4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int percent)
874 s32b old_csp = p_ptr->csp;
877 * Excess mana will decay 32 times faster than normal
880 if (p_ptr->csp > p_ptr->msp)
882 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
884 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
886 /* Convert the unit (1/2^16) to (1/2^32) */
887 s64b_LSHIFT(decay, decay_frac, 16);
890 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
893 if (p_ptr->csp < p_ptr->msp)
895 p_ptr->csp = p_ptr->msp;
900 /* Regenerating mana (unless the player has excess mana) */
901 else if (percent > 0)
903 /* (percent/100) is the Regen factor in unit (1/2^16) */
905 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
907 /* Convert the unit (1/2^16) to (1/2^32) */
908 s64b_LSHIFT(new_mana, new_mana_frac, 16);
911 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
913 /* Must set frac to zero even if equal */
914 if (p_ptr->csp >= p_ptr->msp)
916 p_ptr->csp = p_ptr->msp;
922 /* Reduce mana (even when the player has excess mana) */
925 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
926 s32b reduce_mana = 0;
927 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
929 /* Convert the unit (1/2^16) to (1/2^32) */
930 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
933 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
945 if (old_csp != p_ptr->csp)
948 p_ptr->redraw |= (PR_MANA);
951 p_ptr->window |= (PW_PLAYER);
952 p_ptr->window |= (PW_SPELL);
963 static void regenmagic(int percent)
968 for (i = 0; i < EATER_EXT*2; i++)
970 if (!p_ptr->magic_num2[i]) continue;
971 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
972 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
973 p_ptr->magic_num1[i] += new_mana;
975 /* Check maximum charge */
976 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
978 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
982 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
984 if (!p_ptr->magic_num1[i]) continue;
985 if (!p_ptr->magic_num2[i]) continue;
986 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
987 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
998 * Regenerate the monsters (once per 100 game turns)
1000 * XXX XXX XXX Should probably be done during monster turns.
1002 static void regen_monsters(void)
1007 /* Regenerate everyone */
1008 for (i = 1; i < m_max; i++)
1010 /* Check the i'th monster */
1011 monster_type *m_ptr = &m_list[i];
1012 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1015 /* Skip dead monsters */
1016 if (!m_ptr->r_idx) continue;
1018 /* Allow regeneration (if needed) */
1019 if (m_ptr->hp < m_ptr->maxhp)
1021 /* Hack -- Base regeneration */
1022 frac = m_ptr->maxhp / 100;
1024 /* Hack -- Minimal regeneration rate */
1025 if (!frac) if (one_in_(2)) frac = 1;
1027 /* Hack -- Some monsters regenerate quickly */
1028 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1030 /* Hack -- Regenerate */
1033 /* Do not over-regenerate */
1034 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1036 /* Redraw (later) if needed */
1037 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1038 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1045 * Regenerate the captured monsters (once per 30 game turns)
1047 * XXX XXX XXX Should probably be done during monster turns.
1049 static void regen_captured_monsters(void)
1054 /* Regenerate everyone */
1055 for (i = 0; i < INVEN_TOTAL; i++)
1057 monster_race *r_ptr;
1058 object_type *o_ptr = &inventory[i];
1060 if (!o_ptr->k_idx) continue;
1061 if (o_ptr->tval != TV_CAPTURE) continue;
1062 if (!o_ptr->pval) continue;
1066 r_ptr = &r_info[o_ptr->pval];
1068 /* Allow regeneration (if needed) */
1069 if (o_ptr->xtra4 < o_ptr->xtra5)
1071 /* Hack -- Base regeneration */
1072 frac = o_ptr->xtra5 / 100;
1074 /* Hack -- Minimal regeneration rate */
1075 if (!frac) if (one_in_(2)) frac = 1;
1077 /* Hack -- Some monsters regenerate quickly */
1078 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1080 /* Hack -- Regenerate */
1081 o_ptr->xtra4 += frac;
1083 /* Do not over-regenerate */
1084 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1091 p_ptr->notice |= (PN_COMBINE);
1094 p_ptr->window |= (PW_INVEN);
1095 p_ptr->window |= (PW_EQUIP);
1101 static void notice_lite_change(object_type *o_ptr)
1103 /* Hack -- notice interesting fuel steps */
1104 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1107 p_ptr->window |= (PW_EQUIP);
1110 /* Hack -- Special treatment when blind */
1113 /* Hack -- save some light for later */
1114 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1117 /* The light is now out */
1118 else if (o_ptr->xtra4 == 0)
1122 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1124 msg_print("Your light has gone out!");
1127 /* Recalculate torch radius */
1128 p_ptr->update |= (PU_TORCH);
1130 /* Some ego light lose its effects without fuel */
1131 p_ptr->update |= (PU_BONUS);
1134 /* The light is getting dim */
1135 else if (o_ptr->name2 == EGO_LITE_LONG)
1137 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1138 && (turn % (TURNS_PER_TICK*2)))
1140 if (disturb_minor) disturb(0, 0);
1142 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1144 msg_print("Your light is growing faint.");
1150 /* The light is getting dim */
1151 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1153 if (disturb_minor) disturb(0, 0);
1155 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1157 msg_print("Your light is growing faint.");
1164 void leave_quest_check(void)
1166 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1167 leaving_quest = p_ptr->inside_quest;
1169 /* Leaving an 'only once' quest marks it as failed */
1170 if (leaving_quest &&
1171 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1172 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1174 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1175 quest[leaving_quest].complev = (byte)p_ptr->lev;
1176 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1178 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1179 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1181 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1183 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1184 if (record_rand_quest)
1185 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1187 /* Floor of random quest will be blocked */
1188 prepare_change_floor_mode(CFM_NO_RETURN);
1190 else if (record_fix_quest)
1191 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1196 void leave_tower_check(void)
1198 leaving_quest = p_ptr->inside_quest;
1199 /* Check for Tower Quest */
1200 if (leaving_quest &&
1201 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1202 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1204 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1206 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1207 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1214 * Forcibly pseudo-identify an object in the inventory
1217 * note: currently this function allows pseudo-id of any object,
1218 * including silly ones like potions & scrolls, which always
1219 * get '{average}'. This should be changed, either to stop such
1220 * items from being pseudo-id'd, or to allow psychometry to
1221 * detect whether the unidentified potion/scroll/etc is
1222 * good (Cure Light Wounds, Restore Strength, etc) or
1223 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1225 bool psychometry(void)
1229 char o_name[MAX_NLEN];
1234 item_tester_no_ryoute = TRUE;
1237 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1238 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1240 q = "Meditate on which item? ";
1241 s = "You have nothing appropriate.";
1244 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1246 /* Get the item (in the pack) */
1249 o_ptr = &inventory[item];
1252 /* Get the item (on the floor) */
1255 o_ptr = &o_list[0 - item];
1258 /* It is fully known, no information needed */
1259 if (object_is_known(o_ptr))
1262 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1264 msg_print("You cannot find out anything more about that.");
1270 /* Check for a feeling */
1271 feel = value_check_aux1(o_ptr);
1273 /* Get an object description */
1274 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1276 /* Skip non-feelings */
1280 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1282 msg_format("You do not perceive anything unusual about the %s.", o_name);
1289 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1290 o_name, game_inscriptions[feel]);
1292 msg_format("You feel that the %s %s %s...",
1293 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1294 game_inscriptions[feel]);
1298 /* We have "felt" it */
1299 o_ptr->ident |= (IDENT_SENSE);
1302 o_ptr->feeling = feel;
1304 /* Player touches it */
1305 o_ptr->marked |= OM_TOUCHED;
1307 /* Combine / Reorder the pack (later) */
1308 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1311 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1313 /* Valid "tval" codes */
1314 switch (o_ptr->tval)
1342 /* Auto-inscription/destroy */
1343 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1345 /* Something happened */
1351 * If player has inscribed the object with "!!", let him know when it's
1354 static void recharged_notice(object_type *o_ptr)
1356 char o_name[MAX_NLEN];
1360 /* No inscription */
1361 if (!o_ptr->inscription) return;
1364 s = my_strchr(quark_str(o_ptr->inscription), '!');
1366 /* Process notification request. */
1369 /* Find another '!' */
1372 /* Describe (briefly) */
1373 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1375 /* Notify the player */
1377 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1379 if (o_ptr->number > 1)
1380 msg_format("Your %s are recharged.", o_name);
1382 msg_format("Your %s is recharged.", o_name);
1391 /* Keep looking for '!'s */
1392 s = my_strchr(s + 1, '!');
1397 static void check_music(void)
1402 u32b need_mana_frac;
1404 /* Music singed by player */
1405 if (p_ptr->pclass != CLASS_BARD) return;
1406 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1408 if (p_ptr->anti_magic)
1414 spell = p_ptr->magic_num2[0];
1415 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1417 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1421 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1423 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1430 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1432 p_ptr->redraw |= PR_MANA;
1433 if (p_ptr->magic_num1[1])
1435 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1436 p_ptr->magic_num1[1] = 0;
1438 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1440 msg_print("You restart singing.");
1442 p_ptr->action = ACTION_SING;
1444 /* Recalculate bonuses */
1445 p_ptr->update |= (PU_BONUS | PU_HP);
1447 /* Redraw map and status bar */
1448 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1450 /* Update monsters */
1451 p_ptr->update |= (PU_MONSTERS);
1454 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1457 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1458 p_ptr->spell_exp[spell] += 5;
1459 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1460 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1461 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1462 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1463 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1464 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1466 /* Do any effects of continual song */
1467 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1471 /* Choose one of items that have cursed flag */
1472 static object_type *choose_cursed_obj_name(u32b flag)
1475 int choices[INVEN_TOTAL-INVEN_RARM];
1478 /* Paranoia -- Player has no warning-item */
1479 if (!(p_ptr->cursed & flag)) return NULL;
1481 /* Search Inventry */
1482 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1484 object_type *o_ptr = &inventory[i];
1486 if (o_ptr->curse_flags & flag)
1488 choices[number] = i;
1493 /* Choice one of them */
1494 return (&inventory[choices[randint0(number)]]);
1499 * Handle timed damage and regeneration every 10 game turns
1501 static void process_world_aux_hp_and_sp(void)
1503 feature_type *f_ptr = &f_info[cave[py][px].feat];
1504 bool cave_no_regen = FALSE;
1505 int upkeep_factor = 0;
1508 /* Default regeneration */
1509 int regen_amount = PY_REGEN_NORMAL;
1512 /*** Damage over Time ***/
1514 /* Take damage from poison */
1515 if (p_ptr->poisoned && !IS_INVULN())
1519 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1521 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1526 /* Take damage from cuts */
1527 if (p_ptr->cut && !IS_INVULN())
1531 /* Mortal wound or Deep Gash */
1532 if (p_ptr->cut > 1000)
1537 else if (p_ptr->cut > 200)
1543 else if (p_ptr->cut > 100)
1548 else if (p_ptr->cut > 50)
1553 else if (p_ptr->cut > 25)
1558 else if (p_ptr->cut > 10)
1571 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1573 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1579 /* (Vampires) Take damage from sunlight */
1580 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1582 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1584 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1588 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1589 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1591 msg_print("The sun's rays scorch your undead flesh!");
1592 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1595 cave_no_regen = TRUE;
1599 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1600 !p_ptr->resist_lite)
1602 object_type * o_ptr = &inventory[INVEN_LITE];
1603 char o_name [MAX_NLEN];
1604 char ouch [MAX_NLEN+40];
1606 /* Get an object description */
1607 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1610 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1612 msg_format("The %s scorches your undead flesh!", o_name);
1616 cave_no_regen = TRUE;
1618 /* Get an object description */
1619 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1622 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1624 sprintf(ouch, "wielding %s", o_name);
1627 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1631 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1635 if (have_flag(f_ptr->flags, FF_DEEP))
1637 damage = 6000 + randint0(4000);
1639 else if (!p_ptr->levitation)
1641 damage = 3000 + randint0(2000);
1646 if (prace_is_(RACE_ENT)) damage += damage / 3;
1647 if (p_ptr->resist_fire) damage = damage / 3;
1648 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1650 if (p_ptr->levitation) damage = damage / 5;
1652 damage = damage / 100 + (randint0(100) < (damage % 100));
1654 if (p_ptr->levitation)
1657 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1658 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1660 msg_print("The heat burns you!");
1661 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1666 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1668 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1670 msg_format("The %s burns you!", name);
1672 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1675 cave_no_regen = TRUE;
1679 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1680 !p_ptr->levitation && !p_ptr->can_swim)
1682 if (p_ptr->total_weight > weight_limit())
1686 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1687 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1689 msg_print("You are drowning!");
1690 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1693 cave_no_regen = TRUE;
1700 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1702 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1703 if (prace_is_(RACE_ENT)) damage += damage / 3;
1704 if (p_ptr->resist_fire) damage = damage / 3;
1705 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1707 msg_print("Ç®¤¤¡ª");
1708 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1710 msg_print("It's hot!");
1711 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1714 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1716 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1717 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1718 if (p_ptr->resist_elec) damage = damage / 3;
1719 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1721 msg_print("Äˤ¤¡ª");
1722 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1724 msg_print("It hurts!");
1725 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1728 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1730 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1731 if (p_ptr->resist_cold) damage = damage / 3;
1732 if (IS_OPPOSE_COLD()) damage = damage / 3;
1734 msg_print("Î䤿¤¤¡ª");
1735 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1737 msg_print("It's cold!");
1738 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1743 /* Spectres -- take damage when moving through walls */
1745 * Added: ANYBODY takes damage if inside through walls
1746 * without wraith form -- NOTE: Spectres will never be
1747 * reduced below 0 hp by being inside a stone wall; others
1750 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1752 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1753 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1757 cave_no_regen = TRUE;
1759 if (p_ptr->pass_wall)
1762 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1765 msg_print("Your molecules feel disrupted!");
1766 dam_desc = "density";
1772 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1773 dam_desc = "¹Å¤¤´ä";
1775 msg_print("You are being crushed!");
1776 dam_desc = "solid rock";
1780 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1785 /*** handle regeneration ***/
1788 if (p_ptr->food < PY_FOOD_WEAK)
1790 /* Lower regeneration */
1791 if (p_ptr->food < PY_FOOD_STARVE)
1795 else if (p_ptr->food < PY_FOOD_FAINT)
1797 regen_amount = PY_REGEN_FAINT;
1801 regen_amount = PY_REGEN_WEAK;
1805 /* Are we walking the pattern? */
1806 if (pattern_effect())
1808 cave_no_regen = TRUE;
1812 /* Regeneration ability */
1813 if (p_ptr->regenerate)
1815 regen_amount = regen_amount * 2;
1817 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1821 if (p_ptr->cursed & TRC_SLOW_REGEN)
1828 /* Searching or Resting */
1829 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1831 regen_amount = regen_amount * 2;
1834 upkeep_factor = calculate_upkeep();
1836 /* No regeneration while special action */
1837 if ((p_ptr->action == ACTION_LEARN) ||
1838 (p_ptr->action == ACTION_HAYAGAKE) ||
1839 (p_ptr->special_defense & KATA_KOUKIJIN))
1841 upkeep_factor += 100;
1844 /* Regenerate the mana */
1845 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1846 regenmana(upkeep_regen);
1849 /* Recharge magic eater's power */
1850 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1852 regenmagic(regen_amount);
1855 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1857 while (upkeep_factor > 100)
1860 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1862 msg_print("Too many pets to control at once!");
1865 do_cmd_pet_dismiss();
1867 upkeep_factor = calculate_upkeep();
1870 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1872 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1878 /* Poisoned or cut yields no healing */
1879 if (p_ptr->poisoned) regen_amount = 0;
1880 if (p_ptr->cut) regen_amount = 0;
1882 /* Special floor -- Pattern, in a wall -- yields no healing */
1883 if (cave_no_regen) regen_amount = 0;
1885 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1887 /* Regenerate Hit Points if needed */
1888 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1890 regenhp(regen_amount);
1896 * Handle timeout every 10 game turns
1898 static void process_world_aux_timeout(void)
1900 const int dec_count = (easy_band ? 2 : 1);
1902 /*** Timeout Various Things ***/
1905 if (p_ptr->tim_mimic)
1907 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1910 /* Hack -- Hallucinating */
1913 (void)set_image(p_ptr->image - dec_count);
1919 (void)set_blind(p_ptr->blind - dec_count);
1922 /* Times see-invisible */
1923 if (p_ptr->tim_invis)
1925 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1936 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1939 /* Timed temporary elemental brands. -LM- */
1940 if (p_ptr->ele_attack)
1942 p_ptr->ele_attack--;
1944 /* Clear all temporary elemental brands. */
1945 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1948 /* Timed temporary elemental immune. -LM- */
1949 if (p_ptr->ele_immune)
1951 p_ptr->ele_immune--;
1953 /* Clear all temporary elemental brands. */
1954 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1957 /* Timed infra-vision */
1958 if (p_ptr->tim_infra)
1960 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1964 if (p_ptr->tim_stealth)
1966 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1969 /* Timed levitation */
1970 if (p_ptr->tim_levitation)
1972 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1975 /* Timed sh_touki */
1976 if (p_ptr->tim_sh_touki)
1978 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1982 if (p_ptr->tim_sh_fire)
1984 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1988 if (p_ptr->tim_sh_holy)
1990 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1994 if (p_ptr->tim_eyeeye)
1996 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1999 /* Timed resist-magic */
2000 if (p_ptr->resist_magic)
2002 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2005 /* Timed regeneration */
2006 if (p_ptr->tim_regen)
2008 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2011 /* Timed resist nether */
2012 if (p_ptr->tim_res_nether)
2014 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2017 /* Timed resist time */
2018 if (p_ptr->tim_res_time)
2020 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2024 if (p_ptr->tim_reflect)
2026 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2030 if (p_ptr->multishadow)
2032 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2035 /* Timed Robe of dust */
2036 if (p_ptr->dustrobe)
2038 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2041 /* Timed infra-vision */
2042 if (p_ptr->kabenuke)
2044 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2048 if (p_ptr->paralyzed)
2050 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2054 if (p_ptr->confused)
2056 (void)set_confused(p_ptr->confused - dec_count);
2062 (void)set_afraid(p_ptr->afraid - dec_count);
2068 (void)set_fast(p_ptr->fast - 1, TRUE);
2074 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2077 /* Protection from evil */
2078 if (p_ptr->protevil)
2080 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2083 /* Invulnerability */
2086 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2090 if (p_ptr->wraith_form)
2092 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2098 (void)set_hero(p_ptr->hero - 1, TRUE);
2104 (void)set_shero(p_ptr->shero - 1, TRUE);
2110 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2116 (void)set_shield(p_ptr->shield - 1, TRUE);
2120 if (p_ptr->tsubureru)
2122 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2126 if (p_ptr->magicdef)
2128 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2132 if (p_ptr->tsuyoshi)
2134 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2138 if (p_ptr->oppose_acid)
2140 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2143 /* Oppose Lightning */
2144 if (p_ptr->oppose_elec)
2146 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2150 if (p_ptr->oppose_fire)
2152 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2156 if (p_ptr->oppose_cold)
2158 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2162 if (p_ptr->oppose_pois)
2164 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2169 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2172 /*** Poison and Stun and Cut ***/
2175 if (p_ptr->poisoned)
2177 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2179 /* Apply some healing */
2180 (void)set_poisoned(p_ptr->poisoned - adjust);
2186 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2188 /* Apply some healing */
2189 (void)set_stun(p_ptr->stun - adjust);
2195 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2197 /* Hack -- Truly "mortal" wound */
2198 if (p_ptr->cut > 1000) adjust = 0;
2200 /* Apply some healing */
2201 (void)set_cut(p_ptr->cut - adjust);
2207 * Handle burning fuel every 10 game turns
2209 static void process_world_aux_light(void)
2211 /* Check for light being wielded */
2212 object_type *o_ptr = &inventory[INVEN_LITE];
2214 /* Burn some fuel in the current lite */
2215 if (o_ptr->tval == TV_LITE)
2217 /* Hack -- Use some fuel (except on artifacts) */
2218 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2220 /* Decrease life-span */
2221 if (o_ptr->name2 == EGO_LITE_LONG)
2223 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2225 else o_ptr->xtra4--;
2227 /* Notice interesting fuel steps */
2228 notice_lite_change(o_ptr);
2235 * Handle mutation effects once every 10 game turns
2237 static void process_world_aux_mutation(void)
2239 /* No mutation with effects */
2240 if (!p_ptr->muta2) return;
2242 /* No effect on monster arena */
2243 if (p_ptr->inside_battle) return;
2245 /* No effect on the global map */
2246 if (p_ptr->wild_mode) return;
2249 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2253 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2254 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2256 msg_print("RAAAAGHH!");
2257 msg_print("You feel a fit of rage coming over you!");
2260 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2261 (void)set_afraid(0);
2264 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2266 if (!p_ptr->resist_fear)
2270 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2272 msg_print("It's so dark... so scary!");
2275 set_afraid(p_ptr->afraid + 13 + randint1(26));
2279 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2281 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2286 /* Teleport player */
2288 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2290 msg_print("Your position suddenly seems very uncertain...");
2294 teleport_player(40, TELEPORT_PASSIVE);
2298 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2300 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2303 p_ptr->redraw |= PR_EXTRA;
2305 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2307 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2312 if (!p_ptr->resist_conf)
2314 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2317 if (!p_ptr->resist_chaos)
2322 if (one_in_(3)) lose_all_info();
2324 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2327 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2328 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2330 msg_print("You wake up somewhere with a sore head...");
2331 msg_print("You can't remember a thing, or how you got here!");
2340 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2342 msg_print("Thishcischs GooDSChtuff!");
2345 (void)set_image(p_ptr->image + randint0(150) + 150);
2351 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2353 if (!p_ptr->resist_chaos)
2356 p_ptr->redraw |= PR_EXTRA;
2357 (void)set_image(p_ptr->image + randint0(50) + 20);
2361 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2366 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2368 msg_print("BRRAAAP! Oops.");
2372 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2375 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2376 !p_ptr->anti_magic && one_in_(9000))
2381 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");
2383 msg_print("Magical energy flows through you! You must release it!");
2388 (void)get_hack_dir(&dire);
2389 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2392 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2393 !p_ptr->anti_magic && (randint1(6666) == 666))
2395 bool pet = one_in_(6);
2396 u32b mode = PM_ALLOW_GROUP;
2398 if (pet) mode |= PM_FORCE_PET;
2399 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2401 if (summon_specific((pet ? -1 : 0), py, px,
2402 dun_level, SUMMON_DEMON, mode))
2405 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2407 msg_print("You have attracted a demon!");
2414 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2420 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2422 msg_print("You feel less energetic.");
2425 if (p_ptr->fast > 0)
2431 set_slow(randint1(30) + 10, FALSE);
2437 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2439 msg_print("You feel more energetic.");
2442 if (p_ptr->slow > 0)
2448 set_fast(randint1(30) + 10, FALSE);
2453 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2457 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2459 msg_print("You suddenly feel almost lonely.");
2462 banish_monsters(100);
2463 if (!dun_level && p_ptr->town_num)
2467 /* Pick a random shop (except home) */
2470 n = randint0(MAX_STORES);
2472 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2475 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2477 msg_print("You see one of the shopkeepers running for the hills!");
2485 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2490 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2492 msg_print("A shadow passes over you.");
2497 /* Absorb light from the current possition */
2498 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2503 o_ptr = &inventory[INVEN_LITE];
2505 /* Absorb some fuel in the current lite */
2506 if (o_ptr->tval == TV_LITE)
2508 /* Use some fuel (except on artifacts) */
2509 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2511 /* Heal the player a bit */
2512 hp_player(o_ptr->xtra4 / 20);
2514 /* Decrease life-span of lite */
2518 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2520 msg_print("You absorb energy from your light!");
2524 /* Notice interesting fuel steps */
2525 notice_lite_change(o_ptr);
2530 * Unlite the area (radius 10) around player and
2531 * do 50 points damage to every affected monster
2533 unlite_area(50, 10);
2536 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2537 !p_ptr->anti_magic && one_in_(7000))
2539 bool pet = one_in_(3);
2540 u32b mode = PM_ALLOW_GROUP;
2542 if (pet) mode |= PM_FORCE_PET;
2543 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2545 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2548 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2550 msg_print("You have attracted an animal!");
2557 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2558 !p_ptr->anti_magic && one_in_(8000))
2562 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2564 msg_print("You feel the world warping around you!");
2568 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2570 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2572 if (!lose_mutation(0))
2574 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2576 msg_print("You feel oddly normal.");
2580 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2584 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2586 msg_print("You feel insubstantial!");
2590 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2592 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2596 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2598 int which_stat = randint0(6);
2599 int sustained = FALSE;
2604 if (p_ptr->sustain_str) sustained = TRUE;
2607 if (p_ptr->sustain_int) sustained = TRUE;
2610 if (p_ptr->sustain_wis) sustained = TRUE;
2613 if (p_ptr->sustain_dex) sustained = TRUE;
2616 if (p_ptr->sustain_con) sustained = TRUE;
2619 if (p_ptr->sustain_chr) sustained = TRUE;
2623 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2625 msg_print("Invalid stat chosen!");
2635 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2637 msg_print("You can feel yourself wasting away!");
2641 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2644 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2645 !p_ptr->anti_magic && one_in_(3000))
2647 bool pet = one_in_(5);
2648 u32b mode = PM_ALLOW_GROUP;
2650 if (pet) mode |= PM_FORCE_PET;
2651 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2653 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2656 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2658 msg_print("You have attracted a dragon!");
2664 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2667 if (p_ptr->tim_esp > 0)
2670 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2672 msg_print("Your mind feels cloudy!");
2675 set_tim_esp(0, TRUE);
2680 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2682 msg_print("Your mind expands!");
2685 set_tim_esp(p_ptr->lev, FALSE);
2688 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2693 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2695 msg_print("Your stomach roils, and you lose your lunch!");
2699 set_food(PY_FOOD_WEAK);
2700 if (music_singing_any()) stop_singing();
2701 if (hex_spelling_any()) stop_hex_spell_all();
2704 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2705 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2710 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2712 int danger_amount = 0;
2715 for (monster = 0; monster < m_max; monster++)
2717 monster_type *m_ptr = &m_list[monster];
2718 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2720 /* Paranoia -- Skip dead monsters */
2721 if (!m_ptr->r_idx) continue;
2723 if (r_ptr->level >= p_ptr->lev)
2725 danger_amount += r_ptr->level - p_ptr->lev + 1;
2729 if (danger_amount > 100)
2731 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2733 msg_print("You feel utterly terrified!");
2736 else if (danger_amount > 50)
2738 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2740 msg_print("You feel terrified!");
2743 else if (danger_amount > 20)
2745 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2747 msg_print("You feel very worried!");
2750 else if (danger_amount > 10)
2752 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2754 msg_print("You feel paranoid!");
2757 else if (danger_amount > 5)
2759 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2761 msg_print("You feel almost safe.");
2766 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2768 msg_print("You feel lonely.");
2772 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2777 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2779 msg_print("You feel invincible!");
2783 (void)set_invuln(randint1(8) + 8, FALSE);
2785 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2787 int wounds = p_ptr->mhp - p_ptr->chp;
2791 int healing = p_ptr->csp;
2793 if (healing > wounds)
2799 p_ptr->csp -= healing;
2802 p_ptr->redraw |= (PR_MANA);
2805 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2808 int wounds = p_ptr->msp - p_ptr->csp;
2812 int healing = p_ptr->chp;
2814 if (healing > wounds)
2819 p_ptr->csp += healing;
2822 p_ptr->redraw |= (PR_MANA);
2824 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2826 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2831 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2834 object_type *o_ptr = NULL;
2838 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2839 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2841 msg_print("You trip over your own feet!");
2842 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2846 if (buki_motteruka(INVEN_RARM))
2849 o_ptr = &inventory[INVEN_RARM];
2851 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2853 o_ptr = &inventory[INVEN_LARM];
2857 else if (buki_motteruka(INVEN_LARM))
2859 o_ptr = &inventory[INVEN_LARM];
2863 if (slot && !object_is_cursed(o_ptr))
2866 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2868 msg_print("You drop your weapon!");
2870 inven_drop(slot, 1);
2877 * Handle curse effects once every 10 game turns
2879 static void process_world_aux_curse(void)
2881 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2884 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2885 * can actually be useful!
2887 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2889 char o_name[MAX_NLEN];
2891 int i, i_keep = 0, count = 0;
2893 /* Scan the equipment with random teleport ability */
2894 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2896 u32b flgs[TR_FLAG_SIZE];
2897 o_ptr = &inventory[i];
2899 /* Skip non-objects */
2900 if (!o_ptr->k_idx) continue;
2902 /* Extract the item flags */
2903 object_flags(o_ptr, flgs);
2905 if (have_flag(flgs, TR_TELEPORT))
2907 /* {.} will stop random teleportation. */
2908 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2911 if (one_in_(count)) i_keep = i;
2916 o_ptr = &inventory[i_keep];
2917 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2920 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2922 msg_format("Your %s is activating teleportation.", o_name);
2926 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2928 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2932 teleport_player(50, 0L);
2937 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2939 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2944 /* Make a chainsword noise */
2945 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2949 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2951 if (!get_rnd_line("chainswd.txt", 0, noise))
2954 disturb(FALSE, FALSE);
2957 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2960 (void)activate_ty_curse(FALSE, &count);
2962 /* Handle experience draining */
2963 if (p_ptr->prace != RACE_ANDROID &&
2964 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2966 p_ptr->exp -= (p_ptr->lev+1)/2;
2967 if (p_ptr->exp < 0) p_ptr->exp = 0;
2968 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2969 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2972 /* Add light curse (Later) */
2973 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2978 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2980 new_curse = get_curse(0, o_ptr);
2981 if (!(o_ptr->curse_flags & new_curse))
2983 char o_name[MAX_NLEN];
2985 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2987 o_ptr->curse_flags |= new_curse;
2989 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2991 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2994 o_ptr->feeling = FEEL_NONE;
2996 p_ptr->update |= (PU_BONUS);
2999 /* Add heavy curse (Later) */
3000 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3005 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3007 new_curse = get_curse(1, o_ptr);
3008 if (!(o_ptr->curse_flags & new_curse))
3010 char o_name[MAX_NLEN];
3012 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3014 o_ptr->curse_flags |= new_curse;
3016 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3018 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3021 o_ptr->feeling = FEEL_NONE;
3023 p_ptr->update |= (PU_BONUS);
3027 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3029 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3030 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3032 char o_name[MAX_NLEN];
3034 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3036 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3038 msg_format("Your %s have attracted an animal!", o_name);
3045 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3047 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3049 char o_name[MAX_NLEN];
3051 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3053 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3055 msg_format("Your %s have attracted a demon!", o_name);
3062 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3064 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3065 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3067 char o_name[MAX_NLEN];
3069 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3071 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3073 msg_format("Your %s have attracted an animal!", o_name);
3079 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3081 if (!p_ptr->resist_fear)
3085 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3087 msg_print("It's so dark... so scary!");
3090 set_afraid(p_ptr->afraid + 13 + randint1(26));
3093 /* Teleport player */
3094 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3098 /* Teleport player */
3099 teleport_player(40, TELEPORT_PASSIVE);
3101 /* Handle HP draining */
3102 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3104 char o_name[MAX_NLEN];
3106 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3108 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3110 msg_format("Your %s drains HP from you!", o_name);
3112 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3114 /* Handle mana draining */
3115 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3117 char o_name[MAX_NLEN];
3119 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3121 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3123 msg_format("Your %s drains mana from you!", o_name);
3125 p_ptr->csp -= MIN(p_ptr->lev, 50);
3129 p_ptr->csp_frac = 0;
3131 p_ptr->redraw |= PR_MANA;
3135 /* Rarely, take damage from the Jewel of Judgement */
3136 if (one_in_(999) && !p_ptr->anti_magic)
3138 object_type *o_ptr = &inventory[INVEN_LITE];
3140 if (o_ptr->name1 == ART_JUDGE)
3143 if (object_is_known(o_ptr))
3144 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3146 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3147 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3149 if (object_is_known(o_ptr))
3150 msg_print("The Jewel of Judgement drains life from you!");
3152 msg_print("Something drains life from you!");
3153 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3161 * Handle recharging objects once every 10 game turns
3163 static void process_world_aux_recharge(void)
3168 /* Process equipment */
3169 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3171 /* Get the object */
3172 object_type *o_ptr = &inventory[i];
3174 /* Skip non-objects */
3175 if (!o_ptr->k_idx) continue;
3177 /* Recharge activatable objects */
3178 if (o_ptr->timeout > 0)
3183 /* Notice changes */
3184 if (!o_ptr->timeout)
3186 recharged_notice(o_ptr);
3192 /* Notice changes */
3196 p_ptr->window |= (PW_EQUIP);
3201 * Recharge rods. Rods now use timeout to control charging status,
3202 * and each charging rod in a stack decreases the stack's timeout by
3203 * one per turn. -LM-
3205 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3207 object_type *o_ptr = &inventory[i];
3208 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3210 /* Skip non-objects */
3211 if (!o_ptr->k_idx) continue;
3213 /* Examine all charging rods or stacks of charging rods. */
3214 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3216 /* Determine how many rods are charging. */
3217 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3218 if (temp > o_ptr->number) temp = o_ptr->number;
3220 /* Decrease timeout by that number. */
3221 o_ptr->timeout -= temp;
3223 /* Boundary control. */
3224 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3226 /* Notice changes, provide message if object is inscribed. */
3227 if (!(o_ptr->timeout))
3229 recharged_notice(o_ptr);
3233 /* One of the stack of rod is charged */
3234 else if (o_ptr->timeout % k_ptr->pval)
3241 /* Notice changes */
3245 p_ptr->window |= (PW_INVEN);
3249 /* Process objects on floor */
3250 for (i = 1; i < o_max; i++)
3253 object_type *o_ptr = &o_list[i];
3255 /* Skip dead objects */
3256 if (!o_ptr->k_idx) continue;
3258 /* Recharge rods on the ground. No messages. */
3259 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3262 o_ptr->timeout -= o_ptr->number;
3264 /* Boundary control. */
3265 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3272 * Handle involuntary movement once every 10 game turns
3274 static void process_world_aux_movement(void)
3276 /* Delayed Word-of-Recall */
3277 if (p_ptr->word_recall)
3280 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3281 * The player is yanked up/down as soon as
3282 * he loads the autosaved game.
3284 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3285 do_cmd_save_game(TRUE);
3287 /* Count down towards recall */
3288 p_ptr->word_recall--;
3290 p_ptr->redraw |= (PR_STATUS);
3292 /* Activate the recall */
3293 if (!p_ptr->word_recall)
3298 /* Determine the level */
3299 if (dun_level || p_ptr->inside_quest)
3302 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3304 msg_print("You feel yourself yanked upwards!");
3307 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3309 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3314 leave_quest_check();
3315 leave_tower_check();
3317 p_ptr->inside_quest = 0;
3319 p_ptr->leaving = TRUE;
3324 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3326 msg_print("You feel yourself yanked downwards!");
3329 dungeon_type = p_ptr->recall_dungeon;
3332 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3335 dun_level = max_dlv[dungeon_type];
3336 if (dun_level < 1) dun_level = 1;
3338 /* Nightmare mode makes recall more dangerous */
3339 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3345 else if (dun_level < 99)
3347 dun_level = (dun_level + 99) / 2;
3349 else if (dun_level > 100)
3351 dun_level = d_info[dungeon_type].maxdepth - 1;
3355 if (p_ptr->wild_mode)
3357 p_ptr->wilderness_y = py;
3358 p_ptr->wilderness_x = px;
3362 /* Save player position */
3366 p_ptr->wild_mode = FALSE;
3369 * Clear all saved floors
3370 * and create a first saved floor
3372 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3375 p_ptr->leaving = TRUE;
3377 if (dungeon_type == DUNGEON_ANGBAND)
3381 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3383 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3384 (quest[i].status == QUEST_STATUS_TAKEN) &&
3385 (quest[i].level < dun_level))
3387 quest[i].status = QUEST_STATUS_FAILED;
3388 quest[i].complev = (byte)p_ptr->lev;
3389 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3396 sound(SOUND_TPLEVEL);
3401 /* Delayed Alter reality */
3402 if (p_ptr->alter_reality)
3404 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3405 do_cmd_save_game(TRUE);
3407 /* Count down towards alter */
3408 p_ptr->alter_reality--;
3410 p_ptr->redraw |= (PR_STATUS);
3412 /* Activate the alter reality */
3413 if (!p_ptr->alter_reality)
3418 /* Determine the level */
3419 if (!quest_number(dun_level) && dun_level)
3422 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3424 msg_print("The world changes!");
3428 * Clear all saved floors
3429 * and create a first saved floor
3431 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3434 p_ptr->leaving = TRUE;
3439 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3441 msg_print("The world seems to change for a moment!");
3446 sound(SOUND_TPLEVEL);
3453 * Count number of adjacent monsters
3455 static int get_monster_crowd_number(int m_idx)
3457 monster_type *m_ptr = &m_list[m_idx];
3463 for (i = 0; i < 7; i++)
3465 int ay = my + ddy_ddd[i];
3466 int ax = mx + ddx_ddd[i];
3468 if (!in_bounds(ay, ax)) continue;
3470 /* Count number of monsters */
3471 if (cave[ay][ax].m_idx > 0) count++;
3480 * Dungeon rating is no longer linear
3482 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3485 * Examine all monsters and unidentified objects,
3486 * and get the feeling of current dungeon floor
3488 static byte get_dungeon_feeling(void)
3490 const int base = 10;
3494 /* Hack -- no feeling in the town */
3495 if (!dun_level) return 0;
3497 /* Examine each monster */
3498 for (i = 1; i < m_max; i++)
3500 monster_type *m_ptr = &m_list[i];
3501 monster_race *r_ptr;
3504 /* Skip dead monsters */
3505 if (!m_ptr->r_idx) continue;
3508 if (is_pet(m_ptr)) continue;
3510 r_ptr = &r_info[m_ptr->r_idx];
3512 /* Unique monsters */
3513 if (r_ptr->flags1 & (RF1_UNIQUE))
3515 /* Nearly out-of-depth unique monsters */
3516 if (r_ptr->level + 10 > dun_level)
3518 /* Boost rating by twice delta-depth */
3519 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3524 /* Out-of-depth monsters */
3525 if (r_ptr->level > dun_level)
3527 /* Boost rating by delta-depth */
3528 delta += (r_ptr->level - dun_level) * base;
3532 /* Unusually crowded monsters get a little bit of rating boost */
3533 if (r_ptr->flags1 & RF1_FRIENDS)
3535 if (5 <= get_monster_crowd_number(i)) delta += 1;
3539 if (2 <= get_monster_crowd_number(i)) delta += 1;
3543 rating += RATING_BOOST(delta);
3546 /* Examine each unidentified object */
3547 for (i = 1; i < o_max; i++)
3549 object_type *o_ptr = &o_list[i];
3550 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3553 /* Skip dead objects */
3554 if (!o_ptr->k_idx) continue;
3556 /* Skip known objects */
3557 if (object_is_known(o_ptr))
3560 if (o_ptr->marked & OM_TOUCHED) continue;
3563 /* Skip pseudo-known objects */
3564 if (o_ptr->ident & IDENT_SENSE) continue;
3567 if (object_is_ego(o_ptr))
3569 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3571 delta += e_ptr->rating * base;
3575 if (object_is_artifact(o_ptr))
3577 s32b cost = object_value_real(o_ptr);
3580 if (cost > 10000L) delta += 10 * base;
3581 if (cost > 50000L) delta += 10 * base;
3582 if (cost > 100000L) delta += 10 * base;
3584 /* Special feeling */
3585 if (!preserve_mode) return 1;
3588 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3589 if (o_ptr->tval == TV_SHIELD &&
3590 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3591 if (o_ptr->tval == TV_GLOVES &&
3592 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3593 if (o_ptr->tval == TV_BOOTS &&
3594 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3595 if (o_ptr->tval == TV_HELM &&
3596 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3597 if (o_ptr->tval == TV_RING &&
3598 o_ptr->sval == SV_RING_SPEED &&
3599 !object_is_cursed(o_ptr)) delta += 25 * base;
3600 if (o_ptr->tval == TV_RING &&
3601 o_ptr->sval == SV_RING_LORDLY &&
3602 !object_is_cursed(o_ptr)) delta += 15 * base;
3603 if (o_ptr->tval == TV_AMULET &&
3604 o_ptr->sval == SV_AMULET_THE_MAGI &&
3605 !object_is_cursed(o_ptr)) delta += 15 * base;
3607 /* Out-of-depth objects */
3608 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3609 k_ptr->level > dun_level)
3611 /* Rating increase */
3612 delta += (k_ptr->level - dun_level) * base;
3615 rating += RATING_BOOST(delta);
3619 if (rating > RATING_BOOST(1000)) return 2;
3620 if (rating > RATING_BOOST(800)) return 3;
3621 if (rating > RATING_BOOST(600)) return 4;
3622 if (rating > RATING_BOOST(400)) return 5;
3623 if (rating > RATING_BOOST(300)) return 6;
3624 if (rating > RATING_BOOST(200)) return 7;
3625 if (rating > RATING_BOOST(100)) return 8;
3626 if (rating > RATING_BOOST(0)) return 9;
3633 * Update dungeon feeling, and announce it if changed
3635 static void update_dungeon_feeling(void)
3641 /* No feeling on the surface */
3642 if (!dun_level) return;
3644 /* No feeling in the arena */
3645 if (p_ptr->inside_battle) return;
3647 /* Extract delay time */
3648 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3650 /* Not yet felt anything */
3651 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3653 /* Extract quest number (if any) */
3654 quest_num = quest_number(dun_level);
3656 /* No feeling in a quest */
3658 (is_fixed_quest_idx(quest_num) &&
3659 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3660 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3663 /* Get new dungeon feeling */
3664 new_feeling = get_dungeon_feeling();
3666 /* Remember last time updated */
3667 p_ptr->feeling_turn = turn;
3670 if (p_ptr->feeling == new_feeling) return;
3672 /* Dungeon feeling is changed */
3673 p_ptr->feeling = new_feeling;
3675 /* Announce feeling */
3678 /* Update the level indicator */
3679 p_ptr->redraw |= (PR_DEPTH);
3682 if (disturb_minor) disturb(0, 0);
3687 * Handle certain things once every 10 game turns
3689 static void process_world(void)
3693 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3694 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3695 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3697 extract_day_hour_min(&day, &hour, &min);
3699 /* Update dungeon feeling, and announce it if changed */
3700 update_dungeon_feeling();
3702 /*** Check monster arena ***/
3703 if (p_ptr->inside_battle && !p_ptr->leaving)
3709 /* Count all hostile monsters */
3710 for (i2 = 0; i2 < cur_wid; ++i2)
3711 for (j2 = 0; j2 < cur_hgt; j2++)
3713 cave_type *c_ptr = &cave[j2][i2];
3715 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3718 win_m_idx = c_ptr->m_idx;
3722 if (number_mon == 0)
3725 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3727 msg_print("They have kill each other at the same time.");
3730 p_ptr->energy_need = 0;
3733 else if ((number_mon-1) == 0)
3736 monster_type *wm_ptr;
3738 wm_ptr = &m_list[win_m_idx];
3740 monster_desc(m_name, wm_ptr, 0);
3742 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3744 msg_format("%s is winner!", m_name);
3748 if (win_m_idx == (sel_monster+1))
3751 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3753 msg_print("Congratulations.");
3756 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3758 msg_format("You received %d gold.", battle_odds);
3760 p_ptr->au += battle_odds;
3765 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3767 msg_print("You lost gold.");
3771 p_ptr->energy_need = 0;
3774 else if (turn - old_turn == 150*TURNS_PER_TICK)
3777 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3779 msg_format("This battle have ended in a draw.");
3781 p_ptr->au += kakekin;
3783 p_ptr->energy_need = 0;
3788 /* Every 10 game turns */
3789 if (turn % TURNS_PER_TICK) return;
3791 /*** Check the Time and Load ***/
3793 if (!(turn % (50*TURNS_PER_TICK)))
3795 /* Check time and load */
3796 if ((0 != check_time()) || (0 != check_load()))
3799 if (closing_flag <= 2)
3804 /* Count warnings */
3809 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3810 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3812 msg_print("The gates to ANGBAND are closing...");
3813 msg_print("Please finish up and/or save your game.");
3823 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3825 msg_print("The gates to ANGBAND are now closed.");
3830 p_ptr->playing = FALSE;
3833 p_ptr->leaving = TRUE;
3838 /*** Attempt timed autosave ***/
3839 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3841 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3842 do_cmd_save_game(TRUE);
3845 if (mon_fight && !ignore_unview)
3848 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3850 msg_print("You hear noise.");
3854 /*** Handle the wilderness/town (sunshine) ***/
3856 /* While in town/wilderness */
3857 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3859 /* Hack -- Daybreak/Nighfall in town */
3860 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3864 /* Check for dawn */
3865 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3874 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3876 msg_print("The sun has risen.");
3879 if (!p_ptr->wild_mode)
3881 /* Hack -- Scan the town */
3882 for (y = 0; y < cur_hgt; y++)
3884 for (x = 0; x < cur_wid; x++)
3886 /* Get the cave grid */
3887 cave_type *c_ptr = &cave[y][x];
3890 c_ptr->info |= (CAVE_GLOW);
3892 /* Hack -- Memorize lit grids if allowed */
3893 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3895 /* Hack -- Notice spot */
3909 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3911 msg_print("The sun has fallen.");
3914 if (!p_ptr->wild_mode)
3916 /* Hack -- Scan the town */
3917 for (y = 0; y < cur_hgt; y++)
3919 for (x = 0; x < cur_wid; x++)
3921 /* Get the cave grid */
3922 cave_type *c_ptr = &cave[y][x];
3924 /* Feature code (applying "mimic" field) */
3925 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3927 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3928 !have_flag(f_ptr->flags, FF_ENTRANCE))
3931 c_ptr->info &= ~(CAVE_GLOW);
3933 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3935 /* Forget the normal floor grid */
3936 c_ptr->info &= ~(CAVE_MARK);
3938 /* Hack -- Notice spot */
3944 /* Glow deep lava and building entrances */
3945 glow_deep_lava_and_bldg();
3950 /* Update the monsters */
3951 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3954 p_ptr->redraw |= (PR_MAP);
3957 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3959 if (p_ptr->special_defense & NINJA_S_STEALTH)
3961 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3966 /* While in the dungeon (vanilla_town or lite_town mode only) */
3967 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3969 /*** Shuffle the Storekeepers ***/
3971 /* Chance is only once a day (while in dungeon) */
3972 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3974 /* Sometimes, shuffle the shop-keepers */
3975 if (one_in_(STORE_SHUFFLE))
3979 /* Pick a random shop (except home and museum) */
3982 n = randint0(MAX_STORES);
3984 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3986 /* Check every feature */
3987 for (i = 1; i < max_f_idx; i++)
3989 /* Access the index */
3990 feature_type *f_ptr = &f_info[i];
3992 /* Skip empty index */
3993 if (!f_ptr->name) continue;
3995 /* Skip non-store features */
3996 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3998 /* Verify store type */
3999 if (f_ptr->subtype == n)
4003 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4005 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4019 /*** Process the monsters ***/
4021 /* Check for creature generation. */
4022 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4023 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4025 /* Make a new monster */
4026 (void)alloc_monster(MAX_SIGHT + 5, 0);
4029 /* Hack -- Check for creature regeneration */
4030 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4031 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4033 if (!p_ptr->leaving)
4037 /* Hack -- Process the counters of monsters if needed */
4038 for (i = 0; i < MAX_MTIMED; i++)
4040 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4048 if (min != prev_min)
4050 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4051 determine_today_mon(FALSE);
4056 * Nightmare mode activates the TY_CURSE at midnight
4058 * Require exact minute -- Don't activate multiple times in a minute
4060 if (ironman_nightmare && (min != prev_min))
4062 /* Every 15 minutes after 11:00 pm */
4063 if ((hour == 23) && !(min % 15))
4072 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4074 msg_print("You hear a distant bell toll ominously.");
4080 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4082 msg_print("A distant bell sounds twice.");
4088 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4090 msg_print("A distant bell sounds three times.");
4096 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4098 msg_print("A distant bell tolls four times.");
4104 /* TY_CURSE activates at midnight! */
4111 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4113 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4116 activate_ty_curse(FALSE, &count);
4121 /*** Check the Food, and Regenerate ***/
4123 if (!p_ptr->inside_battle)
4125 /* Digest quickly when gorged */
4126 if (p_ptr->food >= PY_FOOD_MAX)
4128 /* Digest a lot of food */
4129 (void)set_food(p_ptr->food - 100);
4132 /* Digest normally -- Every 50 game turns */
4133 else if (!(turn % (TURNS_PER_TICK*5)))
4135 /* Basic digestion rate based on speed */
4136 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4138 /* Regeneration takes more food */
4139 if (p_ptr->regenerate)
4141 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4143 if (p_ptr->cursed & TRC_FAST_DIGEST)
4146 /* Slow digestion takes less food */
4147 if (p_ptr->slow_digest)
4150 /* Minimal digestion */
4151 if (digestion < 1) digestion = 1;
4152 /* Maximal digestion */
4153 if (digestion > 100) digestion = 100;
4155 /* Digest some food */
4156 (void)set_food(p_ptr->food - digestion);
4161 if ((p_ptr->food < PY_FOOD_FAINT))
4163 /* Faint occasionally */
4164 if (!p_ptr->paralyzed && (randint0(100) < 10))
4168 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4170 msg_print("You faint from the lack of food.");
4175 /* Hack -- faint (bypass free action) */
4176 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4179 /* Starve to death (slowly) */
4180 if (p_ptr->food < PY_FOOD_STARVE)
4182 /* Calculate damage */
4183 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4187 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4189 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4197 /* Process timed damage and regeneration */
4198 process_world_aux_hp_and_sp();
4200 /* Process timeout */
4201 process_world_aux_timeout();
4204 process_world_aux_light();
4206 /* Process mutation effects */
4207 process_world_aux_mutation();
4209 /* Process curse effects */
4210 process_world_aux_curse();
4212 /* Process recharging */
4213 process_world_aux_recharge();
4215 /* Feel the inventory */
4219 /* Involuntary Movement */
4220 process_world_aux_movement();
4226 * Verify use of "wizard" mode
4228 static bool enter_wizard_mode(void)
4230 /* Ask first time */
4231 if (!p_ptr->noscore)
4233 /* Wizard mode is not permitted */
4234 if (!allow_debug_opts || arg_wizard)
4237 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4239 msg_print("Wizard mode is not permitted.");
4244 /* Mention effects */
4246 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4247 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4249 msg_print("Wizard mode is for debugging and experimenting.");
4250 msg_print("The game will not be scored if you enter wizard mode.");
4255 /* Verify request */
4257 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4259 if (!get_check("Are you sure you want to enter wizard mode? "))
4266 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4268 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4271 p_ptr->noscore |= 0x0002;
4282 * Verify use of "debug" commands
4284 static bool enter_debug_mode(void)
4286 /* Ask first time */
4287 if (!p_ptr->noscore)
4289 /* Debug mode is not permitted */
4290 if (!allow_debug_opts)
4293 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4295 msg_print("Use of debug command is not permitted.");
4300 /* Mention effects */
4302 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4303 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4305 msg_print("The debug commands are for debugging and experimenting.");
4306 msg_print("The game will not be scored if you use debug commands.");
4311 /* Verify request */
4313 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4315 if (!get_check("Are you sure you want to use debug commands? "))
4322 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4324 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4327 p_ptr->noscore |= 0x0008;
4335 * Hack -- Declare the Debug Routines
4337 extern void do_cmd_debug(void);
4339 #endif /* ALLOW_WIZARD */
4345 * Verify use of "borg" commands
4347 static bool enter_borg_mode(void)
4349 /* Ask first time */
4350 if (!(p_ptr->noscore & 0x0010))
4352 /* Mention effects */
4354 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4355 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4357 msg_print("The borg commands are for debugging and experimenting.");
4358 msg_print("The game will not be scored if you use borg commands.");
4363 /* Verify request */
4365 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4367 if (!get_check("Are you sure you want to use borg commands? "))
4374 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4376 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4379 p_ptr->noscore |= 0x0010;
4387 * Hack -- Declare the Ben Borg
4389 extern void do_cmd_borg(void);
4391 #endif /* ALLOW_BORG */
4396 * Parse and execute the current command
4397 * Give "Warning" on illegal commands.
4399 * XXX XXX XXX Make some "blocks"
4401 static void process_command(void)
4403 int old_now_message = now_message;
4405 #ifdef ALLOW_REPEAT /* TNB */
4407 /* Handle repeating the last command */
4410 #endif /* ALLOW_REPEAT -- TNB */
4415 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4416 reset_concent = TRUE;
4418 /* Parse the command */
4419 switch (command_cmd)
4435 /*** Wizard Commands ***/
4437 /* Toggle Wizard Mode */
4442 p_ptr->wizard = FALSE;
4444 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4446 msg_print("Wizard mode off.");
4450 else if (enter_wizard_mode())
4452 p_ptr->wizard = TRUE;
4454 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4456 msg_print("Wizard mode on.");
4461 /* Update monsters */
4462 p_ptr->update |= (PU_MONSTERS);
4464 /* Redraw "title" */
4465 p_ptr->redraw |= (PR_TITLE);
4473 /* Special "debug" commands */
4476 /* Enter debug mode */
4477 if (enter_debug_mode())
4484 #endif /* ALLOW_WIZARD */
4489 /* Special "borg" commands */
4492 /* Enter borg mode */
4493 if (enter_borg_mode())
4495 if (!p_ptr->wild_mode) do_cmd_borg();
4501 #endif /* ALLOW_BORG */
4505 /*** Inventory Commands ***/
4507 /* Wear/wield equipment */
4510 if (!p_ptr->wild_mode) do_cmd_wield();
4514 /* Take off equipment */
4517 if (!p_ptr->wild_mode) do_cmd_takeoff();
4524 if (!p_ptr->wild_mode) do_cmd_drop();
4528 /* Destroy an item */
4535 /* Equipment list */
4542 /* Inventory list */
4550 /*** Various commands ***/
4552 /* Identify an object */
4559 /* Hack -- toggle windows */
4562 toggle_inven_equip();
4567 /*** Standard "Movement" Commands ***/
4572 if (!p_ptr->wild_mode) do_cmd_alter();
4579 if (!p_ptr->wild_mode) do_cmd_tunnel();
4583 /* Move (usually pick up things) */
4586 #ifdef ALLOW_EASY_DISARM /* TNB */
4590 #else /* ALLOW_EASY_DISARM -- TNB */
4592 do_cmd_walk(always_pickup);
4594 #endif /* ALLOW_EASY_DISARM -- TNB */
4599 /* Move (usually do not pick up) */
4602 #ifdef ALLOW_EASY_DISARM /* TNB */
4606 #else /* ALLOW_EASY_DISARM -- TNB */
4608 do_cmd_walk(!always_pickup);
4610 #endif /* ALLOW_EASY_DISARM -- TNB */
4616 /*** Running, Resting, Searching, Staying */
4618 /* Begin Running -- Arg is Max Distance */
4621 if (!p_ptr->wild_mode) do_cmd_run();
4625 /* Stay still (usually pick things up) */
4628 do_cmd_stay(always_pickup);
4632 /* Stay still (usually do not pick up) */
4635 do_cmd_stay(!always_pickup);
4639 /* Rest -- Arg is time */
4646 /* Search for traps/doors */
4653 /* Toggle search mode */
4656 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4657 else set_action(ACTION_SEARCH);
4662 /*** Stairs and Doors and Chests and Traps ***/
4665 case SPECIAL_KEY_STORE:
4667 if (!p_ptr->wild_mode) do_cmd_store();
4671 /* Enter building -KMW- */
4672 case SPECIAL_KEY_BUILDING:
4674 if (!p_ptr->wild_mode) do_cmd_bldg();
4678 /* Enter quest level -KMW- */
4679 case SPECIAL_KEY_QUEST:
4681 if (!p_ptr->wild_mode) do_cmd_quest();
4685 /* Go up staircase */
4688 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4690 if (vanilla_town) break;
4695 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4697 msg_print("To flee the ambush you have to reach the edge of the map.");
4702 if (p_ptr->food < PY_FOOD_WEAK)
4705 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4707 msg_print("You must eat something here.");
4719 /* Go down staircase */
4722 if (p_ptr->wild_mode)
4730 /* Open a door or chest */
4733 if (!p_ptr->wild_mode) do_cmd_open();
4740 if (!p_ptr->wild_mode) do_cmd_close();
4744 /* Jam a door with spikes */
4747 if (!p_ptr->wild_mode) do_cmd_spike();
4754 if (!p_ptr->wild_mode) do_cmd_bash();
4758 /* Disarm a trap or chest */
4761 if (!p_ptr->wild_mode) do_cmd_disarm();
4766 /*** Magic and Prayers ***/
4768 /* Gain new spells/prayers */
4771 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4773 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4775 msg_print("You don't have to learn spells!");
4777 else if (p_ptr->pclass == CLASS_SAMURAI)
4778 do_cmd_gain_hissatsu();
4779 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4789 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4790 (p_ptr->pclass == CLASS_BERSERKER) ||
4791 (p_ptr->pclass == CLASS_NINJA) ||
4792 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4793 ) do_cmd_mind_browse();
4794 else if (p_ptr->pclass == CLASS_SMITH)
4796 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4797 do_cmd_magic_eater(TRUE);
4798 else if (p_ptr->pclass == CLASS_SNIPER)
4799 do_cmd_snipe_browse();
4800 else do_cmd_browse();
4808 if (!p_ptr->wild_mode)
4810 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4813 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4815 msg_print("You cannot cast spells!");
4818 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4821 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4823 msg_print("The dungeon absorbs all attempted magic!");
4827 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4831 cptr which_power = "ËâË¡";
4833 cptr which_power = "magic";
4835 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4837 which_power = "ĶǽÎÏ";
4839 which_power = "psionic powers";
4841 else if (p_ptr->pclass == CLASS_IMITATOR)
4843 which_power = "¤â¤Î¤Þ¤Í";
4845 which_power = "imitation";
4847 else if (p_ptr->pclass == CLASS_SAMURAI)
4849 which_power = "ɬ»¦·õ";
4851 which_power = "hissatsu";
4853 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4855 which_power = "¶ÀËâË¡";
4857 which_power = "mirror magic";
4859 else if (p_ptr->pclass == CLASS_NINJA)
4861 which_power = "Ǧ½Ñ";
4863 which_power = "ninjutsu";
4865 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4867 which_power = "µ§¤ê";
4869 which_power = "prayer";
4873 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4875 msg_format("An anti-magic shell disrupts your %s!", which_power);
4879 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4882 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4884 msg_format("You cannot think directly!");
4890 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4891 (p_ptr->pclass == CLASS_BERSERKER) ||
4892 (p_ptr->pclass == CLASS_NINJA) ||
4893 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4896 else if (p_ptr->pclass == CLASS_IMITATOR)
4898 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4899 do_cmd_magic_eater(FALSE);
4900 else if (p_ptr->pclass == CLASS_SAMURAI)
4902 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4903 do_cmd_cast_learned();
4904 else if (p_ptr->pclass == CLASS_SMITH)
4906 else if (p_ptr->pclass == CLASS_SNIPER)
4915 /* Issue a pet command */
4918 if (!p_ptr->wild_mode) do_cmd_pet();
4922 /*** Use various objects ***/
4924 /* Inscribe an object */
4931 /* Uninscribe an object */
4934 do_cmd_uninscribe();
4938 /* Activate an artifact */
4941 if (!p_ptr->wild_mode)
4943 if (!p_ptr->inside_arena)
4948 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4950 msg_print("The arena absorbs all attempted magic!");
4966 /* Fuel your lantern/torch */
4976 if (!p_ptr->wild_mode) do_cmd_fire();
4983 if (!p_ptr->wild_mode)
4993 if (!p_ptr->wild_mode)
4995 if (!p_ptr->inside_arena)
5000 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5002 msg_print("The arena absorbs all attempted magic!");
5014 if (!p_ptr->wild_mode)
5016 if (p_ptr->inside_arena)
5019 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5021 msg_print("The arena absorbs all attempted magic!");
5026 else if (use_command && rogue_like_commands)
5038 /* Quaff a potion */
5041 if (!p_ptr->wild_mode)
5043 if (!p_ptr->inside_arena)
5044 do_cmd_quaff_potion();
5048 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5050 msg_print("The arena absorbs all attempted magic!");
5062 if (!p_ptr->wild_mode)
5064 if (!p_ptr->inside_arena)
5065 do_cmd_read_scroll();
5069 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5071 msg_print("The arena absorbs all attempted magic!");
5083 if (!p_ptr->wild_mode)
5085 if (p_ptr->inside_arena)
5088 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5090 msg_print("The arena absorbs all attempted magic!");
5095 else if (use_command && !rogue_like_commands)
5105 /* Use racial power */
5108 if (!p_ptr->wild_mode) do_cmd_racial_power();
5113 /*** Looking at Things (nearby or on map) ***/
5115 /* Full dungeon map */
5122 /* Locate player on map */
5136 /* Target monster or location */
5139 if (!p_ptr->wild_mode) do_cmd_target();
5145 /*** Help and Such ***/
5154 /* Identify symbol */
5157 do_cmd_query_symbol();
5161 /* Character description */
5164 do_cmd_change_name();
5169 /*** System Commands ***/
5171 /* Hack -- User interface */
5178 /* Single line from a pref file */
5187 do_cmd_reload_autopick();
5193 do_cmd_edit_autopick();
5197 /* Interact with macros */
5204 /* Interact with visuals */
5212 /* Interact with colors */
5220 /* Interact with options */
5224 (void)combine_and_reorder_home(STORE_HOME);
5229 /*** Misc Commands ***/
5245 /* Repeat level feeling */
5248 if (!p_ptr->wild_mode) do_cmd_feeling();
5252 /* Show previous message */
5255 do_cmd_message_one();
5259 /* Show previous messages */
5262 do_cmd_messages(old_now_message);
5266 /* Show quest status -KMW- */
5269 do_cmd_checkquest();
5273 /* Redraw the screen */
5276 now_message = old_now_message;
5281 #ifndef VERIFY_SAVEFILE
5283 /* Hack -- Save and don't quit */
5286 do_cmd_save_game(FALSE);
5290 #endif /* VERIFY_SAVEFILE */
5300 case SPECIAL_KEY_QUIT:
5302 do_cmd_save_and_exit();
5306 /* Quit (commit suicide) */
5319 /* Check artifacts, uniques, objects */
5326 /* Load "screen dump" */
5329 do_cmd_load_screen();
5333 /* Save "screen dump" */
5336 do_cmd_save_screen();
5340 /* Record/stop "Movie" */
5343 prepare_movie_hooks();
5347 /* Make random artifact list */
5350 spoil_random_artifact("randifact.txt");
5357 if (!p_ptr->wild_mode) do_cmd_travel();
5358 if (p_ptr->special_defense & KATA_MUSOU)
5360 set_action(ACTION_NONE);
5366 /* Hack -- Unknown command */
5369 if (flush_failure) flush();
5373 sound(SOUND_ILLEGAL);
5375 if (!get_rnd_line("error_j.txt", 0, error_m))
5377 if (!get_rnd_line("error.txt", 0, error_m))
5384 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5386 prt("Type '?' for help.", 0, 0);
5392 if (!energy_use && !now_message)
5393 now_message = old_now_message;
5399 static bool monster_tsuri(int r_idx)
5401 monster_race *r_ptr = &r_info[r_idx];
5403 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5410 /* Hack -- Pack Overflow */
5411 static void pack_overflow(void)
5413 if (inventory[INVEN_PACK].k_idx)
5415 char o_name[MAX_NLEN];
5418 /* Is auto-destroy done? */
5420 if (!inventory[INVEN_PACK].k_idx) return;
5422 /* Access the slot to be dropped */
5423 o_ptr = &inventory[INVEN_PACK];
5430 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5432 msg_print("Your pack overflows!");
5436 object_desc(o_name, o_ptr, 0);
5440 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5442 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5445 /* Drop it (carefully) near the player */
5446 (void)drop_near(o_ptr, 0, py, px);
5448 /* Modify, Describe, Optimize */
5449 inven_item_increase(INVEN_PACK, -255);
5450 inven_item_describe(INVEN_PACK);
5451 inven_item_optimize(INVEN_PACK);
5453 /* Handle "p_ptr->notice" */
5456 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5463 * Process the player
5465 * Notice the annoying code to handle "pack overflow", which
5466 * must come first just in case somebody manages to corrupt
5467 * the savefiles by clever use of menu commands or something.
5469 static void process_player(void)
5473 /*** Apply energy ***/
5478 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5480 msg_print("You feel different!");
5483 (void)gain_random_mutation(0);
5484 hack_mutation = FALSE;
5487 if (p_ptr->inside_battle)
5489 for(i = 1; i < m_max; i++)
5491 monster_type *m_ptr = &m_list[i];
5493 if (!m_ptr->r_idx) continue;
5495 /* Hack -- Detect monster */
5496 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5498 /* Update the monster */
5499 update_mon(i, FALSE);
5504 /* Give the player some energy */
5505 else if (!(load && p_ptr->energy_need <= 0))
5507 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5511 if (p_ptr->energy_need > 0) return;
5512 if (!command_rep) prt_time();
5514 /*** Check for interupts ***/
5516 /* Complete resting */
5523 if ((p_ptr->chp == p_ptr->mhp) &&
5524 (p_ptr->csp >= p_ptr->msp))
5526 set_action(ACTION_NONE);
5530 /* Complete resting */
5531 else if (resting == -2)
5534 if ((p_ptr->chp == p_ptr->mhp) &&
5535 (p_ptr->csp >= p_ptr->msp) &&
5536 !p_ptr->blind && !p_ptr->confused &&
5537 !p_ptr->poisoned && !p_ptr->afraid &&
5538 !p_ptr->stun && !p_ptr->cut &&
5539 !p_ptr->slow && !p_ptr->paralyzed &&
5540 !p_ptr->image && !p_ptr->word_recall &&
5541 !p_ptr->alter_reality)
5543 set_action(ACTION_NONE);
5548 if (p_ptr->action == ACTION_FISH)
5551 Term_xtra(TERM_XTRA_DELAY, 10);
5555 bool success = FALSE;
5556 get_mon_num_prep(monster_tsuri,NULL);
5557 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5559 if (r_idx && one_in_(2))
5562 y = py+ddy[tsuri_dir];
5563 x = px+ddx[tsuri_dir];
5564 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5567 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5569 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5571 msg_format("You have a good catch!", m_name);
5579 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5581 msg_print("Damn! The fish stole your bait!");
5588 /* Handle "abort" */
5591 /* Check for "player abort" (semi-efficiently for resting) */
5592 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5597 /* Check for a key */
5606 /* Hack -- Show a Message */
5608 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5610 msg_print("Canceled.");
5617 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5619 monster_type *m_ptr = &m_list[p_ptr->riding];
5620 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5622 if (MON_CSLEEP(m_ptr))
5627 (void)set_monster_csleep(p_ptr->riding, 0);
5629 /* Acquire the monster name */
5630 monster_desc(m_name, m_ptr, 0);
5632 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5634 msg_format("You have waked %s up.", m_name);
5638 if (MON_STUNNED(m_ptr))
5640 /* Hack -- Recover from stun */
5641 if (set_monster_stunned(p_ptr->riding,
5642 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5646 /* Acquire the monster name */
5647 monster_desc(m_name, m_ptr, 0);
5649 /* Dump a message */
5651 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5653 msg_format("%^s is no longer stunned.", m_name);
5658 if (MON_CONFUSED(m_ptr))
5660 /* Hack -- Recover from confusion */
5661 if (set_monster_confused(p_ptr->riding,
5662 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5666 /* Acquire the monster name */
5667 monster_desc(m_name, m_ptr, 0);
5669 /* Dump a message */
5671 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5673 msg_format("%^s is no longer confused.", m_name);
5678 if (MON_MONFEAR(m_ptr))
5680 /* Hack -- Recover from fear */
5681 if (set_monster_monfear(p_ptr->riding,
5682 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5686 /* Acquire the monster name */
5687 monster_desc(m_name, m_ptr, 0);
5689 /* Dump a message */
5691 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5693 msg_format("%^s is no longer fear.", m_name);
5698 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5702 /* Handle the player song */
5703 if (!load) check_music();
5705 /* Hex - Handle the hex spells */
5706 if (!load) check_hex();
5707 if (!load) revenge_spell();
5712 if (p_ptr->lightspeed)
5714 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5716 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5718 if (p_ptr->magic_num1[0] < 40)
5720 p_ptr->magic_num1[0] = 0;
5722 else p_ptr->magic_num1[0] -= 40;
5723 p_ptr->update |= (PU_BONUS);
5725 if (p_ptr->action == ACTION_LEARN)
5728 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5730 /* Convert the unit (1/2^16) to (1/2^32) */
5731 s64b_LSHIFT(cost, cost_frac, 16);
5734 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5738 p_ptr->csp_frac = 0;
5739 set_action(ACTION_NONE);
5744 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5746 p_ptr->redraw |= PR_MANA;
5749 if (p_ptr->special_defense & KATA_MASK)
5751 if (p_ptr->special_defense & KATA_MUSOU)
5755 set_action(ACTION_NONE);
5760 p_ptr->redraw |= (PR_MANA);
5765 /*** Handle actual user input ***/
5767 /* Repeat until out of energy */
5768 while (p_ptr->energy_need <= 0)
5770 p_ptr->window |= PW_PLAYER;
5771 p_ptr->sutemi = FALSE;
5772 p_ptr->counter = FALSE;
5773 now_damaged = FALSE;
5775 /* Handle "p_ptr->notice" */
5778 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5781 /* Place the cursor on the player */
5782 move_cursor_relative(py, px);
5784 /* Refresh (optional) */
5785 if (fresh_before) Term_fresh();
5788 /* Hack -- Pack Overflow */
5792 /* Hack -- cancel "lurking browse mode" */
5793 if (!command_new) command_see = FALSE;
5796 /* Assume free turn */
5800 if (p_ptr->inside_battle)
5802 /* Place the cursor on the player */
5803 move_cursor_relative(py, px);
5805 command_cmd = SPECIAL_KEY_BUILDING;
5807 /* Process the command */
5811 /* Paralyzed or Knocked Out */
5812 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5819 else if (p_ptr->action == ACTION_REST)
5824 /* Reduce rest count */
5827 if (!resting) set_action(ACTION_NONE);
5829 /* Redraw the state */
5830 p_ptr->redraw |= (PR_STATE);
5838 else if (p_ptr->action == ACTION_FISH)
5853 else if (travel.run)
5860 /* Repeated command */
5861 else if (command_rep)
5863 /* Count this execution */
5866 /* Redraw the state */
5867 p_ptr->redraw |= (PR_STATE);
5872 /* Hack -- Assume messages were seen */
5875 /* Clear the top line */
5878 /* Process the command */
5882 /* Normal command */
5885 /* Place the cursor on the player */
5886 move_cursor_relative(py, px);
5889 /* Get a command (normal) */
5890 request_command(FALSE);
5893 /* Process the command */
5898 /* Hack -- Pack Overflow */
5907 /* Use some energy */
5908 if (world_player || energy_use > 400)
5910 /* The Randomness is irrelevant */
5911 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5915 /* There is some randomness of needed energy */
5916 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5919 /* Hack -- constant hallucination */
5920 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5923 /* Shimmer monsters if needed */
5924 if (shimmer_monsters)
5926 /* Clear the flag */
5927 shimmer_monsters = FALSE;
5929 /* Shimmer multi-hued monsters */
5930 for (i = 1; i < m_max; i++)
5932 monster_type *m_ptr;
5933 monster_race *r_ptr;
5935 /* Access monster */
5938 /* Skip dead monsters */
5939 if (!m_ptr->r_idx) continue;
5941 /* Skip unseen monsters */
5942 if (!m_ptr->ml) continue;
5944 /* Access the monster race */
5945 r_ptr = &r_info[m_ptr->ap_r_idx];
5947 /* Skip non-multi-hued monsters */
5948 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5951 /* Reset the flag */
5952 shimmer_monsters = TRUE;
5954 /* Redraw regardless */
5955 lite_spot(m_ptr->fy, m_ptr->fx);
5960 /* Handle monster detection */
5961 if (repair_monsters)
5963 /* Reset the flag */
5964 repair_monsters = FALSE;
5966 /* Rotate detection flags */
5967 for (i = 1; i < m_max; i++)
5969 monster_type *m_ptr;
5971 /* Access monster */
5974 /* Skip dead monsters */
5975 if (!m_ptr->r_idx) continue;
5977 /* Nice monsters get mean */
5978 if (m_ptr->mflag & MFLAG_NICE)
5980 /* Nice monsters get mean */
5981 m_ptr->mflag &= ~(MFLAG_NICE);
5984 /* Handle memorized monsters */
5985 if (m_ptr->mflag2 & MFLAG2_MARK)
5987 /* Maintain detection */
5988 if (m_ptr->mflag2 & MFLAG2_SHOW)
5991 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5993 /* Still need repairs */
5994 repair_monsters = TRUE;
5997 /* Remove detection */
6001 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6003 /* Assume invisible */
6006 /* Update the monster */
6007 update_mon(i, FALSE);
6009 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6010 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6012 /* Redraw regardless */
6013 lite_spot(m_ptr->fy, m_ptr->fx);
6018 if (p_ptr->pclass == CLASS_IMITATOR)
6020 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6023 for (i = 0; i < p_ptr->mane_num; i++)
6025 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6026 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6030 p_ptr->redraw |= (PR_IMITATION);
6032 if (p_ptr->action == ACTION_LEARN)
6035 p_ptr->redraw |= (PR_STATE);
6038 if (world_player && (p_ptr->energy_need > - 1000))
6041 p_ptr->redraw |= (PR_MAP);
6043 /* Update monsters */
6044 p_ptr->update |= (PU_MONSTERS);
6047 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6050 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6052 msg_print("You feel time flowing around you once more.");
6055 world_player = FALSE;
6056 p_ptr->energy_need = ENERGY_NEED();
6058 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6063 /* Hack -- notice death */
6064 if (!p_ptr->playing || p_ptr->is_dead)
6066 world_player = FALSE;
6071 if (energy_use && reset_concent) reset_concentration(TRUE);
6073 /* Handle "leaving" */
6074 if (p_ptr->leaving) break;
6077 /* Update scent trail */
6083 * Interact with the current dungeon level.
6085 * This function will not exit until the level is completed,
6086 * the user dies, or the game is terminated.
6088 static void dungeon(bool load_game)
6092 /* Set the base level */
6093 base_level = dun_level;
6095 /* Reset various flags */
6099 p_ptr->leaving = FALSE;
6101 /* Reset the "command" vars */
6104 #if 0 /* Don't reset here --- It's used for Arena */
6113 /* Cancel the target */
6117 ambush_flag = FALSE;
6119 /* Cancel the health bar */
6122 /* Check visual effects */
6123 shimmer_monsters = TRUE;
6124 shimmer_objects = TRUE;
6125 repair_monsters = TRUE;
6126 repair_objects = TRUE;
6132 /* Get index of current quest (if any) */
6133 quest_num = quest_number(dun_level);
6135 /* Inside a quest? */
6138 /* Mark the quest monster */
6139 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6142 /* Track maximum player level */
6143 if (p_ptr->max_plv < p_ptr->lev)
6145 p_ptr->max_plv = p_ptr->lev;
6149 /* Track maximum dungeon level (if not in quest -KMW-) */
6150 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6152 max_dlv[dungeon_type] = dun_level;
6153 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6156 (void)calculate_upkeep();
6158 /* Validate the panel */
6159 panel_bounds_center();
6161 /* Verify the panel */
6164 /* Flush messages */
6168 /* Enter "xtra" mode */
6169 character_xtra = TRUE;
6172 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6174 /* Redraw dungeon */
6175 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6178 p_ptr->redraw |= (PR_MAP);
6181 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6183 /* Update lite/view */
6184 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6186 /* Update monsters */
6187 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6189 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6192 /* Leave "xtra" mode */
6193 character_xtra = FALSE;
6196 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6198 /* Combine / Reorder the pack */
6199 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6201 /* Handle "p_ptr->notice" */
6204 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6210 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6211 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6212 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6214 if (p_ptr->inside_battle)
6218 p_ptr->energy_need = 0;
6224 msg_print("»î¹ç³«»Ï¡ª");
6226 msg_format("Ready..Fight!");
6232 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6233 p_ptr->magic_num1[0] = MUSIC_DETECT;
6235 /* Hack -- notice death or departure */
6236 if (!p_ptr->playing || p_ptr->is_dead) return;
6238 /* Print quest message if appropriate */
6239 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6241 quest_discovery(random_quest_number(dun_level));
6242 p_ptr->inside_quest = random_quest_number(dun_level);
6244 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6246 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6248 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6249 d_name+d_info[dungeon_type].name,
6250 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6252 msg_format("%^s lives in this level as the keeper of %s.",
6253 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6254 d_name+d_info[dungeon_type].name);
6258 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6260 /*** Process this dungeon level ***/
6262 /* Reset the monster generation level */
6263 monster_level = base_level;
6265 /* Reset the object generation level */
6266 object_level = base_level;
6270 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6271 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6272 p_ptr->energy_need = 0;
6274 /* Not leaving dungeon */
6275 p_ptr->leaving_dungeon = FALSE;
6277 /* Initialize monster process */
6283 /* Hack -- Compact the monster list occasionally */
6284 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6286 /* Hack -- Compress the monster list occasionally */
6287 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6290 /* Hack -- Compact the object list occasionally */
6291 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6293 /* Hack -- Compress the object list occasionally */
6294 if (o_cnt + 32 < o_max) compact_objects(0);
6297 /* Process the player */
6300 /* Handle "p_ptr->notice" */
6303 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6306 /* Hack -- Hilite the player */
6307 move_cursor_relative(py, px);
6309 /* Optional fresh */
6310 if (fresh_after) Term_fresh();
6312 /* Hack -- Notice death or departure */
6313 if (!p_ptr->playing || p_ptr->is_dead) break;
6315 /* Process all of the monsters */
6318 /* Handle "p_ptr->notice" */
6321 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6324 /* Hack -- Hilite the player */
6325 move_cursor_relative(py, px);
6327 /* Optional fresh */
6328 if (fresh_after) Term_fresh();
6330 /* Hack -- Notice death or departure */
6331 if (!p_ptr->playing || p_ptr->is_dead) break;
6334 /* Process the world */
6337 /* Handle "p_ptr->notice" */
6340 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6343 /* Hack -- Hilite the player */
6344 move_cursor_relative(py, px);
6346 /* Optional fresh */
6347 if (fresh_after) Term_fresh();
6349 /* Hack -- Notice death or departure */
6350 if (!p_ptr->playing || p_ptr->is_dead) break;
6352 /* Handle "leaving" */
6353 if (p_ptr->leaving) break;
6355 /* Count game turns */
6358 if (dungeon_turn < dungeon_turn_limit)
6360 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6361 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6364 prevent_turn_overflow();
6366 if (wild_regen) wild_regen--;
6369 /* Inside a quest and non-unique questor? */
6370 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6372 /* Un-mark the quest monster */
6373 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6376 /* Not save-and-quit and not dead? */
6377 if (p_ptr->playing && !p_ptr->is_dead)
6380 * Maintain Unique monsters and artifact, save current
6381 * floor, then prepare next floor
6385 /* Forget the flag */
6386 reinit_wilderness = FALSE;
6389 /* Write about current level on the play record once per level */
6395 * Load some "user pref files"
6397 * Modified by Arcum Dagsson to support
6398 * separate macro files for different realms.
6400 static void load_all_pref_files(void)
6404 /* Access the "user" pref file */
6405 sprintf(buf, "user.prf");
6407 /* Process that file */
6408 process_pref_file(buf);
6410 /* Access the "user" system pref file */
6411 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6413 /* Process that file */
6414 process_pref_file(buf);
6416 /* Access the "race" pref file */
6417 sprintf(buf, "%s.prf", rp_ptr->title);
6419 /* Process that file */
6420 process_pref_file(buf);
6422 /* Access the "class" pref file */
6423 sprintf(buf, "%s.prf", cp_ptr->title);
6425 /* Process that file */
6426 process_pref_file(buf);
6428 /* Access the "character" pref file */
6429 sprintf(buf, "%s.prf", player_base);
6431 /* Process that file */
6432 process_pref_file(buf);
6434 /* Access the "realm 1" pref file */
6435 if (p_ptr->realm1 != REALM_NONE)
6437 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6439 /* Process that file */
6440 process_pref_file(buf);
6443 /* Access the "realm 2" pref file */
6444 if (p_ptr->realm2 != REALM_NONE)
6446 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6448 /* Process that file */
6449 process_pref_file(buf);
6453 /* Load an autopick preference file */
6454 autopick_load_pref(FALSE);
6459 * Extract option variables from bit sets
6461 void extract_option_vars(void)
6465 for (i = 0; option_info[i].o_desc; i++)
6467 int os = option_info[i].o_set;
6468 int ob = option_info[i].o_bit;
6470 /* Set the "default" options */
6471 if (option_info[i].o_var)
6474 if (option_flag[os] & (1L << ob))
6477 (*option_info[i].o_var) = TRUE;
6484 (*option_info[i].o_var) = FALSE;
6492 * Determine bounty uniques
6494 void determine_bounty_uniques(void)
6497 monster_race *r_ptr;
6499 get_mon_num_prep(NULL, NULL);
6500 for (i = 0; i < MAX_KUBI; i++)
6504 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6505 r_ptr = &r_info[kubi_r_idx[i]];
6507 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6509 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6511 if (r_ptr->rarity > 100) continue;
6513 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6515 for (j = 0; j < i; j++)
6516 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6523 for (i = 0; i < MAX_KUBI - 1; i++)
6525 for (j = i; j < MAX_KUBI; j++)
6527 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6529 tmp = kubi_r_idx[i];
6530 kubi_r_idx[i] = kubi_r_idx[j];
6531 kubi_r_idx[j] = tmp;
6539 * Determine today's bounty monster
6540 * Note: conv_old is used if loaded 0.0.3 or older save file
6542 void determine_today_mon(bool conv_old)
6545 bool old_inside_battle = p_ptr->inside_battle;
6546 monster_race *r_ptr;
6550 for (i = 0; i < max_d_idx; i++)
6552 if (max_dlv[i] < d_info[i].mindepth) continue;
6553 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6556 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6558 p_ptr->inside_battle = TRUE;
6559 get_mon_num_prep(NULL, NULL);
6563 today_mon = get_mon_num(max_dl);
6564 r_ptr = &r_info[today_mon];
6566 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6567 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6568 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6569 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6570 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6571 if (r_ptr->rarity > 10) continue;
6575 p_ptr->today_mon = 0;
6576 p_ptr->inside_battle = old_inside_battle;
6581 * Actually play a game
6583 * If the "new_game" parameter is true, then, after loading the
6584 * savefile, we will commit suicide, if necessary, to allow the
6585 * player to start a new game.
6587 void play_game(bool new_game)
6590 bool load_game = TRUE;
6600 else if (chuukei_server)
6602 prepare_chuukei_hooks();
6613 hack_mutation = FALSE;
6615 /* Hack -- Character is "icky" */
6616 character_icky = TRUE;
6618 /* Make sure main term is active */
6619 Term_activate(angband_term[0]);
6621 /* Initialise the resize hooks */
6622 angband_term[0]->resize_hook = resize_map;
6624 for (i = 1; i < 8; i++)
6626 /* Does the term exist? */
6627 if (angband_term[i])
6629 /* Add the redraw on resize hook */
6630 angband_term[i]->resize_hook = redraw_window;
6634 /* Hack -- turn off the cursor */
6635 (void)Term_set_cursor(0);
6638 /* Attempt to load */
6643 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6645 quit("broken savefile");
6650 /* Extract the options */
6651 extract_option_vars();
6653 /* Report waited score */
6654 if (p_ptr->wait_report_score)
6660 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6662 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6667 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6672 p_ptr->is_dead = TRUE;
6674 start_time = time(NULL);
6676 /* No suspending now */
6677 signals_ignore_tstp();
6679 /* Hack -- Character is now "icky" */
6680 character_icky = TRUE;
6682 /* Build the filename */
6683 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6685 /* Open the high score file, for reading/writing */
6686 highscore_fd = fd_open(buf, O_RDWR);
6688 /* Handle score, show Top scores */
6689 success = send_world_score(TRUE);
6692 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6694 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6698 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6700 prt("standing by for future registration...", 0, 0);
6706 p_ptr->wait_report_score = FALSE;
6709 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6711 if (!save_player()) msg_print("death save failed!");
6714 /* Shut the high score file */
6715 (void)fd_close(highscore_fd);
6717 /* Forget the high score fd */
6720 /* Allow suspending now */
6721 signals_handle_tstp();
6726 creating_savefile = new_game;
6728 /* Nothing loaded */
6729 if (!character_loaded)
6731 /* Make new player */
6734 /* The dungeon is not ready */
6735 character_dungeon = FALSE;
6737 /* Prepare to init the RNG */
6740 /* Initialize the saved floors data */
6741 init_saved_floors(FALSE);
6744 /* Old game is loaded. But new game is requested. */
6747 /* Initialize the saved floors data */
6748 init_saved_floors(TRUE);
6751 /* Process old character */
6754 /* Process the player name */
6755 process_player_name(FALSE);
6764 seed = (time(NULL));
6768 /* Mutate the seed on Unix machines */
6769 seed = ((seed >> 3) * (getpid() << 1));
6773 /* Use the complex RNG */
6776 /* Seed the "complex" RNG */
6777 Rand_state_init(seed);
6780 /* Roll new character */
6783 /* The dungeon is not ready */
6784 character_dungeon = FALSE;
6788 p_ptr->inside_quest = 0;
6789 p_ptr->inside_arena = FALSE;
6790 p_ptr->inside_battle = FALSE;
6794 /* Hack -- seed for flavors */
6795 seed_flavor = randint0(0x10000000);
6797 /* Hack -- seed for town layout */
6798 seed_town = randint0(0x10000000);
6800 /* Roll up a new character */
6808 determine_bounty_uniques();
6809 determine_today_mon(FALSE);
6811 /* Initialize object array */
6816 write_level = FALSE;
6819 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6821 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6825 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6826 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6828 if (p_ptr->riding == -1)
6831 for (i = m_max; i > 0; i--)
6833 if (player_bold(m_list[i].fy, m_list[i].fx))
6842 creating_savefile = FALSE;
6844 p_ptr->teleport_town = FALSE;
6845 p_ptr->sutemi = FALSE;
6846 world_monster = FALSE;
6847 now_damaged = FALSE;
6849 start_time = time(NULL) - 1;
6850 record_o_name[0] = '\0';
6852 /* Reset map panel */
6853 panel_row_min = cur_hgt;
6854 panel_col_min = cur_wid;
6856 /* Sexy gal gets bonus to maximum weapon skill of whip */
6857 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6858 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6860 /* Fill the arrays of floors and walls in the good proportions */
6861 set_floor_and_wall(dungeon_type);
6863 /* Flavor the objects */
6866 /* Flash a message */
6868 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6870 prt("Please wait...", 0, 0);
6874 /* Flush the message */
6878 /* Hack -- Enter wizard mode */
6881 if (enter_wizard_mode())
6883 p_ptr->wizard = TRUE;
6885 if (p_ptr->is_dead || !py || !px)
6887 /* Initialize the saved floors data */
6888 init_saved_floors(TRUE);
6891 p_ptr->inside_quest = 0;
6893 /* Avoid crash in update_view() */
6897 else if (p_ptr->is_dead)
6899 quit("Already dead.");
6903 /* Initialize the town-buildings if necessary */
6904 if (!dun_level && !p_ptr->inside_quest)
6906 /* Init the wilderness */
6908 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6911 init_flags = INIT_ONLY_BUILDINGS;
6913 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6918 /* Generate a dungeon level if needed */
6919 if (!character_dungeon)
6926 /* HACK -- Restore from panic-save */
6927 if (p_ptr->panic_save)
6929 /* No player? -- Try to regenerate floor */
6933 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6935 msg_print("What a strange player location. Regenerate the dungeon floor.");
6940 /* Still no player? -- Try to locate random place */
6941 if (!py || !px) py = px = 10;
6943 /* No longer in panic */
6944 p_ptr->panic_save = 0;
6948 /* Character is now "complete" */
6949 character_generated = TRUE;
6952 /* Hack -- Character is no longer "icky" */
6953 character_icky = FALSE;
6961 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6963 sprintf(buf, "You are standing in the %s.", map_name());
6965 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6970 p_ptr->playing = TRUE;
6972 /* Reset the visual mappings */
6975 /* Load the "pref" files */
6976 load_all_pref_files();
6978 /* Give startup outfit (after loading pref files) */
6984 /* React to changes */
6985 Term_xtra(TERM_XTRA_REACT, 0);
6988 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6991 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6997 /* Set or clear "rogue_like_commands" if requested */
6998 if (arg_force_original) rogue_like_commands = FALSE;
6999 if (arg_force_roguelike) rogue_like_commands = TRUE;
7001 /* Hack -- Enforce "delayed death" */
7002 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7004 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7006 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7008 monster_type *m_ptr;
7009 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7010 monster_race *r_ptr = &r_info[pet_r_idx];
7011 place_monster_aux(0, py, px - 1, pet_r_idx,
7012 (PM_FORCE_PET | PM_NO_KAGE));
7013 m_ptr = &m_list[hack_m_idx_ii];
7014 m_ptr->mspeed = r_ptr->speed;
7015 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7016 m_ptr->max_maxhp = m_ptr->maxhp;
7017 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7018 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7021 (void)combine_and_reorder_home(STORE_HOME);
7022 (void)combine_and_reorder_home(STORE_MUSEUM);
7027 /* Process the level */
7030 /* Handle "p_ptr->notice" */
7033 /* Hack -- prevent "icky" message */
7034 character_xtra = TRUE;
7036 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7039 character_xtra = FALSE;
7041 /* Cancel the target */
7044 /* Cancel the health bar */
7048 /* Forget the lite */
7051 /* Forget the view */
7054 /* Forget the view */
7057 /* Handle "quit and save" */
7058 if (!p_ptr->playing && !p_ptr->is_dead) break;
7060 /* Erase the old cave */
7062 if (!p_ptr->is_dead) wipe_m_list();
7070 /* Accidental Death */
7071 if (p_ptr->playing && p_ptr->is_dead)
7073 if (p_ptr->inside_arena)
7075 p_ptr->inside_arena = FALSE;
7076 if (p_ptr->arena_number > MAX_ARENA_MONS)
7077 p_ptr->arena_number++;
7079 p_ptr->arena_number = -1 - p_ptr->arena_number;
7080 p_ptr->is_dead = FALSE;
7082 p_ptr->chp_frac = 0;
7083 p_ptr->exit_bldg = TRUE;
7086 /* Leave through the exit */
7087 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7089 /* prepare next floor */
7094 /* Mega-Hack -- Allow player to cheat death */
7096 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7098 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7101 /* Mark social class, reset age, if needed */
7102 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7108 p_ptr->noscore |= 0x0001;
7112 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7114 msg_print("You invoke wizard mode and cheat death.");
7118 /* Restore hit points */
7119 p_ptr->chp = p_ptr->mhp;
7120 p_ptr->chp_frac = 0;
7122 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7124 for (i = 0; i < EATER_EXT*2; i++)
7126 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7128 for (; i < EATER_EXT*3; i++)
7130 p_ptr->magic_num1[i] = 0;
7133 /* Restore spell points */
7134 p_ptr->csp = p_ptr->msp;
7135 p_ptr->csp_frac = 0;
7137 /* Hack -- cancel recall */
7138 if (p_ptr->word_recall)
7142 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7144 msg_print("A tension leaves the air around you...");
7149 /* Hack -- Prevent recall */
7150 p_ptr->word_recall = 0;
7151 p_ptr->redraw |= (PR_STATUS);
7154 /* Hack -- cancel alter */
7155 if (p_ptr->alter_reality)
7157 /* Hack -- Prevent alter */
7158 p_ptr->alter_reality = 0;
7159 p_ptr->redraw |= (PR_STATUS);
7162 /* Note cause of death XXX XXX XXX */
7164 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7166 (void)strcpy(p_ptr->died_from, "Cheating death");
7170 p_ptr->is_dead = FALSE;
7172 /* Hack -- Healing */
7174 (void)set_confused(0);
7175 (void)set_poisoned(0);
7176 (void)set_afraid(0);
7177 (void)set_paralyzed(0);
7182 /* Hack -- Prevent starvation */
7183 (void)set_food(PY_FOOD_MAX - 1);
7186 p_ptr->inside_arena = FALSE;
7187 p_ptr->inside_battle = FALSE;
7189 p_ptr->inside_quest = 0;
7190 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7192 if (lite_town || vanilla_town)
7194 p_ptr->wilderness_y = 1;
7195 p_ptr->wilderness_x = 1;
7209 p_ptr->wilderness_y = 48;
7210 p_ptr->wilderness_x = 5;
7216 p_ptr->wild_mode = FALSE;
7217 p_ptr->leaving = TRUE;
7220 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7222 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7225 /* Prepare next floor */
7232 /* Handle "death" */
7233 if (p_ptr->is_dead) break;
7235 /* Make a new level */
7246 s32b turn_real(s32b hoge)
7248 switch (p_ptr->start_race)
7254 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7261 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7262 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7264 void prevent_turn_overflow(void)
7266 int rollback_days, i, j;
7267 s32b rollback_turns;
7269 if (turn < turn_limit) return;
7271 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7272 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7274 if (turn > rollback_turns) turn -= rollback_turns;
7275 else turn = 1; /* Paranoia */
7276 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7278 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7279 else old_battle = 1;
7280 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7281 else p_ptr->feeling_turn = 1;
7283 for (i = 1; i < max_towns; i++)
7285 for (j = 0; j < MAX_STORES; j++)
7287 store_type *st_ptr = &town[i].store[j];
7289 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7291 st_ptr->last_visit -= rollback_turns;
7292 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7295 if (st_ptr->store_open)
7297 st_ptr->store_open -= rollback_turns;
7298 if (st_ptr->store_open < 1) st_ptr->store_open = 1;