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 (artifact_p(o_ptr) || o_ptr->art_name)
30 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
37 if (ego_item_p(o_ptr))
40 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (cursed_p(o_ptr)) return FEEL_CURSED;
50 if (broken_p(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 (cursed_p(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (broken_p(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (ego_item_p(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_known_p(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;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
644 teleport_player(200);
653 if (command_arg < min_level) command_arg = min_level;
656 if (command_arg > max_level) command_arg = max_level;
660 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
662 msg_format("You teleport to dungeon level %d.", command_arg);
666 if (autosave_l) do_cmd_save_game(TRUE);
669 dun_level = command_arg;
673 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
675 p_ptr->inside_quest = 0;
679 * Clear all saved floors
680 * and create a first saved floor
682 prepare_change_floor_mode(CFM_FIRST_FLOOR);
685 p_ptr->leaving = TRUE;
689 static void wreck_the_pattern(void)
691 int to_ruin = 0, r_y, r_x;
693 if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
700 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
701 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
703 msg_print("You bleed on the Pattern!");
704 msg_print("Something terrible happens!");
710 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
712 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 ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
723 (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
725 cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
729 cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
736 if ((cave[py][px].feat < FEAT_PATTERN_START) ||
737 (cave[py][px].feat > FEAT_PATTERN_XTRA2))
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 if (cave[py][px].feat == FEAT_PATTERN_END)
748 (void)set_poisoned(0);
754 (void)do_res_stat(A_STR);
755 (void)do_res_stat(A_INT);
756 (void)do_res_stat(A_WIS);
757 (void)do_res_stat(A_DEX);
758 (void)do_res_stat(A_CON);
759 (void)do_res_stat(A_CHR);
760 (void)restore_level();
761 (void)hp_player(1000);
762 cave_set_feat(py, px, FEAT_PATTERN_OLD);
764 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
766 msg_print("This section of the Pattern looks less powerful.");
773 * We could make the healing effect of the
774 * Pattern center one-time only to avoid various kinds
775 * of abuse, like luring the win monster into fighting you
776 * in the middle of the pattern...
779 else if (cave[py][px].feat == FEAT_PATTERN_OLD)
783 else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
787 else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
791 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
793 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
799 if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
801 else if (!IS_INVULN())
803 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
805 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
818 * Regenerate hit points -RAK-
820 static void regenhp(int percent)
822 s32b new_chp, new_chp_frac;
825 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
826 if (p_ptr->action == ACTION_HAYAGAKE) return;
827 /* Save the old hitpoints */
828 old_chp = p_ptr->chp;
830 /* Extract the new hitpoints */
831 new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
832 p_ptr->chp += (s16b)(new_chp >> 16); /* div 65536 */
834 /* check for overflow */
835 if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
836 new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac; /* mod 65536 */
837 if (new_chp_frac >= 0x10000L)
839 p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
844 p_ptr->chp_frac = (u16b)new_chp_frac;
848 if (p_ptr->chp >= p_ptr->mhp)
850 p_ptr->chp = p_ptr->mhp;
855 if (old_chp != p_ptr->chp)
858 p_ptr->redraw |= (PR_HP);
861 p_ptr->window |= (PW_PLAYER);
869 * Regenerate mana points -RAK-
871 static void regenmana(int percent)
873 s32b new_mana, new_mana_frac;
875 bool old_csp_msp = (p_ptr->csp > p_ptr->msp);
877 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
878 if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
879 old_csp = p_ptr->csp;
880 new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
881 if (old_csp_msp && (new_mana > 0))
885 p_ptr->csp -= (s16b)(new_mana >> 16); /* div 65536 */
886 new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
890 if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
891 p_ptr->csp += (s16b)(new_mana >> 16); /* div 65536 */
893 new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac; /* mod 65536 */
895 if (new_mana_frac >= 0x10000L)
897 p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
902 p_ptr->csp_frac = (u16b)(new_mana_frac);
905 /* check for overflow */
912 /* Must set frac to zero even if equal */
913 if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
915 p_ptr->csp = p_ptr->msp;
920 if (old_csp != p_ptr->csp)
923 p_ptr->redraw |= (PR_MANA);
926 p_ptr->window |= (PW_PLAYER);
927 p_ptr->window |= (PW_SPELL);
938 static void regenmagic(int percent)
943 for (i = 0; i < EATER_EXT*2; i++)
945 if (!p_ptr->magic_num2[i]) continue;
946 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
947 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
948 p_ptr->magic_num1[i] += new_mana;
950 /* Must set frac to zero even if equal */
951 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
953 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
957 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
959 if (!p_ptr->magic_num1[i]) continue;
960 if (!p_ptr->magic_num2[i]) continue;
961 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
962 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
973 * Regenerate the monsters (once per 100 game turns)
975 * XXX XXX XXX Should probably be done during monster turns.
977 static void regen_monsters(void)
982 /* Regenerate everyone */
983 for (i = 1; i < m_max; i++)
985 /* Check the i'th monster */
986 monster_type *m_ptr = &m_list[i];
987 monster_race *r_ptr = &r_info[m_ptr->r_idx];
990 /* Skip dead monsters */
991 if (!m_ptr->r_idx) continue;
993 /* Allow regeneration (if needed) */
994 if (m_ptr->hp < m_ptr->maxhp)
996 /* Hack -- Base regeneration */
997 frac = m_ptr->maxhp / 100;
999 /* Hack -- Minimal regeneration rate */
1000 if (!frac) if (one_in_(2)) frac = 1;
1002 /* Hack -- Some monsters regenerate quickly */
1003 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1005 /* Hack -- Regenerate */
1008 /* Do not over-regenerate */
1009 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1011 /* Redraw (later) if needed */
1012 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1013 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1020 * Regenerate the captured monsters (once per 30 game turns)
1022 * XXX XXX XXX Should probably be done during monster turns.
1024 static void regen_captured_monsters(void)
1029 /* Regenerate everyone */
1030 for (i = 0; i < INVEN_TOTAL; i++)
1032 monster_race *r_ptr;
1033 object_type *o_ptr = &inventory[i];
1035 if (!o_ptr->k_idx) continue;
1036 if (o_ptr->tval != TV_CAPTURE) continue;
1037 if (!o_ptr->pval) continue;
1041 r_ptr = &r_info[o_ptr->pval];
1043 /* Allow regeneration (if needed) */
1044 if (o_ptr->xtra4 < o_ptr->xtra5)
1046 /* Hack -- Base regeneration */
1047 frac = o_ptr->xtra5 / 100;
1049 /* Hack -- Minimal regeneration rate */
1050 if (!frac) if (one_in_(2)) frac = 1;
1052 /* Hack -- Some monsters regenerate quickly */
1053 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1055 /* Hack -- Regenerate */
1056 o_ptr->xtra4 += frac;
1058 /* Do not over-regenerate */
1059 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1066 p_ptr->notice |= (PN_COMBINE);
1069 p_ptr->window |= (PW_INVEN);
1070 p_ptr->window |= (PW_EQUIP);
1077 * Process the counters of monsters (once per 10 game turns)
1079 * This function is to process monsters' counters same as player's.
1081 static void process_monsters_counters(void)
1084 monster_type *m_ptr;
1085 monster_race *r_ptr;
1087 u32b noise; /* Hack -- local "player stealth" value */
1089 /* Handle "leaving" */
1090 if (p_ptr->leaving) return;
1092 /* Hack -- calculate the "player noise" */
1093 noise = (1L << (30 - p_ptr->skill_stl));
1095 /* Process the monsters (backwards) */
1096 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
1098 /* Access the monster */
1099 m_ptr = &m_list[m_idx];
1100 r_ptr = &r_info[m_ptr->r_idx];
1102 /* Ignore "dead" monsters */
1103 if (!m_ptr->r_idx) continue;
1105 /* Handle Invulnerability */
1106 if (m_ptr->invulner)
1108 /* Reduce by one, note if expires */
1111 if (!m_ptr->invulner)
1117 /* Acquire the monster name */
1118 monster_desc(m_name, m_ptr, 0);
1120 /* Dump a message */
1122 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
1124 msg_format("%^s is no longer invulnerable.", m_name);
1127 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1128 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1130 if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
1137 /* Reduce by one, note if expires */
1140 if (!m_ptr->fast && m_ptr->ml)
1144 /* Acquire the monster name */
1145 monster_desc(m_name, m_ptr, 0);
1147 /* Dump a message */
1149 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1151 msg_format("%^s is no longer fast.", m_name);
1154 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1155 if (p_ptr->riding == m_idx)
1157 p_ptr->redraw |= (PR_UHEALTH);
1158 p_ptr->update |= (PU_BONUS);
1166 /* Reduce by one, note if expires */
1169 if (!m_ptr->slow && m_ptr->ml)
1173 /* Acquire the monster name */
1174 monster_desc(m_name, m_ptr, 0);
1176 /* Dump a message */
1178 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1180 msg_format("%^s is no longer slow.", m_name);
1183 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1184 if (p_ptr->riding == m_idx)
1186 p_ptr->redraw |= (PR_UHEALTH);
1187 p_ptr->update |= (PU_BONUS);
1192 /* Handle "sleep" */
1195 /* Assume does not wake up */
1198 /* Hack -- Require proximity */
1199 if (m_ptr->cdis < AAF_LIMIT)
1201 /* Handle "sensing radius" */
1202 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
1204 /* We may wake up */
1208 /* Handle "sight" and "aggravation" */
1209 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
1211 /* We may wake up */
1218 u32b notice = randint0(1024);
1220 /* Nightmare monsters are more alert */
1221 if (ironman_nightmare) notice /= 2;
1223 /* Hack -- See if monster "notices" player */
1224 if ((notice * notice * notice) <= noise)
1226 /* Hack -- amount of "waking" */
1227 /* Wake up faster near the player */
1228 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
1230 /* Hack -- amount of "waking" is affected by speed of player */
1231 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
1235 if (m_ptr->csleep > d)
1237 /* Monster wakes up "a little bit" */
1240 /* Notice the "not waking up" */
1243 /* Hack -- Count the ignores */
1244 if (r_ptr->r_ignore < MAX_UCHAR)
1254 /* Reset sleep counter */
1257 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1259 /* Notice the "waking up" */
1264 /* Acquire the monster name */
1265 monster_desc(m_name, m_ptr, 0);
1267 /* Dump a message */
1269 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1271 msg_format("%^s wakes up.", m_name);
1274 /* Redraw the health bar */
1275 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1276 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1278 /* Hack -- Count the wakings */
1279 if (r_ptr->r_wake < MAX_UCHAR)
1294 /* Make a "saving throw" against stun */
1295 if (randint0(10000) <= r_ptr->level * r_ptr->level)
1301 /* Hack -- Recover from stun */
1302 if (m_ptr->stunned > d)
1304 /* Recover somewhat */
1305 m_ptr->stunned -= d;
1314 /* Message if visible */
1319 /* Acquire the monster name */
1320 monster_desc(m_name, m_ptr, 0);
1322 /* Dump a message */
1324 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1326 msg_format("%^s is no longer stunned.", m_name);
1329 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1330 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1335 /* Handle confusion */
1336 if (m_ptr->confused)
1338 /* Amount of "boldness" */
1339 int d = randint1(r_ptr->level / 20 + 1);
1341 /* Still confused */
1342 if (m_ptr->confused > d)
1344 /* Reduce the confusion */
1345 m_ptr->confused -= d;
1351 /* No longer confused */
1352 m_ptr->confused = 0;
1354 /* Message if visible */
1359 /* Acquire the monster name */
1360 monster_desc(m_name, m_ptr, 0);
1362 /* Dump a message */
1364 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1366 msg_format("%^s is no longer confused.", m_name);
1369 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1370 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1378 /* Amount of "boldness" */
1379 int d = randint1(r_ptr->level / 20 + 1);
1382 if (m_ptr->monfear > d)
1384 /* Reduce the fear */
1385 m_ptr->monfear -= d;
1388 /* Recover from fear, take note if seen */
1391 /* No longer afraid */
1401 /* Acquire the monster possessive */
1402 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1405 /* Acquire the monster name */
1406 monster_desc(m_name, m_ptr, 0);
1408 /* Dump a message */
1410 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
1412 msg_format("%^s recovers %s courage.", m_name, m_poss);
1415 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1416 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1424 static void notice_lite_change(object_type *o_ptr)
1426 /* Hack -- notice interesting fuel steps */
1427 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1430 p_ptr->window |= (PW_EQUIP);
1433 /* Hack -- Special treatment when blind */
1436 /* Hack -- save some light for later */
1437 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1440 /* The light is now out */
1441 else if (o_ptr->xtra4 == 0)
1445 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1447 msg_print("Your light has gone out!");
1449 p_ptr->update |= (PU_BONUS);
1452 /* The light is getting dim */
1453 else if (o_ptr->name2 == EGO_LITE_LONG)
1455 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1456 && (turn % (TURNS_PER_TICK*2)))
1458 if (disturb_minor) disturb(0, 0);
1460 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1462 msg_print("Your light is growing faint.");
1468 /* The light is getting dim */
1469 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1471 if (disturb_minor) disturb(0, 0);
1473 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1475 msg_print("Your light is growing faint.");
1482 void leave_quest_check(void)
1484 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1485 leaving_quest = p_ptr->inside_quest;
1487 /* Leaving an 'only once' quest marks it as failed */
1488 if (leaving_quest &&
1489 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1490 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1492 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1493 quest[leaving_quest].complev = (byte)p_ptr->lev;
1494 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1496 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1497 if (record_rand_quest)
1498 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1500 /* Floor of random quest will be blocked */
1501 prepare_change_floor_mode(CFM_NO_RETURN);
1503 else if (record_fix_quest)
1504 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1510 * Forcibly pseudo-identify an object in the inventory
1513 * note: currently this function allows pseudo-id of any object,
1514 * including silly ones like potions & scrolls, which always
1515 * get '{average}'. This should be changed, either to stop such
1516 * items from being pseudo-id'd, or to allow psychometry to
1517 * detect whether the unidentified potion/scroll/etc is
1518 * good (Cure Light Wounds, Restore Strength, etc) or
1519 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1521 bool psychometry(void)
1525 char o_name[MAX_NLEN];
1530 item_tester_no_ryoute = TRUE;
1533 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1534 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1536 q = "Meditate on which item? ";
1537 s = "You have nothing appropriate.";
1540 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1542 /* Get the item (in the pack) */
1545 o_ptr = &inventory[item];
1548 /* Get the item (on the floor) */
1551 o_ptr = &o_list[0 - item];
1554 /* It is fully known, no information needed */
1555 if (object_known_p(o_ptr))
1558 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1560 msg_print("You cannot find out anything more about that.");
1566 /* Check for a feeling */
1567 feel = value_check_aux1(o_ptr);
1569 /* Get an object description */
1570 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1572 /* Skip non-feelings */
1576 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1578 msg_format("You do not perceive anything unusual about the %s.", o_name);
1585 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1586 o_name, game_inscriptions[feel]);
1588 msg_format("You feel that the %s %s %s...",
1589 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1590 game_inscriptions[feel]);
1594 /* We have "felt" it */
1595 o_ptr->ident |= (IDENT_SENSE);
1598 o_ptr->feeling = feel;
1600 /* Combine / Reorder the pack (later) */
1601 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1604 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1606 /* Valid "tval" codes */
1607 switch (o_ptr->tval)
1635 /* Auto-inscription/destroy */
1636 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1638 /* Something happened */
1643 static void gere_music(s32b music)
1651 stun_monsters(damroll(p_ptr->lev/10,2));
1654 hp_player(damroll(2,6));
1657 project_hack(GF_TURN_ALL, p_ptr->lev);
1660 project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1663 project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1666 confuse_monsters(p_ptr->lev * 2);
1669 project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1672 charm_monsters(damroll(10 + p_ptr->lev/15,6));
1675 project(0, 0, py, px,
1676 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1679 dispel_monsters(randint1(p_ptr->lev * 3));
1680 dispel_evil(randint1(p_ptr->lev * 3));
1687 earthquake(py, px, 10);
1690 stasis_monsters(p_ptr->lev * 4);
1693 dispel_monsters(randint1(p_ptr->lev * 3));
1696 hp_player(damroll(15,10));
1700 case MUSIC_DETECT+19:
1702 case MUSIC_DETECT+11:
1703 case MUSIC_DETECT+12:
1704 case MUSIC_DETECT+13:
1705 case MUSIC_DETECT+14:
1706 case MUSIC_DETECT+15:
1707 case MUSIC_DETECT+16:
1708 case MUSIC_DETECT+17:
1709 case MUSIC_DETECT+18:
1710 map_area(DETECT_RAD_MAP);
1711 if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1712 case MUSIC_DETECT+6:
1713 case MUSIC_DETECT+7:
1714 case MUSIC_DETECT+8:
1715 case MUSIC_DETECT+9:
1716 case MUSIC_DETECT+10:
1717 /* There are too many hidden treasure. So... */
1718 /* detect_treasure(DETECT_RAD_DEFAULT); */
1719 detect_objects_gold(DETECT_RAD_DEFAULT);
1720 detect_objects_normal(DETECT_RAD_DEFAULT);
1721 if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1722 case MUSIC_DETECT+3:
1723 case MUSIC_DETECT+4:
1724 case MUSIC_DETECT+5:
1725 detect_monsters_invis(DETECT_RAD_DEFAULT);
1726 detect_monsters_normal(DETECT_RAD_DEFAULT);
1727 if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1729 case MUSIC_DETECT+1:
1730 case MUSIC_DETECT+2:
1731 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1732 detect_doors(DETECT_RAD_DEFAULT);
1733 detect_stairs(DETECT_RAD_DEFAULT);
1734 if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1740 * If player has inscribed the object with "!!", let him know when it's
1743 static void recharged_notice(object_type *o_ptr)
1745 char o_name[MAX_NLEN];
1749 /* No inscription */
1750 if (!o_ptr->inscription) return;
1753 s = my_strchr(quark_str(o_ptr->inscription), '!');
1755 /* Process notification request. */
1758 /* Find another '!' */
1761 /* Describe (briefly) */
1762 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1764 /* Notify the player */
1766 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1768 if (o_ptr->number > 1)
1769 msg_format("Your %s are recharged.", o_name);
1771 msg_format("Your %s is recharged.", o_name);
1780 /* Keep looking for '!'s */
1781 s = my_strchr(s + 1, '!');
1786 static void check_music(void)
1792 /* Music singed by player */
1793 if (p_ptr->pclass != CLASS_BARD) return;
1794 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1796 spell = p_ptr->magic_num2[0];
1797 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1799 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1800 need_mana *= 0x8000;
1801 if (((u32b)p_ptr->csp < (need_mana / 0x10000)) || (p_ptr->anti_magic))
1808 p_ptr->csp -= (u16b) (need_mana / 0x10000);
1809 need_mana = (need_mana & 0xffff);
1810 if ((u32b)p_ptr->csp_frac < need_mana)
1813 p_ptr->csp_frac += (u16b)(0x10000L - need_mana);
1817 p_ptr->csp_frac -= (u16b)need_mana;
1820 p_ptr->redraw |= PR_MANA;
1821 if (p_ptr->magic_num1[1])
1823 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1824 p_ptr->magic_num1[1] = 0;
1826 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1828 msg_print("You restart singing.");
1830 p_ptr->action = ACTION_SING;
1832 /* Recalculate bonuses */
1833 p_ptr->update |= (PU_BONUS | PU_HP);
1835 /* Redraw map and status bar */
1836 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1838 /* Update monsters */
1839 p_ptr->update |= (PU_MONSTERS);
1842 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1845 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1846 p_ptr->spell_exp[spell] += 5;
1847 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1848 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1849 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1850 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1851 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1852 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1854 gere_music(p_ptr->magic_num1[0]);
1857 /* Choose one of items that have cursed flag */
1858 static object_type *choose_cursed_obj_name(u32b flag)
1861 int choices[INVEN_TOTAL-INVEN_RARM];
1864 /* Paranoia -- Player has no warning-item */
1865 if (!(p_ptr->cursed & flag)) return NULL;
1867 /* Search Inventry */
1868 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1870 object_type *o_ptr = &inventory[i];
1872 if (o_ptr->curse_flags & flag)
1874 choices[number] = i;
1879 /* Choice one of them */
1880 return (&inventory[choices[randint0(number)]]);
1885 * Handle certain things once every 10 game turns
1887 static void process_world(void)
1891 bool cave_no_regen = FALSE;
1892 int upkeep_factor = 0;
1897 const int dec_count = (easy_band ? 2 : 1);
1899 int day, hour, min, prev_min;
1901 s32b len = TURNS_PER_TICK * TOWN_DAWN;
1902 s32b tick = turn % len + len / 4;
1904 int quest_num = quest_number(dun_level);
1906 extract_day_hour_min(&day, &hour, &min);
1907 prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
1909 if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
1911 !(quest_num && (is_fixed_quest_idx(quest_num) &&
1912 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
1913 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
1914 !p_ptr->inside_battle)
1916 /* Announce feeling */
1919 /* Update the level indicator */
1920 p_ptr->redraw |= (PR_DEPTH);
1923 if (disturb_minor) disturb(0, 0);
1926 if (p_ptr->inside_battle && !p_ptr->leaving)
1933 /* Count all hostile monsters */
1934 for (i2 = 0; i2 < cur_wid; ++i2)
1935 for (j2 = 0; j2 < cur_hgt; j2++)
1936 if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
1939 win_m_idx = cave[j2][i2].m_idx;
1942 if (number_mon == 0)
1945 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
1947 msg_print("They have kill each other at the same time.");
1950 p_ptr->energy_need = 0;
1953 else if ((number_mon-1) == 0)
1956 monster_type *wm_ptr;
1958 wm_ptr = &m_list[win_m_idx];
1960 monster_desc(m_name, wm_ptr, 0);
1962 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
1964 msg_format("%s is winner!", m_name);
1968 if (win_m_idx == (sel_monster+1))
1971 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
1973 msg_print("Congratulations.");
1976 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
1978 msg_format("You received %d gold.", battle_odds);
1980 p_ptr->au += battle_odds;
1985 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
1987 msg_print("You lost gold.");
1991 p_ptr->energy_need = 0;
1994 else if(turn - old_turn == 150*TURNS_PER_TICK)
1997 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
1999 msg_format("This battle have ended in a draw.");
2001 p_ptr->au += kakekin;
2003 p_ptr->energy_need = 0;
2008 /* Every 10 game turns */
2009 if (turn % TURNS_PER_TICK) return;
2011 /*** Check the Time and Load ***/
2013 if (!(turn % (50*TURNS_PER_TICK)))
2015 /* Check time and load */
2016 if ((0 != check_time()) || (0 != check_load()))
2019 if (closing_flag <= 2)
2024 /* Count warnings */
2029 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
2030 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
2032 msg_print("The gates to ANGBAND are closing...");
2033 msg_print("Please finish up and/or save your game.");
2043 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
2045 msg_print("The gates to ANGBAND are now closed.");
2050 p_ptr->playing = FALSE;
2053 p_ptr->leaving = TRUE;
2058 /*** Attempt timed autosave ***/
2059 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
2061 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
2062 do_cmd_save_game(TRUE);
2068 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
2070 msg_print("You hear noise.");
2074 /*** Handle the wilderness/town (sunshine) ***/
2076 /* While in town/wilderness */
2077 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
2079 /* Hack -- Daybreak/Nighfall in town */
2080 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
2084 /* Check for dawn */
2085 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
2092 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
2094 msg_print("The sun has risen.");
2097 /* Hack -- Scan the town */
2098 for (y = 0; y < cur_hgt; y++)
2100 for (x = 0; x < cur_wid; x++)
2102 /* Get the cave grid */
2103 c_ptr = &cave[y][x];
2106 c_ptr->info |= (CAVE_GLOW);
2108 /* Hack -- Memorize lit grids if allowed */
2109 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
2111 /* Hack -- Notice spot */
2124 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
2126 msg_print("The sun has fallen.");
2129 /* Hack -- Scan the town */
2130 for (y = 0; y < cur_hgt; y++)
2132 for (x = 0; x < cur_wid; x++)
2134 /* Get the cave grid */
2135 c_ptr = &cave[y][x];
2137 /* Feature code (applying "mimic" field) */
2138 feat = get_feat_mimic(c_ptr);
2140 if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
2143 c_ptr->info &= ~(CAVE_GLOW);
2145 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
2147 /* Forget the normal floor grid */
2148 c_ptr->info &= ~(CAVE_MARK);
2150 /* Hack -- Notice spot */
2156 /* Glow deep lava and building entrances */
2157 glow_deep_lava_and_bldg();
2161 /* Update the monsters */
2162 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
2165 p_ptr->redraw |= (PR_MAP);
2168 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2172 /* While in the dungeon (vanilla_town or lite_town mode only) */
2173 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
2175 /*** Shuffle the Storekeepers ***/
2177 /* Chance is only once a day (while in dungeon) */
2178 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
2180 /* Sometimes, shuffle the shop-keepers */
2181 if (one_in_(STORE_SHUFFLE))
2185 /* Pick a random shop (except home) */
2188 n = randint0(MAX_STORES);
2190 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2194 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_info[FEAT_SHOP_HEAD + n].name);
2196 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_info[FEAT_SHOP_HEAD + n].name);
2206 /*** Process the monsters ***/
2208 /* Check for creature generation. */
2209 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
2210 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
2212 /* Make a new monster */
2213 (void)alloc_monster(MAX_SIGHT + 5, 0);
2216 /* Hack -- Check for creature regeneration */
2217 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
2218 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
2220 /* Hack -- Process the counters of all monsters */
2221 process_monsters_counters();
2224 /*** Damage over Time ***/
2226 /* Take damage from poison */
2227 if (p_ptr->poisoned && !IS_INVULN())
2231 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
2233 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
2239 /* (Vampires) Take damage from sunlight */
2240 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2242 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
2244 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2248 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
2249 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
2251 msg_print("The sun's rays scorch your undead flesh!");
2252 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
2255 cave_no_regen = TRUE;
2259 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
2260 !p_ptr->resist_lite)
2262 object_type * o_ptr = &inventory[INVEN_LITE];
2263 char o_name [MAX_NLEN];
2264 char ouch [MAX_NLEN+40];
2266 /* Get an object description */
2267 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2270 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
2272 msg_format("The %s scorches your undead flesh!", o_name);
2276 cave_no_regen = TRUE;
2278 /* Get an object description */
2279 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2282 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
2284 sprintf(ouch, "wielding %s", o_name);
2287 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
2291 if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
2292 !IS_INVULN() && !p_ptr->immune_fire && !p_ptr->ffall)
2294 int damage = 3000 + randint0(2000);
2296 if (prace_is_(RACE_ENT)) damage += damage/3;
2297 if (p_ptr->resist_fire) damage = damage / 3;
2298 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2299 damage = damage / 100 + (randint0(100) < (damage % 100));
2305 msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
2306 take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
2308 msg_print("The lava burns you!");
2309 take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
2312 cave_no_regen = TRUE;
2316 else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
2317 !IS_INVULN() && !p_ptr->immune_fire)
2319 int damage = 6000 + randint0(4000);
2324 if (p_ptr->resist_fire) damage = damage / 3;
2325 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2329 damage = damage / 5;
2332 message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
2333 hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
2335 message = "The heat burns you!";
2336 hit_from = "flying over deep lava";
2343 message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
2344 hit_from = "¿¼¤¤ÍÏ´äή";
2346 message = "The lava burns you!";
2347 hit_from = "deep lava";
2352 damage = damage / 100 + (randint0(100) < (damage % 100));
2357 take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
2359 cave_no_regen = TRUE;
2363 else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
2365 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
2369 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
2370 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
2372 msg_print("You are drowning!");
2373 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
2376 cave_no_regen = TRUE;
2383 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
2385 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2386 if (prace_is_(RACE_ENT)) damage += damage / 3;
2387 if (p_ptr->resist_fire) damage = damage / 3;
2388 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2390 msg_print("Ç®¤¤¡ª");
2391 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
2393 msg_print("It's hot!");
2394 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
2397 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
2399 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2400 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
2401 if (p_ptr->resist_elec) damage = damage / 3;
2402 if (IS_OPPOSE_ELEC()) damage = damage / 3;
2404 msg_print("Äˤ¤¡ª");
2405 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
2407 msg_print("It hurts!");
2408 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
2411 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
2413 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2414 if (p_ptr->resist_cold) damage = damage / 3;
2415 if (IS_OPPOSE_COLD()) damage = damage / 3;
2417 msg_print("Î䤿¤¤¡ª");
2418 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
2420 msg_print("It's cold!");
2421 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
2426 /* Spectres -- take damage when moving through walls */
2428 * Added: ANYBODY takes damage if inside through walls
2429 * without wraith form -- NOTE: Spectres will never be
2430 * reduced below 0 hp by being inside a stone wall; others
2433 if (!cave_floor_bold(py, px))
2435 /* Player can walk through trees */
2436 if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
2440 else if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2441 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2445 cave_no_regen = TRUE;
2447 if (p_ptr->pass_wall)
2450 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2453 msg_print("Your molecules feel disrupted!");
2454 dam_desc = "density";
2461 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2462 dam_desc = "¹Å¤¤´ä";
2464 msg_print("You are being crushed!");
2465 dam_desc = "solid rock";
2470 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2476 if (min != prev_min)
2478 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2479 determine_today_mon(FALSE);
2483 /* Nightmare mode activates the TY_CURSE at midnight */
2484 if (ironman_nightmare)
2486 /* Require exact minute */
2487 if (min != prev_min)
2489 /* Every 15 minutes after 11:00 pm */
2490 if ((hour == 23) && !(min % 15))
2500 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
2502 msg_print("You hear a distant bell toll ominously.");
2510 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
2512 msg_print("A distant bell sounds twice.");
2520 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
2522 msg_print("A distant bell sounds three times.");
2530 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
2532 msg_print("A distant bell tolls four times.");
2540 /* TY_CURSE activates at mignight! */
2547 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
2549 msg_print("A distant bell tolls many times, fading into an deathly silence.");
2552 activate_ty_curse(FALSE, &count);
2557 /* Take damage from cuts */
2558 if (p_ptr->cut && !IS_INVULN())
2560 /* Mortal wound or Deep Gash */
2561 if (p_ptr->cut > 1000)
2566 else if (p_ptr->cut > 200)
2572 else if (p_ptr->cut > 100)
2577 else if (p_ptr->cut > 50)
2582 else if (p_ptr->cut > 25)
2587 else if (p_ptr->cut > 10)
2600 take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
2602 take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
2608 /*** Check the Food, and Regenerate ***/
2610 if (!p_ptr->inside_battle)
2612 /* Digest normally */
2613 if (p_ptr->food < PY_FOOD_MAX)
2615 /* Every 50 game turns */
2616 if (!(turn % (TURNS_PER_TICK*5)))
2618 /* Basic digestion rate based on speed */
2619 i = SPEED_TO_ENERGY(p_ptr->pspeed);
2621 /* Regeneration takes more food */
2622 if (p_ptr->regenerate) i += 20;
2623 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
2624 if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
2626 /* Slow digestion takes less food */
2627 if (p_ptr->slow_digest) i -= 5;
2629 /* Minimal digestion */
2631 /* Maximal digestion */
2632 if (i > 100) i = 100;
2634 /* Digest some food */
2635 (void)set_food(p_ptr->food - i);
2639 /* Digest quickly when gorged */
2642 /* Digest a lot of food */
2643 (void)set_food(p_ptr->food - 100);
2647 /* Starve to death (slowly) */
2648 if (p_ptr->food < PY_FOOD_STARVE)
2650 /* Calculate damage */
2651 i = (PY_FOOD_STARVE - p_ptr->food) / 10;
2655 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
2657 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
2662 /* Default regeneration */
2663 regen_amount = PY_REGEN_NORMAL;
2666 if (p_ptr->food < PY_FOOD_WEAK)
2668 /* Lower regeneration */
2669 if (p_ptr->food < PY_FOOD_STARVE)
2673 else if (p_ptr->food < PY_FOOD_FAINT)
2675 regen_amount = PY_REGEN_FAINT;
2679 regen_amount = PY_REGEN_WEAK;
2683 if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
2685 /* Faint occasionally */
2686 if (!p_ptr->paralyzed && (randint0(100) < 10))
2690 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
2692 msg_print("You faint from the lack of food.");
2697 /* Hack -- faint (bypass free action) */
2698 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
2704 /* Are we walking the pattern? */
2705 if (pattern_effect())
2707 cave_no_regen = TRUE;
2711 /* Regeneration ability */
2712 if (p_ptr->regenerate)
2714 regen_amount = regen_amount * 2;
2716 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2720 if (p_ptr->cursed & TRC_SLOW_REGEN)
2727 /* Searching or Resting */
2728 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2730 regen_amount = regen_amount * 2;
2733 upkeep_factor = calculate_upkeep();
2735 /* Regenerate the mana */
2736 /* if (p_ptr->csp < p_ptr->msp) */
2740 s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2741 if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2742 regenmana(upkeep_regen/100);
2744 #ifdef TRACK_FRIENDS
2748 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2750 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2754 #endif /* TRACK_FRIENDS */
2757 else if (p_ptr->action != ACTION_LEARN)
2759 regenmana(regen_amount);
2762 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2764 regenmagic(regen_amount);
2767 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2769 while (upkeep_factor > 100)
2772 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2774 msg_print("Such much pets cannot be controled at once!");
2777 do_cmd_pet_dismiss();
2779 upkeep_factor = calculate_upkeep();
2782 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2784 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2790 /* Poisoned or cut yields no healing */
2791 if (p_ptr->poisoned) regen_amount = 0;
2792 if (p_ptr->cut) regen_amount = 0;
2794 /* Special floor -- Pattern, in a wall -- yields no healing */
2795 if (cave_no_regen) regen_amount = 0;
2797 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2799 /* Regenerate Hit Points if needed */
2800 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2802 if ((cave[py][px].feat < FEAT_PATTERN_END) &&
2803 (cave[py][px].feat >= FEAT_PATTERN_START))
2805 regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2809 regenhp(regen_amount);
2814 /*** Timeout Various Things ***/
2817 if (p_ptr->tim_mimic)
2819 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2822 /* Hack -- Hallucinating */
2825 (void)set_image(p_ptr->image - dec_count);
2831 (void)set_blind(p_ptr->blind - dec_count);
2834 /* Times see-invisible */
2835 if (p_ptr->tim_invis)
2837 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2848 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2851 /* Timed temporary elemental brands. -LM- */
2852 if (p_ptr->ele_attack)
2854 p_ptr->ele_attack--;
2856 /* Clear all temporary elemental brands. */
2857 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2860 /* Timed temporary elemental immune. -LM- */
2861 if (p_ptr->ele_immune)
2863 p_ptr->ele_immune--;
2865 /* Clear all temporary elemental brands. */
2866 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2869 /* Timed infra-vision */
2870 if (p_ptr->tim_infra)
2872 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2876 if (p_ptr->tim_stealth)
2878 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2881 /* Timed levitation */
2882 if (p_ptr->tim_ffall)
2884 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2887 /* Timed sh_touki */
2888 if (p_ptr->tim_sh_touki)
2890 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2894 if (p_ptr->tim_sh_fire)
2896 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2900 if (p_ptr->tim_sh_holy)
2902 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2906 if (p_ptr->tim_eyeeye)
2908 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2911 /* Timed resist-magic */
2912 if (p_ptr->resist_magic)
2914 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2917 /* Timed regeneration */
2918 if (p_ptr->tim_regen)
2920 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2923 /* Timed resist nether */
2924 if (p_ptr->tim_res_nether)
2926 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2929 /* Timed resist time */
2930 if (p_ptr->tim_res_time)
2932 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2936 if (p_ptr->tim_reflect)
2938 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2942 if (p_ptr->multishadow)
2944 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2947 /* Timed Robe of dust */
2948 if (p_ptr->dustrobe)
2950 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2953 /* Timed infra-vision */
2954 if (p_ptr->kabenuke)
2956 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2960 if (p_ptr->paralyzed)
2962 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2966 if (p_ptr->confused)
2968 (void)set_confused(p_ptr->confused - dec_count);
2974 (void)set_afraid(p_ptr->afraid - dec_count);
2980 (void)set_fast(p_ptr->fast - 1, TRUE);
2986 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2989 /* Protection from evil */
2990 if (p_ptr->protevil)
2992 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2995 /* Invulnerability */
2998 (void)set_invuln(p_ptr->invuln - 1, TRUE);
3002 if (p_ptr->wraith_form)
3004 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
3010 (void)set_hero(p_ptr->hero - 1, TRUE);
3016 (void)set_shero(p_ptr->shero - 1, TRUE);
3022 (void)set_blessed(p_ptr->blessed - 1, TRUE);
3028 (void)set_shield(p_ptr->shield - 1, TRUE);
3032 if (p_ptr->tsubureru)
3034 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
3038 if (p_ptr->magicdef)
3040 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
3044 if (p_ptr->tsuyoshi)
3046 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
3050 if (p_ptr->oppose_acid)
3052 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
3055 /* Oppose Lightning */
3056 if (p_ptr->oppose_elec)
3058 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
3062 if (p_ptr->oppose_fire)
3064 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
3068 if (p_ptr->oppose_cold)
3070 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
3074 if (p_ptr->oppose_pois)
3076 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
3081 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
3084 /*** Poison and Stun and Cut ***/
3087 if (p_ptr->poisoned)
3089 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
3091 /* Apply some healing */
3092 (void)set_poisoned(p_ptr->poisoned - adjust);
3098 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
3100 /* Apply some healing */
3101 (void)set_stun(p_ptr->stun - adjust);
3107 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
3109 /* Hack -- Truly "mortal" wound */
3110 if (p_ptr->cut > 1000) adjust = 0;
3112 /* Apply some healing */
3113 (void)set_cut(p_ptr->cut - adjust);
3118 /*** Process Light ***/
3120 /* Check for light being wielded */
3121 o_ptr = &inventory[INVEN_LITE];
3123 /* Burn some fuel in the current lite */
3124 if (o_ptr->tval == TV_LITE)
3126 /* Hack -- Use some fuel (except on artifacts) */
3127 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
3129 /* Decrease life-span */
3130 if (o_ptr->name2 == EGO_LITE_LONG)
3132 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
3134 else o_ptr->xtra4--;
3136 /* Notice interesting fuel steps */
3137 notice_lite_change(o_ptr);
3141 /* Calculate torch radius */
3142 p_ptr->update |= (PU_TORCH);
3145 /*** Process mutation effects ***/
3146 if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
3148 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
3152 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
3153 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
3155 msg_print("RAAAAGHH!");
3156 msg_print("You feel a fit of rage coming over you!");
3159 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
3162 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
3164 if (!p_ptr->resist_fear)
3168 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3170 msg_print("It's so dark... so scary!");
3173 set_afraid(p_ptr->afraid + 13 + randint1(26));
3177 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
3179 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
3184 /* Teleport player */
3186 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
3188 msg_print("Your position suddenly seems very uncertain...");
3192 teleport_player(40);
3196 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
3198 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
3201 p_ptr->redraw |= PR_EXTRA;
3203 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
3205 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
3210 if (!p_ptr->resist_conf)
3212 (void)set_confused(p_ptr->confused + randint0(20) + 15);
3215 if (!p_ptr->resist_chaos)
3220 if (one_in_(3)) lose_all_info();
3222 teleport_player(100);
3225 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
3226 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
3228 msg_print("You wake up somewhere with a sore head...");
3229 msg_print("You can't remember a thing, or how you got here!");
3238 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
3240 msg_print("Thishcischs GooDSChtuff!");
3243 (void)set_image(p_ptr->image + randint0(150) + 150);
3249 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
3251 if (!p_ptr->resist_chaos)
3254 p_ptr->redraw |= PR_EXTRA;
3255 (void)set_image(p_ptr->image + randint0(50) + 20);
3259 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
3264 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
3266 msg_print("BRRAAAP! Oops.");
3270 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
3273 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
3274 !p_ptr->anti_magic && one_in_(9000))
3279 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");
3281 msg_print("Magical energy flows through you! You must release it!");
3286 (void)get_hack_dir(&dire);
3287 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
3290 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
3291 !p_ptr->anti_magic && (randint1(6666) == 666))
3293 bool pet = one_in_(6);
3294 u32b mode = PM_ALLOW_GROUP;
3296 if (pet) mode |= PM_FORCE_PET;
3297 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3299 if (summon_specific((pet ? -1 : 0), py, px,
3300 dun_level, SUMMON_DEMON, mode))
3303 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3305 msg_print("You have attracted a demon!");
3312 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
3318 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
3320 msg_print("You feel less energetic.");
3323 if (p_ptr->fast > 0)
3329 set_slow(randint1(30) + 10, FALSE);
3335 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
3337 msg_print("You feel more energetic.");
3340 if (p_ptr->slow > 0)
3346 set_fast(randint1(30) + 10, FALSE);
3351 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
3355 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
3357 msg_print("You suddenly feel almost lonely.");
3360 banish_monsters(100);
3361 if (!dun_level && p_ptr->town_num)
3365 /* Pick a random shop (except home) */
3368 n = randint0(MAX_STORES);
3370 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3373 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
3375 msg_print("You see one of the shopkeepers running for the hills!");
3383 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
3388 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
3390 msg_print("A shadow passes over you.");
3395 /* Absorb light from the current possition */
3396 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
3401 o_ptr = &inventory[INVEN_LITE];
3403 /* Absorb some fuel in the current lite */
3404 if (o_ptr->tval == TV_LITE)
3406 /* Use some fuel (except on artifacts) */
3407 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
3409 /* Heal the player a bit */
3410 hp_player(o_ptr->xtra4 / 20);
3412 /* Decrease life-span of lite */
3416 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
3418 msg_print("You absorb energy from your light!");
3422 /* Notice interesting fuel steps */
3423 notice_lite_change(o_ptr);
3428 * Unlite the area (radius 10) around player and
3429 * do 50 points damage to every affected monster
3431 unlite_area(50, 10);
3434 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
3435 !p_ptr->anti_magic && one_in_(7000))
3437 bool pet = one_in_(3);
3438 u32b mode = PM_ALLOW_GROUP;
3440 if (pet) mode |= PM_FORCE_PET;
3441 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3443 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
3446 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
3448 msg_print("You have attracted an animal!");
3455 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
3456 !p_ptr->anti_magic && one_in_(8000))
3460 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
3462 msg_print("You feel the world warping around you!");
3466 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
3468 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
3470 if (!lose_mutation(0))
3472 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
3474 msg_print("You feel oddly normal.");
3478 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
3482 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
3484 msg_print("You feel insubstantial!");
3488 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3490 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3494 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3496 int which_stat = randint0(6);
3497 int sustained = FALSE;
3502 if (p_ptr->sustain_str) sustained = TRUE;
3505 if (p_ptr->sustain_int) sustained = TRUE;
3508 if (p_ptr->sustain_wis) sustained = TRUE;
3511 if (p_ptr->sustain_dex) sustained = TRUE;
3514 if (p_ptr->sustain_con) sustained = TRUE;
3517 if (p_ptr->sustain_chr) sustained = TRUE;
3521 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3523 msg_print("Invalid stat chosen!");
3533 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3535 msg_print("You can feel yourself wasting away!");
3539 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3542 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3543 !p_ptr->anti_magic && one_in_(3000))
3545 bool pet = one_in_(5);
3546 u32b mode = PM_ALLOW_GROUP;
3548 if (pet) mode |= PM_FORCE_PET;
3549 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3551 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
3554 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3556 msg_print("You have attracted a dragon!");
3562 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3565 if (p_ptr->tim_esp > 0)
3568 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3570 msg_print("Your mind feels cloudy!");
3573 set_tim_esp(0, TRUE);
3578 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
3580 msg_print("Your mind expands!");
3583 set_tim_esp(p_ptr->lev, FALSE);
3586 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3591 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3593 msg_print("Your stomach roils, and you lose your lunch!");
3597 set_food(PY_FOOD_WEAK);
3600 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3601 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3606 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3608 int danger_amount = 0;
3611 for (monster = 0; monster < m_max; monster++)
3613 monster_type *m_ptr = &m_list[monster];
3614 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3616 /* Paranoia -- Skip dead monsters */
3617 if (!m_ptr->r_idx) continue;
3619 if (r_ptr->level >= p_ptr->lev)
3621 danger_amount += r_ptr->level - p_ptr->lev + 1;
3625 if (danger_amount > 100)
3627 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3629 msg_print("You feel utterly terrified!");
3632 else if (danger_amount > 50)
3634 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3636 msg_print("You feel terrified!");
3639 else if (danger_amount > 20)
3641 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3643 msg_print("You feel very worried!");
3646 else if (danger_amount > 10)
3648 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3650 msg_print("You feel paranoid!");
3653 else if (danger_amount > 5)
3655 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3657 msg_print("You feel almost safe.");
3662 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3664 msg_print("You feel lonely.");
3668 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3673 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3675 msg_print("You feel invincible!");
3679 (void)set_invuln(randint1(8) + 8, FALSE);
3681 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3683 int wounds = p_ptr->mhp - p_ptr->chp;
3687 int healing = p_ptr->csp;
3689 if (healing > wounds)
3695 p_ptr->csp -= healing;
3698 p_ptr->redraw |= (PR_MANA);
3701 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3704 int wounds = p_ptr->msp - p_ptr->csp;
3708 int healing = p_ptr->chp;
3710 if (healing > wounds)
3715 p_ptr->csp += healing;
3718 p_ptr->redraw |= (PR_MANA);
3720 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3722 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3727 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3733 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3734 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3736 msg_print("You trip over your own feet!");
3737 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3742 if (buki_motteruka(INVEN_RARM))
3744 int slot = INVEN_RARM;
3745 o_ptr = &inventory[INVEN_RARM];
3746 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3748 o_ptr = &inventory[INVEN_LARM];
3751 if (!cursed_p(o_ptr))
3754 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3756 msg_print("You drop your weapon!");
3759 inven_drop(slot, 1);
3766 /*** Process Inventory ***/
3768 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
3771 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3772 * can actually be useful!
3774 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3776 char o_name[MAX_NLEN];
3780 /* Scan the equipment with random teleport ability */
3781 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3783 u32b flgs[TR_FLAG_SIZE];
3784 o_ptr = &inventory[i];
3786 /* Skip non-objects */
3787 if (!o_ptr->k_idx) continue;
3789 /* Extract the item flags */
3790 object_flags(o_ptr, flgs);
3792 if (have_flag(flgs, TR_TELEPORT)) break;
3795 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3798 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
3800 msg_format("Your %s is activating teleportation.", o_name);
3804 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3806 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3810 teleport_player(50);
3815 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3817 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3822 /* Make a chainsword noise */
3823 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3827 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3829 if (!get_rnd_line("chainswd.txt", 0, noise))
3832 disturb(FALSE, FALSE);
3835 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3838 (void)activate_ty_curse(FALSE, &count);
3840 /* Handle experience draining */
3841 if (p_ptr->prace != RACE_ANDROID &&
3842 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3844 p_ptr->exp -= (p_ptr->lev+1)/2;
3845 if (p_ptr->exp < 0) p_ptr->exp = 0;
3846 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3847 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3850 /* Add light curse (Later) */
3851 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3856 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3858 new_curse = get_curse(0, o_ptr);
3859 if (!(o_ptr->curse_flags & new_curse))
3861 char o_name[MAX_NLEN];
3863 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3865 o_ptr->curse_flags |= new_curse;
3867 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3869 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3872 o_ptr->feeling = FEEL_NONE;
3874 p_ptr->update |= (PU_BONUS);
3877 /* Add heavy curse (Later) */
3878 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3883 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3885 new_curse = get_curse(1, o_ptr);
3886 if (!(o_ptr->curse_flags & new_curse))
3888 char o_name[MAX_NLEN];
3890 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3892 o_ptr->curse_flags |= new_curse;
3894 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3896 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3899 o_ptr->feeling = FEEL_NONE;
3901 p_ptr->update |= (PU_BONUS);
3905 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3907 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3908 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3910 char o_name[MAX_NLEN];
3912 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3914 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3916 msg_format("Your %s have attracted an animal!", o_name);
3923 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3925 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3927 char o_name[MAX_NLEN];
3929 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3931 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3933 msg_format("Your %s have attracted a demon!", o_name);
3940 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3942 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3943 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3945 char o_name[MAX_NLEN];
3947 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3949 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3951 msg_format("Your %s have attracted an animal!", o_name);
3957 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3959 if (!p_ptr->resist_fear)
3963 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3965 msg_print("It's so dark... so scary!");
3968 set_afraid(p_ptr->afraid + 13 + randint1(26));
3971 /* Teleport player */
3972 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3976 /* Teleport player */
3977 teleport_player(40);
3979 /* Handle HP draining */
3980 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3982 char o_name[MAX_NLEN];
3984 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3986 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3988 msg_format("Your %s drains HP from you!", o_name);
3990 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3992 /* Handle mana draining */
3993 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3995 char o_name[MAX_NLEN];
3997 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3999 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
4001 msg_format("Your %s drains mana from you!", o_name);
4003 p_ptr->csp -= MIN(p_ptr->lev, 50);
4007 p_ptr->csp_frac = 0;
4009 p_ptr->redraw |= PR_MANA;
4013 /* Rarely, take damage from the Jewel of Judgement */
4014 if (one_in_(999) && !p_ptr->anti_magic)
4016 object_type *o_ptr = &inventory[INVEN_LITE];
4018 if (o_ptr->name1 == ART_JUDGE)
4021 if (object_known_p(o_ptr))
4022 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
4024 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
4025 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
4027 if (object_known_p(o_ptr))
4028 msg_print("The Jewel of Judgement drains life from you!");
4030 msg_print("Something drains life from you!");
4031 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
4037 /* Process equipment */
4038 for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
4040 /* Get the object */
4041 o_ptr = &inventory[i];
4043 /* Skip non-objects */
4044 if (!o_ptr->k_idx) continue;
4046 /* Recharge activatable objects */
4047 if (o_ptr->timeout > 0)
4052 /* Notice changes */
4053 if (!o_ptr->timeout)
4055 recharged_notice(o_ptr);
4061 /* Notice changes */
4065 p_ptr->window |= (PW_EQUIP);
4070 * Recharge rods. Rods now use timeout to control charging status,
4071 * and each charging rod in a stack decreases the stack's timeout by
4072 * one per turn. -LM-
4074 for (j = 0, i = 0; i < INVEN_PACK; i++)
4076 o_ptr = &inventory[i];
4077 k_ptr = &k_info[o_ptr->k_idx];
4079 /* Skip non-objects */
4080 if (!o_ptr->k_idx) continue;
4082 /* Examine all charging rods or stacks of charging rods. */
4083 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
4085 /* Determine how many rods are charging. */
4086 temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
4087 if (temp > o_ptr->number) temp = o_ptr->number;
4089 /* Decrease timeout by that number. */
4090 o_ptr->timeout -= temp;
4092 /* Boundary control. */
4093 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
4095 /* Notice changes, provide message if object is inscribed. */
4096 if (!(o_ptr->timeout))
4098 recharged_notice(o_ptr);
4104 /* Notice changes */
4108 p_ptr->notice |= (PN_COMBINE);
4111 p_ptr->window |= (PW_INVEN);
4115 /* Feel the inventory */
4120 /*** Process Objects ***/
4122 /* Process objects */
4123 for (i = 1; i < o_max; i++)
4128 /* Skip dead objects */
4129 if (!o_ptr->k_idx) continue;
4131 /* Recharge rods on the ground. No messages. */
4132 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
4135 o_ptr->timeout -= o_ptr->number;
4137 /* Boundary control. */
4138 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
4143 /*** Involuntary Movement ***/
4145 /* Delayed Word-of-Recall */
4146 if (p_ptr->word_recall)
4149 * HACK: Autosave BEFORE resetting the recall counter (rr9)
4150 * The player is yanked up/down as soon as
4151 * he loads the autosaved game.
4153 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
4154 do_cmd_save_game(TRUE);
4156 /* Count down towards recall */
4157 p_ptr->word_recall--;
4159 p_ptr->redraw |= (PR_STATUS);
4161 /* Activate the recall */
4162 if (!p_ptr->word_recall)
4167 /* Determine the level */
4168 if (dun_level || p_ptr->inside_quest)
4171 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
4173 msg_print("You feel yourself yanked upwards!");
4176 p_ptr->recall_dungeon = dungeon_type;
4178 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
4183 leave_quest_check();
4185 p_ptr->inside_quest = 0;
4187 p_ptr->leaving = TRUE;
4192 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
4194 msg_print("You feel yourself yanked downwards!");
4197 dungeon_type = p_ptr->recall_dungeon;
4200 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
4203 dun_level = max_dlv[dungeon_type];
4204 if (dun_level < 1) dun_level = 1;
4206 /* Nightmare mode makes recall more dangerous */
4207 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
4213 else if (dun_level < 99)
4215 dun_level = (dun_level + 99) / 2;
4217 else if (dun_level > 100)
4219 dun_level = d_info[dungeon_type].maxdepth - 1;
4223 if (p_ptr->wild_mode)
4225 p_ptr->wilderness_y = py;
4226 p_ptr->wilderness_x = px;
4230 /* Save player position */
4234 p_ptr->wild_mode = FALSE;
4237 * Clear all saved floors
4238 * and create a first saved floor
4240 prepare_change_floor_mode(CFM_FIRST_FLOOR);
4243 p_ptr->leaving = TRUE;
4245 if (dungeon_type == DUNGEON_ANGBAND)
4247 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4249 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4250 (quest[i].status == QUEST_STATUS_TAKEN) &&
4251 (quest[i].level < dun_level))
4253 quest[i].status = QUEST_STATUS_FAILED;
4254 quest[i].complev = (byte)p_ptr->lev;
4255 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
4262 sound(SOUND_TPLEVEL);
4267 /* Delayed Alter reality */
4268 if (p_ptr->alter_reality)
4270 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
4271 do_cmd_save_game(TRUE);
4273 /* Count down towards alter */
4274 p_ptr->alter_reality--;
4276 p_ptr->redraw |= (PR_STATUS);
4278 /* Activate the alter reality */
4279 if (!p_ptr->alter_reality)
4284 /* Determine the level */
4285 if (!quest_number(dun_level) && dun_level)
4288 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
4290 msg_print("The world changes!");
4294 p_ptr->leaving = TRUE;
4299 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
4301 msg_print("The world seems to change for a moment!");
4306 sound(SOUND_TPLEVEL);
4314 * Verify use of "wizard" mode
4316 static bool enter_wizard_mode(void)
4318 /* Ask first time */
4319 if (!p_ptr->noscore)
4321 /* Wizard mode is not permitted */
4322 if (!allow_debug_opts || arg_wizard)
4325 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4327 msg_print("Wizard mode is not permitted.");
4332 /* Mention effects */
4334 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4335 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4337 msg_print("Wizard mode is for debugging and experimenting.");
4338 msg_print("The game will not be scored if you enter wizard mode.");
4343 /* Verify request */
4345 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4347 if (!get_check("Are you sure you want to enter wizard mode? "))
4354 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4356 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4359 p_ptr->noscore |= 0x0002;
4370 * Verify use of "debug" commands
4372 static bool enter_debug_mode(void)
4374 /* Ask first time */
4375 if (!p_ptr->noscore)
4377 /* Debug mode is not permitted */
4378 if (!allow_debug_opts)
4381 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4383 msg_print("Use of debug command is not permitted.");
4388 /* Mention effects */
4390 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4391 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4393 msg_print("The debug commands are for debugging and experimenting.");
4394 msg_print("The game will not be scored if you use debug commands.");
4399 /* Verify request */
4401 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4403 if (!get_check("Are you sure you want to use debug commands? "))
4410 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4412 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4415 p_ptr->noscore |= 0x0008;
4423 * Hack -- Declare the Debug Routines
4425 extern void do_cmd_debug(void);
4427 #endif /* ALLOW_WIZARD */
4433 * Verify use of "borg" commands
4435 static bool enter_borg_mode(void)
4437 /* Ask first time */
4438 if (!(p_ptr->noscore & 0x0010))
4440 /* Mention effects */
4442 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4443 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4445 msg_print("The borg commands are for debugging and experimenting.");
4446 msg_print("The game will not be scored if you use borg commands.");
4451 /* Verify request */
4453 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4455 if (!get_check("Are you sure you want to use borg commands? "))
4462 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4464 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4467 p_ptr->noscore |= 0x0010;
4475 * Hack -- Declare the Ben Borg
4477 extern void do_cmd_borg(void);
4479 #endif /* ALLOW_BORG */
4484 * Parse and execute the current command
4485 * Give "Warning" on illegal commands.
4487 * XXX XXX XXX Make some "blocks"
4489 static void process_command(void)
4491 int old_now_message = now_message;
4493 #ifdef ALLOW_REPEAT /* TNB */
4495 /* Handle repeating the last command */
4498 #endif /* ALLOW_REPEAT -- TNB */
4502 /* Parse the command */
4503 switch (command_cmd)
4519 /*** Wizard Commands ***/
4521 /* Toggle Wizard Mode */
4526 p_ptr->wizard = FALSE;
4528 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4530 msg_print("Wizard mode off.");
4534 else if (enter_wizard_mode())
4536 p_ptr->wizard = TRUE;
4538 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4540 msg_print("Wizard mode on.");
4545 /* Update monsters */
4546 p_ptr->update |= (PU_MONSTERS);
4548 /* Redraw "title" */
4549 p_ptr->redraw |= (PR_TITLE);
4557 /* Special "debug" commands */
4560 /* Enter debug mode */
4561 if (enter_debug_mode())
4568 #endif /* ALLOW_WIZARD */
4573 /* Special "borg" commands */
4576 /* Enter borg mode */
4577 if (enter_borg_mode())
4579 if (!p_ptr->wild_mode) do_cmd_borg();
4585 #endif /* ALLOW_BORG */
4589 /*** Inventory Commands ***/
4591 /* Wear/wield equipment */
4594 if (!p_ptr->wild_mode) do_cmd_wield();
4598 /* Take off equipment */
4601 if (!p_ptr->wild_mode) do_cmd_takeoff();
4608 if (!p_ptr->wild_mode) do_cmd_drop();
4612 /* Destroy an item */
4619 /* Equipment list */
4626 /* Inventory list */
4634 /*** Various commands ***/
4636 /* Identify an object */
4643 /* Hack -- toggle windows */
4646 toggle_inven_equip();
4651 /*** Standard "Movement" Commands ***/
4656 if (!p_ptr->wild_mode) do_cmd_alter();
4663 if (!p_ptr->wild_mode) do_cmd_tunnel();
4667 /* Move (usually pick up things) */
4670 #ifdef ALLOW_EASY_DISARM /* TNB */
4674 #else /* ALLOW_EASY_DISARM -- TNB */
4676 do_cmd_walk(always_pickup);
4678 #endif /* ALLOW_EASY_DISARM -- TNB */
4683 /* Move (usually do not pick up) */
4686 #ifdef ALLOW_EASY_DISARM /* TNB */
4690 #else /* ALLOW_EASY_DISARM -- TNB */
4692 do_cmd_walk(!always_pickup);
4694 #endif /* ALLOW_EASY_DISARM -- TNB */
4700 /*** Running, Resting, Searching, Staying */
4702 /* Begin Running -- Arg is Max Distance */
4705 if (!p_ptr->wild_mode) do_cmd_run();
4709 /* Stay still (usually pick things up) */
4712 do_cmd_stay(always_pickup);
4716 /* Stay still (usually do not pick up) */
4719 do_cmd_stay(!always_pickup);
4723 /* Rest -- Arg is time */
4730 /* Search for traps/doors */
4737 /* Toggle search mode */
4740 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4741 else set_action(ACTION_SEARCH);
4746 /*** Stairs and Doors and Chests and Traps ***/
4749 case SPECIAL_KEY_STORE:
4751 if (!p_ptr->wild_mode) do_cmd_store();
4755 /* Enter building -KMW- */
4756 case SPECIAL_KEY_BUILDING:
4758 if (!p_ptr->wild_mode) do_cmd_bldg();
4762 /* Enter quest level -KMW- */
4763 case SPECIAL_KEY_QUEST:
4765 if (!p_ptr->wild_mode) do_cmd_quest();
4769 /* Go up staircase */
4772 if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4779 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4781 msg_print("To flee the ambush you have to reach the edge of the map.");
4784 else if (p_ptr->food < PY_FOOD_WEAK)
4787 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4789 msg_print("You must eat something here.");
4794 if (change_wild_mode())
4807 /* Go down staircase */
4810 if(!p_ptr->wild_mode) do_cmd_go_down();
4813 p_ptr->wilderness_x = px;
4814 p_ptr->wilderness_y = py;
4820 /* Open a door or chest */
4823 if (!p_ptr->wild_mode) do_cmd_open();
4830 if (!p_ptr->wild_mode) do_cmd_close();
4834 /* Jam a door with spikes */
4837 if (!p_ptr->wild_mode) do_cmd_spike();
4844 if (!p_ptr->wild_mode) do_cmd_bash();
4848 /* Disarm a trap or chest */
4851 if (!p_ptr->wild_mode) do_cmd_disarm();
4856 /*** Magic and Prayers ***/
4858 /* Gain new spells/prayers */
4861 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4863 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4865 msg_print("You don't have to learn spells!");
4867 else if (p_ptr->pclass == CLASS_SAMURAI)
4868 do_cmd_gain_hissatsu();
4869 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4879 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4880 (p_ptr->pclass == CLASS_BERSERKER) ||
4881 (p_ptr->pclass == CLASS_NINJA) ||
4882 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4883 ) do_cmd_mind_browse();
4884 else if (p_ptr->pclass == CLASS_SMITH)
4886 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4887 do_cmd_magic_eater(TRUE);
4888 else do_cmd_browse();
4896 if (!p_ptr->wild_mode)
4898 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4901 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4903 msg_print("You cannot cast spells!");
4906 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4909 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4911 msg_print("The dungeon absorbs all attempted magic!");
4915 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4919 cptr which_power = "ËâË¡";
4921 cptr which_power = "magic";
4923 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4925 which_power = "ĶǽÎÏ";
4927 which_power = "psionic powers";
4929 else if (p_ptr->pclass == CLASS_IMITATOR)
4931 which_power = "¤â¤Î¤Þ¤Í";
4933 which_power = "imitation";
4935 else if (p_ptr->pclass == CLASS_SAMURAI)
4937 which_power = "ɬ»¦·õ";
4939 which_power = "hissatsu";
4941 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4943 which_power = "¶ÀËâË¡";
4945 which_power = "mirror magic";
4947 else if (p_ptr->pclass == CLASS_NINJA)
4949 which_power = "Ǧ½Ñ";
4951 which_power = "ninjutsu";
4953 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4955 which_power = "µ§¤ê";
4957 which_power = "prayer";
4961 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4963 msg_format("An anti-magic shell disrupts your %s!", which_power);
4967 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4970 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4972 msg_format("You cannot think directly!");
4978 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4979 (p_ptr->pclass == CLASS_BERSERKER) ||
4980 (p_ptr->pclass == CLASS_NINJA) ||
4981 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4984 else if (p_ptr->pclass == CLASS_IMITATOR)
4986 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4987 do_cmd_magic_eater(FALSE);
4988 else if (p_ptr->pclass == CLASS_SAMURAI)
4990 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4991 do_cmd_cast_learned();
4992 else if (p_ptr->pclass == CLASS_SMITH)
5001 /* Issue a pet command */
5004 if (!p_ptr->wild_mode) do_cmd_pet();
5008 /*** Use various objects ***/
5010 /* Inscribe an object */
5017 /* Uninscribe an object */
5020 do_cmd_uninscribe();
5024 /* Activate an artifact */
5027 if (!p_ptr->wild_mode)
5029 if (!p_ptr->inside_arena)
5034 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5036 msg_print("The arena absorbs all attempted magic!");
5052 /* Fuel your lantern/torch */
5062 if (!p_ptr->wild_mode) do_cmd_fire();
5069 if (!p_ptr->wild_mode)
5079 if (!p_ptr->wild_mode)
5081 if (!p_ptr->inside_arena)
5086 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5088 msg_print("The arena absorbs all attempted magic!");
5100 if (!p_ptr->wild_mode)
5102 if (p_ptr->inside_arena)
5105 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5107 msg_print("The arena absorbs all attempted magic!");
5112 else if (use_command && rogue_like_commands)
5124 /* Quaff a potion */
5127 if (!p_ptr->wild_mode)
5129 if (!p_ptr->inside_arena)
5130 do_cmd_quaff_potion();
5134 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5136 msg_print("The arena absorbs all attempted magic!");
5148 if (!p_ptr->wild_mode)
5150 if (!p_ptr->inside_arena)
5151 do_cmd_read_scroll();
5155 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5157 msg_print("The arena absorbs all attempted magic!");
5169 if (!p_ptr->wild_mode)
5171 if (p_ptr->inside_arena)
5174 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5176 msg_print("The arena absorbs all attempted magic!");
5181 else if (use_command && !rogue_like_commands)
5191 /* Use racial power */
5194 if (!p_ptr->wild_mode) do_cmd_racial_power();
5199 /*** Looking at Things (nearby or on map) ***/
5201 /* Full dungeon map */
5208 /* Locate player on map */
5222 /* Target monster or location */
5225 if (!p_ptr->wild_mode) do_cmd_target();
5231 /*** Help and Such ***/
5240 /* Identify symbol */
5243 do_cmd_query_symbol();
5247 /* Character description */
5250 do_cmd_change_name();
5255 /*** System Commands ***/
5257 /* Hack -- User interface */
5264 /* Single line from a pref file */
5273 do_cmd_reload_autopick();
5279 do_cmd_edit_autopick();
5283 /* Interact with macros */
5290 /* Interact with visuals */
5298 /* Interact with colors */
5306 /* Interact with options */
5314 /*** Misc Commands ***/
5330 /* Repeat level feeling */
5333 if (!p_ptr->wild_mode) do_cmd_feeling();
5337 /* Show previous message */
5340 do_cmd_message_one();
5344 /* Show previous messages */
5347 do_cmd_messages(old_now_message);
5351 /* Show quest status -KMW- */
5354 do_cmd_checkquest();
5358 /* Redraw the screen */
5361 now_message = old_now_message;
5366 #ifndef VERIFY_SAVEFILE
5368 /* Hack -- Save and don't quit */
5371 do_cmd_save_game(FALSE);
5375 #endif /* VERIFY_SAVEFILE */
5385 case SPECIAL_KEY_QUIT:
5387 do_cmd_save_and_exit();
5391 /* Quit (commit suicide) */
5404 /* Check artifacts, uniques, objects */
5411 /* Load "screen dump" */
5414 do_cmd_load_screen();
5418 /* Save "screen dump" */
5421 do_cmd_save_screen();
5425 /* Make random artifact list */
5428 spoil_random_artifact("randifact.txt");
5432 /* Hack -- Unknown command */
5435 if (flush_failure) flush();
5439 sound(SOUND_ILLEGAL);
5441 if (!get_rnd_line("error_j.txt", 0, error_m))
5443 if (!get_rnd_line("error.txt", 0, error_m))
5450 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5452 prt("Type '?' for help.", 0, 0);
5458 if (!energy_use && !now_message)
5459 now_message = old_now_message;
5465 static bool monster_tsuri(int r_idx)
5467 monster_race *r_ptr = &r_info[r_idx];
5469 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5477 * Process the player
5479 * Notice the annoying code to handle "pack overflow", which
5480 * must come first just in case somebody manages to corrupt
5481 * the savefiles by clever use of menu commands or something.
5483 static void process_player(void)
5487 /*** Apply energy ***/
5492 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5494 msg_print("You feel different!");
5497 (void)gain_random_mutation(0);
5498 hack_mutation = FALSE;
5501 if (p_ptr->inside_battle)
5503 for(i = 1; i < m_max; i++)
5505 monster_type *m_ptr = &m_list[i];
5507 if (!m_ptr->r_idx) continue;
5509 /* Hack -- Detect monster */
5510 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5512 /* Update the monster */
5513 update_mon(i, FALSE);
5518 /* Give the player some energy */
5519 else if (!(load && p_ptr->energy_need <= 0))
5521 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5525 if (p_ptr->energy_need > 0) return;
5526 if (!command_rep) prt_time();
5528 /*** Check for interupts ***/
5530 /* Complete resting */
5537 if ((p_ptr->chp == p_ptr->mhp) &&
5538 (p_ptr->csp >= p_ptr->msp))
5540 set_action(ACTION_NONE);
5544 /* Complete resting */
5545 else if (resting == -2)
5548 if ((p_ptr->chp == p_ptr->mhp) &&
5549 (p_ptr->csp >= p_ptr->msp) &&
5550 !p_ptr->blind && !p_ptr->confused &&
5551 !p_ptr->poisoned && !p_ptr->afraid &&
5552 !p_ptr->stun && !p_ptr->cut &&
5553 !p_ptr->slow && !p_ptr->paralyzed &&
5554 !p_ptr->image && !p_ptr->word_recall &&
5555 !p_ptr->alter_reality)
5557 set_action(ACTION_NONE);
5562 if (p_ptr->action == ACTION_FISH)
5565 Term_xtra(TERM_XTRA_DELAY, 10);
5569 bool success = FALSE;
5570 get_mon_num_prep(monster_tsuri,NULL);
5571 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5573 if (r_idx && one_in_(2))
5576 y = py+ddy[tsuri_dir];
5577 x = px+ddx[tsuri_dir];
5578 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5581 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5583 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5585 msg_format("You have a good catch!", m_name);
5593 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5595 msg_print("Damn! The fish stole your bait!");
5602 /* Handle "abort" */
5605 /* Check for "player abort" (semi-efficiently for resting) */
5606 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5611 /* Check for a key */
5620 /* Hack -- Show a Message */
5622 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5624 msg_print("Canceled.");
5631 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5633 monster_type *m_ptr = &m_list[p_ptr->riding];
5634 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5643 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
5645 /* Acquire the monster name */
5646 monster_desc(m_name, m_ptr, 0);
5648 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5650 msg_format("You have waked %s up.", m_name);
5652 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5653 p_ptr->redraw |= (PR_UHEALTH);
5660 /* Make a "saving throw" against stun */
5661 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5667 /* Hack -- Recover from stun */
5668 if (m_ptr->stunned > d)
5670 /* Recover somewhat */
5671 m_ptr->stunned -= d;
5682 /* Acquire the monster name */
5683 monster_desc(m_name, m_ptr, 0);
5685 /* Dump a message */
5687 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5689 msg_format("%^s is no longer stunned.", m_name);
5691 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5692 p_ptr->redraw |= (PR_UHEALTH);
5696 if (m_ptr->confused)
5700 /* Make a "saving throw" against stun */
5701 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5704 d = m_ptr->confused;
5707 /* Hack -- Recover from stun */
5708 if (m_ptr->confused > d)
5710 /* Recover somewhat */
5711 m_ptr->confused -= d;
5720 m_ptr->confused = 0;
5722 /* Acquire the monster name */
5723 monster_desc(m_name, m_ptr, 0);
5725 /* Dump a message */
5727 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5729 msg_format("%^s is no longer confused.", m_name);
5731 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5732 p_ptr->redraw |= (PR_UHEALTH);
5740 /* Make a "saving throw" against stun */
5741 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5747 /* Hack -- Recover from stun */
5748 if (m_ptr->monfear > d)
5750 /* Recover somewhat */
5751 m_ptr->monfear -= d;
5762 /* Acquire the monster name */
5763 monster_desc(m_name, m_ptr, 0);
5765 /* Dump a message */
5767 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5769 msg_format("%^s is no longer fear.", m_name);
5771 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5772 p_ptr->redraw |= (PR_UHEALTH);
5776 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5780 /* Handle the player song */
5781 if (!load) check_music();
5786 if (p_ptr->lightspeed)
5788 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5790 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5792 if (p_ptr->magic_num1[0] < 40)
5794 p_ptr->magic_num1[0] = 0;
5796 else p_ptr->magic_num1[0] -= 40;
5797 p_ptr->update |= (PU_BONUS);
5799 if (p_ptr->action == ACTION_LEARN)
5801 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5802 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5805 p_ptr->csp_frac = 0;
5806 set_action(ACTION_NONE);
5810 p_ptr->csp -= (s16b)(hoge >> 16);
5812 if (p_ptr->csp_frac < hoge)
5814 p_ptr->csp_frac += 0x10000L - hoge;
5818 p_ptr->csp_frac -= hoge;
5820 p_ptr->redraw |= PR_MANA;
5823 if (p_ptr->special_defense & KATA_MASK)
5825 if (p_ptr->special_defense & KATA_MUSOU)
5829 set_action(ACTION_NONE);
5834 p_ptr->redraw |= (PR_MANA);
5839 /*** Handle actual user input ***/
5841 /* Repeat until out of energy */
5842 while (p_ptr->energy_need <= 0)
5844 p_ptr->window |= PW_PLAYER;
5845 p_ptr->sutemi = FALSE;
5846 p_ptr->counter = FALSE;
5847 now_damaged = FALSE;
5849 /* Handle "p_ptr->notice" */
5852 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5855 /* Place the cursor on the player */
5856 move_cursor_relative(py, px);
5858 /* Refresh (optional) */
5859 if (fresh_before) Term_fresh();
5862 /* Hack -- Pack Overflow */
5863 if (inventory[INVEN_PACK].k_idx)
5865 int item = INVEN_PACK;
5867 char o_name[MAX_NLEN];
5871 /* Access the slot to be dropped */
5872 o_ptr = &inventory[item];
5879 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5881 msg_print("Your pack overflows!");
5886 object_desc(o_name, o_ptr, 0);
5890 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5892 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5896 /* Drop it (carefully) near the player */
5897 (void)drop_near(o_ptr, 0, py, px);
5899 /* Modify, Describe, Optimize */
5900 inven_item_increase(item, -255);
5901 inven_item_describe(item);
5902 inven_item_optimize(item);
5904 /* Handle "p_ptr->notice" */
5907 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5912 /* Hack -- cancel "lurking browse mode" */
5913 if (!command_new) command_see = FALSE;
5916 /* Assume free turn */
5920 if (p_ptr->inside_battle)
5922 /* Place the cursor on the player */
5923 move_cursor_relative(py, px);
5925 command_cmd = SPECIAL_KEY_BUILDING;
5927 /* Process the command */
5931 /* Paralyzed or Knocked Out */
5932 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5939 else if (p_ptr->action == ACTION_REST)
5944 /* Reduce rest count */
5947 if (!resting) set_action(ACTION_NONE);
5949 /* Redraw the state */
5950 p_ptr->redraw |= (PR_STATE);
5958 else if (p_ptr->action == ACTION_FISH)
5971 /* Repeated command */
5972 else if (command_rep)
5974 /* Count this execution */
5977 /* Redraw the state */
5978 p_ptr->redraw |= (PR_STATE);
5983 /* Hack -- Assume messages were seen */
5986 /* Clear the top line */
5989 /* Process the command */
5993 /* Normal command */
5996 /* Place the cursor on the player */
5997 move_cursor_relative(py, px);
6000 /* Get a command (normal) */
6001 request_command(FALSE);
6004 /* Process the command */
6014 /* Use some energy */
6015 if (world_player || energy_use > 400)
6017 /* The Randomness is irrelevant */
6018 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
6022 /* There is some randomness of needed energy */
6023 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
6026 /* Hack -- constant hallucination */
6027 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
6030 /* Shimmer monsters if needed */
6031 if (shimmer_monsters)
6033 /* Clear the flag */
6034 shimmer_monsters = FALSE;
6036 /* Shimmer multi-hued monsters */
6037 for (i = 1; i < m_max; i++)
6039 monster_type *m_ptr;
6040 monster_race *r_ptr;
6042 /* Access monster */
6045 /* Skip dead monsters */
6046 if (!m_ptr->r_idx) continue;
6048 /* Skip unseen monsters */
6049 if (!m_ptr->ml) continue;
6051 /* Access the monster race */
6052 r_ptr = &r_info[m_ptr->ap_r_idx];
6054 /* Skip non-multi-hued monsters */
6055 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6058 /* Reset the flag */
6059 shimmer_monsters = TRUE;
6061 /* Redraw regardless */
6062 lite_spot(m_ptr->fy, m_ptr->fx);
6067 /* Handle monster detection */
6068 if (repair_monsters)
6070 /* Reset the flag */
6071 repair_monsters = FALSE;
6073 /* Rotate detection flags */
6074 for (i = 1; i < m_max; i++)
6076 monster_type *m_ptr;
6078 /* Access monster */
6081 /* Skip dead monsters */
6082 if (!m_ptr->r_idx) continue;
6084 /* Nice monsters get mean */
6085 if (m_ptr->mflag & MFLAG_NICE)
6087 /* Nice monsters get mean */
6088 m_ptr->mflag &= ~(MFLAG_NICE);
6091 /* Handle memorized monsters */
6092 if (m_ptr->mflag2 & MFLAG2_MARK)
6094 /* Maintain detection */
6095 if (m_ptr->mflag2 & MFLAG2_SHOW)
6098 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6100 /* Still need repairs */
6101 repair_monsters = TRUE;
6104 /* Remove detection */
6108 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6110 /* Assume invisible */
6113 /* Update the monster */
6114 update_mon(i, FALSE);
6116 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6117 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6119 /* Redraw regardless */
6120 lite_spot(m_ptr->fy, m_ptr->fx);
6125 if (p_ptr->pclass == CLASS_IMITATOR)
6127 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6130 for (i = 0; i < p_ptr->mane_num; i++)
6132 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6133 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6137 p_ptr->redraw |= (PR_MANE);
6139 if (p_ptr->action == ACTION_LEARN)
6142 p_ptr->redraw |= (PR_STATE);
6145 if (world_player && (p_ptr->energy_need > - 1000))
6148 p_ptr->redraw |= (PR_MAP);
6150 /* Update monsters */
6151 p_ptr->update |= (PU_MONSTERS);
6154 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6157 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6159 msg_print("You feel time flowing around you once more.");
6162 world_player = FALSE;
6163 p_ptr->energy_need = ENERGY_NEED();
6165 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6170 /* Hack -- notice death */
6171 if (!p_ptr->playing || p_ptr->is_dead)
6173 world_player = FALSE;
6177 /* Handle "leaving" */
6178 if (p_ptr->leaving) break;
6181 /* Update scent trail */
6187 * Interact with the current dungeon level.
6189 * This function will not exit until the level is completed,
6190 * the user dies, or the game is terminated.
6192 static void dungeon(bool load_game)
6196 /* Set the base level */
6197 base_level = dun_level;
6199 /* Reset various flags */
6203 p_ptr->leaving = FALSE;
6205 /* Reset the "command" vars */
6208 #if 0 /* Don't reset here --- It's used for Arena */
6217 /* Cancel the target */
6221 ambush_flag = FALSE;
6223 /* Cancel the health bar */
6226 /* Check visual effects */
6227 shimmer_monsters = TRUE;
6228 shimmer_objects = TRUE;
6229 repair_monsters = TRUE;
6230 repair_objects = TRUE;
6236 /* Get index of current quest (if any) */
6237 quest_num = quest_number(dun_level);
6239 /* Inside a quest? */
6242 /* Mark the quest monster */
6243 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6246 /* Track maximum player level */
6247 if (p_ptr->max_plv < p_ptr->lev)
6249 p_ptr->max_plv = p_ptr->lev;
6253 /* Track maximum dungeon level (if not in quest -KMW-) */
6254 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6256 max_dlv[dungeon_type] = dun_level;
6257 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6260 /* Validate the panel */
6261 panel_bounds_center();
6263 /* Verify the panel */
6266 /* Flush messages */
6270 /* Enter "xtra" mode */
6271 character_xtra = TRUE;
6274 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6276 /* Redraw dungeon */
6277 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6280 p_ptr->redraw |= (PR_MAP);
6283 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6285 /* Update lite/view */
6286 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6288 /* Update monsters */
6289 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6291 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6294 /* Leave "xtra" mode */
6295 character_xtra = FALSE;
6298 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6300 /* Combine / Reorder the pack */
6301 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6303 /* Handle "p_ptr->notice" */
6306 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6312 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6313 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6314 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6316 if (p_ptr->inside_battle)
6320 p_ptr->energy_need = 0;
6326 msg_print("»î¹ç³«»Ï¡ª");
6328 msg_format("Ready..Fight!");
6334 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6335 p_ptr->magic_num1[0] = MUSIC_DETECT;
6337 /* Hack -- notice death or departure */
6338 if (!p_ptr->playing || p_ptr->is_dead) return;
6340 /* Print quest message if appropriate */
6341 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6343 quest_discovery(random_quest_number(dun_level));
6344 p_ptr->inside_quest = random_quest_number(dun_level);
6346 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6348 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6350 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6351 d_name+d_info[dungeon_type].name,
6352 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6354 msg_format("%^s lives in this level as the keeper of %s.",
6355 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6356 d_name+d_info[dungeon_type].name);
6360 /*** Process this dungeon level ***/
6362 /* Reset the monster generation level */
6363 monster_level = base_level;
6365 /* Reset the object generation level */
6366 object_level = base_level;
6370 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6371 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6372 p_ptr->energy_need = 0;
6374 /* Not leaving dungeon */
6375 p_ptr->leaving_dungeon = FALSE;
6380 /* Hack -- Compact the monster list occasionally */
6381 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6383 /* Hack -- Compress the monster list occasionally */
6384 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6387 /* Hack -- Compact the object list occasionally */
6388 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6390 /* Hack -- Compress the object list occasionally */
6391 if (o_cnt + 32 < o_max) compact_objects(0);
6394 /* Process the player */
6397 /* Handle "p_ptr->notice" */
6400 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6403 /* Hack -- Hilite the player */
6404 move_cursor_relative(py, px);
6406 /* Optional fresh */
6407 if (fresh_after) Term_fresh();
6409 /* Hack -- Notice death or departure */
6410 if (!p_ptr->playing || p_ptr->is_dead) break;
6412 /* Process all of the monsters */
6415 /* Handle "p_ptr->notice" */
6418 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6421 /* Hack -- Hilite the player */
6422 move_cursor_relative(py, px);
6424 /* Optional fresh */
6425 if (fresh_after) Term_fresh();
6427 /* Hack -- Notice death or departure */
6428 if (!p_ptr->playing || p_ptr->is_dead) break;
6431 /* Process the world */
6434 /* Handle "p_ptr->notice" */
6437 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6440 /* Hack -- Hilite the player */
6441 move_cursor_relative(py, px);
6443 /* Optional fresh */
6444 if (fresh_after) Term_fresh();
6446 /* Hack -- Notice death or departure */
6447 if (!p_ptr->playing || p_ptr->is_dead) break;
6449 /* Handle "leaving" */
6450 if (p_ptr->leaving) break;
6452 /* Count game turns */
6454 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6455 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6456 if (wild_regen) wild_regen--;
6459 /* Inside a quest and non-unique questor? */
6460 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6462 /* Un-mark the quest monster */
6463 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6466 /* Not save-and-quit and not dead? */
6467 if (p_ptr->playing && !p_ptr->is_dead)
6470 * Maintain Unique monsters and artifact, save current
6471 * floor, then prepare next floor
6475 /* Forget the flag */
6476 reinit_wilderness = FALSE;
6479 /* Write about current level on the play record once per level */
6485 * Load some "user pref files"
6487 * Modified by Arcum Dagsson to support
6488 * separate macro files for different realms.
6490 static void load_all_pref_files(void)
6494 /* Access the "user" pref file */
6495 sprintf(buf, "user.prf");
6497 /* Process that file */
6498 process_pref_file(buf);
6500 /* Access the "user" system pref file */
6501 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6503 /* Process that file */
6504 process_pref_file(buf);
6506 /* Access the "race" pref file */
6507 sprintf(buf, "%s.prf", rp_ptr->title);
6509 /* Process that file */
6510 process_pref_file(buf);
6512 /* Access the "class" pref file */
6513 sprintf(buf, "%s.prf", cp_ptr->title);
6515 /* Process that file */
6516 process_pref_file(buf);
6518 /* Access the "character" pref file */
6519 sprintf(buf, "%s.prf", player_base);
6521 /* Process that file */
6522 process_pref_file(buf);
6524 /* Access the "realm 1" pref file */
6525 if (p_ptr->realm1 != REALM_NONE)
6527 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6529 /* Process that file */
6530 process_pref_file(buf);
6533 /* Access the "realm 2" pref file */
6534 if (p_ptr->realm2 != REALM_NONE)
6536 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6538 /* Process that file */
6539 process_pref_file(buf);
6543 /* Load an autopick preference file */
6544 autopick_load_pref(FALSE);
6549 * Extract option variables from bit sets
6551 void extract_option_vars(void)
6555 for (i = 0; option_info[i].o_desc; i++)
6557 int os = option_info[i].o_set;
6558 int ob = option_info[i].o_bit;
6560 /* Set the "default" options */
6561 if (option_info[i].o_var)
6564 if (option_flag[os] & (1L << ob))
6567 (*option_info[i].o_var) = TRUE;
6574 (*option_info[i].o_var) = FALSE;
6582 * Determine bounty uniques
6584 void determine_bounty_uniques(void)
6587 monster_race *r_ptr;
6589 get_mon_num_prep(NULL, NULL);
6590 for (i = 0; i < MAX_KUBI; i++)
6594 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6595 r_ptr = &r_info[kubi_r_idx[i]];
6597 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6599 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6601 if (r_ptr->rarity > 100) continue;
6603 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6605 for (j = 0; j < i; j++)
6606 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6613 for (i = 0; i < MAX_KUBI - 1; i++)
6615 for (j = i; j < MAX_KUBI; j++)
6617 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6619 tmp = kubi_r_idx[i];
6620 kubi_r_idx[i] = kubi_r_idx[j];
6621 kubi_r_idx[j] = tmp;
6629 * Determine today's bounty monster
6630 * Note: conv_old is used if loaded 0.0.3 or older save file
6632 void determine_today_mon(bool conv_old)
6635 bool old_inside_battle = p_ptr->inside_battle;
6636 monster_race *r_ptr;
6640 for (i = 0; i < max_d_idx; i++)
6642 if (max_dlv[i] < d_info[i].mindepth) continue;
6643 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6646 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6648 p_ptr->inside_battle = TRUE;
6649 get_mon_num_prep(NULL, NULL);
6653 today_mon = get_mon_num(max_dl);
6654 r_ptr = &r_info[today_mon];
6656 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6657 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6658 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6659 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6660 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6661 if (r_ptr->rarity > 10) continue;
6665 p_ptr->today_mon = 0;
6666 p_ptr->inside_battle = old_inside_battle;
6671 * Actually play a game
6673 * If the "new_game" parameter is true, then, after loading the
6674 * savefile, we will commit suicide, if necessary, to allow the
6675 * player to start a new game.
6677 void play_game(bool new_game)
6680 bool load_game = TRUE;
6690 hack_mutation = FALSE;
6692 /* Hack -- Character is "icky" */
6693 character_icky = TRUE;
6695 /* Make sure main term is active */
6696 Term_activate(angband_term[0]);
6698 /* Initialise the resize hooks */
6699 angband_term[0]->resize_hook = resize_map;
6701 for (i = 1; i < 8; i++)
6703 /* Does the term exist? */
6704 if (angband_term[i])
6706 /* Add the redraw on resize hook */
6707 angband_term[i]->resize_hook = redraw_window;
6711 /* Hack -- turn off the cursor */
6712 (void)Term_set_cursor(0);
6715 /* Attempt to load */
6720 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6722 quit("broken savefile");
6727 /* Extract the options */
6728 extract_option_vars();
6730 /* Report waited score */
6731 if (p_ptr->wait_report_score)
6737 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6739 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6744 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6749 p_ptr->is_dead = TRUE;
6751 start_time = time(NULL);
6753 /* No suspending now */
6754 signals_ignore_tstp();
6756 /* Hack -- Character is now "icky" */
6757 character_icky = TRUE;
6759 /* Build the filename */
6760 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6762 /* Open the high score file, for reading/writing */
6763 highscore_fd = fd_open(buf, O_RDWR);
6765 /* Handle score, show Top scores */
6766 success = send_world_score(TRUE);
6769 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6771 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6775 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6777 prt("standing by for future registration...", 0, 0);
6783 p_ptr->wait_report_score = FALSE;
6786 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6788 if (!save_player()) msg_print("death save failed!");
6791 /* Shut the high score file */
6792 (void)fd_close(highscore_fd);
6794 /* Forget the high score fd */
6797 /* Allow suspending now */
6798 signals_handle_tstp();
6803 /* Nothing loaded */
6804 if (!character_loaded)
6806 /* Make new player */
6809 /* The dungeon is not ready */
6810 character_dungeon = FALSE;
6812 /* Prepare to init the RNG */
6815 /* Initialize the saved floors data */
6816 init_saved_floors(FALSE);
6819 /* Old game is loaded. But new game is requested. */
6822 /* Initialize the saved floors data */
6823 init_saved_floors(TRUE);
6826 /* Process old character */
6829 /* Process the player name */
6830 process_player_name(FALSE);
6839 seed = (time(NULL));
6843 /* Mutate the seed on Unix machines */
6844 seed = ((seed >> 3) * (getpid() << 1));
6848 /* Use the complex RNG */
6851 /* Seed the "complex" RNG */
6852 Rand_state_init(seed);
6855 /* Roll new character */
6858 /* The dungeon is not ready */
6859 character_dungeon = FALSE;
6863 p_ptr->inside_quest = 0;
6864 p_ptr->inside_arena = FALSE;
6865 p_ptr->inside_battle = FALSE;
6869 /* Hack -- seed for flavors */
6870 seed_flavor = randint0(0x10000000);
6872 /* Hack -- seed for town layout */
6873 seed_town = randint0(0x10000000);
6875 /* Roll up a new character */
6883 determine_bounty_uniques();
6884 determine_today_mon(FALSE);
6888 write_level = FALSE;
6891 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6893 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6897 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6898 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6900 if (p_ptr->riding == -1)
6903 for (i = m_max; i > 0; i--)
6905 if (player_bold(m_list[i].fy, m_list[i].fx))
6914 p_ptr->teleport_town = FALSE;
6915 p_ptr->sutemi = FALSE;
6916 world_monster = FALSE;
6917 now_damaged = FALSE;
6919 start_time = time(NULL) - 1;
6920 record_o_name[0] = '\0';
6922 /* Reset map panel */
6923 panel_row_min = cur_hgt;
6924 panel_col_min = cur_wid;
6926 /* Sexy gal gets bonus to maximum weapon skill of whip */
6927 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6928 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6930 /* Fill the arrays of floors and walls in the good proportions */
6931 set_floor_and_wall(dungeon_type);
6933 /* Flavor the objects */
6941 /* Flash a message */
6943 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6945 prt("Please wait...", 0, 0);
6949 /* Flush the message */
6953 /* Hack -- Enter wizard mode */
6956 if (enter_wizard_mode())
6958 p_ptr->wizard = TRUE;
6960 if (p_ptr->is_dead || !py || !px)
6962 /* Initialize the saved floors data */
6963 init_saved_floors(TRUE);
6966 p_ptr->inside_quest = 0;
6968 /* Avoid crash in update_view() */
6972 else if (p_ptr->is_dead)
6974 quit("Already dead.");
6978 /* Initialize the town-buildings if necessary */
6979 if (!dun_level && !p_ptr->inside_quest)
6981 /* Init the wilderness */
6983 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6986 init_flags = INIT_ONLY_BUILDINGS;
6988 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6993 /* Generate a dungeon level if needed */
6994 if (!character_dungeon)
7000 /* Character is now "complete" */
7001 character_generated = TRUE;
7004 /* Hack -- Character is no longer "icky" */
7005 character_icky = FALSE;
7013 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7015 sprintf(buf, "You are standing in the %s.", map_name());
7017 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7022 p_ptr->playing = TRUE;
7024 /* Reset the visual mappings */
7027 /* Load the "pref" files */
7028 load_all_pref_files();
7030 /* React to changes */
7031 Term_xtra(TERM_XTRA_REACT, 0);
7034 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7037 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7043 /* Set or clear "rogue_like_commands" if requested */
7044 if (arg_force_original) rogue_like_commands = FALSE;
7045 if (arg_force_roguelike) rogue_like_commands = TRUE;
7047 /* Hack -- Enforce "delayed death" */
7048 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7050 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7052 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7054 monster_type *m_ptr;
7055 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7056 monster_race *r_ptr = &r_info[pet_r_idx];
7057 place_monster_aux(0, py, px - 1, pet_r_idx,
7058 (PM_FORCE_PET | PM_NO_KAGE));
7059 m_ptr = &m_list[hack_m_idx_ii];
7060 m_ptr->mspeed = r_ptr->speed;
7061 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7062 m_ptr->max_maxhp = m_ptr->maxhp;
7063 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7064 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7070 /* Process the level */
7073 /* Handle "p_ptr->notice" */
7076 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7079 /* Cancel the target */
7082 /* Cancel the health bar */
7086 /* Forget the lite */
7089 /* Forget the view */
7092 /* Forget the view */
7095 /* Handle "quit and save" */
7096 if (!p_ptr->playing && !p_ptr->is_dead) break;
7098 /* Erase the old cave */
7100 if (!p_ptr->is_dead) wipe_m_list();
7108 /* Accidental Death */
7109 if (p_ptr->playing && p_ptr->is_dead)
7111 if (p_ptr->inside_arena)
7113 p_ptr->inside_arena = FALSE;
7114 if (p_ptr->arena_number > MAX_ARENA_MONS)
7115 p_ptr->arena_number++;
7117 p_ptr->arena_number = -1 - p_ptr->arena_number;
7118 p_ptr->is_dead = FALSE;
7120 p_ptr->chp_frac = 0;
7121 p_ptr->exit_bldg = TRUE;
7124 /* Leave through the exit */
7125 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7127 /* prepare next floor */
7132 /* Mega-Hack -- Allow player to cheat death */
7134 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7136 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7140 /* Mark social class, reset age, if needed */
7141 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7147 p_ptr->noscore |= 0x0001;
7151 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7153 msg_print("You invoke wizard mode and cheat death.");
7159 /* Restore hit points */
7160 p_ptr->chp = p_ptr->mhp;
7161 p_ptr->chp_frac = 0;
7163 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7165 for (i = 0; i < EATER_EXT*2; i++)
7167 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7169 for (; i < EATER_EXT*3; i++)
7171 p_ptr->magic_num1[i] = 0;
7174 /* Restore spell points */
7175 p_ptr->csp = p_ptr->msp;
7176 p_ptr->csp_frac = 0;
7178 /* Hack -- Healing */
7180 (void)set_confused(0);
7181 (void)set_poisoned(0);
7182 (void)set_afraid(0);
7183 (void)set_paralyzed(0);
7188 /* Hack -- Prevent starvation */
7189 (void)set_food(PY_FOOD_MAX - 1);
7191 /* Hack -- cancel recall */
7192 if (p_ptr->word_recall)
7196 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7198 msg_print("A tension leaves the air around you...");
7203 /* Hack -- Prevent recall */
7204 p_ptr->word_recall = 0;
7205 p_ptr->redraw |= (PR_STATUS);
7208 /* Hack -- cancel alter */
7209 if (p_ptr->alter_reality)
7211 /* Hack -- Prevent alter */
7212 p_ptr->alter_reality = 0;
7213 p_ptr->redraw |= (PR_STATUS);
7216 /* Note cause of death XXX XXX XXX */
7218 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7220 (void)strcpy(p_ptr->died_from, "Cheating death");
7225 p_ptr->is_dead = FALSE;
7228 p_ptr->inside_arena = FALSE;
7229 p_ptr->inside_battle = FALSE;
7231 p_ptr->inside_quest = 0;
7232 p_ptr->recall_dungeon = dungeon_type;
7234 if (lite_town || vanilla_town)
7236 p_ptr->wilderness_y = 1;
7237 p_ptr->wilderness_x = 1;
7251 p_ptr->wilderness_y = 48;
7252 p_ptr->wilderness_x = 5;
7258 p_ptr->wild_mode = FALSE;
7260 p_ptr->leaving = TRUE;
7263 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7265 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7271 /* Handle "death" */
7272 if (p_ptr->is_dead) break;
7274 /* Make a new level */
7285 s32b turn_real(s32b hoge)
7287 switch (p_ptr->start_race)
7293 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);