3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-smith.h"
21 #include "cmd-usestaff.h"
22 #include "cmd-zaprod.h"
23 #include "cmd-zapwand.h"
26 #include "floor-events.h"
27 #include "object-curse.h"
29 #include "spells-summon.h"
30 #include "spells-object.h"
31 #include "spells-status.h"
32 #include "spells-floor.h"
33 #include "monsterrace-hook.h"
39 #include "player-move.h"
40 #include "player-status.h"
41 #include "cmd-spell.h"
42 #include "realm-hex.h"
43 #include "object-hook.h"
47 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
48 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
51 * @brief 擬似鑑定を実際に行い判定を反映する
52 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
53 * @param heavy 重度の擬似鑑定を行うならばTRUE
56 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
59 object_type *o_ptr = &inventory[slot];
60 GAME_TEXT o_name[MAX_NLEN];
62 /* We know about it already, do not tell us again */
63 if (o_ptr->ident & (IDENT_SENSE))return;
65 /* It is fully known, no information needed */
66 if (object_is_known(o_ptr)) return;
68 /* Check for a feeling */
69 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
71 /* Skip non-feelings */
75 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
86 feel = FEEL_EXCELLENT;
92 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
99 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
105 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
112 feel = FEEL_WORTHLESS;
117 feel = FEEL_TERRIBLE;
123 /* Stop everything */
124 if (disturb_minor) disturb(FALSE, FALSE);
126 /* Get an object description */
127 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
129 /* Message (equipment) */
130 if (slot >= INVEN_RARM)
133 msg_format("%s%s(%c)は%sという感じがする...",
134 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
136 msg_format("You feel the %s (%c) you are %s %s %s...",
137 o_name, index_to_label(slot), describe_use(slot),
138 ((o_ptr->number == 1) ? "is" : "are"),
139 game_inscriptions[feel]);
144 /* Message (inventory) */
148 msg_format("ザックの中の%s(%c)は%sという感じがする...",
149 o_name, index_to_label(slot),game_inscriptions[feel]);
151 msg_format("You feel the %s (%c) in your pack %s %s...",
152 o_name, index_to_label(slot),
153 ((o_ptr->number == 1) ? "is" : "are"),
154 game_inscriptions[feel]);
159 o_ptr->ident |= (IDENT_SENSE);
161 /* Set the "inscription" */
162 o_ptr->feeling = feel;
164 /* Auto-inscription/destroy */
165 autopick_alter_item(slot, destroy_feeling);
166 p_ptr->update |= (PU_COMBINE | PU_REORDER);
168 p_ptr->window |= (PW_INVEN | PW_EQUIP);
174 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
177 * Sense the inventory\n
179 * Class 0 = Warrior --> fast and heavy\n
180 * Class 1 = Mage --> slow and light\n
181 * Class 2 = Priest --> fast but light\n
182 * Class 3 = Rogue --> okay and heavy\n
183 * Class 4 = Ranger --> slow but heavy (changed!)\n
184 * Class 5 = Paladin --> slow but heavy\n
186 static void sense_inventory1(void)
189 PLAYER_LEVEL plev = p_ptr->lev;
194 /*** Check for "sensing" ***/
196 /* No sensing when confused */
197 if (p_ptr->confused) return;
199 /* Analyze the class */
200 switch (p_ptr->pclass)
208 if (0 != randint0(9000L / (plev * plev + 40))) return;
219 if (0 != randint0(6000L / (plev * plev + 50))) return;
228 case CLASS_HIGH_MAGE:
230 case CLASS_MAGIC_EATER:
232 /* Very bad (light) sensing */
233 if (0 != randint0(240000L / (plev + 5))) return;
241 /* Good (light) sensing */
242 if (0 != randint0(10000L / (plev * plev + 40))) return;
251 if (0 != randint0(20000L / (plev * plev + 40))) return;
262 if (0 != randint0(95000L / (plev * plev + 40))) return;
274 if (0 != randint0(77777L / (plev * plev + 40))) return;
282 case CLASS_WARRIOR_MAGE:
286 if (0 != randint0(75000L / (plev * plev + 40))) return;
291 case CLASS_MINDCRAFTER:
293 case CLASS_BLUE_MAGE:
294 case CLASS_MIRROR_MASTER:
297 if (0 != randint0(55000L / (plev * plev + 40))) return;
302 case CLASS_CHAOS_WARRIOR:
305 if (0 != randint0(80000L / (plev * plev + 40))) return;
314 case CLASS_FORCETRAINER:
317 if (0 != randint0(20000L / (plev * plev + 40))) return;
325 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
333 case CLASS_BEASTMASTER:
336 if (0 != randint0(65000L / (plev * plev + 40))) return;
340 case CLASS_BERSERKER:
349 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
351 /*** Sense everything ***/
353 /* Check everything */
354 for (i = 0; i < INVEN_TOTAL; i++)
358 o_ptr = &inventory[i];
360 /* Skip empty slots */
361 if (!o_ptr->k_idx) continue;
363 /* Valid "tval" codes */
390 /* Skip non-sense machines */
393 /* Occasional failure on inventory items */
394 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
397 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
402 sense_inventory_aux(i, heavy);
407 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
410 static void sense_inventory2(void)
413 PLAYER_LEVEL plev = p_ptr->lev;
417 /*** Check for "sensing" ***/
419 /* No sensing when confused */
420 if (p_ptr->confused) return;
422 /* Analyze the class */
423 switch (p_ptr->pclass)
429 case CLASS_BERSERKER:
437 case CLASS_CHAOS_WARRIOR:
439 case CLASS_BEASTMASTER:
442 /* Very bad (light) sensing */
443 if (0 != randint0(240000L / (plev + 5))) return;
449 case CLASS_WARRIOR_MAGE:
454 if (0 != randint0(95000L / (plev * plev + 40))) return;
462 case CLASS_FORCETRAINER:
463 case CLASS_MINDCRAFTER:
466 if (0 != randint0(20000L / (plev * plev + 40))) return;
472 case CLASS_HIGH_MAGE:
474 case CLASS_MAGIC_EATER:
475 case CLASS_MIRROR_MASTER:
476 case CLASS_BLUE_MAGE:
479 if (0 != randint0(9000L / (plev * plev + 40))) return;
487 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
493 /*** Sense everything ***/
495 /* Check everything */
496 for (i = 0; i < INVEN_TOTAL; i++)
500 o_ptr = &inventory[i];
502 /* Skip empty slots */
503 if (!o_ptr->k_idx) continue;
505 /* Valid "tval" codes */
518 /* Skip non-sense machines */
521 /* Occasional failure on inventory items */
522 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
524 sense_inventory_aux(i, TRUE);
529 * @brief パターン終点到達時のテレポート処理を行う
532 static void pattern_teleport(void)
535 DEPTH max_level = 99;
538 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
543 /* Only downward in ironman mode */
544 if (ironman_downward)
545 min_level = current_floor_ptr->dun_level;
548 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
550 if (current_floor_ptr->dun_level > 100)
551 max_level = MAX_DEPTH - 1;
552 else if (current_floor_ptr->dun_level == 100)
557 max_level = d_info[p_ptr->dungeon_idx].maxdepth;
558 min_level = d_info[p_ptr->dungeon_idx].mindepth;
562 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
565 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
567 /* Ask for a level */
568 if (!get_string(ppp, tmp_val, 10)) return;
570 /* Extract request */
571 command_arg = (COMMAND_ARG)atoi(tmp_val);
573 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
575 teleport_player(200, 0L);
584 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
587 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
590 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
592 if (autosave_l) do_cmd_save_game(TRUE);
595 current_floor_ptr->dun_level = command_arg;
599 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
601 p_ptr->inside_quest = 0;
605 * Clear all saved floors
606 * and create a first saved floor
608 prepare_change_floor_mode(CFM_FIRST_FLOOR);
611 p_ptr->leaving = TRUE;
615 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
616 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
618 static bool pattern_effect(void)
622 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
624 if ((prace_is_(RACE_AMBERITE)) &&
625 (p_ptr->cut > 0) && one_in_(10))
630 pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
632 switch (pattern_type)
634 case PATTERN_TILE_END:
636 (void)restore_all_status();
637 (void)restore_level();
638 (void)cure_critical_wounds(1000);
640 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
641 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
644 * We could make the healing effect of the
645 * Pattern center one-time only to avoid various kinds
646 * of abuse, like luring the win monster into fighting you
647 * in the middle of the pattern...
651 case PATTERN_TILE_OLD:
655 case PATTERN_TILE_TELEPORT:
659 case PATTERN_TILE_WRECKED:
661 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
665 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
667 else if (!IS_INVULN())
668 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
677 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
678 * @param percent 回復比率
681 static void regenhp(int percent)
687 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
688 if (p_ptr->action == ACTION_HAYAGAKE) return;
690 /* Save the old hitpoints */
691 old_chp = p_ptr->chp;
694 * Extract the new hitpoints
696 * 'percent' is the Regen factor in unit (1/2^16)
699 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
701 /* Convert the unit (1/2^16) to (1/2^32) */
702 s64b_LSHIFT(new_chp, new_chp_frac, 16);
705 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
709 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
711 p_ptr->chp = p_ptr->mhp;
716 if (old_chp != p_ptr->chp)
718 p_ptr->redraw |= (PR_HP);
719 p_ptr->window |= (PW_PLAYER);
726 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
727 * @param upkeep_factor ペット維持によるMPコスト量
728 * @param regen_amount 回復量
731 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
733 MANA_POINT old_csp = p_ptr->csp;
734 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
737 * Excess mana will decay 32 times faster than normal
740 if (p_ptr->csp > p_ptr->msp)
742 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
744 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
746 /* Convert the unit (1/2^16) to (1/2^32) */
747 s64b_LSHIFT(decay, decay_frac, 16);
750 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
753 if (p_ptr->csp < p_ptr->msp)
755 p_ptr->csp = p_ptr->msp;
760 /* Regenerating mana (unless the player has excess mana) */
761 else if (regen_rate > 0)
763 /* (percent/100) is the Regen factor in unit (1/2^16) */
764 MANA_POINT new_mana = 0;
765 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
767 /* Convert the unit (1/2^16) to (1/2^32) */
768 s64b_LSHIFT(new_mana, new_mana_frac, 16);
771 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
773 /* Must set frac to zero even if equal */
774 if (p_ptr->csp >= p_ptr->msp)
776 p_ptr->csp = p_ptr->msp;
782 /* Reduce mana (even when the player has excess mana) */
785 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
786 s32b reduce_mana = 0;
787 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
789 /* Convert the unit (1/2^16) to (1/2^32) */
790 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
793 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
803 if (old_csp != p_ptr->csp)
805 p_ptr->redraw |= (PR_MANA);
806 p_ptr->window |= (PW_PLAYER);
807 p_ptr->window |= (PW_SPELL);
813 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
814 * @param regen_amount 回復量
817 static void regenmagic(int regen_amount)
822 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
824 for (i = 0; i < EATER_EXT*2; i++)
826 if (!p_ptr->magic_num2[i]) continue;
827 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
829 /* Increase remaining charge number like float value */
830 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
831 p_ptr->magic_num1[i] += new_mana;
833 /* Check maximum charge */
834 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
836 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
840 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
842 if (!p_ptr->magic_num1[i]) continue;
843 if (!p_ptr->magic_num2[i]) continue;
845 /* Decrease remaining period for charging */
846 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
847 / (dev * 16 * PY_REGEN_NORMAL);
848 p_ptr->magic_num1[i] -= new_mana;
850 /* Check minimum remaining period for charging */
851 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
858 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
860 * @note Should probably be done during monster turns.
862 static void regen_monsters(void)
867 /* Regenerate everyone */
868 for (i = 1; i < m_max; i++)
870 /* Check the i'th monster */
871 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
872 monster_race *r_ptr = &r_info[m_ptr->r_idx];
875 /* Skip dead monsters */
876 if (!m_ptr->r_idx) continue;
878 /* Allow regeneration (if needed) */
879 if (m_ptr->hp < m_ptr->maxhp)
881 /* Hack -- Base regeneration */
882 frac = m_ptr->maxhp / 100;
884 /* Hack -- Minimal regeneration rate */
885 if (!frac) if (one_in_(2)) frac = 1;
887 /* Hack -- Some monsters regenerate quickly */
888 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
890 /* Hack -- Regenerate */
893 /* Do not over-regenerate */
894 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
896 /* Redraw (later) if needed */
897 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
898 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
905 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
907 * @note Should probably be done during monster turns.
909 static void regen_captured_monsters(void)
914 /* Regenerate everyone */
915 for (i = 0; i < INVEN_TOTAL; i++)
918 object_type *o_ptr = &inventory[i];
920 if (!o_ptr->k_idx) continue;
921 if (o_ptr->tval != TV_CAPTURE) continue;
922 if (!o_ptr->pval) continue;
926 r_ptr = &r_info[o_ptr->pval];
928 /* Allow regeneration (if needed) */
929 if (o_ptr->xtra4 < o_ptr->xtra5)
931 /* Hack -- Base regeneration */
932 frac = o_ptr->xtra5 / 100;
934 /* Hack -- Minimal regeneration rate */
935 if (!frac) if (one_in_(2)) frac = 1;
937 /* Hack -- Some monsters regenerate quickly */
938 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
940 /* Hack -- Regenerate */
941 o_ptr->xtra4 += (XTRA16)frac;
943 /* Do not over-regenerate */
944 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
951 p_ptr->update |= (PU_COMBINE);
952 p_ptr->window |= (PW_INVEN);
953 p_ptr->window |= (PW_EQUIP);
959 * @brief 寿命つき光源の警告メッセージ処理
960 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
963 static void notice_lite_change(object_type *o_ptr)
965 /* Hack -- notice interesting fuel steps */
966 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
968 p_ptr->window |= (PW_EQUIP);
971 /* Hack -- Special treatment when blind */
974 /* Hack -- save some light for later */
975 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
978 /* The light is now out */
979 else if (o_ptr->xtra4 == 0)
981 disturb(FALSE, TRUE);
982 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
984 /* Recalculate torch radius */
985 p_ptr->update |= (PU_TORCH);
987 /* Some ego light lose its effects without fuel */
988 p_ptr->update |= (PU_BONUS);
991 /* The light is getting dim */
992 else if (o_ptr->name2 == EGO_LITE_LONG)
994 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
995 && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
997 if (disturb_minor) disturb(FALSE, TRUE);
998 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1002 /* The light is getting dim */
1003 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1005 if (disturb_minor) disturb(FALSE, TRUE);
1006 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1012 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1013 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1016 static void recharged_notice(object_type *o_ptr)
1018 GAME_TEXT o_name[MAX_NLEN];
1022 /* No inscription */
1023 if (!o_ptr->inscription) return;
1026 s = my_strchr(quark_str(o_ptr->inscription), '!');
1028 /* Process notification request. */
1031 /* Find another '!' */
1034 /* Describe (briefly) */
1035 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1037 /* Notify the player */
1039 msg_format("%sは再充填された。", o_name);
1041 if (o_ptr->number > 1)
1042 msg_format("Your %s are recharged.", o_name);
1044 msg_format("Your %s is recharged.", o_name);
1047 disturb(FALSE, FALSE);
1053 /* Keep looking for '!'s */
1054 s = my_strchr(s + 1, '!');
1059 * @brief プレイヤーの歌に関する継続処理
1062 static void check_music(void)
1064 const magic_type *s_ptr;
1066 MANA_POINT need_mana;
1067 u32b need_mana_frac;
1069 /* Music singed by player */
1070 if (p_ptr->pclass != CLASS_BARD) return;
1071 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1073 if (p_ptr->anti_magic)
1075 stop_singing(p_ptr);
1079 spell = SINGING_SONG_ID(p_ptr);
1080 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1082 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1086 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1088 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1090 stop_singing(p_ptr);
1095 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1097 p_ptr->redraw |= PR_MANA;
1098 if (INTERUPTING_SONG_EFFECT(p_ptr))
1100 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1101 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1102 msg_print(_("歌を再開した。", "You restart singing."));
1103 p_ptr->action = ACTION_SING;
1104 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1105 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1106 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1109 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1110 p_ptr->spell_exp[spell] += 5;
1111 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1112 { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1113 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1114 { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1115 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1116 { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1118 /* Do any effects of continual song */
1119 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1123 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1124 * @param flag 探し出したい呪いフラグ配列
1125 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1128 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1131 int choices[INVEN_TOTAL-INVEN_RARM];
1134 /* Paranoia -- Player has no warning-item */
1135 if (!(p_ptr->cursed & flag)) return NULL;
1137 /* Search Inventry */
1138 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1140 object_type *o_ptr = &inventory[i];
1142 if (o_ptr->curse_flags & flag)
1144 choices[number] = i;
1147 else if ((flag == TRC_ADD_L_CURSE) ||
1148 (flag == TRC_ADD_H_CURSE) ||
1149 (flag == TRC_DRAIN_HP) ||
1150 (flag == TRC_DRAIN_MANA) ||
1151 (flag == TRC_CALL_ANIMAL) ||
1152 (flag == TRC_CALL_DEMON) ||
1153 (flag == TRC_CALL_DRAGON) ||
1154 (flag == TRC_CALL_UNDEAD) ||
1155 (flag == TRC_COWARDICE) ||
1156 (flag == TRC_LOW_MELEE) ||
1157 (flag == TRC_LOW_AC) ||
1158 (flag == TRC_LOW_MAGIC) ||
1159 (flag == TRC_FAST_DIGEST) ||
1160 (flag == TRC_SLOW_REGEN) )
1163 BIT_FLAGS flgs[TR_FLAG_SIZE];
1164 object_flags(o_ptr, flgs);
1167 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1168 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1169 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1170 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1171 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1172 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1173 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1174 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1175 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1176 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1177 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1178 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1179 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1180 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1183 if (have_flag(flgs, cf))
1185 choices[number] = i;
1191 /* Choice one of them */
1192 return (&inventory[choices[randint0(number)]]);
1195 static void process_world_aux_digestion(void)
1197 if (!p_ptr->inside_battle)
1199 /* Digest quickly when gorged */
1200 if (p_ptr->food >= PY_FOOD_MAX)
1202 /* Digest a lot of food */
1203 (void)set_food(p_ptr->food - 100);
1206 /* Digest normally -- Every 50 game turns */
1207 else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
1209 /* Basic digestion rate based on speed */
1210 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1212 /* Regeneration takes more food */
1213 if (p_ptr->regenerate)
1215 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1217 if (p_ptr->cursed & TRC_FAST_DIGEST)
1220 /* Slow digestion takes less food */
1221 if (p_ptr->slow_digest)
1224 /* Minimal digestion */
1225 if (digestion < 1) digestion = 1;
1226 /* Maximal digestion */
1227 if (digestion > 100) digestion = 100;
1229 /* Digest some food */
1230 (void)set_food(p_ptr->food - digestion);
1235 if ((p_ptr->food < PY_FOOD_FAINT))
1237 /* Faint occasionally */
1238 if (!p_ptr->paralyzed && (randint0(100) < 10))
1240 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1241 disturb(TRUE, TRUE);
1243 /* Hack -- faint (bypass free action) */
1244 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1247 /* Starve to death (slowly) */
1248 if (p_ptr->food < PY_FOOD_STARVE)
1250 /* Calculate damage */
1251 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1253 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1260 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1261 * / Handle timed damage and regeneration every 10 game turns
1264 static void process_world_aux_hp_and_sp(void)
1266 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
1267 bool cave_no_regen = FALSE;
1268 int upkeep_factor = 0;
1270 /* Default regeneration */
1271 int regen_amount = PY_REGEN_NORMAL;
1274 /*** Damage over Time ***/
1276 /* Take damage from poison */
1277 if (p_ptr->poisoned && !IS_INVULN())
1279 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1282 /* Take damage from cuts */
1283 if (p_ptr->cut && !IS_INVULN())
1287 /* Mortal wound or Deep Gash */
1288 if (p_ptr->cut > 1000)
1293 else if (p_ptr->cut > 200)
1299 else if (p_ptr->cut > 100)
1304 else if (p_ptr->cut > 50)
1309 else if (p_ptr->cut > 25)
1314 else if (p_ptr->cut > 10)
1325 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1328 /* (Vampires) Take damage from sunlight */
1329 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1331 if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1333 if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1335 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1336 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1337 cave_no_regen = TRUE;
1341 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1342 !p_ptr->resist_lite)
1344 object_type * o_ptr = &inventory[INVEN_LITE];
1345 GAME_TEXT o_name [MAX_NLEN];
1346 char ouch [MAX_NLEN+40];
1348 /* Get an object description */
1349 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1350 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1352 cave_no_regen = TRUE;
1354 /* Get an object description */
1355 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1356 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1358 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1362 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1366 if (have_flag(f_ptr->flags, FF_DEEP))
1368 damage = 6000 + randint0(4000);
1370 else if (!p_ptr->levitation)
1372 damage = 3000 + randint0(2000);
1377 if(prace_is_(RACE_ENT)) damage += damage / 3;
1378 if(p_ptr->resist_fire) damage = damage / 3;
1379 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1380 if(p_ptr->levitation) damage = damage / 5;
1382 damage = damage / 100 + (randint0(100) < (damage % 100));
1384 if (p_ptr->levitation)
1386 msg_print(_("熱で火傷した!", "The heat burns you!"));
1387 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1388 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1392 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1393 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1394 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1397 cave_no_regen = TRUE;
1401 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1405 if (have_flag(f_ptr->flags, FF_DEEP))
1407 damage = 6000 + randint0(4000);
1409 else if (!p_ptr->levitation)
1411 damage = 3000 + randint0(2000);
1416 if (p_ptr->resist_cold) damage = damage / 3;
1417 if (IS_OPPOSE_COLD()) damage = damage / 3;
1418 if (p_ptr->levitation) damage = damage / 5;
1420 damage = damage / 100 + (randint0(100) < (damage % 100));
1422 if (p_ptr->levitation)
1424 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1425 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1426 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1430 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1431 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1432 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1435 cave_no_regen = TRUE;
1439 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1443 if (have_flag(f_ptr->flags, FF_DEEP))
1445 damage = 6000 + randint0(4000);
1447 else if (!p_ptr->levitation)
1449 damage = 3000 + randint0(2000);
1454 if (p_ptr->resist_elec) damage = damage / 3;
1455 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1456 if (p_ptr->levitation) damage = damage / 5;
1458 damage = damage / 100 + (randint0(100) < (damage % 100));
1460 if (p_ptr->levitation)
1462 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1463 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1464 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1468 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1469 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1470 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1473 cave_no_regen = TRUE;
1477 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1481 if (have_flag(f_ptr->flags, FF_DEEP))
1483 damage = 6000 + randint0(4000);
1485 else if (!p_ptr->levitation)
1487 damage = 3000 + randint0(2000);
1492 if (p_ptr->resist_acid) damage = damage / 3;
1493 if (IS_OPPOSE_ACID()) damage = damage / 3;
1494 if (p_ptr->levitation) damage = damage / 5;
1496 damage = damage / 100 + (randint0(100) < (damage % 100));
1498 if (p_ptr->levitation)
1500 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1501 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1502 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1506 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1507 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1508 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1511 cave_no_regen = TRUE;
1515 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1519 if (have_flag(f_ptr->flags, FF_DEEP))
1521 damage = 6000 + randint0(4000);
1523 else if (!p_ptr->levitation)
1525 damage = 3000 + randint0(2000);
1530 if (p_ptr->resist_pois) damage = damage / 3;
1531 if (IS_OPPOSE_POIS()) damage = damage / 3;
1532 if (p_ptr->levitation) damage = damage / 5;
1534 damage = damage / 100 + (randint0(100) < (damage % 100));
1536 if (p_ptr->levitation)
1538 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1539 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1540 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1541 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1545 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1546 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1547 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1548 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1551 cave_no_regen = TRUE;
1555 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1556 !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1558 if (p_ptr->total_weight > weight_limit())
1560 msg_print(_("溺れている!", "You are drowning!"));
1561 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1562 cave_no_regen = TRUE;
1569 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1571 damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1572 if (prace_is_(RACE_ENT)) damage += damage / 3;
1573 if (p_ptr->resist_fire) damage = damage / 3;
1574 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1575 msg_print(_("熱い!", "It's hot!"));
1576 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1578 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1580 damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1581 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1582 if (p_ptr->resist_elec) damage = damage / 3;
1583 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1584 msg_print(_("痛い!", "It hurts!"));
1585 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1587 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1589 damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1590 if (p_ptr->resist_cold) damage = damage / 3;
1591 if (IS_OPPOSE_COLD()) damage = damage / 3;
1592 msg_print(_("冷たい!", "It's cold!"));
1593 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1597 /* Spectres -- take damage when moving through walls */
1599 * Added: ANYBODY takes damage if inside through walls
1600 * without wraith form -- NOTE: Spectres will never be
1601 * reduced below 0 hp by being inside a stone wall; others
1604 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1606 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1609 cave_no_regen = TRUE;
1611 if (p_ptr->pass_wall)
1613 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1614 dam_desc = _("密度", "density");
1618 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1619 dam_desc = _("硬い岩", "solid rock");
1622 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1627 /*** handle regeneration ***/
1630 if (p_ptr->food < PY_FOOD_WEAK)
1632 /* Lower regeneration */
1633 if (p_ptr->food < PY_FOOD_STARVE)
1637 else if (p_ptr->food < PY_FOOD_FAINT)
1639 regen_amount = PY_REGEN_FAINT;
1643 regen_amount = PY_REGEN_WEAK;
1647 /* Are we walking the pattern? */
1648 if (pattern_effect())
1650 cave_no_regen = TRUE;
1654 /* Regeneration ability */
1655 if (p_ptr->regenerate)
1657 regen_amount = regen_amount * 2;
1659 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1663 if (p_ptr->cursed & TRC_SLOW_REGEN)
1670 /* Searching or Resting */
1671 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1673 regen_amount = regen_amount * 2;
1676 upkeep_factor = calculate_upkeep();
1678 /* No regeneration while special action */
1679 if ((p_ptr->action == ACTION_LEARN) ||
1680 (p_ptr->action == ACTION_HAYAGAKE) ||
1681 (p_ptr->special_defense & KATA_KOUKIJIN))
1683 upkeep_factor += 100;
1686 /* Regenerate the mana */
1687 regenmana(upkeep_factor, regen_amount);
1690 /* Recharge magic eater's power */
1691 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1693 regenmagic(regen_amount);
1696 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1698 while (upkeep_factor > 100)
1700 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1702 do_cmd_pet_dismiss();
1704 upkeep_factor = calculate_upkeep();
1706 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1711 /* Poisoned or cut yields no healing */
1712 if (p_ptr->poisoned) regen_amount = 0;
1713 if (p_ptr->cut) regen_amount = 0;
1715 /* Special floor -- Pattern, in a wall -- yields no healing */
1716 if (cave_no_regen) regen_amount = 0;
1718 regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
1720 /* Regenerate Hit Points if needed */
1721 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1723 regenhp(regen_amount);
1728 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1729 * / Handle timeout every 10 game turns
1732 static void process_world_aux_timeout(void)
1734 const int dec_count = (easy_band ? 2 : 1);
1736 /*** Timeout Various Things ***/
1739 if (p_ptr->tim_mimic)
1741 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1744 /* Hack -- Hallucinating */
1747 (void)set_image(p_ptr->image - dec_count);
1753 (void)set_blind(p_ptr->blind - dec_count);
1756 /* Times see-invisible */
1757 if (p_ptr->tim_invis)
1759 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1770 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1773 /* Timed temporary elemental brands. -LM- */
1774 if (p_ptr->ele_attack)
1776 p_ptr->ele_attack--;
1778 /* Clear all temporary elemental brands. */
1779 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1782 /* Timed temporary elemental immune. -LM- */
1783 if (p_ptr->ele_immune)
1785 p_ptr->ele_immune--;
1787 /* Clear all temporary elemental brands. */
1788 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1791 /* Timed infra-vision */
1792 if (p_ptr->tim_infra)
1794 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1798 if (p_ptr->tim_stealth)
1800 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1803 /* Timed levitation */
1804 if (p_ptr->tim_levitation)
1806 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1809 /* Timed sh_touki */
1810 if (p_ptr->tim_sh_touki)
1812 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1816 if (p_ptr->tim_sh_fire)
1818 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1822 if (p_ptr->tim_sh_holy)
1824 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1828 if (p_ptr->tim_eyeeye)
1830 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1833 /* Timed resist-magic */
1834 if (p_ptr->resist_magic)
1836 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1839 /* Timed regeneration */
1840 if (p_ptr->tim_regen)
1842 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1845 /* Timed resist nether */
1846 if (p_ptr->tim_res_nether)
1848 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1851 /* Timed resist time */
1852 if (p_ptr->tim_res_time)
1854 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1858 if (p_ptr->tim_reflect)
1860 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1864 if (p_ptr->multishadow)
1866 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1869 /* Timed Robe of dust */
1870 if (p_ptr->dustrobe)
1872 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1875 /* Timed infra-vision */
1876 if (p_ptr->kabenuke)
1878 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1882 if (p_ptr->paralyzed)
1884 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1888 if (p_ptr->confused)
1890 (void)set_confused(p_ptr->confused - dec_count);
1896 (void)set_afraid(p_ptr->afraid - dec_count);
1902 (void)set_fast(p_ptr->fast - 1, TRUE);
1908 (void)set_slow(p_ptr->slow - dec_count, TRUE);
1911 /* Protection from evil */
1912 if (p_ptr->protevil)
1914 (void)set_protevil(p_ptr->protevil - 1, TRUE);
1917 /* Invulnerability */
1920 (void)set_invuln(p_ptr->invuln - 1, TRUE);
1924 if (p_ptr->wraith_form)
1926 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
1932 (void)set_hero(p_ptr->hero - 1, TRUE);
1938 (void)set_shero(p_ptr->shero - 1, TRUE);
1944 (void)set_blessed(p_ptr->blessed - 1, TRUE);
1950 (void)set_shield(p_ptr->shield - 1, TRUE);
1954 if (p_ptr->tsubureru)
1956 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
1960 if (p_ptr->magicdef)
1962 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
1966 if (p_ptr->tsuyoshi)
1968 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
1972 if (p_ptr->oppose_acid)
1974 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
1977 /* Oppose Lightning */
1978 if (p_ptr->oppose_elec)
1980 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
1984 if (p_ptr->oppose_fire)
1986 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
1990 if (p_ptr->oppose_cold)
1992 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
1996 if (p_ptr->oppose_pois)
1998 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2003 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2006 /*** Poison and Stun and Cut ***/
2009 if (p_ptr->poisoned)
2011 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2013 /* Apply some healing */
2014 (void)set_poisoned(p_ptr->poisoned - adjust);
2020 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2022 /* Apply some healing */
2023 (void)set_stun(p_ptr->stun - adjust);
2029 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2031 /* Hack -- Truly "mortal" wound */
2032 if (p_ptr->cut > 1000) adjust = 0;
2034 /* Apply some healing */
2035 (void)set_cut(p_ptr->cut - adjust);
2041 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2042 * / Handle burning fuel every 10 game turns
2045 static void process_world_aux_light(void)
2047 /* Check for light being wielded */
2048 object_type *o_ptr = &inventory[INVEN_LITE];
2050 /* Burn some fuel in the current lite */
2051 if (o_ptr->tval == TV_LITE)
2053 /* Hack -- Use some fuel (except on artifacts) */
2054 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2056 /* Decrease life-span */
2057 if (o_ptr->name2 == EGO_LITE_LONG)
2059 if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2061 else o_ptr->xtra4--;
2063 /* Notice interesting fuel steps */
2064 notice_lite_change(o_ptr);
2071 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2072 * / Handle mutation effects once every 10 game turns
2075 static void process_world_aux_mutation(void)
2077 /* No mutation with effects */
2078 if (!p_ptr->muta2) return;
2080 /* No effect on monster arena */
2081 if (p_ptr->inside_battle) return;
2083 /* No effect on the global map */
2084 if (p_ptr->wild_mode) return;
2086 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2088 disturb(FALSE, TRUE);
2089 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2090 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2091 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2092 (void)set_afraid(0);
2095 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2097 if (!p_ptr->resist_fear)
2099 disturb(FALSE, TRUE);
2100 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2101 set_afraid(p_ptr->afraid + 13 + randint1(26));
2105 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2107 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2109 disturb(FALSE, TRUE);
2110 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2112 teleport_player(40, TELEPORT_PASSIVE);
2116 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2118 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2120 disturb(FALSE, TRUE);
2121 p_ptr->redraw |= PR_EXTRA;
2122 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2125 if (!p_ptr->resist_conf)
2127 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2130 if (!p_ptr->resist_chaos)
2135 if (one_in_(3)) lose_all_info();
2137 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2139 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2140 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2146 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2147 (void)set_image(p_ptr->image + randint0(150) + 150);
2153 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2155 if (!p_ptr->resist_chaos)
2157 disturb(FALSE, TRUE);
2158 p_ptr->redraw |= PR_EXTRA;
2159 (void)set_image(p_ptr->image + randint0(50) + 20);
2163 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2165 disturb(FALSE, TRUE);
2166 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2168 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2171 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2172 !p_ptr->anti_magic && one_in_(9000))
2175 disturb(FALSE, TRUE);
2176 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2177 "Magical energy flows through you! You must release it!"));
2181 (void)get_hack_dir(&dire);
2182 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2185 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2187 bool pet = one_in_(6);
2188 BIT_FLAGS mode = PM_ALLOW_GROUP;
2190 if (pet) mode |= PM_FORCE_PET;
2191 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2193 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode, '\0'))
2195 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2196 disturb(FALSE, TRUE);
2200 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2202 disturb(FALSE, TRUE);
2205 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2207 if (p_ptr->fast > 0)
2213 set_slow(randint1(30) + 10, FALSE);
2218 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2220 if (p_ptr->slow > 0)
2226 set_fast(randint1(30) + 10, FALSE);
2231 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2233 disturb(FALSE, TRUE);
2234 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2236 banish_monsters(100);
2237 if (!current_floor_ptr->dun_level && p_ptr->town_num)
2241 /* Pick a random shop (except home) */
2244 n = randint0(MAX_STORES);
2246 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2248 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2254 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2258 msg_print(_("影につつまれた。", "A shadow passes over you."));
2261 /* Absorb light from the current possition */
2262 if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2267 o_ptr = &inventory[INVEN_LITE];
2269 /* Absorb some fuel in the current lite */
2270 if (o_ptr->tval == TV_LITE)
2272 /* Use some fuel (except on artifacts) */
2273 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2275 /* Heal the player a bit */
2276 hp_player(o_ptr->xtra4 / 20);
2278 /* Decrease life-span of lite */
2280 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2282 /* Notice interesting fuel steps */
2283 notice_lite_change(o_ptr);
2288 * Unlite the area (radius 10) around player and
2289 * do 50 points damage to every affected monster
2291 unlite_area(50, 10);
2294 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2296 bool pet = one_in_(3);
2297 BIT_FLAGS mode = PM_ALLOW_GROUP;
2299 if (pet) mode |= PM_FORCE_PET;
2300 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2302 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode, '\0'))
2304 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2305 disturb(FALSE, TRUE);
2309 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2311 disturb(FALSE, TRUE);
2312 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2315 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2317 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2319 if (!lose_mutation(0))
2320 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2322 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2324 disturb(FALSE, TRUE);
2325 msg_print(_("非物質化した!", "You feel insubstantial!"));
2328 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2330 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2334 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2336 int which_stat = randint0(A_MAX);
2337 int sustained = FALSE;
2342 if (p_ptr->sustain_str) sustained = TRUE;
2345 if (p_ptr->sustain_int) sustained = TRUE;
2348 if (p_ptr->sustain_wis) sustained = TRUE;
2351 if (p_ptr->sustain_dex) sustained = TRUE;
2354 if (p_ptr->sustain_con) sustained = TRUE;
2357 if (p_ptr->sustain_chr) sustained = TRUE;
2360 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2366 disturb(FALSE, TRUE);
2367 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2369 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2372 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2374 bool pet = one_in_(5);
2375 BIT_FLAGS mode = PM_ALLOW_GROUP;
2377 if (pet) mode |= PM_FORCE_PET;
2378 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2380 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode, '\0'))
2382 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2383 disturb(FALSE, TRUE);
2386 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2388 if (p_ptr->tim_esp > 0)
2390 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2391 set_tim_esp(0, TRUE);
2395 msg_print(_("精神が広がった!", "Your mind expands!"));
2396 set_tim_esp(p_ptr->lev, FALSE);
2399 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2401 disturb(FALSE, TRUE);
2402 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2404 set_food(PY_FOOD_WEAK);
2405 if (music_singing_any()) stop_singing(p_ptr);
2406 if (hex_spelling_any()) stop_hex_spell_all();
2409 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2414 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2416 int danger_amount = 0;
2417 MONSTER_IDX monster;
2419 for (monster = 0; monster < m_max; monster++)
2421 monster_type *m_ptr = ¤t_floor_ptr->m_list[monster];
2422 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2424 /* Paranoia -- Skip dead monsters */
2425 if (!m_ptr->r_idx) continue;
2427 if (r_ptr->level >= p_ptr->lev)
2429 danger_amount += r_ptr->level - p_ptr->lev + 1;
2433 if (danger_amount > 100)
2434 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2435 else if (danger_amount > 50)
2436 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2437 else if (danger_amount > 20)
2438 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2439 else if (danger_amount > 10)
2440 msg_print(_("心配な気がする!", "You feel paranoid!"));
2441 else if (danger_amount > 5)
2442 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2444 msg_print(_("寂しい気がする。", "You feel lonely."));
2447 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2449 disturb(FALSE, TRUE);
2450 msg_print(_("無敵な気がする!", "You feel invincible!"));
2452 (void)set_invuln(randint1(8) + 8, FALSE);
2455 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2457 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2461 HIT_POINT healing = p_ptr->csp;
2462 if (healing > wounds) healing = wounds;
2465 p_ptr->csp -= healing;
2466 p_ptr->redraw |= (PR_HP | PR_MANA);
2470 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2472 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2476 HIT_POINT healing = p_ptr->chp;
2477 if (healing > wounds) healing = wounds;
2479 p_ptr->csp += healing;
2480 p_ptr->redraw |= (PR_HP | PR_MANA);
2481 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2485 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2487 INVENTORY_IDX slot = 0;
2488 object_type *o_ptr = NULL;
2490 disturb(FALSE, TRUE);
2491 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2492 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2495 if (has_melee_weapon(INVEN_RARM))
2498 o_ptr = &inventory[INVEN_RARM];
2500 if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2502 o_ptr = &inventory[INVEN_LARM];
2506 else if (has_melee_weapon(INVEN_LARM))
2508 o_ptr = &inventory[INVEN_LARM];
2511 if (slot && !object_is_cursed(o_ptr))
2513 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2514 inven_drop(slot, 1);
2521 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2522 * / Handle curse effects once every 10 game turns
2525 static void process_world_aux_curse(void)
2527 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2530 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2531 * can actually be useful!
2533 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2535 GAME_TEXT o_name[MAX_NLEN];
2537 int i, i_keep = 0, count = 0;
2539 /* Scan the equipment with random teleport ability */
2540 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2542 BIT_FLAGS flgs[TR_FLAG_SIZE];
2543 o_ptr = &inventory[i];
2545 /* Skip non-objects */
2546 if (!o_ptr->k_idx) continue;
2548 /* Extract the item flags */
2549 object_flags(o_ptr, flgs);
2551 if (have_flag(flgs, TR_TELEPORT))
2553 /* {.} will stop random teleportation. */
2554 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2557 if (one_in_(count)) i_keep = i;
2562 o_ptr = &inventory[i_keep];
2563 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2564 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2565 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2567 disturb(FALSE, TRUE);
2568 teleport_player(50, 0L);
2572 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2573 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2574 disturb(TRUE, TRUE);
2577 /* Make a chainsword noise */
2578 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2581 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2583 disturb(FALSE, FALSE);
2586 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2589 (void)activate_ty_curse(FALSE, &count);
2591 /* Handle experience draining */
2592 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2594 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2595 if (p_ptr->exp < 0) p_ptr->exp = 0;
2596 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2597 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2600 /* Add light curse (Later) */
2601 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2603 BIT_FLAGS new_curse;
2606 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2608 new_curse = get_curse(0, o_ptr);
2609 if (!(o_ptr->curse_flags & new_curse))
2611 GAME_TEXT o_name[MAX_NLEN];
2613 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2615 o_ptr->curse_flags |= new_curse;
2616 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2618 o_ptr->feeling = FEEL_NONE;
2620 p_ptr->update |= (PU_BONUS);
2623 /* Add heavy curse (Later) */
2624 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2626 BIT_FLAGS new_curse;
2629 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2631 new_curse = get_curse(1, o_ptr);
2632 if (!(o_ptr->curse_flags & new_curse))
2634 GAME_TEXT o_name[MAX_NLEN];
2636 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2638 o_ptr->curse_flags |= new_curse;
2639 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2640 o_ptr->feeling = FEEL_NONE;
2642 p_ptr->update |= (PU_BONUS);
2646 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2648 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2650 GAME_TEXT o_name[MAX_NLEN];
2652 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2653 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2654 disturb(FALSE, TRUE);
2658 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2660 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2662 GAME_TEXT o_name[MAX_NLEN];
2664 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2665 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2666 disturb(FALSE, TRUE);
2670 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2672 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
2673 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2675 GAME_TEXT o_name[MAX_NLEN];
2677 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2678 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2679 disturb(FALSE, TRUE);
2683 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2685 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD,
2686 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2688 GAME_TEXT o_name[MAX_NLEN];
2690 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2691 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2692 disturb(FALSE, TRUE);
2695 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2697 if (!p_ptr->resist_fear)
2699 disturb(FALSE, TRUE);
2700 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2701 set_afraid(p_ptr->afraid + 13 + randint1(26));
2704 /* Teleport player */
2705 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2707 disturb(FALSE, TRUE);
2709 /* Teleport player */
2710 teleport_player(40, TELEPORT_PASSIVE);
2712 /* Handle HP draining */
2713 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2715 GAME_TEXT o_name[MAX_NLEN];
2717 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2718 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2719 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2721 /* Handle mana draining */
2722 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2724 GAME_TEXT o_name[MAX_NLEN];
2726 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2727 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2728 p_ptr->csp -= MIN(p_ptr->lev, 50);
2732 p_ptr->csp_frac = 0;
2734 p_ptr->redraw |= PR_MANA;
2738 /* Rarely, take damage from the Jewel of Judgement */
2739 if (one_in_(999) && !p_ptr->anti_magic)
2741 object_type *o_ptr = &inventory[INVEN_LITE];
2743 if (o_ptr->name1 == ART_JUDGE)
2745 if (object_is_known(o_ptr))
2746 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2748 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2749 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2756 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2757 * / Handle recharging objects once every 10 game turns
2760 static void process_world_aux_recharge(void)
2765 /* Process equipment */
2766 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2768 /* Get the object */
2769 object_type *o_ptr = &inventory[i];
2771 /* Skip non-objects */
2772 if (!o_ptr->k_idx) continue;
2774 /* Recharge activatable objects */
2775 if (o_ptr->timeout > 0)
2780 /* Notice changes */
2781 if (!o_ptr->timeout)
2783 recharged_notice(o_ptr);
2789 /* Notice changes */
2792 p_ptr->window |= (PW_EQUIP);
2797 * Recharge rods. Rods now use timeout to control charging status,
2798 * and each charging rod in a stack decreases the stack's timeout by
2799 * one per current_world_ptr->game_turn. -LM-
2801 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2803 object_type *o_ptr = &inventory[i];
2804 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2806 /* Skip non-objects */
2807 if (!o_ptr->k_idx) continue;
2809 /* Examine all charging rods or stacks of charging rods. */
2810 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2812 /* Determine how many rods are charging. */
2813 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2814 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2816 /* Decrease timeout by that number. */
2817 o_ptr->timeout -= temp;
2819 /* Boundary control. */
2820 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2822 /* Notice changes, provide message if object is inscribed. */
2823 if (!(o_ptr->timeout))
2825 recharged_notice(o_ptr);
2829 /* One of the stack of rod is charged */
2830 else if (o_ptr->timeout % k_ptr->pval)
2837 /* Notice changes */
2840 p_ptr->window |= (PW_INVEN);
2844 /* Process objects on floor */
2845 for (i = 1; i < o_max; i++)
2847 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
2849 /* Skip dead objects */
2850 if (!o_ptr->k_idx) continue;
2852 /* Recharge rods on the ground. No messages. */
2853 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2856 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2858 /* Boundary control. */
2859 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2866 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2867 * / Handle involuntary movement once every 10 game turns
2870 static void process_world_aux_movement(void)
2872 /* Delayed Word-of-Recall */
2873 if (p_ptr->word_recall)
2876 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2877 * The player is yanked up/down as soon as
2878 * he loads the autosaved game.
2880 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2881 do_cmd_save_game(TRUE);
2883 /* Count down towards recall */
2884 p_ptr->word_recall--;
2886 p_ptr->redraw |= (PR_STATUS);
2888 /* Activate the recall */
2889 if (!p_ptr->word_recall)
2892 disturb(FALSE, TRUE);
2894 /* Determine the level */
2895 if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2897 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2899 if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
2901 do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2903 current_floor_ptr->dun_level = 0;
2904 p_ptr->dungeon_idx = 0;
2906 leave_quest_check();
2907 leave_tower_check();
2909 p_ptr->inside_quest = 0;
2911 p_ptr->leaving = TRUE;
2915 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
2917 p_ptr->dungeon_idx = p_ptr->recall_dungeon;
2920 do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2923 current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
2924 if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
2926 /* Nightmare mode makes recall more dangerous */
2927 if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
2929 if (current_floor_ptr->dun_level < 50)
2931 current_floor_ptr->dun_level *= 2;
2933 else if (current_floor_ptr->dun_level < 99)
2935 current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
2937 else if (current_floor_ptr->dun_level > 100)
2939 current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
2943 if (p_ptr->wild_mode)
2945 p_ptr->wilderness_y = p_ptr->y;
2946 p_ptr->wilderness_x = p_ptr->x;
2950 /* Save player position */
2951 p_ptr->oldpx = p_ptr->x;
2952 p_ptr->oldpy = p_ptr->y;
2954 p_ptr->wild_mode = FALSE;
2957 * Clear all saved floors
2958 * and create a first saved floor
2960 prepare_change_floor_mode(CFM_FIRST_FLOOR);
2963 p_ptr->leaving = TRUE;
2965 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
2969 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
2971 quest_type* const q_ptr = &quest[i];
2974 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
2975 (q_ptr->status == QUEST_STATUS_TAKEN) &&
2976 (q_ptr->level < current_floor_ptr->dun_level))
2978 q_ptr->status = QUEST_STATUS_FAILED;
2979 q_ptr->complev = (byte)p_ptr->lev;
2981 q_ptr->comptime = current_world_ptr->play_time;
2982 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
2988 sound(SOUND_TPLEVEL);
2993 /* Delayed Alter reality */
2994 if (p_ptr->alter_reality)
2996 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
2997 do_cmd_save_game(TRUE);
2999 /* Count down towards alter */
3000 p_ptr->alter_reality--;
3002 p_ptr->redraw |= (PR_STATUS);
3004 /* Activate the alter reality */
3005 if (!p_ptr->alter_reality)
3008 disturb(FALSE, TRUE);
3010 /* Determine the level */
3011 if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
3013 msg_print(_("世界が変わった!", "The world changes!"));
3016 * Clear all saved floors
3017 * and create a first saved floor
3019 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3022 p_ptr->leaving = TRUE;
3026 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3029 sound(SOUND_TPLEVEL);
3036 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3037 * / Count number of adjacent monsters
3038 * @param m_idx 隣接数を調べたいモンスターのID
3039 * @return 隣接しているモンスターの数
3041 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3043 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3044 POSITION my = m_ptr->fy;
3045 POSITION mx = m_ptr->fx;
3049 for (i = 0; i < 7; i++)
3051 int ay = my + ddy_ddd[i];
3052 int ax = mx + ddx_ddd[i];
3054 if (!in_bounds(ay, ax)) continue;
3056 /* Count number of monsters */
3057 if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
3066 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3068 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3071 * @brief ダンジョンの雰囲気を算出する。
3072 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3073 * @return 算出されたダンジョンの雰囲気ランク
3075 static byte get_dungeon_feeling(void)
3077 const int base = 10;
3081 /* Hack -- no feeling in the town */
3082 if (!current_floor_ptr->dun_level) return 0;
3084 /* Examine each monster */
3085 for (i = 1; i < m_max; i++)
3087 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
3088 monster_race *r_ptr;
3091 /* Skip dead monsters */
3092 if (!m_ptr->r_idx) continue;
3095 if (is_pet(m_ptr)) continue;
3097 r_ptr = &r_info[m_ptr->r_idx];
3099 /* Unique monsters */
3100 if (r_ptr->flags1 & (RF1_UNIQUE))
3102 /* Nearly out-of-depth unique monsters */
3103 if (r_ptr->level + 10 > current_floor_ptr->dun_level)
3105 /* Boost rating by twice delta-depth */
3106 delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
3111 /* Out-of-depth monsters */
3112 if (r_ptr->level > current_floor_ptr->dun_level)
3114 /* Boost rating by delta-depth */
3115 delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
3119 /* Unusually crowded monsters get a little bit of rating boost */
3120 if (r_ptr->flags1 & RF1_FRIENDS)
3122 if (5 <= get_monster_crowd_number(i)) delta += 1;
3126 if (2 <= get_monster_crowd_number(i)) delta += 1;
3130 rating += RATING_BOOST(delta);
3133 /* Examine each unidentified object */
3134 for (i = 1; i < o_max; i++)
3136 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
3137 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3140 /* Skip dead objects */
3141 if (!o_ptr->k_idx) continue;
3143 /* Skip known objects */
3144 if (object_is_known(o_ptr))
3147 if (o_ptr->marked & OM_TOUCHED) continue;
3150 /* Skip pseudo-known objects */
3151 if (o_ptr->ident & IDENT_SENSE) continue;
3154 if (object_is_ego(o_ptr))
3156 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3158 delta += e_ptr->rating * base;
3162 if (object_is_artifact(o_ptr))
3164 PRICE cost = object_value_real(o_ptr);
3167 if (cost > 10000L) delta += 10 * base;
3168 if (cost > 50000L) delta += 10 * base;
3169 if (cost > 100000L) delta += 10 * base;
3171 /* Special feeling */
3172 if (!preserve_mode) return 1;
3175 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3176 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3177 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3178 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3179 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3180 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3181 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3182 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3184 /* Out-of-depth objects */
3185 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
3187 /* Rating increase */
3188 delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
3191 rating += RATING_BOOST(delta);
3195 if (rating > RATING_BOOST(1000)) return 2;
3196 if (rating > RATING_BOOST(800)) return 3;
3197 if (rating > RATING_BOOST(600)) return 4;
3198 if (rating > RATING_BOOST(400)) return 5;
3199 if (rating > RATING_BOOST(300)) return 6;
3200 if (rating > RATING_BOOST(200)) return 7;
3201 if (rating > RATING_BOOST(100)) return 8;
3202 if (rating > RATING_BOOST(0)) return 9;
3208 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3209 * / Update dungeon feeling, and announce it if changed
3212 static void update_dungeon_feeling(void)
3218 /* No feeling on the surface */
3219 if (!current_floor_ptr->dun_level) return;
3221 /* No feeling in the arena */
3222 if (p_ptr->inside_battle) return;
3224 /* Extract delay time */
3225 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
3227 /* Not yet felt anything */
3228 if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3230 /* Extract quest number (if any) */
3231 quest_num = quest_number(current_floor_ptr->dun_level);
3233 /* No feeling in a quest */
3235 (is_fixed_quest_idx(quest_num) &&
3236 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3237 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3240 /* Get new dungeon feeling */
3241 new_feeling = get_dungeon_feeling();
3243 /* Remember last time updated */
3244 p_ptr->feeling_turn = current_world_ptr->game_turn;
3247 if (p_ptr->feeling == new_feeling) return;
3249 /* Dungeon feeling is changed */
3250 p_ptr->feeling = new_feeling;
3252 /* Announce feeling */
3255 select_floor_music();
3257 /* Update the level indicator */
3258 p_ptr->redraw |= (PR_DEPTH);
3260 if (disturb_minor) disturb(FALSE, FALSE);
3264 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3265 * / Handle certain things once every 10 game turns
3268 static void process_world(void)
3272 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3273 s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3274 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3276 extract_day_hour_min(&day, &hour, &min);
3278 /* Update dungeon feeling, and announce it if changed */
3279 update_dungeon_feeling();
3281 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3282 if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
3284 current_floor_ptr->dun_level = 0;
3285 p_ptr->dungeon_idx = 0;
3286 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3287 p_ptr->inside_arena = FALSE;
3288 p_ptr->wild_mode = FALSE;
3289 p_ptr->leaving = TRUE;
3292 /*** Check monster arena ***/
3293 if (p_ptr->inside_battle && !p_ptr->leaving)
3299 /* Count all hostile monsters */
3300 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
3301 for (j2 = 0; j2 < current_floor_ptr->height; j2++)
3303 grid_type *g_ptr = ¤t_floor_ptr->grid_array[j2][i2];
3305 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
3308 win_m_idx = g_ptr->m_idx;
3312 if (number_mon == 0)
3314 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3316 p_ptr->energy_need = 0;
3319 else if ((number_mon-1) == 0)
3321 GAME_TEXT m_name[MAX_NLEN];
3322 monster_type *wm_ptr;
3324 wm_ptr = ¤t_floor_ptr->m_list[win_m_idx];
3326 monster_desc(m_name, wm_ptr, 0);
3327 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3330 if (win_m_idx == (sel_monster+1))
3332 msg_print(_("おめでとうございます。", "Congratulations."));
3333 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3334 p_ptr->au += battle_odds;
3338 msg_print(_("残念でした。", "You lost gold."));
3341 p_ptr->energy_need = 0;
3344 else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
3346 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3347 p_ptr->au += kakekin;
3349 p_ptr->energy_need = 0;
3354 /* Every 10 game turns */
3355 if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
3357 /*** Check the Time and Load ***/
3359 if (!(current_world_ptr->game_turn % (50*TURNS_PER_TICK)))
3361 /* Check time and load */
3362 if ((0 != check_time()) || (0 != check_load()))
3365 if (closing_flag <= 2)
3367 disturb(FALSE, TRUE);
3369 /* Count warnings */
3372 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3373 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3380 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3383 p_ptr->playing = FALSE;
3386 p_ptr->leaving = TRUE;
3391 /*** Attempt timed autosave ***/
3392 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3394 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3395 do_cmd_save_game(TRUE);
3398 if (mon_fight && !ignore_unview)
3400 msg_print(_("何かが聞こえた。", "You hear noise."));
3403 /*** Handle the wilderness/town (sunshine) ***/
3405 /* While in town/wilderness */
3406 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3408 /* Hack -- Daybreak/Nighfall in town */
3409 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3413 /* Check for dawn */
3414 dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
3416 if (dawn) day_break();
3422 /* While in the dungeon (vanilla_town or lite_town mode only) */
3423 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
3425 /*** Shuffle the Storekeepers ***/
3427 /* Chance is only once a day (while in dungeon) */
3428 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
3430 /* Sometimes, shuffle the shop-keepers */
3431 if (one_in_(STORE_SHUFFLE))
3436 /* Pick a random shop (except home and museum) */
3439 n = randint0(MAX_STORES);
3441 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3443 /* Check every feature */
3444 for (i = 1; i < max_f_idx; i++)
3446 /* Access the index */
3447 feature_type *f_ptr = &f_info[i];
3449 /* Skip empty index */
3450 if (!f_ptr->name) continue;
3452 /* Skip non-store features */
3453 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3455 /* Verify store type */
3456 if (f_ptr->subtype == n)
3458 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3471 /*** Process the monsters ***/
3473 /* Check for creature generation. */
3474 if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
3475 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3477 /* Make a new monster */
3478 (void)alloc_monster(MAX_SIGHT + 5, 0);
3481 /* Hack -- Check for creature regeneration */
3482 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3483 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3485 if (!p_ptr->leaving)
3489 /* Hack -- Process the counters of monsters if needed */
3490 for (i = 0; i < MAX_MTIMED; i++)
3492 if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
3500 if (min != prev_min)
3502 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3503 determine_today_mon(FALSE);
3508 * Nightmare mode activates the TY_CURSE at midnight
3509 * Require exact minute -- Don't activate multiple times in a minute
3512 if (ironman_nightmare && (min != prev_min))
3515 /* Every 15 minutes after 11:00 pm */
3516 if ((hour == 23) && !(min % 15))
3519 disturb(FALSE, TRUE);
3524 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3528 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3532 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3536 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3541 /* TY_CURSE activates at midnight! */
3545 disturb(TRUE, TRUE);
3546 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3548 if (p_ptr->wild_mode)
3550 /* Go into large wilderness view */
3551 p_ptr->oldpy = randint1(MAX_HGT - 2);
3552 p_ptr->oldpx = randint1(MAX_WID - 2);
3555 /* Give first move to monsters */
3556 take_turn(p_ptr, 100);
3558 /* HACk -- set the encouter flag for the wilderness generation */
3559 generate_encounter = TRUE;
3562 invoking_midnight_curse = TRUE;
3568 /* Check the Food */
3569 process_world_aux_digestion();
3571 /* Process timed damage and regeneration */
3572 process_world_aux_hp_and_sp();
3574 /* Process timeout */
3575 process_world_aux_timeout();
3578 process_world_aux_light();
3580 /* Process mutation effects */
3581 process_world_aux_mutation();
3583 /* Process curse effects */
3584 process_world_aux_curse();
3586 /* Process recharging */
3587 process_world_aux_recharge();
3589 /* Feel the inventory */
3593 /* Involuntary Movement */
3594 process_world_aux_movement();
3598 * @brief ウィザードモードへの導入処理
3599 * / Verify use of "wizard" mode
3600 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3602 static bool enter_wizard_mode(void)
3604 /* Ask first time */
3605 if (!p_ptr->noscore)
3607 /* Wizard mode is not permitted */
3608 if (!allow_debug_opts || arg_wizard)
3610 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3614 /* Mention effects */
3615 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3616 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3619 /* Verify request */
3620 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3625 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3627 p_ptr->noscore |= 0x0002;
3638 * @brief デバッグコマンドへの導入処理
3639 * / Verify use of "debug" commands
3640 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3642 static bool enter_debug_mode(void)
3644 /* Ask first time */
3645 if (!p_ptr->noscore)
3647 /* Debug mode is not permitted */
3648 if (!allow_debug_opts)
3650 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3654 /* Mention effects */
3655 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3656 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3660 /* Verify request */
3661 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3666 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3668 p_ptr->noscore |= 0x0008;
3676 * Hack -- Declare the Debug Routines
3678 extern void do_cmd_debug(void);
3680 #endif /* ALLOW_WIZARD */
3686 * @brief ボーグコマンドへの導入処理
3687 * / Verify use of "borg" commands
3688 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3690 static bool enter_borg_mode(void)
3692 /* Ask first time */
3693 if (!(p_ptr->noscore & 0x0010))
3695 /* Mention effects */
3696 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3697 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3701 /* Verify request */
3702 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3707 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3709 p_ptr->noscore |= 0x0010;
3717 * Hack -- Declare the Ben Borg
3719 extern void do_cmd_borg(void);
3721 #endif /* ALLOW_BORG */
3725 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3726 * / Parse and execute the current command Give "Warning" on illegal commands.
3727 * @todo Make some "blocks"
3730 static void process_command(void)
3732 COMMAND_CODE old_now_message = now_message;
3734 /* Handle repeating the last command */
3740 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3741 reset_concent = TRUE;
3743 /* Parse the command */
3744 switch (command_cmd)
3760 /*** Wizard Commands ***/
3762 /* Toggle Wizard Mode */
3767 p_ptr->wizard = FALSE;
3768 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3770 else if (enter_wizard_mode())
3772 p_ptr->wizard = TRUE;
3773 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3775 p_ptr->update |= (PU_MONSTERS);
3777 /* Redraw "title" */
3778 p_ptr->redraw |= (PR_TITLE);
3786 /* Special "debug" commands */
3789 /* Enter debug mode */
3790 if (enter_debug_mode())
3797 #endif /* ALLOW_WIZARD */
3802 /* Special "borg" commands */
3805 /* Enter borg mode */
3806 if (enter_borg_mode())
3808 if (!p_ptr->wild_mode) do_cmd_borg();
3814 #endif /* ALLOW_BORG */
3818 /*** Inventory Commands ***/
3820 /* Wear/wield equipment */
3823 if (!p_ptr->wild_mode) do_cmd_wield();
3827 /* Take off equipment */
3830 if (!p_ptr->wild_mode) do_cmd_takeoff();
3837 if (!p_ptr->wild_mode) do_cmd_drop();
3841 /* Destroy an item */
3848 /* Equipment list */
3855 /* Inventory list */
3863 /*** Various commands ***/
3865 /* Identify an object */
3872 /* Hack -- toggle windows */
3875 toggle_inven_equip();
3880 /*** Standard "Movement" Commands ***/
3885 if (!p_ptr->wild_mode) do_cmd_alter();
3892 if (!p_ptr->wild_mode) do_cmd_tunnel();
3896 /* Move (usually pick up things) */
3903 /* Move (usually do not pick up) */
3911 /*** Running, Resting, Searching, Staying */
3913 /* Begin Running -- Arg is Max Distance */
3916 if (!p_ptr->wild_mode) do_cmd_run();
3920 /* Stay still (usually pick things up) */
3923 do_cmd_stay(always_pickup);
3927 /* Stay still (usually do not pick up) */
3930 do_cmd_stay(!always_pickup);
3934 /* Rest -- Arg is time */
3941 /* Search for traps/doors */
3948 /* Toggle search mode */
3951 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3952 else set_action(ACTION_SEARCH);
3957 /*** Stairs and Doors and Chests and Traps ***/
3960 case SPECIAL_KEY_STORE:
3966 /* Enter building -KMW- */
3967 case SPECIAL_KEY_BUILDING:
3973 /* Enter quest level -KMW- */
3974 case SPECIAL_KEY_QUEST:
3980 /* Go up staircase */
3983 if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
3985 if (vanilla_town) break;
3989 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
3993 if (p_ptr->food < PY_FOOD_WEAK)
3995 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4006 /* Go down staircase */
4009 if (p_ptr->wild_mode)
4016 /* Open a door or chest */
4030 /* Jam a door with spikes */
4044 /* Disarm a trap or chest */
4052 /*** Magic and Prayers ***/
4054 /* Gain new spells/prayers */
4057 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4058 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4059 else if (p_ptr->pclass == CLASS_SAMURAI)
4060 do_cmd_gain_hissatsu();
4061 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4062 import_magic_device();
4071 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4072 (p_ptr->pclass == CLASS_BERSERKER) ||
4073 (p_ptr->pclass == CLASS_NINJA) ||
4074 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4075 ) do_cmd_mind_browse();
4076 else if (p_ptr->pclass == CLASS_SMITH)
4078 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4079 do_cmd_magic_eater(TRUE, FALSE);
4080 else if (p_ptr->pclass == CLASS_SNIPER)
4081 do_cmd_snipe_browse();
4082 else do_cmd_browse();
4090 if (!p_ptr->wild_mode)
4092 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4094 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4096 else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4098 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4101 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4103 concptr which_power = _("魔法", "magic");
4104 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4105 which_power = _("超能力", "psionic powers");
4106 else if (p_ptr->pclass == CLASS_IMITATOR)
4107 which_power = _("ものまね", "imitation");
4108 else if (p_ptr->pclass == CLASS_SAMURAI)
4109 which_power = _("必殺剣", "hissatsu");
4110 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4111 which_power = _("鏡魔法", "mirror magic");
4112 else if (p_ptr->pclass == CLASS_NINJA)
4113 which_power = _("忍術", "ninjutsu");
4114 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4115 which_power = _("祈り", "prayer");
4117 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4120 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4122 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4127 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4128 (p_ptr->pclass == CLASS_BERSERKER) ||
4129 (p_ptr->pclass == CLASS_NINJA) ||
4130 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4133 else if (p_ptr->pclass == CLASS_IMITATOR)
4135 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4136 do_cmd_magic_eater(FALSE, FALSE);
4137 else if (p_ptr->pclass == CLASS_SAMURAI)
4139 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4140 do_cmd_cast_learned();
4141 else if (p_ptr->pclass == CLASS_SMITH)
4143 else if (p_ptr->pclass == CLASS_SNIPER)
4152 /* Issue a pet command */
4159 /*** Use various objects ***/
4161 /* Inscribe an object */
4168 /* Uninscribe an object */
4171 do_cmd_uninscribe();
4175 /* Activate an artifact */
4189 /* Fuel your lantern/torch */
4199 do_cmd_fire(SP_NONE);
4206 do_cmd_throw(1, FALSE, -1);
4220 if (use_command && rogue_like_commands)
4231 /* Quaff a potion */
4234 do_cmd_quaff_potion();
4241 do_cmd_read_scroll();
4248 if (use_command && !rogue_like_commands)
4255 /* Use racial power */
4258 do_cmd_racial_power();
4263 /*** Looking at Things (nearby or on map) ***/
4265 /* Full dungeon map */
4272 /* Locate player on map */
4286 /* Target monster or location */
4295 /*** Help and Such ***/
4304 /* Identify symbol */
4307 do_cmd_query_symbol();
4311 /* Character description */
4314 do_cmd_change_name();
4319 /*** System Commands ***/
4321 /* Hack -- User interface */
4328 /* Single line from a pref file */
4337 do_cmd_reload_autopick();
4343 do_cmd_edit_autopick();
4347 /* Interact with macros */
4354 /* Interact with visuals */
4362 /* Interact with colors */
4370 /* Interact with options */
4374 (void)combine_and_reorder_home(STORE_HOME);
4379 /*** Misc Commands ***/
4395 /* Repeat level feeling */
4402 /* Show previous message */
4405 do_cmd_message_one();
4409 /* Show previous messages */
4412 do_cmd_messages(old_now_message);
4416 /* Show quest status -KMW- */
4419 do_cmd_checkquest();
4423 /* Redraw the screen */
4426 now_message = old_now_message;
4431 #ifndef VERIFY_SAVEFILE
4433 /* Hack -- Save and don't quit */
4436 do_cmd_save_game(FALSE);
4440 #endif /* VERIFY_SAVEFILE */
4450 case SPECIAL_KEY_QUIT:
4452 do_cmd_save_and_exit();
4456 /* Quit (commit suicide) */
4469 /* Check artifacts, uniques, objects */
4476 /* Load "screen dump" */
4479 do_cmd_load_screen();
4483 /* Save "screen dump" */
4486 do_cmd_save_screen();
4490 /* Record/stop "Movie" */
4493 prepare_movie_hooks();
4497 /* Make random artifact list */
4500 spoil_random_artifact("randifact.txt");
4507 if (!p_ptr->wild_mode) do_cmd_travel();
4508 if (p_ptr->special_defense & KATA_MUSOU)
4510 set_action(ACTION_NONE);
4516 /* Hack -- Unknown command */
4519 if (flush_failure) flush();
4523 sound(SOUND_ILLEGAL);
4524 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4529 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4535 if (!p_ptr->energy_use && !now_message)
4536 now_message = old_now_message;
4540 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4543 static void pack_overflow(void)
4545 if (inventory[INVEN_PACK].k_idx)
4547 GAME_TEXT o_name[MAX_NLEN];
4550 /* Is auto-destroy done? */
4551 update_creature(p_ptr);
4552 if (!inventory[INVEN_PACK].k_idx) return;
4554 /* Access the slot to be dropped */
4555 o_ptr = &inventory[INVEN_PACK];
4558 disturb(FALSE, TRUE);
4561 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4562 object_desc(o_name, o_ptr, 0);
4564 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4566 /* Drop it (carefully) near the player */
4567 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4569 /* Modify, Describe, Optimize */
4570 inven_item_increase(INVEN_PACK, -255);
4571 inven_item_describe(INVEN_PACK);
4572 inven_item_optimize(INVEN_PACK);
4579 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4582 static void process_upkeep_with_speed(void)
4584 /* Give the player some energy */
4585 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4587 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4590 /* No current_world_ptr->game_turn yet */
4591 if (p_ptr->enchant_energy_need > 0) return;
4593 while (p_ptr->enchant_energy_need <= 0)
4595 /* Handle the player song */
4596 if (!load) check_music();
4598 /* Hex - Handle the hex spells */
4599 if (!load) check_hex();
4600 if (!load) revenge_spell();
4602 /* There is some randomness of needed energy */
4603 p_ptr->enchant_energy_need += ENERGY_NEED();
4608 * @brief プレイヤーの行動処理 / Process the player
4611 * Notice the annoying code to handle "pack overflow", which\n
4612 * must come first just in case somebody manages to corrupt\n
4613 * the savefiles by clever use of menu commands or something.\n
4615 static void process_player(void)
4619 /*** Apply energy ***/
4623 msg_print(_("何か変わった気がする!", "You feel different!"));
4625 (void)gain_mutation(p_ptr, 0);
4626 hack_mutation = FALSE;
4629 if (invoking_midnight_curse)
4632 activate_ty_curse(FALSE, &count);
4633 invoking_midnight_curse = FALSE;
4636 if (p_ptr->inside_battle)
4638 for(i = 1; i < m_max; i++)
4640 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4642 if (!m_ptr->r_idx) continue;
4644 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4645 update_monster(i, FALSE);
4650 /* Give the player some energy */
4651 else if (!(load && p_ptr->energy_need <= 0))
4653 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4656 /* No current_world_ptr->game_turn yet */
4657 if (p_ptr->energy_need > 0) return;
4658 if (!command_rep) prt_time();
4660 /*** Check for interupts ***/
4662 /* Complete resting */
4663 if (p_ptr->resting < 0)
4666 if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
4669 if ((p_ptr->chp == p_ptr->mhp) &&
4670 (p_ptr->csp >= p_ptr->msp))
4672 set_action(ACTION_NONE);
4676 /* Complete resting */
4677 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
4680 if ((p_ptr->chp == p_ptr->mhp) &&
4681 (p_ptr->csp >= p_ptr->msp) &&
4682 !p_ptr->blind && !p_ptr->confused &&
4683 !p_ptr->poisoned && !p_ptr->afraid &&
4684 !p_ptr->stun && !p_ptr->cut &&
4685 !p_ptr->slow && !p_ptr->paralyzed &&
4686 !p_ptr->image && !p_ptr->word_recall &&
4687 !p_ptr->alter_reality)
4689 set_action(ACTION_NONE);
4694 if (p_ptr->action == ACTION_FISH)
4696 Term_xtra(TERM_XTRA_DELAY, 10);
4700 bool success = FALSE;
4701 get_mon_num_prep(monster_is_fishing_target,NULL);
4702 r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4704 if (r_idx && one_in_(2))
4707 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4708 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4709 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4711 GAME_TEXT m_name[MAX_NLEN];
4712 monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
4713 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4719 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4721 disturb(FALSE, TRUE);
4725 /* Handle "abort" */
4728 /* Check for "player abort" (semi-efficiently for resting) */
4729 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4734 /* Check for a key */
4737 flush(); /* Flush input */
4739 disturb(FALSE, TRUE);
4741 /* Hack -- Show a Message */
4742 msg_print(_("中断しました。", "Canceled."));
4747 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4749 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
4750 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4752 if (MON_CSLEEP(m_ptr))
4754 GAME_TEXT m_name[MAX_NLEN];
4757 (void)set_monster_csleep(p_ptr->riding, 0);
4758 monster_desc(m_name, m_ptr, 0);
4759 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4762 if (MON_STUNNED(m_ptr))
4764 /* Hack -- Recover from stun */
4765 if (set_monster_stunned(p_ptr->riding,
4766 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4768 GAME_TEXT m_name[MAX_NLEN];
4769 monster_desc(m_name, m_ptr, 0);
4770 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4774 if (MON_CONFUSED(m_ptr))
4776 /* Hack -- Recover from confusion */
4777 if (set_monster_confused(p_ptr->riding,
4778 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4780 GAME_TEXT m_name[MAX_NLEN];
4781 monster_desc(m_name, m_ptr, 0);
4782 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4786 if (MON_MONFEAR(m_ptr))
4788 /* Hack -- Recover from fear */
4789 if(set_monster_monfear(p_ptr->riding,
4790 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4792 GAME_TEXT m_name[MAX_NLEN];
4793 monster_desc(m_name, m_ptr, 0);
4794 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4798 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4805 if (p_ptr->lightspeed)
4807 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4809 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4811 if(P_PTR_KI < 40) P_PTR_KI = 0;
4812 else P_PTR_KI -= 40;
4813 p_ptr->update |= (PU_BONUS);
4815 if (p_ptr->action == ACTION_LEARN)
4818 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4820 /* Convert the unit (1/2^16) to (1/2^32) */
4821 s64b_LSHIFT(cost, cost_frac, 16);
4823 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4827 p_ptr->csp_frac = 0;
4828 set_action(ACTION_NONE);
4833 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4835 p_ptr->redraw |= PR_MANA;
4838 if (p_ptr->special_defense & KATA_MASK)
4840 if (p_ptr->special_defense & KATA_MUSOU)
4844 set_action(ACTION_NONE);
4849 p_ptr->redraw |= (PR_MANA);
4854 /*** Handle actual user input ***/
4856 /* Repeat until out of energy */
4857 while (p_ptr->energy_need <= 0)
4859 p_ptr->window |= PW_PLAYER;
4860 p_ptr->sutemi = FALSE;
4861 p_ptr->counter = FALSE;
4862 p_ptr->now_damaged = FALSE;
4866 /* Place the cursor on the player */
4867 move_cursor_relative(p_ptr->y, p_ptr->x);
4869 /* Refresh (optional) */
4870 if (fresh_before) Term_fresh();
4872 /* Hack -- Pack Overflow */
4875 /* Hack -- cancel "lurking browse mode" */
4876 if (!command_new) command_see = FALSE;
4878 /* Assume free current_world_ptr->game_turn */
4881 if (p_ptr->inside_battle)
4883 /* Place the cursor on the player */
4884 move_cursor_relative(p_ptr->y, p_ptr->x);
4886 command_cmd = SPECIAL_KEY_BUILDING;
4888 /* Process the command */
4892 /* Paralyzed or Knocked Out */
4893 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4895 take_turn(p_ptr, 100);
4899 else if (p_ptr->action == ACTION_REST)
4902 if (p_ptr->resting > 0)
4904 /* Reduce rest count */
4907 if (!p_ptr->resting) set_action(ACTION_NONE);
4908 p_ptr->redraw |= (PR_STATE);
4911 take_turn(p_ptr, 100);
4915 else if (p_ptr->action == ACTION_FISH)
4917 take_turn(p_ptr, 100);
4929 else if (travel.run)
4936 /* Repeated command */
4937 else if (command_rep)
4939 /* Count this execution */
4942 p_ptr->redraw |= (PR_STATE);
4945 /* Hack -- Assume messages were seen */
4948 /* Clear the top line */
4951 /* Process the command */
4955 /* Normal command */
4958 /* Place the cursor on the player */
4959 move_cursor_relative(p_ptr->y, p_ptr->x);
4962 /* Get a command (normal) */
4963 request_command(FALSE);
4966 /* Process the command */
4971 /* Hack -- Pack Overflow */
4978 if (p_ptr->energy_use)
4980 /* Use some energy */
4981 if (p_ptr->timewalk || p_ptr->energy_use > 400)
4983 /* The Randomness is irrelevant */
4984 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
4988 /* There is some randomness of needed energy */
4989 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
4992 /* Hack -- constant hallucination */
4993 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
4996 /* Shimmer monsters if needed */
4997 if (shimmer_monsters)
4999 /* Clear the flag */
5000 shimmer_monsters = FALSE;
5002 /* Shimmer multi-hued monsters */
5003 for (i = 1; i < m_max; i++)
5005 monster_type *m_ptr;
5006 monster_race *r_ptr;
5008 /* Access monster */
5009 m_ptr = ¤t_floor_ptr->m_list[i];
5011 /* Skip dead monsters */
5012 if (!m_ptr->r_idx) continue;
5014 /* Skip unseen monsters */
5015 if (!m_ptr->ml) continue;
5017 /* Access the monster race */
5018 r_ptr = &r_info[m_ptr->ap_r_idx];
5020 /* Skip non-multi-hued monsters */
5021 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5024 /* Reset the flag */
5025 shimmer_monsters = TRUE;
5027 /* Redraw regardless */
5028 lite_spot(m_ptr->fy, m_ptr->fx);
5033 /* Handle monster detection */
5034 if (repair_monsters)
5036 /* Reset the flag */
5037 repair_monsters = FALSE;
5039 /* Rotate detection flags */
5040 for (i = 1; i < m_max; i++)
5042 monster_type *m_ptr;
5044 /* Access monster */
5045 m_ptr = ¤t_floor_ptr->m_list[i];
5047 /* Skip dead monsters */
5048 if (!m_ptr->r_idx) continue;
5050 /* Nice monsters get mean */
5051 if (m_ptr->mflag & MFLAG_NICE)
5053 /* Nice monsters get mean */
5054 m_ptr->mflag &= ~(MFLAG_NICE);
5057 /* Handle memorized monsters */
5058 if (m_ptr->mflag2 & MFLAG2_MARK)
5060 /* Maintain detection */
5061 if (m_ptr->mflag2 & MFLAG2_SHOW)
5064 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5066 /* Still need repairs */
5067 repair_monsters = TRUE;
5070 /* Remove detection */
5074 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5076 /* Assume invisible */
5078 update_monster(i, FALSE);
5080 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5081 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5083 /* Redraw regardless */
5084 lite_spot(m_ptr->fy, m_ptr->fx);
5089 if (p_ptr->pclass == CLASS_IMITATOR)
5091 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5094 for (i = 0; i < p_ptr->mane_num; i++)
5096 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5097 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5101 p_ptr->redraw |= (PR_IMITATION);
5103 if (p_ptr->action == ACTION_LEARN)
5106 p_ptr->redraw |= (PR_STATE);
5109 if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
5112 p_ptr->redraw |= (PR_MAP);
5113 p_ptr->update |= (PU_MONSTERS);
5115 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5117 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5119 p_ptr->timewalk = FALSE;
5120 p_ptr->energy_need = ENERGY_NEED();
5122 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5127 /* Hack -- notice death */
5128 if (!p_ptr->playing || p_ptr->is_dead)
5130 p_ptr->timewalk = FALSE;
5135 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5137 /* Handle "leaving" */
5138 if (p_ptr->leaving) break;
5141 /* Update scent trail */
5146 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5150 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5151 * ゲームを終了するかのいずれかまでループする。
5154 * This function will not exit until the level is completed,\n
5155 * the user dies, or the game is terminated.\n
5158 static void dungeon(bool load_game)
5162 /* Set the base level */
5163 current_floor_ptr->base_level = current_floor_ptr->dun_level;
5165 /* Reset various flags */
5166 is_loading_now = FALSE;
5169 p_ptr->leaving = FALSE;
5171 /* Reset the "command" vars */
5174 #if 0 /* Don't reset here --- It's used for Arena */
5183 /* Cancel the target */
5187 ambush_flag = FALSE;
5189 /* Cancel the health bar */
5192 /* Check visual effects */
5193 shimmer_monsters = TRUE;
5194 shimmer_objects = TRUE;
5195 repair_monsters = TRUE;
5196 repair_objects = TRUE;
5199 disturb(TRUE, TRUE);
5201 /* Get index of current quest (if any) */
5202 quest_num = quest_number(current_floor_ptr->dun_level);
5204 /* Inside a quest? */
5207 /* Mark the quest monster */
5208 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5211 /* Track maximum player level */
5212 if (p_ptr->max_plv < p_ptr->lev)
5214 p_ptr->max_plv = p_ptr->lev;
5218 /* Track maximum dungeon level (if not in quest -KMW-) */
5219 if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
5221 max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
5222 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
5225 (void)calculate_upkeep();
5227 /* Validate the panel */
5228 panel_bounds_center();
5230 /* Verify the panel */
5236 /* Enter "xtra" mode */
5237 character_xtra = TRUE;
5239 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5241 /* Redraw dungeon */
5242 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5244 p_ptr->redraw |= (PR_MAP);
5246 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5248 /* Update lite/view */
5249 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5250 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5252 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5255 /* Leave "xtra" mode */
5256 character_xtra = FALSE;
5258 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5259 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5263 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5264 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5265 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5267 if (p_ptr->inside_battle)
5271 p_ptr->energy_need = 0;
5276 msg_print(_("試合開始!", "Ready..Fight!"));
5281 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5282 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5284 /* Hack -- notice death or departure */
5285 if (!p_ptr->playing || p_ptr->is_dead) return;
5287 /* Print quest message if appropriate */
5288 if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
5290 quest_discovery(random_quest_number(current_floor_ptr->dun_level));
5291 p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
5293 if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
5295 if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
5297 msg_format("この階には%sの主である%sが棲んでいる。",
5298 d_name+d_info[p_ptr->dungeon_idx].name,
5299 r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
5301 msg_format("%^s lives in this level as the keeper of %s.",
5302 r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name,
5303 d_name+d_info[p_ptr->dungeon_idx].name);
5307 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5309 /*** Process this dungeon level ***/
5311 /* Reset the monster generation level */
5312 current_floor_ptr->monster_level = current_floor_ptr->base_level;
5314 /* Reset the object generation level */
5315 current_floor_ptr->object_level = current_floor_ptr->base_level;
5317 is_loading_now = TRUE;
5319 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5320 (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5321 p_ptr->energy_need = 0;
5323 /* Not leaving dungeon */
5324 p_ptr->leaving_dungeon = FALSE;
5326 /* Initialize monster process */
5332 /* Hack -- Compact the monster list occasionally */
5333 if ((m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5335 /* Hack -- Compress the monster list occasionally */
5336 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5339 /* Hack -- Compact the object list occasionally */
5340 if (o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
5342 /* Hack -- Compress the object list occasionally */
5343 if (o_cnt + 32 < o_max) compact_objects(0);
5345 /* Process the player */
5347 process_upkeep_with_speed();
5349 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5352 /* Hack -- Hilite the player */
5353 move_cursor_relative(p_ptr->y, p_ptr->x);
5355 /* Optional fresh */
5356 if (fresh_after) Term_fresh();
5358 /* Hack -- Notice death or departure */
5359 if (!p_ptr->playing || p_ptr->is_dead) break;
5361 /* Process all of the monsters */
5366 /* Hack -- Hilite the player */
5367 move_cursor_relative(p_ptr->y, p_ptr->x);
5369 /* Optional fresh */
5370 if (fresh_after) Term_fresh();
5372 /* Hack -- Notice death or departure */
5373 if (!p_ptr->playing || p_ptr->is_dead) break;
5375 /* Process the world */
5380 /* Hack -- Hilite the player */
5381 move_cursor_relative(p_ptr->y, p_ptr->x);
5383 /* Optional fresh */
5384 if (fresh_after) Term_fresh();
5386 /* Hack -- Notice death or departure */
5387 if (!p_ptr->playing || p_ptr->is_dead) break;
5389 /* Count game turns */
5390 current_world_ptr->game_turn++;
5392 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
5394 if (!p_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
5395 else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
5398 prevent_turn_overflow();
5400 /* Handle "leaving" */
5401 if (p_ptr->leaving) break;
5403 if (wild_regen) wild_regen--;
5406 /* Inside a quest and non-unique questor? */
5407 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5409 /* Un-mark the quest monster */
5410 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5413 /* Not save-and-quit and not dead? */
5414 if (p_ptr->playing && !p_ptr->is_dead)
5417 * Maintain Unique monsters and artifact, save current
5418 * floor, then prepare next floor
5422 /* Forget the flag */
5423 reinit_wilderness = FALSE;
5426 /* Write about current level on the play record once per level */
5432 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5435 * Modified by Arcum Dagsson to support
5436 * separate macro files for different realms.
5438 static void load_all_pref_files(void)
5442 /* Access the "user" pref file */
5443 sprintf(buf, "user.prf");
5445 /* Process that file */
5446 process_pref_file(buf);
5448 /* Access the "user" system pref file */
5449 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5451 /* Process that file */
5452 process_pref_file(buf);
5454 /* Access the "race" pref file */
5455 sprintf(buf, "%s.prf", rp_ptr->title);
5457 /* Process that file */
5458 process_pref_file(buf);
5460 /* Access the "class" pref file */
5461 sprintf(buf, "%s.prf", cp_ptr->title);
5463 /* Process that file */
5464 process_pref_file(buf);
5466 /* Access the "character" pref file */
5467 sprintf(buf, "%s.prf", player_base);
5469 /* Process that file */
5470 process_pref_file(buf);
5472 /* Access the "realm 1" pref file */
5473 if (p_ptr->realm1 != REALM_NONE)
5475 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5477 /* Process that file */
5478 process_pref_file(buf);
5481 /* Access the "realm 2" pref file */
5482 if (p_ptr->realm2 != REALM_NONE)
5484 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5486 /* Process that file */
5487 process_pref_file(buf);
5491 /* Load an autopick preference file */
5492 autopick_load_pref(FALSE);
5497 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5500 void extract_option_vars(void)
5504 for (i = 0; option_info[i].o_desc; i++)
5506 int os = option_info[i].o_set;
5507 int ob = option_info[i].o_bit;
5509 /* Set the "default" options */
5510 if (option_info[i].o_var)
5513 if (option_flag[os] & (1L << ob))
5516 (*option_info[i].o_var) = TRUE;
5523 (*option_info[i].o_var) = FALSE;
5531 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5534 void determine_bounty_uniques(void)
5538 monster_race *r_ptr;
5540 get_mon_num_prep(NULL, NULL);
5541 for (i = 0; i < MAX_KUBI; i++)
5545 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5546 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
5548 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5550 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5552 if (r_ptr->rarity > 100) continue;
5554 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
5556 for (j = 0; j < i; j++)
5557 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
5564 for (i = 0; i < MAX_KUBI - 1; i++)
5566 for (j = i; j < MAX_KUBI; j++)
5568 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
5570 tmp = current_world_ptr->bounty_r_idx[i];
5571 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
5572 current_world_ptr->bounty_r_idx[j] = tmp;
5580 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5582 * @note conv_old is used if loaded 0.0.3 or older save file
5584 void determine_today_mon(bool conv_old)
5587 bool old_inside_battle = p_ptr->inside_battle;
5588 monster_race *r_ptr;
5592 for (i = 0; i < max_d_idx; i++)
5594 if (max_dlv[i] < d_info[i].mindepth) continue;
5595 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5598 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5600 p_ptr->inside_battle = TRUE;
5601 get_mon_num_prep(NULL, NULL);
5605 today_mon = get_mon_num(max_dl);
5606 r_ptr = &r_info[today_mon];
5608 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5609 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5610 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5611 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5612 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5613 if (r_ptr->rarity > 10) continue;
5617 p_ptr->today_mon = 0;
5618 p_ptr->inside_battle = old_inside_battle;
5622 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5625 * If the "new_game" parameter is true, then, after loading the
5626 * savefile, we will commit suicide, if necessary, to allow the
5627 * player to start a new game.
5629 void play_game(bool new_game)
5632 bool load_game = TRUE;
5633 bool init_random_seed = FALSE;
5643 else if (chuukei_server)
5645 prepare_chuukei_hooks();
5656 hack_mutation = FALSE;
5658 /* Hack -- Character is "icky" */
5659 character_icky = TRUE;
5661 /* Make sure main term is active */
5662 Term_activate(angband_term[0]);
5664 /* Initialise the resize hooks */
5665 angband_term[0]->resize_hook = resize_map;
5667 for (i = 1; i < 8; i++)
5669 /* Does the term exist? */
5670 if (angband_term[i])
5672 /* Add the redraw on resize hook */
5673 angband_term[i]->resize_hook = redraw_window;
5677 /* Hack -- current_world_ptr->game_turn off the cursor */
5678 (void)Term_set_cursor(0);
5681 /* Attempt to load */
5684 quit(_("セーブファイルが壊れています", "broken savefile"));
5687 /* Extract the options */
5688 extract_option_vars();
5690 /* Report waited score */
5691 if (p_ptr->wait_report_score)
5696 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5699 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5700 update_creature(p_ptr);
5702 p_ptr->is_dead = TRUE;
5704 start_time = (u32b)time(NULL);
5706 /* No suspending now */
5707 signals_ignore_tstp();
5709 /* Hack -- Character is now "icky" */
5710 character_icky = TRUE;
5712 /* Build the filename */
5713 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5715 /* Open the high score file, for reading/writing */
5716 highscore_fd = fd_open(buf, O_RDWR);
5718 /* 町名消失バグ対策(#38205) Init the wilderness */
5719 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5721 /* Handle score, show Top scores */
5722 success = send_world_score(TRUE);
5724 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5726 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5731 p_ptr->wait_report_score = FALSE;
5733 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5735 /* Shut the high score file */
5736 (void)fd_close(highscore_fd);
5738 /* Forget the high score fd */
5741 /* Allow suspending now */
5742 signals_handle_tstp();
5747 creating_savefile = new_game;
5749 /* Nothing loaded */
5750 if (!character_loaded)
5752 /* Make new player */
5755 /* The dungeon is not ready */
5756 character_dungeon = FALSE;
5758 /* Prepare to init the RNG */
5759 init_random_seed = TRUE;
5761 /* Initialize the saved floors data */
5762 init_saved_floors(FALSE);
5765 /* Old game is loaded. But new game is requested. */
5768 /* Initialize the saved floors data */
5769 init_saved_floors(TRUE);
5772 /* Process old character */
5775 /* Process the player name */
5776 process_player_name(FALSE);
5780 if (init_random_seed)
5785 /* Roll new character */
5788 /* The dungeon is not ready */
5789 character_dungeon = FALSE;
5792 current_floor_ptr->dun_level = 0;
5793 p_ptr->inside_quest = 0;
5794 p_ptr->inside_arena = FALSE;
5795 p_ptr->inside_battle = FALSE;
5799 /* Hack -- seed for flavors */
5800 seed_flavor = randint0(0x10000000);
5802 /* Hack -- seed for town layout */
5803 seed_town = randint0(0x10000000);
5805 /* Roll up a new character */
5813 determine_bounty_uniques();
5814 determine_today_mon(FALSE);
5816 /* Initialize object array */
5821 write_level = FALSE;
5823 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5825 " ---- Restart Game ----"));
5828 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5829 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5831 if (p_ptr->riding == -1)
5834 for (i = m_max; i > 0; i--)
5836 if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
5845 creating_savefile = FALSE;
5847 p_ptr->teleport_town = FALSE;
5848 p_ptr->sutemi = FALSE;
5849 current_world_ptr->timewalk_m_idx = 0;
5850 p_ptr->now_damaged = FALSE;
5852 start_time = time(NULL) - 1;
5853 record_o_name[0] = '\0';
5855 /* Reset map panel */
5856 panel_row_min = current_floor_ptr->height;
5857 panel_col_min = current_floor_ptr->width;
5859 /* Sexy gal gets bonus to maximum weapon skill of whip */
5860 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5861 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5863 /* Fill the arrays of floors and walls in the good proportions */
5864 set_floor_and_wall(p_ptr->dungeon_idx);
5866 /* Flavor the objects */
5869 /* Flash a message */
5870 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5872 /* Flush the message */
5876 /* Hack -- Enter wizard mode */
5879 if (enter_wizard_mode())
5881 p_ptr->wizard = TRUE;
5883 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5885 /* Initialize the saved floors data */
5886 init_saved_floors(TRUE);
5889 p_ptr->inside_quest = 0;
5891 /* Avoid crash in update_view() */
5892 p_ptr->y = p_ptr->x = 10;
5895 else if (p_ptr->is_dead)
5897 quit("Already dead.");
5901 /* Initialize the town-buildings if necessary */
5902 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
5904 /* Init the wilderness */
5906 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5909 init_flags = INIT_ONLY_BUILDINGS;
5911 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5913 select_floor_music();
5917 /* Generate a dungeon level if needed */
5918 if (!character_dungeon)
5925 /* HACK -- Restore from panic-save */
5926 if (p_ptr->panic_save)
5928 /* No player? -- Try to regenerate floor */
5929 if (!p_ptr->y || !p_ptr->x)
5931 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
5935 /* Still no player? -- Try to locate random place */
5936 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
5938 /* No longer in panic */
5939 p_ptr->panic_save = 0;
5943 /* Character is now "complete" */
5944 character_generated = TRUE;
5947 /* Hack -- Character is no longer "icky" */
5948 character_icky = FALSE;
5954 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
5955 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
5960 p_ptr->playing = TRUE;
5962 /* Reset the visual mappings */
5965 /* Load the "pref" files */
5966 load_all_pref_files();
5968 /* Give startup outfit (after loading pref files) */
5974 /* React to changes */
5975 Term_xtra(TERM_XTRA_REACT, 0);
5977 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5978 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
5981 /* Set or clear "rogue_like_commands" if requested */
5982 if (arg_force_original) rogue_like_commands = FALSE;
5983 if (arg_force_roguelike) rogue_like_commands = TRUE;
5985 /* Hack -- Enforce "delayed death" */
5986 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
5988 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5990 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
5992 monster_type *m_ptr;
5993 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
5994 monster_race *r_ptr = &r_info[pet_r_idx];
5995 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
5996 (PM_FORCE_PET | PM_NO_KAGE));
5997 m_ptr = ¤t_floor_ptr->m_list[hack_m_idx_ii];
5998 m_ptr->mspeed = r_ptr->speed;
5999 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6000 m_ptr->max_maxhp = m_ptr->maxhp;
6001 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6002 m_ptr->dealt_damage = 0;
6003 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6006 (void)combine_and_reorder_home(STORE_HOME);
6007 (void)combine_and_reorder_home(STORE_MUSEUM);
6009 select_floor_music();
6014 /* Process the level */
6017 /* Hack -- prevent "icky" message */
6018 character_xtra = TRUE;
6022 character_xtra = FALSE;
6024 /* Cancel the target */
6027 /* Cancel the health bar */
6034 /* Handle "quit and save" */
6035 if (!p_ptr->playing && !p_ptr->is_dead) break;
6037 /* Erase the old current_floor_ptr->grid_array */
6039 if (!p_ptr->is_dead) wipe_m_list();
6046 /* Accidental Death */
6047 if (p_ptr->playing && p_ptr->is_dead)
6049 if (p_ptr->inside_arena)
6051 p_ptr->inside_arena = FALSE;
6052 if (p_ptr->arena_number > MAX_ARENA_MONS)
6053 p_ptr->arena_number++;
6055 p_ptr->arena_number = -1 - p_ptr->arena_number;
6056 p_ptr->is_dead = FALSE;
6058 p_ptr->chp_frac = 0;
6059 p_ptr->exit_bldg = TRUE;
6062 /* Leave through the exit */
6063 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6065 /* prepare next floor */
6070 /* Mega-Hack -- Allow player to cheat death */
6071 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6078 /* Handle "death" */
6079 if (p_ptr->is_dead) break;
6081 /* Make a new level */
6093 * @brief ゲームターンからの実時間換算を行うための補正をかける
6094 * @param hoge ゲームターン
6095 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6096 * @return 修正をかけた後のゲームターン
6098 s32b turn_real(s32b hoge)
6100 switch (p_ptr->start_race)
6106 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6113 * @brief ターンのオーバーフローに対する対処
6114 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6115 * @return 修正をかけた後のゲームターン
6117 void prevent_turn_overflow(void)
6119 int rollback_days, i, j;
6120 s32b rollback_turns;
6122 if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
6124 rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6125 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6127 if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
6128 else current_world_ptr->game_turn = 1; /* Paranoia */
6129 if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
6130 else current_floor_ptr->generated_turn = 1;
6131 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6132 else old_battle = 1;
6133 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6134 else p_ptr->feeling_turn = 1;
6136 for (i = 1; i < max_towns; i++)
6138 for (j = 0; j < MAX_STORES; j++)
6140 store_type *st_ptr = &town_info[i].store[j];
6142 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6144 st_ptr->last_visit -= rollback_turns;
6145 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6148 if (st_ptr->store_open)
6150 st_ptr->store_open -= rollback_turns;
6151 if (st_ptr->store_open < 1) st_ptr->store_open = 1;