->wild_mode = FALSE;
6353                                         p_ptr->leaving = TRUE;
6354
6355                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 1, 
6356                                                                 _("                            しかし、生き返った。", 
6357                                                                   "                            but revived."));
6358
6359                                         /* Prepare next floor */
6360                                         leave_floor();
6361                                         wipe_m_list();
6362                                 }
6363                         }
6364                 }
6365
6366                 /* Handle "death" */
6367                 if (p_ptr->is_dead) break;
6368
6369                 /* Make a new level */
6370                 change_floor();
6371         }
6372
6373         /* Close stuff */
6374         close_game();
6375
6376         /* Quit */
6377         quit(NULL);
6378 }
6379
6380 /*!
6381  * @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
6382  * @param hoge ゲームターン
6383  * @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。
6384  * @return 修正をかけた後のゲームターン
6385  */
6386 s32b turn_real(s32b hoge)
6387 {
6388         switch (p_ptr->start_race)
6389         {
6390         case RACE_VAMPIRE:
6391         case RACE_SKELETON:
6392         case RACE_ZOMBIE:
6393         case RACE_SPECTRE:
6394                 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6395         default:
6396                 return hoge;
6397         }
6398 }
6399
6400 /*!
6401  * @brief ターンのオーバーフローに対する対処
6402  * @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.
6403  * @return 修正をかけた後のゲームターン
6404  */
6405 void prevent_turn_overflow(void)
6406 {
6407         int rollback_days, i, j;
6408         s32b rollback_turns;
6409
6410         if (turn < turn_limit) return;
6411
6412         rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6413         rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6414
6415         if (turn > rollback_turns) turn -= rollback_turns;
6416         else turn = 1; /* Paranoia */
6417         if (old_turn > rollback_turns) old_turn -= rollback_turns;
6418         else old_turn = 1;
6419         if (old_battle > rollback_turns) old_battle -= rollback_turns;
6420         else old_battle = 1;
6421         if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6422         else p_ptr->feeling_turn = 1;
6423
6424         for (i = 1; i < max_towns; i++)
6425         {
6426                 for (j = 0; j < MAX_STORES; j++)
6427                 {
6428                         store_type *st_ptr = &town[i].store[j];
6429
6430                         if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6431                         {
6432                                 st_ptr->last_visit -= rollback_turns;
6433                                 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6434                         }
6435
6436                         if (st_ptr->store_open)
6437                         {
6438                                 st_ptr->store_open -= rollback_turns;
6439                                 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
6440                         }
6441                 }
6442         }
6443 }