4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int upkeep_factor, int regen_amount)
874 s32b old_csp = p_ptr->csp;
875 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
878 * Excess mana will decay 32 times faster than normal
881 if (p_ptr->csp > p_ptr->msp)
883 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
885 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
887 /* Convert the unit (1/2^16) to (1/2^32) */
888 s64b_LSHIFT(decay, decay_frac, 16);
891 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
894 if (p_ptr->csp < p_ptr->msp)
896 p_ptr->csp = p_ptr->msp;
901 /* Regenerating mana (unless the player has excess mana) */
902 else if (regen_rate > 0)
904 /* (percent/100) is the Regen factor in unit (1/2^16) */
906 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
908 /* Convert the unit (1/2^16) to (1/2^32) */
909 s64b_LSHIFT(new_mana, new_mana_frac, 16);
912 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
914 /* Must set frac to zero even if equal */
915 if (p_ptr->csp >= p_ptr->msp)
917 p_ptr->csp = p_ptr->msp;
923 /* Reduce mana (even when the player has excess mana) */
926 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
927 s32b reduce_mana = 0;
928 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
930 /* Convert the unit (1/2^16) to (1/2^32) */
931 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
934 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
946 if (old_csp != p_ptr->csp)
949 p_ptr->redraw |= (PR_MANA);
952 p_ptr->window |= (PW_PLAYER);
953 p_ptr->window |= (PW_SPELL);
963 * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
965 static void regenmagic(int regen_amount)
970 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
972 for (i = 0; i < EATER_EXT*2; i++)
974 if (!p_ptr->magic_num2[i]) continue;
975 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
977 /* Increase remaining charge number like float value */
978 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
979 p_ptr->magic_num1[i] += new_mana;
981 /* Check maximum charge */
982 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
984 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
988 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
990 if (!p_ptr->magic_num1[i]) continue;
991 if (!p_ptr->magic_num2[i]) continue;
993 /* Decrease remaining period for charging */
994 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) / (dev * 16);
995 p_ptr->magic_num1[i] -= new_mana;
997 /* Check minimum remaining period for charging */
998 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1009 * Regenerate the monsters (once per 100 game turns)
1011 * XXX XXX XXX Should probably be done during monster turns.
1013 static void regen_monsters(void)
1018 /* Regenerate everyone */
1019 for (i = 1; i < m_max; i++)
1021 /* Check the i'th monster */
1022 monster_type *m_ptr = &m_list[i];
1023 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1026 /* Skip dead monsters */
1027 if (!m_ptr->r_idx) continue;
1029 /* Allow regeneration (if needed) */
1030 if (m_ptr->hp < m_ptr->maxhp)
1032 /* Hack -- Base regeneration */
1033 frac = m_ptr->maxhp / 100;
1035 /* Hack -- Minimal regeneration rate */
1036 if (!frac) if (one_in_(2)) frac = 1;
1038 /* Hack -- Some monsters regenerate quickly */
1039 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1041 /* Hack -- Regenerate */
1044 /* Do not over-regenerate */
1045 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1047 /* Redraw (later) if needed */
1048 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1049 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1056 * Regenerate the captured monsters (once per 30 game turns)
1058 * XXX XXX XXX Should probably be done during monster turns.
1060 static void regen_captured_monsters(void)
1065 /* Regenerate everyone */
1066 for (i = 0; i < INVEN_TOTAL; i++)
1068 monster_race *r_ptr;
1069 object_type *o_ptr = &inventory[i];
1071 if (!o_ptr->k_idx) continue;
1072 if (o_ptr->tval != TV_CAPTURE) continue;
1073 if (!o_ptr->pval) continue;
1077 r_ptr = &r_info[o_ptr->pval];
1079 /* Allow regeneration (if needed) */
1080 if (o_ptr->xtra4 < o_ptr->xtra5)
1082 /* Hack -- Base regeneration */
1083 frac = o_ptr->xtra5 / 100;
1085 /* Hack -- Minimal regeneration rate */
1086 if (!frac) if (one_in_(2)) frac = 1;
1088 /* Hack -- Some monsters regenerate quickly */
1089 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1091 /* Hack -- Regenerate */
1092 o_ptr->xtra4 += frac;
1094 /* Do not over-regenerate */
1095 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1102 p_ptr->notice |= (PN_COMBINE);
1105 p_ptr->window |= (PW_INVEN);
1106 p_ptr->window |= (PW_EQUIP);
1112 static void notice_lite_change(object_type *o_ptr)
1114 /* Hack -- notice interesting fuel steps */
1115 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1118 p_ptr->window |= (PW_EQUIP);
1121 /* Hack -- Special treatment when blind */
1124 /* Hack -- save some light for later */
1125 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1128 /* The light is now out */
1129 else if (o_ptr->xtra4 == 0)
1133 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1135 msg_print("Your light has gone out!");
1138 /* Recalculate torch radius */
1139 p_ptr->update |= (PU_TORCH);
1141 /* Some ego light lose its effects without fuel */
1142 p_ptr->update |= (PU_BONUS);
1145 /* The light is getting dim */
1146 else if (o_ptr->name2 == EGO_LITE_LONG)
1148 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1149 && (turn % (TURNS_PER_TICK*2)))
1151 if (disturb_minor) disturb(0, 0);
1153 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1155 msg_print("Your light is growing faint.");
1161 /* The light is getting dim */
1162 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1164 if (disturb_minor) disturb(0, 0);
1166 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1168 msg_print("Your light is growing faint.");
1175 void leave_quest_check(void)
1177 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1178 leaving_quest = p_ptr->inside_quest;
1180 /* Leaving an 'only once' quest marks it as failed */
1181 if (leaving_quest &&
1182 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1183 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1185 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1186 quest[leaving_quest].complev = (byte)p_ptr->lev;
1188 /* Additional settings */
1189 switch (quest[leaving_quest].type)
1191 case QUEST_TYPE_TOWER:
1192 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1193 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1195 case QUEST_TYPE_FIND_ARTIFACT:
1196 a_info[quest[leaving_quest].k_idx].gen_flags &= ~(TRG_QUESTITEM);
1198 case QUEST_TYPE_RANDOM:
1199 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1201 /* Floor of random quest will be blocked */
1202 prepare_change_floor_mode(CFM_NO_RETURN);
1206 /* Record finishing a quest */
1207 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1209 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1213 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1218 void leave_tower_check(void)
1220 leaving_quest = p_ptr->inside_quest;
1221 /* Check for Tower Quest */
1222 if (leaving_quest &&
1223 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1224 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1226 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1228 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1229 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1236 * Forcibly pseudo-identify an object in the inventory
1239 * note: currently this function allows pseudo-id of any object,
1240 * including silly ones like potions & scrolls, which always
1241 * get '{average}'. This should be changed, either to stop such
1242 * items from being pseudo-id'd, or to allow psychometry to
1243 * detect whether the unidentified potion/scroll/etc is
1244 * good (Cure Light Wounds, Restore Strength, etc) or
1245 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1247 bool psychometry(void)
1251 char o_name[MAX_NLEN];
1256 item_tester_no_ryoute = TRUE;
1259 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1260 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1262 q = "Meditate on which item? ";
1263 s = "You have nothing appropriate.";
1266 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1268 /* Get the item (in the pack) */
1271 o_ptr = &inventory[item];
1274 /* Get the item (on the floor) */
1277 o_ptr = &o_list[0 - item];
1280 /* It is fully known, no information needed */
1281 if (object_is_known(o_ptr))
1284 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1286 msg_print("You cannot find out anything more about that.");
1292 /* Check for a feeling */
1293 feel = value_check_aux1(o_ptr);
1295 /* Get an object description */
1296 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1298 /* Skip non-feelings */
1302 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1304 msg_format("You do not perceive anything unusual about the %s.", o_name);
1311 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1312 o_name, game_inscriptions[feel]);
1314 msg_format("You feel that the %s %s %s...",
1315 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1316 game_inscriptions[feel]);
1320 /* We have "felt" it */
1321 o_ptr->ident |= (IDENT_SENSE);
1324 o_ptr->feeling = feel;
1326 /* Player touches it */
1327 o_ptr->marked |= OM_TOUCHED;
1329 /* Combine / Reorder the pack (later) */
1330 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1333 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1335 /* Valid "tval" codes */
1336 switch (o_ptr->tval)
1364 /* Auto-inscription/destroy */
1365 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1367 /* Something happened */
1373 * If player has inscribed the object with "!!", let him know when it's
1376 static void recharged_notice(object_type *o_ptr)
1378 char o_name[MAX_NLEN];
1382 /* No inscription */
1383 if (!o_ptr->inscription) return;
1386 s = my_strchr(quark_str(o_ptr->inscription), '!');
1388 /* Process notification request. */
1391 /* Find another '!' */
1394 /* Describe (briefly) */
1395 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1397 /* Notify the player */
1399 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1401 if (o_ptr->number > 1)
1402 msg_format("Your %s are recharged.", o_name);
1404 msg_format("Your %s is recharged.", o_name);
1413 /* Keep looking for '!'s */
1414 s = my_strchr(s + 1, '!');
1419 static void check_music(void)
1421 const magic_type *s_ptr;
1424 u32b need_mana_frac;
1426 /* Music singed by player */
1427 if (p_ptr->pclass != CLASS_BARD) return;
1428 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1430 if (p_ptr->anti_magic)
1436 spell = p_ptr->magic_num2[0];
1437 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1439 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1443 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1445 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1452 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1454 p_ptr->redraw |= PR_MANA;
1455 if (p_ptr->magic_num1[1])
1457 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1458 p_ptr->magic_num1[1] = 0;
1460 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1462 msg_print("You restart singing.");
1464 p_ptr->action = ACTION_SING;
1466 /* Recalculate bonuses */
1467 p_ptr->update |= (PU_BONUS | PU_HP);
1469 /* Redraw map and status bar */
1470 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1472 /* Update monsters */
1473 p_ptr->update |= (PU_MONSTERS);
1476 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1479 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1480 p_ptr->spell_exp[spell] += 5;
1481 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1482 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1483 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1484 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1485 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1486 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1488 /* Do any effects of continual song */
1489 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1493 /* Choose one of items that have cursed flag */
1494 static object_type *choose_cursed_obj_name(u32b flag)
1497 int choices[INVEN_TOTAL-INVEN_RARM];
1500 /* Paranoia -- Player has no warning-item */
1501 if (!(p_ptr->cursed & flag)) return NULL;
1503 /* Search Inventry */
1504 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1506 object_type *o_ptr = &inventory[i];
1508 if (o_ptr->curse_flags & flag)
1510 choices[number] = i;
1513 else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE))
1515 u32b cf = (flag == TRC_ADD_L_CURSE) ? TR_ADD_L_CURSE : TR_ADD_H_CURSE;
1517 object_flags(o_ptr, flgs);
1518 if (have_flag(flgs, cf))
1520 choices[number] = i;
1526 /* Choice one of them */
1527 return (&inventory[choices[randint0(number)]]);
1532 * Handle timed damage and regeneration every 10 game turns
1534 static void process_world_aux_hp_and_sp(void)
1536 feature_type *f_ptr = &f_info[cave[py][px].feat];
1537 bool cave_no_regen = FALSE;
1538 int upkeep_factor = 0;
1540 /* Default regeneration */
1541 int regen_amount = PY_REGEN_NORMAL;
1544 /*** Damage over Time ***/
1546 /* Take damage from poison */
1547 if (p_ptr->poisoned && !IS_INVULN())
1551 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1553 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1558 /* Take damage from cuts */
1559 if (p_ptr->cut && !IS_INVULN())
1563 /* Mortal wound or Deep Gash */
1564 if (p_ptr->cut > 1000)
1569 else if (p_ptr->cut > 200)
1575 else if (p_ptr->cut > 100)
1580 else if (p_ptr->cut > 50)
1585 else if (p_ptr->cut > 25)
1590 else if (p_ptr->cut > 10)
1603 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1605 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1611 /* (Vampires) Take damage from sunlight */
1612 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1614 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1616 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1620 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1621 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1623 msg_print("The sun's rays scorch your undead flesh!");
1624 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1627 cave_no_regen = TRUE;
1631 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1632 !p_ptr->resist_lite)
1634 object_type * o_ptr = &inventory[INVEN_LITE];
1635 char o_name [MAX_NLEN];
1636 char ouch [MAX_NLEN+40];
1638 /* Get an object description */
1639 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1642 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1644 msg_format("The %s scorches your undead flesh!", o_name);
1648 cave_no_regen = TRUE;
1650 /* Get an object description */
1651 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1654 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1656 sprintf(ouch, "wielding %s", o_name);
1659 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1663 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1667 if (have_flag(f_ptr->flags, FF_DEEP))
1669 damage = 6000 + randint0(4000);
1671 else if (!p_ptr->levitation)
1673 damage = 3000 + randint0(2000);
1678 if (prace_is_(RACE_ENT)) damage += damage / 3;
1679 if (p_ptr->resist_fire) damage = damage / 3;
1680 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1682 if (p_ptr->levitation) damage = damage / 5;
1684 damage = damage / 100 + (randint0(100) < (damage % 100));
1686 if (p_ptr->levitation)
1689 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1690 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1692 msg_print("The heat burns you!");
1693 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1698 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1700 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1702 msg_format("The %s burns you!", name);
1704 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1707 cave_no_regen = TRUE;
1711 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1712 !p_ptr->levitation && !p_ptr->can_swim)
1714 if (p_ptr->total_weight > weight_limit())
1718 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1719 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1721 msg_print("You are drowning!");
1722 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1725 cave_no_regen = TRUE;
1732 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1734 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1735 if (prace_is_(RACE_ENT)) damage += damage / 3;
1736 if (p_ptr->resist_fire) damage = damage / 3;
1737 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1739 msg_print("Ç®¤¤¡ª");
1740 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1742 msg_print("It's hot!");
1743 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1746 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1748 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1749 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1750 if (p_ptr->resist_elec) damage = damage / 3;
1751 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1753 msg_print("Äˤ¤¡ª");
1754 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1756 msg_print("It hurts!");
1757 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1760 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1762 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1763 if (p_ptr->resist_cold) damage = damage / 3;
1764 if (IS_OPPOSE_COLD()) damage = damage / 3;
1766 msg_print("Î䤿¤¤¡ª");
1767 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1769 msg_print("It's cold!");
1770 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1775 /* Spectres -- take damage when moving through walls */
1777 * Added: ANYBODY takes damage if inside through walls
1778 * without wraith form -- NOTE: Spectres will never be
1779 * reduced below 0 hp by being inside a stone wall; others
1782 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1784 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1785 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1789 cave_no_regen = TRUE;
1791 if (p_ptr->pass_wall)
1794 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1797 msg_print("Your molecules feel disrupted!");
1798 dam_desc = "density";
1804 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1805 dam_desc = "¹Å¤¤´ä";
1807 msg_print("You are being crushed!");
1808 dam_desc = "solid rock";
1812 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1817 /*** handle regeneration ***/
1820 if (p_ptr->food < PY_FOOD_WEAK)
1822 /* Lower regeneration */
1823 if (p_ptr->food < PY_FOOD_STARVE)
1827 else if (p_ptr->food < PY_FOOD_FAINT)
1829 regen_amount = PY_REGEN_FAINT;
1833 regen_amount = PY_REGEN_WEAK;
1837 /* Are we walking the pattern? */
1838 if (pattern_effect())
1840 cave_no_regen = TRUE;
1844 /* Regeneration ability */
1845 if (p_ptr->regenerate)
1847 regen_amount = regen_amount * 2;
1849 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1853 if (p_ptr->cursed & TRC_SLOW_REGEN)
1860 /* Searching or Resting */
1861 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1863 regen_amount = regen_amount * 2;
1866 upkeep_factor = calculate_upkeep();
1868 /* No regeneration while special action */
1869 if ((p_ptr->action == ACTION_LEARN) ||
1870 (p_ptr->action == ACTION_HAYAGAKE) ||
1871 (p_ptr->special_defense & KATA_KOUKIJIN))
1873 upkeep_factor += 100;
1876 /* Regenerate the mana */
1877 regenmana(upkeep_factor, regen_amount);
1880 /* Recharge magic eater's power */
1881 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1883 regenmagic(regen_amount);
1886 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1888 while (upkeep_factor > 100)
1891 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1893 msg_print("Too many pets to control at once!");
1896 do_cmd_pet_dismiss();
1898 upkeep_factor = calculate_upkeep();
1901 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1903 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1909 /* Poisoned or cut yields no healing */
1910 if (p_ptr->poisoned) regen_amount = 0;
1911 if (p_ptr->cut) regen_amount = 0;
1913 /* Special floor -- Pattern, in a wall -- yields no healing */
1914 if (cave_no_regen) regen_amount = 0;
1916 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1918 /* Regenerate Hit Points if needed */
1919 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1921 regenhp(regen_amount);
1927 * Handle timeout every 10 game turns
1929 static void process_world_aux_timeout(void)
1931 const int dec_count = (easy_band ? 2 : 1);
1933 /*** Timeout Various Things ***/
1936 if (p_ptr->tim_mimic)
1938 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1941 /* Hack -- Hallucinating */
1944 (void)set_image(p_ptr->image - dec_count);
1950 (void)set_blind(p_ptr->blind - dec_count);
1953 /* Times see-invisible */
1954 if (p_ptr->tim_invis)
1956 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1967 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1970 /* Timed temporary elemental brands. -LM- */
1971 if (p_ptr->ele_attack)
1973 p_ptr->ele_attack--;
1975 /* Clear all temporary elemental brands. */
1976 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1979 /* Timed temporary elemental immune. -LM- */
1980 if (p_ptr->ele_immune)
1982 p_ptr->ele_immune--;
1984 /* Clear all temporary elemental brands. */
1985 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1988 /* Timed infra-vision */
1989 if (p_ptr->tim_infra)
1991 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1995 if (p_ptr->tim_stealth)
1997 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2000 /* Timed levitation */
2001 if (p_ptr->tim_levitation)
2003 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2006 /* Timed sh_touki */
2007 if (p_ptr->tim_sh_touki)
2009 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2013 if (p_ptr->tim_sh_fire)
2015 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2019 if (p_ptr->tim_sh_holy)
2021 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2025 if (p_ptr->tim_eyeeye)
2027 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2030 /* Timed resist-magic */
2031 if (p_ptr->resist_magic)
2033 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2036 /* Timed regeneration */
2037 if (p_ptr->tim_regen)
2039 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2042 /* Timed resist nether */
2043 if (p_ptr->tim_res_nether)
2045 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2048 /* Timed resist time */
2049 if (p_ptr->tim_res_time)
2051 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2055 if (p_ptr->tim_reflect)
2057 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2061 if (p_ptr->multishadow)
2063 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2066 /* Timed Robe of dust */
2067 if (p_ptr->dustrobe)
2069 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2072 /* Timed infra-vision */
2073 if (p_ptr->kabenuke)
2075 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2079 if (p_ptr->paralyzed)
2081 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2085 if (p_ptr->confused)
2087 (void)set_confused(p_ptr->confused - dec_count);
2093 (void)set_afraid(p_ptr->afraid - dec_count);
2099 (void)set_fast(p_ptr->fast - 1, TRUE);
2105 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2108 /* Protection from evil */
2109 if (p_ptr->protevil)
2111 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2114 /* Invulnerability */
2117 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2121 if (p_ptr->wraith_form)
2123 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2129 (void)set_hero(p_ptr->hero - 1, TRUE);
2135 (void)set_shero(p_ptr->shero - 1, TRUE);
2141 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2147 (void)set_shield(p_ptr->shield - 1, TRUE);
2151 if (p_ptr->tsubureru)
2153 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2157 if (p_ptr->magicdef)
2159 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2163 if (p_ptr->tsuyoshi)
2165 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2169 if (p_ptr->oppose_acid)
2171 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2174 /* Oppose Lightning */
2175 if (p_ptr->oppose_elec)
2177 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2181 if (p_ptr->oppose_fire)
2183 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2187 if (p_ptr->oppose_cold)
2189 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2193 if (p_ptr->oppose_pois)
2195 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2200 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2203 /*** Poison and Stun and Cut ***/
2206 if (p_ptr->poisoned)
2208 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2210 /* Apply some healing */
2211 (void)set_poisoned(p_ptr->poisoned - adjust);
2217 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2219 /* Apply some healing */
2220 (void)set_stun(p_ptr->stun - adjust);
2226 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2228 /* Hack -- Truly "mortal" wound */
2229 if (p_ptr->cut > 1000) adjust = 0;
2231 /* Apply some healing */
2232 (void)set_cut(p_ptr->cut - adjust);
2238 * Handle burning fuel every 10 game turns
2240 static void process_world_aux_light(void)
2242 /* Check for light being wielded */
2243 object_type *o_ptr = &inventory[INVEN_LITE];
2245 /* Burn some fuel in the current lite */
2246 if (o_ptr->tval == TV_LITE)
2248 /* Hack -- Use some fuel (except on artifacts) */
2249 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2251 /* Decrease life-span */
2252 if (o_ptr->name2 == EGO_LITE_LONG)
2254 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2256 else o_ptr->xtra4--;
2258 /* Notice interesting fuel steps */
2259 notice_lite_change(o_ptr);
2266 * Handle mutation effects once every 10 game turns
2268 static void process_world_aux_mutation(void)
2270 /* No mutation with effects */
2271 if (!p_ptr->muta2) return;
2273 /* No effect on monster arena */
2274 if (p_ptr->inside_battle) return;
2276 /* No effect on the global map */
2277 if (p_ptr->wild_mode) return;
2280 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2284 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2285 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2287 msg_print("RAAAAGHH!");
2288 msg_print("You feel a fit of rage coming over you!");
2291 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2292 (void)set_afraid(0);
2295 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2297 if (!p_ptr->resist_fear)
2301 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2303 msg_print("It's so dark... so scary!");
2306 set_afraid(p_ptr->afraid + 13 + randint1(26));
2310 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2312 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2317 /* Teleport player */
2319 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2321 msg_print("Your position suddenly seems very uncertain...");
2325 teleport_player(40, TELEPORT_PASSIVE);
2329 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2331 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2334 p_ptr->redraw |= PR_EXTRA;
2336 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2338 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2343 if (!p_ptr->resist_conf)
2345 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2348 if (!p_ptr->resist_chaos)
2353 if (one_in_(3)) lose_all_info();
2355 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2358 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2359 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2361 msg_print("You wake up somewhere with a sore head...");
2362 msg_print("You can't remember a thing, or how you got here!");
2371 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2373 msg_print("Thishcischs GooDSChtuff!");
2376 (void)set_image(p_ptr->image + randint0(150) + 150);
2382 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2384 if (!p_ptr->resist_chaos)
2387 p_ptr->redraw |= PR_EXTRA;
2388 (void)set_image(p_ptr->image + randint0(50) + 20);
2392 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2397 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2399 msg_print("BRRAAAP! Oops.");
2403 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2406 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2407 !p_ptr->anti_magic && one_in_(9000))
2412 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");
2414 msg_print("Magical energy flows through you! You must release it!");
2419 (void)get_hack_dir(&dire);
2420 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2423 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2424 !p_ptr->anti_magic && (randint1(6666) == 666))
2426 bool pet = one_in_(6);
2427 u32b mode = PM_ALLOW_GROUP;
2429 if (pet) mode |= PM_FORCE_PET;
2430 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2432 if (summon_specific((pet ? -1 : 0), py, px,
2433 dun_level, SUMMON_DEMON, mode))
2436 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2438 msg_print("You have attracted a demon!");
2445 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2451 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2453 msg_print("You feel less energetic.");
2456 if (p_ptr->fast > 0)
2462 set_slow(randint1(30) + 10, FALSE);
2468 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2470 msg_print("You feel more energetic.");
2473 if (p_ptr->slow > 0)
2479 set_fast(randint1(30) + 10, FALSE);
2484 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2488 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2490 msg_print("You suddenly feel almost lonely.");
2493 banish_monsters(100);
2494 if (!dun_level && p_ptr->town_num)
2498 /* Pick a random shop (except home) */
2501 n = randint0(MAX_STORES);
2503 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2506 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2508 msg_print("You see one of the shopkeepers running for the hills!");
2516 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2521 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2523 msg_print("A shadow passes over you.");
2528 /* Absorb light from the current possition */
2529 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2534 o_ptr = &inventory[INVEN_LITE];
2536 /* Absorb some fuel in the current lite */
2537 if (o_ptr->tval == TV_LITE)
2539 /* Use some fuel (except on artifacts) */
2540 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2542 /* Heal the player a bit */
2543 hp_player(o_ptr->xtra4 / 20);
2545 /* Decrease life-span of lite */
2549 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2551 msg_print("You absorb energy from your light!");
2555 /* Notice interesting fuel steps */
2556 notice_lite_change(o_ptr);
2561 * Unlite the area (radius 10) around player and
2562 * do 50 points damage to every affected monster
2564 unlite_area(50, 10);
2567 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2568 !p_ptr->anti_magic && one_in_(7000))
2570 bool pet = one_in_(3);
2571 u32b mode = PM_ALLOW_GROUP;
2573 if (pet) mode |= PM_FORCE_PET;
2574 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2576 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2579 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2581 msg_print("You have attracted an animal!");
2588 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2589 !p_ptr->anti_magic && one_in_(8000))
2593 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2595 msg_print("You feel the world warping around you!");
2599 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2601 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2603 if (!lose_mutation(0))
2605 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2607 msg_print("You feel oddly normal.");
2611 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2615 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2617 msg_print("You feel insubstantial!");
2621 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2623 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2627 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2629 int which_stat = randint0(6);
2630 int sustained = FALSE;
2635 if (p_ptr->sustain_str) sustained = TRUE;
2638 if (p_ptr->sustain_int) sustained = TRUE;
2641 if (p_ptr->sustain_wis) sustained = TRUE;
2644 if (p_ptr->sustain_dex) sustained = TRUE;
2647 if (p_ptr->sustain_con) sustained = TRUE;
2650 if (p_ptr->sustain_chr) sustained = TRUE;
2654 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2656 msg_print("Invalid stat chosen!");
2666 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2668 msg_print("You can feel yourself wasting away!");
2672 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2675 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2676 !p_ptr->anti_magic && one_in_(3000))
2678 bool pet = one_in_(5);
2679 u32b mode = PM_ALLOW_GROUP;
2681 if (pet) mode |= PM_FORCE_PET;
2682 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2684 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2687 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2689 msg_print("You have attracted a dragon!");
2695 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2698 if (p_ptr->tim_esp > 0)
2701 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2703 msg_print("Your mind feels cloudy!");
2706 set_tim_esp(0, TRUE);
2711 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2713 msg_print("Your mind expands!");
2716 set_tim_esp(p_ptr->lev, FALSE);
2719 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2724 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2726 msg_print("Your stomach roils, and you lose your lunch!");
2730 set_food(PY_FOOD_WEAK);
2731 if (music_singing_any()) stop_singing();
2732 if (hex_spelling_any()) stop_hex_spell_all();
2735 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2736 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2741 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2743 int danger_amount = 0;
2746 for (monster = 0; monster < m_max; monster++)
2748 monster_type *m_ptr = &m_list[monster];
2749 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2751 /* Paranoia -- Skip dead monsters */
2752 if (!m_ptr->r_idx) continue;
2754 if (r_ptr->level >= p_ptr->lev)
2756 danger_amount += r_ptr->level - p_ptr->lev + 1;
2760 if (danger_amount > 100)
2762 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2764 msg_print("You feel utterly terrified!");
2767 else if (danger_amount > 50)
2769 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2771 msg_print("You feel terrified!");
2774 else if (danger_amount > 20)
2776 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2778 msg_print("You feel very worried!");
2781 else if (danger_amount > 10)
2783 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2785 msg_print("You feel paranoid!");
2788 else if (danger_amount > 5)
2790 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2792 msg_print("You feel almost safe.");
2797 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2799 msg_print("You feel lonely.");
2803 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2808 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2810 msg_print("You feel invincible!");
2814 (void)set_invuln(randint1(8) + 8, FALSE);
2816 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2818 int wounds = p_ptr->mhp - p_ptr->chp;
2822 int healing = p_ptr->csp;
2824 if (healing > wounds)
2830 p_ptr->csp -= healing;
2833 p_ptr->redraw |= (PR_MANA);
2836 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2839 int wounds = p_ptr->msp - p_ptr->csp;
2843 int healing = p_ptr->chp;
2845 if (healing > wounds)
2850 p_ptr->csp += healing;
2853 p_ptr->redraw |= (PR_MANA);
2855 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2857 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2862 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2865 object_type *o_ptr = NULL;
2869 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2870 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2872 msg_print("You trip over your own feet!");
2873 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2877 if (buki_motteruka(INVEN_RARM))
2880 o_ptr = &inventory[INVEN_RARM];
2882 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2884 o_ptr = &inventory[INVEN_LARM];
2888 else if (buki_motteruka(INVEN_LARM))
2890 o_ptr = &inventory[INVEN_LARM];
2894 if (slot && !object_is_cursed(o_ptr))
2897 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2899 msg_print("You drop your weapon!");
2901 inven_drop(slot, 1);
2907 * Handle curse effects once every 10 game turns
2909 static void process_world_aux_curse(void)
2911 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2914 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2915 * can actually be useful!
2917 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2919 char o_name[MAX_NLEN];
2921 int i, i_keep = 0, count = 0;
2923 /* Scan the equipment with random teleport ability */
2924 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2926 u32b flgs[TR_FLAG_SIZE];
2927 o_ptr = &inventory[i];
2929 /* Skip non-objects */
2930 if (!o_ptr->k_idx) continue;
2932 /* Extract the item flags */
2933 object_flags(o_ptr, flgs);
2935 if (have_flag(flgs, TR_TELEPORT))
2937 /* {.} will stop random teleportation. */
2938 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2941 if (one_in_(count)) i_keep = i;
2946 o_ptr = &inventory[i_keep];
2947 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2950 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2952 msg_format("Your %s is activating teleportation.", o_name);
2956 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2958 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2962 teleport_player(50, 0L);
2967 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2969 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2974 /* Make a chainsword noise */
2975 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2979 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2981 if (!get_rnd_line("chainswd.txt", 0, noise))
2984 disturb(FALSE, FALSE);
2987 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2990 (void)activate_ty_curse(FALSE, &count);
2992 /* Handle experience draining */
2993 if (p_ptr->prace != RACE_ANDROID &&
2994 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2996 p_ptr->exp -= (p_ptr->lev+1)/2;
2997 if (p_ptr->exp < 0) p_ptr->exp = 0;
2998 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2999 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3002 /* Add light curse (Later) */
3003 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3008 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3010 new_curse = get_curse(0, o_ptr);
3011 if (!(o_ptr->curse_flags & new_curse))
3013 char o_name[MAX_NLEN];
3015 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3017 o_ptr->curse_flags |= new_curse;
3019 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3021 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3024 o_ptr->feeling = FEEL_NONE;
3026 p_ptr->update |= (PU_BONUS);
3029 /* Add heavy curse (Later) */
3030 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3035 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3037 new_curse = get_curse(1, o_ptr);
3038 if (!(o_ptr->curse_flags & new_curse))
3040 char o_name[MAX_NLEN];
3042 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3044 o_ptr->curse_flags |= new_curse;
3046 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3048 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3051 o_ptr->feeling = FEEL_NONE;
3053 p_ptr->update |= (PU_BONUS);
3057 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3059 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3060 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3062 char o_name[MAX_NLEN];
3064 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3066 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3068 msg_format("Your %s have attracted an animal!", o_name);
3075 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3077 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3079 char o_name[MAX_NLEN];
3081 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3083 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3085 msg_format("Your %s have attracted a demon!", o_name);
3092 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3094 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3095 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3097 char o_name[MAX_NLEN];
3099 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3101 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3103 msg_format("Your %s have attracted an animal!", o_name);
3109 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3111 if (!p_ptr->resist_fear)
3115 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3117 msg_print("It's so dark... so scary!");
3120 set_afraid(p_ptr->afraid + 13 + randint1(26));
3123 /* Teleport player */
3124 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3128 /* Teleport player */
3129 teleport_player(40, TELEPORT_PASSIVE);
3131 /* Handle HP draining */
3132 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3134 char o_name[MAX_NLEN];
3136 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3138 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3140 msg_format("Your %s drains HP from you!", o_name);
3142 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3144 /* Handle mana draining */
3145 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3147 char o_name[MAX_NLEN];
3149 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3151 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3153 msg_format("Your %s drains mana from you!", o_name);
3155 p_ptr->csp -= MIN(p_ptr->lev, 50);
3159 p_ptr->csp_frac = 0;
3161 p_ptr->redraw |= PR_MANA;
3165 /* Rarely, take damage from the Jewel of Judgement */
3166 if (one_in_(999) && !p_ptr->anti_magic)
3168 object_type *o_ptr = &inventory[INVEN_LITE];
3170 if (o_ptr->name1 == ART_JUDGE)
3173 if (object_is_known(o_ptr))
3174 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3176 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3177 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3179 if (object_is_known(o_ptr))
3180 msg_print("The Jewel of Judgement drains life from you!");
3182 msg_print("Something drains life from you!");
3183 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3191 * Handle recharging objects once every 10 game turns
3193 static void process_world_aux_recharge(void)
3198 /* Process equipment */
3199 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3201 /* Get the object */
3202 object_type *o_ptr = &inventory[i];
3204 /* Skip non-objects */
3205 if (!o_ptr->k_idx) continue;
3207 /* Recharge activatable objects */
3208 if (o_ptr->timeout > 0)
3213 /* Notice changes */
3214 if (!o_ptr->timeout)
3216 recharged_notice(o_ptr);
3222 /* Notice changes */
3226 p_ptr->window |= (PW_EQUIP);
3231 * Recharge rods. Rods now use timeout to control charging status,
3232 * and each charging rod in a stack decreases the stack's timeout by
3233 * one per turn. -LM-
3235 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3237 object_type *o_ptr = &inventory[i];
3238 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3240 /* Skip non-objects */
3241 if (!o_ptr->k_idx) continue;
3243 /* Examine all charging rods or stacks of charging rods. */
3244 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3246 /* Determine how many rods are charging. */
3247 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3248 if (temp > o_ptr->number) temp = o_ptr->number;
3250 /* Decrease timeout by that number. */
3251 o_ptr->timeout -= temp;
3253 /* Boundary control. */
3254 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3256 /* Notice changes, provide message if object is inscribed. */
3257 if (!(o_ptr->timeout))
3259 recharged_notice(o_ptr);
3263 /* One of the stack of rod is charged */
3264 else if (o_ptr->timeout % k_ptr->pval)
3271 /* Notice changes */
3275 p_ptr->window |= (PW_INVEN);
3279 /* Process objects on floor */
3280 for (i = 1; i < o_max; i++)
3283 object_type *o_ptr = &o_list[i];
3285 /* Skip dead objects */
3286 if (!o_ptr->k_idx) continue;
3288 /* Recharge rods on the ground. No messages. */
3289 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3292 o_ptr->timeout -= o_ptr->number;
3294 /* Boundary control. */
3295 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3302 * Handle involuntary movement once every 10 game turns
3304 static void process_world_aux_movement(void)
3306 /* Delayed Word-of-Recall */
3307 if (p_ptr->word_recall)
3310 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3311 * The player is yanked up/down as soon as
3312 * he loads the autosaved game.
3314 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3315 do_cmd_save_game(TRUE);
3317 /* Count down towards recall */
3318 p_ptr->word_recall--;
3320 p_ptr->redraw |= (PR_STATUS);
3322 /* Activate the recall */
3323 if (!p_ptr->word_recall)
3328 /* Determine the level */
3329 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3331 msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3332 "You feel yourself yanked upwards!"));
3334 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3336 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3341 leave_quest_check();
3342 leave_tower_check();
3344 p_ptr->inside_quest = 0;
3346 p_ptr->leaving = TRUE;
3350 msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3351 "You feel yourself yanked downwards!"));
3353 dungeon_type = p_ptr->recall_dungeon;
3356 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3359 dun_level = max_dlv[dungeon_type];
3360 if (dun_level < 1) dun_level = 1;
3362 /* Nightmare mode makes recall more dangerous */
3363 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3369 else if (dun_level < 99)
3371 dun_level = (dun_level + 99) / 2;
3373 else if (dun_level > 100)
3375 dun_level = d_info[dungeon_type].maxdepth - 1;
3379 if (p_ptr->wild_mode)
3381 p_ptr->wilderness_y = py;
3382 p_ptr->wilderness_x = px;
3386 /* Save player position */
3390 p_ptr->wild_mode = FALSE;
3393 * Clear all saved floors
3394 * and create a first saved floor
3396 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3399 p_ptr->leaving = TRUE;
3401 if (dungeon_type == DUNGEON_ANGBAND)
3405 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3407 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3408 (quest[i].status == QUEST_STATUS_TAKEN) &&
3409 (quest[i].level < dun_level))
3411 quest[i].status = QUEST_STATUS_FAILED;
3412 quest[i].complev = (byte)p_ptr->lev;
3413 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3420 sound(SOUND_TPLEVEL);
3425 /* Delayed Alter reality */
3426 if (p_ptr->alter_reality)
3428 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3429 do_cmd_save_game(TRUE);
3431 /* Count down towards alter */
3432 p_ptr->alter_reality--;
3434 p_ptr->redraw |= (PR_STATUS);
3436 /* Activate the alter reality */
3437 if (!p_ptr->alter_reality)
3442 /* Determine the level */
3443 if (!quest_number(dun_level) && dun_level)
3446 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3448 msg_print("The world changes!");
3452 * Clear all saved floors
3453 * and create a first saved floor
3455 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3458 p_ptr->leaving = TRUE;
3463 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3465 msg_print("The world seems to change for a moment!");
3470 sound(SOUND_TPLEVEL);
3477 * Count number of adjacent monsters
3479 static int get_monster_crowd_number(int m_idx)
3481 monster_type *m_ptr = &m_list[m_idx];
3487 for (i = 0; i < 7; i++)
3489 int ay = my + ddy_ddd[i];
3490 int ax = mx + ddx_ddd[i];
3492 if (!in_bounds(ay, ax)) continue;
3494 /* Count number of monsters */
3495 if (cave[ay][ax].m_idx > 0) count++;
3504 * Dungeon rating is no longer linear
3506 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3509 * Examine all monsters and unidentified objects,
3510 * and get the feeling of current dungeon floor
3512 static byte get_dungeon_feeling(void)
3514 const int base = 10;
3518 /* Hack -- no feeling in the town */
3519 if (!dun_level) return 0;
3521 /* Examine each monster */
3522 for (i = 1; i < m_max; i++)
3524 monster_type *m_ptr = &m_list[i];
3525 monster_race *r_ptr;
3528 /* Skip dead monsters */
3529 if (!m_ptr->r_idx) continue;
3532 if (is_pet(m_ptr)) continue;
3534 r_ptr = &r_info[m_ptr->r_idx];
3536 /* Unique monsters */
3537 if (r_ptr->flags1 & (RF1_UNIQUE))
3539 /* Nearly out-of-depth unique monsters */
3540 if (r_ptr->level + 10 > dun_level)
3542 /* Boost rating by twice delta-depth */
3543 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3548 /* Out-of-depth monsters */
3549 if (r_ptr->level > dun_level)
3551 /* Boost rating by delta-depth */
3552 delta += (r_ptr->level - dun_level) * base;
3556 /* Unusually crowded monsters get a little bit of rating boost */
3557 if (r_ptr->flags1 & RF1_FRIENDS)
3559 if (5 <= get_monster_crowd_number(i)) delta += 1;
3563 if (2 <= get_monster_crowd_number(i)) delta += 1;
3567 rating += RATING_BOOST(delta);
3570 /* Examine each unidentified object */
3571 for (i = 1; i < o_max; i++)
3573 object_type *o_ptr = &o_list[i];
3574 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3577 /* Skip dead objects */
3578 if (!o_ptr->k_idx) continue;
3580 /* Skip known objects */
3581 if (object_is_known(o_ptr))
3584 if (o_ptr->marked & OM_TOUCHED) continue;
3587 /* Skip pseudo-known objects */
3588 if (o_ptr->ident & IDENT_SENSE) continue;
3591 if (object_is_ego(o_ptr))
3593 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3595 delta += e_ptr->rating * base;
3599 if (object_is_artifact(o_ptr))
3601 s32b cost = object_value_real(o_ptr);
3604 if (cost > 10000L) delta += 10 * base;
3605 if (cost > 50000L) delta += 10 * base;
3606 if (cost > 100000L) delta += 10 * base;
3608 /* Special feeling */
3609 if (!preserve_mode) return 1;
3612 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3613 if (o_ptr->tval == TV_SHIELD &&
3614 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3615 if (o_ptr->tval == TV_GLOVES &&
3616 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3617 if (o_ptr->tval == TV_BOOTS &&
3618 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3619 if (o_ptr->tval == TV_HELM &&
3620 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3621 if (o_ptr->tval == TV_RING &&
3622 o_ptr->sval == SV_RING_SPEED &&
3623 !object_is_cursed(o_ptr)) delta += 25 * base;
3624 if (o_ptr->tval == TV_RING &&
3625 o_ptr->sval == SV_RING_LORDLY &&
3626 !object_is_cursed(o_ptr)) delta += 15 * base;
3627 if (o_ptr->tval == TV_AMULET &&
3628 o_ptr->sval == SV_AMULET_THE_MAGI &&
3629 !object_is_cursed(o_ptr)) delta += 15 * base;
3631 /* Out-of-depth objects */
3632 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3633 k_ptr->level > dun_level)
3635 /* Rating increase */
3636 delta += (k_ptr->level - dun_level) * base;
3639 rating += RATING_BOOST(delta);
3643 if (rating > RATING_BOOST(1000)) return 2;
3644 if (rating > RATING_BOOST(800)) return 3;
3645 if (rating > RATING_BOOST(600)) return 4;
3646 if (rating > RATING_BOOST(400)) return 5;
3647 if (rating > RATING_BOOST(300)) return 6;
3648 if (rating > RATING_BOOST(200)) return 7;
3649 if (rating > RATING_BOOST(100)) return 8;
3650 if (rating > RATING_BOOST(0)) return 9;
3657 * Update dungeon feeling, and announce it if changed
3659 static void update_dungeon_feeling(void)
3665 /* No feeling on the surface */
3666 if (!dun_level) return;
3668 /* No feeling in the arena */
3669 if (p_ptr->inside_battle) return;
3671 /* Extract delay time */
3672 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3674 /* Not yet felt anything */
3675 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3677 /* Extract quest number (if any) */
3678 quest_num = quest_number(dun_level);
3680 /* No feeling in a quest */
3682 (is_fixed_quest_idx(quest_num) &&
3683 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3684 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3687 /* Get new dungeon feeling */
3688 new_feeling = get_dungeon_feeling();
3690 /* Remember last time updated */
3691 p_ptr->feeling_turn = turn;
3694 if (p_ptr->feeling == new_feeling) return;
3696 /* Dungeon feeling is changed */
3697 p_ptr->feeling = new_feeling;
3699 /* Announce feeling */
3702 /* Update the level indicator */
3703 p_ptr->redraw |= (PR_DEPTH);
3706 if (disturb_minor) disturb(0, 0);
3711 * Handle certain things once every 10 game turns
3713 static void process_world(void)
3717 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3718 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3719 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3721 extract_day_hour_min(&day, &hour, &min);
3723 /* Update dungeon feeling, and announce it if changed */
3724 update_dungeon_feeling();
3726 /*** Check monster arena ***/
3727 if (p_ptr->inside_battle && !p_ptr->leaving)
3733 /* Count all hostile monsters */
3734 for (i2 = 0; i2 < cur_wid; ++i2)
3735 for (j2 = 0; j2 < cur_hgt; j2++)
3737 cave_type *c_ptr = &cave[j2][i2];
3739 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3742 win_m_idx = c_ptr->m_idx;
3746 if (number_mon == 0)
3749 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3751 msg_print("They have kill each other at the same time.");
3754 p_ptr->energy_need = 0;
3757 else if ((number_mon-1) == 0)
3760 monster_type *wm_ptr;
3762 wm_ptr = &m_list[win_m_idx];
3764 monster_desc(m_name, wm_ptr, 0);
3766 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3768 msg_format("%s is winner!", m_name);
3772 if (win_m_idx == (sel_monster+1))
3775 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3777 msg_print("Congratulations.");
3780 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3782 msg_format("You received %d gold.", battle_odds);
3784 p_ptr->au += battle_odds;
3789 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3791 msg_print("You lost gold.");
3795 p_ptr->energy_need = 0;
3798 else if (turn - old_turn == 150*TURNS_PER_TICK)
3801 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3803 msg_format("This battle have ended in a draw.");
3805 p_ptr->au += kakekin;
3807 p_ptr->energy_need = 0;
3812 /* Every 10 game turns */
3813 if (turn % TURNS_PER_TICK) return;
3815 /*** Check the Time and Load ***/
3817 if (!(turn % (50*TURNS_PER_TICK)))
3819 /* Check time and load */
3820 if ((0 != check_time()) || (0 != check_load()))
3823 if (closing_flag <= 2)
3828 /* Count warnings */
3833 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3834 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3836 msg_print("The gates to ANGBAND are closing...");
3837 msg_print("Please finish up and/or save your game.");
3847 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3849 msg_print("The gates to ANGBAND are now closed.");
3854 p_ptr->playing = FALSE;
3857 p_ptr->leaving = TRUE;
3862 /*** Attempt timed autosave ***/
3863 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3865 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3866 do_cmd_save_game(TRUE);
3869 if (mon_fight && !ignore_unview)
3872 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3874 msg_print("You hear noise.");
3878 /*** Handle the wilderness/town (sunshine) ***/
3880 /* While in town/wilderness */
3881 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3883 /* Hack -- Daybreak/Nighfall in town */
3884 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3888 /* Check for dawn */
3889 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3898 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3900 msg_print("The sun has risen.");
3903 if (!p_ptr->wild_mode)
3905 /* Hack -- Scan the town */
3906 for (y = 0; y < cur_hgt; y++)
3908 for (x = 0; x < cur_wid; x++)
3910 /* Get the cave grid */
3911 cave_type *c_ptr = &cave[y][x];
3914 c_ptr->info |= (CAVE_GLOW);
3916 /* Hack -- Memorize lit grids if allowed */
3917 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3919 /* Hack -- Notice spot */
3933 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3935 msg_print("The sun has fallen.");
3938 if (!p_ptr->wild_mode)
3940 /* Hack -- Scan the town */
3941 for (y = 0; y < cur_hgt; y++)
3943 for (x = 0; x < cur_wid; x++)
3945 /* Get the cave grid */
3946 cave_type *c_ptr = &cave[y][x];
3948 /* Feature code (applying "mimic" field) */
3949 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3951 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3952 !have_flag(f_ptr->flags, FF_ENTRANCE))
3955 c_ptr->info &= ~(CAVE_GLOW);
3957 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3959 /* Forget the normal floor grid */
3960 c_ptr->info &= ~(CAVE_MARK);
3962 /* Hack -- Notice spot */
3968 /* Glow deep lava and building entrances */
3969 glow_deep_lava_and_bldg();
3974 /* Update the monsters */
3975 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3978 p_ptr->redraw |= (PR_MAP);
3981 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3983 if (p_ptr->special_defense & NINJA_S_STEALTH)
3985 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3990 /* While in the dungeon (vanilla_town or lite_town mode only) */
3991 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3993 /*** Shuffle the Storekeepers ***/
3995 /* Chance is only once a day (while in dungeon) */
3996 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3998 /* Sometimes, shuffle the shop-keepers */
3999 if (one_in_(STORE_SHUFFLE))
4003 /* Pick a random shop (except home and museum) */
4006 n = randint0(MAX_STORES);
4008 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4010 /* Check every feature */
4011 for (i = 1; i < max_f_idx; i++)
4013 /* Access the index */
4014 feature_type *f_ptr = &f_info[i];
4016 /* Skip empty index */
4017 if (!f_ptr->name) continue;
4019 /* Skip non-store features */
4020 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4022 /* Verify store type */
4023 if (f_ptr->subtype == n)
4027 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4029 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4043 /*** Process the monsters ***/
4045 /* Check for creature generation. */
4046 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4047 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4049 /* Make a new monster */
4050 (void)alloc_monster(MAX_SIGHT + 5, 0);
4053 /* Hack -- Check for creature regeneration */
4054 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4055 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4057 if (!p_ptr->leaving)
4061 /* Hack -- Process the counters of monsters if needed */
4062 for (i = 0; i < MAX_MTIMED; i++)
4064 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4072 if (min != prev_min)
4074 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4075 determine_today_mon(FALSE);
4080 * Nightmare mode activates the TY_CURSE at midnight
4082 * Require exact minute -- Don't activate multiple times in a minute
4084 if (ironman_nightmare && (min != prev_min))
4086 /* Every 15 minutes after 11:00 pm */
4087 if ((hour == 23) && !(min % 15))
4096 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4098 msg_print("You hear a distant bell toll ominously.");
4104 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4106 msg_print("A distant bell sounds twice.");
4112 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4114 msg_print("A distant bell sounds three times.");
4120 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4122 msg_print("A distant bell tolls four times.");
4128 /* TY_CURSE activates at midnight! */
4135 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4137 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4140 activate_ty_curse(FALSE, &count);
4145 /*** Check the Food, and Regenerate ***/
4147 if (!p_ptr->inside_battle)
4149 /* Digest quickly when gorged */
4150 if (p_ptr->food >= PY_FOOD_MAX)
4152 /* Digest a lot of food */
4153 (void)set_food(p_ptr->food - 100);
4156 /* Digest normally -- Every 50 game turns */
4157 else if (!(turn % (TURNS_PER_TICK*5)))
4159 /* Basic digestion rate based on speed */
4160 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4162 /* Regeneration takes more food */
4163 if (p_ptr->regenerate)
4165 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4167 if (p_ptr->cursed & TRC_FAST_DIGEST)
4170 /* Slow digestion takes less food */
4171 if (p_ptr->slow_digest)
4174 /* Minimal digestion */
4175 if (digestion < 1) digestion = 1;
4176 /* Maximal digestion */
4177 if (digestion > 100) digestion = 100;
4179 /* Digest some food */
4180 (void)set_food(p_ptr->food - digestion);
4185 if ((p_ptr->food < PY_FOOD_FAINT))
4187 /* Faint occasionally */
4188 if (!p_ptr->paralyzed && (randint0(100) < 10))
4192 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4194 msg_print("You faint from the lack of food.");
4199 /* Hack -- faint (bypass free action) */
4200 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4203 /* Starve to death (slowly) */
4204 if (p_ptr->food < PY_FOOD_STARVE)
4206 /* Calculate damage */
4207 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4211 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4213 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4221 /* Process timed damage and regeneration */
4222 process_world_aux_hp_and_sp();
4224 /* Process timeout */
4225 process_world_aux_timeout();
4228 process_world_aux_light();
4230 /* Process mutation effects */
4231 process_world_aux_mutation();
4233 /* Process curse effects */
4234 process_world_aux_curse();
4236 /* Process recharging */
4237 process_world_aux_recharge();
4239 /* Feel the inventory */
4243 /* Involuntary Movement */
4244 process_world_aux_movement();
4250 * Verify use of "wizard" mode
4252 static bool enter_wizard_mode(void)
4254 /* Ask first time */
4255 if (!p_ptr->noscore)
4257 /* Wizard mode is not permitted */
4258 if (!allow_debug_opts || arg_wizard)
4261 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4263 msg_print("Wizard mode is not permitted.");
4268 /* Mention effects */
4270 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4271 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4273 msg_print("Wizard mode is for debugging and experimenting.");
4274 msg_print("The game will not be scored if you enter wizard mode.");
4279 /* Verify request */
4281 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4283 if (!get_check("Are you sure you want to enter wizard mode? "))
4290 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4292 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4295 p_ptr->noscore |= 0x0002;
4306 * Verify use of "debug" commands
4308 static bool enter_debug_mode(void)
4310 /* Ask first time */
4311 if (!p_ptr->noscore)
4313 /* Debug mode is not permitted */
4314 if (!allow_debug_opts)
4317 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4319 msg_print("Use of debug command is not permitted.");
4324 /* Mention effects */
4326 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4327 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4329 msg_print("The debug commands are for debugging and experimenting.");
4330 msg_print("The game will not be scored if you use debug commands.");
4335 /* Verify request */
4337 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4339 if (!get_check("Are you sure you want to use debug commands? "))
4346 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4348 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4351 p_ptr->noscore |= 0x0008;
4359 * Hack -- Declare the Debug Routines
4361 extern void do_cmd_debug(void);
4363 #endif /* ALLOW_WIZARD */
4369 * Verify use of "borg" commands
4371 static bool enter_borg_mode(void)
4373 /* Ask first time */
4374 if (!(p_ptr->noscore & 0x0010))
4376 /* Mention effects */
4378 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4379 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4381 msg_print("The borg commands are for debugging and experimenting.");
4382 msg_print("The game will not be scored if you use borg commands.");
4387 /* Verify request */
4389 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4391 if (!get_check("Are you sure you want to use borg commands? "))
4398 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4400 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4403 p_ptr->noscore |= 0x0010;
4411 * Hack -- Declare the Ben Borg
4413 extern void do_cmd_borg(void);
4415 #endif /* ALLOW_BORG */
4420 * Parse and execute the current command
4421 * Give "Warning" on illegal commands.
4423 * XXX XXX XXX Make some "blocks"
4425 static void process_command(void)
4427 int old_now_message = now_message;
4429 #ifdef ALLOW_REPEAT /* TNB */
4431 /* Handle repeating the last command */
4434 #endif /* ALLOW_REPEAT -- TNB */
4439 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4440 reset_concent = TRUE;
4442 /* Parse the command */
4443 switch (command_cmd)
4459 /*** Wizard Commands ***/
4461 /* Toggle Wizard Mode */
4466 p_ptr->wizard = FALSE;
4468 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4470 msg_print("Wizard mode off.");
4474 else if (enter_wizard_mode())
4476 p_ptr->wizard = TRUE;
4478 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4480 msg_print("Wizard mode on.");
4485 /* Update monsters */
4486 p_ptr->update |= (PU_MONSTERS);
4488 /* Redraw "title" */
4489 p_ptr->redraw |= (PR_TITLE);
4497 /* Special "debug" commands */
4500 /* Enter debug mode */
4501 if (enter_debug_mode())
4508 #endif /* ALLOW_WIZARD */
4513 /* Special "borg" commands */
4516 /* Enter borg mode */
4517 if (enter_borg_mode())
4519 if (!p_ptr->wild_mode) do_cmd_borg();
4525 #endif /* ALLOW_BORG */
4529 /*** Inventory Commands ***/
4531 /* Wear/wield equipment */
4534 if (!p_ptr->wild_mode) do_cmd_wield();
4538 /* Take off equipment */
4541 if (!p_ptr->wild_mode) do_cmd_takeoff();
4548 if (!p_ptr->wild_mode) do_cmd_drop();
4552 /* Destroy an item */
4559 /* Equipment list */
4566 /* Inventory list */
4574 /*** Various commands ***/
4576 /* Identify an object */
4583 /* Hack -- toggle windows */
4586 toggle_inven_equip();
4591 /*** Standard "Movement" Commands ***/
4596 if (!p_ptr->wild_mode) do_cmd_alter();
4603 if (!p_ptr->wild_mode) do_cmd_tunnel();
4607 /* Move (usually pick up things) */
4610 #ifdef ALLOW_EASY_DISARM /* TNB */
4614 #else /* ALLOW_EASY_DISARM -- TNB */
4616 do_cmd_walk(always_pickup);
4618 #endif /* ALLOW_EASY_DISARM -- TNB */
4623 /* Move (usually do not pick up) */
4626 #ifdef ALLOW_EASY_DISARM /* TNB */
4630 #else /* ALLOW_EASY_DISARM -- TNB */
4632 do_cmd_walk(!always_pickup);
4634 #endif /* ALLOW_EASY_DISARM -- TNB */
4640 /*** Running, Resting, Searching, Staying */
4642 /* Begin Running -- Arg is Max Distance */
4645 if (!p_ptr->wild_mode) do_cmd_run();
4649 /* Stay still (usually pick things up) */
4652 do_cmd_stay(always_pickup);
4656 /* Stay still (usually do not pick up) */
4659 do_cmd_stay(!always_pickup);
4663 /* Rest -- Arg is time */
4670 /* Search for traps/doors */
4677 /* Toggle search mode */
4680 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4681 else set_action(ACTION_SEARCH);
4686 /*** Stairs and Doors and Chests and Traps ***/
4689 case SPECIAL_KEY_STORE:
4691 if (!p_ptr->wild_mode) do_cmd_store();
4695 /* Enter building -KMW- */
4696 case SPECIAL_KEY_BUILDING:
4698 if (!p_ptr->wild_mode) do_cmd_bldg();
4702 /* Enter quest level -KMW- */
4703 case SPECIAL_KEY_QUEST:
4705 if (!p_ptr->wild_mode) do_cmd_quest();
4709 /* Go up staircase */
4712 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4714 if (vanilla_town) break;
4719 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4721 msg_print("To flee the ambush you have to reach the edge of the map.");
4726 if (p_ptr->food < PY_FOOD_WEAK)
4729 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4731 msg_print("You must eat something here.");
4743 /* Go down staircase */
4746 if (p_ptr->wild_mode)
4754 /* Open a door or chest */
4757 if (!p_ptr->wild_mode) do_cmd_open();
4764 if (!p_ptr->wild_mode) do_cmd_close();
4768 /* Jam a door with spikes */
4771 if (!p_ptr->wild_mode) do_cmd_spike();
4778 if (!p_ptr->wild_mode) do_cmd_bash();
4782 /* Disarm a trap or chest */
4785 if (!p_ptr->wild_mode) do_cmd_disarm();
4790 /*** Magic and Prayers ***/
4792 /* Gain new spells/prayers */
4795 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4797 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4799 msg_print("You don't have to learn spells!");
4801 else if (p_ptr->pclass == CLASS_SAMURAI)
4802 do_cmd_gain_hissatsu();
4803 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4813 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4814 (p_ptr->pclass == CLASS_BERSERKER) ||
4815 (p_ptr->pclass == CLASS_NINJA) ||
4816 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4817 ) do_cmd_mind_browse();
4818 else if (p_ptr->pclass == CLASS_SMITH)
4820 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4821 do_cmd_magic_eater(TRUE, FALSE);
4822 else if (p_ptr->pclass == CLASS_SNIPER)
4823 do_cmd_snipe_browse();
4824 else do_cmd_browse();
4832 if (!p_ptr->wild_mode)
4834 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4837 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4839 msg_print("You cannot cast spells!");
4842 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4845 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4847 msg_print("The dungeon absorbs all attempted magic!");
4851 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4855 cptr which_power = "ËâË¡";
4857 cptr which_power = "magic";
4859 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4861 which_power = "ĶǽÎÏ";
4863 which_power = "psionic powers";
4865 else if (p_ptr->pclass == CLASS_IMITATOR)
4867 which_power = "¤â¤Î¤Þ¤Í";
4869 which_power = "imitation";
4871 else if (p_ptr->pclass == CLASS_SAMURAI)
4873 which_power = "ɬ»¦·õ";
4875 which_power = "hissatsu";
4877 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4879 which_power = "¶ÀËâË¡";
4881 which_power = "mirror magic";
4883 else if (p_ptr->pclass == CLASS_NINJA)
4885 which_power = "Ǧ½Ñ";
4887 which_power = "ninjutsu";
4889 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4891 which_power = "µ§¤ê";
4893 which_power = "prayer";
4897 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4899 msg_format("An anti-magic shell disrupts your %s!", which_power);
4903 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4906 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4908 msg_format("You cannot think directly!");
4914 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4915 (p_ptr->pclass == CLASS_BERSERKER) ||
4916 (p_ptr->pclass == CLASS_NINJA) ||
4917 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4920 else if (p_ptr->pclass == CLASS_IMITATOR)
4922 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4923 do_cmd_magic_eater(FALSE, FALSE);
4924 else if (p_ptr->pclass == CLASS_SAMURAI)
4926 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4927 do_cmd_cast_learned();
4928 else if (p_ptr->pclass == CLASS_SMITH)
4930 else if (p_ptr->pclass == CLASS_SNIPER)
4939 /* Issue a pet command */
4942 if (!p_ptr->wild_mode) do_cmd_pet();
4946 /*** Use various objects ***/
4948 /* Inscribe an object */
4955 /* Uninscribe an object */
4958 do_cmd_uninscribe();
4962 /* Activate an artifact */
4965 if (!p_ptr->wild_mode)
4967 if (!p_ptr->inside_arena)
4972 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4974 msg_print("The arena absorbs all attempted magic!");
4990 /* Fuel your lantern/torch */
5000 if (!p_ptr->wild_mode) do_cmd_fire();
5007 if (!p_ptr->wild_mode)
5017 if (!p_ptr->wild_mode)
5019 if (!p_ptr->inside_arena)
5024 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5026 msg_print("The arena absorbs all attempted magic!");
5038 if (!p_ptr->wild_mode)
5040 if (p_ptr->inside_arena)
5043 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5045 msg_print("The arena absorbs all attempted magic!");
5050 else if (use_command && rogue_like_commands)
5062 /* Quaff a potion */
5065 if (!p_ptr->wild_mode)
5067 if (!p_ptr->inside_arena)
5068 do_cmd_quaff_potion();
5072 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5074 msg_print("The arena absorbs all attempted magic!");
5086 if (!p_ptr->wild_mode)
5088 if (!p_ptr->inside_arena)
5089 do_cmd_read_scroll();
5093 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5095 msg_print("The arena absorbs all attempted magic!");
5107 if (!p_ptr->wild_mode)
5109 if (p_ptr->inside_arena)
5112 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5114 msg_print("The arena absorbs all attempted magic!");
5119 else if (use_command && !rogue_like_commands)
5129 /* Use racial power */
5132 if (!p_ptr->wild_mode) do_cmd_racial_power();
5137 /*** Looking at Things (nearby or on map) ***/
5139 /* Full dungeon map */
5146 /* Locate player on map */
5160 /* Target monster or location */
5163 if (!p_ptr->wild_mode) do_cmd_target();
5169 /*** Help and Such ***/
5178 /* Identify symbol */
5181 do_cmd_query_symbol();
5185 /* Character description */
5188 do_cmd_change_name();
5193 /*** System Commands ***/
5195 /* Hack -- User interface */
5202 /* Single line from a pref file */
5211 do_cmd_reload_autopick();
5217 do_cmd_edit_autopick();
5221 /* Interact with macros */
5228 /* Interact with visuals */
5236 /* Interact with colors */
5244 /* Interact with options */
5248 (void)combine_and_reorder_home(STORE_HOME);
5253 /*** Misc Commands ***/
5269 /* Repeat level feeling */
5272 if (!p_ptr->wild_mode) do_cmd_feeling();
5276 /* Show previous message */
5279 do_cmd_message_one();
5283 /* Show previous messages */
5286 do_cmd_messages(old_now_message);
5290 /* Show quest status -KMW- */
5293 do_cmd_checkquest();
5297 /* Redraw the screen */
5300 now_message = old_now_message;
5305 #ifndef VERIFY_SAVEFILE
5307 /* Hack -- Save and don't quit */
5310 do_cmd_save_game(FALSE);
5314 #endif /* VERIFY_SAVEFILE */
5324 case SPECIAL_KEY_QUIT:
5326 do_cmd_save_and_exit();
5330 /* Quit (commit suicide) */
5343 /* Check artifacts, uniques, objects */
5350 /* Load "screen dump" */
5353 do_cmd_load_screen();
5357 /* Save "screen dump" */
5360 do_cmd_save_screen();
5364 /* Record/stop "Movie" */
5367 prepare_movie_hooks();
5371 /* Make random artifact list */
5374 spoil_random_artifact("randifact.txt");
5381 if (!p_ptr->wild_mode) do_cmd_travel();
5382 if (p_ptr->special_defense & KATA_MUSOU)
5384 set_action(ACTION_NONE);
5390 /* Hack -- Unknown command */
5393 if (flush_failure) flush();
5397 sound(SOUND_ILLEGAL);
5399 if (!get_rnd_line("error_j.txt", 0, error_m))
5401 if (!get_rnd_line("error.txt", 0, error_m))
5408 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5410 prt("Type '?' for help.", 0, 0);
5416 if (!energy_use && !now_message)
5417 now_message = old_now_message;
5423 static bool monster_tsuri(int r_idx)
5425 monster_race *r_ptr = &r_info[r_idx];
5427 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5434 /* Hack -- Pack Overflow */
5435 static void pack_overflow(void)
5437 if (inventory[INVEN_PACK].k_idx)
5439 char o_name[MAX_NLEN];
5442 /* Is auto-destroy done? */
5444 if (!inventory[INVEN_PACK].k_idx) return;
5446 /* Access the slot to be dropped */
5447 o_ptr = &inventory[INVEN_PACK];
5454 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5456 msg_print("Your pack overflows!");
5460 object_desc(o_name, o_ptr, 0);
5464 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5466 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5469 /* Drop it (carefully) near the player */
5470 (void)drop_near(o_ptr, 0, py, px);
5472 /* Modify, Describe, Optimize */
5473 inven_item_increase(INVEN_PACK, -255);
5474 inven_item_describe(INVEN_PACK);
5475 inven_item_optimize(INVEN_PACK);
5477 /* Handle "p_ptr->notice" */
5480 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5487 * Process the player
5489 * Notice the annoying code to handle "pack overflow", which
5490 * must come first just in case somebody manages to corrupt
5491 * the savefiles by clever use of menu commands or something.
5493 static void process_player(void)
5497 /*** Apply energy ***/
5502 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5504 msg_print("You feel different!");
5507 (void)gain_random_mutation(0);
5508 hack_mutation = FALSE;
5511 if (p_ptr->inside_battle)
5513 for(i = 1; i < m_max; i++)
5515 monster_type *m_ptr = &m_list[i];
5517 if (!m_ptr->r_idx) continue;
5519 /* Hack -- Detect monster */
5520 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5522 /* Update the monster */
5523 update_mon(i, FALSE);
5528 /* Give the player some energy */
5529 else if (!(load && p_ptr->energy_need <= 0))
5531 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5535 if (p_ptr->energy_need > 0) return;
5536 if (!command_rep) prt_time();
5538 /*** Check for interupts ***/
5540 /* Complete resting */
5547 if ((p_ptr->chp == p_ptr->mhp) &&
5548 (p_ptr->csp >= p_ptr->msp))
5550 set_action(ACTION_NONE);
5554 /* Complete resting */
5555 else if (resting == -2)
5558 if ((p_ptr->chp == p_ptr->mhp) &&
5559 (p_ptr->csp >= p_ptr->msp) &&
5560 !p_ptr->blind && !p_ptr->confused &&
5561 !p_ptr->poisoned && !p_ptr->afraid &&
5562 !p_ptr->stun && !p_ptr->cut &&
5563 !p_ptr->slow && !p_ptr->paralyzed &&
5564 !p_ptr->image && !p_ptr->word_recall &&
5565 !p_ptr->alter_reality)
5567 set_action(ACTION_NONE);
5572 if (p_ptr->action == ACTION_FISH)
5575 Term_xtra(TERM_XTRA_DELAY, 10);
5579 bool success = FALSE;
5580 get_mon_num_prep(monster_tsuri,NULL);
5581 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5583 if (r_idx && one_in_(2))
5586 y = py+ddy[tsuri_dir];
5587 x = px+ddx[tsuri_dir];
5588 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5591 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5593 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5595 msg_format("You have a good catch!", m_name);
5603 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5605 msg_print("Damn! The fish stole your bait!");
5612 /* Handle "abort" */
5615 /* Check for "player abort" (semi-efficiently for resting) */
5616 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5621 /* Check for a key */
5630 /* Hack -- Show a Message */
5632 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5634 msg_print("Canceled.");
5641 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5643 monster_type *m_ptr = &m_list[p_ptr->riding];
5644 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5646 if (MON_CSLEEP(m_ptr))
5651 (void)set_monster_csleep(p_ptr->riding, 0);
5653 /* Acquire the monster name */
5654 monster_desc(m_name, m_ptr, 0);
5656 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5658 msg_format("You have waked %s up.", m_name);
5662 if (MON_STUNNED(m_ptr))
5664 /* Hack -- Recover from stun */
5665 if (set_monster_stunned(p_ptr->riding,
5666 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5670 /* Acquire the monster name */
5671 monster_desc(m_name, m_ptr, 0);
5673 /* Dump a message */
5675 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5677 msg_format("%^s is no longer stunned.", m_name);
5682 if (MON_CONFUSED(m_ptr))
5684 /* Hack -- Recover from confusion */
5685 if (set_monster_confused(p_ptr->riding,
5686 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5690 /* Acquire the monster name */
5691 monster_desc(m_name, m_ptr, 0);
5693 /* Dump a message */
5695 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5697 msg_format("%^s is no longer confused.", m_name);
5702 if (MON_MONFEAR(m_ptr))
5704 /* Hack -- Recover from fear */
5705 if (set_monster_monfear(p_ptr->riding,
5706 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5710 /* Acquire the monster name */
5711 monster_desc(m_name, m_ptr, 0);
5713 /* Dump a message */
5715 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5717 msg_format("%^s is no longer fear.", m_name);
5722 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5726 /* Handle the player song */
5727 if (!load) check_music();
5729 /* Hex - Handle the hex spells */
5730 if (!load) check_hex();
5731 if (!load) revenge_spell();
5736 if (p_ptr->lightspeed)
5738 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5740 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5742 if (p_ptr->magic_num1[0] < 40)
5744 p_ptr->magic_num1[0] = 0;
5746 else p_ptr->magic_num1[0] -= 40;
5747 p_ptr->update |= (PU_BONUS);
5749 if (p_ptr->action == ACTION_LEARN)
5752 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5754 /* Convert the unit (1/2^16) to (1/2^32) */
5755 s64b_LSHIFT(cost, cost_frac, 16);
5758 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5762 p_ptr->csp_frac = 0;
5763 set_action(ACTION_NONE);
5768 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5770 p_ptr->redraw |= PR_MANA;
5773 if (p_ptr->special_defense & KATA_MASK)
5775 if (p_ptr->special_defense & KATA_MUSOU)
5779 set_action(ACTION_NONE);
5784 p_ptr->redraw |= (PR_MANA);
5789 /*** Handle actual user input ***/
5791 /* Repeat until out of energy */
5792 while (p_ptr->energy_need <= 0)
5794 p_ptr->window |= PW_PLAYER;
5795 p_ptr->sutemi = FALSE;
5796 p_ptr->counter = FALSE;
5797 now_damaged = FALSE;
5799 /* Handle "p_ptr->notice" */
5802 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5805 /* Place the cursor on the player */
5806 move_cursor_relative(py, px);
5808 /* Refresh (optional) */
5809 if (fresh_before) Term_fresh();
5812 /* Hack -- Pack Overflow */
5816 /* Hack -- cancel "lurking browse mode" */
5817 if (!command_new) command_see = FALSE;
5820 /* Assume free turn */
5824 if (p_ptr->inside_battle)
5826 /* Place the cursor on the player */
5827 move_cursor_relative(py, px);
5829 command_cmd = SPECIAL_KEY_BUILDING;
5831 /* Process the command */
5835 /* Paralyzed or Knocked Out */
5836 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5843 else if (p_ptr->action == ACTION_REST)
5848 /* Reduce rest count */
5851 if (!resting) set_action(ACTION_NONE);
5853 /* Redraw the state */
5854 p_ptr->redraw |= (PR_STATE);
5862 else if (p_ptr->action == ACTION_FISH)
5877 else if (travel.run)
5884 /* Repeated command */
5885 else if (command_rep)
5887 /* Count this execution */
5890 /* Redraw the state */
5891 p_ptr->redraw |= (PR_STATE);
5896 /* Hack -- Assume messages were seen */
5899 /* Clear the top line */
5902 /* Process the command */
5906 /* Normal command */
5909 /* Place the cursor on the player */
5910 move_cursor_relative(py, px);
5913 /* Get a command (normal) */
5914 request_command(FALSE);
5917 /* Process the command */
5922 /* Hack -- Pack Overflow */
5931 /* Use some energy */
5932 if (world_player || energy_use > 400)
5934 /* The Randomness is irrelevant */
5935 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5939 /* There is some randomness of needed energy */
5940 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5943 /* Hack -- constant hallucination */
5944 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5947 /* Shimmer monsters if needed */
5948 if (shimmer_monsters)
5950 /* Clear the flag */
5951 shimmer_monsters = FALSE;
5953 /* Shimmer multi-hued monsters */
5954 for (i = 1; i < m_max; i++)
5956 monster_type *m_ptr;
5957 monster_race *r_ptr;
5959 /* Access monster */
5962 /* Skip dead monsters */
5963 if (!m_ptr->r_idx) continue;
5965 /* Skip unseen monsters */
5966 if (!m_ptr->ml) continue;
5968 /* Access the monster race */
5969 r_ptr = &r_info[m_ptr->ap_r_idx];
5971 /* Skip non-multi-hued monsters */
5972 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5975 /* Reset the flag */
5976 shimmer_monsters = TRUE;
5978 /* Redraw regardless */
5979 lite_spot(m_ptr->fy, m_ptr->fx);
5984 /* Handle monster detection */
5985 if (repair_monsters)
5987 /* Reset the flag */
5988 repair_monsters = FALSE;
5990 /* Rotate detection flags */
5991 for (i = 1; i < m_max; i++)
5993 monster_type *m_ptr;
5995 /* Access monster */
5998 /* Skip dead monsters */
5999 if (!m_ptr->r_idx) continue;
6001 /* Nice monsters get mean */
6002 if (m_ptr->mflag & MFLAG_NICE)
6004 /* Nice monsters get mean */
6005 m_ptr->mflag &= ~(MFLAG_NICE);
6008 /* Handle memorized monsters */
6009 if (m_ptr->mflag2 & MFLAG2_MARK)
6011 /* Maintain detection */
6012 if (m_ptr->mflag2 & MFLAG2_SHOW)
6015 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6017 /* Still need repairs */
6018 repair_monsters = TRUE;
6021 /* Remove detection */
6025 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6027 /* Assume invisible */
6030 /* Update the monster */
6031 update_mon(i, FALSE);
6033 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6034 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6036 /* Redraw regardless */
6037 lite_spot(m_ptr->fy, m_ptr->fx);
6042 if (p_ptr->pclass == CLASS_IMITATOR)
6044 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6047 for (i = 0; i < p_ptr->mane_num; i++)
6049 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6050 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6054 p_ptr->redraw |= (PR_IMITATION);
6056 if (p_ptr->action == ACTION_LEARN)
6059 p_ptr->redraw |= (PR_STATE);
6062 if (world_player && (p_ptr->energy_need > - 1000))
6065 p_ptr->redraw |= (PR_MAP);
6067 /* Update monsters */
6068 p_ptr->update |= (PU_MONSTERS);
6071 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6074 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6076 msg_print("You feel time flowing around you once more.");
6079 world_player = FALSE;
6080 p_ptr->energy_need = ENERGY_NEED();
6082 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6087 /* Hack -- notice death */
6088 if (!p_ptr->playing || p_ptr->is_dead)
6090 world_player = FALSE;
6095 if (energy_use && reset_concent) reset_concentration(TRUE);
6097 /* Handle "leaving" */
6098 if (p_ptr->leaving) break;
6101 /* Update scent trail */
6107 * Interact with the current dungeon level.
6109 * This function will not exit until the level is completed,
6110 * the user dies, or the game is terminated.
6112 static void dungeon(bool load_game)
6116 /* Set the base level */
6117 base_level = dun_level;
6119 /* Reset various flags */
6123 p_ptr->leaving = FALSE;
6125 /* Reset the "command" vars */
6128 #if 0 /* Don't reset here --- It's used for Arena */
6137 /* Cancel the target */
6141 ambush_flag = FALSE;
6143 /* Cancel the health bar */
6146 /* Check visual effects */
6147 shimmer_monsters = TRUE;
6148 shimmer_objects = TRUE;
6149 repair_monsters = TRUE;
6150 repair_objects = TRUE;
6156 /* Get index of current quest (if any) */
6157 quest_num = quest_number(dun_level);
6159 /* Inside a quest? */
6162 /* Mark the quest monster */
6163 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6166 /* Track maximum player level */
6167 if (p_ptr->max_plv < p_ptr->lev)
6169 p_ptr->max_plv = p_ptr->lev;
6173 /* Track maximum dungeon level (if not in quest -KMW-) */
6174 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6176 max_dlv[dungeon_type] = dun_level;
6177 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6180 (void)calculate_upkeep();
6182 /* Validate the panel */
6183 panel_bounds_center();
6185 /* Verify the panel */
6188 /* Flush messages */
6192 /* Enter "xtra" mode */
6193 character_xtra = TRUE;
6196 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6198 /* Redraw dungeon */
6199 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6202 p_ptr->redraw |= (PR_MAP);
6205 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6207 /* Update lite/view */
6208 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6210 /* Update monsters */
6211 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6213 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6216 /* Leave "xtra" mode */
6217 character_xtra = FALSE;
6220 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6222 /* Combine / Reorder the pack */
6223 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6225 /* Handle "p_ptr->notice" */
6228 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6234 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6235 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6236 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6238 if (p_ptr->inside_battle)
6242 p_ptr->energy_need = 0;
6248 msg_print("»î¹ç³«»Ï¡ª");
6250 msg_format("Ready..Fight!");
6256 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6257 p_ptr->magic_num1[0] = MUSIC_DETECT;
6259 /* Hack -- notice death or departure */
6260 if (!p_ptr->playing || p_ptr->is_dead) return;
6262 /* Print quest message if appropriate */
6263 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6265 quest_discovery(random_quest_number(dun_level));
6266 p_ptr->inside_quest = random_quest_number(dun_level);
6268 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6270 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6272 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6273 d_name+d_info[dungeon_type].name,
6274 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6276 msg_format("%^s lives in this level as the keeper of %s.",
6277 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6278 d_name+d_info[dungeon_type].name);
6282 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6284 /*** Process this dungeon level ***/
6286 /* Reset the monster generation level */
6287 monster_level = base_level;
6289 /* Reset the object generation level */
6290 object_level = base_level;
6294 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6295 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6296 p_ptr->energy_need = 0;
6298 /* Not leaving dungeon */
6299 p_ptr->leaving_dungeon = FALSE;
6301 /* Initialize monster process */
6307 /* Hack -- Compact the monster list occasionally */
6308 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6310 /* Hack -- Compress the monster list occasionally */
6311 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6314 /* Hack -- Compact the object list occasionally */
6315 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6317 /* Hack -- Compress the object list occasionally */
6318 if (o_cnt + 32 < o_max) compact_objects(0);
6321 /* Process the player */
6324 /* Handle "p_ptr->notice" */
6327 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6330 /* Hack -- Hilite the player */
6331 move_cursor_relative(py, px);
6333 /* Optional fresh */
6334 if (fresh_after) Term_fresh();
6336 /* Hack -- Notice death or departure */
6337 if (!p_ptr->playing || p_ptr->is_dead) break;
6339 /* Process all of the monsters */
6342 /* Handle "p_ptr->notice" */
6345 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6348 /* Hack -- Hilite the player */
6349 move_cursor_relative(py, px);
6351 /* Optional fresh */
6352 if (fresh_after) Term_fresh();
6354 /* Hack -- Notice death or departure */
6355 if (!p_ptr->playing || p_ptr->is_dead) break;
6358 /* Process the world */
6361 /* Handle "p_ptr->notice" */
6364 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6367 /* Hack -- Hilite the player */
6368 move_cursor_relative(py, px);
6370 /* Optional fresh */
6371 if (fresh_after) Term_fresh();
6373 /* Hack -- Notice death or departure */
6374 if (!p_ptr->playing || p_ptr->is_dead) break;
6376 /* Handle "leaving" */
6377 if (p_ptr->leaving) break;
6379 /* Count game turns */
6382 if (dungeon_turn < dungeon_turn_limit)
6384 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6385 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6388 prevent_turn_overflow();
6390 if (wild_regen) wild_regen--;
6393 /* Inside a quest and non-unique questor? */
6394 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6396 /* Un-mark the quest monster */
6397 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6400 /* Not save-and-quit and not dead? */
6401 if (p_ptr->playing && !p_ptr->is_dead)
6404 * Maintain Unique monsters and artifact, save current
6405 * floor, then prepare next floor
6409 /* Forget the flag */
6410 reinit_wilderness = FALSE;
6413 /* Write about current level on the play record once per level */
6419 * Load some "user pref files"
6421 * Modified by Arcum Dagsson to support
6422 * separate macro files for different realms.
6424 static void load_all_pref_files(void)
6428 /* Access the "user" pref file */
6429 sprintf(buf, "user.prf");
6431 /* Process that file */
6432 process_pref_file(buf);
6434 /* Access the "user" system pref file */
6435 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6437 /* Process that file */
6438 process_pref_file(buf);
6440 /* Access the "race" pref file */
6441 sprintf(buf, "%s.prf", rp_ptr->title);
6443 /* Process that file */
6444 process_pref_file(buf);
6446 /* Access the "class" pref file */
6447 sprintf(buf, "%s.prf", cp_ptr->title);
6449 /* Process that file */
6450 process_pref_file(buf);
6452 /* Access the "character" pref file */
6453 sprintf(buf, "%s.prf", player_base);
6455 /* Process that file */
6456 process_pref_file(buf);
6458 /* Access the "realm 1" pref file */
6459 if (p_ptr->realm1 != REALM_NONE)
6461 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6463 /* Process that file */
6464 process_pref_file(buf);
6467 /* Access the "realm 2" pref file */
6468 if (p_ptr->realm2 != REALM_NONE)
6470 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6472 /* Process that file */
6473 process_pref_file(buf);
6477 /* Load an autopick preference file */
6478 autopick_load_pref(FALSE);
6483 * Extract option variables from bit sets
6485 void extract_option_vars(void)
6489 for (i = 0; option_info[i].o_desc; i++)
6491 int os = option_info[i].o_set;
6492 int ob = option_info[i].o_bit;
6494 /* Set the "default" options */
6495 if (option_info[i].o_var)
6498 if (option_flag[os] & (1L << ob))
6501 (*option_info[i].o_var) = TRUE;
6508 (*option_info[i].o_var) = FALSE;
6516 * Determine bounty uniques
6518 void determine_bounty_uniques(void)
6521 monster_race *r_ptr;
6523 get_mon_num_prep(NULL, NULL);
6524 for (i = 0; i < MAX_KUBI; i++)
6528 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6529 r_ptr = &r_info[kubi_r_idx[i]];
6531 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6533 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6535 if (r_ptr->rarity > 100) continue;
6537 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6539 for (j = 0; j < i; j++)
6540 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6547 for (i = 0; i < MAX_KUBI - 1; i++)
6549 for (j = i; j < MAX_KUBI; j++)
6551 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6553 tmp = kubi_r_idx[i];
6554 kubi_r_idx[i] = kubi_r_idx[j];
6555 kubi_r_idx[j] = tmp;
6563 * Determine today's bounty monster
6564 * Note: conv_old is used if loaded 0.0.3 or older save file
6566 void determine_today_mon(bool conv_old)
6569 bool old_inside_battle = p_ptr->inside_battle;
6570 monster_race *r_ptr;
6574 for (i = 0; i < max_d_idx; i++)
6576 if (max_dlv[i] < d_info[i].mindepth) continue;
6577 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6580 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6582 p_ptr->inside_battle = TRUE;
6583 get_mon_num_prep(NULL, NULL);
6587 today_mon = get_mon_num(max_dl);
6588 r_ptr = &r_info[today_mon];
6590 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6591 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6592 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6593 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6594 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6595 if (r_ptr->rarity > 10) continue;
6599 p_ptr->today_mon = 0;
6600 p_ptr->inside_battle = old_inside_battle;
6605 * Actually play a game
6607 * If the "new_game" parameter is true, then, after loading the
6608 * savefile, we will commit suicide, if necessary, to allow the
6609 * player to start a new game.
6611 void play_game(bool new_game)
6614 bool load_game = TRUE;
6624 else if (chuukei_server)
6626 prepare_chuukei_hooks();
6637 hack_mutation = FALSE;
6639 /* Hack -- Character is "icky" */
6640 character_icky = TRUE;
6642 /* Make sure main term is active */
6643 Term_activate(angband_term[0]);
6645 /* Initialise the resize hooks */
6646 angband_term[0]->resize_hook = resize_map;
6648 for (i = 1; i < 8; i++)
6650 /* Does the term exist? */
6651 if (angband_term[i])
6653 /* Add the redraw on resize hook */
6654 angband_term[i]->resize_hook = redraw_window;
6658 /* Hack -- turn off the cursor */
6659 (void)Term_set_cursor(0);
6662 /* Attempt to load */
6667 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6669 quit("broken savefile");
6674 /* Extract the options */
6675 extract_option_vars();
6677 /* Report waited score */
6678 if (p_ptr->wait_report_score)
6684 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6686 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6691 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6696 p_ptr->is_dead = TRUE;
6698 start_time = time(NULL);
6700 /* No suspending now */
6701 signals_ignore_tstp();
6703 /* Hack -- Character is now "icky" */
6704 character_icky = TRUE;
6706 /* Build the filename */
6707 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6709 /* Open the high score file, for reading/writing */
6710 highscore_fd = fd_open(buf, O_RDWR);
6712 /* Handle score, show Top scores */
6713 success = send_world_score(TRUE);
6716 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6718 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6722 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6724 prt("standing by for future registration...", 0, 0);
6730 p_ptr->wait_report_score = FALSE;
6733 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6735 if (!save_player()) msg_print("death save failed!");
6738 /* Shut the high score file */
6739 (void)fd_close(highscore_fd);
6741 /* Forget the high score fd */
6744 /* Allow suspending now */
6745 signals_handle_tstp();
6750 creating_savefile = new_game;
6752 /* Nothing loaded */
6753 if (!character_loaded)
6755 /* Make new player */
6758 /* The dungeon is not ready */
6759 character_dungeon = FALSE;
6761 /* Prepare to init the RNG */
6764 /* Initialize the saved floors data */
6765 init_saved_floors(FALSE);
6768 /* Old game is loaded. But new game is requested. */
6771 /* Initialize the saved floors data */
6772 init_saved_floors(TRUE);
6775 /* Process old character */
6778 /* Process the player name */
6779 process_player_name(FALSE);
6788 seed = (time(NULL));
6792 /* Mutate the seed on Unix machines */
6793 seed = ((seed >> 3) * (getpid() << 1));
6797 /* Use the complex RNG */
6800 /* Seed the "complex" RNG */
6801 Rand_state_init(seed);
6804 /* Roll new character */
6807 /* The dungeon is not ready */
6808 character_dungeon = FALSE;
6812 p_ptr->inside_quest = 0;
6813 p_ptr->inside_arena = FALSE;
6814 p_ptr->inside_battle = FALSE;
6818 /* Hack -- seed for flavors */
6819 seed_flavor = randint0(0x10000000);
6821 /* Hack -- seed for town layout */
6822 seed_town = randint0(0x10000000);
6824 /* Roll up a new character */
6832 determine_bounty_uniques();
6833 determine_today_mon(FALSE);
6835 /* Initialize object array */
6840 write_level = FALSE;
6843 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6845 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6849 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6850 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6852 if (p_ptr->riding == -1)
6855 for (i = m_max; i > 0; i--)
6857 if (player_bold(m_list[i].fy, m_list[i].fx))
6866 creating_savefile = FALSE;
6868 p_ptr->teleport_town = FALSE;
6869 p_ptr->sutemi = FALSE;
6870 world_monster = FALSE;
6871 now_damaged = FALSE;
6873 start_time = time(NULL) - 1;
6874 record_o_name[0] = '\0';
6876 /* Reset map panel */
6877 panel_row_min = cur_hgt;
6878 panel_col_min = cur_wid;
6880 /* Sexy gal gets bonus to maximum weapon skill of whip */
6881 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6882 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6884 /* Fill the arrays of floors and walls in the good proportions */
6885 set_floor_and_wall(dungeon_type);
6887 /* Flavor the objects */
6890 /* Flash a message */
6892 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6894 prt("Please wait...", 0, 0);
6898 /* Flush the message */
6902 /* Hack -- Enter wizard mode */
6905 if (enter_wizard_mode())
6907 p_ptr->wizard = TRUE;
6909 if (p_ptr->is_dead || !py || !px)
6911 /* Initialize the saved floors data */
6912 init_saved_floors(TRUE);
6915 p_ptr->inside_quest = 0;
6917 /* Avoid crash in update_view() */
6921 else if (p_ptr->is_dead)
6923 quit("Already dead.");
6927 /* Initialize the town-buildings if necessary */
6928 if (!dun_level && !p_ptr->inside_quest)
6930 /* Init the wilderness */
6932 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6935 init_flags = INIT_ONLY_BUILDINGS;
6937 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6942 /* Generate a dungeon level if needed */
6943 if (!character_dungeon)
6950 /* HACK -- Restore from panic-save */
6951 if (p_ptr->panic_save)
6953 /* No player? -- Try to regenerate floor */
6957 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6959 msg_print("What a strange player location. Regenerate the dungeon floor.");
6964 /* Still no player? -- Try to locate random place */
6965 if (!py || !px) py = px = 10;
6967 /* No longer in panic */
6968 p_ptr->panic_save = 0;
6972 /* Character is now "complete" */
6973 character_generated = TRUE;
6976 /* Hack -- Character is no longer "icky" */
6977 character_icky = FALSE;
6985 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6987 sprintf(buf, "You are standing in the %s.", map_name());
6989 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6994 p_ptr->playing = TRUE;
6996 /* Reset the visual mappings */
6999 /* Load the "pref" files */
7000 load_all_pref_files();
7002 /* Give startup outfit (after loading pref files) */
7008 /* React to changes */
7009 Term_xtra(TERM_XTRA_REACT, 0);
7012 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7015 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7021 /* Set or clear "rogue_like_commands" if requested */
7022 if (arg_force_original) rogue_like_commands = FALSE;
7023 if (arg_force_roguelike) rogue_like_commands = TRUE;
7025 /* Hack -- Enforce "delayed death" */
7026 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7028 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7030 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7032 monster_type *m_ptr;
7033 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7034 monster_race *r_ptr = &r_info[pet_r_idx];
7035 place_monster_aux(0, py, px - 1, pet_r_idx,
7036 (PM_FORCE_PET | PM_NO_KAGE));
7037 m_ptr = &m_list[hack_m_idx_ii];
7038 m_ptr->mspeed = r_ptr->speed;
7039 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7040 m_ptr->max_maxhp = m_ptr->maxhp;
7041 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7042 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7045 (void)combine_and_reorder_home(STORE_HOME);
7046 (void)combine_and_reorder_home(STORE_MUSEUM);
7051 /* Process the level */
7054 /* Handle "p_ptr->notice" */
7057 /* Hack -- prevent "icky" message */
7058 character_xtra = TRUE;
7060 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7063 character_xtra = FALSE;
7065 /* Cancel the target */
7068 /* Cancel the health bar */
7072 /* Forget the lite */
7075 /* Forget the view */
7078 /* Forget the view */
7081 /* Handle "quit and save" */
7082 if (!p_ptr->playing && !p_ptr->is_dead) break;
7084 /* Erase the old cave */
7086 if (!p_ptr->is_dead) wipe_m_list();
7094 /* Accidental Death */
7095 if (p_ptr->playing && p_ptr->is_dead)
7097 if (p_ptr->inside_arena)
7099 p_ptr->inside_arena = FALSE;
7100 if (p_ptr->arena_number > MAX_ARENA_MONS)
7101 p_ptr->arena_number++;
7103 p_ptr->arena_number = -1 - p_ptr->arena_number;
7104 p_ptr->is_dead = FALSE;
7106 p_ptr->chp_frac = 0;
7107 p_ptr->exit_bldg = TRUE;
7110 /* Leave through the exit */
7111 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7113 /* prepare next floor */
7118 /* Mega-Hack -- Allow player to cheat death */
7120 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7122 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7125 /* Mark social class, reset age, if needed */
7126 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7132 p_ptr->noscore |= 0x0001;
7136 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7138 msg_print("You invoke wizard mode and cheat death.");
7142 /* Restore hit points */
7143 p_ptr->chp = p_ptr->mhp;
7144 p_ptr->chp_frac = 0;
7146 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7148 for (i = 0; i < EATER_EXT*2; i++)
7150 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7152 for (; i < EATER_EXT*3; i++)
7154 p_ptr->magic_num1[i] = 0;
7157 /* Restore spell points */
7158 p_ptr->csp = p_ptr->msp;
7159 p_ptr->csp_frac = 0;
7161 /* Hack -- cancel recall */
7162 if (p_ptr->word_recall)
7166 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7168 msg_print("A tension leaves the air around you...");
7173 /* Hack -- Prevent recall */
7174 p_ptr->word_recall = 0;
7175 p_ptr->redraw |= (PR_STATUS);
7178 /* Hack -- cancel alter */
7179 if (p_ptr->alter_reality)
7181 /* Hack -- Prevent alter */
7182 p_ptr->alter_reality = 0;
7183 p_ptr->redraw |= (PR_STATUS);
7186 /* Note cause of death XXX XXX XXX */
7188 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7190 (void)strcpy(p_ptr->died_from, "Cheating death");
7194 p_ptr->is_dead = FALSE;
7196 /* Hack -- Healing */
7198 (void)set_confused(0);
7199 (void)set_poisoned(0);
7200 (void)set_afraid(0);
7201 (void)set_paralyzed(0);
7206 /* Hack -- Prevent starvation */
7207 (void)set_food(PY_FOOD_MAX - 1);
7210 p_ptr->inside_arena = FALSE;
7211 p_ptr->inside_battle = FALSE;
7213 p_ptr->inside_quest = 0;
7214 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7216 if (lite_town || vanilla_town)
7218 p_ptr->wilderness_y = 1;
7219 p_ptr->wilderness_x = 1;
7233 p_ptr->wilderness_y = 48;
7234 p_ptr->wilderness_x = 5;
7240 p_ptr->wild_mode = FALSE;
7241 p_ptr->leaving = TRUE;
7244 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7246 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7249 /* Prepare next floor */
7256 /* Handle "death" */
7257 if (p_ptr->is_dead) break;
7259 /* Make a new level */
7270 s32b turn_real(s32b hoge)
7272 switch (p_ptr->start_race)
7278 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7285 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7286 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7288 void prevent_turn_overflow(void)
7290 int rollback_days, i, j;
7291 s32b rollback_turns;
7293 if (turn < turn_limit) return;
7295 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7296 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7298 if (turn > rollback_turns) turn -= rollback_turns;
7299 else turn = 1; /* Paranoia */
7300 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7302 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7303 else old_battle = 1;
7304 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7305 else p_ptr->feeling_turn = 1;
7307 for (i = 1; i < max_towns; i++)
7309 for (j = 0; j < MAX_STORES; j++)
7311 store_type *st_ptr = &town[i].store[j];
7313 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7315 st_ptr->last_visit -= rollback_turns;
7316 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7319 if (st_ptr->store_open)
7321 st_ptr->store_open -= rollback_turns;
7322 if (st_ptr->store_open < 1) st_ptr->store_open = 1;