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Save damages dealt by player for each monster. (Do not use yet)
[hengband/hengband.git] / src / dungeon.c
index d0f9cfe..d984c7d 100644 (file)
@@ -24,30 +24,30 @@ static int wild_regen = 20;
 static byte value_check_aux1(object_type *o_ptr)
 {
        /* Artifacts */
-       if (artifact_p(o_ptr) || o_ptr->art_name)
+       if (object_is_artifact(o_ptr))
        {
                /* Cursed/Broken */
-               if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
+               if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
 
                /* Normal */
                return FEEL_SPECIAL;
        }
 
        /* Ego-Items */
-       if (ego_item_p(o_ptr))
+       if (object_is_ego(o_ptr))
        {
                /* Cursed/Broken */
-               if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
+               if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
 
                /* Normal */
                return FEEL_EXCELLENT;
        }
 
        /* Cursed items */
-       if (cursed_p(o_ptr)) return FEEL_CURSED;
+       if (object_is_cursed(o_ptr)) return FEEL_CURSED;
 
        /* Broken items */
-       if (broken_p(o_ptr)) return FEEL_BROKEN;
+       if (object_is_broken(o_ptr)) return FEEL_BROKEN;
 
        if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
 
@@ -68,16 +68,16 @@ static byte value_check_aux1(object_type *o_ptr)
 static byte value_check_aux2(object_type *o_ptr)
 {
        /* Cursed items (all of them) */
-       if (cursed_p(o_ptr)) return FEEL_CURSED;
+       if (object_is_cursed(o_ptr)) return FEEL_CURSED;
 
        /* Broken items (all of them) */
-       if (broken_p(o_ptr)) return FEEL_BROKEN;
+       if (object_is_broken(o_ptr)) return FEEL_BROKEN;
 
        /* Artifacts -- except cursed/broken ones */
-       if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
+       if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
 
        /* Ego-Items -- except cursed/broken ones */
-       if (ego_item_p(o_ptr)) return FEEL_UNCURSED;
+       if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
 
        /* Good armor bonus */
        if (o_ptr->to_a > 0) return FEEL_UNCURSED;
@@ -101,7 +101,7 @@ static void sense_inventory_aux(int slot, bool heavy)
        if (o_ptr->ident & (IDENT_SENSE))return;
 
        /* It is fully known, no information needed */
-       if (object_known_p(o_ptr)) return;
+       if (object_is_known(o_ptr)) return;
 
        /* Check for a feeling */
        feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
@@ -162,7 +162,7 @@ static void sense_inventory_aux(int slot, bool heavy)
        if (disturb_minor) disturb(0, 0);
 
        /* Get an object description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Message (equipment) */
        if (slot >= INVEN_RARM)
@@ -313,6 +313,7 @@ static void sense_inventory1(void)
                }
 
                case CLASS_PALADIN:
+               case CLASS_SNIPER:
                {
                        /* Bad sensing */
                        if (0 != randint0(77777L / (plev * plev + 40))) return;
@@ -476,6 +477,7 @@ static void sense_inventory2(void)
                case CLASS_SAMURAI:
                case CLASS_CAVALRY:
                case CLASS_BERSERKER:
+               case CLASS_SNIPER:
                {
                        return;
                }
@@ -590,7 +592,7 @@ static void pattern_teleport(void)
 
        /* Ask for level */
 #ifdef JP
-if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
+       if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
 #else
        if (get_check("Teleport level? "))
 #endif
@@ -619,7 +621,7 @@ if (get_check("¾
 
                /* Prompt */
 #ifdef JP
-sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
+               sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
 #else
                sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
 #endif
@@ -635,13 +637,12 @@ sprintf(ppp, "
                command_arg = atoi(tmp_val);
        }
 #ifdef JP
-else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
+       else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
 #else
        else if (get_check("Normal teleport? "))
 #endif
-
        {
-               teleport_player(200);
+               teleport_player(200, 0L);
                return;
        }
        else
@@ -657,7 +658,7 @@ else if (get_check("
 
        /* Accept request */
 #ifdef JP
-msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
+       msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
 #else
        msg_format("You teleport to dungeon level %d.", command_arg);
 #endif
@@ -675,6 +676,12 @@ msg_format("%d 
        p_ptr->inside_quest = 0;
        energy_use = 0;
 
+       /*
+        * Clear all saved floors
+        * and create a first saved floor
+        */
+       prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
        /* Leaving */
        p_ptr->leaving = TRUE;
 }
@@ -683,22 +690,22 @@ msg_format("%d 
 static void wreck_the_pattern(void)
 {
        int to_ruin = 0, r_y, r_x;
+       int pattern_type = f_info[cave[py][px].feat].subtype;
 
-       if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
+       if (pattern_type == PATTERN_TILE_WRECKED)
        {
                /* Ruined already */
                return;
        }
 
 #ifdef JP
-msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
+       msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
+       msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
 #else
        msg_print("You bleed on the Pattern!");
        msg_print("Something terrible happens!");
 #endif
 
-
        if (!IS_INVULN())
 #ifdef JP
                take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
@@ -706,30 +713,29 @@ msg_print("
                take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
 #endif
 
-
        to_ruin = randint1(45) + 35;
 
        while (to_ruin--)
        {
                scatter(&r_y, &r_x, py, px, 4, 0);
 
-               if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
-                   (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
+               if (pattern_tile(r_y, r_x) &&
+                   (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
                {
-                       cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
+                       cave_set_feat(r_y, r_x, feat_pattern_corrupted);
                }
        }
 
-       cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
+       cave_set_feat(py, px, feat_pattern_corrupted);
 }
 
 
 /* Returns TRUE if we are on the Pattern... */
 static bool pattern_effect(void)
 {
-       if ((cave[py][px].feat < FEAT_PATTERN_START) ||
-           (cave[py][px].feat > FEAT_PATTERN_XTRA2))
-               return FALSE;
+       int pattern_type;
+
+       if (!pattern_tile(py, px)) return FALSE;
 
        if ((prace_is_(RACE_AMBERITE)) &&
            (p_ptr->cut > 0) && one_in_(10))
@@ -737,8 +743,11 @@ static bool pattern_effect(void)
                wreck_the_pattern();
        }
 
-       if (cave[py][px].feat == FEAT_PATTERN_END)
+       pattern_type = f_info[cave[py][px].feat].subtype;
+
+       switch (pattern_type)
        {
+       case PATTERN_TILE_END:
                (void)set_poisoned(0);
                (void)set_image(0);
                (void)set_stun(0);
@@ -753,44 +762,42 @@ static bool pattern_effect(void)
                (void)do_res_stat(A_CHR);
                (void)restore_level();
                (void)hp_player(1000);
-               cave_set_feat(py, px, FEAT_PATTERN_OLD);
+
+               cave_set_feat(py, px, feat_pattern_old);
+
 #ifdef JP
-msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
+               msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
 #else
                msg_print("This section of the Pattern looks less powerful.");
 #endif
 
-       }
-
-
-       /*
-        * We could make the healing effect of the
-        * Pattern center one-time only to avoid various kinds
-        * of abuse, like luring the win monster into fighting you
-        * in the middle of the pattern...
-        */
+               /*
+                * We could make the healing effect of the
+                * Pattern center one-time only to avoid various kinds
+                * of abuse, like luring the win monster into fighting you
+                * in the middle of the pattern...
+                */
+               break;
 
-       else if (cave[py][px].feat == FEAT_PATTERN_OLD)
-       {
+       case PATTERN_TILE_OLD:
                /* No effect */
-       }
-       else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
-       {
+               break;
+
+       case PATTERN_TILE_TELEPORT:
                pattern_teleport();
-       }
-       else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
-       {
+               break;
+
+       case PATTERN_TILE_WRECKED:
                if (!IS_INVULN())
 #ifdef JP
                        take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
 #else
                        take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
 #endif
+               break;
 
-       }
-       else
-       {
-               if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
+       default:
+               if (prace_is_(RACE_AMBERITE) && !one_in_(2))
                        return TRUE;
                else if (!IS_INVULN())
 #ifdef JP
@@ -798,7 +805,7 @@ msg_print("
 #else
                        take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
 #endif
-
+               break;
        }
 
        return TRUE;
@@ -813,33 +820,33 @@ msg_print("
  */
 static void regenhp(int percent)
 {
-       s32b    new_chp, new_chp_frac;
-       int     old_chp;
+       s32b new_chp;
+       u32b new_chp_frac;
+       s32b old_chp;
 
        if (p_ptr->special_defense & KATA_KOUKIJIN) return;
        if (p_ptr->action == ACTION_HAYAGAKE) return;
+
        /* Save the old hitpoints */
        old_chp = p_ptr->chp;
 
-       /* Extract the new hitpoints */
-       new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
-       p_ptr->chp += (s16b)(new_chp >> 16);   /* div 65536 */
+       /*
+        * Extract the new hitpoints
+        *
+        * 'percent' is the Regen factor in unit (1/2^16)
+        */
+       new_chp = 0;
+       new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
+
+       /* Convert the unit (1/2^16) to (1/2^32) */
+       s64b_LSHIFT(new_chp, new_chp_frac, 16);
+
+       /* Regenerating */
+       s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
 
-       /* check for overflow */
-       if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
-       new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac;    /* mod 65536 */
-       if (new_chp_frac >= 0x10000L)
-       {
-               p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
-               p_ptr->chp++;
-       }
-       else
-       {
-               p_ptr->chp_frac = (u16b)new_chp_frac;
-       }
 
        /* Fully healed */
-       if (p_ptr->chp >= p_ptr->mhp)
+       if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
        {
                p_ptr->chp = p_ptr->mhp;
                p_ptr->chp_frac = 0;
@@ -860,56 +867,81 @@ static void regenhp(int percent)
 
 
 /*
- * Regenerate mana points                              -RAK-
+ * Regenerate mana points
  */
-static void regenmana(int percent)
+static void regenmana(int upkeep_factor, int regen_amount)
 {
-       s32b        new_mana, new_mana_frac;
-       int                   old_csp;
-       bool    old_csp_msp = (p_ptr->csp > p_ptr->msp);
+       s32b old_csp = p_ptr->csp;
+       s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
 
-       if (p_ptr->special_defense & KATA_KOUKIJIN) return;
-       if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
-       old_csp = p_ptr->csp;
-       new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
-       if (old_csp_msp && (new_mana > 0))
-       {
-               new_mana *= 32;
-               p_ptr->csp--;
-               p_ptr->csp -= (s16b)(new_mana >> 16);   /* div 65536 */
-               new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
-       }
-       else
+       /*
+        * Excess mana will decay 32 times faster than normal
+        * regeneration rate.
+        */
+       if (p_ptr->csp > p_ptr->msp)
        {
-               if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
-               p_ptr->csp += (s16b)(new_mana >> 16);   /* div 65536 */
+               /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
+               s32b decay = 0;
+               u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
 
-               new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac;  /* mod 65536 */
-       }
-       if (new_mana_frac >= 0x10000L)
-       {
-               p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
-               p_ptr->csp++;
-       }
-       else
-       {
-               p_ptr->csp_frac = (u16b)(new_mana_frac);
+               /* Convert the unit (1/2^16) to (1/2^32) */
+               s64b_LSHIFT(decay, decay_frac, 16);
+
+               /* Decay */
+               s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
+
+               /* Stop decaying */
+               if (p_ptr->csp < p_ptr->msp)
+               {
+                       p_ptr->csp = p_ptr->msp;
+                       p_ptr->csp_frac = 0;
+               }
        }
 
-       /* check for overflow */
-       if (p_ptr->csp < 0)
+       /* Regenerating mana (unless the player has excess mana) */
+       else if (regen_rate > 0)
        {
-               p_ptr->csp = 0;
-               p_ptr->csp_frac = 0;
+               /* (percent/100) is the Regen factor in unit (1/2^16) */
+               s32b new_mana = 0;
+               u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
+
+               /* Convert the unit (1/2^16) to (1/2^32) */
+               s64b_LSHIFT(new_mana, new_mana_frac, 16);
+
+               /* Regenerate */
+               s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
+
+               /* Must set frac to zero even if equal */
+               if (p_ptr->csp >= p_ptr->msp)
+               {
+                       p_ptr->csp = p_ptr->msp;
+                       p_ptr->csp_frac = 0;
+               }
        }
 
-       /* Must set frac to zero even if equal */
-       if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
+
+       /* Reduce mana (even when the player has excess mana) */
+       if (regen_rate < 0)
        {
-               p_ptr->csp = p_ptr->msp;
-               p_ptr->csp_frac = 0;
+               /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
+               s32b reduce_mana = 0;
+               u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
+
+               /* Convert the unit (1/2^16) to (1/2^32) */
+               s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
+
+               /* Reduce mana */
+               s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
+
+               /* Check overflow */
+               if (p_ptr->csp < 0)
+               {
+                       p_ptr->csp = 0;
+                       p_ptr->csp_frac = 0;
+               }
        }
 
+
        /* Redraw mana */
        if (old_csp != p_ptr->csp)
        {
@@ -928,20 +960,25 @@ static void regenmana(int percent)
 
 /*
  * Regenerate magic
+ * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
  */
-static void regenmagic(int percent)
+static void regenmagic(int regen_amount)
 {
-       s32b        new_mana;
+       s32b new_mana;
        int i;
+       int dev = 30;
+       int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
 
        for (i = 0; i < EATER_EXT*2; i++)
        {
                if (!p_ptr->magic_num2[i]) continue;
                if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
-               new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
+
+               /* Increase remaining charge number like float value */
+               new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
                p_ptr->magic_num1[i] += new_mana;
 
-               /* Must set frac to zero even if equal */
+               /* Check maximum charge */
                if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
                {
                        p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
@@ -952,7 +989,13 @@ static void regenmagic(int percent)
        {
                if (!p_ptr->magic_num1[i]) continue;
                if (!p_ptr->magic_num2[i]) continue;
-               p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
+
+               /* Decrease remaining period for charging */
+               new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) 
+                                       / (dev * 16 * PY_REGEN_NORMAL); 
+               p_ptr->magic_num1[i] -= new_mana;
+
+               /* Check minimum remaining period for charging */
                if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
                wild_regen = 20;
        }
@@ -1067,477 +1110,167 @@ static void regen_captured_monsters(void)
 }
 
 
-/*
- * Process the counters of monsters (once per 10 game turns)
- *
- * This function is to process monsters' counters same as player's.
- */
-static void process_monsters_counters(void)
+static void notice_lite_change(object_type *o_ptr)
 {
-       int          m_idx;
-       monster_type *m_ptr;
-       monster_race *r_ptr;
-
-       u32b noise; /* Hack -- local "player stealth" value */
-
-       /* Handle "leaving" */
-       if (p_ptr->leaving) return;
-
-       /* Hack -- calculate the "player noise" */
-       noise = (1L << (30 - p_ptr->skill_stl));
-
-       /* Process the monsters (backwards) */
-       for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
+       /* Hack -- notice interesting fuel steps */
+       if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
        {
-               /* Access the monster */
-               m_ptr = &m_list[m_idx];
-               r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Ignore "dead" monsters */
-               if (!m_ptr->r_idx) continue;
-
-               /* Handle Invulnerability */
-               if (m_ptr->invulner)
-               {
-                       /* Reduce by one, note if expires */
-                       m_ptr->invulner--;
-
-                       if (!m_ptr->invulner)
-                       {
-                               if (m_ptr->ml)
-                               {
-                                       char m_name[80];
+               /* Window stuff */
+               p_ptr->window |= (PW_EQUIP);
+       }
 
-                                       /* Acquire the monster name */
-                                       monster_desc(m_name, m_ptr, 0);
+       /* Hack -- Special treatment when blind */
+       if (p_ptr->blind)
+       {
+               /* Hack -- save some light for later */
+               if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
+       }
 
-                                       /* Dump a message */
+       /* The light is now out */
+       else if (o_ptr->xtra4 == 0)
+       {
+               disturb(0, 1);
 #ifdef JP
-                                       msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
+msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
-                                       msg_format("%^s is no longer invulnerable.", m_name);
+               msg_print("Your light has gone out!");
 #endif
 
-                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-                               }
-                               if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
-                       }
-               }
-
-               /* Handle fast */
-               if (m_ptr->fast)
-               {
-                       /* Reduce by one, note if expires */
-                       m_ptr->fast--;
-
-                       if (!m_ptr->fast && m_ptr->ml)
-                       {
-                               char m_name[80];
+               /* Recalculate torch radius */
+               p_ptr->update |= (PU_TORCH);
 
-                               /* Acquire the monster name */
-                               monster_desc(m_name, m_ptr, 0);
+               /* Some ego light lose its effects without fuel */
+               p_ptr->update |= (PU_BONUS);
+       }
 
-                               /* Dump a message */
+       /* The light is getting dim */
+       else if (o_ptr->name2 == EGO_LITE_LONG)
+       {
+               if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
+                   && (turn % (TURNS_PER_TICK*2)))
+               {
+                       if (disturb_minor) disturb(0, 1);
 #ifdef JP
-                               msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
 #else
-                               msg_format("%^s is no longer fast.", m_name);
+                       msg_print("Your light is growing faint.");
 #endif
 
-                               if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                               if (p_ptr->riding == m_idx)
-                               {
-                                       p_ptr->redraw |= (PR_UHEALTH);
-                                       p_ptr->update |= (PU_BONUS);
-                               }
-                       }
                }
+       }
 
-               /* Handle slow */
-               if (m_ptr->slow)
-               {
-                       /* Reduce by one, note if expires */
-                       m_ptr->slow--;
-
-                       if (!m_ptr->slow && m_ptr->ml)
-                       {
-                               char m_name[80];
-
-                               /* Acquire the monster name */
-                               monster_desc(m_name, m_ptr, 0);
-
-                               /* Dump a message */
+       /* The light is getting dim */
+       else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
+       {
+               if (disturb_minor) disturb(0, 1);
 #ifdef JP
-                               msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
 #else
-                               msg_format("%^s is no longer slow.", m_name);
+               msg_print("Your light is growing faint.");
 #endif
 
-                               if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                               if (p_ptr->riding == m_idx)
-                               {
-                                       p_ptr->redraw |= (PR_UHEALTH);
-                                       p_ptr->update |= (PU_BONUS);
-                               }
-                       }
-               }
-
-               /* Handle "sleep" */
-               if (m_ptr->csleep)
-               {
-                       /* Assume does not wake up */
-                       bool test = FALSE;
-
-                       /* Hack -- Require proximity */
-                       if (m_ptr->cdis < AAF_LIMIT)
-                       {
-                               /* Handle "sensing radius" */
-                               if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
-                               {
-                                       /* We may wake up */
-                                       test = TRUE;
-                               }
-
-                               /* Handle "sight" and "aggravation" */
-                               else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
-                               {
-                                       /* We may wake up */
-                                       test = TRUE;
-                               }
-                       }
-
-                       if (test)
-                       {
-                               u32b notice = randint0(1024);
+       }
+}
 
-                               /* Nightmare monsters are more alert */
-                               if (ironman_nightmare) notice /= 2;
 
-                               /* Hack -- See if monster "notices" player */
-                               if ((notice * notice * notice) <= noise)
-                               {
-                                       /* Hack -- amount of "waking" */
-                                       /* Wake up faster near the player */
-                                       int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
+void leave_quest_check(void)
+{
+       /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
+       leaving_quest = p_ptr->inside_quest;
 
-                                       /* Hack -- amount of "waking" is affected by speed of player */
-                                       d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
-                                       if (d < 0) d = 1;
+       /* Leaving an 'only once' quest marks it as failed */
+       if (leaving_quest &&
+           ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
+           (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
+       {
+               quest[leaving_quest].status = QUEST_STATUS_FAILED;
+               quest[leaving_quest].complev = (byte)p_ptr->lev;
 
-                                       /* Still asleep */
-                                       if (m_ptr->csleep > d)
-                                       {
-                                               /* Monster wakes up "a little bit" */
-                                               m_ptr->csleep -= d;
+               /* Additional settings */
+               switch (quest[leaving_quest].type)
+               {
+               case QUEST_TYPE_TOWER:
+                       quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
+                       quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
+                       break;
+               case QUEST_TYPE_FIND_ARTIFACT:
+                       a_info[quest[leaving_quest].k_idx].gen_flags &= ~(TRG_QUESTITEM);
+                       break;
+               case QUEST_TYPE_RANDOM:
+                       r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
 
-                                               /* Notice the "not waking up" */
-                                               if (m_ptr->ml)
-                                               {
-                                                       /* Hack -- Count the ignores */
-                                                       if (r_ptr->r_ignore < MAX_UCHAR)
-                                                       {
-                                                               r_ptr->r_ignore++;
-                                                       }
-                                               }
-                                       }
+                       /* Floor of random quest will be blocked */
+                       prepare_change_floor_mode(CFM_NO_RETURN);
+                       break;
+               }
 
-                                       /* Just woke up */
-                                       else
-                                       {
-                                               /* Reset sleep counter */
-                                               m_ptr->csleep = 0;
+               /* Record finishing a quest */
+               if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
+               {
+                       if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
+               }
+               else
+               {
+                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
+               }
+       }
+}
 
-                                               if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+void leave_tower_check(void)
+{
+       leaving_quest = p_ptr->inside_quest;
+       /* Check for Tower Quest */
+       if (leaving_quest &&
+               (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
+               (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
+       {
+               if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
+               {
+                       quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
+                       quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
+               }
+       }
+}
 
-                                               /* Notice the "waking up" */
-                                               if (m_ptr->ml)
-                                               {
-                                                       char m_name[80];
 
-                                                       /* Acquire the monster name */
-                                                       monster_desc(m_name, m_ptr, 0);
+/*
+ * Forcibly pseudo-identify an object in the inventory
+ * (or on the floor)
+ *
+ * note: currently this function allows pseudo-id of any object,
+ * including silly ones like potions & scrolls, which always
+ * get '{average}'. This should be changed, either to stop such
+ * items from being pseudo-id'd, or to allow psychometry to
+ * detect whether the unidentified potion/scroll/etc is
+ * good (Cure Light Wounds, Restore Strength, etc) or
+ * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
+ */
+bool psychometry(void)
+{
+       int             item;
+       object_type     *o_ptr;
+       char            o_name[MAX_NLEN];
+       byte            feel;
+       cptr            q, s;
+       bool okay = FALSE;
 
-                                                       /* Dump a message */
+       item_tester_no_ryoute = TRUE;
+       /* Get an item */
 #ifdef JP
-                                                       msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
+s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
 #else
-                                                       msg_format("%^s wakes up.", m_name);
+       q = "Meditate on which item? ";
+       s = "You have nothing appropriate.";
 #endif
 
-                                                       /* Redraw the health bar */
-                                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+       if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
 
-                                                       /* Hack -- Count the wakings */
-                                                       if (r_ptr->r_wake < MAX_UCHAR)
-                                                       {
-                                                               r_ptr->r_wake++;
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-
-               /* Handle "stun" */
-               if (m_ptr->stunned)
-               {
-                       int d = 1;
-
-                       /* Make a "saving throw" against stun */
-                       if (randint0(10000) <= r_ptr->level * r_ptr->level)
-                       {
-                               /* Recover fully */
-                               d = m_ptr->stunned;
-                       }
-
-                       /* Hack -- Recover from stun */
-                       if (m_ptr->stunned > d)
-                       {
-                               /* Recover somewhat */
-                               m_ptr->stunned -= d;
-                       }
-
-                       /* Fully recover */
-                       else
-                       {
-                               /* Recover fully */
-                               m_ptr->stunned = 0;
-
-                               /* Message if visible */
-                               if (m_ptr->ml)
-                               {
-                                       char m_name[80];
-
-                                       /* Acquire the monster name */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Dump a message */
-#ifdef JP
-                                       msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
-                                       msg_format("%^s is no longer stunned.", m_name);
-#endif
-
-                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-                               }
-                       }
-               }
-
-               /* Handle confusion */
-               if (m_ptr->confused)
-               {
-                       /* Amount of "boldness" */
-                       int d = randint1(r_ptr->level / 20 + 1);
-
-                       /* Still confused */
-                       if (m_ptr->confused > d)
-                       {
-                               /* Reduce the confusion */
-                               m_ptr->confused -= d;
-                       }
-
-                       /* Recovered */
-                       else
-                       {
-                               /* No longer confused */
-                               m_ptr->confused = 0;
-
-                               /* Message if visible */
-                               if (m_ptr->ml)
-                               {
-                                       char m_name[80];
-
-                                       /* Acquire the monster name */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Dump a message */
-#ifdef JP
-                                       msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
-                                       msg_format("%^s is no longer confused.", m_name);
-#endif
-
-                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-                               }
-                       }
-               }
-
-               /* Handle "fear" */
-               if (m_ptr->monfear)
-               {
-                       /* Amount of "boldness" */
-                       int d = randint1(r_ptr->level / 20 + 1);
-
-                       /* Still afraid */
-                       if (m_ptr->monfear > d)
-                       {
-                               /* Reduce the fear */
-                               m_ptr->monfear -= d;
-                       }
-
-                       /* Recover from fear, take note if seen */
-                       else
-                       {
-                               /* No longer afraid */
-                               m_ptr->monfear = 0;
-
-                               /* Visual note */
-                               if (m_ptr->ml)
-                               {
-                                       char m_name[80];
-#ifndef JP
-                                       char m_poss[80];
-
-                                       /* Acquire the monster possessive */
-                                       monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
-#endif
-
-                                       /* Acquire the monster name */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Dump a message */
-#ifdef JP
-                                       msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
-#else
-                                       msg_format("%^s recovers %s courage.", m_name, m_poss);
-#endif
-
-                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-                               }
-                       }
-               }
-       }
-}
-
-
-static void notice_lite_change(object_type *o_ptr)
-{
-       /* Hack -- notice interesting fuel steps */
-       if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
-       {
-               /* Window stuff */
-               p_ptr->window |= (PW_EQUIP);
-       }
-
-       /* Hack -- Special treatment when blind */
-       if (p_ptr->blind)
-       {
-               /* Hack -- save some light for later */
-               if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
-       }
-
-       /* The light is now out */
-       else if (o_ptr->xtra4 == 0)
-       {
-               disturb(0, 0);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
-               msg_print("Your light has gone out!");
-#endif
-               p_ptr->update |= (PU_BONUS);
-       }
-
-       /* The light is getting dim */
-       else if (o_ptr->name2 == EGO_LITE_LONG)
-       {
-               if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
-                   && (turn % (TURNS_PER_TICK*2)))
-               {
-                       if (disturb_minor) disturb(0, 0);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("Your light is growing faint.");
-#endif
-
-               }
-       }
-
-       /* The light is getting dim */
-       else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
-       {
-               if (disturb_minor) disturb(0, 0);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
-#else
-               msg_print("Your light is growing faint.");
-#endif
-
-       }
-}
-
-
-void leave_quest_check(void)
-{
-       /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
-       leaving_quest = p_ptr->inside_quest;
-
-       /* Leaving an 'only once' quest marks it as failed */
-       if (leaving_quest &&
-           ((quest[leaving_quest].flags & QUEST_FLAG_ONCE)  || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
-           (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
-       {
-               quest[leaving_quest].status = QUEST_STATUS_FAILED;
-               quest[leaving_quest].complev = (byte)p_ptr->lev;
-               if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
-               {
-                       r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
-                       if (record_rand_quest)
-                               do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
-
-                       /* Floor of random quest will be blocked */
-                       prepare_change_floor_mode(CFM_NO_RETURN);
-               }
-               else if (record_fix_quest)
-                       do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
-       }
-}
-
-
-/*
- * Forcibly pseudo-identify an object in the inventory
- * (or on the floor)
- *
- * note: currently this function allows pseudo-id of any object,
- * including silly ones like potions & scrolls, which always
- * get '{average}'. This should be changed, either to stop such
- * items from being pseudo-id'd, or to allow psychometry to
- * detect whether the unidentified potion/scroll/etc is
- * good (Cure Light Wounds, Restore Strength, etc) or
- * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
- */
-bool psychometry(void)
-{
-       int             item;
-       object_type     *o_ptr;
-       char            o_name[MAX_NLEN];
-       byte            feel;
-       cptr            q, s;
-       bool okay = FALSE;
-
-       item_tester_no_ryoute = TRUE;
-       /* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
-s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
-       q = "Meditate on which item? ";
-       s = "You have nothing appropriate.";
-#endif
-
-       if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
-       /* Get the item (in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
+       /* Get the item (in the pack) */
+       if (item >= 0)
+       {
+               o_ptr = &inventory[item];
+       }
 
        /* Get the item (on the floor) */
        else
@@ -1546,7 +1279,7 @@ s = "Ĵ
        }
 
        /* It is fully known, no information needed */
-       if (object_known_p(o_ptr))
+       if (object_is_known(o_ptr))
        {
 #ifdef JP
 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
@@ -1561,7 +1294,7 @@ msg_print("
        feel = value_check_aux1(o_ptr);
 
        /* Get an object description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Skip non-feelings */
        if (!feel)
@@ -1591,6 +1324,9 @@ msg_format("%s
        /* "Inscribe" it */
        o_ptr->feeling = feel;
 
+       /* Player touches it */
+       o_ptr->marked |= OM_TOUCHED;
+
        /* Combine / Reorder the pack (later) */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
@@ -1634,102 +1370,6 @@ msg_format("%s
 }
 
 
-static void gere_music(s32b music)
-{
-       switch(music)
-       {
-               case MUSIC_SLOW:
-                       slow_monsters();
-                       break;
-               case MUSIC_STUN:
-                       stun_monsters(damroll(p_ptr->lev/10,2));
-                       break;
-               case MUSIC_L_LIFE:
-                       hp_player(damroll(2,6));
-                       break;
-               case MUSIC_FEAR:
-                       project_hack(GF_TURN_ALL, p_ptr->lev);
-                       break;
-               case MUSIC_PSI:
-                       project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
-                       break;
-               case MUSIC_ID:
-                       project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
-                       break;
-               case MUSIC_CONF:
-                       confuse_monsters(p_ptr->lev * 2);
-                       break;
-               case MUSIC_SOUND:
-                       project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
-                       break;
-               case MUSIC_CHARM:
-                       charm_monsters(damroll(10 + p_ptr->lev/15,6));
-                       break;
-               case MUSIC_WALL:
-                       project(0, 0, py, px,
-                               0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
-                       break;
-               case MUSIC_DISPEL:
-                       dispel_monsters(randint1(p_ptr->lev * 3));
-                       dispel_evil(randint1(p_ptr->lev * 3));
-                       break;
-               case MUSIC_SARUMAN:
-                       slow_monsters();
-                       sleep_monsters();
-                       break;
-               case MUSIC_QUAKE:
-                       earthquake(py, px, 10);
-                       break;
-               case MUSIC_STASIS:
-                       stasis_monsters(p_ptr->lev * 4);
-                       break;
-               case MUSIC_SHERO:
-                       dispel_monsters(randint1(p_ptr->lev * 3));
-                       break;
-               case MUSIC_H_LIFE:
-                       hp_player(damroll(15,10));
-                       set_stun(0);
-                       set_cut(0);
-                       break;
-               case MUSIC_DETECT+19:
-                       wiz_lite(FALSE);
-               case MUSIC_DETECT+11:
-               case MUSIC_DETECT+12:
-               case MUSIC_DETECT+13:
-               case MUSIC_DETECT+14:
-               case MUSIC_DETECT+15:
-               case MUSIC_DETECT+16:
-               case MUSIC_DETECT+17:
-               case MUSIC_DETECT+18:
-                       map_area(DETECT_RAD_MAP);
-                       if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
-               case MUSIC_DETECT+6:
-               case MUSIC_DETECT+7:
-               case MUSIC_DETECT+8:
-               case MUSIC_DETECT+9:
-               case MUSIC_DETECT+10:
-                       /* There are too many hidden treasure.  So... */
-                       /* detect_treasure(DETECT_RAD_DEFAULT); */
-                       detect_objects_gold(DETECT_RAD_DEFAULT);
-                       detect_objects_normal(DETECT_RAD_DEFAULT);
-                       if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
-               case MUSIC_DETECT+3:
-               case MUSIC_DETECT+4:
-               case MUSIC_DETECT+5:
-                       detect_monsters_invis(DETECT_RAD_DEFAULT);
-                       detect_monsters_normal(DETECT_RAD_DEFAULT);
-                       if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
-               case MUSIC_DETECT:
-               case MUSIC_DETECT+1:
-               case MUSIC_DETECT+2:
-                       detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                       detect_doors(DETECT_RAD_DEFAULT);
-                       detect_stairs(DETECT_RAD_DEFAULT);
-                       if ((p_ptr->lev > 14)  && (music  < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
-                       break;
-       }
-}
-
 /*
  * If player has inscribed the object with "!!", let him know when it's
  * recharged. -LM-
@@ -1753,7 +1393,7 @@ static void recharged_notice(object_type *o_ptr)
                if (s[1] == '!')
                {
                        /* Describe (briefly) */
-                       object_desc(o_name, o_ptr, FALSE, 0);
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                        /* Notify the player */
 #ifdef JP
@@ -1779,37 +1419,38 @@ static void recharged_notice(object_type *o_ptr)
 
 static void check_music(void)
 {
-       magic_type *s_ptr;
+       const magic_type *s_ptr;
        int spell;
-       u32b need_mana;
+       s32b need_mana;
+       u32b need_mana_frac;
 
        /* Music singed by player */
        if (p_ptr->pclass != CLASS_BARD) return;
        if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
 
+       if (p_ptr->anti_magic)
+       {
+               stop_singing();
+               return;
+       }
+
        spell = p_ptr->magic_num2[0];
        s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
 
        need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
-       need_mana *= 0x8000;
-       if (((u32b)p_ptr->csp < (need_mana / 0x10000)) || (p_ptr->anti_magic))
+       need_mana_frac = 0;
+
+       /* Divide by 2 */
+       s64b_RSHIFT(need_mana, need_mana_frac, 1);
+
+       if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
        {
                stop_singing();
                return;
        }
        else
        {
-               p_ptr->csp -= (u16b) (need_mana / 0x10000);
-               need_mana = (need_mana & 0xffff);
-               if ((u32b)p_ptr->csp_frac < need_mana)
-               {
-                       p_ptr->csp--;
-                       p_ptr->csp_frac += (u16b)(0x10000L - need_mana);
-               }
-               else
-               {
-                       p_ptr->csp_frac -= (u16b)need_mana;
-               }
+               s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
 
                p_ptr->redraw |= PR_MANA;
                if (p_ptr->magic_num1[1])
@@ -1845,9 +1486,11 @@ static void check_music(void)
        else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
        { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
 
-       gere_music(p_ptr->magic_num1[0]);
+       /* Do any effects of continual song */
+       do_spell(REALM_MUSIC, spell, SPELL_CONT);
 }
 
+
 /* Choose one of items that have cursed flag */
 static object_type *choose_cursed_obj_name(u32b flag)
 {
@@ -1868,6 +1511,17 @@ static object_type *choose_cursed_obj_name(u32b flag)
                        choices[number] = i;
                        number++;
                }
+               else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE))
+               {
+                       u32b cf = (flag == TRC_ADD_L_CURSE) ? TR_ADD_L_CURSE : TR_ADD_H_CURSE;
+                       u32b flgs[4];
+                       object_flags(o_ptr, flgs);
+                       if (have_flag(flgs, cf))
+                       {
+                               choices[number] = i;
+                               number++;
+                       }
+               }
        }
 
        /* Choice one of them */
@@ -1876,355 +1530,80 @@ static object_type *choose_cursed_obj_name(u32b flag)
 
 
 /*
- * Handle certain things once every 10 game turns
+ * Handle timed damage and regeneration every 10 game turns
  */
-static void process_world(void)
+static void process_world_aux_hp_and_sp(void)
 {
-       int x, y, i, j;
-       int regen_amount;
+       feature_type *f_ptr = &f_info[cave[py][px].feat];
        bool cave_no_regen = FALSE;
        int upkeep_factor = 0;
-       cave_type *c_ptr;
-       object_type *o_ptr;
-       int temp;
-       object_kind *k_ptr;
-       const int dec_count = (easy_band ? 2 : 1);
 
-       int day, hour, min, prev_min;
-
-       s32b len = TURNS_PER_TICK * TOWN_DAWN;
-       s32b tick = turn % len + len / 4;
+       /* Default regeneration */
+       int regen_amount = PY_REGEN_NORMAL;
 
-       int quest_num = quest_number(dun_level);
 
-       extract_day_hour_min(&day, &hour, &min);
-       prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
+       /*** Damage over Time ***/
 
-       if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
-           && dun_level &&
-           !(quest_num && (is_fixed_quest_idx(quest_num) &&
-           !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
-             !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
-           !p_ptr->inside_battle)
+       /* Take damage from poison */
+       if (p_ptr->poisoned && !IS_INVULN())
        {
-               /* Announce feeling */
-               do_cmd_feeling();
-
-               /* Update the level indicator */
-               p_ptr->redraw |= (PR_DEPTH);
+               /* Take damage */
+#ifdef JP
+               take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+#else
+               take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
+#endif
 
-               /* Disturb */
-               if (disturb_minor) disturb(0, 0);
        }
 
-       if (p_ptr->inside_battle && !p_ptr->leaving)
+       /* Take damage from cuts */
+       if (p_ptr->cut && !IS_INVULN())
        {
+               int dam;
 
-               int i2, j2;
-               int win_m_idx = 0;
-               int number_mon = 0;
+               /* Mortal wound or Deep Gash */
+               if (p_ptr->cut > 1000)
+               {
+                       dam = 200;
+               }
 
-               /* Count all hostile monsters */
-               for (i2 = 0; i2 < cur_wid; ++i2)
-                       for (j2 = 0; j2 < cur_hgt; j2++)
-                               if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
-                               {
-                                       number_mon++;
-                                       win_m_idx = cave[j2][i2].m_idx;
-                               }
-
-               if (number_mon == 0)
+               else if (p_ptr->cut > 200)
                {
-#ifdef JP
-msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
-#else
-                       msg_print("They have kill each other at the same time.");
-#endif
-                       msg_print(NULL);
-                       p_ptr->energy_need = 0;
-                       battle_monsters();
+                       dam = 80;
                }
-               else if ((number_mon-1) == 0)
-               {
-                       char m_name[80];
-                       monster_type *wm_ptr;
-
-                       wm_ptr = &m_list[win_m_idx];
-
-                       monster_desc(m_name, wm_ptr, 0);
-#ifdef JP
-msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
-#else
-                       msg_format("%s is winner!", m_name);
-#endif
-                       msg_print(NULL);
 
-                       if (win_m_idx == (sel_monster+1))
-                       {
-#ifdef JP
-msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
-#else
-                               msg_print("Congratulations.");
-#endif
-#ifdef JP
-msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
-#else
-                               msg_format("You received %d gold.", battle_odds);
-#endif
-                       p_ptr->au += battle_odds;
-                       }
-                       else
-                       {
-#ifdef JP
-msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
-#else
-                               msg_print("You lost gold.");
-#endif
-                       }
-                       msg_print(NULL);
-                       p_ptr->energy_need = 0;
-                       battle_monsters();
-               }
-               else if(turn - old_turn == 150*TURNS_PER_TICK)
+               /* Severe cut */
+               else if (p_ptr->cut > 100)
                {
-#ifdef JP
-msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
-#else
-                       msg_format("This battle have ended in a draw.");
-#endif
-                       p_ptr->au += kakekin;
-                       msg_print(NULL);
-                       p_ptr->energy_need = 0;
-                       battle_monsters();
+                       dam = 32;
                }
-       }
-
-       /* Every 10 game turns */
-       if (turn % TURNS_PER_TICK) return;
-
-       /*** Check the Time and Load ***/
 
-       if (!(turn % (50*TURNS_PER_TICK)))
-       {
-               /* Check time and load */
-               if ((0 != check_time()) || (0 != check_load()))
+               else if (p_ptr->cut > 50)
                {
-                       /* Warning */
-                       if (closing_flag <= 2)
-                       {
-                               /* Disturb */
-                               disturb(0, 0);
-
-                               /* Count warnings */
-                               closing_flag++;
-
-                               /* Message */
-#ifdef JP
-msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
-msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
-#else
-                               msg_print("The gates to ANGBAND are closing...");
-                               msg_print("Please finish up and/or save your game.");
-#endif
-
-                       }
-
-                       /* Slam the gate */
-                       else
-                       {
-                               /* Message */
-#ifdef JP
-msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
-#else
-                               msg_print("The gates to ANGBAND are now closed.");
-#endif
-
-
-                               /* Stop playing */
-                               p_ptr->playing = FALSE;
-
-                               /* Leaving */
-                               p_ptr->leaving = TRUE;
-                       }
+                       dam = 16;
                }
-       }
-
-       /*** Attempt timed autosave ***/
-       if (autosave_t && autosave_freq && !p_ptr->inside_battle)
-       {
-               if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
-                       do_cmd_save_game(TRUE);
-       }
-
-       if (mon_fight)
-       {
-#ifdef JP
-               msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
-#else
-               msg_print("You hear noise.");
-#endif
-       }
-
-       /*** Handle the wilderness/town (sunshine) ***/
 
-       /* While in town/wilderness */
-       if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
-       {
-               /* Hack -- Daybreak/Nighfall in town */
-               if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+               else if (p_ptr->cut > 25)
                {
-                       bool dawn;
-
-                       /* Check for dawn */
-                       dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
-
-                       /* Day breaks */
-                       if (dawn)
-                       {
-                               /* Message */
-#ifdef JP
-                               msg_print("Ì뤬ÌÀ¤±¤¿¡£");
-#else
-                               msg_print("The sun has risen.");
-#endif
-
-                               /* Hack -- Scan the town */
-                               for (y = 0; y < cur_hgt; y++)
-                               {
-                                       for (x = 0; x < cur_wid; x++)
-                                       {
-                                               /* Get the cave grid */
-                                               c_ptr = &cave[y][x];
-
-                                               /* Assume lit */
-                                               c_ptr->info |= (CAVE_GLOW);
-
-                                               /* Hack -- Memorize lit grids if allowed */
-                                               if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
-
-                                               /* Hack -- Notice spot */
-                                               note_spot(y, x);
-                                       }
-                               }
-                       }
-
-                       /* Night falls */
-                       else
-                       {
-                               byte feat;
-
-                               /* Message */
-#ifdef JP
-                               msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
-#else
-                               msg_print("The sun has fallen.");
-#endif
-
-                               /* Hack -- Scan the town */
-                               for (y = 0; y < cur_hgt; y++)
-                               {
-                                       for (x = 0; x < cur_wid; x++)
-                                       {
-                                               /* Get the cave grid */
-                                               c_ptr = &cave[y][x];
-
-                                               /* Feature code (applying "mimic" field) */
-                                               feat = get_feat_mimic(c_ptr);
-
-                                               if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
-                                               {
-                                                       /* Assume dark */
-                                                       c_ptr->info &= ~(CAVE_GLOW);
-
-                                                       if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
-                                                       {
-                                                               /* Forget the normal floor grid */
-                                                               c_ptr->info &= ~(CAVE_MARK);
-
-                                                               /* Hack -- Notice spot */
-                                                               note_spot(y, x);
-                                                       }
-                                               }
-                                       }
-
-                                       /* Glow deep lava and building entrances */
-                                       glow_deep_lava_and_bldg();
-                               }
-                       }
-
-                       /* Update the monsters */
-                       p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-
-                       /* Redraw map */
-                       p_ptr->redraw |= (PR_MAP);
-
-                       /* Window stuff */
-                       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                       dam = 7;
                }
-       }
-
-       /* While in the dungeon (vanilla_town or lite_town mode only) */
-       else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
-       {
-               /*** Shuffle the Storekeepers ***/
 
-               /* Chance is only once a day (while in dungeon) */
-               if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+               else if (p_ptr->cut > 10)
                {
-                       /* Sometimes, shuffle the shop-keepers */
-                       if (one_in_(STORE_SHUFFLE))
-                       {
-                               int n;
-
-                               /* Pick a random shop (except home) */
-                               do
-                               {
-                                       n = randint0(MAX_STORES);
-                               }
-                               while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-
-                               /* Message */
-#ifdef JP
-                               if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_info[FEAT_SHOP_HEAD + n].name);
-#else
-                               if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_info[FEAT_SHOP_HEAD + n].name);
-#endif
-
-                               /* Shuffle it */
-                               store_shuffle(n);
-                       }
+                       dam = 3;
                }
-       }
-
-
-       /*** Process the monsters ***/
-
-       /* Check for creature generation. */
-       if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
-           !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
-       {
-               /* Make a new monster */
-               (void)alloc_monster(MAX_SIGHT + 5, 0);
-       }
 
-       /* Hack -- Check for creature regeneration */
-       if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
-       if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
-
-       /* Hack -- Process the counters of all monsters */
-       process_monsters_counters();
-
-
-       /*** Damage over Time ***/
+               /* Other cuts */
+               else
+               {
+                       dam = 1;
+               }
 
-       /* Take damage from poison */
-       if (p_ptr->poisoned && !IS_INVULN())
-       {
                /* Take damage */
 #ifdef JP
-               take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+               take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
 #else
-               take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
+               take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
 #endif
 
        }
@@ -2258,7 +1637,7 @@ take_hit(DAMAGE_NOESCAPE, 1, "
                        char ouch [MAX_NLEN+40];
 
                        /* Get an object description */
-                       object_desc(o_name, o_ptr, FALSE, 0);
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
 #ifdef JP
 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
@@ -2270,7 +1649,7 @@ msg_format("%s
                        cave_no_regen = TRUE;
 
                        /* Get an object description */
-                       object_desc(o_name, o_ptr, TRUE, 0);
+                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 
 #ifdef JP
 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
@@ -2282,86 +1661,63 @@ sprintf(ouch, "%s
                }
        }
 
-       if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
-               !IS_INVULN() && !p_ptr->immune_fire && !p_ptr->ffall)
+       if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
        {
-               int damage = 3000 + randint0(2000);
+               int damage = 0;
 
-               if (prace_is_(RACE_ENT)) damage += damage/3;
-               if (p_ptr->resist_fire) damage = damage / 3;
-               if (IS_OPPOSE_FIRE()) damage = damage / 3;
-               damage = damage / 100 + (randint0(100) < (damage % 100));
+               if (have_flag(f_ptr->flags, FF_DEEP))
+               {
+                       damage = 6000 + randint0(4000);
+               }
+               else if (!p_ptr->levitation)
+               {
+                       damage = 3000 + randint0(2000);
+               }
 
                if (damage)
                {
-                       /* Take damage */
-#ifdef JP
-msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
-#else
-                       msg_print("The lava burns you!");
-                       take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
-#endif
-
-                       cave_no_regen = TRUE;
-               }
-       }
+                       if (prace_is_(RACE_ENT)) damage += damage / 3;
+                       if (p_ptr->resist_fire) damage = damage / 3;
+                       if (IS_OPPOSE_FIRE()) damage = damage / 3;
 
-       else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
-               !IS_INVULN() && !p_ptr->immune_fire)
-       {
-               int damage = 6000 + randint0(4000);
+                       if (p_ptr->levitation) damage = damage / 5;
 
-               cptr message;
-               cptr hit_from;
-
-               if (p_ptr->resist_fire) damage = damage / 3;
-               if (IS_OPPOSE_FIRE()) damage = damage / 3;
-
-               if (p_ptr->ffall)
-               {
-                       damage = damage / 5;
+                       damage = damage / 100 + (randint0(100) < (damage % 100));
 
+                       if (p_ptr->levitation)
+                       {
 #ifdef JP
-message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
-hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
+                               msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
+                               take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
 #else
-                       message = "The heat burns you!";
-                       hit_from = "flying over deep lava";
+                               msg_print("The heat burns you!");
+                               take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
 #endif
-
-               }
-               else
-               {
+                       }
+                       else
+                       {
+                               cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
 #ifdef JP
-message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
-hit_from = "¿¼¤¤ÍÏ´äή";
+                               msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
 #else
-                       message = "The lava burns you!";
-                       hit_from = "deep lava";
+                               msg_format("The %s burns you!", name);
 #endif
-
-               }
-
-               damage = damage / 100 + (randint0(100) < (damage % 100));
-               if (damage)
-               {
-                       /* Take damage */
-                       msg_print(message);
-                       take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
+                               take_hit(DAMAGE_NOESCAPE, damage, name, -1);
+                       }
 
                        cave_no_regen = TRUE;
                }
        }
 
-       else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
+       if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+           !p_ptr->levitation && !p_ptr->can_swim)
        {
-               if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
+               if (p_ptr->total_weight > weight_limit())
                {
                        /* Take damage */
 #ifdef JP
-msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
+                       msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
+                       take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
 #else
                        msg_print("You are drowning!");
                        take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
@@ -2424,14 +1780,9 @@ take_hit(DAMAGE_NOESCAPE, damage, "
         * reduced below 0 hp by being inside a stone wall; others
         * WILL BE!
         */
-       if (!cave_floor_bold(py, px))
+       if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
        {
-               /* Player can walk through trees */
-               if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
-               {
-                       /* Do nothing */
-               }
-               else if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
+               if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
                    ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
                {
                        cptr dam_desc;
@@ -2441,220 +1792,30 @@ take_hit(DAMAGE_NOESCAPE, damage, "
                        if (p_ptr->pass_wall)
                        {
 #ifdef JP
-msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
-dam_desc = "Ì©ÅÙ";
+                               msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
+                               dam_desc = "Ì©ÅÙ";
 #else
                                msg_print("Your molecules feel disrupted!");
                                dam_desc = "density";
 #endif
-
                        }
                        else
                        {
 #ifdef JP
-msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
-dam_desc = "¹Å¤¤´ä";
+                               msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
+                               dam_desc = "¹Å¤¤´ä";
 #else
                                msg_print("You are being crushed!");
                                dam_desc = "solid rock";
 #endif
-
                        }
 
                        take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
                }
        }
 
-       if (!hour && !min)
-       {
-               if (min != prev_min)
-               {
-                       do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
-                       determine_today_mon(FALSE);
-               }
-       }
-
-       /* Nightmare mode activates the TY_CURSE at midnight */
-       if (ironman_nightmare)
-       {
-               /* Require exact minute */
-               if (min != prev_min)
-               {
-                       /* Every 15 minutes after 11:00 pm */
-                       if ((hour == 23) && !(min % 15))
-                       {
-                               /* Disturbing */
-                               disturb(0, 0);
-
-                               switch (min / 15)
-                               {
-                                       case 0:
-                                       {
-#ifdef JP
-msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
-#else
-                                               msg_print("You hear a distant bell toll ominously.");
-#endif
-
-                                               break;
-                                       }
-                                       case 1:
-                                       {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
-#else
-                                               msg_print("A distant bell sounds twice.");
-#endif
-
-                                               break;
-                                       }
-                                       case 2:
-       {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
-#else
-                                               msg_print("A distant bell sounds three times.");
-#endif
-
-                                               break;
-                                       }
-                                       case 3:
-                                       {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
-#else
-                                               msg_print("A distant bell tolls four times.");
-#endif
-
-                                               break;
-                                       }
-                               }
-                       }
-
-                       /* TY_CURSE activates at mignight! */
-                       if (!hour && !min)
-                       {
-                               int count = 0;
-
-                               disturb(1, 0);
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
-#else
-                               msg_print("A distant bell tolls many times, fading into an deathly silence.");
-#endif
-
-               activate_ty_curse(FALSE, &count);
-       }
-               }
-       }
-
-       /* Take damage from cuts */
-       if (p_ptr->cut && !IS_INVULN())
-       {
-               /* Mortal wound or Deep Gash */
-               if (p_ptr->cut > 1000)
-               {
-                       i = 200;
-               }
-
-               else if (p_ptr->cut > 200)
-               {
-                       i = 80;
-               }
-
-               /* Severe cut */
-               else if (p_ptr->cut > 100)
-               {
-                       i = 32;
-               }
-
-               else if (p_ptr->cut > 50)
-               {
-                       i = 16;
-               }
-
-               else if (p_ptr->cut > 25)
-               {
-                       i = 7;
-               }
-
-               else if (p_ptr->cut > 10)
-               {
-                       i = 3;
-               }
-
-               /* Other cuts */
-               else
-               {
-                       i = 1;
-               }
-
-               /* Take damage */
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
-#else
-               take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
-#endif
-
-       }
-
-
-       /*** Check the Food, and Regenerate ***/
-
-       if (!p_ptr->inside_battle)
-       {
-               /* Digest normally */
-               if (p_ptr->food < PY_FOOD_MAX)
-               {
-                       /* Every 50 game turns */
-                       if (!(turn % (TURNS_PER_TICK*5)))
-                       {
-                               /* Basic digestion rate based on speed */
-                               i = SPEED_TO_ENERGY(p_ptr->pspeed);
-
-                               /* Regeneration takes more food */
-                               if (p_ptr->regenerate) i += 20;
-                               if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
-                               if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
-
-                               /* Slow digestion takes less food */
-                               if (p_ptr->slow_digest) i -= 5;
-
-                               /* Minimal digestion */
-                               if (i < 1) i = 1;
-                               /* Maximal digestion */
-                               if (i > 100) i = 100;
-
-                               /* Digest some food */
-                               (void)set_food(p_ptr->food - i);
-                       }
-               }
-
-               /* Digest quickly when gorged */
-               else
-               {
-                       /* Digest a lot of food */
-                       (void)set_food(p_ptr->food - 100);
-               }
-       }
-
-       /* Starve to death (slowly) */
-       if (p_ptr->food < PY_FOOD_STARVE)
-       {
-               /* Calculate damage */
-               i = (PY_FOOD_STARVE - p_ptr->food) / 10;
-
-               /* Take damage */
-#ifdef JP
-               if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
-#else
-               if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
-#endif
-
-       }
 
-       /* Default regeneration */
-       regen_amount = PY_REGEN_NORMAL;
+       /*** handle regeneration ***/
 
        /* Getting Weak */
        if (p_ptr->food < PY_FOOD_WEAK)
@@ -2672,29 +1833,8 @@ take_hit(DAMAGE_NOESCAPE, i, "
                {
                        regen_amount = PY_REGEN_WEAK;
                }
-
-               /* Getting Faint */
-               if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
-               {
-                       /* Faint occasionally */
-                       if (!p_ptr->paralyzed && (randint0(100) < 10))
-                       {
-                               /* Message */
-#ifdef JP
-msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
-                               msg_print("You faint from the lack of food.");
-#endif
-
-                               disturb(1, 0);
-
-                               /* Hack -- faint (bypass free action) */
-                               (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
-                       }
-               }
        }
 
-
        /* Are we walking the pattern? */
        if (pattern_effect())
        {
@@ -2726,33 +1866,19 @@ msg_print("
 
        upkeep_factor = calculate_upkeep();
 
-       /* Regenerate the mana */
-/*     if (p_ptr->csp < p_ptr->msp) */
+       /* No regeneration while special action */
+       if ((p_ptr->action == ACTION_LEARN) ||
+           (p_ptr->action == ACTION_HAYAGAKE) ||
+           (p_ptr->special_defense & KATA_KOUKIJIN))
        {
-               if (upkeep_factor)
-               {
-                       s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
-                       if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
-                       regenmana(upkeep_regen/100);
+               upkeep_factor += 100;
+       }
 
-#ifdef TRACK_FRIENDS
-                       if (p_ptr->wizard)
-                       {
-#ifdef JP
-msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
-#else
-                               msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
-#endif
+       /* Regenerate the mana */
+       regenmana(upkeep_factor, regen_amount);
 
-                       }
-#endif /* TRACK_FRIENDS */
 
-               }
-               else if (p_ptr->action != ACTION_LEARN)
-               {
-                       regenmana(regen_amount);
-               }
-       }
+       /* Recharge magic eater's power */
        if (p_ptr->pclass == CLASS_MAGIC_EATER)
        {
                regenmagic(regen_amount);
@@ -2763,9 +1889,9 @@ msg_format("
                while (upkeep_factor > 100)
                {
 #ifdef JP
-msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
+                       msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
 #else
-                       msg_print("Such much pets cannot be controled at once!");
+                       msg_print("Too many pets to control at once!");
 #endif
                        msg_print(NULL);
                        do_cmd_pet_dismiss();
@@ -2793,18 +1919,18 @@ msg_print("
        /* Regenerate Hit Points if needed */
        if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
        {
-               if ((cave[py][px].feat < FEAT_PATTERN_END) &&
-                   (cave[py][px].feat >= FEAT_PATTERN_START))
-               {
-                       regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
-               }
-               else
-               {
-                       regenhp(regen_amount);
-               }
+               regenhp(regen_amount);
        }
+}
 
 
+/*
+ * Handle timeout every 10 game turns
+ */
+static void process_world_aux_timeout(void)
+{
+       const int dec_count = (easy_band ? 2 : 1);
+
        /*** Timeout Various Things ***/
 
        /* Mimic */
@@ -2873,9 +1999,9 @@ msg_print("
        }
 
        /* Timed levitation */
-       if (p_ptr->tim_ffall)
+       if (p_ptr->tim_levitation)
        {
-               (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
+               (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
        }
 
        /* Timed sh_touki */
@@ -3106,19 +2232,22 @@ msg_print("
                /* Apply some healing */
                (void)set_cut(p_ptr->cut - adjust);
        }
+}
 
 
-
-       /*** Process Light ***/
-
+/*
+ * Handle burning fuel every 10 game turns
+ */
+static void process_world_aux_light(void)
+{
        /* Check for light being wielded */
-       o_ptr = &inventory[INVEN_LITE];
+       object_type *o_ptr = &inventory[INVEN_LITE];
 
        /* Burn some fuel in the current lite */
        if (o_ptr->tval == TV_LITE)
        {
                /* Hack -- Use some fuel (except on artifacts) */
-               if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
+               if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
                {
                        /* Decrease life-span */
                        if (o_ptr->name2 == EGO_LITE_LONG)
@@ -3131,634 +2260,655 @@ msg_print("
                        notice_lite_change(o_ptr);
                }
        }
+}
 
-       /* Calculate torch radius */
-       p_ptr->update |= (PU_TORCH);
 
+/*
+ * Handle mutation effects once every 10 game turns
+ */
+static void process_world_aux_mutation(void)
+{
+       /* No mutation with effects */
+       if (!p_ptr->muta2) return;
+
+       /* No effect on monster arena */
+       if (p_ptr->inside_battle) return;
 
-       /*** Process mutation effects ***/
-       if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
+       /* No effect on the global map */
+       if (p_ptr->wild_mode) return;
+
+
+       if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
        {
-               if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
-               {
-                       disturb(0, 0);
+               disturb(0, 1);
 #ifdef JP
-msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
-msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
+               msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
+               msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
 #else
-                       msg_print("RAAAAGHH!");
-                       msg_print("You feel a fit of rage coming over you!");
+               msg_print("RAAAAGHH!");
+               msg_print("You feel a fit of rage coming over you!");
 #endif
 
-                       (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
-               }
+               (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
+               (void)set_afraid(0);
+       }
 
-               if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+       if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+       {
+               if (!p_ptr->resist_fear)
                {
-                       if (!p_ptr->resist_fear)
-                       {
-                               disturb(0, 0);
+                       disturb(0, 1);
 #ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+                       msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
 #else
-                               msg_print("It's so dark... so scary!");
+                       msg_print("It's so dark... so scary!");
 #endif
 
-                               set_afraid(p_ptr->afraid + 13 + randint1(26));
-                       }
+                       set_afraid(p_ptr->afraid + 13 + randint1(26));
                }
+       }
 
-               if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+       if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+       {
+               if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
+                   !p_ptr->anti_tele)
                {
-                       if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
-                           !p_ptr->anti_tele)
-                       {
-                               disturb(0, 0);
+                       disturb(0, 1);
 
-                               /* Teleport player */
+                       /* Teleport player */
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
+                       msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
 #else
-                               msg_print("Your position suddenly seems very uncertain...");
+                       msg_print("Your position suddenly seems very uncertain...");
 #endif
 
-                               msg_print(NULL);
-                               teleport_player(40);
-                       }
+                       msg_print(NULL);
+                       teleport_player(40, TELEPORT_PASSIVE);
                }
+       }
 
-               if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+       if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+       {
+               if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
                {
-                       if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
-                       {
-                               disturb(0, 0);
-                               p_ptr->redraw |= PR_EXTRA;
+                       disturb(0, 1);
+                       p_ptr->redraw |= PR_EXTRA;
 #ifdef JP
-msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
+                       msg_print("¤¤¤Ò¤­¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤­¤¿¤­¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
 #else
-                               msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
+                       msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
 #endif
 
-                       }
+               }
 
-                       if (!p_ptr->resist_conf)
-                       {
-                               (void)set_confused(p_ptr->confused + randint0(20) + 15);
-                       }
+               if (!p_ptr->resist_conf)
+               {
+                       (void)set_confused(p_ptr->confused + randint0(20) + 15);
+               }
 
-                       if (!p_ptr->resist_chaos)
+               if (!p_ptr->resist_chaos)
+               {
+                       if (one_in_(20))
                        {
-                               if (one_in_(20))
-                               {
-                                       msg_print(NULL);
-                                       if (one_in_(3)) lose_all_info();
-                                       else wiz_dark();
-                                       teleport_player(100);
-                                       wiz_dark();
+                               msg_print(NULL);
+                               if (one_in_(3)) lose_all_info();
+                               else wiz_dark();
+                               (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+                               wiz_dark();
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
-msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
+                               msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
+                               msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
 #else
-                                       msg_print("You wake up somewhere with a sore head...");
-                                       msg_print("You can't remember a thing, or how you got here!");
+                               msg_print("You wake up somewhere with a sore head...");
+                               msg_print("You can't remember a thing, or how you got here!");
 #endif
 
-                               }
-                               else
+                       }
+                       else
+                       {
+                               if (one_in_(3))
                                {
-                                       if (one_in_(3))
-                                       {
 #ifdef JP
-msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
+                                       msg_print("¤­¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
 #else
-                                               msg_print("Thishcischs GooDSChtuff!");
+                                       msg_print("Thishcischs GooDSChtuff!");
 #endif
 
-                                               (void)set_image(p_ptr->image + randint0(150) + 150);
-                                       }
+                                       (void)set_image(p_ptr->image + randint0(150) + 150);
                                }
                        }
                }
+       }
 
-               if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+       if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+       {
+               if (!p_ptr->resist_chaos)
                {
-                       if (!p_ptr->resist_chaos)
-                       {
-                               disturb(0, 0);
-                               p_ptr->redraw |= PR_EXTRA;
-                               (void)set_image(p_ptr->image + randint0(50) + 20);
-                       }
+                       disturb(0, 1);
+                       p_ptr->redraw |= PR_EXTRA;
+                       (void)set_image(p_ptr->image + randint0(50) + 20);
                }
+       }
 
-               if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
-               {
-                       disturb(0, 0);
+       if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
+       {
+               disturb(0, 1);
 
 #ifdef JP
-msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
+               msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
 #else
-                       msg_print("BRRAAAP! Oops.");
+               msg_print("BRRAAAP! Oops.");
 #endif
 
-                       msg_print(NULL);
-                       fire_ball(GF_POIS, 0, p_ptr->lev, 3);
-               }
+               msg_print(NULL);
+               fire_ball(GF_POIS, 0, p_ptr->lev, 3);
+       }
 
-               if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
-                   !p_ptr->anti_magic && one_in_(9000))
-               {
-                       int dire = 0;
-                       disturb(0, 0);
+       if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
+           !p_ptr->anti_magic && one_in_(9000))
+       {
+               int dire = 0;
+               disturb(0, 1);
 #ifdef JP
-msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤­¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
+               msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤­¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
 #else
-                       msg_print("Magical energy flows through you! You must release it!");
+               msg_print("Magical energy flows through you! You must release it!");
 #endif
 
-                       flush();
-                       msg_print(NULL);
-                       (void)get_hack_dir(&dire);
-                       fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
-               }
+               flush();
+               msg_print(NULL);
+               (void)get_hack_dir(&dire);
+               fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
+       }
 
-               if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
-                   !p_ptr->anti_magic && (randint1(6666) == 666))
-               {
-                       bool pet = one_in_(6);
-                       u32b mode = PM_ALLOW_GROUP;
+       if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
+           !p_ptr->anti_magic && (randint1(6666) == 666))
+       {
+               bool pet = one_in_(6);
+               u32b mode = PM_ALLOW_GROUP;
 
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+               if (pet) mode |= PM_FORCE_PET;
+               else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-                       if (summon_specific((pet ? -1 : 0), py, px,
+               if (summon_specific((pet ? -1 : 0), py, px,
                                    dun_level, SUMMON_DEMON, mode))
-                       {
+               {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
+                       msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
 #else
-                               msg_print("You have attracted a demon!");
+                       msg_print("You have attracted a demon!");
 #endif
 
-                               disturb(0, 0);
-                       }
+                       disturb(0, 1);
                }
+       }
 
-               if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+       if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+       {
+               disturb(0, 1);
+               if (one_in_(2))
                {
-                       disturb(0, 0);
-                       if (one_in_(2))
-                       {
 #ifdef JP
-msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+                       msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
 #else
-                               msg_print("You feel less energetic.");
+                       msg_print("You feel less energetic.");
 #endif
 
-                               if (p_ptr->fast > 0)
-                               {
-                                       set_fast(0, TRUE);
-                               }
-                               else
-                               {
-                                       set_slow(randint1(30) + 10, FALSE);
-                               }
+                       if (p_ptr->fast > 0)
+                       {
+                               set_fast(0, TRUE);
                        }
                        else
                        {
+                               set_slow(randint1(30) + 10, FALSE);
+                       }
+               }
+               else
+               {
 #ifdef JP
-msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+                       msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
 #else
-                               msg_print("You feel more energetic.");
+                       msg_print("You feel more energetic.");
 #endif
 
-                               if (p_ptr->slow > 0)
-                               {
-                                       set_slow(0, TRUE);
-                               }
-                               else
-                               {
-                                       set_fast(randint1(30) + 10, FALSE);
-                               }
+                       if (p_ptr->slow > 0)
+                       {
+                               set_slow(0, TRUE);
+                       }
+                       else
+                       {
+                               set_fast(randint1(30) + 10, FALSE);
                        }
-                       msg_print(NULL);
                }
-               if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
-               {
-                       disturb(0, 0);
+               msg_print(NULL);
+       }
+       if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
+       {
+               disturb(0, 1);
 #ifdef JP
-msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
+               msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
 #else
-                       msg_print("You suddenly feel almost lonely.");
+               msg_print("You suddenly feel almost lonely.");
 #endif
 
-                       banish_monsters(100);
-                       if (!dun_level && p_ptr->town_num)
-                       {
-                               int n;
+               banish_monsters(100);
+               if (!dun_level && p_ptr->town_num)
+               {
+                       int n;
 
-                               /* Pick a random shop (except home) */
-                               do
-                               {
-                                       n = randint0(MAX_STORES);
-                               }
-                               while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+                       /* Pick a random shop (except home) */
+                       do
+                       {
+                               n = randint0(MAX_STORES);
+                       }
+                       while ((n == STORE_HOME) || (n == STORE_MUSEUM));
 
 #ifdef JP
-                               msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
+                       msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
 #else
-                               msg_print("You see one of the shopkeepers running for the hills!");
+                       msg_print("You see one of the shopkeepers running for the hills!");
 #endif
 
-                               store_shuffle(n);
-                       }
-                       msg_print(NULL);
+                       store_shuffle(n);
                }
+               msg_print(NULL);
+       }
 
-               if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
-               {
-                       object_type *o_ptr;
+       if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
+       {
+               object_type *o_ptr;
 
 #ifdef JP
-msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
+               msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
 #else
-                       msg_print("A shadow passes over you.");
+               msg_print("A shadow passes over you.");
 #endif
 
-                       msg_print(NULL);
+               msg_print(NULL);
 
-                       /* Absorb light from the current possition */
-                       if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
-                       {
-                               hp_player(10);
-                       }
+               /* Absorb light from the current possition */
+               if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+               {
+                       hp_player(10);
+               }
 
-                       o_ptr = &inventory[INVEN_LITE];
+               o_ptr = &inventory[INVEN_LITE];
 
-                       /* Absorb some fuel in the current lite */
-                       if (o_ptr->tval == TV_LITE)
+               /* Absorb some fuel in the current lite */
+               if (o_ptr->tval == TV_LITE)
+               {
+                       /* Use some fuel (except on artifacts) */
+                       if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
                        {
-                               /* Use some fuel (except on artifacts) */
-                               if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
-                               {
-                                       /* Heal the player a bit */
-                                       hp_player(o_ptr->xtra4 / 20);
+                               /* Heal the player a bit */
+                               hp_player(o_ptr->xtra4 / 20);
 
-                                       /* Decrease life-span of lite */
-                                       o_ptr->xtra4 /= 2;
+                               /* Decrease life-span of lite */
+                               o_ptr->xtra4 /= 2;
 
 #ifdef JP
-msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
+                               msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
 #else
-                                       msg_print("You absorb energy from your light!");
+                               msg_print("You absorb energy from your light!");
 #endif
 
 
-                                       /* Notice interesting fuel steps */
-                                       notice_lite_change(o_ptr);
-                               }
+                               /* Notice interesting fuel steps */
+                               notice_lite_change(o_ptr);
                        }
-
-                       /*
-                        * Unlite the area (radius 10) around player and
-                        * do 50 points damage to every affected monster
-                        */
-                       unlite_area(50, 10);
                }
 
-               if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
-                  !p_ptr->anti_magic && one_in_(7000))
-               {
-                       bool pet = one_in_(3);
-                       u32b mode = PM_ALLOW_GROUP;
+               /*
+                * Unlite the area (radius 10) around player and
+                * do 50 points damage to every affected monster
+                */
+               unlite_area(50, 10);
+       }
+
+       if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
+           !p_ptr->anti_magic && one_in_(7000))
+       {
+               bool pet = one_in_(3);
+               u32b mode = PM_ALLOW_GROUP;
 
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+               if (pet) mode |= PM_FORCE_PET;
+               else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-                       if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
-                       {
+               if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+               {
 #ifdef JP
-msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
+                       msg_print("ưʪ¤ò°ú¤­´ó¤»¤¿¡ª");
 #else
-                               msg_print("You have attracted an animal!");
+                       msg_print("You have attracted an animal!");
 #endif
 
-                               disturb(0, 0);
-                       }
+                       disturb(0, 1);
                }
+       }
 
-               if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
-                   !p_ptr->anti_magic && one_in_(8000))
-               {
-                       disturb(0, 0);
+       if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
+           !p_ptr->anti_magic && one_in_(8000))
+       {
+               disturb(0, 1);
 #ifdef JP
-msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
+               msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
 #else
-                       msg_print("You feel the world warping around you!");
+               msg_print("You feel the world warping around you!");
 #endif
 
-                       msg_print(NULL);
-                       fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
-               }
-               if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
-               {
-                       if (!lose_mutation(0))
+               msg_print(NULL);
+               fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
+       }
+       if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
+       {
+               if (!lose_mutation(0))
 #ifdef JP
-msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
+                       msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
 #else
-                               msg_print("You feel oddly normal.");
+               msg_print("You feel oddly normal.");
 #endif
 
-               }
-               if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
-               {
-                       disturb(0, 0);
+       }
+       if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+       {
+               disturb(0, 1);
 #ifdef JP
-msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
+               msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
 #else
-                       msg_print("You feel insubstantial!");
+               msg_print("You feel insubstantial!");
 #endif
 
-                       msg_print(NULL);
-                       set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
-               }
-               if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
-               {
-                       do_poly_wounds();
-               }
-               if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
-               {
-                       int which_stat = randint0(6);
-                       int sustained = FALSE;
+               msg_print(NULL);
+               set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
+       }
+       if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
+       {
+               do_poly_wounds();
+       }
+       if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
+       {
+               int which_stat = randint0(6);
+               int sustained = FALSE;
 
-                       switch (which_stat)
-                       {
-                       case A_STR:
-                               if (p_ptr->sustain_str) sustained = TRUE;
-                               break;
-                       case A_INT:
-                               if (p_ptr->sustain_int) sustained = TRUE;
-                               break;
-                       case A_WIS:
-                               if (p_ptr->sustain_wis) sustained = TRUE;
-                               break;
-                       case A_DEX:
-                               if (p_ptr->sustain_dex) sustained = TRUE;
-                               break;
-                       case A_CON:
-                               if (p_ptr->sustain_con) sustained = TRUE;
-                               break;
-                       case A_CHR:
-                               if (p_ptr->sustain_chr) sustained = TRUE;
-                               break;
-                       default:
+               switch (which_stat)
+               {
+               case A_STR:
+                       if (p_ptr->sustain_str) sustained = TRUE;
+                       break;
+               case A_INT:
+                       if (p_ptr->sustain_int) sustained = TRUE;
+                       break;
+               case A_WIS:
+                       if (p_ptr->sustain_wis) sustained = TRUE;
+                       break;
+               case A_DEX:
+                       if (p_ptr->sustain_dex) sustained = TRUE;
+                       break;
+               case A_CON:
+                       if (p_ptr->sustain_con) sustained = TRUE;
+                       break;
+               case A_CHR:
+                       if (p_ptr->sustain_chr) sustained = TRUE;
+                       break;
+               default:
 #ifdef JP
-msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
+                       msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
 #else
-                               msg_print("Invalid stat chosen!");
+                       msg_print("Invalid stat chosen!");
 #endif
 
-                               sustained = TRUE;
-                       }
+                       sustained = TRUE;
+               }
 
-                       if (!sustained)
-                       {
-                               disturb(0, 0);
+               if (!sustained)
+               {
+                       disturb(0, 1);
 #ifdef JP
-msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
+                       msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
 #else
-                               msg_print("You can feel yourself wasting away!");
+                       msg_print("You can feel yourself wasting away!");
 #endif
 
-                               msg_print(NULL);
-                               (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
-                       }
+                       msg_print(NULL);
+                       (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
                }
-               if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
-                  !p_ptr->anti_magic && one_in_(3000))
-               {
-                       bool pet = one_in_(5);
-                       u32b mode = PM_ALLOW_GROUP;
+       }
+       if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
+           !p_ptr->anti_magic && one_in_(3000))
+       {
+               bool pet = one_in_(5);
+               u32b mode = PM_ALLOW_GROUP;
 
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+               if (pet) mode |= PM_FORCE_PET;
+               else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-                       if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
-                       {
+               if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
+               {
 #ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
+                       msg_print("¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª");
 #else
-                               msg_print("You have attracted a dragon!");
+                       msg_print("You have attracted a dragon!");
 #endif
 
-                               disturb(0, 0);
-                       }
+                       disturb(0, 1);
                }
-               if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
-                       one_in_(3000))
+       }
+       if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
+           one_in_(3000))
+       {
+               if (p_ptr->tim_esp > 0)
                {
-                       if (p_ptr->tim_esp > 0)
-                       {
 #ifdef JP
-msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
+                       msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
 #else
-                               msg_print("Your mind feels cloudy!");
+                       msg_print("Your mind feels cloudy!");
 #endif
 
-                               set_tim_esp(0, TRUE);
-                       }
-                       else
-                       {
+                       set_tim_esp(0, TRUE);
+               }
+               else
+               {
 #ifdef JP
-msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
+                       msg_print("Àº¿À¤¬¹­¤¬¤Ã¤¿¡ª");
 #else
-                               msg_print("Your mind expands!");
+                       msg_print("Your mind expands!");
 #endif
 
-                               set_tim_esp(p_ptr->lev, FALSE);
-                       }
+                       set_tim_esp(p_ptr->lev, FALSE);
                }
-               if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
-                       one_in_(9000))
-               {
-                       disturb(0, 0);
+       }
+       if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
+           one_in_(9000))
+       {
+               disturb(0, 1);
 #ifdef JP
-msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
+               msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
 #else
-                       msg_print("Your stomach roils, and you lose your lunch!");
+               msg_print("Your stomach roils, and you lose your lunch!");
 #endif
 
-                       msg_print(NULL);
-                       set_food(PY_FOOD_WEAK);
-               }
+               msg_print(NULL);
+               set_food(PY_FOOD_WEAK);
+               if (music_singing_any()) stop_singing();
+               if (hex_spelling_any()) stop_hex_spell_all();
+       }
 
-               if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
-                  !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
-               {
-                       alter_reality();
-               }
+       if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
+           !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+       {
+               alter_reality();
+       }
 
-               if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
-               {
-                       int danger_amount = 0;
-                       int monster;
+       if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
+       {
+               int danger_amount = 0;
+               int monster;
 
-                       for (monster = 0; monster < m_max; monster++)
-                       {
-                               monster_type    *m_ptr = &m_list[monster];
-                               monster_race    *r_ptr = &r_info[m_ptr->r_idx];
+               for (monster = 0; monster < m_max; monster++)
+               {
+                       monster_type    *m_ptr = &m_list[monster];
+                       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
-                               /* Paranoia -- Skip dead monsters */
-                               if (!m_ptr->r_idx) continue;
+                       /* Paranoia -- Skip dead monsters */
+                       if (!m_ptr->r_idx) continue;
 
-                               if (r_ptr->level >= p_ptr->lev)
-                               {
-                                       danger_amount += r_ptr->level - p_ptr->lev + 1;
-                               }
+                       if (r_ptr->level >= p_ptr->lev)
+                       {
+                               danger_amount += r_ptr->level - p_ptr->lev + 1;
                        }
+               }
 
-                       if (danger_amount > 100)
+               if (danger_amount > 100)
 #ifdef JP
-msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+                       msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
 #else
-                               msg_print("You feel utterly terrified!");
+               msg_print("You feel utterly terrified!");
 #endif
 
-                       else if (danger_amount > 50)
+               else if (danger_amount > 50)
 #ifdef JP
-msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+                       msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
 #else
-                               msg_print("You feel terrified!");
+               msg_print("You feel terrified!");
 #endif
 
-                       else if (danger_amount > 20)
+               else if (danger_amount > 20)
 #ifdef JP
-msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+                       msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
 #else
-                               msg_print("You feel very worried!");
+               msg_print("You feel very worried!");
 #endif
 
-                       else if (danger_amount > 10)
+               else if (danger_amount > 10)
 #ifdef JP
-msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+                       msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
 #else
-                               msg_print("You feel paranoid!");
+               msg_print("You feel paranoid!");
 #endif
 
-                       else if (danger_amount > 5)
+               else if (danger_amount > 5)
 #ifdef JP
-msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
+                       msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
 #else
-                               msg_print("You feel almost safe.");
+               msg_print("You feel almost safe.");
 #endif
 
-                       else
+               else
 #ifdef JP
-msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
+                       msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
 #else
-                               msg_print("You feel lonely.");
+               msg_print("You feel lonely.");
 #endif
 
-               }
-               if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
-                       one_in_(5000))
-               {
-                       disturb(0, 0);
+       }
+       if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
+           one_in_(5000))
+       {
+               disturb(0, 1);
 #ifdef JP
-msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
+               msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
 #else
-                       msg_print("You feel invincible!");
+               msg_print("You feel invincible!");
 #endif
 
-                       msg_print(NULL);
-                       (void)set_invuln(randint1(8) + 8, FALSE);
-               }
-               if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+               msg_print(NULL);
+               (void)set_invuln(randint1(8) + 8, FALSE);
+       }
+       if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+       {
+               int wounds = p_ptr->mhp - p_ptr->chp;
+
+               if (wounds > 0)
                {
-                       int wounds = p_ptr->mhp - p_ptr->chp;
+                       int healing = p_ptr->csp;
 
-                       if (wounds > 0)
+                       if (healing > wounds)
                        {
-                               int healing = p_ptr->csp;
-
-                               if (healing > wounds)
-                               {
-                                       healing = wounds;
-                               }
+                               healing = wounds;
+                       }
 
-                               hp_player(healing);
-                               p_ptr->csp -= healing;
+                       hp_player(healing);
+                       p_ptr->csp -= healing;
 
-                               /* Redraw mana */
-                               p_ptr->redraw |= (PR_MANA);
-                       }
+                       /* Redraw mana */
+                       p_ptr->redraw |= (PR_MANA);
                }
-               if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
-                       one_in_(4000))
+       }
+       if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
+           one_in_(4000))
+       {
+               int wounds = p_ptr->msp - p_ptr->csp;
+
+               if (wounds > 0)
                {
-                       int wounds = p_ptr->msp - p_ptr->csp;
+                       int healing = p_ptr->chp;
 
-                       if (wounds > 0)
+                       if (healing > wounds)
                        {
-                               int healing = p_ptr->chp;
-
-                               if (healing > wounds)
-                               {
-                                       healing = wounds;
-                               }
+                               healing = wounds;
+                       }
 
-                               p_ptr->csp += healing;
+                       p_ptr->csp += healing;
 
-                               /* Redraw mana */
-                               p_ptr->redraw |= (PR_MANA);
+                       /* Redraw mana */
+                       p_ptr->redraw |= (PR_MANA);
 #ifdef JP
-take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
+                       take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
 #else
-                               take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
+                       take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
 #endif
 
-                       }
                }
-               if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
-               {
-                       object_type *o_ptr;
+       }
+       if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
+       {
+               int slot = 0;
+               object_type *o_ptr = NULL;
 
-                       disturb(0, 0);
+               disturb(0, 1);
 #ifdef JP
-msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
+               msg_print("­¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
+               take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
 #else
-                       msg_print("You trip over your own feet!");
-                       take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
+               msg_print("You trip over your own feet!");
+               take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
 #endif
 
+               msg_print(NULL);
+               if (buki_motteruka(INVEN_RARM))
+               {
+                       slot = INVEN_RARM;
+                       o_ptr = &inventory[INVEN_RARM];
 
-                       msg_print(NULL);
-                       if (buki_motteruka(INVEN_RARM))
+                       if (buki_motteruka(INVEN_LARM) && one_in_(2))
                        {
-                               int slot = INVEN_RARM;
-                               o_ptr = &inventory[INVEN_RARM];
-                               if (buki_motteruka(INVEN_LARM) && one_in_(2))
-                               {
-                                       o_ptr = &inventory[INVEN_LARM];
-                                       slot = INVEN_LARM;
-                               }
-                               if (!cursed_p(o_ptr))
-                               {
+                               o_ptr = &inventory[INVEN_LARM];
+                               slot = INVEN_LARM;
+                       }
+               }
+               else if (buki_motteruka(INVEN_LARM))
+               {
+                       o_ptr = &inventory[INVEN_LARM];
+                       slot = INVEN_LARM;
+               }
+
+               if (slot && !object_is_cursed(o_ptr))
+               {
 #ifdef JP
-msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                       msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
-                                       msg_print("You drop your weapon!");
+                       msg_print("You drop your weapon!");
 #endif
-
-                                       inven_drop(slot, 1);
-                               }
-                       }
+                       inven_drop(slot, 1);
                }
        }
+}
 
-
-       /*** Process Inventory ***/
-
+/*
+ * Handle curse effects once every 10 game turns
+ */
+static void process_world_aux_curse(void)
+{
        if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
        {
                /*
@@ -3767,14 +2917,59 @@ msg_print("
                 */
                if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
                {
+                       char o_name[MAX_NLEN];
+                       object_type *o_ptr;
+                       int i, i_keep = 0, count = 0;
+
+                       /* Scan the equipment with random teleport ability */
+                       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+                       {
+                               u32b flgs[TR_FLAG_SIZE];
+                               o_ptr = &inventory[i];
+
+                               /* Skip non-objects */
+                               if (!o_ptr->k_idx) continue;
+
+                               /* Extract the item flags */
+                               object_flags(o_ptr, flgs);
+
+                               if (have_flag(flgs, TR_TELEPORT))
+                               {
+                                       /* {.} will stop random teleportation. */
+                                       if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
+                                       {
+                                               count++;
+                                               if (one_in_(count)) i_keep = i;
+                                       }
+                               }
+                       }
+
+                       o_ptr = &inventory[i_keep];
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+#ifdef JP
+                       msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
+#else
+                       msg_format("Your %s is activating teleportation.", o_name);
+#endif
+
 #ifdef JP
-if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+                       if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
 #else
                        if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
 #endif
                        {
-                               disturb(0, 0);
-                               teleport_player(50);
+                               disturb(0, 1);
+                               teleport_player(50, 0L);
+                       }
+                       else
+                       {
+#ifdef JP
+                               msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤­¤Þ¤¹¡£", o_name);
+#else
+                               msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
+#endif
+                               disturb(1, 1);
                        }
                }
                /* Make a chainsword noise */
@@ -3782,7 +2977,7 @@ if (get_check_strict("
                {
                        char noise[1024];
 #ifdef JP
-if (!get_rnd_line("chainswd_j.txt", 0, noise))
+                       if (!get_rnd_line("chainswd_j.txt", 0, noise))
 #else
                        if (!get_rnd_line("chainswd.txt", 0, noise))
 #endif
@@ -3818,13 +3013,13 @@ if (!get_rnd_line("chainswd_j.txt", 0, noise))
                        {
                                char o_name[MAX_NLEN];
 
-                               object_desc(o_name, o_ptr, FALSE, 0);
+                               object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                                o_ptr->curse_flags |= new_curse;
 #ifdef JP
-msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+                               msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
 #else
-                               msg_format("There is a malignant black aura surrounding %s...", o_name);
+                               msg_format("There is a malignant black aura surrounding your %s...", o_name);
 #endif
 
                                o_ptr->feeling = FEEL_NONE;
@@ -3845,13 +3040,13 @@ msg_format("
                        {
                                char o_name[MAX_NLEN];
 
-                               object_desc(o_name, o_ptr, FALSE, 0);
+                               object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                                o_ptr->curse_flags |= new_curse;
 #ifdef JP
-msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+                               msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
 #else
-                               msg_format("There is a malignant black aura surrounding %s...", o_name);
+                               msg_format("There is a malignant black aura surrounding your %s...", o_name);
 #endif
 
                                o_ptr->feeling = FEEL_NONE;
@@ -3867,14 +3062,14 @@ msg_format("
                        {
                                char o_name[MAX_NLEN];
 
-                               object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), FALSE, 0);
+                               object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
 #ifdef JP
-msg_format("%s¤¬Æ°Êª¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
+                               msg_format("%s¤¬Æ°Êª¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
 #else
-                               msg_format("%s have attracted an animal!", o_name);
+                               msg_format("Your %s have attracted an animal!", o_name);
 #endif
 
-                               disturb(0, 0);
+                               disturb(0, 1);
                        }
                }
                /* Call demon */
@@ -3884,14 +3079,14 @@ msg_format("%s
                        {
                                char o_name[MAX_NLEN];
 
-                               object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), FALSE, 0);
+                               object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
 #ifdef JP
-msg_format("%s¤¬°­Ëâ¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
+                               msg_format("%s¤¬°­Ëâ¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
 #else
-                               msg_format("%s have attracted a demon!", o_name);
+                               msg_format("Your %s have attracted a demon!", o_name);
 #endif
 
-                               disturb(0, 0);
+                               disturb(0, 1);
                        }
                }
                /* Call dragon */
@@ -3902,23 +3097,23 @@ msg_format("%s
                        {
                                char o_name[MAX_NLEN];
 
-                               object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), FALSE, 0);
+                               object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
 #ifdef JP
-msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
+                               msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤­´ó¤»¤¿¡ª", o_name);
 #else
-                               msg_format("%s have attracted an animal!", o_name);
+                               msg_format("Your %s have attracted an animal!", o_name);
 #endif
 
-                               disturb(0, 0);
+                               disturb(0, 1);
                        }
                }
                if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
                {
                        if (!p_ptr->resist_fear)
                        {
-                               disturb(0, 0);
+                               disturb(0, 1);
 #ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+                               msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
 #else
                                msg_print("It's so dark... so scary!");
 #endif
@@ -3929,34 +3124,34 @@ msg_print("
                /* Teleport player */
                if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
                {
-                       disturb(0, 0);
+                       disturb(0, 1);
 
                        /* Teleport player */
-                       teleport_player(40);
+                       teleport_player(40, TELEPORT_PASSIVE);
                }
                /* Handle HP draining */
                if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
                {
                        char o_name[MAX_NLEN];
 
-                       object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), FALSE, 0);
+                       object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
 #ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+                       msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
 #else
-                       msg_format("%s drains HP from you!", o_name);
+                       msg_format("Your %s drains HP from you!", o_name);
 #endif
                        take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
                }
                /* Handle mana draining */
-               if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
+               if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
                {
                        char o_name[MAX_NLEN];
 
-                       object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), FALSE, 0);
+                       object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
 #ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+                       msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
 #else
-                       msg_format("%s drains mana from you!", o_name);
+                       msg_format("Your %s drains mana from you!", o_name);
 #endif
                        p_ptr->csp -= MIN(p_ptr->lev, 50);
                        if (p_ptr->csp < 0)
@@ -3976,13 +3171,13 @@ msg_format("%s
                if (o_ptr->name1 == ART_JUDGE)
                {
 #ifdef JP
-                       if (object_known_p(o_ptr))
+                       if (object_is_known(o_ptr))
                                msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
                        else
                                msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
                        take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
 #else
-                       if (object_known_p(o_ptr))
+                       if (object_is_known(o_ptr))
                                msg_print("The Jewel of Judgement drains life from you!");
                        else
                                msg_print("Something drains life from you!");
@@ -3990,13 +3185,22 @@ msg_format("%s
 #endif
                }
        }
+}
 
 
+/*
+ * Handle recharging objects once every 10 game turns
+ */
+static void process_world_aux_recharge(void)
+{
+       int i;
+       bool changed;
+
        /* Process equipment */
-       for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
+       for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
        {
                /* Get the object */
-               o_ptr = &inventory[i];
+               object_type *o_ptr = &inventory[i];
 
                /* Skip non-objects */
                if (!o_ptr->k_idx) continue;
@@ -4011,13 +3215,13 @@ msg_format("%s
                        if (!o_ptr->timeout)
                        {
                                recharged_notice(o_ptr);
-                               j++;
+                               changed = TRUE;
                        }
                }
        }
 
        /* Notice changes */
-       if (j)
+       if (changed)
        {
                /* Window stuff */
                p_ptr->window |= (PW_EQUIP);
@@ -4029,10 +3233,10 @@ msg_format("%s
         * and each charging rod in a stack decreases the stack's timeout by
         * one per turn. -LM-
         */
-       for (j = 0, i = 0; i < INVEN_PACK; i++)
+       for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
        {
-               o_ptr = &inventory[i];
-               k_ptr = &k_info[o_ptr->k_idx];
+               object_type *o_ptr = &inventory[i];
+               object_kind *k_ptr = &k_info[o_ptr->k_idx];
 
                /* Skip non-objects */
                if (!o_ptr->k_idx) continue;
@@ -4041,223 +3245,1004 @@ msg_format("%s
                if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
                {
                        /* Determine how many rods are charging. */
-                       temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+                       int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
                        if (temp > o_ptr->number) temp = o_ptr->number;
 
-                       /* Decrease timeout by that number. */
-                       o_ptr->timeout -= temp;
+                       /* Decrease timeout by that number. */
+                       o_ptr->timeout -= temp;
+
+                       /* Boundary control. */
+                       if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+
+                       /* Notice changes, provide message if object is inscribed. */
+                       if (!(o_ptr->timeout))
+                       {
+                               recharged_notice(o_ptr);
+                               changed = TRUE;
+                       }
+
+                       /* One of the stack of rod is charged */
+                       else if (o_ptr->timeout % k_ptr->pval)
+                       {
+                               changed = TRUE;
+                       }
+               }
+       }
+
+       /* Notice changes */
+       if (changed)
+       {
+               /* Window stuff */
+               p_ptr->window |= (PW_INVEN);
+               wild_regen = 20;
+       }
+
+       /* Process objects on floor */
+       for (i = 1; i < o_max; i++)
+       {
+               /* Access object */
+               object_type *o_ptr = &o_list[i];
+
+               /* Skip dead objects */
+               if (!o_ptr->k_idx) continue;
+
+               /* Recharge rods on the ground.  No messages. */
+               if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+               {
+                       /* Charge it */
+                       o_ptr->timeout -= o_ptr->number;
+
+                       /* Boundary control. */
+                       if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+               }
+       }
+}
+
+
+/*
+ * Handle involuntary movement once every 10 game turns
+ */
+static void process_world_aux_movement(void)
+{
+       /* Delayed Word-of-Recall */
+       if (p_ptr->word_recall)
+       {
+               /*
+                * HACK: Autosave BEFORE resetting the recall counter (rr9)
+                * The player is yanked up/down as soon as
+                * he loads the autosaved game.
+                */
+               if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
+                       do_cmd_save_game(TRUE);
+
+               /* Count down towards recall */
+               p_ptr->word_recall--;
+
+               p_ptr->redraw |= (PR_STATUS);
+
+               /* Activate the recall */
+               if (!p_ptr->word_recall)
+               {
+                       /* Disturbing! */
+                       disturb(0, 1);
+
+                       /* Determine the level */
+                       if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
+                       {
+                               msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
+                                                       "You feel yourself yanked upwards!"));
+
+                               if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
+                               if (record_stair)
+                                       do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+
+                               dun_level = 0;
+                               dungeon_type = 0;
+
+                               leave_quest_check();
+                               leave_tower_check();
+
+                               p_ptr->inside_quest = 0;
+
+                               p_ptr->leaving = TRUE;
+                       }
+                       else
+                       {
+                               msg_print(_("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
+                                                       "You feel yourself yanked downwards!"));
+
+                               dungeon_type = p_ptr->recall_dungeon;
+
+                               if (record_stair)
+                                       do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+
+                               /* New depth */
+                               dun_level = max_dlv[dungeon_type];
+                               if (dun_level < 1) dun_level = 1;
+
+                               /* Nightmare mode makes recall more dangerous */
+                               if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
+                               {
+                                       if (dun_level < 50)
+                                       {
+                                               dun_level *= 2;
+                                       }
+                                       else if (dun_level < 99)
+                                       {
+                                               dun_level = (dun_level + 99) / 2;
+                                       }
+                                       else if (dun_level > 100)
+                                       {
+                                               dun_level = d_info[dungeon_type].maxdepth - 1;
+                                       }
+                               }
+
+                               if (p_ptr->wild_mode)
+                               {
+                                       p_ptr->wilderness_y = py;
+                                       p_ptr->wilderness_x = px;
+                               }
+                               else
+                               {
+                                       /* Save player position */
+                                       p_ptr->oldpx = px;
+                                       p_ptr->oldpy = py;
+                               }
+                               p_ptr->wild_mode = FALSE;
+
+                               /*
+                                * Clear all saved floors
+                                * and create a first saved floor
+                                */
+                               prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
+                               /* Leaving */
+                               p_ptr->leaving = TRUE;
+
+                               if (dungeon_type == DUNGEON_ANGBAND)
+                               {
+                                       int i;
+
+                                       for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
+                                       {
+                                               if ((quest[i].type == QUEST_TYPE_RANDOM) &&
+                                                   (quest[i].status == QUEST_STATUS_TAKEN) &&
+                                                   (quest[i].level < dun_level))
+                                               {
+                                                       quest[i].status = QUEST_STATUS_FAILED;
+                                                       quest[i].complev = (byte)p_ptr->lev;
+                                                       r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
+                                               }
+                                       }
+                               }
+                       }
+
+                       /* Sound */
+                       sound(SOUND_TPLEVEL);
+               }
+       }
+
+
+       /* Delayed Alter reality */
+       if (p_ptr->alter_reality)
+       {
+               if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
+                       do_cmd_save_game(TRUE);
+
+               /* Count down towards alter */
+               p_ptr->alter_reality--;
+
+               p_ptr->redraw |= (PR_STATUS);
+
+               /* Activate the alter reality */
+               if (!p_ptr->alter_reality)
+               {
+                       /* Disturbing! */
+                       disturb(0, 1);
+
+                       /* Determine the level */
+                       if (!quest_number(dun_level) && dun_level)
+                       {
+#ifdef JP
+                               msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+#else
+                               msg_print("The world changes!");
+#endif
+
+                               /*
+                                * Clear all saved floors
+                                * and create a first saved floor
+                                */
+                               prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
+                               /* Leaving */
+                               p_ptr->leaving = TRUE;
+                       }
+                       else
+                       {
+#ifdef JP
+                               msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+#else
+                               msg_print("The world seems to change for a moment!");
+#endif
+                       }
+
+                       /* Sound */
+                       sound(SOUND_TPLEVEL);
+               }
+       }
+}
+
+
+/*
+ * Count number of adjacent monsters
+ */
+static int get_monster_crowd_number(int m_idx)
+{
+       monster_type *m_ptr = &m_list[m_idx];
+       int my = m_ptr->fy;
+       int mx = m_ptr->fx;
+       int i;
+       int count = 0;
+
+       for (i = 0; i < 7; i++)
+       {
+               int ay = my + ddy_ddd[i];
+               int ax = mx + ddx_ddd[i];
+
+               if (!in_bounds(ay, ax)) continue;
+
+               /* Count number of monsters */
+               if (cave[ay][ax].m_idx > 0) count++;
+       }
+
+       return count;
+}
+
+
+
+/*
+ * Dungeon rating is no longer linear
+ */
+#define RATING_BOOST(delta) (delta * delta + 50 * delta)
+
+/*
+ * Examine all monsters and unidentified objects,
+ * and get the feeling of current dungeon floor
+ */
+static byte get_dungeon_feeling(void)
+{
+       const int base = 10;
+       int rating = 0;
+       int i;
+
+       /* Hack -- no feeling in the town */
+       if (!dun_level) return 0;
+
+       /* Examine each monster */
+       for (i = 1; i < m_max; i++)
+       {
+               monster_type *m_ptr = &m_list[i];
+               monster_race *r_ptr;
+               int delta = 0;
+
+               /* Skip dead monsters */
+               if (!m_ptr->r_idx) continue;
+
+               /* Ignore pet */
+               if (is_pet(m_ptr)) continue;
+
+               r_ptr = &r_info[m_ptr->r_idx];
+
+               /* Unique monsters */
+               if (r_ptr->flags1 & (RF1_UNIQUE))
+               {
+                       /* Nearly out-of-depth unique monsters */
+                       if (r_ptr->level + 10 > dun_level)
+                       {
+                               /* Boost rating by twice delta-depth */
+                               delta += (r_ptr->level + 10 - dun_level) * 2 * base;
+                       }
+               }
+               else
+               {
+                       /* Out-of-depth monsters */
+                       if (r_ptr->level > dun_level)
+                       {
+                               /* Boost rating by delta-depth */
+                               delta += (r_ptr->level - dun_level) * base;
+                       }
+               }
+
+               /* Unusually crowded monsters get a little bit of rating boost */
+               if (r_ptr->flags1 & RF1_FRIENDS)
+               {
+                       if (5 <= get_monster_crowd_number(i)) delta += 1;
+               }
+               else
+               {
+                       if (2 <= get_monster_crowd_number(i)) delta += 1;
+               }
+
+
+               rating += RATING_BOOST(delta);
+       }
+
+       /* Examine each unidentified object */
+       for (i = 1; i < o_max; i++)
+       {
+               object_type *o_ptr = &o_list[i];
+               object_kind *k_ptr = &k_info[o_ptr->k_idx];
+               int delta = 0;
+
+               /* Skip dead objects */
+               if (!o_ptr->k_idx) continue;
+
+               /* Skip known objects */
+               if (object_is_known(o_ptr))
+               {
+                       /* Touched? */
+                       if (o_ptr->marked & OM_TOUCHED) continue;
+               }
+
+               /* Skip pseudo-known objects */
+               if (o_ptr->ident & IDENT_SENSE) continue;
+
+               /* Ego objects */
+               if (object_is_ego(o_ptr))
+               {
+                       ego_item_type *e_ptr = &e_info[o_ptr->name2];
+
+                       delta += e_ptr->rating * base;
+               }
+
+               /* Artifacts */
+               if (object_is_artifact(o_ptr))
+               {
+                       s32b cost = object_value_real(o_ptr);
+
+                       delta += 10 * base;
+                       if (cost > 10000L) delta += 10 * base;
+                       if (cost > 50000L) delta += 10 * base;
+                       if (cost > 100000L) delta += 10 * base;
+
+                       /* Special feeling */
+                       if (!preserve_mode) return 1;
+               }
+
+               if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
+               if (o_ptr->tval == TV_SHIELD &&
+                   o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
+               if (o_ptr->tval == TV_GLOVES &&
+                   o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
+               if (o_ptr->tval == TV_BOOTS &&
+                   o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
+               if (o_ptr->tval == TV_HELM &&
+                   o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
+               if (o_ptr->tval == TV_RING &&
+                   o_ptr->sval == SV_RING_SPEED &&
+                   !object_is_cursed(o_ptr)) delta += 25 * base;
+               if (o_ptr->tval == TV_RING &&
+                   o_ptr->sval == SV_RING_LORDLY &&
+                   !object_is_cursed(o_ptr)) delta += 15 * base;
+               if (o_ptr->tval == TV_AMULET &&
+                   o_ptr->sval == SV_AMULET_THE_MAGI &&
+                   !object_is_cursed(o_ptr)) delta += 15 * base;
+
+               /* Out-of-depth objects */
+               if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
+                   k_ptr->level > dun_level)
+               {
+                       /* Rating increase */
+                       delta += (k_ptr->level - dun_level) * base;
+               }
+
+               rating += RATING_BOOST(delta);
+       }
+
+
+       if (rating > RATING_BOOST(1000)) return 2;
+       if (rating > RATING_BOOST(800)) return 3;
+       if (rating > RATING_BOOST(600)) return 4;
+       if (rating > RATING_BOOST(400)) return 5;
+       if (rating > RATING_BOOST(300)) return 6;
+       if (rating > RATING_BOOST(200)) return 7;
+       if (rating > RATING_BOOST(100)) return 8;
+       if (rating > RATING_BOOST(0)) return 9;
+
+       return 10;
+}
+
+
+/*
+ * Update dungeon feeling, and announce it if changed
+ */
+static void update_dungeon_feeling(void)
+{
+       byte new_feeling;
+       int quest_num;
+       int delay;
+
+       /* No feeling on the surface */
+       if (!dun_level) return;
+
+       /* No feeling in the arena */
+       if (p_ptr->inside_battle) return;
+
+       /* Extract delay time */
+       delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
+
+       /* Not yet felt anything */
+       if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
+
+       /* Extract quest number (if any) */
+       quest_num = quest_number(dun_level);
+
+       /* No feeling in a quest */
+       if (quest_num &&
+           (is_fixed_quest_idx(quest_num) &&
+            !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+              !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
+
+
+       /* Get new dungeon feeling */
+       new_feeling = get_dungeon_feeling();
+
+       /* Remember last time updated */
+       p_ptr->feeling_turn = turn;
+
+       /* No change */
+       if (p_ptr->feeling == new_feeling) return;
+
+       /* Dungeon feeling is changed */
+       p_ptr->feeling = new_feeling;
+
+       /* Announce feeling */
+       do_cmd_feeling();
+
+       /* Update the level indicator */
+       p_ptr->redraw |= (PR_DEPTH);
+
+       /* Disturb */
+       if (disturb_minor) disturb(0, 0);
+}
+
+
+/*
+ * Handle certain things once every 10 game turns
+ */
+static void process_world(void)
+{
+       int day, hour, min;
+
+       const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
+       s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
+       int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
+       
+       extract_day_hour_min(&day, &hour, &min);
+
+       /* Update dungeon feeling, and announce it if changed */
+       update_dungeon_feeling();
+
+       /*** Check monster arena ***/
+       if (p_ptr->inside_battle && !p_ptr->leaving)
+       {
+               int i2, j2;
+               int win_m_idx = 0;
+               int number_mon = 0;
+
+               /* Count all hostile monsters */
+               for (i2 = 0; i2 < cur_wid; ++i2)
+                       for (j2 = 0; j2 < cur_hgt; j2++)
+                       {
+                               cave_type *c_ptr = &cave[j2][i2];
+
+                               if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
+                               {
+                                       number_mon++;
+                                       win_m_idx = c_ptr->m_idx;
+                               }
+                       }
+
+               if (number_mon == 0)
+               {
+#ifdef JP
+                       msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
+#else
+                       msg_print("They have kill each other at the same time.");
+#endif
+                       msg_print(NULL);
+                       p_ptr->energy_need = 0;
+                       battle_monsters();
+               }
+               else if ((number_mon-1) == 0)
+               {
+                       char m_name[80];
+                       monster_type *wm_ptr;
+
+                       wm_ptr = &m_list[win_m_idx];
+
+                       monster_desc(m_name, wm_ptr, 0);
+#ifdef JP
+                       msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+#else
+                       msg_format("%s is winner!", m_name);
+#endif
+                       msg_print(NULL);
+
+                       if (win_m_idx == (sel_monster+1))
+                       {
+#ifdef JP
+                               msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
+#else
+                               msg_print("Congratulations.");
+#endif
+#ifdef JP
+                               msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+#else
+                               msg_format("You received %d gold.", battle_odds);
+#endif
+                               p_ptr->au += battle_odds;
+                       }
+                       else
+                       {
+#ifdef JP
+                               msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+#else
+                               msg_print("You lost gold.");
+#endif
+                       }
+                       msg_print(NULL);
+                       p_ptr->energy_need = 0;
+                       battle_monsters();
+               }
+               else if (turn - old_turn == 150*TURNS_PER_TICK)
+               {
+#ifdef JP
+                       msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
+#else
+                       msg_format("This battle have ended in a draw.");
+#endif
+                       p_ptr->au += kakekin;
+                       msg_print(NULL);
+                       p_ptr->energy_need = 0;
+                       battle_monsters();
+               }
+       }
+
+       /* Every 10 game turns */
+       if (turn % TURNS_PER_TICK) return;
+
+       /*** Check the Time and Load ***/
+
+       if (!(turn % (50*TURNS_PER_TICK)))
+       {
+               /* Check time and load */
+               if ((0 != check_time()) || (0 != check_load()))
+               {
+                       /* Warning */
+                       if (closing_flag <= 2)
+                       {
+                               /* Disturb */
+                               disturb(0, 1);
+
+                               /* Count warnings */
+                               closing_flag++;
+
+                               /* Message */
+#ifdef JP
+msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
+msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+#else
+                               msg_print("The gates to ANGBAND are closing...");
+                               msg_print("Please finish up and/or save your game.");
+#endif
+
+                       }
+
+                       /* Slam the gate */
+                       else
+                       {
+                               /* Message */
+#ifdef JP
+msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+#else
+                               msg_print("The gates to ANGBAND are now closed.");
+#endif
+
+
+                               /* Stop playing */
+                               p_ptr->playing = FALSE;
+
+                               /* Leaving */
+                               p_ptr->leaving = TRUE;
+                       }
+               }
+       }
+
+       /*** Attempt timed autosave ***/
+       if (autosave_t && autosave_freq && !p_ptr->inside_battle)
+       {
+               if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+                       do_cmd_save_game(TRUE);
+       }
+
+       if (mon_fight && !ignore_unview)
+       {
+#ifdef JP
+               msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
+#else
+               msg_print("You hear noise.");
+#endif
+       }
+
+       /*** Handle the wilderness/town (sunshine) ***/
+
+       /* While in town/wilderness */
+       if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
+       {
+               /* Hack -- Daybreak/Nighfall in town */
+               if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+               {
+                       bool dawn;
+
+                       /* Check for dawn */
+                       dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+
+                       /* Day breaks */
+                       if (dawn)
+                       {
+                               int y, x;
+
+                               /* Message */
+#ifdef JP
+                               msg_print("Ì뤬ÌÀ¤±¤¿¡£");
+#else
+                               msg_print("The sun has risen.");
+#endif
+
+                               if (!p_ptr->wild_mode)
+                               {
+                                       /* Hack -- Scan the town */
+                                       for (y = 0; y < cur_hgt; y++)
+                                       {
+                                               for (x = 0; x < cur_wid; x++)
+                                               {
+                                                       /* Get the cave grid */
+                                                       cave_type *c_ptr = &cave[y][x];
+
+                                                       /* Assume lit */
+                                                       c_ptr->info |= (CAVE_GLOW);
+
+                                                       /* Hack -- Memorize lit grids if allowed */
+                                                       if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
+
+                                                       /* Hack -- Notice spot */
+                                                       note_spot(y, x);
+                                               }
+                                       }
+                               }
+                       }
+
+                       /* Night falls */
+                       else
+                       {
+                               int y, x;
+
+                               /* Message */
+#ifdef JP
+                               msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
+#else
+                               msg_print("The sun has fallen.");
+#endif
+
+                               if (!p_ptr->wild_mode)
+                               {
+                                       /* Hack -- Scan the town */
+                                       for (y = 0; y < cur_hgt; y++)
+                                       {
+                                               for (x = 0; x < cur_wid; x++)
+                                               {
+                                                       /* Get the cave grid */
+                                                       cave_type *c_ptr = &cave[y][x];
+
+                                                       /* Feature code (applying "mimic" field) */
+                                                       feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+                                                       if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
+                                                           !have_flag(f_ptr->flags, FF_ENTRANCE))
+                                                       {
+                                                               /* Assume dark */
+                                                               c_ptr->info &= ~(CAVE_GLOW);
+
+                                                               if (!have_flag(f_ptr->flags, FF_REMEMBER))
+                                                               {
+                                                                       /* Forget the normal floor grid */
+                                                                       c_ptr->info &= ~(CAVE_MARK);
+
+                                                                       /* Hack -- Notice spot */
+                                                                       note_spot(y, x);
+                                                               }
+                                                       }
+                                               }
+
+                                               /* Glow deep lava and building entrances */
+                                               glow_deep_lava_and_bldg();
+                                       }
+                               }
+                       }
+
+                       /* Update the monsters */
+                       p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+
+                       /* Redraw map */
+                       p_ptr->redraw |= (PR_MAP);
 
-                       /* Boundary control. */
-                       if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+                       /* Window stuff */
+                       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
-                       /* Notice changes, provide message if object is inscribed. */
-                       if (!(o_ptr->timeout))
+                       if (p_ptr->special_defense & NINJA_S_STEALTH)
                        {
-                               recharged_notice(o_ptr);
-                               j++;
+                               if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
                        }
                }
        }
 
-       /* Notice changes */
-       if (j)
+       /* While in the dungeon (vanilla_town or lite_town mode only) */
+       else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
        {
-               /* Combine pack */
-               p_ptr->notice |= (PN_COMBINE);
+               /*** Shuffle the Storekeepers ***/
 
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN);
-               wild_regen = 20;
-       }
+               /* Chance is only once a day (while in dungeon) */
+               if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+               {
+                       /* Sometimes, shuffle the shop-keepers */
+                       if (one_in_(STORE_SHUFFLE))
+                       {
+                               int n, i;
 
-       /* Feel the inventory */
-       sense_inventory1();
-       sense_inventory2();
+                               /* Pick a random shop (except home and museum) */
+                               do
+                               {
+                                       n = randint0(MAX_STORES);
+                               }
+                               while ((n == STORE_HOME) || (n == STORE_MUSEUM));
 
+                               /* Check every feature */
+                               for (i = 1; i < max_f_idx; i++)
+                               {
+                                       /* Access the index */
+                                       feature_type *f_ptr = &f_info[i];
 
-       /*** Process Objects ***/
+                                       /* Skip empty index */
+                                       if (!f_ptr->name) continue;
 
-       /* Process objects */
-       for (i = 1; i < o_max; i++)
-       {
-               /* Access object */
-               o_ptr = &o_list[i];
+                                       /* Skip non-store features */
+                                       if (!have_flag(f_ptr->flags, FF_STORE)) continue;
 
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
+                                       /* Verify store type */
+                                       if (f_ptr->subtype == n)
+                                       {
+                                               /* Message */
+#ifdef JP
+                                               if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
+#else
+                                               if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
+#endif
 
-               /* Recharge rods on the ground.  No messages. */
-               if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
-               {
-                       /* Charge it */
-                       o_ptr->timeout -= o_ptr->number;
+                                               /* Shuffle it */
+                                               store_shuffle(n);
 
-                       /* Boundary control. */
-                       if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+                                               break;
+                                       }
+                               }
+                       }
                }
        }
 
 
-       /*** Involuntary Movement ***/
+       /*** Process the monsters ***/
 
-       /* Delayed Word-of-Recall */
-       if (p_ptr->word_recall)
+       /* Check for creature generation. */
+       if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
+           !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
        {
-               /*
-                * HACK: Autosave BEFORE resetting the recall counter (rr9)
-                * The player is yanked up/down as soon as
-                * he loads the autosaved game.
-                */
-               if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
-                       do_cmd_save_game(TRUE);
+               /* Make a new monster */
+               (void)alloc_monster(MAX_SIGHT + 5, 0);
+       }
 
-               /* Count down towards recall */
-               p_ptr->word_recall--;
+       /* Hack -- Check for creature regeneration */
+       if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
+       if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
 
-               p_ptr->redraw |= (PR_STATUS);
+       if (!p_ptr->leaving)
+       {
+               int i;
 
-               /* Activate the recall */
-               if (!p_ptr->word_recall)
+               /* Hack -- Process the counters of monsters if needed */
+               for (i = 0; i < MAX_MTIMED; i++)
                {
-                       /* Disturbing! */
-                       disturb(0, 0);
+                       if (mproc_max[i] > 0) process_monsters_mtimed(i);
+               }
+       }
 
-                       /* Determine the level */
-                       if (dun_level || p_ptr->inside_quest)
+
+       /* Date changes */
+       if (!hour && !min)
+       {
+               if (min != prev_min)
+               {
+                       do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+                       determine_today_mon(FALSE);
+               }
+       }
+
+       /*
+        * Nightmare mode activates the TY_CURSE at midnight
+        *
+        * Require exact minute -- Don't activate multiple times in a minute
+        */
+       if (ironman_nightmare && (min != prev_min))
+       {
+               /* Every 15 minutes after 11:00 pm */
+               if ((hour == 23) && !(min % 15))
+               {
+                       /* Disturbing */
+                       disturb(0, 1);
+
+                       switch (min / 15)
                        {
+                       case 0:
 #ifdef JP
-msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+                               msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
 #else
-                               msg_print("You feel yourself yanked upwards!");
+                               msg_print("You hear a distant bell toll ominously.");
 #endif
+                               break;
 
-                               p_ptr->recall_dungeon = dungeon_type;
-                               if (record_stair)
-                                       do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
-
-                               dun_level = 0;
-                               dungeon_type = 0;
-
-                               leave_quest_check();
+                       case 1:
+#ifdef JP
+                               msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+#else
+                               msg_print("A distant bell sounds twice.");
+#endif
+                               break;
 
-                               p_ptr->inside_quest = 0;
+                       case 2:
+#ifdef JP
+                               msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+#else
+                               msg_print("A distant bell sounds three times.");
+#endif
+                               break;
 
-                               p_ptr->leaving = TRUE;
-                       }
-                       else
-                       {
+                       case 3:
 #ifdef JP
-msg_print("²¼¤Ë°ú¤­¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+                               msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
 #else
-                               msg_print("You feel yourself yanked downwards!");
+                               msg_print("A distant bell tolls four times.");
 #endif
+                               break;
+                       }
+               }
 
-                               dungeon_type = p_ptr->recall_dungeon;
+               /* TY_CURSE activates at midnight! */
+               if (!hour && !min)
+               {
+                       int count = 0;
 
-                               if (record_stair)
-                                       do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+                       disturb(1, 1);
+#ifdef JP
+                       msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
+#else
+                       msg_print("A distant bell tolls many times, fading into an deathly silence.");
+#endif
 
-                               /* New depth */
-                               dun_level = max_dlv[dungeon_type];
-                               if (dun_level < 1) dun_level = 1;
+                       activate_ty_curse(FALSE, &count);
+               }
+       }
 
-                               /* Nightmare mode makes recall more dangerous */
-                               if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
-                               {
-                                       if (dun_level < 50)
-                                       {
-                                               dun_level *= 2;
-                                       }
-                                       else if (dun_level < 99)
-                                       {
-                                               dun_level = (dun_level + 99) / 2;
-                                       }
-                                       else if (dun_level > 100)
-                                       {
-                                               dun_level = d_info[dungeon_type].maxdepth - 1;
-                                       }
-                               }
 
-                               if (p_ptr->wild_mode)
-                               {
-                                       p_ptr->wilderness_y = py;
-                                       p_ptr->wilderness_x = px;
-                               }
-                               else
-                               {
-                                       /* Save player position */
-                                       p_ptr->oldpx = px;
-                                       p_ptr->oldpy = py;
-                               }
-                               p_ptr->wild_mode = FALSE;
+       /*** Check the Food, and Regenerate ***/
 
-                               /* Leaving */
-                               p_ptr->leaving = TRUE;
+       if (!p_ptr->inside_battle)
+       {
+               /* Digest quickly when gorged */
+               if (p_ptr->food >= PY_FOOD_MAX)
+               {
+                       /* Digest a lot of food */
+                       (void)set_food(p_ptr->food - 100);
+               }
 
-                               if (dungeon_type == DUNGEON_ANGBAND)
-                               {
-                                       for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
-                                       {
-                                               if ((quest[i].type == QUEST_TYPE_RANDOM) &&
-                                                   (quest[i].status == QUEST_STATUS_TAKEN) &&
-                                                   (quest[i].level < dun_level))
-                                               {
-                                                       quest[i].status = QUEST_STATUS_FAILED;
-                                                       quest[i].complev = (byte)p_ptr->lev;
-                                                       r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
-                                               }
-                                       }
-                               }
-                       }
+               /* Digest normally -- Every 50 game turns */
+               else if (!(turn % (TURNS_PER_TICK*5)))
+               {
+                       /* Basic digestion rate based on speed */
+                       int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
 
-                       /* Sound */
-                       sound(SOUND_TPLEVEL);
-               }
-       }
+                       /* Regeneration takes more food */
+                       if (p_ptr->regenerate)
+                               digestion += 20;
+                       if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+                               digestion += 20;
+                       if (p_ptr->cursed & TRC_FAST_DIGEST)
+                               digestion += 30;
 
+                       /* Slow digestion takes less food */
+                       if (p_ptr->slow_digest)
+                               digestion -= 5;
 
-       /* Delayed Alter reality */
-       if (p_ptr->alter_reality)
-       {
-               if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
-                       do_cmd_save_game(TRUE);
+                       /* Minimal digestion */
+                       if (digestion < 1) digestion = 1;
+                       /* Maximal digestion */
+                       if (digestion > 100) digestion = 100;
 
-               /* Count down towards alter */
-               p_ptr->alter_reality--;
+                       /* Digest some food */
+                       (void)set_food(p_ptr->food - digestion);
+               }
 
-               p_ptr->redraw |= (PR_STATUS);
 
-               /* Activate the alter reality */
-               if (!p_ptr->alter_reality)
+               /* Getting Faint */
+               if ((p_ptr->food < PY_FOOD_FAINT))
                {
-                       /* Disturbing! */
-                       disturb(0, 0);
-
-                       /* Determine the level */
-                       if (!quest_number(dun_level) && dun_level)
+                       /* Faint occasionally */
+                       if (!p_ptr->paralyzed && (randint0(100) < 10))
                        {
+                               /* Message */
 #ifdef JP
-                               msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+                               msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
 #else
-                               msg_print("The world changes!");
+                               msg_print("You faint from the lack of food.");
 #endif
 
-                               /* Leaving */
-                               p_ptr->leaving = TRUE;
+                               disturb(1, 1);
+
+                               /* Hack -- faint (bypass free action) */
+                               (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
                        }
-                       else
+
+                       /* Starve to death (slowly) */
+                       if (p_ptr->food < PY_FOOD_STARVE)
                        {
+                               /* Calculate damage */
+                               int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+
+                               /* Take damage */
 #ifdef JP
-                               msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+                               if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
 #else
-                               msg_print("The world seems to change for a moment!");
+                               if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
 #endif
                        }
-
-                       /* Sound */
-                       sound(SOUND_TPLEVEL);
                }
        }
+
+
+
+       /* Process timed damage and regeneration */
+       process_world_aux_hp_and_sp();
+
+       /* Process timeout */
+       process_world_aux_timeout();
+
+       /* Process light */
+       process_world_aux_light();
+
+       /* Process mutation effects */
+       process_world_aux_mutation();
+
+       /* Process curse effects */
+       process_world_aux_curse();
+
+       /* Process recharging */
+       process_world_aux_recharge();
+
+       /* Feel the inventory */
+       sense_inventory1();
+       sense_inventory2();
+
+       /* Involuntary Movement */
+       process_world_aux_movement();
 }
 
 
@@ -4271,7 +4256,7 @@ static bool enter_wizard_mode(void)
        if (!p_ptr->noscore)
        {
                /* Wizard mode is not permitted */
-               if (!allow_debug_opts)
+               if (!allow_debug_opts || arg_wizard)
                {
 #ifdef JP
                        msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
@@ -4451,6 +4436,10 @@ static void process_command(void)
 
        now_message = 0;
 
+       /* Sniper */
+       if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
+               reset_concent = TRUE;
+
        /* Parse the command */
        switch (command_cmd)
        {
@@ -4721,35 +4710,31 @@ msg_print("
                /* Go up staircase */
                case '<':
                {
-                       if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+                       if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
                        {
-                               if (!vanilla_town)
+                               if (vanilla_town) break;
+
+                               if (ambush_flag)
                                {
-                                       if(ambush_flag)
-                                       {
 #ifdef JP
-                                               msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
+                                       msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
 #else
-                                               msg_print("To flee the ambush you have to reach the edge of the map.");
-#endif
-                                       }
-                                       else if (p_ptr->food < PY_FOOD_WEAK)
-                                       {
+                                       msg_print("To flee the ambush you have to reach the edge of the map.");
+#endif
+                                       break;
+                               }
+
+                               if (p_ptr->food < PY_FOOD_WEAK)
+                               {
 #ifdef JP
-                                               msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
+                                       msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
 #else
-                                               msg_print("You must eat something here.");
+                                       msg_print("You must eat something here.");
 #endif
-                                       }
-                                       else
-                                       {
-                                               if (change_wild_mode())
-                                               {
-                                                       p_ptr->oldpx = px;
-                                                       p_ptr->oldpy = py;
-                                               }
-                                       }
+                                       break;
                                }
+
+                               change_wild_mode();
                        }
                        else
                                do_cmd_go_up();
@@ -4759,13 +4744,11 @@ msg_print("
                /* Go down staircase */
                case '>':
                {
-                       if(!p_ptr->wild_mode) do_cmd_go_down();
-                       else
-                       {
-                               p_ptr->wilderness_x = px;
-                               p_ptr->wilderness_y = py;
+                       if (p_ptr->wild_mode)
                                change_wild_mode();
-                       }
+                       else
+                               do_cmd_go_down();
+
                        break;
                }
 
@@ -4836,7 +4819,9 @@ msg_print("
                        else if (p_ptr->pclass == CLASS_SMITH)
                                do_cmd_kaji(TRUE);
                        else if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                               do_cmd_magic_eater(TRUE);
+                               do_cmd_magic_eater(TRUE, FALSE);
+                       else if (p_ptr->pclass == CLASS_SNIPER)
+                               do_cmd_snipe_browse();
                        else do_cmd_browse();
                        break;
                }
@@ -4936,13 +4921,15 @@ msg_print("
                                        else if (p_ptr->pclass == CLASS_IMITATOR)
                                                do_cmd_mane(FALSE);
                                        else if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                                               do_cmd_magic_eater(FALSE);
+                                               do_cmd_magic_eater(FALSE, FALSE);
                                        else if (p_ptr->pclass == CLASS_SAMURAI)
                                                do_cmd_hissatsu();
                                        else if (p_ptr->pclass == CLASS_BLUE_MAGE)
                                                do_cmd_cast_learned();
                                        else if (p_ptr->pclass == CLASS_SMITH)
                                                do_cmd_kaji(FALSE);
+                                       else if (p_ptr->pclass == CLASS_SNIPER)
+                                               do_cmd_snipe();
                                        else
                                                do_cmd_cast();
                                }
@@ -5259,6 +5246,7 @@ msg_print("
                case '=':
                {
                        do_cmd_options();
+                       (void)combine_and_reorder_home(STORE_HOME);
                        do_cmd_redraw();
                        break;
                }
@@ -5374,6 +5362,13 @@ msg_print("
                        break;
                }
 
+               /* Record/stop "Movie" */
+               case ']':
+               {
+                       prepare_movie_hooks();
+                       break;
+               }
+
                /* Make random artifact list */
                case KTRL('V'):
                {
@@ -5381,6 +5376,18 @@ msg_print("
                        break;
                }
 
+#ifdef TRAVEL
+               case '`':
+               {
+                       if (!p_ptr->wild_mode) do_cmd_travel();
+                       if (p_ptr->special_defense & KATA_MUSOU)
+                       {
+                               set_action(ACTION_NONE);
+                       }
+                       break;
+               }
+#endif
+
                /* Hack -- Unknown command */
                default:
                {
@@ -5425,6 +5432,86 @@ static bool monster_tsuri(int r_idx)
 }
 
 
+/* Hack -- Pack Overflow */
+static void pack_overflow(void)
+{
+       if (inventory[INVEN_PACK].k_idx)
+       {
+               char o_name[MAX_NLEN];
+               object_type *o_ptr;
+
+               /* Is auto-destroy done? */
+               notice_stuff();
+               if (!inventory[INVEN_PACK].k_idx) return;
+
+               /* Access the slot to be dropped */
+               o_ptr = &inventory[INVEN_PACK];
+
+               /* Disturbing */
+               disturb(0, 1);
+
+               /* Warning */
+#ifdef JP
+               msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
+#else
+               msg_print("Your pack overflows!");
+#endif
+
+               /* Describe */
+               object_desc(o_name, o_ptr, 0);
+
+               /* Message */
+#ifdef JP
+               msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
+#else
+               msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
+#endif
+
+               /* Drop it (carefully) near the player */
+               (void)drop_near(o_ptr, 0, py, px);
+
+               /* Modify, Describe, Optimize */
+               inven_item_increase(INVEN_PACK, -255);
+               inven_item_describe(INVEN_PACK);
+               inven_item_optimize(INVEN_PACK);
+
+               /* Handle "p_ptr->notice" */
+               notice_stuff();
+
+               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+               handle_stuff();
+       }
+}
+
+/*
+ * process the effects per 100 energy at player speed.
+ */
+static void process_upkeep_with_speed(void)
+{
+       /* Give the player some energy */
+       if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
+       {
+               p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
+       }
+       
+       /* No turn yet */
+       if (p_ptr->enchant_energy_need > 0) return;
+       
+       while (p_ptr->enchant_energy_need <= 0)
+       {
+               /* Handle the player song */
+               if (!load) check_music();
+
+               /* Hex - Handle the hex spells */
+               if (!load) check_hex();
+               if (!load) revenge_spell();
+               
+               /* There is some randomness of needed energy */
+               p_ptr->enchant_energy_need += ENERGY_NEED();
+       }
+}
+
+
 /*
  * Process the player
  *
@@ -5547,7 +5634,7 @@ msg_print("
                                msg_print("Damn!  The fish stole your bait!");
 #endif
                        }
-                       disturb(0, 0);
+                       disturb(0, 1);
                }
        }
 
@@ -5555,7 +5642,7 @@ msg_print("
        if (check_abort)
        {
                /* Check for "player abort" (semi-efficiently for resting) */
-               if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
+               if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
                {
                        /* Do not wait */
                        inkey_scan = TRUE;
@@ -5567,7 +5654,7 @@ msg_print("
                                flush();
 
                                /* Disturb */
-                               disturb(0, 0);
+                               disturb(0, 1);
 
                                /* Hack -- Show a Message */
 #ifdef JP
@@ -5585,153 +5672,86 @@ msg_print("
                monster_type *m_ptr = &m_list[p_ptr->riding];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-               if (m_ptr->csleep)
+               if (MON_CSLEEP(m_ptr))
                {
                        char m_name[80];
 
                        /* Recover fully */
-                       m_ptr->csleep = 0;
-
-                       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+                       (void)set_monster_csleep(p_ptr->riding, 0);
 
                        /* Acquire the monster name */
                        monster_desc(m_name, m_ptr, 0);
 #ifdef JP
-msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
+                       msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
 #else
                        msg_format("You have waked %s up.", m_name);
 #endif
-                       if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
-                       p_ptr->redraw |= (PR_UHEALTH);
                }
 
-               if (m_ptr->stunned)
+               if (MON_STUNNED(m_ptr))
                {
-                       int d = 1;
-
-                       /* Make a "saving throw" against stun */
-                       if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
-                       {
-                               /* Recover fully */
-                               d = m_ptr->stunned;
-                       }
-
                        /* Hack -- Recover from stun */
-                       if (m_ptr->stunned > d)
-                       {
-                               /* Recover somewhat */
-                               m_ptr->stunned -= d;
-                       }
-
-                       /* Fully recover */
-                       else
+                       if (set_monster_stunned(p_ptr->riding,
+                               (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
                        {
                                char m_name[80];
 
-                               /* Recover fully */
-                               m_ptr->stunned = 0;
-
                                /* Acquire the monster name */
                                monster_desc(m_name, m_ptr, 0);
 
                                /* Dump a message */
 #ifdef JP
-msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
+                               msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
 #else
                                msg_format("%^s is no longer stunned.", m_name);
 #endif
-                               if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
-                               p_ptr->redraw |= (PR_UHEALTH);
                        }
                }
 
-               if (m_ptr->confused)
+               if (MON_CONFUSED(m_ptr))
                {
-                       int d = 1;
-
-                       /* Make a "saving throw" against stun */
-                       if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
-                       {
-                               /* Recover fully */
-                               d = m_ptr->confused;
-                       }
-
-                       /* Hack -- Recover from stun */
-                       if (m_ptr->confused > d)
-                       {
-                               /* Recover somewhat */
-                               m_ptr->confused -= d;
-                       }
-
-                       /* Fully recover */
-                       else
+                       /* Hack -- Recover from confusion */
+                       if (set_monster_confused(p_ptr->riding,
+                               (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
                        {
                                char m_name[80];
 
-                               /* Recover fully */
-                               m_ptr->confused = 0;
-
                                /* Acquire the monster name */
                                monster_desc(m_name, m_ptr, 0);
 
                                /* Dump a message */
 #ifdef JP
-msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
+                               msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
 #else
                                msg_format("%^s is no longer confused.", m_name);
 #endif
-                               if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
-                               p_ptr->redraw |= (PR_UHEALTH);
                        }
                }
 
-               if (m_ptr->monfear)
+               if (MON_MONFEAR(m_ptr))
                {
-                       int d = 1;
-
-                       /* Make a "saving throw" against stun */
-                       if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
-                       {
-                               /* Recover fully */
-                               d = m_ptr->monfear;
-                       }
-
-                       /* Hack -- Recover from stun */
-                       if (m_ptr->monfear > d)
-                       {
-                               /* Recover somewhat */
-                               m_ptr->monfear -= d;
-                       }
-
-                       /* Fully recover */
-                       else
+                       /* Hack -- Recover from fear */
+                       if (set_monster_monfear(p_ptr->riding,
+                               (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
                        {
                                char m_name[80];
 
-                               /* Recover fully */
-                               m_ptr->monfear = 0;
-
                                /* Acquire the monster name */
                                monster_desc(m_name, m_ptr, 0);
 
                                /* Dump a message */
 #ifdef JP
-msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
+                               msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
 #else
                                msg_format("%^s is no longer fear.", m_name);
 #endif
-                               if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
-                               p_ptr->redraw |= (PR_UHEALTH);
                        }
                }
 
                /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
        }
-
-       /* Handle the player song */
-       if (!load) check_music();
-
+       
        load = FALSE;
 
        /* Fast */
@@ -5750,24 +5770,24 @@ msg_format("%^s
        }
        if (p_ptr->action == ACTION_LEARN)
        {
-               int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
-               if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
+               s32b cost = 0L;
+               u32b cost_frac = (p_ptr->msp + 30L) * 256L;
+
+               /* Convert the unit (1/2^16) to (1/2^32) */
+               s64b_LSHIFT(cost, cost_frac, 16);
+
+               if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
                {
+                       /* Mana run out */
                        p_ptr->csp = 0;
                        p_ptr->csp_frac = 0;
                        set_action(ACTION_NONE);
                }
                else
                {
-                       p_ptr->csp -= (s16b)(hoge >> 16);
-                       hoge &= 0xFFFFL;
-                       if (p_ptr->csp_frac < hoge)
-                       {
-                               p_ptr->csp_frac += 0x10000L - hoge;
-                               p_ptr->csp--;
-                       }
-                       else
-                               p_ptr->csp_frac -= hoge;
+                       /* Reduce mana */
+                       s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
                }
                p_ptr->redraw |= PR_MANA;
        }
@@ -5812,53 +5832,7 @@ msg_format("%^s
 
 
                /* Hack -- Pack Overflow */
-               if (inventory[INVEN_PACK].k_idx)
-               {
-                       int item = INVEN_PACK;
-
-                       char o_name[MAX_NLEN];
-
-                       object_type *o_ptr;
-
-                       /* Access the slot to be dropped */
-                       o_ptr = &inventory[item];
-
-                       /* Disturbing */
-                       disturb(0, 0);
-
-                       /* Warning */
-#ifdef JP
-msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
-#else
-                       msg_print("Your pack overflows!");
-#endif
-
-
-                       /* Describe */
-                       object_desc(o_name, o_ptr, TRUE, 3);
-
-                       /* Message */
-#ifdef JP
-msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
-#else
-                       msg_format("You drop %s (%c).", o_name, index_to_label(item));
-#endif
-
-
-                       /* Drop it (carefully) near the player */
-                       (void)drop_near(o_ptr, 0, py, px);
-
-                       /* Modify, Describe, Optimize */
-                       inven_item_increase(item, -255);
-                       inven_item_describe(item);
-                       inven_item_optimize(item);
-
-                       /* Handle "p_ptr->notice" */
-                       notice_stuff();
-
-                       /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
-                       handle_stuff();
-               }
+               pack_overflow();
 
 
                /* Hack -- cancel "lurking browse mode" */
@@ -5920,6 +5894,15 @@ msg_format("%s(%c)
                        run_step(0);
                }
 
+#ifdef TRAVEL
+               /* Traveling */
+               else if (travel.run)
+               {
+                       /* Take a step */
+                       travel_step();
+               }
+#endif
+
                /* Repeated command */
                else if (command_rep)
                {
@@ -5958,6 +5941,10 @@ msg_format("%s(%c)
                }
 
 
+               /* Hack -- Pack Overflow */
+               pack_overflow();
+
+
                /*** Clean up ***/
 
                /* Significant */
@@ -6086,7 +6073,7 @@ msg_format("%s(%c)
                                        }
                                }
                                new_mane = FALSE;
-                               p_ptr->redraw |= (PR_MANE);
+                               p_ptr->redraw |= (PR_IMITATION);
                        }
                        if (p_ptr->action == ACTION_LEARN)
                        {
@@ -6126,6 +6113,9 @@ msg_format("%s(%c)
                        break;
                }
 
+               /* Sniper */
+               if (energy_use && reset_concent) reset_concentration(TRUE);
+
                /* Handle "leaving" */
                if (p_ptr->leaving) break;
        }
@@ -6183,7 +6173,7 @@ static void dungeon(bool load_game)
 
 
        /* Disturb */
-       disturb(1, 0);
+       disturb(1, 1);
 
        /* Get index of current quest (if any) */
        quest_num = quest_number(dun_level);
@@ -6206,9 +6196,11 @@ static void dungeon(bool load_game)
        if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
        {
                max_dlv[dungeon_type] = dun_level;
-               if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
+               if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
        }
 
+       (void)calculate_upkeep();
+
        /* Validate the panel */
        panel_bounds_center();
 
@@ -6309,6 +6301,8 @@ msg_print("
 #endif
        }
 
+       if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
+
        /*** Process this dungeon level ***/
 
        /* Reset the monster generation level */
@@ -6326,6 +6320,9 @@ msg_print("
        /* Not leaving dungeon */
        p_ptr->leaving_dungeon = FALSE;
 
+       /* Initialize monster process */
+       mproc_init();
+
        /* Main loop */
        while (TRUE)
        {
@@ -6342,9 +6339,11 @@ msg_print("
                /* Hack -- Compress the object list occasionally */
                if (o_cnt + 32 < o_max) compact_objects(0);
 
-
+               
                /* Process the player */
                process_player();
+               
+               process_upkeep_with_speed();
 
                /* Handle "p_ptr->notice" */
                notice_stuff();
@@ -6403,8 +6402,15 @@ msg_print("
 
                /* Count game turns */
                turn++;
-               if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
-               else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
+
+               if (dungeon_turn < dungeon_turn_limit)
+               {
+                       if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
+                       else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
+               }
+
+               prevent_turn_overflow();
+
                if (wild_regen) wild_regen--;
        }
 
@@ -6630,15 +6636,29 @@ void play_game(bool new_game)
 {
        int i;
        bool load_game = TRUE;
+       bool init_random_seed = FALSE;
 
 #ifdef CHUUKEI
-       if(chuukei_client){
-         reset_visuals();
-         browse_chuukei();
-         return;
+       if (chuukei_client)
+       {
+               reset_visuals();
+               browse_chuukei();
+               return;
+       }
+
+       else if (chuukei_server)
+       {
+               prepare_chuukei_hooks();
        }
 #endif
 
+       if (browsing_movie)
+       {
+               reset_visuals();
+               browse_movie();
+               return;
+       }
+
        hack_mutation = FALSE;
 
        /* Hack -- Character is "icky" */
@@ -6752,6 +6772,8 @@ quit("
                quit(0);
        }
 
+       creating_savefile = new_game;
+
        /* Nothing loaded */
        if (!character_loaded)
        {
@@ -6762,7 +6784,7 @@ quit("
                character_dungeon = FALSE;
 
                /* Prepare to init the RNG */
-               Rand_quick = TRUE;
+               init_random_seed = TRUE;
 
                /* Initialize the saved floors data */
                init_saved_floors(FALSE);
@@ -6783,7 +6805,7 @@ quit("
        }
 
        /* Init the RNG */
-       if (Rand_quick)
+       if (init_random_seed)
        {
                u32b seed;
 
@@ -6797,10 +6819,7 @@ quit("
 
 #endif
 
-               /* Use the complex RNG */
-               Rand_quick = FALSE;
-
-               /* Seed the "complex" RNG */
+               /* Seed the RNG */
                Rand_state_init(seed);
        }
 
@@ -6834,6 +6853,9 @@ quit("
 
                determine_bounty_uniques();
                determine_today_mon(FALSE);
+
+               /* Initialize object array */
+               wipe_o_list();
        }
        else
        {
@@ -6863,6 +6885,8 @@ quit("
                }
        }
 
+       creating_savefile = FALSE;
+
        p_ptr->teleport_town = FALSE;
        p_ptr->sutemi = FALSE;
        world_monster = FALSE;
@@ -6884,11 +6908,6 @@ quit("
 
        /* Flavor the objects */
        flavor_init();
-       if (new_game)
-       {
-               wipe_o_list();
-               player_outfit();
-       }
 
        /* Flash a message */
 #ifdef JP
@@ -6905,8 +6924,26 @@ prt("
        /* Hack -- Enter wizard mode */
        if (arg_wizard)
        {
-               if (enter_wizard_mode()) p_ptr->wizard = TRUE;
-               else if (p_ptr->is_dead) quit("Already dead.");
+               if (enter_wizard_mode())
+               {
+                       p_ptr->wizard = TRUE;
+
+                       if (p_ptr->is_dead || !py || !px)
+                       {
+                               /* Initialize the saved floors data */
+                               init_saved_floors(TRUE);
+
+                               /* Avoid crash */
+                               p_ptr->inside_quest = 0;
+
+                               /* Avoid crash in update_view() */
+                               py = px = 10;
+                       }
+               }
+               else if (p_ptr->is_dead)
+               {
+                       quit("Already dead.");
+               }
        }
 
        /* Initialize the town-buildings if necessary */
@@ -6930,6 +6967,29 @@ prt("
                change_floor();
        }
 
+       else
+       {
+               /* HACK -- Restore from panic-save */
+               if (p_ptr->panic_save)
+               {
+                       /* No player?  -- Try to regenerate floor */
+                       if (!py || !px)
+                       {
+#ifdef JP
+                               msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
+#else
+                               msg_print("What a strange player location.  Regenerate the dungeon floor.");
+#endif
+                               change_floor();
+                       }
+
+                       /* Still no player?  -- Try to locate random place */
+                       if (!py || !px) py = px = 10;
+
+                       /* No longer in panic */
+                       p_ptr->panic_save = 0;
+               }
+       }
 
        /* Character is now "complete" */
        character_generated = TRUE;
@@ -6961,6 +7021,12 @@ prt("
        /* Load the "pref" files */
        load_all_pref_files();
 
+       /* Give startup outfit (after loading pref files) */
+       if (new_game)
+       {
+               player_outfit();
+       }
+
        /* React to changes */
        Term_xtra(TERM_XTRA_REACT, 0);
 
@@ -6995,9 +7061,13 @@ prt("
                m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
                m_ptr->max_maxhp = m_ptr->maxhp;
                m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
+               m_ptr->dealt_damage = 0;
                m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
        }
 
+       (void)combine_and_reorder_home(STORE_HOME);
+       (void)combine_and_reorder_home(STORE_MUSEUM);
+
        /* Process */
        while (TRUE)
        {
@@ -7007,9 +7077,14 @@ prt("
                /* Handle "p_ptr->notice" */
                notice_stuff();
 
+               /* Hack -- prevent "icky" message */
+               character_xtra = TRUE;
+
                /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
 
+               character_xtra = FALSE;
+
                /* Cancel the target */
                target_who = 0;
 
@@ -7065,11 +7140,10 @@ prt("
                        {
                                /* Mega-Hack -- Allow player to cheat death */
 #ifdef JP
-if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
+                               if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
 #else
                                if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
 #endif
-
                                {
                                        /* Mark social class, reset age, if needed */
                                        if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
@@ -7082,12 +7156,10 @@ if ((p_ptr->wizard || cheat_live) && !get_check("
 
                                        /* Message */
 #ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
+                                       msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
 #else
                                        msg_print("You invoke wizard mode and cheat death.");
 #endif
-                                       wipe_m_list();
-
                                        msg_print(NULL);
 
                                        /* Restore hit points */
@@ -7109,25 +7181,12 @@ msg_print("
                                        p_ptr->csp = p_ptr->msp;
                                        p_ptr->csp_frac = 0;
 
-                                       /* Hack -- Healing */
-                                       (void)set_blind(0);
-                                       (void)set_confused(0);
-                                       (void)set_poisoned(0);
-                                       (void)set_afraid(0);
-                                       (void)set_paralyzed(0);
-                                       (void)set_image(0);
-                                       (void)set_stun(0);
-                                       (void)set_cut(0);
-
-                                       /* Hack -- Prevent starvation */
-                                       (void)set_food(PY_FOOD_MAX - 1);
-
                                        /* Hack -- cancel recall */
                                        if (p_ptr->word_recall)
                                        {
                                                /* Message */
 #ifdef JP
-msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
+                                               msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
 #else
                                                msg_print("A tension leaves the air around you...");
 #endif
@@ -7149,21 +7208,33 @@ msg_print("ĥ
 
                                        /* Note cause of death XXX XXX XXX */
 #ifdef JP
-(void)strcpy(p_ptr->died_from, "»à¤Îµ½¤­");
+                                       (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤­");
 #else
                                        (void)strcpy(p_ptr->died_from, "Cheating death");
 #endif
 
-
                                        /* Do not die */
                                        p_ptr->is_dead = FALSE;
 
+                                       /* Hack -- Healing */
+                                       (void)set_blind(0);
+                                       (void)set_confused(0);
+                                       (void)set_poisoned(0);
+                                       (void)set_afraid(0);
+                                       (void)set_paralyzed(0);
+                                       (void)set_image(0);
+                                       (void)set_stun(0);
+                                       (void)set_cut(0);
+
+                                       /* Hack -- Prevent starvation */
+                                       (void)set_food(PY_FOOD_MAX - 1);
+
                                        dun_level = 0;
                                        p_ptr->inside_arena = FALSE;
                                        p_ptr->inside_battle = FALSE;
                                        leaving_quest = 0;
                                        p_ptr->inside_quest = 0;
-                                       p_ptr->recall_dungeon = dungeon_type;
+                                       if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
                                        dungeon_type = 0;
                                        if (lite_town || vanilla_town)
                                        {
@@ -7190,7 +7261,6 @@ msg_print("ĥ
 
                                        /* Leaving */
                                        p_ptr->wild_mode = FALSE;
-
                                        p_ptr->leaving = TRUE;
 
 #ifdef JP
@@ -7198,6 +7268,10 @@ msg_print("ĥ
 #else
                                        do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "                            but revived.");
 #endif
+
+                                       /* Prepare next floor */
+                                       leave_floor();
+                                       wipe_m_list();
                                }
                        }
                }
@@ -7229,3 +7303,47 @@ s32b turn_real(s32b hoge)
                return hoge;
        }
 }
+
+/*
+ * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
+ * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµ­Ï¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤­Ì᤹.
+ */
+void prevent_turn_overflow(void)
+{
+       int rollback_days, i, j;
+       s32b rollback_turns;
+
+       if (turn < turn_limit) return;
+
+       rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
+       rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
+
+       if (turn > rollback_turns) turn -= rollback_turns;
+       else turn = 1; /* Paranoia */
+       if (old_turn > rollback_turns) old_turn -= rollback_turns;
+       else old_turn = 1;
+       if (old_battle > rollback_turns) old_battle -= rollback_turns;
+       else old_battle = 1;
+       if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
+       else p_ptr->feeling_turn = 1;
+
+       for (i = 1; i < max_towns; i++)
+       {
+               for (j = 0; j < MAX_STORES; j++)
+               {
+                       store_type *st_ptr = &town[i].store[j];
+
+                       if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
+                       {
+                               st_ptr->last_visit -= rollback_turns;
+                               if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
+                       }
+
+                       if (st_ptr->store_open)
+                       {
+                               st_ptr->store_open -= rollback_turns;
+                               if (st_ptr->store_open < 1) st_ptr->store_open = 1;
+                       }
+               }
+       }
+}