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) && !randint0(13))
124 feel = FEEL_EXCELLENT;
129 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
134 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
139 feel = randint0(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 != randint0(9000L / (plev * plev + 40))) return;
250 if (0 != randint0(6000L / (plev * plev + 50))) return;
260 case CLASS_HIGH_MAGE:
262 case CLASS_MAGIC_EATER:
264 /* Very bad (light) sensing */
265 if (0 != randint0(240000L / (plev + 5))) return;
274 /* Good (light) sensing */
275 if (0 != randint0(10000L / (plev * plev + 40))) return;
285 if (0 != randint0(20000L / (plev * plev + 40))) return;
297 if (0 != randint0(95000L / (plev * plev + 40))) return;
309 if (0 != randint0(77777L / (plev * plev + 40))) return;
318 case CLASS_WARRIOR_MAGE:
322 if (0 != randint0(75000L / (plev * plev + 40))) return;
328 case CLASS_MINDCRAFTER:
329 case CLASS_MIRROR_MASTER:
332 if (0 != randint0(55000L / (plev * plev + 40))) return;
338 case CLASS_CHAOS_WARRIOR:
341 if (0 != randint0(80000L / (plev * plev + 40))) return;
351 case CLASS_FORCETRAINER:
354 if (0 != randint0(20000L / (plev * plev + 40))) return;
363 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
373 case CLASS_BLUE_MAGE:
376 if (0 != randint0(55000L / (plev * plev + 40))) return;
382 case CLASS_BEASTMASTER:
385 if (0 != randint0(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 != randint0(5))) continue;
447 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(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 != randint0(240000L / (plev + 5))) return;
496 case CLASS_WARRIOR_MAGE:
501 if (0 != randint0(95000L / (plev * plev + 40))) return;
510 case CLASS_FORCETRAINER:
511 case CLASS_MINDCRAFTER:
514 if (0 != randint0(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 != randint0(9000L / (plev * plev + 40))) return;
537 if (0 != randint0(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 != randint0(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 = randint1(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) && one_in_(10))
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)) && !one_in_(2))
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 (one_in_(2)) 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 (one_in_(2)) 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.");
1114 void leave_quest_check(void)
1116 /* Save quset number for dungeon pref file ($LEAVING_QUEST) */
1117 leaving_quest = p_ptr->inside_quest;
1119 /* Leaving an 'only once' quest marks it as failed */
1120 if (leaving_quest &&
1121 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1122 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1124 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1125 quest[leaving_quest].complev = (byte)p_ptr->lev;
1126 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1128 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1129 if (record_rand_quest)
1130 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1132 else if (record_fix_quest)
1133 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1139 * Forcibly pseudo-identify an object in the inventory
1142 * note: currently this function allows pseudo-id of any object,
1143 * including silly ones like potions & scrolls, which always
1144 * get '{average}'. This should be changed, either to stop such
1145 * items from being pseudo-id'd, or to allow psychometry to
1146 * detect whether the unidentified potion/scroll/etc is
1147 * good (Cure Light Wounds, Restore Strength, etc) or
1148 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1150 bool psychometry(void)
1154 char o_name[MAX_NLEN];
1159 item_tester_no_ryoute = TRUE;
1162 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1163 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1165 q = "Meditate on which item? ";
1166 s = "You have nothing appropriate.";
1169 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1171 /* Get the item (in the pack) */
1174 o_ptr = &inventory[item];
1177 /* Get the item (on the floor) */
1180 o_ptr = &o_list[0 - item];
1183 /* It is fully known, no information needed */
1184 if (object_known_p(o_ptr))
1187 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1189 msg_print("You cannot find out anything more about that.");
1195 /* Check for a feeling */
1196 feel = value_check_aux1(o_ptr);
1198 /* Get an object description */
1199 object_desc(o_name, o_ptr, FALSE, 0);
1201 /* Skip non-feelings */
1205 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1207 msg_format("You do not perceive anything unusual about the %s.", o_name);
1214 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1215 o_name, game_inscriptions[feel]);
1217 msg_format("You feel that the %s %s %s...",
1218 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1219 game_inscriptions[feel]);
1223 /* We have "felt" it */
1224 o_ptr->ident |= (IDENT_SENSE);
1227 o_ptr->feeling = feel;
1229 /* Combine / Reorder the pack (later) */
1230 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1233 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1235 /* Something happened */
1240 static void gere_music(s32b music)
1248 stun_monsters(damroll(p_ptr->lev/10,2));
1251 hp_player(damroll(2,6));
1254 project_hack(GF_TURN_ALL, p_ptr->lev);
1257 project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1260 project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1263 confuse_monsters(p_ptr->lev * 2);
1266 project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1269 charm_monsters(damroll(10 + p_ptr->lev/15,6));
1272 project(0, 0, py, px,
1273 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1276 dispel_monsters(randint1(p_ptr->lev * 3));
1277 dispel_evil(randint1(p_ptr->lev * 3));
1284 earthquake(py, px, 10);
1287 stasis_monsters(p_ptr->lev * 4);
1290 dispel_monsters(randint1(p_ptr->lev * 3));
1293 hp_player(damroll(15,10));
1297 case MUSIC_DETECT+19:
1298 wiz_lite(FALSE, FALSE);
1299 case MUSIC_DETECT+11:
1300 case MUSIC_DETECT+12:
1301 case MUSIC_DETECT+13:
1302 case MUSIC_DETECT+14:
1303 case MUSIC_DETECT+15:
1304 case MUSIC_DETECT+16:
1305 case MUSIC_DETECT+17:
1306 case MUSIC_DETECT+18:
1307 map_area(DETECT_RAD_MAP);
1308 if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1309 case MUSIC_DETECT+6:
1310 case MUSIC_DETECT+7:
1311 case MUSIC_DETECT+8:
1312 case MUSIC_DETECT+9:
1313 case MUSIC_DETECT+10:
1314 detect_treasure(DETECT_RAD_DEFAULT);
1315 detect_objects_gold(DETECT_RAD_DEFAULT);
1316 detect_objects_normal(DETECT_RAD_DEFAULT);
1317 if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1318 case MUSIC_DETECT+3:
1319 case MUSIC_DETECT+4:
1320 case MUSIC_DETECT+5:
1321 detect_monsters_invis(DETECT_RAD_DEFAULT);
1322 detect_monsters_normal(DETECT_RAD_DEFAULT);
1323 if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1325 case MUSIC_DETECT+1:
1326 case MUSIC_DETECT+2:
1327 detect_traps(DETECT_RAD_DEFAULT);
1328 detect_doors(DETECT_RAD_DEFAULT);
1329 detect_stairs(DETECT_RAD_DEFAULT);
1330 if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1336 * If player has inscribed the object with "!!", let him know when it's
1339 static void recharged_notice(object_type *o_ptr)
1341 char o_name[MAX_NLEN];
1345 /* No inscription */
1346 if (!o_ptr->inscription) return;
1349 s = strchr(quark_str(o_ptr->inscription), '!');
1351 /* Process notification request. */
1354 /* Find another '!' */
1357 /* Describe (briefly) */
1358 object_desc(o_name, o_ptr, FALSE, 0);
1360 /* Notify the player */
1361 if (o_ptr->number > 1)
1363 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1364 else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1366 msg_format("Your %s are recharged.", o_name);
1367 else msg_format("Your %s is recharged.", o_name);
1375 /* Keep looking for '!'s */
1376 s = strchr(s + 1, '!');
1381 static void check_music()
1386 /* Music singed by player */
1387 if(p_ptr->pclass != CLASS_BARD) return;
1388 if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1390 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC - 1][p_ptr->magic_num2[0]];
1392 shouhimana = (s_ptr->smana*(3800-spell_exp[p_ptr->magic_num2[0]])+2399);
1395 else shouhimana *= 4;
1397 if(shouhimana < 1) shouhimana = 1;
1398 shouhimana *= 0x8000;
1399 if ((p_ptr->csp < shouhimana / 0x10000) || (p_ptr->anti_magic))
1406 p_ptr->csp -= shouhimana / 0x10000;
1407 shouhimana = (shouhimana & 0xffff);
1408 if (p_ptr->csp_frac < shouhimana)
1411 p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
1415 p_ptr->csp_frac -= (u16b)shouhimana;
1418 p_ptr->redraw |= PR_MANA;
1419 if (p_ptr->magic_num1[1])
1421 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1422 p_ptr->magic_num1[1] = 0;
1424 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1426 msg_print("You restart singing.");
1428 p_ptr->action = ACTION_SING;
1430 /* Recalculate bonuses */
1431 p_ptr->update |= (PU_BONUS | PU_HP);
1433 /* Redraw status bar */
1434 p_ptr->redraw |= (PR_STATUS);
1437 if (spell_exp[p_ptr->magic_num2[0]] < 900)
1438 spell_exp[p_ptr->magic_num2[0]]+=5;
1439 else if(spell_exp[p_ptr->magic_num2[0]] < 1200)
1440 {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1441 else if(spell_exp[p_ptr->magic_num2[0]] < 1400)
1442 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1443 else if(spell_exp[p_ptr->magic_num2[0]] < 1600)
1444 {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) spell_exp[p_ptr->magic_num2[0]]+=1;}
1446 gere_music(p_ptr->magic_num1[0]);
1450 * Handle certain things once every 10 game turns
1452 static void process_world(void)
1456 bool cave_no_regen = FALSE;
1457 int upkeep_factor = 0;
1460 u32b f1 = 0 , f2 = 0 , f3 = 0;
1463 const int dec_count = (easy_band ? 2 : 1);
1465 int hour, min, prev_min;
1466 s32b len = 20L * TOWN_DAWN;
1467 s32b tick = turn % len + len / 4;
1469 hour = (24 * tick / len) % 24;
1470 min = (1440 * tick / len) % 60;
1471 prev_min = (1440 * (tick - 20) / len) % 60;
1473 if ((turn - old_turn == (3000 - dun_level*20)) && (dun_level) &&
1474 !(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)))) &&
1475 !(p_ptr->inside_battle))
1478 if (p_ptr->inside_battle && !p_ptr->leaving)
1485 /* Count all hostile monsters */
1486 for (i2 = 0; i2 < cur_wid; ++i2)
1487 for (j2 = 0; j2 < cur_hgt; j2++)
1488 if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
1491 win_m_idx = cave[j2][i2].m_idx;
1494 if (number_mon == 0)
1497 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
1499 msg_print("They have kill each other at the same time.");
1502 p_ptr->energy = 100;
1505 else if ((number_mon-1) == 0)
1508 monster_type *wm_ptr;
1510 wm_ptr = &m_list[win_m_idx];
1512 monster_desc(m_name, wm_ptr, 0);
1514 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
1516 msg_format("%s is winner!", m_name);
1520 if (win_m_idx == (sel_monster+1))
1523 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
1525 msg_print("Congratulations.");
1528 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
1530 msg_format("You recieved %d gold.", battle_odds);
1532 p_ptr->au += battle_odds;
1537 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
1539 msg_print("You lost gold.");
1543 p_ptr->energy = 100;
1546 else if(turn - old_turn == 3000L)
1549 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
1551 msg_format("This battle have ended in a draw.");
1553 p_ptr->au += kakekin;
1555 p_ptr->energy = 100;
1560 /* Every 20 game turns */
1561 if (turn % 20) return;
1563 /*** Check the Time and Load ***/
1567 /* Check time and load */
1568 if ((0 != check_time()) || (0 != check_load()))
1571 if (closing_flag <= 2)
1576 /* Count warnings */
1581 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
1582 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
1584 msg_print("The gates to ANGBAND are closing...");
1585 msg_print("Please finish up and/or save your game.");
1595 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
1597 msg_print("The gates to ANGBAND are now closed.");
1605 p_ptr->leaving = TRUE;
1610 /*** Attempt timed autosave ***/
1611 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
1613 if (!(turn % ((s32b)autosave_freq * 20)))
1614 do_cmd_save_game(TRUE);
1620 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
1622 msg_print("You hear noise.");
1626 /*** Handle the wilderness/town (sunshine) ***/
1628 /* While in town/wilderness */
1629 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
1631 /* Hack -- Daybreak/Nighfall in town */
1632 if (!(turn % ((20L * TOWN_DAWN) / 2)))
1636 /* Check for dawn */
1637 dawn = (!(turn % (20L * TOWN_DAWN)));
1644 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
1646 msg_print("The sun has risen.");
1650 /* Hack -- Scan the town */
1651 for (y = 0; y < cur_hgt; y++)
1653 for (x = 0; x < cur_wid; x++)
1655 /* Get the cave grid */
1656 c_ptr = &cave[y][x];
1659 c_ptr->info |= (CAVE_GLOW);
1661 /* Hack -- Memorize lit grids if allowed */
1662 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
1664 /* Hack -- Notice spot */
1675 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
1677 msg_print("The sun has fallen.");
1681 /* Hack -- Scan the town */
1682 for (y = 0; y < cur_hgt; y++)
1684 for (x = 0; x < cur_wid; x++)
1686 /* Get the cave grid */
1687 c_ptr = &cave[y][x];
1689 /* Darken "boring" features */
1690 if ((c_ptr->feat <= FEAT_INVIS) ||
1691 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
1692 (c_ptr->feat <= FEAT_TREES) &&
1693 (c_ptr->feat != FEAT_MUSEUM)))
1695 /* Forget the grid */
1696 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
1698 /* Hack -- Notice spot */
1705 /* Update the monsters */
1706 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
1709 p_ptr->redraw |= (PR_MAP);
1712 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1716 /* Set back the rewards once a day */
1717 if (!(turn % (200L * STORE_TURNS)))
1721 /* Reset the rewards */
1722 for (n = 0; n < MAX_BACT; n++)
1724 p_ptr->rewards[n] = FALSE;
1729 if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
1731 if (cheat_xtra) msg_print("Rewards reset.");
1737 /*** Process the monsters ***/
1739 /* Check for creature generation. */
1740 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
1741 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
1743 /* Make a new monster */
1744 (void)alloc_monster(MAX_SIGHT + 5, FALSE);
1747 /* Hack -- Check for creature regeneration */
1748 if (!(turn % 200) && !p_ptr->inside_battle) regen_monsters();
1749 if (!(turn % 60)) regen_captured_monsters();
1752 /*** Damage over Time ***/
1754 /* Take damage from poison */
1755 if (p_ptr->poisoned && !p_ptr->invuln)
1759 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1761 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1767 /* (Vampires) Take damage from sunlight */
1768 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1770 if (!dun_level && !p_ptr->resist_lite && !p_ptr->invuln &&
1771 (!((turn / ((20L * TOWN_DAWN) / 2)) % 2)))
1773 if (cave[py][px].info & CAVE_GLOW)
1777 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1778 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1780 msg_print("The sun's rays scorch your undead flesh!");
1781 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1784 cave_no_regen = TRUE;
1788 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1789 !p_ptr->resist_lite)
1791 object_type * o_ptr = &inventory[INVEN_LITE];
1792 char o_name [MAX_NLEN];
1793 char ouch [MAX_NLEN+40];
1795 /* Get an object description */
1796 object_desc(o_name, o_ptr, FALSE, 0);
1799 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1801 msg_format("The %s scorches your undead flesh!", o_name);
1805 cave_no_regen = TRUE;
1807 /* Get an object description */
1808 object_desc(o_name, o_ptr, TRUE, 0);
1811 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1813 sprintf(ouch, "wielding %s", o_name);
1816 if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1820 if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
1821 !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
1823 int damage = 3000 + randint0(2000);
1825 if (prace_is_(RACE_ENT)) damage += damage/3;
1827 if (p_ptr->resist_fire) damage = damage / 3;
1828 if (p_ptr->oppose_fire) damage = damage / 3;
1829 damage = damage / 100 + (randint0(100) < (damage % 100));
1835 msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
1836 take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
1838 msg_print("The lava burns you!");
1839 take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
1842 cave_no_regen = TRUE;
1846 else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
1847 !p_ptr->invuln && !p_ptr->immune_fire)
1849 int damage = 6000 + randint0(4000);
1854 if (p_ptr->resist_fire) damage = damage / 3;
1855 if (p_ptr->oppose_fire) damage = damage / 3;
1859 damage = damage / 5;
1862 message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
1863 hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
1865 message = "The heat burns you!";
1866 hit_from = "flying over deep lava";
1873 message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
1874 hit_from = "¿¼¤¤ÍÏ´äή";
1876 message = "The lava burns you!";
1877 hit_from = "deep lava";
1882 damage = damage / 100 + (randint0(100) < (damage % 100));
1887 take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
1889 cave_no_regen = TRUE;
1893 else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
1895 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
1899 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1900 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1902 msg_print("You are drowning!");
1903 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1906 cave_no_regen = TRUE;
1913 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1915 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1916 if (prace_is_(RACE_ENT)) damage += damage/3;
1917 if (p_ptr->resist_fire) damage = damage / 3;
1918 if (p_ptr->oppose_fire) damage = damage / 3;
1920 msg_print("Ç®¤¤¡ª");
1921 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1923 msg_print("It's hot!");
1924 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1927 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1929 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1930 if (p_ptr->resist_elec) damage = damage / 3;
1931 if (p_ptr->oppose_elec) damage = damage / 3;
1933 msg_print("Äˤ¤¡ª");
1934 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1936 msg_print("It hurts!");
1937 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1940 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1942 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1943 if (p_ptr->resist_cold) damage = damage / 3;
1944 if (p_ptr->oppose_cold) damage = damage / 3;
1946 msg_print("Î䤿¤¤¡ª");
1947 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1949 msg_print("It's cold!");
1950 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1955 /* Spectres -- take damage when moving through walls */
1957 * Added: ANYBODY takes damage if inside through walls
1958 * without wraith form -- NOTE: Spectres will never be
1959 * reduced below 0 hp by being inside a stone wall; others
1962 if (!cave_floor_bold(py, px))
1964 /* Player can walk through trees */
1965 if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
1969 else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1970 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1974 cave_no_regen = TRUE;
1976 if (p_ptr->pass_wall)
1979 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1982 msg_print("Your molecules feel disrupted!");
1983 dam_desc = "density";
1990 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1991 dam_desc = "¹Å¤¤´ä";
1993 msg_print("You are being crushed!");
1994 dam_desc = "solid rock";
1999 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2005 monster_race *r_ptr;
2007 if (min != prev_min)
2010 bool old_inside_battle = p_ptr->inside_battle;
2012 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2014 p_ptr->inside_battle = TRUE;
2015 get_mon_num_prep(NULL,NULL);
2017 for (i = 0; i < max_d_idx; i++)
2019 if (max_dlv[i] < d_info[i].mindepth) continue;
2020 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2024 today_mon = get_mon_num(max_dl);
2025 r_ptr = &r_info[today_mon];
2027 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2028 if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
2029 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
2030 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
2031 if (r_ptr->level < MIN(max_dl/2, 40)) continue;
2032 if (r_ptr->rarity > 10) continue;
2033 if (r_ptr->level == 0) continue;
2036 p_ptr->today_mon = 0;
2037 p_ptr->inside_battle = old_inside_battle;
2041 /* Nightmare mode activates the TY_CURSE at midnight */
2042 if (ironman_nightmare)
2044 /* Require exact minute */
2045 if (min != prev_min)
2047 /* Every 15 minutes after 11:00 pm */
2048 if ((hour == 23) && !(min % 15))
2058 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
2060 msg_print("You hear a distant bell toll ominously.");
2068 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
2070 msg_print("A distant bell sounds twice.");
2078 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
2080 msg_print("A distant bell sounds three times.");
2088 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
2090 msg_print("A distant bell tolls four times.");
2098 /* TY_CURSE activates at mignight! */
2105 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
2107 msg_print("A distant bell tolls many times, fading into an deathly silence.");
2110 activate_ty_curse(FALSE, &count);
2115 /* Take damage from cuts */
2116 if (p_ptr->cut && !p_ptr->invuln)
2118 /* Mortal wound or Deep Gash */
2119 if (p_ptr->cut > 1000)
2124 else if (p_ptr->cut > 200)
2130 else if (p_ptr->cut > 100)
2135 else if (p_ptr->cut > 50)
2140 else if (p_ptr->cut > 25)
2145 else if (p_ptr->cut > 10)
2158 take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
2160 take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
2166 /*** Check the Food, and Regenerate ***/
2168 if (!p_ptr->inside_battle)
2170 /* Digest normally */
2171 if (p_ptr->food < PY_FOOD_MAX)
2173 /* Every 100 game turns */
2176 /* Basic digestion rate based on speed */
2177 i = /* extract_energy[p_ptr->pspeed] * 2;*/
2178 ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
2179 1 : extract_energy[p_ptr->pspeed]));
2181 /* Regeneration takes more food */
2182 if (p_ptr->regenerate) i += 20;
2183 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
2185 /* Slow digestion takes less food */
2186 if (p_ptr->slow_digest) i -= 5;
2188 /* Minimal digestion */
2191 /* Digest some food */
2192 (void)set_food(p_ptr->food - i);
2196 /* Digest quickly when gorged */
2199 /* Digest a lot of food */
2200 (void)set_food(p_ptr->food - 100);
2204 /* Starve to death (slowly) */
2205 if (p_ptr->food < PY_FOOD_STARVE)
2207 /* Calculate damage */
2208 i = (PY_FOOD_STARVE - p_ptr->food) / 10;
2212 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
2214 if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
2219 /* Default regeneration */
2220 regen_amount = PY_REGEN_NORMAL;
2223 if (p_ptr->food < PY_FOOD_WEAK)
2225 /* Lower regeneration */
2226 if (p_ptr->food < PY_FOOD_STARVE)
2230 else if (p_ptr->food < PY_FOOD_FAINT)
2232 regen_amount = PY_REGEN_FAINT;
2236 regen_amount = PY_REGEN_WEAK;
2240 if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
2242 /* Faint occasionally */
2243 if (!p_ptr->paralyzed && (randint0(100) < 10))
2247 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
2249 msg_print("You faint from the lack of food.");
2254 /* Hack -- faint (bypass free action) */
2255 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
2261 /* Are we walking the pattern? */
2262 if (pattern_effect())
2264 cave_no_regen = TRUE;
2268 /* Regeneration ability */
2269 if (p_ptr->regenerate)
2271 regen_amount = regen_amount * 2;
2273 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2280 /* Searching or Resting */
2281 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2283 regen_amount = regen_amount * 2;
2286 upkeep_factor = calculate_upkeep();
2288 /* Regenerate the mana */
2289 /* if (p_ptr->csp < p_ptr->msp) */
2293 s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2294 if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2295 regenmana(upkeep_regen/100);
2297 #ifdef TRACK_FRIENDS
2301 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2303 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2307 #endif /* TRACK_FRIENDS */
2310 else if (p_ptr->action != ACTION_LEARN)
2312 regenmana(regen_amount);
2315 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2317 regenmagic(regen_amount);
2320 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2322 while (upkeep_factor > 100)
2325 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2327 msg_print("Such much pets cannot be controled at once!");
2330 do_cmd_pet_dismiss();
2332 upkeep_factor = calculate_upkeep();
2335 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2337 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2343 /* Poisoned or cut yields no healing */
2344 if (p_ptr->poisoned) regen_amount = 0;
2345 if (p_ptr->cut) regen_amount = 0;
2347 /* Special floor -- Pattern, in a wall -- yields no healing */
2348 if (cave_no_regen) regen_amount = 0;
2350 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2352 /* Regenerate Hit Points if needed */
2353 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2355 if ((cave[py][px].feat < FEAT_PATTERN_END) &&
2356 (cave[py][px].feat >= FEAT_PATTERN_START))
2358 regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2362 regenhp(regen_amount);
2367 /*** Timeout Various Things ***/
2370 if (p_ptr->tim_mimic)
2372 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2375 /* Hack -- Hallucinating */
2378 (void)set_image(p_ptr->image - dec_count);
2384 (void)set_blind(p_ptr->blind - dec_count);
2387 /* Times see-invisible */
2388 if (p_ptr->tim_invis)
2390 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2401 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2404 /* Timed temporary elemental brands. -LM- */
2405 if (p_ptr->ele_attack)
2407 p_ptr->ele_attack--;
2409 /* Clear all temporary elemental brands. */
2410 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2413 /* Timed temporary elemental immune. -LM- */
2414 if (p_ptr->ele_immune)
2416 p_ptr->ele_immune--;
2418 /* Clear all temporary elemental brands. */
2419 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2422 /* Timed infra-vision */
2423 if (p_ptr->tim_infra)
2425 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2429 if (p_ptr->tim_stealth)
2431 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2434 /* Timed levitation */
2435 if (p_ptr->tim_ffall)
2437 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2440 /* Timed sh_touki */
2441 if (p_ptr->tim_sh_touki)
2443 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2447 if (p_ptr->tim_sh_fire)
2449 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2452 /* Timed resist-magic */
2453 if (p_ptr->resist_magic)
2455 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2458 /* Timed regeneration */
2459 if (p_ptr->tim_regen)
2461 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2464 /* Timed resist nether */
2465 if (p_ptr->tim_res_nether)
2467 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2470 /* Timed resist time */
2471 if (p_ptr->tim_res_time)
2473 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2477 if (p_ptr->tim_reflect)
2479 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2483 if (p_ptr->multishadow)
2485 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2488 /* Timed Robe of dust */
2489 if (p_ptr->dustrobe)
2491 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2494 /* Timed infra-vision */
2495 if (p_ptr->kabenuke)
2497 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2501 if (p_ptr->paralyzed)
2503 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2507 if (p_ptr->confused)
2509 (void)set_confused(p_ptr->confused - dec_count);
2515 (void)set_afraid(p_ptr->afraid - dec_count);
2521 (void)set_fast(p_ptr->fast - 1, TRUE);
2527 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2530 /* Protection from evil */
2531 if (p_ptr->protevil)
2533 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2536 /* Invulnerability */
2539 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2543 if (p_ptr->wraith_form)
2545 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2551 (void)set_hero(p_ptr->hero - 1, TRUE);
2557 (void)set_shero(p_ptr->shero - 1, TRUE);
2563 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2569 (void)set_shield(p_ptr->shield - 1, TRUE);
2573 if (p_ptr->tsubureru)
2575 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2579 if (p_ptr->magicdef)
2581 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2585 if (p_ptr->tsuyoshi)
2587 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2591 if (p_ptr->oppose_acid)
2593 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2596 /* Oppose Lightning */
2597 if (p_ptr->oppose_elec)
2599 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2603 if (p_ptr->oppose_fire)
2605 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2609 if (p_ptr->oppose_cold)
2611 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2615 if (p_ptr->oppose_pois)
2617 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2622 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2625 /*** Poison and Stun and Cut ***/
2628 if (p_ptr->poisoned)
2630 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2632 /* Apply some healing */
2633 (void)set_poisoned(p_ptr->poisoned - adjust);
2639 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2641 /* Apply some healing */
2642 (void)set_stun(p_ptr->stun - adjust);
2648 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2650 /* Hack -- Truly "mortal" wound */
2651 if (p_ptr->cut > 1000) adjust = 0;
2653 /* Apply some healing */
2654 (void)set_cut(p_ptr->cut - adjust);
2659 /*** Process Light ***/
2661 /* Check for light being wielded */
2662 o_ptr = &inventory[INVEN_LITE];
2664 /* Burn some fuel in the current lite */
2665 if (o_ptr->tval == TV_LITE)
2667 /* Hack -- Use some fuel (except on artifacts) */
2668 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2670 /* Decrease life-span */
2671 if (o_ptr->name2 == EGO_LITE_LONG)
2673 if (turn % 40) o_ptr->xtra4--;
2675 else o_ptr->xtra4--;
2677 /* Notice interesting fuel steps */
2678 notice_lite_change(o_ptr);
2682 /* Calculate torch radius */
2683 p_ptr->update |= (PU_TORCH);
2686 /*** Process mutation effects ***/
2687 if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
2689 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2693 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2694 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2696 msg_print("RAAAAGHH!");
2697 msg_print("You feel a fit of rage coming over you!");
2700 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2703 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2705 if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
2709 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2711 msg_print("It's so dark... so scary!");
2714 set_afraid(p_ptr->afraid + 13 + randint1(26));
2718 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2720 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2725 /* Teleport player */
2727 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2729 msg_print("Your position suddenly seems very uncertain...");
2733 teleport_player(40);
2737 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2739 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2742 p_ptr->redraw |= PR_EXTRA;
2744 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2746 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2751 if (!p_ptr->resist_conf)
2753 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2756 if (!p_ptr->resist_chaos)
2761 if (one_in_(3)) lose_all_info();
2763 teleport_player(100);
2766 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2767 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2769 msg_print("You wake up somewhere with a sore head...");
2770 msg_print("You can't remember a thing, or how you got here!");
2779 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2781 msg_print("Thishcischs GooDSChtuff!");
2784 (void)set_image(p_ptr->image + randint0(150) + 150);
2790 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2792 if (!p_ptr->resist_chaos)
2795 p_ptr->redraw |= PR_EXTRA;
2796 (void)set_image(p_ptr->image + randint0(50) + 20);
2800 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2805 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2807 msg_print("BRRAAAP! Oops.");
2811 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2814 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2815 !p_ptr->anti_magic && one_in_(9000))
2820 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");
2822 msg_print("Magical energy flows through you! You must release it!");
2827 (void)get_hack_dir(&dire);
2828 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2831 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2832 !p_ptr->anti_magic && (randint1(6666) == 666))
2834 bool pet = one_in_(6);
2835 bool not_pet = (bool)(!pet);
2837 if (summon_specific((pet ? -1 : 0), py, px,
2838 dun_level, SUMMON_DEMON, TRUE, FALSE, pet, not_pet, not_pet))
2841 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2843 msg_print("You have attracted a demon!");
2850 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2856 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2858 msg_print("You feel less energetic.");
2861 if (p_ptr->fast > 0)
2867 set_slow(randint1(30) + 10, FALSE);
2873 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2875 msg_print("You feel more energetic.");
2878 if (p_ptr->slow > 0)
2884 set_fast(randint1(30) + 10, FALSE);
2889 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2893 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2895 msg_print("You suddenly feel almost lonely.");
2898 banish_monsters(100);
2899 if (!dun_level && p_ptr->town_num)
2902 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2904 msg_print("You see one of the shopkeepers running for the hills!");
2907 store_shuffle(randint0(MAX_STORES));
2912 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2917 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2919 msg_print("A shadow passes over you.");
2924 /* Absorb light from the current possition */
2925 if (cave[py][px].info & CAVE_GLOW)
2930 o_ptr = &inventory[INVEN_LITE];
2932 /* Absorb some fuel in the current lite */
2933 if (o_ptr->tval == TV_LITE)
2935 /* Use some fuel (except on artifacts) */
2936 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
2938 /* Heal the player a bit */
2939 hp_player(o_ptr->xtra4 / 20);
2941 /* Decrease life-span of lite */
2945 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2947 msg_print("You absorb energy from your light!");
2951 /* Notice interesting fuel steps */
2952 notice_lite_change(o_ptr);
2957 * Unlite the area (radius 10) around player and
2958 * do 50 points damage to every affected monster
2960 unlite_area(50, 10);
2963 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2964 !p_ptr->anti_magic && one_in_(7000))
2966 bool pet = one_in_(3);
2967 bool not_pet = (bool)(!pet);
2969 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL,
2970 TRUE, FALSE, pet, not_pet, not_pet))
2973 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2975 msg_print("You have attracted an animal!");
2982 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2983 !p_ptr->anti_magic && one_in_(8000))
2987 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2989 msg_print("You feel the world warping around you!");
2993 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2995 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2997 if (!lose_mutation(0))
2999 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
3001 msg_print("You feel oddly normal.");
3005 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
3009 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
3011 msg_print("You feel insubstantial!");
3015 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3017 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3021 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3023 int which_stat = randint0(6);
3024 int sustained = FALSE;
3029 if (p_ptr->sustain_str) sustained = TRUE;
3032 if (p_ptr->sustain_int) sustained = TRUE;
3035 if (p_ptr->sustain_wis) sustained = TRUE;
3038 if (p_ptr->sustain_dex) sustained = TRUE;
3041 if (p_ptr->sustain_con) sustained = TRUE;
3044 if (p_ptr->sustain_chr) sustained = TRUE;
3048 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3050 msg_print("Invalid stat chosen!");
3060 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3062 msg_print("You can feel yourself wasting away!");
3066 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3069 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3070 !p_ptr->anti_magic && one_in_(3000))
3072 bool pet = one_in_(5);
3073 bool not_pet = (bool)(!pet);
3075 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON,
3076 TRUE, FALSE, pet, not_pet, not_pet))
3079 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3081 msg_print("You have attracted a dragon!");
3087 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3090 if (p_ptr->tim_esp > 0)
3093 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3095 msg_print("Your mind feels cloudy!");
3098 set_tim_esp(0, TRUE);
3103 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
3105 msg_print("Your mind expands!");
3108 set_tim_esp(p_ptr->lev, FALSE);
3111 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3116 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3118 msg_print("Your stomach roils, and you lose your lunch!");
3122 set_food(PY_FOOD_WEAK);
3125 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3126 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3131 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3133 int danger_amount = 0;
3136 for (monster = 0; monster < m_max; monster++)
3138 monster_type *m_ptr = &m_list[monster];
3139 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3141 /* Paranoia -- Skip dead monsters */
3142 if (!m_ptr->r_idx) continue;
3144 if (r_ptr->level >= p_ptr->lev)
3146 danger_amount += r_ptr->level - p_ptr->lev + 1;
3150 if (danger_amount > 100)
3152 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3154 msg_print("You feel utterly terrified!");
3157 else if (danger_amount > 50)
3159 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3161 msg_print("You feel terrified!");
3164 else if (danger_amount > 20)
3166 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3168 msg_print("You feel very worried!");
3171 else if (danger_amount > 10)
3173 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3175 msg_print("You feel paranoid!");
3178 else if (danger_amount > 5)
3180 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3182 msg_print("You feel almost safe.");
3187 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3189 msg_print("You feel lonely.");
3193 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3198 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3200 msg_print("You feel invincible!");
3204 (void)set_invuln(randint1(8) + 8, FALSE);
3206 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3208 int wounds = p_ptr->mhp - p_ptr->chp;
3212 int healing = p_ptr->csp;
3214 if (healing > wounds)
3220 p_ptr->csp -= healing;
3223 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3226 int wounds = p_ptr->msp - p_ptr->csp;
3230 int healing = p_ptr->chp;
3232 if (healing > wounds)
3237 p_ptr->csp += healing;
3239 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3241 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3246 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3252 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3253 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3255 msg_print("You trip over your own feet!");
3256 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3261 if (buki_motteruka(INVEN_RARM))
3263 int slot = INVEN_RARM;
3264 o_ptr = &inventory[INVEN_RARM];
3265 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3267 o_ptr = &inventory[INVEN_LARM];
3270 if (!cursed_p(o_ptr))
3273 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3275 msg_print("You drop your weapon!");
3278 inven_drop(slot, 1);
3285 /*** Process Inventory ***/
3287 /* Handle experience draining */
3288 if (p_ptr->exp_drain)
3290 if (randint0(100) < 25)
3292 p_ptr->exp -= (p_ptr->lev+1)/2;
3293 if (p_ptr->exp < 0) p_ptr->exp = 0;
3294 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3295 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3300 /* Rarely, take damage from the Jewel of Judgement */
3301 if (one_in_(999) && !p_ptr->anti_magic)
3303 if ((inventory[INVEN_LITE].tval) &&
3304 (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
3307 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3308 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3310 msg_print("The Jewel of Judgement drains life from you!");
3311 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3318 /* Process equipment */
3319 for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3321 /* Get the object */
3322 o_ptr = &inventory[i];
3324 object_flags(o_ptr, &f1, &f2, &f3);
3326 /* Skip non-objects */
3327 if (!o_ptr->k_idx) continue;
3329 if (!p_ptr->inside_battle)
3332 if ((f3 & TR3_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3336 (void)activate_ty_curse(FALSE, &count);
3339 /* Make a chainsword noise */
3340 if ((o_ptr->name1 == ART_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3344 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3346 if (!get_rnd_line("chainswd.txt", 0, noise))
3350 disturb(FALSE, FALSE);
3354 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3355 * can actually be useful!
3357 if ((f3 & TR3_TELEPORT) && (randint0(100) < 1))
3359 if ((o_ptr->ident & IDENT_CURSED) && !p_ptr->anti_tele)
3363 /* Teleport player */
3364 teleport_player(40);
3368 if (p_ptr->wild_mode || (o_ptr->inscription &&
3369 (strchr(quark_str(o_ptr->inscription),'.'))))
3372 /* msg_print("Teleport aborted.") */ ;
3375 else if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", 1))
3377 else if (get_check("Teleport? "))
3382 teleport_player(50);
3388 /* Recharge activatable objects */
3389 if (o_ptr->timeout > 0)
3394 /* Notice changes */
3395 if (!o_ptr->timeout)
3397 recharged_notice(o_ptr);
3403 /* Notice changes */
3407 p_ptr->window |= (PW_EQUIP);
3412 * Recharge rods. Rods now use timeout to control charging status,
3413 * and each charging rod in a stack decreases the stack's timeout by
3414 * one per turn. -LM-
3416 for (j = 0, i = 0; i < INVEN_PACK; i++)
3418 o_ptr = &inventory[i];
3419 k_ptr = &k_info[o_ptr->k_idx];
3421 /* Skip non-objects */
3422 if (!o_ptr->k_idx) continue;
3424 /* Examine all charging rods or stacks of charging rods. */
3425 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3427 /* Determine how many rods are charging. */
3428 temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3429 if (temp > o_ptr->number) temp = o_ptr->number;
3431 /* Decrease timeout by that number. */
3432 o_ptr->timeout -= temp;
3434 /* Boundary control. */
3435 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3437 /* Notice changes, provide message if object is inscribed. */
3438 if (!(o_ptr->timeout))
3440 recharged_notice(o_ptr);
3446 /* Notice changes */
3450 p_ptr->notice |= (PN_COMBINE);
3453 p_ptr->window |= (PW_INVEN);
3457 /* Feel the inventory */
3462 /*** Process Objects ***/
3464 /* Process objects */
3465 for (i = 1; i < o_max; i++)
3470 /* Skip dead objects */
3471 if (!o_ptr->k_idx) continue;
3473 /* Recharge rods on the ground. No messages. */
3474 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3477 o_ptr->timeout -= o_ptr->number;
3479 /* Boundary control. */
3480 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3485 /*** Involuntary Movement ***/
3487 /* Delayed Word-of-Recall */
3488 if (p_ptr->word_recall)
3491 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3492 * The player is yanked up/down as soon as
3493 * he loads the autosaved game.
3495 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3496 do_cmd_save_game(TRUE);
3498 /* Count down towards recall */
3499 p_ptr->word_recall--;
3501 p_ptr->redraw |= (PR_STATUS);
3503 /* Activate the recall */
3504 if (!p_ptr->word_recall)
3509 /* Determine the level */
3510 if (dun_level || p_ptr->inside_quest)
3513 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3515 msg_print("You feel yourself yanked upwards!");
3518 p_ptr->recall_dungeon = dungeon_type;
3520 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3525 leave_quest_check();
3527 p_ptr->inside_quest = 0;
3528 p_ptr->leaving = TRUE;
3533 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3535 msg_print("You feel yourself yanked downwards!");
3538 dungeon_type = p_ptr->recall_dungeon;
3541 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3544 dun_level = max_dlv[dungeon_type];
3545 if (dun_level < 1) dun_level = 1;
3547 /* Nightmare mode makes recall more dangerous */
3548 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3554 else if (dun_level < 99)
3556 dun_level = (dun_level + 99) / 2;
3558 else if (dun_level > 100)
3560 dun_level = d_info[dungeon_type].maxdepth - 1;
3564 if (p_ptr->wild_mode)
3566 p_ptr->wilderness_y = py;
3567 p_ptr->wilderness_x = px;
3571 /* Save player position */
3575 p_ptr->wild_mode = FALSE;
3578 p_ptr->leaving = TRUE;
3580 if (dungeon_type == DUNGEON_ANGBAND)
3582 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3584 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3585 (quest[i].status == QUEST_STATUS_TAKEN) &&
3586 (quest[i].level < dun_level))
3588 quest[i].status = QUEST_STATUS_FAILED;
3589 quest[i].complev = (byte)p_ptr->lev;
3590 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3597 sound(SOUND_TPLEVEL);
3605 * Verify use of "wizard" mode
3607 static bool enter_wizard_mode(void)
3609 /* Ask first time */
3612 /* Mention effects */
3614 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
3615 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
3617 msg_print("Wizard mode is for debugging and experimenting.");
3618 msg_print("The game will not be scored if you enter wizard mode.");
3623 /* Verify request */
3625 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
3627 if (!get_check("Are you sure you want to enter wizard mode? "))
3646 * Verify use of "debug" commands
3648 static bool enter_debug_mode(void)
3650 /* Ask first time */
3653 /* Mention effects */
3655 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3656 msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
3658 msg_print("The debug commands are for debugging and experimenting.");
3659 msg_print("The game will not be scored if you use debug commands.");
3664 /* Verify request */
3666 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3668 if (!get_check("Are you sure you want to use debug commands? "))
3676 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
3678 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
3689 * Hack -- Declare the Debug Routines
3691 extern void do_cmd_debug(void);
3693 #endif /* ALLOW_WIZARD */
3699 * Verify use of "borg" commands
3701 static bool enter_borg_mode(void)
3703 /* Ask first time */
3704 if (!(noscore & 0x0010))
3706 /* Mention effects */
3708 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
3709 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
3711 msg_print("The borg commands are for debugging and experimenting.");
3712 msg_print("The game will not be scored if you use borg commands.");
3717 /* Verify request */
3719 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
3721 if (!get_check("Are you sure you want to use borg commands? "))
3737 * Hack -- Declare the Ben Borg
3739 extern void do_cmd_borg(void);
3741 #endif /* ALLOW_BORG */
3746 * Parse and execute the current command
3747 * Give "Warning" on illegal commands.
3749 * XXX XXX XXX Make some "blocks"
3751 static void process_command(void)
3753 int old_now_message = now_message;
3755 #ifdef ALLOW_REPEAT /* TNB */
3757 /* Handle repeating the last command */
3760 #endif /* ALLOW_REPEAT -- TNB */
3764 /* Parse the command */
3765 switch (command_cmd)
3781 /*** Wizard Commands ***/
3783 /* Toggle Wizard Mode */
3790 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
3792 msg_print("Wizard mode off.");
3796 else if (enter_wizard_mode())
3800 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
3802 msg_print("Wizard mode on.");
3807 /* Update monsters */
3808 p_ptr->update |= (PU_MONSTERS);
3810 /* Redraw "title" */
3811 p_ptr->redraw |= (PR_TITLE);
3819 /* Special "debug" commands */
3822 /* Enter debug mode */
3823 if (enter_debug_mode())
3830 #endif /* ALLOW_WIZARD */
3835 /* Special "borg" commands */
3838 /* Enter borg mode */
3839 if (enter_borg_mode())
3841 if (!p_ptr->wild_mode) do_cmd_borg();
3847 #endif /* ALLOW_BORG */
3851 /*** Inventory Commands ***/
3853 /* Wear/wield equipment */
3856 if (!p_ptr->wild_mode) do_cmd_wield();
3860 /* Take off equipment */
3863 if (!p_ptr->wild_mode) do_cmd_takeoff();
3870 if (!p_ptr->wild_mode) do_cmd_drop();
3874 /* Destroy an item */
3881 /* Equipment list */
3888 /* Inventory list */
3896 /*** Various commands ***/
3898 /* Identify an object */
3905 /* Hack -- toggle windows */
3908 toggle_inven_equip();
3913 /*** Standard "Movement" Commands ***/
3918 if (!p_ptr->wild_mode) do_cmd_alter();
3925 if (!p_ptr->wild_mode) do_cmd_tunnel();
3929 /* Move (usually pick up things) */
3932 #ifdef ALLOW_EASY_DISARM /* TNB */
3936 #else /* ALLOW_EASY_DISARM -- TNB */
3938 do_cmd_walk(always_pickup);
3940 #endif /* ALLOW_EASY_DISARM -- TNB */
3945 /* Move (usually do not pick up) */
3948 #ifdef ALLOW_EASY_DISARM /* TNB */
3952 #else /* ALLOW_EASY_DISARM -- TNB */
3954 do_cmd_walk(!always_pickup);
3956 #endif /* ALLOW_EASY_DISARM -- TNB */
3962 /*** Running, Resting, Searching, Staying */
3964 /* Begin Running -- Arg is Max Distance */
3967 if (!p_ptr->wild_mode) do_cmd_run();
3971 /* Stay still (usually pick things up) */
3974 do_cmd_stay(always_pickup);
3978 /* Stay still (usually do not pick up) */
3981 do_cmd_stay(!always_pickup);
3985 /* Rest -- Arg is time */
3992 /* Search for traps/doors */
3999 /* Toggle search mode */
4002 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4003 else set_action(ACTION_SEARCH);
4008 /*** Stairs and Doors and Chests and Traps ***/
4013 if (!p_ptr->wild_mode) do_cmd_store();
4017 /* Enter building -KMW- */
4020 if (!p_ptr->wild_mode) do_cmd_bldg();
4024 /* Enter quest level -KMW- */
4027 if (!p_ptr->wild_mode) do_cmd_quest();
4031 /* Go up staircase */
4034 if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4041 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4043 msg_print("To flee the ambush you have to reach the edge of the map.");
4046 else if (p_ptr->food < PY_FOOD_WEAK)
4049 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4051 msg_print("You must eat something here.");
4056 if (change_wild_mode())
4069 /* Go down staircase */
4072 if(!p_ptr->wild_mode) do_cmd_go_down();
4075 p_ptr->wilderness_x = px;
4076 p_ptr->wilderness_y = py;
4082 /* Open a door or chest */
4085 if (!p_ptr->wild_mode) do_cmd_open();
4092 if (!p_ptr->wild_mode) do_cmd_close();
4096 /* Jam a door with spikes */
4099 if (!p_ptr->wild_mode) do_cmd_spike();
4106 if (!p_ptr->wild_mode) do_cmd_bash();
4110 /* Disarm a trap or chest */
4113 if (!p_ptr->wild_mode) do_cmd_disarm();
4118 /*** Magic and Prayers ***/
4120 /* Gain new spells/prayers */
4123 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4125 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4127 msg_print("You don't have to learn spells!");
4129 else if (p_ptr->pclass == CLASS_SAMURAI)
4130 do_cmd_gain_hissatsu();
4131 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4141 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4142 (p_ptr->pclass == CLASS_BERSERKER) ||
4143 (p_ptr->pclass == CLASS_NINJA) ||
4144 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4145 ) do_cmd_mind_browse();
4146 else if (p_ptr->pclass == CLASS_SMITH)
4148 else do_cmd_browse();
4156 if (!p_ptr->wild_mode)
4158 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4161 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4163 msg_print("You cannot cast spells!");
4166 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4169 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4171 msg_print("The arena absorbs all attempted magic!");
4175 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4179 cptr which_power = "ËâË¡";
4181 cptr which_power = "magic";
4183 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4185 which_power = "ĶǽÎÏ";
4187 which_power = "psionic powers";
4189 else if (p_ptr->pclass == CLASS_IMITATOR)
4191 which_power = "¤â¤Î¤Þ¤Í";
4193 which_power = "imitation";
4195 else if (p_ptr->pclass == CLASS_SAMURAI)
4197 which_power = "ɬ»¦·õ";
4199 which_power = "hissatsu";
4201 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4203 which_power = "¶ÀËâË¡";
4205 which_power = "mirror magic";
4207 else if (p_ptr->pclass == CLASS_NINJA)
4209 which_power = "Ǧ½Ñ";
4211 which_power = "ninjutsu";
4213 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4215 which_power = "µ§¤ê";
4217 which_power = "prayer";
4221 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4223 msg_format("An anti-magic shell disrupts your %s!", which_power);
4227 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4230 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4232 msg_format("You cannot think directly!");
4238 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4239 (p_ptr->pclass == CLASS_BERSERKER) ||
4240 (p_ptr->pclass == CLASS_NINJA) ||
4241 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4244 else if (p_ptr->pclass == CLASS_IMITATOR)
4246 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4247 do_cmd_magic_eater();
4248 else if (p_ptr->pclass == CLASS_SAMURAI)
4250 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4251 do_cmd_cast_learned();
4252 else if (p_ptr->pclass == CLASS_SMITH)
4261 /* Issue a pet command */
4264 if (!p_ptr->wild_mode) do_cmd_pet();
4268 /*** Use various objects ***/
4270 /* Inscribe an object */
4277 /* Uninscribe an object */
4280 do_cmd_uninscribe();
4284 /* Activate an artifact */
4287 if (!p_ptr->wild_mode)
4289 if (!p_ptr->inside_arena)
4294 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4296 msg_print("The arena absorbs all attempted magic!");
4312 /* Fuel your lantern/torch */
4322 if (!p_ptr->wild_mode) do_cmd_fire();
4329 if (!p_ptr->wild_mode)
4331 if (!p_ptr->inside_arena)
4336 msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
4338 msg_print("You're in the arena now. This is hand-to-hand!");
4350 if (!p_ptr->wild_mode)
4352 if (!p_ptr->inside_arena)
4357 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4359 msg_print("The arena absorbs all attempted magic!");
4371 if (!p_ptr->wild_mode)
4373 if (p_ptr->inside_arena)
4376 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4378 msg_print("The arena absorbs all attempted magic!");
4383 else if (use_command && rogue_like_commands)
4395 /* Quaff a potion */
4398 if (!p_ptr->wild_mode)
4400 if (!p_ptr->inside_arena)
4401 do_cmd_quaff_potion();
4405 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4407 msg_print("The arena absorbs all attempted magic!");
4419 if (!p_ptr->wild_mode)
4421 if (!p_ptr->inside_arena)
4422 do_cmd_read_scroll();
4426 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4428 msg_print("The arena absorbs all attempted magic!");
4440 if (!p_ptr->wild_mode)
4442 if (p_ptr->inside_arena)
4445 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4447 msg_print("The arena absorbs all attempted magic!");
4452 else if (use_command && !rogue_like_commands)
4462 /* Use racial power */
4465 if (!p_ptr->wild_mode) do_cmd_racial_power();
4470 /*** Looking at Things (nearby or on map) ***/
4472 /* Full dungeon map */
4479 /* Locate player on map */
4493 /* Target monster or location */
4496 if (!p_ptr->wild_mode) do_cmd_target();
4502 /*** Help and Such ***/
4511 /* Identify symbol */
4514 do_cmd_query_symbol();
4518 /* Character description */
4521 do_cmd_change_name();
4526 /*** System Commands ***/
4528 /* Hack -- User interface */
4535 /* Single line from a pref file */
4548 /* Interact with macros */
4555 /* Interact with visuals */
4563 /* Interact with colors */
4571 /* Interact with options */
4579 /*** Misc Commands ***/
4595 /* Repeat level feeling */
4598 if (!p_ptr->wild_mode) do_cmd_feeling();
4602 /* Show previous message */
4605 do_cmd_message_one();
4609 /* Show previous messages */
4612 do_cmd_messages(old_now_message);
4616 /* Show quest status -KMW- */
4619 do_cmd_checkquest();
4623 /* Redraw the screen */
4626 now_message = old_now_message;
4631 #ifndef VERIFY_SAVEFILE
4633 /* Hack -- Save and don't quit */
4636 do_cmd_save_game(FALSE);
4640 #endif /* VERIFY_SAVEFILE */
4651 do_cmd_save_and_exit();
4655 /* Quit (commit suicide) */
4668 /* Check artifacts, uniques, objects */
4675 /* Load "screen dump" */
4678 do_cmd_load_screen();
4682 /* Save "screen dump" */
4685 do_cmd_save_screen();
4689 /* Make random artifact list */
4692 spoil_random_artifact("randifact.txt");
4696 /* Hack -- Unknown command */
4699 if (flush_failure) flush();
4703 sound(SOUND_ILLEGAL);
4705 if (!get_rnd_line("error_j.txt", 0, error_m))
4707 if (!get_rnd_line("error.txt", 0, error_m))
4714 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
4716 prt("Type '?' for help.", 0, 0);
4722 if (!energy_use && !now_message)
4723 now_message = old_now_message;
4729 bool monster_tsuri(int r_idx)
4731 monster_race *r_ptr = &r_info[r_idx];
4733 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && strchr("Jjlw", r_ptr->d_char))
4741 * Process the player
4743 * Notice the annoying code to handle "pack overflow", which
4744 * must come first just in case somebody manages to corrupt
4745 * the savefiles by clever use of menu commands or something.
4747 static void process_player(void)
4751 /*** Apply energy ***/
4756 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
4758 msg_print("You feel different!");
4761 (void)gain_random_mutation(0);
4762 hack_mutation = FALSE;
4765 if (p_ptr->inside_battle)
4767 for(i = 1; i < m_max; i++)
4769 monster_type *m_ptr = &m_list[i];
4771 if (!m_ptr->r_idx) continue;
4773 /* Hack -- Detect monster */
4774 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4776 /* Update the monster */
4777 update_mon(i, FALSE);
4782 /* Give the player some energy */
4783 else if((randint0(60) < ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ? 1 : extract_energy[p_ptr->pspeed]))) && !(load && p_ptr->energy >= 100))
4784 p_ptr->energy += gain_energy();
4787 if (p_ptr->energy < 100) return;
4788 if (!command_rep) prt_time();
4790 /*** Check for interupts ***/
4792 /* Complete resting */
4799 if ((p_ptr->chp == p_ptr->mhp) &&
4800 (p_ptr->csp >= p_ptr->msp))
4802 set_action(ACTION_NONE);
4806 /* Complete resting */
4807 else if (resting == -2)
4810 if ((p_ptr->chp == p_ptr->mhp) &&
4811 (p_ptr->csp >= p_ptr->msp) &&
4812 !p_ptr->blind && !p_ptr->confused &&
4813 !p_ptr->poisoned && !p_ptr->afraid &&
4814 !p_ptr->stun && !p_ptr->cut &&
4815 !p_ptr->slow && !p_ptr->paralyzed &&
4816 !p_ptr->image && !p_ptr->word_recall)
4818 set_action(ACTION_NONE);
4823 if (p_ptr->action == ACTION_FISH)
4826 Term_xtra(TERM_XTRA_DELAY, 10);
4830 bool success = FALSE;
4831 get_mon_num_prep(monster_tsuri,NULL);
4832 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4834 if (r_idx && one_in_(2))
4837 y = py+ddy[tsuri_dir];
4838 x = px+ddx[tsuri_dir];
4839 if (place_monster_aux(y, x, r_idx, FALSE, FALSE, FALSE, FALSE, TRUE, FALSE))
4842 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4844 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
4846 msg_format("You have a good catch!", m_name);
4854 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
4856 msg_print("Damn! The fish took a bait away!");
4863 /* Handle "abort" */
4866 /* Check for "player abort" (semi-efficiently for resting) */
4867 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4872 /* Check for a key */
4881 /* Hack -- Show a Message */
4883 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
4885 msg_print("Canceled.");
4892 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4894 monster_type *m_ptr = &m_list[p_ptr->riding];
4903 /* Acquire the monster name */
4904 monster_desc(m_name, m_ptr, 0);
4906 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
4908 msg_format("You have waked %s up.", m_name);
4910 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4911 p_ptr->redraw |= (PR_UHEALTH);
4918 /* Make a "saving throw" against stun */
4919 if (randint0(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4925 /* Hack -- Recover from stun */
4926 if (m_ptr->stunned > d)
4928 /* Recover somewhat */
4929 m_ptr->stunned -= d;
4940 /* Acquire the monster name */
4941 monster_desc(m_name, m_ptr, 0);
4943 /* Dump a message */
4945 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
4947 msg_format("%^s is no longer stunned.", m_name);
4949 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4950 p_ptr->redraw |= (PR_UHEALTH);
4954 if (m_ptr->confused)
4958 /* Make a "saving throw" against stun */
4959 if (randint0(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
4962 d = m_ptr->confused;
4965 /* Hack -- Recover from stun */
4966 if (m_ptr->confused > d)
4968 /* Recover somewhat */
4969 m_ptr->confused -= d;
4978 m_ptr->confused = 0;
4980 /* Acquire the monster name */
4981 monster_desc(m_name, m_ptr, 0);
4983 /* Dump a message */
4985 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
4987 msg_format("%^s is no longer confused.", m_name);
4989 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
4990 p_ptr->redraw |= (PR_UHEALTH);
4998 /* Make a "saving throw" against stun */
4999 if (randint0(r_info[m_ptr->r_idx].level) < skill_exp[GINOU_RIDING])
5005 /* Hack -- Recover from stun */
5006 if (m_ptr->monfear > d)
5008 /* Recover somewhat */
5009 m_ptr->monfear -= d;
5020 /* Acquire the monster name */
5021 monster_desc(m_name, m_ptr, 0);
5023 /* Dump a message */
5025 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5027 msg_format("%^s is no longer fear.", m_name);
5029 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5030 p_ptr->redraw |= (PR_UHEALTH);
5037 /* Handle the player song */
5038 if (!load) check_music();
5043 if (p_ptr->lightspeed)
5045 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5047 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5049 if (p_ptr->magic_num1[0] < 40)
5051 p_ptr->magic_num1[0] = 0;
5053 else p_ptr->magic_num1[0] -= 40;
5055 if (p_ptr->action == ACTION_LEARN)
5057 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5058 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5061 p_ptr->csp_frac = 0;
5062 set_action(ACTION_NONE);
5066 p_ptr->csp -= (s16b)(hoge >> 16);
5068 if (p_ptr->csp_frac < hoge)
5070 p_ptr->csp_frac += 0x10000L - hoge;
5074 p_ptr->csp_frac -= hoge;
5076 p_ptr->redraw |= PR_MANA;
5079 if (p_ptr->special_defense & KATA_MASK)
5081 if (p_ptr->special_defense & KATA_MUSOU)
5085 set_action(ACTION_NONE);
5090 p_ptr->redraw |= (PR_MANA);
5095 /*** Handle actual user input ***/
5097 /* Repeat until out of energy */
5098 while (p_ptr->energy >= 100)
5100 p_ptr->window |= PW_PLAYER;
5101 p_ptr->sutemi = FALSE;
5102 p_ptr->counter = FALSE;
5103 now_damaged = FALSE;
5105 /* Notice stuff (if needed) */
5106 if (p_ptr->notice) notice_stuff();
5108 /* Update stuff (if needed) */
5109 if (p_ptr->update) update_stuff();
5111 /* Redraw stuff (if needed) */
5112 if (p_ptr->redraw) redraw_stuff();
5114 /* Redraw stuff (if needed) */
5115 if (p_ptr->window) window_stuff();
5118 /* Place the cursor on the player */
5119 move_cursor_relative(py, px);
5121 /* Refresh (optional) */
5122 if (fresh_before) Term_fresh();
5125 /* Hack -- Pack Overflow */
5126 if (inventory[INVEN_PACK].k_idx)
5128 int item = INVEN_PACK;
5130 char o_name[MAX_NLEN];
5134 /* Access the slot to be dropped */
5135 o_ptr = &inventory[item];
5142 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5144 msg_print("Your pack overflows!");
5149 object_desc(o_name, o_ptr, TRUE, 3);
5153 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5155 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5159 /* Drop it (carefully) near the player */
5160 (void)drop_near(o_ptr, 0, py, px);
5162 /* Modify, Describe, Optimize */
5163 inven_item_increase(item, -255);
5164 inven_item_describe(item);
5165 inven_item_optimize(item);
5167 /* Notice stuff (if needed) */
5168 if (p_ptr->notice) notice_stuff();
5170 /* Update stuff (if needed) */
5171 if (p_ptr->update) update_stuff();
5173 /* Redraw stuff (if needed) */
5174 if (p_ptr->redraw) redraw_stuff();
5176 /* Redraw stuff (if needed) */
5177 if (p_ptr->window) window_stuff();
5181 /* Hack -- cancel "lurking browse mode" */
5182 if (!command_new) command_see = FALSE;
5185 /* Assume free turn */
5189 if (p_ptr->inside_battle)
5191 /* Place the cursor on the player */
5192 move_cursor_relative(py, px);
5196 /* Process the command */
5200 /* Paralyzed or Knocked Out */
5201 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5208 else if (p_ptr->action == ACTION_REST)
5213 /* Reduce rest count */
5216 if (!resting) set_action(ACTION_NONE);
5218 /* Redraw the state */
5219 p_ptr->redraw |= (PR_STATE);
5227 else if (p_ptr->action == ACTION_FISH)
5240 /* Repeated command */
5241 else if (command_rep)
5243 /* Count this execution */
5246 /* Redraw the state */
5247 p_ptr->redraw |= (PR_STATE);
5252 /* Hack -- Assume messages were seen */
5255 /* Clear the top line */
5258 /* Process the command */
5262 /* Normal command */
5265 /* Place the cursor on the player */
5266 move_cursor_relative(py, px);
5269 /* Get a command (normal) */
5270 request_command(FALSE);
5273 /* Process the command */
5283 /* Use some energy */
5284 p_ptr->energy -= energy_use;
5287 /* Hack -- constant hallucination */
5288 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5291 /* Shimmer monsters if needed */
5292 if (shimmer_monsters)
5294 /* Clear the flag */
5295 shimmer_monsters = FALSE;
5297 /* Shimmer multi-hued monsters */
5298 for (i = 1; i < m_max; i++)
5300 monster_type *m_ptr;
5301 monster_race *r_ptr;
5303 /* Access monster */
5306 /* Skip dead monsters */
5307 if (!m_ptr->r_idx) continue;
5309 /* Access the monster race */
5310 r_ptr = &r_info[m_ptr->r_idx];
5312 /* Skip non-multi-hued monsters */
5313 if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
5315 /* Reset the flag */
5316 shimmer_monsters = TRUE;
5318 /* Redraw regardless */
5319 lite_spot(m_ptr->fy, m_ptr->fx);
5324 /* Handle monster detection */
5325 if (repair_monsters)
5327 /* Reset the flag */
5328 repair_monsters = FALSE;
5330 /* Rotate detection flags */
5331 for (i = 1; i < m_max; i++)
5333 monster_type *m_ptr;
5335 /* Access monster */
5338 /* Skip dead monsters */
5339 if (!m_ptr->r_idx) continue;
5341 /* Nice monsters get mean */
5342 if (m_ptr->mflag & MFLAG_NICE)
5344 /* Nice monsters get mean */
5345 m_ptr->mflag &= ~(MFLAG_NICE);
5348 /* Handle memorized monsters */
5349 if (m_ptr->mflag & MFLAG_MARK)
5351 /* Maintain detection */
5352 if (m_ptr->mflag & MFLAG_SHOW)
5355 m_ptr->mflag &= ~(MFLAG_SHOW);
5357 /* Still need repairs */
5358 repair_monsters = TRUE;
5361 /* Remove detection */
5365 m_ptr->mflag &= ~(MFLAG_MARK);
5367 /* Assume invisible */
5370 /* Update the monster */
5371 update_mon(i, FALSE);
5373 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5374 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5376 /* Redraw regardless */
5377 lite_spot(m_ptr->fy, m_ptr->fx);
5382 if (p_ptr->pclass == CLASS_IMITATOR)
5384 if (mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5387 for (i = 0; i < mane_num; i++)
5389 mane_spell[i] = mane_spell[i+1];
5390 mane_dam[i] = mane_dam[i+1];
5394 p_ptr->redraw |= (PR_MANE);
5396 if (p_ptr->action == ACTION_LEARN)
5399 p_ptr->redraw |= (PR_STATE);
5402 if (world_player && (p_ptr->energy < 1000))
5405 p_ptr->redraw |= (PR_MAP);
5407 /* Update monsters */
5408 p_ptr->update |= (PU_MONSTERS);
5411 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5414 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
5416 msg_print("You feel time flowing around you once more.");
5419 world_player = FALSE;
5426 /* Hack -- notice death */
5427 if (!alive || death)
5429 world_player = FALSE;
5433 /* Handle "leaving" */
5434 if (p_ptr->leaving) break;
5437 /* Update scent trail */
5443 * Interact with the current dungeon level.
5445 * This function will not exit until the level is completed,
5446 * the user dies, or the game is terminated.
5448 static void dungeon(bool load_game)
5450 int quest_num = 0, i, num;
5452 /* Set the base level */
5453 base_level = dun_level;
5455 /* Reset various flags */
5459 p_ptr->leaving = FALSE;
5461 /* Reset the "command" vars */
5469 /* Cancel the target */
5473 ambush_flag = FALSE;
5475 /* Cancel the health bar */
5478 /* Check visual effects */
5479 shimmer_monsters = TRUE;
5480 shimmer_objects = TRUE;
5481 repair_monsters = TRUE;
5482 repair_objects = TRUE;
5488 /* Get index of current quest (if any) */
5489 quest_num = quest_number(dun_level);
5491 /* Inside a quest? */
5494 /* Mark the quest monster */
5495 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5498 /* Track maximum player level */
5499 if (p_ptr->max_plv < p_ptr->lev)
5501 p_ptr->max_plv = p_ptr->lev;
5505 /* Track maximum dungeon level (if not in quest -KMW-) */
5506 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5508 max_dlv[dungeon_type] = dun_level;
5509 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5512 /* No stairs down from Quest */
5513 if (quest_number(dun_level))
5515 create_down_stair = 0;
5518 /* Paranoia -- no stairs from town or wilderness */
5519 if (!dun_level) create_down_stair = create_up_stair = 0;
5521 /* Option -- no connected stairs */
5522 if (!dungeon_stair) create_down_stair = create_up_stair = 0;
5524 /* Option -- no up stairs */
5525 if (ironman_downward) create_down_stair = create_up_stair = 0;
5527 /* Make a stairway. */
5528 if (create_up_stair || create_down_stair)
5530 /* Place a stairway */
5531 if (cave_valid_bold(py, px))
5534 delete_object(py, px);
5537 if (create_down_stair)
5539 if (create_down_stair == 2) cave_set_feat(py, px, FEAT_MORE_MORE);
5540 else cave_set_feat(py, px, FEAT_MORE);
5544 if (create_up_stair == 2) cave_set_feat(py, px, FEAT_LESS_LESS);
5545 else cave_set_feat(py, px, FEAT_LESS);
5549 /* Cancel the stair request */
5550 create_down_stair = create_up_stair = 0;
5554 /* Verify the panel */
5557 /* Validate the panel */
5560 panel_bounds_center();
5568 /* Flush messages */
5572 /* Enter "xtra" mode */
5573 character_xtra = TRUE;
5576 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5579 p_ptr->window |= (PW_MONSTER);
5581 /* Redraw dungeon */
5582 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5585 p_ptr->redraw |= (PR_MAP);
5588 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5591 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5593 /* Calculate torch radius */
5594 p_ptr->update |= (PU_TORCH);
5606 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_DISTANCE | PU_MON_LITE);
5607 p_ptr->update |= (PU_MONSTERS);/*¼«Ê¬¤Ç¸÷¤Ã¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î°Ù */
5615 /* Leave "xtra" mode */
5616 character_xtra = FALSE;
5619 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5621 /* Combine / Reorder the pack */
5622 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5639 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();
5641 if (p_ptr->inside_battle)
5645 p_ptr->energy = 100;
5652 msg_print("»î¹ç³«»Ï¡ª");
5654 msg_format("Ready..Fight!");
5660 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
5661 p_ptr->magic_num1[0] = MUSIC_DETECT;
5663 /* Hack -- notice death or departure */
5664 if (!alive || death) return;
5666 /* Print quest message if appropriate */
5667 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5669 quest_discovery(random_quest_number(dun_level));
5670 p_ptr->inside_quest = random_quest_number(dun_level);
5672 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5674 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5676 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
5677 d_name+d_info[dungeon_type].name,
5678 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5680 msg_format("%^s lives in this level as the keeper of %s.",
5681 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5682 d_name+d_info[dungeon_type].name);
5686 /*** Process this dungeon level ***/
5688 /* Reset the monster generation level */
5689 monster_level = base_level;
5691 /* Reset the object generation level */
5692 object_level = base_level;
5696 if (p_ptr->energy < 100 && !p_ptr->inside_battle && (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena)) p_ptr->energy = 100;
5697 /* Not leaving dungeon */
5698 p_ptr->leaving_dungeon = FALSE;
5703 int i, correct_inven_cnt = 0;
5705 /* Hack -- Compact the monster list occasionally */
5706 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5708 /* Hack -- Compress the monster list occasionally */
5709 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5712 /* Hack -- Compact the object list occasionally */
5713 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5715 /* Hack -- Compress the object list occasionally */
5716 if (o_cnt + 32 < o_max) compact_objects(0);
5719 /* Process the player */
5723 if (p_ptr->notice) notice_stuff();
5726 for (i = 0; i < INVEN_PACK; i++)
5728 object_type *j_ptr = &inventory[i];
5730 /* Skip non-objects */
5731 if (!j_ptr->k_idx) continue;
5733 correct_inven_cnt++;
5737 if (p_ptr->update) update_stuff();
5740 if (p_ptr->redraw) redraw_stuff();
5743 if (p_ptr->window) window_stuff();
5745 /* Hack -- Hilite the player */
5746 move_cursor_relative(py, px);
5748 /* Optional fresh */
5749 if (fresh_after) Term_fresh();
5751 /* Hack -- Notice death or departure */
5752 if (!alive || death) break;
5754 /* Process all of the monsters */
5758 if (p_ptr->notice) notice_stuff();
5761 if (p_ptr->update) update_stuff();
5764 if (p_ptr->redraw) redraw_stuff();
5767 if (p_ptr->window) window_stuff();
5769 /* Hack -- Hilite the player */
5770 move_cursor_relative(py, px);
5772 /* Optional fresh */
5773 if (fresh_after) Term_fresh();
5775 /* Hack -- Notice death or departure */
5776 if (!alive || death) break;
5779 /* Process the world */
5783 if (p_ptr->notice) notice_stuff();
5786 if (p_ptr->update) update_stuff();
5789 if (p_ptr->redraw) redraw_stuff();
5792 if (p_ptr->window) window_stuff();
5794 /* Hack -- Hilite the player */
5795 move_cursor_relative(py, px);
5797 /* Optional fresh */
5798 if (fresh_after) Term_fresh();
5800 /* Hack -- Notice death or departure */
5801 if (!alive || death) break;
5803 /* Handle "leaving" */
5804 if (p_ptr->leaving) break;
5806 /* Count game turns */
5808 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5809 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5810 if (wild_regen) wild_regen--;
5813 /* Inside a quest and non-unique questor? */
5814 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5816 /* Un-mark the quest monster */
5817 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5820 /* Not save-and-quit and not dead? */
5821 if (alive && !death)
5823 for(num = 0; num < 21; num++)
5825 party_mon[num].r_idx = 0;
5830 COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
5833 for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
5835 monster_type *m_ptr = &m_list[i];
5837 if (!m_ptr->r_idx) continue;
5838 if (!is_pet(m_ptr)) continue;
5839 if (i == p_ptr->riding) continue;
5841 if (m_ptr->nickname && (player_has_los_bold(m_ptr->fy, m_ptr->fx) || los(m_ptr->fy, m_ptr->fx, py, px)))
5843 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 3) continue;
5847 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) continue;
5849 if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
5851 COPY(&party_mon[num], &m_list[i], monster_type);
5852 delete_monster_idx(i);
5855 if (record_named_pet)
5857 for (i = m_max - 1; i >=1; i--)
5859 monster_type *m_ptr = &m_list[i];
5862 if (!m_ptr->r_idx) continue;
5863 if (!is_pet(m_ptr)) continue;
5864 if (!m_ptr->nickname) continue;
5865 if (p_ptr->riding == i) continue;
5867 monster_desc(m_name, m_ptr, 0x88);
5868 do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
5878 * Load some "user pref files"
5880 * Modified by Arcum Dagsson to support
5881 * separate macro files for different realms.
5883 static void load_all_pref_files(void)
5887 /* Access the "race" pref file */
5888 sprintf(buf, "%s.prf", rp_ptr->title);
5890 /* Process that file */
5891 process_pref_file(buf);
5893 /* Access the "class" pref file */
5894 sprintf(buf, "%s.prf", cp_ptr->title);
5896 /* Process that file */
5897 process_pref_file(buf);
5899 /* Access the "character" pref file */
5900 sprintf(buf, "%s.prf", player_base);
5902 /* Process that file */
5903 process_pref_file(buf);
5906 sprintf(buf, "picktype-%s.prf", player_base);
5908 sprintf(buf, "pickpref-%s.prf", player_base);
5910 process_pickpref_file(buf);
5912 process_pickpref_file("picktype.prf");
5914 process_pickpref_file("pickpref.prf");
5917 /* Access the "realm 1" pref file */
5918 if (p_ptr->realm1 != REALM_NONE)
5920 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5922 /* Process that file */
5923 process_pref_file(buf);
5926 /* Access the "realm 2" pref file */
5927 if (p_ptr->realm2 != REALM_NONE)
5929 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5931 /* Process that file */
5932 process_pref_file(buf);
5938 * Actually play a game
5940 * If the "new_game" parameter is true, then, after loading the
5941 * savefile, we will commit suicide, if necessary, to allow the
5942 * player to start a new game.
5944 void play_game(bool new_game)
5947 bool load_game = TRUE;
5957 hack_mutation = FALSE;
5959 /* Hack -- Character is "icky" */
5960 character_icky = TRUE;
5962 /* Hack -- turn off the cursor */
5963 (void)Term_set_cursor(0);
5966 /* Attempt to load */
5971 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
5973 quit("broken savefile");
5978 /* Extract the options */
5979 for (i = 0; option_info[i].o_desc; i++)
5981 int os = option_info[i].o_set;
5982 int ob = option_info[i].o_bit;
5984 /* Set the "default" options */
5985 if (option_info[i].o_var)
5988 if (option_flag[os] & (1L << ob))
5991 (*option_info[i].o_var) = TRUE;
5998 (*option_info[i].o_var) = FALSE;
6003 /* Report waited score */
6004 if (wait_report_score)
6010 if (!get_check("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©"))
6012 if (!get_check("Do you register score now? "))
6017 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6024 start_time = time(NULL);
6026 /* No suspending now */
6027 signals_ignore_tstp();
6029 /* Hack -- Character is now "icky" */
6030 character_icky = TRUE;
6032 /* Build the filename */
6033 path_build(buf, 1024, ANGBAND_DIR_APEX, "scores.raw");
6035 /* Open the high score file, for reading/writing */
6036 highscore_fd = fd_open(buf, O_RDWR);
6038 /* Handle score, show Top scores */
6039 success = send_world_score(TRUE);
6042 if (!success && !get_check("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©"))
6044 if (!success && !get_check("Do you give up score registration? "))
6048 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6050 prt("standing by for future registration...", 0, 0);
6056 wait_report_score = FALSE;
6059 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6061 if (!save_player()) msg_print("death save failed!");
6064 /* Shut the high score file */
6065 (void)fd_close(highscore_fd);
6067 /* Forget the high score fd */
6070 /* Allow suspending now */
6071 signals_handle_tstp();
6076 /* Nothing loaded */
6077 if (!character_loaded)
6079 /* Make new player */
6082 /* The dungeon is not ready */
6083 character_dungeon = FALSE;
6085 /* Prepare to init the RNG */
6089 /* Process old character */
6092 /* Process the player name */
6093 process_player_name(FALSE);
6102 seed = (time(NULL));
6106 /* Mutate the seed on Unix machines */
6107 seed = ((seed >> 3) * (getpid() << 1));
6111 /* Use the complex RNG */
6114 /* Seed the "complex" RNG */
6115 Rand_state_init(seed);
6118 /* Roll new character */
6121 monster_race *r_ptr;
6123 /* The dungeon is not ready */
6124 character_dungeon = FALSE;
6128 p_ptr->inside_quest = 0;
6129 p_ptr->inside_arena = FALSE;
6130 p_ptr->inside_battle = FALSE;
6134 /* Hack -- seed for flavors */
6135 seed_flavor = randint0(0x10000000);
6137 /* Hack -- seed for town layout */
6138 seed_town = randint0(0x10000000);
6140 /* Roll up a new character */
6147 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ÊÕ¶¤ÎÃϤ˹ߤêΩ¤Ã¤¿¡£");
6149 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You are standing in the Outpost.");
6153 get_mon_num_prep(NULL, NULL);
6154 for (i = 0; i < MAX_KUBI; i++)
6160 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6161 r_ptr = &r_info[kubi_r_idx[i]];
6163 if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6165 if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
6166 if (r_ptr->rarity > 100) continue;
6168 if(r_ptr->flags6 & RF6_SPECIAL) continue;
6170 for (j = 0; j < i; j++)
6171 if (kubi_r_idx[i] == kubi_r_idx[j])break;
6176 for (i = 0; i < MAX_KUBI -1; i++)
6179 for (j = i; j < MAX_KUBI; j++)
6181 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6183 tmp = kubi_r_idx[i];
6184 kubi_r_idx[i] = kubi_r_idx[j];
6185 kubi_r_idx[j] = tmp;
6190 p_ptr->inside_battle = TRUE;
6193 today_mon = get_mon_num(3);
6194 r_ptr = &r_info[today_mon];
6196 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6197 if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
6198 if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
6199 if (r_ptr->rarity > 10) continue;
6200 if (r_ptr->level == 0) continue;
6203 p_ptr->inside_battle = FALSE;
6207 write_level = FALSE;
6210 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6212 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6216 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6217 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6219 if (p_ptr->riding == -1)
6222 for(i = m_max; i > 0; i--)
6224 if ((m_list[i].fy == py) && (m_list[i].fx == px))
6233 p_ptr->teleport_town = FALSE;
6234 p_ptr->sutemi = FALSE;
6235 world_monster = FALSE;
6236 now_damaged = FALSE;
6238 start_time = time(NULL) - 1;
6239 record_o_name[0] = '\0';
6241 /* Sexy gal gets bonus to maximum weapon skill of whip */
6242 if(p_ptr->pseikaku == SEIKAKU_SEXY)
6243 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
6245 /* Fill the arrays of floors and walls in the good proportions */
6246 for (i = 0; i < 100; i++)
6248 int lim1, lim2, lim3;
6250 lim1 = d_info[dungeon_type].floor_percent1;
6251 lim2 = lim1 + d_info[dungeon_type].floor_percent2;
6252 lim3 = lim2 + d_info[dungeon_type].floor_percent3;
6255 floor_type[i] = d_info[dungeon_type].floor1;
6257 floor_type[i] = d_info[dungeon_type].floor2;
6259 floor_type[i] = d_info[dungeon_type].floor3;
6261 lim1 = d_info[dungeon_type].fill_percent1;
6262 lim2 = lim1 + d_info[dungeon_type].fill_percent2;
6263 lim3 = lim2 + d_info[dungeon_type].fill_percent3;
6265 fill_type[i] = d_info[dungeon_type].fill_type1;
6267 fill_type[i] = d_info[dungeon_type].fill_type2;
6269 fill_type[i] = d_info[dungeon_type].fill_type3;
6272 /* Flavor the objects */
6280 /* Flash a message */
6282 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6284 prt("Please wait...", 0, 0);
6288 /* Flush the message */
6292 /* Hack -- Enter wizard mode */
6293 if (arg_wizard && enter_wizard_mode()) wizard = TRUE;
6295 /* Initialize the town-buildings if necessary */
6296 if (!dun_level && !p_ptr->inside_quest)
6298 /* Init the wilderness */
6300 process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
6303 init_flags = INIT_ONLY_BUILDINGS;
6305 process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
6310 /* Initialize vault info */
6312 if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
6314 if (init_v_info()) quit("Cannot initialize vaults");
6317 /* Generate a dungeon level if needed */
6318 if (!character_dungeon) generate_cave();
6321 /* Character is now "complete" */
6322 character_generated = TRUE;
6325 /* Hack -- Character is no longer "icky" */
6326 character_icky = FALSE;
6332 /* Reset the visual mappings */
6335 /* Load the "pref" files */
6336 load_all_pref_files();
6338 /* React to changes */
6339 Term_xtra(TERM_XTRA_REACT, 0);
6342 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6345 p_ptr->window |= (PW_MONSTER);
6351 /* Set or clear "rogue_like_commands" if requested */
6352 if (arg_force_original) rogue_like_commands = FALSE;
6353 if (arg_force_roguelike) rogue_like_commands = TRUE;
6355 /* Hack -- Enforce "delayed death" */
6356 if (p_ptr->chp < 0) death = TRUE;
6358 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6360 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6362 monster_type *m_ptr;
6363 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6364 monster_race *r_ptr = &r_info[pet_r_idx];
6365 place_monster_aux(py, px - 1, pet_r_idx,
6366 FALSE, FALSE, TRUE, TRUE, TRUE, FALSE);
6367 m_ptr = &m_list[hack_m_idx_ii];
6368 m_ptr->mspeed = r_ptr->speed;
6369 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6370 m_ptr->max_maxhp = m_ptr->maxhp;
6371 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6372 m_ptr->energy = -100;
6378 /* Process the level */
6382 if (p_ptr->notice) notice_stuff();
6385 if (p_ptr->update) update_stuff();
6388 if (p_ptr->redraw) redraw_stuff();
6391 if (p_ptr->window) window_stuff();
6394 /* Cancel the target */
6397 /* Cancel the health bar */
6401 /* Forget the lite */
6404 /* Forget the view */
6407 /* Forget the view */
6410 /* Handle "quit and save" */
6411 if (!alive && !death) break;
6413 /* Erase the old cave */
6415 if (!death) wipe_m_list();
6423 /* Accidental Death */
6426 if (p_ptr->inside_arena)
6428 p_ptr->inside_arena = FALSE;
6429 if(p_ptr->arena_number > MAX_ARENA_MONS)
6430 p_ptr->arena_number++;
6432 p_ptr->arena_number = 99;
6435 p_ptr->chp_frac = 0;
6436 p_ptr->exit_bldg = TRUE;
6441 /* Mega-Hack -- Allow player to cheat death */
6443 if ((wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6445 if ((wizard || cheat_live) && !get_check("Die? "))
6449 /* Mark social class, reset age, if needed */
6450 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6460 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6462 msg_print("You invoke wizard mode and cheat death.");
6468 /* Restore hit points */
6469 p_ptr->chp = p_ptr->mhp;
6470 p_ptr->chp_frac = 0;
6472 if (p_ptr->pclass == CLASS_MAGIC_EATER)
6474 for (i = 0; i < 72; i++)
6476 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*0x10000;
6478 for (; i < 108; i++)
6480 p_ptr->magic_num1[i] = 0;
6483 /* Restore spell points */
6484 p_ptr->csp = p_ptr->msp;
6485 p_ptr->csp_frac = 0;
6487 /* Hack -- Healing */
6489 (void)set_confused(0);
6490 (void)set_poisoned(0);
6491 (void)set_afraid(0);
6492 (void)set_paralyzed(0);
6497 /* Hack -- Prevent starvation */
6498 (void)set_food(PY_FOOD_MAX - 1);
6500 /* Hack -- cancel recall */
6501 if (p_ptr->word_recall)
6505 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
6507 msg_print("A tension leaves the air around you...");
6512 /* Hack -- Prevent recall */
6513 p_ptr->word_recall = 0;
6514 p_ptr->redraw |= (PR_STATUS);
6517 /* Note cause of death XXX XXX XXX */
6519 (void)strcpy(died_from, "»à¤Îµ½¤");
6521 (void)strcpy(died_from, "Cheating death");
6529 p_ptr->inside_arena = FALSE;
6530 p_ptr->inside_battle = FALSE;
6532 p_ptr->inside_quest = 0;
6533 p_ptr->recall_dungeon = dungeon_type;
6535 if (lite_town || vanilla_town)
6537 p_ptr->wilderness_y = 1;
6538 p_ptr->wilderness_x = 1;
6552 p_ptr->wilderness_y = 48;
6553 p_ptr->wilderness_x = 5;
6559 p_ptr->wild_mode = FALSE;
6560 p_ptr->leaving = TRUE;
6563 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
6565 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
6571 /* Handle "death" */
6574 /* Make a new level */
6585 s32b turn_real(s32b hoge)
6587 if ((p_ptr->prace == RACE_VAMPIRE) ||
6588 (p_ptr->prace == RACE_SKELETON) ||
6589 (p_ptr->prace == RACE_ZOMBIE) ||
6590 (p_ptr->prace == RACE_SPECTRE))
6591 return hoge-(60L * TOWN_DAWN) / 4;