3 /* Purpose: Angband game engine */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 #define TY_CURSE_CHANCE 100
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (artifact_p(o_ptr) || o_ptr->art_name)
30 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
37 if (ego_item_p(o_ptr))
40 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (cursed_p(o_ptr)) return FEEL_CURSED;
50 if (broken_p(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (cursed_p(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (broken_p(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_GOOD;
79 /* Ego-Items -- except cursed/broken ones */
80 if (ego_item_p(o_ptr)) return FEEL_GOOD;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_GOOD;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_known_p(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !rand_int(13))
124 feel = FEEL_EXCELLENT;
129 feel = rand_int(3) ? FEEL_GOOD : FEEL_AVERAGE;
134 feel = rand_int(2) ? FEEL_CURSED : FEEL_GOOD;
139 feel = rand_int(3) ? FEEL_CURSED : FEEL_AVERAGE;
144 feel = FEEL_WORTHLESS;
149 feel = FEEL_TERRIBLE;
155 /* Stop everything */
156 if (disturb_minor) disturb(0, 0);
158 /* Get an object description */
159 object_desc(o_name, o_ptr, FALSE, 0);
161 /* Message (equipment) */
162 if (slot >= INVEN_RARM)
165 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
166 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
168 msg_format("You feel the %s (%c) you are %s %s %s...",
169 o_name, index_to_label(slot), describe_use(slot),
170 ((o_ptr->number == 1) ? "is" : "are"),
171 game_inscriptions[feel]);
176 /* Message (inventory) */
180 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
181 o_name, index_to_label(slot),game_inscriptions[feel]);
183 msg_format("You feel the %s (%c) in your pack %s %s...",
184 o_name, index_to_label(slot),
185 ((o_ptr->number == 1) ? "is" : "are"),
186 game_inscriptions[feel]);
191 /* We have "felt" it */
192 o_ptr->ident |= (IDENT_SENSE);
194 /* Set the "inscription" */
195 o_ptr->feeling = feel;
197 /* Combine / Reorder the pack (later) */
198 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
201 p_ptr->window |= (PW_INVEN | PW_EQUIP);
207 * Sense the inventory
209 * Class 0 = Warrior --> fast and heavy
210 * Class 1 = Mage --> slow and light
211 * Class 2 = Priest --> fast but light
212 * Class 3 = Rogue --> okay and heavy
213 * Class 4 = Ranger --> slow but heavy (changed!)
214 * Class 5 = Paladin --> slow but heavy
216 static void sense_inventory1(void)
219 int plev = p_ptr->lev;
224 /*** Check for "sensing" ***/
226 /* No sensing when confused */
227 if (p_ptr->confused) return;
229 /* Analyze the class */
230 switch (p_ptr->pclass)
238 if (0 != rand_int(9000L / (plev * plev + 40))) return;
250 if (0 != rand_int(6000L / (plev * plev + 50))) return;
260 case CLASS_HIGH_MAGE:
262 case CLASS_MAGIC_EATER:
264 /* Very bad (light) sensing */
265 if (0 != rand_int(240000L / (plev + 5))) return;
274 /* Good (light) sensing */
275 if (0 != rand_int(10000L / (plev * plev + 40))) return;
285 if (0 != rand_int(20000L / (plev * plev + 40))) return;
297 if (0 != rand_int(95000L / (plev * plev + 40))) return;
309 if (0 != rand_int(77777L / (plev * plev + 40))) return;
318 case CLASS_WARRIOR_MAGE:
322 if (0 != rand_int(75000L / (plev * plev + 40))) return;
328 case CLASS_MINDCRAFTER:
329 case CLASS_MIRROR_MASTER:
332 if (0 != rand_int(55000L / (plev * plev + 40))) return;
338 case CLASS_CHAOS_WARRIOR:
341 if (0 != rand_int(80000L / (plev * plev + 40))) return;
351 case CLASS_FORCETRAINER:
354 if (0 != rand_int(20000L / (plev * plev + 40))) return;
363 if (0 != rand_int(20000L / ((plev+50)*(plev+50)))) return;
373 case CLASS_BLUE_MAGE:
376 if (0 != rand_int(55000L / (plev * plev + 40))) return;
382 case CLASS_BEASTMASTER:
385 if (0 != rand_int(65000L / (plev * plev + 40))) return;
390 case CLASS_BERSERKER:
400 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
402 /*** Sense everything ***/
404 /* Check everything */
405 for (i = 0; i < INVEN_TOTAL; i++)
409 o_ptr = &inventory[i];
411 /* Skip empty slots */
412 if (!o_ptr->k_idx) continue;
414 /* Valid "tval" codes */
440 /* Skip non-sense machines */
443 /* Occasional failure on inventory items */
444 if ((i < INVEN_RARM) && (0 != rand_int(5))) continue;
447 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !rand_int(13))
452 sense_inventory_aux(i, heavy);
457 static void sense_inventory2(void)
460 int plev = p_ptr->lev;
464 /*** Check for "sensing" ***/
466 /* No sensing when confused */
467 if (p_ptr->confused) return;
469 /* Analyze the class */
470 switch (p_ptr->pclass)
476 case CLASS_BERSERKER:
483 case CLASS_CHAOS_WARRIOR:
485 case CLASS_BEASTMASTER:
488 /* Very bad (light) sensing */
489 if (0 != rand_int(240000L / (plev + 5))) return;
496 case CLASS_WARRIOR_MAGE:
501 if (0 != rand_int(95000L / (plev * plev + 40))) return;
510 case CLASS_FORCETRAINER:
511 case CLASS_MINDCRAFTER:
514 if (0 != rand_int(20000L / (plev * plev + 40))) return;
521 case CLASS_HIGH_MAGE:
523 case CLASS_MAGIC_EATER:
524 case CLASS_MIRROR_MASTER:
525 case CLASS_BLUE_MAGE:
528 if (0 != rand_int(9000L / (plev * plev + 40))) return;
537 if (0 != rand_int(20000L / ((plev+50)*(plev+50)))) return;
544 /*** Sense everything ***/
546 /* Check everything */
547 for (i = 0; i < INVEN_TOTAL; i++)
551 o_ptr = &inventory[i];
553 /* Skip empty slots */
554 if (!o_ptr->k_idx) continue;
556 /* Valid "tval" codes */
569 /* Skip non-sense machines */
572 /* Occasional failure on inventory items */
573 if ((i < INVEN_RARM) && (0 != rand_int(5))) continue;
575 sense_inventory_aux(i, TRUE);
582 * Go to any level (ripped off from wiz_jump)
584 static void pattern_teleport(void)
591 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
593 if (get_check("Teleport level? "))
600 /* Only downward in ironman mode */
601 if (ironman_downward)
602 min_level = dun_level;
605 if (dungeon_type == DUNGEON_ANGBAND)
608 max_level = MAX_DEPTH - 1;
609 else if (dun_level == 100)
612 else max_level = d_info[dungeon_type].maxdepth;
616 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
618 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
623 sprintf(tmp_val, "%d", dun_level);
625 /* Ask for a level */
626 if (!get_string(ppp, tmp_val, 10)) return;
628 /* Extract request */
629 command_arg = atoi(tmp_val);
632 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
634 else if (get_check("Normal teleport? "))
638 teleport_player(200);
647 if (command_arg < min_level) command_arg = min_level;
650 if (command_arg > max_level) command_arg = max_level;
654 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
656 msg_format("You teleport to dungeon level %d.", command_arg);
660 if (autosave_l) do_cmd_save_game(TRUE);
663 dun_level = command_arg;
666 p_ptr->leaving = TRUE;
670 static void wreck_the_pattern(void)
672 int to_ruin = 0, r_y, r_x;
674 if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
681 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
682 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
684 msg_print("You bleed on the Pattern!");
685 msg_print("Something terrible happens!");
691 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
693 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
697 to_ruin = randint(45) + 35;
701 scatter(&r_y, &r_x, py, px, 4, 0);
703 if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
704 (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
706 cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
710 cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
714 /* Returns TRUE if we are on the Pattern... */
715 static bool pattern_effect(void)
717 if ((cave[py][px].feat < FEAT_PATTERN_START) ||
718 (cave[py][px].feat > FEAT_PATTERN_XTRA2))
721 if ((prace_is_(RACE_AMBERITE)) &&
722 (p_ptr->cut > 0) && (randint(10) == 1))
727 if (cave[py][px].feat == FEAT_PATTERN_END)
729 (void)set_poisoned(0);
735 (void)do_res_stat(A_STR);
736 (void)do_res_stat(A_INT);
737 (void)do_res_stat(A_WIS);
738 (void)do_res_stat(A_DEX);
739 (void)do_res_stat(A_CON);
740 (void)do_res_stat(A_CHR);
741 (void)restore_level();
742 (void)hp_player(1000);
743 cave_set_feat(py, px, FEAT_PATTERN_OLD);
745 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
747 msg_print("This section of the Pattern looks less powerful.");
754 * We could make the healing effect of the
755 * Pattern center one-time only to avoid various kinds
756 * of abuse, like luring the win monster into fighting you
757 * in the middle of the pattern...
760 else if (cave[py][px].feat == FEAT_PATTERN_OLD)
764 else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
768 else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
772 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
774 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
780 if ((prace_is_(RACE_AMBERITE)) && (randint(2) != 1))
782 else if (!p_ptr->invuln)
784 take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
786 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
799 * Regenerate hit points -RAK-
801 static void regenhp(int percent)
803 s32b new_chp, new_chp_frac;
806 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
807 if (p_ptr->action == ACTION_HAYAGAKE) return;
808 /* Save the old hitpoints */
809 old_chp = p_ptr->chp;
811 /* Extract the new hitpoints */
812 new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
813 p_ptr->chp += (s16b)(new_chp >> 16); /* div 65536 */
815 /* check for overflow */
816 if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
817 new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac; /* mod 65536 */
818 if (new_chp_frac >= 0x10000L)
820 p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
825 p_ptr->chp_frac = (u16b)new_chp_frac;
829 if (p_ptr->chp >= p_ptr->mhp)
831 p_ptr->chp = p_ptr->mhp;
836 if (old_chp != p_ptr->chp)
839 p_ptr->redraw |= (PR_HP);
842 p_ptr->window |= (PW_PLAYER);
850 * Regenerate mana points -RAK-
852 static void regenmana(int percent)
854 s32b new_mana, new_mana_frac;
856 bool old_csp_msp = (p_ptr->csp > p_ptr->msp);
858 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
859 if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
860 old_csp = p_ptr->csp;
861 new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
862 if (old_csp_msp && (new_mana > 0))
866 p_ptr->csp -= (s16b)(new_mana >> 16); /* div 65536 */
867 new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
871 if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
872 p_ptr->csp += (s16b)(new_mana >> 16); /* div 65536 */
874 new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac; /* mod 65536 */
876 if (new_mana_frac >= 0x10000L)
878 p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
883 p_ptr->csp_frac = (u16b)(new_mana_frac);
886 /* check for overflow */
893 /* Must set frac to zero even if equal */
894 if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
896 p_ptr->csp = p_ptr->msp;
901 if (old_csp != p_ptr->csp)
904 p_ptr->redraw |= (PR_MANA);
907 p_ptr->window |= (PW_PLAYER);
908 p_ptr->window |= (PW_SPELL);
919 static void regenmagic(int percent)
924 for (i = 0; i < 72; i++)
926 if (!p_ptr->magic_num2[i]) continue;
927 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
928 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
929 p_ptr->magic_num1[i] += new_mana;
931 /* Must set frac to zero even if equal */
932 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
934 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
938 for (i = 72; i < 108; i++)
940 if (!p_ptr->magic_num1[i]) continue;
941 if (!p_ptr->magic_num2[i]) continue;
942 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * 0x1000;
943 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
954 * Regenerate the monsters (once per 100 game turns)
956 * XXX XXX XXX Should probably be done during monster turns.
958 static void regen_monsters(void)
963 /* Regenerate everyone */
964 for (i = 1; i < m_max; i++)
966 /* Check the i'th monster */
967 monster_type *m_ptr = &m_list[i];
968 monster_race *r_ptr = &r_info[m_ptr->r_idx];
971 /* Skip dead monsters */
972 if (!m_ptr->r_idx) continue;
974 /* Allow regeneration (if needed) */
975 if (m_ptr->hp < m_ptr->maxhp)
977 /* Hack -- Base regeneration */
978 frac = m_ptr->maxhp / 100;
980 /* Hack -- Minimal regeneration rate */
981 if (!frac) if (randint(2) == 1) frac = 1;
983 /* Hack -- Some monsters regenerate quickly */
984 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
986 /* Hack -- Regenerate */
989 /* Do not over-regenerate */
990 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
992 /* Redraw (later) if needed */
993 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
994 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1001 * Regenerate the monsters (once per 100 game turns)
1003 * XXX XXX XXX Should probably be done during monster turns.
1005 static void regen_captured_monsters(void)
1010 /* Regenerate everyone */
1011 for (i = 0; i < INVEN_TOTAL; i++)
1013 monster_race *r_ptr;
1014 object_type *o_ptr = &inventory[i];
1016 if (!o_ptr->k_idx) continue;
1017 if (o_ptr->tval != TV_CAPTURE) continue;
1018 if (!o_ptr->pval) continue;
1022 r_ptr = &r_info[o_ptr->pval];
1024 /* Allow regeneration (if needed) */
1025 if (o_ptr->xtra4 < o_ptr->xtra5)
1027 /* Hack -- Base regeneration */
1028 frac = o_ptr->xtra5 / 100;
1030 /* Hack -- Minimal regeneration rate */
1031 if (!frac) if (randint(2) == 1) frac = 1;
1033 /* Hack -- Some monsters regenerate quickly */
1034 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1036 /* Hack -- Regenerate */
1037 o_ptr->xtra4 += frac;
1039 /* Do not over-regenerate */
1040 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1047 p_ptr->notice |= (PN_COMBINE);
1050 p_ptr->window |= (PW_INVEN);
1051 p_ptr->window |= (PW_EQUIP);
1057 static void notice_lite_change(object_type *o_ptr)
1059 /* Hack -- notice interesting fuel steps */
1060 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1063 p_ptr->window |= (PW_EQUIP);
1066 /* Hack -- Special treatment when blind */
1069 /* Hack -- save some light for later */
1070 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1073 /* The light is now out */
1074 else if (o_ptr->xtra4 == 0)
1078 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1080 msg_print("Your light has gone out!");
1082 p_ptr->update |= (PU_BONUS);
1085 /* The light is getting dim */
1086 else if (o_ptr->name2 == EGO_LITE_LONG)
1088 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5)) && (turn % 40))
1090 if (disturb_minor) disturb(0, 0);
1092 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1094 msg_print("Your light is growing faint.");
1100 /* The light is getting dim */
1101 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1103 if (disturb_minor) disturb(0, 0);
1105 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1107 msg_print("Your light is growing faint.");
1115 * Forcibly pseudo-identify an object in the inventory
1118 * note: currently this function allows pseudo-id of any object,
1119 * including silly ones like potions & scrolls, which always
1120 * get '{average}'. This should be changed, either to stop such
1121 * items from being pseudo-id'd, or to allow psychometry to
1122 * detect whether the unidentified potion/scroll/etc is
1123 * good (Cure Light Wounds, Restore Strength, etc) or
1124 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1126 bool psychometry(void)
1130 char o_name[MAX_NLEN];
1135 item_tester_no_ryoute = TRUE;
1138 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1139 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1141 q = "Meditate on which item? ";
1142 s = "You have nothing appropriate.";
1145 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1147 /* Get the item (in the pack) */
1150 o_ptr = &inventory[item];
1153 /* Get the item (on the floor) */
1156 o_ptr = &o_list[0 - item];
1159 /* It is fully known, no information needed */
1160 if (object_known_p(o_ptr))
1163 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1165 msg_print("You cannot find out anything more about that.");
1171 /* Check for a feeling */
1172 feel = value_check_aux1(o_ptr);
1174 /* Get an object description */
1175 object_desc(o_name, o_ptr, FALSE, 0);
1177 /* Skip non-feelings */
1181 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1183 msg_format("You do not perceive anything unusual about the %s.", o_name);
1190 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1191 o_name, game_inscriptions[feel]);
1193 msg_format("You feel that the %s %s %s...",
1194 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1195 game_inscriptions[feel]);
1199 /* We have "felt" it */
1200 o_ptr->ident |= (IDENT_SENSE);
1203 o_ptr->feeling = feel;
1205 /* Combine / Reorder the pack (later) */
1206 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1209 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1211 /* Something happened */
1216 static void gere_music(s32b music)
1224 stun_monsters(damroll(p_ptr->lev/10,2));
1227 hp_player(damroll(2,6));
1230 project_hack(GF_TURN_ALL, p_ptr->lev);
1233 project_hack(GF_PSI, randint(p_ptr->lev * 3 / 2));
1236 project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1239 confuse_monsters(p_ptr->lev * 2);
1242 project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1245 charm_monsters(damroll(10 + p_ptr->lev/15,6));
1248 project(0, 0, py, px,
1249 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1252 dispel_monsters(randint(p_ptr->lev * 3));
1253 dispel_evil(randint(p_ptr->lev * 3));
1260 earthquake(py, px, 10);
1263 stasis_monsters(p_ptr->lev * 4);
1266 dispel_monsters(randint(p_ptr->lev * 3));
1269 hp_player(damroll(15,10));
1273 case MUSIC_DETECT+19:
1274 wiz_lite(FALSE, FALSE);
1275 case MUSIC_DETECT+11:
1276 case MUSIC_DETECT+12:
1277 case MUSIC_DETECT+13:
1278 case MUSIC_DETECT+14:
1279 case MUSIC_DETECT+15:
1280 case MUSIC_DETECT+16:
1281 case MUSIC_DETECT+17:
1282 case MUSIC_DETECT+18:
1283 map_area(DETECT_RAD_MAP);
1284 if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1285 case MUSIC_DETECT+6:
1286 case MUSIC_DETECT+7:
1287 case MUSIC_DETECT+8:
1288 case MUSIC_DETECT+9:
1289 case MUSIC_DETECT+10:
1290 detect_treasure(DETECT_RAD_DEFAULT);
1291 detect_objects_gold(DETECT_RAD_DEFAULT);
1292 detect_objects_normal(DETECT_RAD_DEFAULT);
1293 if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1294 case MUSIC_DETECT+3:
1295 case MUSIC_DETECT+4:
1296 case MUSIC_DETECT+5:
1297 detect_monsters_invis(DETECT_RAD_DEFAULT);
1298 detect_monsters_normal(DETECT_RAD_DEFAULT);
1299 if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1301 case MUSIC_DETECT+1:
1302 case MUSIC_DETECT+2:
1303 detect_traps(DETECT_RAD_DEFAULT);
1304 detect_doors(DETECT_RAD_DEFAULT);
1305 detect_stairs(DETECT_RAD_DEFAULT);
1306 if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1312 * If player has inscribed the object with "!!", let him know when it's
1315 static void recharged_notice(object_type *o_ptr)
1317 char o_name[MAX_NLEN];
1321 /* No inscription */
1322 if (!o_ptr->inscription) return;
1325 s = strchr(quark_str(o_ptr->inscription), '!');
1327 /* Process notification request. */
1330 /* Find another '!' */
1333 /* Describe (briefly) */
1334 object_desc(o_name, o_ptr, FALSE, 0);
1336 /* Notify the player */
1337 if (o_ptr->number > 1)
1339 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1340 else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1342 msg_format("Your %s are recharged.", o_name);
1343 else msg_format("Your %s is recharged.", o_name);
1351 /* Keep looking for '!'s */
1352 s = strchr(s + 1, '!');
1357 static void check_music()
1362 /* Music singed by player */
1363 if(p_ptr->pclass != CLASS_BARD) return;
1364 if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1366 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC - 1][p_ptr->magic_num2[0]];
1368 shouhimana = (s_ptr->smana*(3800-spell_exp[p_ptr->magic_num2[0]])+2399);
1371 else shouhimana *= 4;
1373 if(shouhimana < 1) shouhimana = 1;
1374 shouhimana *= 0x8000;
1375 if ((p_ptr->csp < shouhimana / 0x10000) || (p_ptr->anti_magic))
1382 p_ptr->csp -= shouhimana / 0x10000;
1383 shouhimana = (shouhimana & 0xffff);
1384 if (p_ptr->csp_frac < shouhimana)
1387 p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
1391 p_ptr->csp_frac -= (u16b)shouhimana;
1394 p_ptr->redraw |= PR_MANA;
1395 if (p_ptr->magic_num1[1])
1397 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1398 p_ptr->magic_num1[1] = 0;
1400 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1402 msg_print("You restart singing.");
1404 p_ptr->action = ACTION_SING;
1406 /* Recalculate bonuses */
1407 p_ptr->update |= (PU_BONUS | PU_HP);
1409 /* Redraw status bar */
1410 p_ptr->redraw |= (PR_STATUS);
1413 if (spell_exp[p_ptr->magic_num2[0]] < 900)
1414 spell_exp[p_ptr->magic_num2[0]]+=5;
1415 else if(spell_exp[p_ptr->magic_num2[0]] < 1200)
1416 {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1417 else if(spell_exp[p_ptr->magic_num2[0]] < 1400)
1418 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1419 else if(spell_exp[p_ptr->magic_num2[0]] < 1600)
1420 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1422 gere_music(p_ptr->magic_num1[0]);
1426 * Handle certain things once every 10 game turns
1428 static void process_world(void)
1432 bool cave_no_regen = FALSE;
1433 int upkeep_factor = 0;
1436 u32b f1 = 0 , f2 = 0 , f3 = 0;
1439 const int dec_count = (easy_band ? 2 : 1);
1441 int hour, min, prev_min;
1442 s32b len = 20L * TOWN_DAWN;
1443 s32b tick = turn % len + len / 4;
1445 hour = (24 * tick / len) % 24;
1446 min = (1440 * tick / len) % 60;
1447 prev_min = (1440 * (tick - 20) / len) % 60;
1449 if ((turn - old_turn == (3000 - dun_level*20)) && (dun_level) &&
1450 !(quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) &&
1451 !(p_ptr->inside_battle))
1454 if (p_ptr->inside_battle && !p_ptr->leaving)
1461 /* Count all hostile monsters */
1462 for (i2 = 0; i2 < cur_wid; ++i2)
1463 for (j2 = 0; j2 < cur_hgt; j2++)
1464 if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
1467 win_m_idx = cave[j2][i2].m_idx;
1470 if (number_mon == 0)
1473 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
1475 msg_print("They have kill each other at the same time.");
1478 p_ptr->energy = 100;
1481 else if ((number_mon-1) == 0)
1484 monster_type *wm_ptr;
1486 wm_ptr = &m_list[win_m_idx];
1488 monster_desc(m_name, wm_ptr, 0);
1490 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
1492 msg_format("%s is winner!", m_name);
1496 if (win_m_idx == (sel_monster+1))
1499 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
1501 msg_print("Congratulations.");
1504 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
1506 msg_format("You recieved %d gold.", battle_odds);
1508 p_ptr->au += battle_odds;
1513 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
1515 msg_print("You lost gold.");
1519 p_ptr->energy = 100;
1522 else if(turn - old_turn == 3000L)
1525 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
1527 msg_format("This battle have ended in a draw.");
1529 p_ptr->au += kakekin;
1531 p_ptr->energy = 100;
1536 /* Every 20 game turns */
1537 if (turn % 20) return;
1539 /*** Check the Time and Load ***/
1543 /* Check time and load */
1544 if ((0 != check_time()) || (0 != check_load()))
1547 if (closing_flag <= 2)
1552 /* Count warnings */
1557 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
1558 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
1560 msg_print("The gates to ANGBAND are closing...");
1561 msg_print("Please finish up and/or save your game.");
1571 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
1573 msg_print("The gates to ANGBAND are now closed.");
1581 p_ptr->leaving = TRUE;
1586 /*** Attempt timed autosave ***/
1587 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
1589 if (!(turn % ((s32b)autosave_freq * 20)))
1590 do_cmd_save_game(TRUE);
1596 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
1598 msg_print("You hear noise.");
1602 /*** Handle the wilderness/town (sunshine) ***/
1604 /* While in town/wilderness */
1605 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
1607 /* Hack -- Daybreak/Nighfall in town */
1608 if (!(turn % ((20L * TOWN_DAWN) / 2)))
1612 /* Check for dawn */
1613 dawn = (!(turn % (20L * TOWN_DAWN)));
1620 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
1622 msg_print("The sun has risen.");
1626 /* Hack -- Scan the town */
1627 for (y = 0; y < cur_hgt; y++)
1629 for (x = 0; x < cur_wid; x++)
1631 /* Get the cave grid */
1632 c_ptr = &cave[y][x];
1635 c_ptr->info |= (CAVE_GLOW);
1637 /* Hack -- Memorize lit grids if allowed */
1638 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
1640 /* Hack -- Notice spot */
1651 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
1653 msg_print("The sun has fallen.");
1657 /* Hack -- Scan the town */
1658 for (y = 0; y < cur_hgt; y++)
1660 for (x = 0; x < cur_wid; x++)
1662 /* Get the cave grid */
1663 c_ptr = &cave[y][x];
1665 /* Darken "boring" features */
1666 if ((c_ptr->feat <= FEAT_INVIS) ||
1667 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
1668 (c_ptr->feat <= FEAT_TREES) &&
1669 (c_ptr->feat != FEAT_MUSEUM)))
1671 /* Forget the grid */
1672 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
1674 /* Hack -- Notice spot */
1681 /* Update the monsters */
1682 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
1685 p_ptr->redraw |= (PR_MAP);
1688 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1692 /* Set back the rewards once a day */
1693 if (!(turn % (200L * STORE_TURNS)))
1697 /* Reset the rewards */
1698 for (n = 0; n < MAX_BACT; n++)
1700 p_ptr->rewards[n] = FALSE;
1705 if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
1707 if (cheat_xtra) msg_print("Rewards reset.");
1713 /*** Process the monsters ***/
1715 /* Check for creature generation. */
1716 if ((rand_int(d_info[dungeon_type].max_m_alloc_chance) == 0) &&
1717 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
1719 /* Make a new monster */
1720 (void)alloc_monster(MAX_SIGHT + 5, FALSE);
1723 /* Hack -- Check for creature regeneration */
1724 if (!(turn % 200) && !p_ptr->inside_battle) regen_monsters();
1725 if (!(turn % 60)) regen_captured_monsters();
1728 /*** Damage over Time ***/
1730 /* Take damage from poison */
1731 if (p_ptr->poisoned && !p_ptr->invuln)
1735 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1737 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1743 /* (Vampires) Take damage from sunlight */
1744 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1746 if (!dun_level && !p_ptr->resist_lite && !p_ptr->invuln &&
1747 (!((turn / ((20L * TOWN_DAWN) / 2)) % 2)))
1749 if (cave[py][px].info & CAVE_GLOW)
1753 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1754 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1756 msg_print("The sun's rays scorch your undead flesh!");
1757 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1760 cave_no_regen = TRUE;
1764 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1765 !p_ptr->resist_lite)
1767 object_type * o_ptr = &inventory[INVEN_LITE];
1768 char o_name [MAX_NLEN];
1769 char ouch [MAX_NLEN+40];
1771 /* Get an object description */
1772 object_desc(o_name, o_ptr, FALSE, 0);
1775 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1777 msg_format("The %s scorches your undead flesh!", o_name);
1781 cave_no_regen = TRUE;
1783 /* Get an object description */
1784 object_desc(o_name, o_ptr, TRUE, 0);
1787 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1789 sprintf(ouch, "wielding %s", o_name);
1792 if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1796 if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
1797 !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
1799 int damage = 3000 + rand_int(2000);
1801 if (prace_is_(RACE_ENT)) damage += damage/3;
1803 if (p_ptr->resist_fire) damage = damage / 3;
1804 if (p_ptr->oppose_fire) damage = damage / 3;
1805 damage = damage / 100 + (rand_int(100) < (damage % 100));
1811 msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
1812 take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
1814 msg_print("The lava burns you!");
1815 take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
1818 cave_no_regen = TRUE;
1822 else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
1823 !p_ptr->invuln && !p_ptr->immune_fire)
1825 int damage = 6000 + rand_int(4000);
1830 if (p_ptr->resist_fire) damage = damage / 3;
1831 if (p_ptr->oppose_fire) damage = damage / 3;
1835 damage = damage / 5;
1838 message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
1839 hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
1841 message = "The heat burns you!";
1842 hit_from = "flying over deep lava";
1849 message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
1850 hit_from = "¿¼¤¤ÍÏ´äή";
1852 message = "The lava burns you!";
1853 hit_from = "deep lava";
1858 damage = damage / 100 + (rand_int(100) < (damage % 100));
1863 take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
1865 cave_no_regen = TRUE;
1869 else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
1871 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
1875 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1876 take_hit(DAMAGE_NOESCAPE, randint(p_ptr->lev), "Å®¤ì", -1);
1878 msg_print("You are drowning!");
1879 take_hit(DAMAGE_NOESCAPE, randint(p_ptr->lev), "drowning", -1);
1882 cave_no_regen = TRUE;
1889 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1891 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1892 if (prace_is_(RACE_ENT)) damage += damage/3;
1893 if (p_ptr->resist_fire) damage = damage / 3;
1894 if (p_ptr->oppose_fire) damage = damage / 3;
1896 msg_print("Ç®¤¤¡ª");
1897 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1899 msg_print("It's hot!");
1900 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1903 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1905 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1906 if (p_ptr->resist_elec) damage = damage / 3;
1907 if (p_ptr->oppose_elec) damage = damage / 3;
1909 msg_print("Äˤ¤¡ª");
1910 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1912 msg_print("It hurts!");
1913 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1916 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1918 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1919 if (p_ptr->resist_cold) damage = damage / 3;
1920 if (p_ptr->oppose_cold) damage = damage / 3;
1922 msg_print("Î䤿¤¤¡ª");
1923 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1925 msg_print("It's cold!");
1926 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1931 /* Spectres -- take damage when moving through walls */
1933 * Added: ANYBODY takes damage if inside through walls
1934 * without wraith form -- NOTE: Spectres will never be
1935 * reduced below 0 hp by being inside a stone wall; others
1938 if (!cave_floor_bold(py, px))
1940 /* Player can walk through trees */
1941 if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
1945 else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1946 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1950 cave_no_regen = TRUE;
1952 if (p_ptr->pass_wall)
1955 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1958 msg_print("Your molecules feel disrupted!");
1959 dam_desc = "density";
1966 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1967 dam_desc = "¹Å¤¤´ä";
1969 msg_print("You are being crushed!");
1970 dam_desc = "solid rock";
1975 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1981 monster_race *r_ptr;
1983 if (min != prev_min)
1986 bool old_inside_battle = p_ptr->inside_battle;
1988 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1990 p_ptr->inside_battle = TRUE;
1991 get_mon_num_prep(NULL,NULL);
1993 for (i = 0; i < max_d_idx; i++)
1995 if (max_dlv[i] < d_info[i].mindepth) continue;
1996 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2000 today_mon = get_mon_num(max_dl);
2001 r_ptr = &r_info[today_mon];
2003 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2004 if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
2005 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
2006 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
2007 if (r_ptr->level < MIN(max_dl/2, 40)) continue;
2008 if (r_ptr->rarity > 10) continue;
2009 if (r_ptr->level == 0) continue;
2012 p_ptr->today_mon = 0;
2013 p_ptr->inside_battle = old_inside_battle;
2017 /* Nightmare mode activates the TY_CURSE at midnight */
2018 if (ironman_nightmare)
2020 /* Require exact minute */
2021 if (min != prev_min)
2023 /* Every 15 minutes after 11:00 pm */
2024 if ((hour == 23) && !(min % 15))
2034 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
2036 msg_print("You hear a distant bell toll ominously.");
2044 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
2046 msg_print("A distant bell sounds twice.");
2054 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
2056 msg_print("A distant bell sounds three times.");
2064 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
2066 msg_print("A distant bell tolls four times.");
2074 /* TY_CURSE activates at mignight! */
2081 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
2083 msg_print("A distant bell tolls many times, fading into an deathly silence.");
2086 activate_ty_curse(FALSE, &count);
2091 /* Take damage from cuts */
2092 if (p_ptr->cut && !p_ptr->invuln)
2094 /* Mortal wound or Deep Gash */
2095 if (p_ptr->cut > 1000)
2100 else if (p_ptr->cut > 200)
2106 else if (p_ptr->cut > 100)
2111 else if (p_ptr->cut > 50)
2116 else if (p_ptr->cut > 25)
2121 else if (p_ptr->cut > 10)
2134 take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
2136 take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
2142 /*** Check the Food, and Regenerate ***/
2144 if (!p_ptr->inside_battle)
2146 /* Digest normally */
2147 if (p_ptr->food < PY_FOOD_MAX)
2149 /* Every 100 game turns */
2152 /* Basic digestion rate based on speed */
2153 i = /* extract_energy[p_ptr->pspeed] * 2;*/
2154 ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
2155 1 : extract_energy[p_ptr->pspeed]));
2157 /* Regeneration takes more food */
2158 if (p_ptr->regenerate) i += 20;
2159 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
2161 /* Slow digestion takes less food */
2162 if (p_ptr->slow_digest) i -= 5;
2164 /* Minimal digestion */
2167 /* Digest some food */
2168 (void)set_food(p_ptr->food - i);
2172 /* Digest quickly when gorged */
2175 /* Digest a lot of food */
2176 (void)set_food(p_ptr->food - 100);
2180 /* Starve to death (slowly) */
2181 if (p_ptr->food < PY_FOOD_STARVE)
2183 /* Calculate damage */
2184 i = (PY_FOOD_STARVE - p_ptr->food) / 10;
2188 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
2190 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
2195 /* Default regeneration */
2196 regen_amount = PY_REGEN_NORMAL;
2199 if (p_ptr->food < PY_FOOD_WEAK)
2201 /* Lower regeneration */
2202 if (p_ptr->food < PY_FOOD_STARVE)
2206 else if (p_ptr->food < PY_FOOD_FAINT)
2208 regen_amount = PY_REGEN_FAINT;
2212 regen_amount = PY_REGEN_WEAK;
2216 if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
2218 /* Faint occasionally */
2219 if (!p_ptr->paralyzed && (rand_int(100) < 10))
2223 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
2225 msg_print("You faint from the lack of food.");
2230 /* Hack -- faint (bypass free action) */
2231 (void)set_paralyzed(p_ptr->paralyzed + 1 + rand_int(5));
2237 /* Are we walking the pattern? */
2238 if (pattern_effect())
2240 cave_no_regen = TRUE;
2244 /* Regeneration ability */
2245 if (p_ptr->regenerate)
2247 regen_amount = regen_amount * 2;
2249 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2256 /* Searching or Resting */
2257 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2259 regen_amount = regen_amount * 2;
2262 upkeep_factor = calculate_upkeep();
2264 /* Regenerate the mana */
2265 /* if (p_ptr->csp < p_ptr->msp) */
2269 s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2270 if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2271 regenmana(upkeep_regen/100);
2273 #ifdef TRACK_FRIENDS
2277 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2279 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2283 #endif /* TRACK_FRIENDS */
2286 else if (p_ptr->action != ACTION_LEARN)
2288 regenmana(regen_amount);
2291 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2293 regenmagic(regen_amount);
2296 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2298 while (upkeep_factor > 100)
2301 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2303 msg_print("Such much pets cannot be controled at once!");
2306 do_cmd_pet_dismiss();
2308 upkeep_factor = calculate_upkeep();
2311 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2313 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2319 /* Poisoned or cut yields no healing */
2320 if (p_ptr->poisoned) regen_amount = 0;
2321 if (p_ptr->cut) regen_amount = 0;
2323 /* Special floor -- Pattern, in a wall -- yields no healing */
2324 if (cave_no_regen) regen_amount = 0;
2326 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2328 /* Regenerate Hit Points if needed */
2329 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2331 if ((cave[py][px].feat < FEAT_PATTERN_END) &&
2332 (cave[py][px].feat >= FEAT_PATTERN_START))
2334 regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2338 regenhp(regen_amount);
2343 /*** Timeout Various Things ***/
2346 if (p_ptr->tim_mimic)
2348 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2351 /* Hack -- Hallucinating */
2354 (void)set_image(p_ptr->image - dec_count);
2360 (void)set_blind(p_ptr->blind - dec_count);
2363 /* Times see-invisible */
2364 if (p_ptr->tim_invis)
2366 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2377 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2380 /* Timed temporary elemental brands. -LM- */
2381 if (p_ptr->ele_attack)
2383 p_ptr->ele_attack--;
2385 /* Clear all temporary elemental brands. */
2386 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2389 /* Timed temporary elemental immune. -LM- */
2390 if (p_ptr->ele_immune)
2392 p_ptr->ele_immune--;
2394 /* Clear all temporary elemental brands. */
2395 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2398 /* Timed infra-vision */
2399 if (p_ptr->tim_infra)
2401 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2405 if (p_ptr->tim_stealth)
2407 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2410 /* Timed levitation */
2411 if (p_ptr->tim_ffall)
2413 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2416 /* Timed sh_touki */
2417 if (p_ptr->tim_sh_touki)
2419 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2423 if (p_ptr->tim_sh_fire)
2425 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2428 /* Timed resist-magic */
2429 if (p_ptr->resist_magic)
2431 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2434 /* Timed regeneration */
2435 if (p_ptr->tim_regen)
2437 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2440 /* Timed resist nether */
2441 if (p_ptr->tim_res_nether)
2443 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2446 /* Timed resist time */
2447 if (p_ptr->tim_res_time)
2449 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2453 if (p_ptr->tim_reflect)
2455 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2459 if (p_ptr->multishadow)
2461 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2464 /* Timed Robe of dust */
2465 if (p_ptr->dustrobe)
2467 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2470 /* Timed infra-vision */
2471 if (p_ptr->kabenuke)
2473 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2477 if (p_ptr->paralyzed)
2479 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2483 if (p_ptr->confused)
2485 (void)set_confused(p_ptr->confused - dec_count);
2491 (void)set_afraid(p_ptr->afraid - dec_count);
2497 (void)set_fast(p_ptr->fast - 1, TRUE);
2503 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2506 /* Protection from evil */
2507 if (p_ptr->protevil)
2509 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2512 /* Invulnerability */
2515 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2519 if (p_ptr->wraith_form)
2521 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2527 (void)set_hero(p_ptr->hero - 1, TRUE);
2533 (void)set_shero(p_ptr->shero - 1, TRUE);
2539 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2545 (void)set_shield(p_ptr->shield - 1, TRUE);
2549 if (p_ptr->tsubureru)
2551 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2555 if (p_ptr->magicdef)
2557 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2561 if (p_ptr->tsuyoshi)
2563 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2567 if (p_ptr->oppose_acid)
2569 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2572 /* Oppose Lightning */
2573 if (p_ptr->oppose_elec)
2575 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2579 if (p_ptr->oppose_fire)
2581 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2585 if (p_ptr->oppose_cold)
2587 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2591 if (p_ptr->oppose_pois)
2593 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2598 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2601 /*** Poison and Stun and Cut ***/
2604 if (p_ptr->poisoned)
2606 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2608 /* Apply some healing */
2609 (void)set_poisoned(p_ptr->poisoned - adjust);
2615 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2617 /* Apply some healing */
2618 (void)set_stun(p_ptr->stun - adjust);
2624 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2626 /* Hack -- Truly "mortal" wound */
2627 if (p_ptr->cut > 1000) adjust = 0;
2629 /* Apply some healing */
2630 (void)set_cut(p_ptr->cut - adjust);
2635 /*** Process Light ***/
2637 /* Check for light being wielded */
2638 o_ptr = &inventory[INVEN_LITE];
2640 /* Burn some fuel in the current lite */
2641 if (o_ptr->tval == TV_LITE)
2643 /* Hack -- Use some fuel (except on artifacts) */
2644 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2646 /* Decrease life-span */
2647 if (o_ptr->name2 == EGO_LITE_LONG)
2649 if (turn % 40) o_ptr->xtra4--;
2651 else o_ptr->xtra4--;
2653 /* Notice interesting fuel steps */
2654 notice_lite_change(o_ptr);
2658 /* Calculate torch radius */
2659 p_ptr->update |= (PU_TORCH);
2662 /*** Process mutation effects ***/
2663 if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
2665 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && (randint(3000) == 1))
2669 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2670 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2672 msg_print("RAAAAGHH!");
2673 msg_print("You feel a fit of rage coming over you!");
2676 (void)set_shero(10 + randint(p_ptr->lev), FALSE);
2679 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint(3000) == 13))
2681 if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
2685 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2687 msg_print("It's so dark... so scary!");
2690 set_afraid(p_ptr->afraid + 13 + randint(26));
2694 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint(5000) == 88))
2696 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2701 /* Teleport player */
2703 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2705 msg_print("Your position suddenly seems very uncertain...");
2709 teleport_player(40);
2713 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint(6400) == 321))
2715 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2718 p_ptr->redraw |= PR_EXTRA;
2720 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2722 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2727 if (!p_ptr->resist_conf)
2729 (void)set_confused(p_ptr->confused + rand_int(20) + 15);
2732 if (!p_ptr->resist_chaos)
2737 if (one_in_(3)) lose_all_info();
2739 teleport_player(100);
2742 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2743 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2745 msg_print("You wake up somewhere with a sore head...");
2746 msg_print("You can't remember a thing, or how you got here!");
2755 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2757 msg_print("Thishcischs GooDSChtuff!");
2760 (void)set_image(p_ptr->image + rand_int(150) + 150);
2766 if ((p_ptr->muta2 & MUT2_HALLU) && (randint(6400) == 42))
2768 if (!p_ptr->resist_chaos)
2771 p_ptr->redraw |= PR_EXTRA;
2772 (void)set_image(p_ptr->image + rand_int(50) + 20);
2776 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint(3000) == 13))
2781 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2783 msg_print("BRRAAAP! Oops.");
2787 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2790 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2791 !p_ptr->anti_magic && (randint(9000) == 1))
2796 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");
2798 msg_print("Magical energy flows through you! You must release it!");
2803 (void)get_hack_dir(&dire);
2804 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2807 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2808 !p_ptr->anti_magic && (randint(6666) == 666))
2810 bool pet = (randint(6) == 1);
2811 bool not_pet = (bool)(!pet);
2813 if (summon_specific((pet ? -1 : 0), py, px,
2814 dun_level, SUMMON_DEMON, TRUE, FALSE, pet, not_pet, not_pet))
2817 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2819 msg_print("You have attracted a demon!");
2826 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && (randint(6000) == 1))
2829 if (randint(2) == 1)
2832 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2834 msg_print("You feel less energetic.");
2837 if (p_ptr->fast > 0)
2843 set_slow(randint(30) + 10, FALSE);
2849 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2851 msg_print("You feel more energetic.");
2854 if (p_ptr->slow > 0)
2860 set_fast(randint(30) + 10, FALSE);
2865 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && (randint(9000) == 1))
2869 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2871 msg_print("You suddenly feel almost lonely.");
2874 banish_monsters(100);
2875 if (!dun_level && p_ptr->town_num)
2878 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2880 msg_print("You see one of the shopkeepers running for the hills!");
2883 store_shuffle(rand_int(MAX_STORES));
2888 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2893 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2895 msg_print("A shadow passes over you.");
2900 /* Absorb light from the current possition */
2901 if (cave[py][px].info & CAVE_GLOW)
2906 o_ptr = &inventory[INVEN_LITE];
2908 /* Absorb some fuel in the current lite */
2909 if (o_ptr->tval == TV_LITE)
2911 /* Use some fuel (except on artifacts) */
2912 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
2914 /* Heal the player a bit */
2915 hp_player(o_ptr->xtra4 / 20);
2917 /* Decrease life-span of lite */
2921 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2923 msg_print("You absorb energy from your light!");
2927 /* Notice interesting fuel steps */
2928 notice_lite_change(o_ptr);
2933 * Unlite the area (radius 10) around player and
2934 * do 50 points damage to every affected monster
2936 unlite_area(50, 10);
2939 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2940 !p_ptr->anti_magic && one_in_(7000))
2942 bool pet = (randint(3) == 1);
2943 bool not_pet = (bool)(!pet);
2945 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL,
2946 TRUE, FALSE, pet, not_pet, not_pet))
2949 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2951 msg_print("You have attracted an animal!");
2958 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2959 !p_ptr->anti_magic && one_in_(8000))
2963 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2965 msg_print("You feel the world warping around you!");
2969 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2971 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2973 if (!lose_mutation(0))
2975 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2977 msg_print("You feel oddly normal.");
2981 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2985 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2987 msg_print("You feel insubstantial!");
2991 set_wraith_form(randint(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2993 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2997 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2999 int which_stat = rand_int(6);
3000 int sustained = FALSE;
3005 if (p_ptr->sustain_str) sustained = TRUE;
3008 if (p_ptr->sustain_int) sustained = TRUE;
3011 if (p_ptr->sustain_wis) sustained = TRUE;
3014 if (p_ptr->sustain_dex) sustained = TRUE;
3017 if (p_ptr->sustain_con) sustained = TRUE;
3020 if (p_ptr->sustain_chr) sustained = TRUE;
3024 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3026 msg_print("Invalid stat chosen!");
3036 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3038 msg_print("You can feel yourself wasting away!");
3042 (void)dec_stat(which_stat, randint(6) + 6, randint(3) == 1);
3045 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3046 !p_ptr->anti_magic && one_in_(3000))
3048 bool pet = (randint(5) == 1);
3049 bool not_pet = (bool)(!pet);
3051 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON,
3052 TRUE, FALSE, pet, not_pet, not_pet))
3055 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3057 msg_print("You have attracted a dragon!");
3063 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3066 if (p_ptr->tim_esp > 0)
3069 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3071 msg_print("Your mind feels cloudy!");
3074 set_tim_esp(0, TRUE);
3079 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
3081 msg_print("Your mind expands!");
3084 set_tim_esp(p_ptr->lev, FALSE);
3087 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3092 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3094 msg_print("Your stomach roils, and you lose your lunch!");
3098 set_food(PY_FOOD_WEAK);
3101 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3102 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3107 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3109 int danger_amount = 0;
3112 for (monster = 0; monster < m_max; monster++)
3114 monster_type *m_ptr = &m_list[monster];
3115 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3117 /* Paranoia -- Skip dead monsters */
3118 if (!m_ptr->r_idx) continue;
3120 if (r_ptr->level >= p_ptr->lev)
3122 danger_amount += r_ptr->level - p_ptr->lev + 1;
3126 if (danger_amount > 100)
3128 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3130 msg_print("You feel utterly terrified!");
3133 else if (danger_amount > 50)
3135 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3137 msg_print("You feel terrified!");
3140 else if (danger_amount > 20)
3142 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3144 msg_print("You feel very worried!");
3147 else if (danger_amount > 10)
3149 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3151 msg_print("You feel paranoid!");
3154 else if (danger_amount > 5)
3156 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3158 msg_print("You feel almost safe.");
3163 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3165 msg_print("You feel lonely.");
3169 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3174 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3176 msg_print("You feel invincible!");
3180 (void)set_invuln(randint(8) + 8, FALSE);
3182 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3184 int wounds = p_ptr->mhp - p_ptr->chp;
3188 int healing = p_ptr->csp;
3190 if (healing > wounds)
3196 p_ptr->csp -= healing;
3199 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3202 int wounds = p_ptr->msp - p_ptr->csp;
3206 int healing = p_ptr->chp;
3208 if (healing > wounds)
3213 p_ptr->csp += healing;
3215 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3217 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3222 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3228 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3229 take_hit(DAMAGE_NOESCAPE, randint(p_ptr->wt / 6), "žÅÝ", -1);
3231 msg_print("You trip over your own feet!");
3232 take_hit(DAMAGE_NOESCAPE, randint(p_ptr->wt / 6), "tripping", -1);
3237 if (buki_motteruka(INVEN_RARM))
3239 int slot = INVEN_RARM;
3240 o_ptr = &inventory[INVEN_RARM];
3241 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3243 o_ptr = &inventory[INVEN_LARM];
3246 if (!cursed_p(o_ptr))
3249 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3251 msg_print("You drop your weapon!");
3254 inven_drop(slot, 1);
3261 /*** Process Inventory ***/
3263 /* Handle experience draining */
3264 if (p_ptr->exp_drain)
3266 if (rand_int(100) < 25)
3268 p_ptr->exp -= (p_ptr->lev+1)/2;
3269 if (p_ptr->exp < 0) p_ptr->exp = 0;
3270 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3271 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3276 /* Rarely, take damage from the Jewel of Judgement */
3277 if ((randint(999) == 1) && !p_ptr->anti_magic)
3279 if ((inventory[INVEN_LITE].tval) &&
3280 (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
3283 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3284 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3286 msg_print("The Jewel of Judgement drains life from you!");
3287 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3294 /* Process equipment */
3295 for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3297 /* Get the object */
3298 o_ptr = &inventory[i];
3300 object_flags(o_ptr, &f1, &f2, &f3);
3302 /* Skip non-objects */
3303 if (!o_ptr->k_idx) continue;
3305 if (!p_ptr->inside_battle)
3308 if ((f3 & TR3_TY_CURSE) && (randint(TY_CURSE_CHANCE) == 1))
3312 (void)activate_ty_curse(FALSE, &count);
3315 /* Make a chainsword noise */
3316 if ((o_ptr->name1 == ART_CHAINSWORD) && randint(CHAINSWORD_NOISE) == 1)
3320 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3322 if (!get_rnd_line("chainswd.txt", 0, noise))
3326 disturb(FALSE, FALSE);
3330 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3331 * can actually be useful!
3333 if ((f3 & TR3_TELEPORT) && (rand_int(100) < 1))
3335 if ((o_ptr->ident & IDENT_CURSED) && !p_ptr->anti_tele)
3339 /* Teleport player */
3340 teleport_player(40);
3344 if (p_ptr->wild_mode || (o_ptr->inscription &&
3345 (strchr(quark_str(o_ptr->inscription),'.'))))
3348 /* msg_print("Teleport aborted.") */ ;
3351 else if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", 1))
3353 else if (get_check("Teleport? "))
3358 teleport_player(50);
3364 /* Recharge activatable objects */
3365 if (o_ptr->timeout > 0)
3370 /* Notice changes */
3371 if (!o_ptr->timeout)
3373 recharged_notice(o_ptr);
3379 /* Notice changes */
3383 p_ptr->window |= (PW_EQUIP);
3388 * Recharge rods. Rods now use timeout to control charging status,
3389 * and each charging rod in a stack decreases the stack's timeout by
3390 * one per turn. -LM-
3392 for (j = 0, i = 0; i < INVEN_PACK; i++)
3394 o_ptr = &inventory[i];
3395 k_ptr = &k_info[o_ptr->k_idx];
3397 /* Skip non-objects */
3398 if (!o_ptr->k_idx) continue;
3400 /* Examine all charging rods or stacks of charging rods. */
3401 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3403 /* Determine how many rods are charging. */
3404 temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3405 if (temp > o_ptr->number) temp = o_ptr->number;
3407 /* Decrease timeout by that number. */
3408 o_ptr->timeout -= temp;
3410 /* Boundary control. */
3411 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3413 /* Notice changes, provide message if object is inscribed. */
3414 if (!(o_ptr->timeout))
3416 recharged_notice(o_ptr);
3422 /* Notice changes */
3426 p_ptr->notice |= (PN_COMBINE);
3429 p_ptr->window |= (PW_INVEN);
3433 /* Feel the inventory */
3438 /*** Process Objects ***/
3440 /* Process objects */
3441 for (i = 1; i < o_max; i++)
3446 /* Skip dead objects */
3447 if (!o_ptr->k_idx) continue;
3449 /* Recharge rods on the ground. No messages. */
3450 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3453 o_ptr->timeout -= o_ptr->number;
3455 /* Boundary control. */
3456 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3461 /*** Involuntary Movement ***/
3463 /* Delayed Word-of-Recall */
3464 if (p_ptr->word_recall)
3467 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3468 * The player is yanked up/down as soon as
3469 * he loads the autosaved game.
3471 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3472 do_cmd_save_game(TRUE);
3474 /* Count down towards recall */
3475 p_ptr->word_recall--;
3477 p_ptr->redraw |= (PR_STATUS);
3479 /* Activate the recall */
3480 if (!p_ptr->word_recall)
3485 /* Determine the level */
3486 if (dun_level || p_ptr->inside_quest)
3489 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3491 msg_print("You feel yourself yanked upwards!");
3494 p_ptr->recall_dungeon = dungeon_type;
3496 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3501 leaving_quest = p_ptr->inside_quest;
3503 /* Leaving an 'only once' quest marks it as failed */
3504 if (leaving_quest &&
3505 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
3506 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
3508 quest[leaving_quest].status = QUEST_STATUS_FAILED;
3509 quest[leaving_quest].complev = (byte)p_ptr->lev;
3510 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
3512 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
3513 if (record_rand_quest)
3514 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
3516 else if (record_fix_quest)
3517 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
3520 p_ptr->inside_quest = 0;
3521 p_ptr->leaving = TRUE;
3526 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3528 msg_print("You feel yourself yanked downwards!");
3531 dungeon_type = p_ptr->recall_dungeon;
3534 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3537 dun_level = max_dlv[dungeon_type];
3538 if (dun_level < 1) dun_level = 1;
3540 /* Nightmare mode makes recall more dangerous */
3541 if (ironman_nightmare && !rand_int(666) && (dungeon_type == DUNGEON_ANGBAND))
3547 else if (dun_level < 99)
3549 dun_level = (dun_level + 99) / 2;
3551 else if (dun_level > 100)
3553 dun_level = d_info[dungeon_type].maxdepth - 1;
3557 if (p_ptr->wild_mode)
3559 p_ptr->wilderness_y = py;
3560 p_ptr->wilderness_x = px;
3564 /* Save player position */
3568 p_ptr->wild_mode = FALSE;
3571 p_ptr->leaving = TRUE;
3573 if (dungeon_type == DUNGEON_ANGBAND)
3575 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3577 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3578 (quest[i].status == QUEST_STATUS_TAKEN) &&
3579 (quest[i].level < dun_level))
3581 quest[i].status = QUEST_STATUS_FAILED;
3582 quest[i].complev = (byte)p_ptr->lev;
3583 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3590 sound(SOUND_TPLEVEL);
3598 * Verify use of "wizard" mode
3600 static bool enter_wizard_mode(void)
3602 /* Ask first time */
3605 /* Mention effects */
3607 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
3608 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
3610 msg_print("Wizard mode is for debugging and experimenting.");
3611 msg_print("The game will not be scored if you enter wizard mode.");
3616 /* Verify request */
3618 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
3620 if (!get_check("Are you sure you want to enter wizard mode? "))
3639 * Verify use of "debug" commands
3641 static bool enter_debug_mode(void)
3643 /* Ask first time */
3646 /* Mention effects */
3648 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3649 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
3651 msg_print("The debug commands are for debugging and experimenting.");
3652 msg_print("The game will not be scored if you use debug commands.");
3657 /* Verify request */
3659 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3661 if (!get_check("Are you sure you want to use debug commands? "))
3669 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
3671 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
3682 * Hack -- Declare the Debug Routines
3684 extern void do_cmd_debug(void);
3686 #endif /* ALLOW_WIZARD */
3692 * Verify use of "borg" commands
3694 static bool enter_borg_mode(void)
3696 /* Ask first time */
3697 if (!(noscore & 0x0010))
3699 /* Mention effects */
3701 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3702 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
3704 msg_print("The borg commands are for debugging and experimenting.");
3705 msg_print("The game will not be scored if you use borg commands.");
3710 /* Verify request */
3712 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3714 if (!get_check("Are you sure you want to use borg commands? "))
3730 * Hack -- Declare the Ben Borg
3732 extern void do_cmd_borg(void);
3734 #endif /* ALLOW_BORG */
3739 * Parse and execute the current command
3740 * Give "Warning" on illegal commands.
3742 * XXX XXX XXX Make some "blocks"
3744 static void process_command(void)
3746 int old_now_message = now_message;
3748 #ifdef ALLOW_REPEAT /* TNB */
3750 /* Handle repeating the last command */
3753 #endif /* ALLOW_REPEAT -- TNB */
3757 /* Parse the command */
3758 switch (command_cmd)
3774 /*** Wizard Commands ***/
3776 /* Toggle Wizard Mode */
3783 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
3785 msg_print("Wizard mode off.");
3789 else if (enter_wizard_mode())
3793 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
3795 msg_print("Wizard mode on.");
3800 /* Update monsters */
3801 p_ptr->update |= (PU_MONSTERS);
3803 /* Redraw "title" */
3804 p_ptr->redraw |= (PR_TITLE);
3812 /* Special "debug" commands */
3815 /* Enter debug mode */
3816 if (enter_debug_mode())
3823 #endif /* ALLOW_WIZARD */
3828 /* Special "borg" commands */
3831 /* Enter borg mode */
3832 if (enter_borg_mode())
3834 if (!p_ptr->wild_mode) do_cmd_borg();
3840 #endif /* ALLOW_BORG */
3844 /*** Inventory Commands ***/
3846 /* Wear/wield equipment */
3849 if (!p_ptr->wild_mode) do_cmd_wield();
3853 /* Take off equipment */
3856 if (!p_ptr->wild_mode) do_cmd_takeoff();
3863 if (!p_ptr->wild_mode) do_cmd_drop();
3867 /* Destroy an item */
3874 /* Equipment list */
3881 /* Inventory list */
3889 /*** Various commands ***/
3891 /* Identify an object */
3898 /* Hack -- toggle windows */
3901 toggle_inven_equip();
3906 /*** Standard "Movement" Commands ***/
3911 if (!p_ptr->wild_mode) do_cmd_alter();
3918 if (!p_ptr->wild_mode) do_cmd_tunnel();
3922 /* Move (usually pick up things) */
3925 #ifdef ALLOW_EASY_DISARM /* TNB */
3929 #else /* ALLOW_EASY_DISARM -- TNB */
3931 do_cmd_walk(always_pickup);
3933 #endif /* ALLOW_EASY_DISARM -- TNB */
3938 /* Move (usually do not pick up) */
3941 #ifdef ALLOW_EASY_DISARM /* TNB */
3945 #else /* ALLOW_EASY_DISARM -- TNB */
3947 do_cmd_walk(!always_pickup);
3949 #endif /* ALLOW_EASY_DISARM -- TNB */
3955 /*** Running, Resting, Searching, Staying */
3957 /* Begin Running -- Arg is Max Distance */
3960 if (!p_ptr->wild_mode) do_cmd_run();
3964 /* Stay still (usually pick things up) */
3967 do_cmd_stay(always_pickup);
3971 /* Stay still (usually do not pick up) */
3974 do_cmd_stay(!always_pickup);
3978 /* Rest -- Arg is time */
3985 /* Search for traps/doors */
3992 /* Toggle search mode */
3995 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3996 else set_action(ACTION_SEARCH);
4001 /*** Stairs and Doors and Chests and Traps ***/
4006 if (!p_ptr->wild_mode) do_cmd_store();
4010 /* Enter building -KMW- */
4013 if (!p_ptr->wild_mode) do_cmd_bldg();
4017 /* Enter quest level -KMW- */
4020 if (!p_ptr->wild_mode) do_cmd_quest();
4024 /* Go up staircase */
4027 if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4034 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4036 msg_print("To flee the ambush you have to reach the edge of the map.");
4039 else if (p_ptr->food < PY_FOOD_WEAK)
4042 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4044 msg_print("You must eat something here.");
4049 if (change_wild_mode())
4062 /* Go down staircase */
4065 if(!p_ptr->wild_mode) do_cmd_go_down();
4068 p_ptr->wilderness_x = px;
4069 p_ptr->wilderness_y = py;
4075 /* Open a door or chest */
4078 if (!p_ptr->wild_mode) do_cmd_open();
4085 if (!p_ptr->wild_mode) do_cmd_close();
4089 /* Jam a door with spikes */
4092 if (!p_ptr->wild_mode) do_cmd_spike();
4099 if (!p_ptr->wild_mode) do_cmd_bash();
4103 /* Disarm a trap or chest */
4106 if (!p_ptr->wild_mode) do_cmd_disarm();
4111 /*** Magic and Prayers ***/
4113 /* Gain new spells/prayers */
4116 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4118 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4120 msg_print("You don't have to learn spells!");
4122 else if (p_ptr->pclass == CLASS_SAMURAI)
4123 do_cmd_gain_hissatsu();
4124 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4134 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4135 (p_ptr->pclass == CLASS_BERSERKER) ||
4136 (p_ptr->pclass == CLASS_NINJA) ||
4137 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4138 ) do_cmd_mind_browse();
4139 else if (p_ptr->pclass == CLASS_SMITH)
4141 else do_cmd_browse();
4149 if (!p_ptr->wild_mode)
4151 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4154 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4156 msg_print("You cannot cast spells!");
4159 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4162 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4164 msg_print("The arena absorbs all attempted magic!");
4168 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4172 cptr which_power = "ËâË¡";
4174 cptr which_power = "magic";
4176 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4178 which_power = "ĶǽÎÏ";
4180 which_power = "psionic powers";
4182 else if (p_ptr->pclass == CLASS_IMITATOR)
4184 which_power = "¤â¤Î¤Þ¤Í";
4186 which_power = "imitation";
4188 else if (p_ptr->pclass == CLASS_SAMURAI)
4190 which_power = "ɬ»¦·õ";
4192 which_power = "hissatsu";
4194 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4196 which_power = "¶ÀËâË¡";
4198 which_power = "mirror magic";
4200 else if (p_ptr->pclass == CLASS_NINJA)
4202 which_power = "Ǧ½Ñ";
4204 which_power = "ninjutsu";
4206 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4208 which_power = "µ§¤ê";
4210 which_power = "prayer";
4214 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4216 msg_format("An anti-magic shell disrupts your %s!", which_power);
4220 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4223 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4225 msg_format("You cannot think directly!");
4231 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4232 (p_ptr->pclass == CLASS_BERSERKER) ||
4233 (p_ptr->pclass == CLASS_NINJA) ||
4234 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4237 else if (p_ptr->pclass == CLASS_IMITATOR)
4239 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4240 do_cmd_magic_eater();
4241 else if (p_ptr->pclass == CLASS_SAMURAI)
4243 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4244 do_cmd_cast_learned();
4245 else if (p_ptr->pclass == CLASS_SMITH)
4254 /* Issue a pet command */
4257 if (!p_ptr->wild_mode) do_cmd_pet();
4261 /*** Use various objects ***/
4263 /* Inscribe an object */
4270 /* Uninscribe an object */
4273 do_cmd_uninscribe();
4277 /* Activate an artifact */
4280 if (!p_ptr->wild_mode)
4282 if (!p_ptr->inside_arena)
4287 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4289 msg_print("The arena absorbs all attempted magic!");
4305 /* Fuel your lantern/torch */
4315 if (!p_ptr->wild_mode) do_cmd_fire();
4322 if (!p_ptr->wild_mode)
4324 if (!p_ptr->inside_arena)
4329 msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
4331 msg_print("You're in the arena now. This is hand-to-hand!");
4343 if (!p_ptr->wild_mode)
4345 if (!p_ptr->inside_arena)
4350 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4352 msg_print("The arena absorbs all attempted magic!");
4364 if (!p_ptr->wild_mode)
4366 if (p_ptr->inside_arena)
4369 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4371 msg_print("The arena absorbs all attempted magic!");
4376 else if (use_command && rogue_like_commands)
4388 /* Quaff a potion */
4391 if (!p_ptr->wild_mode)
4393 if (!p_ptr->inside_arena)
4394 do_cmd_quaff_potion();
4398 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4400 msg_print("The arena absorbs all attempted magic!");
4412 if (!p_ptr->wild_mode)
4414 if (!p_ptr->inside_arena)
4415 do_cmd_read_scroll();
4419 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4421 msg_print("The arena absorbs all attempted magic!");
4433 if (!p_ptr->wild_mode)
4435 if (p_ptr->inside_arena)
4438 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4440 msg_print("The arena absorbs all attempted magic!");
4445 else if (use_command && !rogue_like_commands)
4455 /* Use racial power */
4458 if (!p_ptr->wild_mode) do_cmd_racial_power();
4463 /*** Looking at Things (nearby or on map) ***/
4465 /* Full dungeon map */
4472 /* Locate player on map */
4486 /* Target monster or location */
4489 if (!p_ptr->wild_mode) do_cmd_target();
4495 /*** Help and Such ***/
4504 /* Identify symbol */
4507 do_cmd_query_symbol();
4511 /* Character description */
4514 do_cmd_change_name();
4519 /*** System Commands ***/
4521 /* Hack -- User interface */
4528 /* Single line from a pref file */
4541 /* Interact with macros */
4548 /* Interact with visuals */
4556 /* Interact with colors */
4564 /* Interact with options */
4572 /*** Misc Commands ***/
4588 /* Repeat level feeling */
4591 if (!p_ptr->wild_mode) do_cmd_feeling();
4595 /* Show previous message */
4598 do_cmd_message_one();
4602 /* Show previous messages */
4605 do_cmd_messages(old_now_message);
4609 /* Show quest status -KMW- */
4612 do_cmd_checkquest();
4616 /* Redraw the screen */
4619 now_message = old_now_message;
4624 #ifndef VERIFY_SAVEFILE
4626 /* Hack -- Save and don't quit */
4629 do_cmd_save_game(FALSE);
4633 #endif /* VERIFY_SAVEFILE */
4644 do_cmd_save_and_exit();
4648 /* Quit (commit suicide) */
4661 /* Check artifacts, uniques, objects */
4668 /* Load "screen dump" */
4671 do_cmd_load_screen();
4675 /* Save "screen dump" */
4678 do_cmd_save_screen();
4682 /* Make random artifact list */
4685 spoil_random_artifact("randifact.txt");
4689 /* Hack -- Unknown command */
4692 if (flush_failure) flush();
4693 if (randint(2) == 1)
4696 sound(SOUND_ILLEGAL);
4698 if (!get_rnd_line("error_j.txt", 0, error_m))
4700 if (!get_rnd_line("error.txt", 0, error_m))
4707 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
4709 prt("Type '?' for help.", 0, 0);
4715 if (!energy_use && !now_message)
4716 now_message = old_now_message;
4722 bool monster_tsuri(int r_idx)
4724 monster_race *r_ptr = &r_info[r_idx];
4726 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && strchr("Jjlw", r_ptr->d_char))
4734 * Process the player
4736 * Notice the annoying code to handle "pack overflow", which
4737 * must come first just in case somebody manages to corrupt
4738 * the savefiles by clever use of menu commands or something.
4740 static void process_player(void)
4744 /*** Apply energy ***/
4749 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
4751 msg_print("You feel different!");
4754 (void)gain_random_mutation(0);
4755 hack_mutation = FALSE;
4758 if (p_ptr->inside_battle)
4760 for(i = 1; i < m_max; i++)
4762 monster_type *m_ptr = &m_list[i];
4764 if (!m_ptr->r_idx) continue;
4766 /* Hack -- Detect monster */
4767 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4769 /* Update the monster */
4770 update_mon(i, FALSE);
4775 /* Give the player some energy */
4776 else if((rand_int(60) < ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ? 1 : extract_energy[p_ptr->pspeed]))) && !(load && p_ptr->energy >= 100))
4777 p_ptr->energy += gain_energy();
4780 if (p_ptr->energy < 100) return;
4781 if (!command_rep) prt_time();
4783 /*** Check for interupts ***/
4785 /* Complete resting */
4792 if ((p_ptr->chp == p_ptr->mhp) &&
4793 (p_ptr->csp >= p_ptr->msp))
4795 set_action(ACTION_NONE);
4799 /* Complete resting */
4800 else if (resting == -2)
4803 if ((p_ptr->chp == p_ptr->mhp) &&
4804 (p_ptr->csp >= p_ptr->msp) &&
4805 !p_ptr->blind && !p_ptr->confused &&
4806 !p_ptr->poisoned && !p_ptr->afraid &&
4807 !p_ptr->stun && !p_ptr->cut &&
4808 !p_ptr->slow && !p_ptr->paralyzed &&
4809 !p_ptr->image && !p_ptr->word_recall)
4811 set_action(ACTION_NONE);
4816 if (p_ptr->action == ACTION_FISH)
4819 Term_xtra(TERM_XTRA_DELAY, 10);
4823 bool success = FALSE;
4824 get_mon_num_prep(monster_tsuri,NULL);
4825 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4827 if (r_idx && one_in_(2))
4830 y = py+ddy[tsuri_dir];
4831 x = px+ddx[tsuri_dir];
4832 if (place_monster_aux(y, x, r_idx, FALSE, FALSE, FALSE, FALSE, TRUE, FALSE))
4835 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4837 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
4839 msg_format("You have a good catch!", m_name);
4847 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
4849 msg_print("Damn! The fish took a bait away!");
4856 /* Handle "abort" */
4859 /* Check for "player abort" (semi-efficiently for resting) */
4860 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4865 /* Check for a key */
4874 /* Hack -- Show a Message */
4876 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
4878 msg_print("Canceled.");
4885 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4887 monster_type *m_ptr = &m_list[p_ptr->riding];
4896 /* Acquire the monster name */
4897 monster_desc(m_name, m_ptr, 0);
4899 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
4901 msg_format("You have waked %s up.", m_name);
4903 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4904 p_ptr->redraw |= (PR_UHEALTH);
4911 /* Make a "saving throw" against stun */
4912 if (rand_int(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4918 /* Hack -- Recover from stun */
4919 if (m_ptr->stunned > d)
4921 /* Recover somewhat */
4922 m_ptr->stunned -= d;
4933 /* Acquire the monster name */
4934 monster_desc(m_name, m_ptr, 0);
4936 /* Dump a message */
4938 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
4940 msg_format("%^s is no longer stunned.", m_name);
4942 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4943 p_ptr->redraw |= (PR_UHEALTH);
4947 if (m_ptr->confused)
4951 /* Make a "saving throw" against stun */
4952 if (rand_int(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4955 d = m_ptr->confused;
4958 /* Hack -- Recover from stun */
4959 if (m_ptr->confused > d)
4961 /* Recover somewhat */
4962 m_ptr->confused -= d;
4971 m_ptr->confused = 0;
4973 /* Acquire the monster name */
4974 monster_desc(m_name, m_ptr, 0);
4976 /* Dump a message */
4978 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
4980 msg_format("%^s is no longer confused.", m_name);
4982 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4983 p_ptr->redraw |= (PR_UHEALTH);
4991 /* Make a "saving throw" against stun */
4992 if (rand_int(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4998 /* Hack -- Recover from stun */
4999 if (m_ptr->monfear > d)
5001 /* Recover somewhat */
5002 m_ptr->monfear -= d;
5013 /* Acquire the monster name */
5014 monster_desc(m_name, m_ptr, 0);
5016 /* Dump a message */
5018 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5020 msg_format("%^s is no longer fear.", m_name);
5022 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5023 p_ptr->redraw |= (PR_UHEALTH);
5030 /* Handle the player song */
5031 if (!load) check_music();
5036 if (p_ptr->lightspeed)
5038 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5040 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5042 if (p_ptr->magic_num1[0] < 40)
5044 p_ptr->magic_num1[0] = 0;
5046 else p_ptr->magic_num1[0] -= 40;
5048 if (p_ptr->action == ACTION_LEARN)
5050 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5051 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5054 p_ptr->csp_frac = 0;
5055 set_action(ACTION_NONE);
5059 p_ptr->csp -= (s16b)(hoge >> 16);
5061 if (p_ptr->csp_frac < hoge)
5063 p_ptr->csp_frac += 0x10000L - hoge;
5067 p_ptr->csp_frac -= hoge;
5069 p_ptr->redraw |= PR_MANA;
5072 if (p_ptr->special_defense & KATA_MASK)
5074 if (p_ptr->special_defense & KATA_MUSOU)
5078 set_action(ACTION_NONE);
5083 p_ptr->redraw |= (PR_MANA);
5088 /*** Handle actual user input ***/
5090 /* Repeat until out of energy */
5091 while (p_ptr->energy >= 100)
5093 p_ptr->window |= PW_PLAYER;
5094 p_ptr->sutemi = FALSE;
5095 p_ptr->counter = FALSE;
5096 now_damaged = FALSE;
5098 /* Notice stuff (if needed) */
5099 if (p_ptr->notice) notice_stuff();
5101 /* Update stuff (if needed) */
5102 if (p_ptr->update) update_stuff();
5104 /* Redraw stuff (if needed) */
5105 if (p_ptr->redraw) redraw_stuff();
5107 /* Redraw stuff (if needed) */
5108 if (p_ptr->window) window_stuff();
5111 /* Place the cursor on the player */
5112 move_cursor_relative(py, px);
5114 /* Refresh (optional) */
5115 if (fresh_before) Term_fresh();
5118 /* Hack -- Pack Overflow */
5119 if (inventory[INVEN_PACK].k_idx)
5121 int item = INVEN_PACK;
5123 char o_name[MAX_NLEN];
5127 /* Access the slot to be dropped */
5128 o_ptr = &inventory[item];
5135 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5137 msg_print("Your pack overflows!");
5142 object_desc(o_name, o_ptr, TRUE, 3);
5146 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5148 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5152 /* Drop it (carefully) near the player */
5153 (void)drop_near(o_ptr, 0, py, px);
5155 /* Modify, Describe, Optimize */
5156 inven_item_increase(item, -255);
5157 inven_item_describe(item);
5158 inven_item_optimize(item);
5160 /* Notice stuff (if needed) */
5161 if (p_ptr->notice) notice_stuff();
5163 /* Update stuff (if needed) */
5164 if (p_ptr->update) update_stuff();
5166 /* Redraw stuff (if needed) */
5167 if (p_ptr->redraw) redraw_stuff();
5169 /* Redraw stuff (if needed) */
5170 if (p_ptr->window) window_stuff();
5174 /* Hack -- cancel "lurking browse mode" */
5175 if (!command_new) command_see = FALSE;
5178 /* Assume free turn */
5182 if (p_ptr->inside_battle)
5184 /* Place the cursor on the player */
5185 move_cursor_relative(py, px);
5189 /* Process the command */
5193 /* Paralyzed or Knocked Out */
5194 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5201 else if (p_ptr->action == ACTION_REST)
5206 /* Reduce rest count */
5209 if (!resting) set_action(ACTION_NONE);
5211 /* Redraw the state */
5212 p_ptr->redraw |= (PR_STATE);
5220 else if (p_ptr->action == ACTION_FISH)
5233 /* Repeated command */
5234 else if (command_rep)
5236 /* Count this execution */
5239 /* Redraw the state */
5240 p_ptr->redraw |= (PR_STATE);
5245 /* Hack -- Assume messages were seen */
5248 /* Clear the top line */
5251 /* Process the command */
5255 /* Normal command */
5258 /* Place the cursor on the player */
5259 move_cursor_relative(py, px);
5262 /* Get a command (normal) */
5263 request_command(FALSE);
5266 /* Process the command */
5276 /* Use some energy */
5277 p_ptr->energy -= energy_use;
5280 /* Hack -- constant hallucination */
5281 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5284 /* Shimmer monsters if needed */
5285 if (shimmer_monsters)
5287 /* Clear the flag */
5288 shimmer_monsters = FALSE;
5290 /* Shimmer multi-hued monsters */
5291 for (i = 1; i < m_max; i++)
5293 monster_type *m_ptr;
5294 monster_race *r_ptr;
5296 /* Access monster */
5299 /* Skip dead monsters */
5300 if (!m_ptr->r_idx) continue;
5302 /* Access the monster race */
5303 r_ptr = &r_info[m_ptr->r_idx];
5305 /* Skip non-multi-hued monsters */
5306 if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
5308 /* Reset the flag */
5309 shimmer_monsters = TRUE;
5311 /* Redraw regardless */
5312 lite_spot(m_ptr->fy, m_ptr->fx);
5317 /* Handle monster detection */
5318 if (repair_monsters)
5320 /* Reset the flag */
5321 repair_monsters = FALSE;
5323 /* Rotate detection flags */
5324 for (i = 1; i < m_max; i++)
5326 monster_type *m_ptr;
5328 /* Access monster */
5331 /* Skip dead monsters */
5332 if (!m_ptr->r_idx) continue;
5334 /* Nice monsters get mean */
5335 if (m_ptr->mflag & MFLAG_NICE)
5337 /* Nice monsters get mean */
5338 m_ptr->mflag &= ~(MFLAG_NICE);
5341 /* Handle memorized monsters */
5342 if (m_ptr->mflag & MFLAG_MARK)
5344 /* Maintain detection */
5345 if (m_ptr->mflag & MFLAG_SHOW)
5348 m_ptr->mflag &= ~(MFLAG_SHOW);
5350 /* Still need repairs */
5351 repair_monsters = TRUE;
5354 /* Remove detection */
5358 m_ptr->mflag &= ~(MFLAG_MARK);
5360 /* Assume invisible */
5363 /* Update the monster */
5364 update_mon(i, FALSE);
5366 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5367 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5369 /* Redraw regardless */
5370 lite_spot(m_ptr->fy, m_ptr->fx);
5375 if (p_ptr->pclass == CLASS_IMITATOR)
5377 if (mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5380 for (i = 0; i < mane_num; i++)
5382 mane_spell[i] = mane_spell[i+1];
5383 mane_dam[i] = mane_dam[i+1];
5387 p_ptr->redraw |= (PR_MANE);
5389 if (p_ptr->action == ACTION_LEARN)
5392 p_ptr->redraw |= (PR_STATE);
5395 if (world_player && (p_ptr->energy < 1000))
5398 p_ptr->redraw |= (PR_MAP);
5400 /* Update monsters */
5401 p_ptr->update |= (PU_MONSTERS);
5404 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5407 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
5409 msg_print("You feel time flowing around you once more.");
5412 world_player = FALSE;
5419 /* Hack -- notice death */
5420 if (!alive || death)
5422 world_player = FALSE;
5426 /* Handle "leaving" */
5427 if (p_ptr->leaving) break;
5430 /* Update scent trail */
5436 * Interact with the current dungeon level.
5438 * This function will not exit until the level is completed,
5439 * the user dies, or the game is terminated.
5441 static void dungeon(bool load_game)
5443 int quest_num = 0, i, num;
5445 /* Set the base level */
5446 base_level = dun_level;
5448 /* Reset various flags */
5452 p_ptr->leaving = FALSE;
5454 /* Reset the "command" vars */
5462 /* Cancel the target */
5466 ambush_flag = FALSE;
5468 /* Cancel the health bar */
5471 /* Check visual effects */
5472 shimmer_monsters = TRUE;
5473 shimmer_objects = TRUE;
5474 repair_monsters = TRUE;
5475 repair_objects = TRUE;
5481 /* Get index of current quest (if any) */
5482 quest_num = quest_number(dun_level);
5484 /* Inside a quest? */
5487 /* Mark the quest monster */
5488 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5491 /* Track maximum player level */
5492 if (p_ptr->max_plv < p_ptr->lev)
5494 p_ptr->max_plv = p_ptr->lev;
5498 /* Track maximum dungeon level (if not in quest -KMW-) */
5499 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5501 max_dlv[dungeon_type] = dun_level;
5502 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5505 /* No stairs down from Quest */
5506 if (quest_number(dun_level))
5508 create_down_stair = 0;
5511 /* Paranoia -- no stairs from town or wilderness */
5512 if (!dun_level) create_down_stair = create_up_stair = 0;
5514 /* Option -- no connected stairs */
5515 if (!dungeon_stair) create_down_stair = create_up_stair = 0;
5517 /* Option -- no up stairs */
5518 if (ironman_downward) create_down_stair = create_up_stair = 0;
5520 /* Make a stairway. */
5521 if (create_up_stair || create_down_stair)
5523 /* Place a stairway */
5524 if (cave_valid_bold(py, px))
5527 delete_object(py, px);
5530 if (create_down_stair)
5532 if (create_down_stair == 2) cave_set_feat(py, px, FEAT_MORE_MORE);
5533 else cave_set_feat(py, px, FEAT_MORE);
5537 if (create_up_stair == 2) cave_set_feat(py, px, FEAT_LESS_LESS);
5538 else cave_set_feat(py, px, FEAT_LESS);
5542 /* Cancel the stair request */
5543 create_down_stair = create_up_stair = 0;
5547 /* Verify the panel */
5550 /* Validate the panel */
5553 panel_bounds_center();
5561 /* Flush messages */
5565 /* Enter "xtra" mode */
5566 character_xtra = TRUE;
5569 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5572 p_ptr->window |= (PW_MONSTER);
5574 /* Redraw dungeon */
5575 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5578 p_ptr->redraw |= (PR_MAP);
5581 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5584 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5586 /* Calculate torch radius */
5587 p_ptr->update |= (PU_TORCH);
5599 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_DISTANCE | PU_MON_LITE);
5600 p_ptr->update |= (PU_MONSTERS);/*¼«Ê¬¤Ç¸÷¤Ã¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î°Ù */
5608 /* Leave "xtra" mode */
5609 character_xtra = FALSE;
5612 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5614 /* Combine / Reorder the pack */
5615 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5632 if (quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5634 if (p_ptr->inside_battle)
5638 p_ptr->energy = 100;
5645 msg_print("»î¹ç³«»Ï¡ª");
5647 msg_format("Ready..Fight!");
5653 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
5654 p_ptr->magic_num1[0] = MUSIC_DETECT;
5656 /* Hack -- notice death or departure */
5657 if (!alive || death) return;
5659 /* Print quest message if appropriate */
5660 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5662 quest_discovery(random_quest_number(dun_level));
5663 p_ptr->inside_quest = random_quest_number(dun_level);
5665 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5667 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5669 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
5670 d_name+d_info[dungeon_type].name,
5671 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5673 msg_format("%^s lives in this level as the keeper of %s.",
5674 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5675 d_name+d_info[dungeon_type].name);
5679 /*** Process this dungeon level ***/
5681 /* Reset the monster generation level */
5682 monster_level = base_level;
5684 /* Reset the object generation level */
5685 object_level = base_level;
5689 if (p_ptr->energy < 100 && !p_ptr->inside_battle && (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena)) p_ptr->energy = 100;
5690 /* Not leaving dungeon */
5691 p_ptr->leaving_dungeon = FALSE;
5696 int i, correct_inven_cnt = 0;
5698 /* Hack -- Compact the monster list occasionally */
5699 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5701 /* Hack -- Compress the monster list occasionally */
5702 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5705 /* Hack -- Compact the object list occasionally */
5706 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5708 /* Hack -- Compress the object list occasionally */
5709 if (o_cnt + 32 < o_max) compact_objects(0);
5712 /* Process the player */
5716 if (p_ptr->notice) notice_stuff();
5719 for (i = 0; i < INVEN_PACK; i++)
5721 object_type *j_ptr = &inventory[i];
5723 /* Skip non-objects */
5724 if (!j_ptr->k_idx) continue;
5726 correct_inven_cnt++;
5730 if (p_ptr->update) update_stuff();
5733 if (p_ptr->redraw) redraw_stuff();
5736 if (p_ptr->window) window_stuff();
5738 /* Hack -- Hilite the player */
5739 move_cursor_relative(py, px);
5741 /* Optional fresh */
5742 if (fresh_after) Term_fresh();
5744 /* Hack -- Notice death or departure */
5745 if (!alive || death) break;
5747 /* Process all of the monsters */
5751 if (p_ptr->notice) notice_stuff();
5754 if (p_ptr->update) update_stuff();
5757 if (p_ptr->redraw) redraw_stuff();
5760 if (p_ptr->window) window_stuff();
5762 /* Hack -- Hilite the player */
5763 move_cursor_relative(py, px);
5765 /* Optional fresh */
5766 if (fresh_after) Term_fresh();
5768 /* Hack -- Notice death or departure */
5769 if (!alive || death) break;
5772 /* Process the world */
5776 if (p_ptr->notice) notice_stuff();
5779 if (p_ptr->update) update_stuff();
5782 if (p_ptr->redraw) redraw_stuff();
5785 if (p_ptr->window) window_stuff();
5787 /* Hack -- Hilite the player */
5788 move_cursor_relative(py, px);
5790 /* Optional fresh */
5791 if (fresh_after) Term_fresh();
5793 /* Hack -- Notice death or departure */
5794 if (!alive || death) break;
5796 /* Handle "leaving" */
5797 if (p_ptr->leaving) break;
5799 /* Count game turns */
5801 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5802 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5803 if (wild_regen) wild_regen--;
5806 /* Inside a quest and non-unique questor? */
5807 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5809 /* Un-mark the quest monster */
5810 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5813 /* Not save-and-quit and not dead? */
5814 if (alive && !death)
5816 for(num = 0; num < 21; num++)
5818 party_mon[num].r_idx = 0;
5823 COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
5826 for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
5828 monster_type *m_ptr = &m_list[i];
5830 if (!m_ptr->r_idx) continue;
5831 if (!is_pet(m_ptr)) continue;
5832 if (i == p_ptr->riding) continue;
5834 if (m_ptr->nickname && (player_has_los_bold(m_ptr->fy, m_ptr->fx) || los(m_ptr->fy, m_ptr->fx, py, px)))
5836 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 3) continue;
5840 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) continue;
5842 if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
5844 COPY(&party_mon[num], &m_list[i], monster_type);
5845 delete_monster_idx(i);
5848 if (record_named_pet)
5850 for (i = m_max - 1; i >=1; i--)
5852 monster_type *m_ptr = &m_list[i];
5855 if (!m_ptr->r_idx) continue;
5856 if (!is_pet(m_ptr)) continue;
5857 if (!m_ptr->nickname) continue;
5858 if (p_ptr->riding == i) continue;
5860 monster_desc(m_name, m_ptr, 0x88);
5861 do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
5871 * Load some "user pref files"
5873 * Modified by Arcum Dagsson to support
5874 * separate macro files for different realms.
5876 static void load_all_pref_files(void)
5880 /* Access the "race" pref file */
5881 sprintf(buf, "%s.prf", rp_ptr->title);
5883 /* Process that file */
5884 process_pref_file(buf);
5886 /* Access the "class" pref file */
5887 sprintf(buf, "%s.prf", cp_ptr->title);
5889 /* Process that file */
5890 process_pref_file(buf);
5892 /* Access the "character" pref file */
5893 sprintf(buf, "%s.prf", player_base);
5895 /* Process that file */
5896 process_pref_file(buf);
5899 sprintf(buf, "picktype-%s.prf", player_base);
5901 sprintf(buf, "pickpref-%s.prf", player_base);
5903 process_pickpref_file(buf);
5905 process_pickpref_file("picktype.prf");
5907 process_pickpref_file("pickpref.prf");
5910 /* Access the "realm 1" pref file */
5911 if (p_ptr->realm1 != REALM_NONE)
5913 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5915 /* Process that file */
5916 process_pref_file(buf);
5919 /* Access the "realm 2" pref file */
5920 if (p_ptr->realm2 != REALM_NONE)
5922 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5924 /* Process that file */
5925 process_pref_file(buf);
5931 * Actually play a game
5933 * If the "new_game" parameter is true, then, after loading the
5934 * savefile, we will commit suicide, if necessary, to allow the
5935 * player to start a new game.
5937 void play_game(bool new_game)
5940 bool load_game = TRUE;
5950 hack_mutation = FALSE;
5952 /* Hack -- Character is "icky" */
5953 character_icky = TRUE;
5955 /* Hack -- turn off the cursor */
5956 (void)Term_set_cursor(0);
5959 /* Attempt to load */
5964 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
5966 quit("broken savefile");
5971 /* Extract the options */
5972 for (i = 0; option_info[i].o_desc; i++)
5974 int os = option_info[i].o_set;
5975 int ob = option_info[i].o_bit;
5977 /* Set the "default" options */
5978 if (option_info[i].o_var)
5981 if (option_flag[os] & (1L << ob))
5984 (*option_info[i].o_var) = TRUE;
5991 (*option_info[i].o_var) = FALSE;
5996 /* Report waited score */
5997 if (wait_report_score)
6003 if (!get_check("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©"))
6005 if (!get_check("Do you register score now? "))
6010 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6017 start_time = time(NULL);
6019 /* No suspending now */
6020 signals_ignore_tstp();
6022 /* Hack -- Character is now "icky" */
6023 character_icky = TRUE;
6025 /* Build the filename */
6026 path_build(buf, 1024, ANGBAND_DIR_APEX, "scores.raw");
6028 /* Open the high score file, for reading/writing */
6029 highscore_fd = fd_open(buf, O_RDWR);
6031 /* Handle score, show Top scores */
6032 success = send_world_score(TRUE);
6035 if (!success && !get_check("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©"))
6037 if (!success && !get_check("Do you give up score registration? "))
6041 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6043 prt("standing by for future registration...", 0, 0);
6049 wait_report_score = FALSE;
6052 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6054 if (!save_player()) msg_print("death save failed!");
6057 /* Shut the high score file */
6058 (void)fd_close(highscore_fd);
6060 /* Forget the high score fd */
6063 /* Allow suspending now */
6064 signals_handle_tstp();
6069 /* Nothing loaded */
6070 if (!character_loaded)
6072 /* Make new player */
6075 /* The dungeon is not ready */
6076 character_dungeon = FALSE;
6078 /* Prepare to init the RNG */
6082 /* Process old character */
6085 /* Process the player name */
6086 process_player_name(FALSE);
6095 seed = (time(NULL));
6099 /* Mutate the seed on Unix machines */
6100 seed = ((seed >> 3) * (getpid() << 1));
6104 /* Use the complex RNG */
6107 /* Seed the "complex" RNG */
6108 Rand_state_init(seed);
6111 /* Roll new character */
6114 monster_race *r_ptr;
6116 /* The dungeon is not ready */
6117 character_dungeon = FALSE;
6121 p_ptr->inside_quest = 0;
6122 p_ptr->inside_arena = FALSE;
6123 p_ptr->inside_battle = FALSE;
6127 /* Hack -- seed for flavors */
6128 seed_flavor = rand_int(0x10000000);
6130 /* Hack -- seed for town layout */
6131 seed_town = rand_int(0x10000000);
6133 /* Roll up a new character */
6140 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ÊÕ¶¤ÎÃϤ˹ߤêΩ¤Ã¤¿¡£");
6142 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You are standing in the Outpost.");
6146 get_mon_num_prep(NULL, NULL);
6147 for (i = 0; i < MAX_KUBI; i++)
6153 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6154 r_ptr = &r_info[kubi_r_idx[i]];
6156 if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6158 if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
6159 if (r_ptr->rarity > 100) continue;
6161 if(r_ptr->flags6 & RF6_SPECIAL) continue;
6163 for (j = 0; j < i; j++)
6164 if (kubi_r_idx[i] == kubi_r_idx[j])break;
6169 for (i = 0; i < MAX_KUBI -1; i++)
6172 for (j = i; j < MAX_KUBI; j++)
6174 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6176 tmp = kubi_r_idx[i];
6177 kubi_r_idx[i] = kubi_r_idx[j];
6178 kubi_r_idx[j] = tmp;
6183 p_ptr->inside_battle = TRUE;
6186 today_mon = get_mon_num(3);
6187 r_ptr = &r_info[today_mon];
6189 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6190 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
6191 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
6192 if (r_ptr->rarity > 10) continue;
6193 if (r_ptr->level == 0) continue;
6196 p_ptr->inside_battle = FALSE;
6200 write_level = FALSE;
6203 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6205 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6209 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6210 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6212 if (p_ptr->riding == -1)
6215 for(i = m_max; i > 0; i--)
6217 if ((m_list[i].fy == py) && (m_list[i].fx == px))
6226 p_ptr->teleport_town = FALSE;
6227 p_ptr->sutemi = FALSE;
6228 world_monster = FALSE;
6229 now_damaged = FALSE;
6231 start_time = time(NULL) - 1;
6232 record_o_name[0] = '\0';
6234 /* Sexy gal gets bonus to maximum weapon skill of whip */
6235 if(p_ptr->pseikaku == SEIKAKU_SEXY)
6236 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
6238 /* Fill the arrays of floors and walls in the good proportions */
6239 for (i = 0; i < 100; i++)
6241 int lim1, lim2, lim3;
6243 lim1 = d_info[dungeon_type].floor_percent1;
6244 lim2 = lim1 + d_info[dungeon_type].floor_percent2;
6245 lim3 = lim2 + d_info[dungeon_type].floor_percent3;
6248 floor_type[i] = d_info[dungeon_type].floor1;
6250 floor_type[i] = d_info[dungeon_type].floor2;
6252 floor_type[i] = d_info[dungeon_type].floor3;
6254 lim1 = d_info[dungeon_type].fill_percent1;
6255 lim2 = lim1 + d_info[dungeon_type].fill_percent2;
6256 lim3 = lim2 + d_info[dungeon_type].fill_percent3;
6258 fill_type[i] = d_info[dungeon_type].fill_type1;
6260 fill_type[i] = d_info[dungeon_type].fill_type2;
6262 fill_type[i] = d_info[dungeon_type].fill_type3;
6265 /* Flavor the objects */
6274 /* Flash a message */
6276 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6278 prt("Please wait...", 0, 0);
6282 /* Flush the message */
6286 /* Hack -- Enter wizard mode */
6287 if (arg_wizard && enter_wizard_mode()) wizard = TRUE;
6289 /* Initialize the town-buildings if necessary */
6290 if (!dun_level && !p_ptr->inside_quest)
6292 /* Init the wilderness */
6294 process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
6297 init_flags = INIT_ONLY_BUILDINGS;
6299 process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
6304 /* Initialize vault info */
6306 if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
6308 if (init_v_info()) quit("Cannot initialize vaults");
6311 /* Generate a dungeon level if needed */
6312 if (!character_dungeon) generate_cave();
6315 /* Character is now "complete" */
6316 character_generated = TRUE;
6319 /* Hack -- Character is no longer "icky" */
6320 character_icky = FALSE;
6326 /* Reset the visual mappings */
6329 /* Load the "pref" files */
6330 load_all_pref_files();
6332 /* React to changes */
6333 Term_xtra(TERM_XTRA_REACT, 0);
6336 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6339 p_ptr->window |= (PW_MONSTER);
6345 /* Set or clear "rogue_like_commands" if requested */
6346 if (arg_force_original) rogue_like_commands = FALSE;
6347 if (arg_force_roguelike) rogue_like_commands = TRUE;
6349 /* Hack -- Enforce "delayed death" */
6350 if (p_ptr->chp < 0) death = TRUE;
6352 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6354 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6356 monster_type *m_ptr;
6357 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6358 monster_race *r_ptr = &r_info[pet_r_idx];
6359 place_monster_aux(py, px - 1, pet_r_idx,
6360 FALSE, FALSE, TRUE, TRUE, TRUE, FALSE);
6361 m_ptr = &m_list[hack_m_idx_ii];
6362 m_ptr->mspeed = r_ptr->speed;
6363 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6364 m_ptr->max_maxhp = m_ptr->maxhp;
6365 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6366 m_ptr->energy = -100;
6372 /* Process the level */
6376 if (p_ptr->notice) notice_stuff();
6379 if (p_ptr->update) update_stuff();
6382 if (p_ptr->redraw) redraw_stuff();
6385 if (p_ptr->window) window_stuff();
6388 /* Cancel the target */
6391 /* Cancel the health bar */
6395 /* Forget the lite */
6398 /* Forget the view */
6401 /* Forget the view */
6404 /* Handle "quit and save" */
6405 if (!alive && !death) break;
6407 /* Erase the old cave */
6409 if (!death) wipe_m_list();
6417 /* Accidental Death */
6420 if (p_ptr->inside_arena)
6422 p_ptr->inside_arena = FALSE;
6423 if(p_ptr->arena_number > MAX_ARENA_MONS)
6424 p_ptr->arena_number++;
6426 p_ptr->arena_number = 99;
6429 p_ptr->chp_frac = 0;
6430 p_ptr->exit_bldg = TRUE;
6435 /* Mega-Hack -- Allow player to cheat death */
6437 if ((wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6439 if ((wizard || cheat_live) && !get_check("Die? "))
6443 /* Mark social class, reset age, if needed */
6444 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6454 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6456 msg_print("You invoke wizard mode and cheat death.");
6462 /* Restore hit points */
6463 p_ptr->chp = p_ptr->mhp;
6464 p_ptr->chp_frac = 0;
6466 if (p_ptr->pclass == CLASS_MAGIC_EATER)
6468 for (i = 0; i < 72; i++)
6470 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*0x10000;
6472 for (; i < 108; i++)
6474 p_ptr->magic_num1[i] = 0;
6477 /* Restore spell points */
6478 p_ptr->csp = p_ptr->msp;
6479 p_ptr->csp_frac = 0;
6481 /* Hack -- Healing */
6483 (void)set_confused(0);
6484 (void)set_poisoned(0);
6485 (void)set_afraid(0);
6486 (void)set_paralyzed(0);
6491 /* Hack -- Prevent starvation */
6492 (void)set_food(PY_FOOD_MAX - 1);
6494 /* Hack -- cancel recall */
6495 if (p_ptr->word_recall)
6499 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
6501 msg_print("A tension leaves the air around you...");
6506 /* Hack -- Prevent recall */
6507 p_ptr->word_recall = 0;
6508 p_ptr->redraw |= (PR_STATUS);
6511 /* Note cause of death XXX XXX XXX */
6513 (void)strcpy(died_from, "»à¤Îµ½¤");
6515 (void)strcpy(died_from, "Cheating death");
6523 p_ptr->inside_arena = FALSE;
6524 p_ptr->inside_battle = FALSE;
6526 p_ptr->inside_quest = 0;
6527 p_ptr->recall_dungeon = dungeon_type;
6529 if (lite_town || vanilla_town)
6531 p_ptr->wilderness_y = 1;
6532 p_ptr->wilderness_x = 1;
6546 p_ptr->wilderness_y = 48;
6547 p_ptr->wilderness_x = 5;
6553 p_ptr->wild_mode = FALSE;
6554 p_ptr->leaving = TRUE;
6557 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
6559 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
6565 /* Handle "death" */
6568 /* Make a new level */
6579 s32b turn_real(s32b hoge)
6581 if ((p_ptr->prace == RACE_VAMPIRE) ||
6582 (p_ptr->prace == RACE_SKELETON) ||
6583 (p_ptr->prace == RACE_ZOMBIE) ||
6584 (p_ptr->prace == RACE_SPECTRE))
6585 return hoge-(60L * TOWN_DAWN) / 4;