/* Ask for level */
#ifdef JP
-if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
+ if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
#else
if (get_check("Teleport level? "))
#endif
/* Prompt */
#ifdef JP
-sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
+ sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
#else
sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
#endif
command_arg = atoi(tmp_val);
}
#ifdef JP
-else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
+ else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
#else
else if (get_check("Normal teleport? "))
#endif
/* Accept request */
#ifdef JP
-msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
+ msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
#else
msg_format("You teleport to dungeon level %d.", command_arg);
#endif
static void wreck_the_pattern(void)
{
int to_ruin = 0, r_y, r_x;
+ int pattern_type = f_info[cave[py][px].feat].power;
- if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
+ if (pattern_type == PATTERN_TILE_WRECKED)
{
/* Ruined already */
return;
}
#ifdef JP
-msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
+ msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
#else
msg_print("You bleed on the Pattern!");
msg_print("Something terrible happens!");
#endif
-
if (!IS_INVULN())
#ifdef JP
take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
#endif
-
to_ruin = randint1(45) + 35;
while (to_ruin--)
{
scatter(&r_y, &r_x, py, px, 4, 0);
- if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
- (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
+ if (pattern_tile(r_y, r_x) &&
+ (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
{
cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
}
/* Returns TRUE if we are on the Pattern... */
static bool pattern_effect(void)
{
- if ((cave[py][px].feat < FEAT_PATTERN_START) ||
- (cave[py][px].feat > FEAT_PATTERN_XTRA2))
- return FALSE;
+ int pattern_type;
+
+ if (!pattern_tile(py, px)) return FALSE;
if ((prace_is_(RACE_AMBERITE)) &&
(p_ptr->cut > 0) && one_in_(10))
wreck_the_pattern();
}
- if (cave[py][px].feat == FEAT_PATTERN_END)
+ pattern_type = f_info[cave[py][px].feat].power;
+
+ switch (pattern_type)
{
+ case PATTERN_TILE_END:
(void)set_poisoned(0);
(void)set_image(0);
(void)set_stun(0);
(void)do_res_stat(A_CHR);
(void)restore_level();
(void)hp_player(1000);
+
cave_set_feat(py, px, FEAT_PATTERN_OLD);
+
#ifdef JP
-msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
+ msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
#else
msg_print("This section of the Pattern looks less powerful.");
#endif
- }
-
-
- /*
- * We could make the healing effect of the
- * Pattern center one-time only to avoid various kinds
- * of abuse, like luring the win monster into fighting you
- * in the middle of the pattern...
- */
+ /*
+ * We could make the healing effect of the
+ * Pattern center one-time only to avoid various kinds
+ * of abuse, like luring the win monster into fighting you
+ * in the middle of the pattern...
+ */
+ break;
- else if (cave[py][px].feat == FEAT_PATTERN_OLD)
- {
+ case PATTERN_TILE_OLD:
/* No effect */
- }
- else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
- {
+ break;
+
+ case PATTERN_TILE_TELEPORT:
pattern_teleport();
- }
- else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
- {
+ break;
+
+ case PATTERN_TILE_WRECKED:
if (!IS_INVULN())
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
#endif
+ break;
- }
- else
- {
- if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
+ default:
+ if (prace_is_(RACE_AMBERITE) && !one_in_(2))
return TRUE;
else if (!IS_INVULN())
#ifdef JP
#else
take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
#endif
-
+ break;
}
return TRUE;
#else
msg_print("Your light has gone out!");
#endif
+
+ /* Recalculate torch radius */
+ p_ptr->update |= (PU_TORCH);
+
+ /* Some ego light lose its effects without fuel */
p_ptr->update |= (PU_BONUS);
}
/*
- * Handle certain things once every 10 game turns
+ * Handle timed damage and regeneration every 10 game turns
*/
-static void process_world(void)
+static void process_world_aux_hp_and_sp(void)
{
- int x, y, i, j;
- int regen_amount;
+ feature_type *f_ptr = &f_info[cave[py][px].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
- cave_type *c_ptr;
- object_type *o_ptr;
- int temp;
- object_kind *k_ptr;
- const int dec_count = (easy_band ? 2 : 1);
-
- int day, hour, min, prev_min;
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- s32b tick = turn % len + len / 4;
+ /* Default regeneration */
+ int regen_amount = PY_REGEN_NORMAL;
- int quest_num = quest_number(dun_level);
- extract_day_hour_min(&day, &hour, &min);
- prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
+ /*** Damage over Time ***/
- if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
- && dun_level &&
- !(quest_num && (is_fixed_quest_idx(quest_num) &&
- !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
- !p_ptr->inside_battle)
+ /* Take damage from poison */
+ if (p_ptr->poisoned && !IS_INVULN())
{
- /* Announce feeling */
- do_cmd_feeling();
-
- /* Update the level indicator */
- p_ptr->redraw |= (PR_DEPTH);
+ /* Take damage */
+#ifdef JP
+ take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+#else
+ take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
+#endif
- /* Disturb */
- if (disturb_minor) disturb(0, 0);
}
- if (p_ptr->inside_battle && !p_ptr->leaving)
+ /* Take damage from cuts */
+ if (p_ptr->cut && !IS_INVULN())
{
+ int dam;
- int i2, j2;
- int win_m_idx = 0;
- int number_mon = 0;
+ /* Mortal wound or Deep Gash */
+ if (p_ptr->cut > 1000)
+ {
+ dam = 200;
+ }
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
- {
- number_mon++;
- win_m_idx = cave[j2][i2].m_idx;
- }
+ else if (p_ptr->cut > 200)
+ {
+ dam = 80;
+ }
- if (number_mon == 0)
+ /* Severe cut */
+ else if (p_ptr->cut > 100)
{
-#ifdef JP
-msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
-#else
- msg_print("They have kill each other at the same time.");
-#endif
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
+ dam = 32;
}
- else if ((number_mon-1) == 0)
+
+ else if (p_ptr->cut > 50)
{
- char m_name[80];
- monster_type *wm_ptr;
+ dam = 16;
+ }
- wm_ptr = &m_list[win_m_idx];
+ else if (p_ptr->cut > 25)
+ {
+ dam = 7;
+ }
- monster_desc(m_name, wm_ptr, 0);
+ else if (p_ptr->cut > 10)
+ {
+ dam = 3;
+ }
+
+ /* Other cuts */
+ else
+ {
+ dam = 1;
+ }
+
+ /* Take damage */
#ifdef JP
-msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+ take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
#else
- msg_format("%s is winner!", m_name);
+ take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
#endif
- msg_print(NULL);
- if (win_m_idx == (sel_monster+1))
+ }
+
+
+ /* (Vampires) Take damage from sunlight */
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
+ {
+ if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+ {
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
+ /* Take damage */
#ifdef JP
-msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
-#else
- msg_print("Congratulations.");
-#endif
-#ifdef JP
-msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
+take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
#else
- msg_format("You received %d gold.", battle_odds);
+ msg_print("The sun's rays scorch your undead flesh!");
+ take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
#endif
- p_ptr->au += battle_odds;
+
+ cave_no_regen = TRUE;
}
- else
- {
+ }
+
+ if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
+ !p_ptr->resist_lite)
+ {
+ object_type * o_ptr = &inventory[INVEN_LITE];
+ char o_name [MAX_NLEN];
+ char ouch [MAX_NLEN+40];
+
+ /* Get an object description */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
#ifdef JP
-msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
#else
- msg_print("You lost gold.");
+ msg_format("The %s scorches your undead flesh!", o_name);
#endif
- }
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
- }
- else if(turn - old_turn == 150*TURNS_PER_TICK)
- {
+
+
+ cave_no_regen = TRUE;
+
+ /* Get an object description */
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+
#ifdef JP
-msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
+sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
#else
- msg_format("This battle have ended in a draw.");
+ sprintf(ouch, "wielding %s", o_name);
#endif
- p_ptr->au += kakekin;
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
+
+ if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
}
}
- /* Every 10 game turns */
- if (turn % TURNS_PER_TICK) return;
+ if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
+ {
+ int damage = 0;
- /*** Check the Time and Load ***/
+ if (have_flag(f_ptr->flags, FF_DEEP))
+ {
+ damage = 6000 + randint0(4000);
+ }
+ else if (!p_ptr->ffall)
+ {
+ damage = 3000 + randint0(2000);
+ }
- if (!(turn % (50*TURNS_PER_TICK)))
- {
- /* Check time and load */
- if ((0 != check_time()) || (0 != check_load()))
+ if (damage)
{
- /* Warning */
- if (closing_flag <= 2)
- {
- /* Disturb */
- disturb(0, 0);
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
+ if (p_ptr->resist_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
- /* Count warnings */
- closing_flag++;
+ if (p_ptr->ffall) damage = damage / 5;
- /* Message */
+ damage = damage / 100 + (randint0(100) < (damage % 100));
+
+ if (p_ptr->ffall)
+ {
#ifdef JP
-msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
-msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+ msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
+ take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
#else
- msg_print("The gates to ANGBAND are closing...");
- msg_print("Please finish up and/or save your game.");
+ msg_print("The heat burns you!");
+ take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
#endif
-
}
-
- /* Slam the gate */
else
{
- /* Message */
+ cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
#ifdef JP
-msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+ msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
#else
- msg_print("The gates to ANGBAND are now closed.");
+ msg_format("The %s burns you!", name);
#endif
-
-
- /* Stop playing */
- p_ptr->playing = FALSE;
-
- /* Leaving */
- p_ptr->leaving = TRUE;
+ take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
- }
- }
- /*** Attempt timed autosave ***/
- if (autosave_t && autosave_freq && !p_ptr->inside_battle)
- {
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
- do_cmd_save_game(TRUE);
+ cave_no_regen = TRUE;
+ }
}
- if (mon_fight)
+ if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+ !p_ptr->ffall && !p_ptr->can_swim)
{
+ if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
+ {
+ /* Take damage */
#ifdef JP
- msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
+ msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
#else
- msg_print("You hear noise.");
+ msg_print("You are drowning!");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
#endif
- }
- /*** Handle the wilderness/town (sunshine) ***/
+ cave_no_regen = TRUE;
+ }
+ }
- /* While in town/wilderness */
- if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
+ if (p_ptr->riding)
{
- /* Hack -- Daybreak/Nighfall in town */
- if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ int damage;
+ if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
{
- bool dawn;
-
- /* Check for dawn */
- dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
-
- /* Day breaks */
- if (dawn)
- {
- /* Message */
+ damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
+ if (p_ptr->resist_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
#ifdef JP
- msg_print("Ì뤬ÌÀ¤±¤¿¡£");
-#else
- msg_print("The sun has risen.");
-#endif
-
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- c_ptr = &cave[y][x];
-
- /* Assume lit */
- c_ptr->info |= (CAVE_GLOW);
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Night falls */
- else
- {
- byte feat;
-
- /* Message */
-#ifdef JP
- msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
-#else
- msg_print("The sun has fallen.");
-#endif
-
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- c_ptr = &cave[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
-
- if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
- {
- /* Assume dark */
- c_ptr->info &= ~(CAVE_GLOW);
-
- if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
- {
- /* Forget the normal floor grid */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg();
- }
- }
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- }
-
- /* While in the dungeon (vanilla_town or lite_town mode only) */
- else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
- {
- /*** Shuffle the Storekeepers ***/
-
- /* Chance is only once a day (while in dungeon) */
- if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
- {
- /* Sometimes, shuffle the shop-keepers */
- if (one_in_(STORE_SHUFFLE))
- {
- int n;
-
- /* Pick a random shop (except home) */
- do
- {
- n = randint0(MAX_STORES);
- }
- while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-
- /* Message */
-#ifdef JP
- if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_info[FEAT_SHOP_HEAD + n].name);
-#else
- if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_info[FEAT_SHOP_HEAD + n].name);
-#endif
-
- /* Shuffle it */
- store_shuffle(n);
- }
- }
- }
-
-
- /*** Process the monsters ***/
-
- /* Check for creature generation. */
- if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
- !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
- {
- /* Make a new monster */
- (void)alloc_monster(MAX_SIGHT + 5, 0);
- }
-
- /* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
-
- /* Hack -- Process the counters of all monsters */
- process_monsters_counters();
-
-
- /*** Damage over Time ***/
-
- /* Take damage from poison */
- if (p_ptr->poisoned && !IS_INVULN())
- {
- /* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
-#endif
-
- }
-
-
- /* (Vampires) Take damage from sunlight */
- if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
- {
- if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
- {
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- /* Take damage */
-#ifdef JP
-msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
-#else
- msg_print("The sun's rays scorch your undead flesh!");
- take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
- }
-
- if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
- !p_ptr->resist_lite)
- {
- object_type * o_ptr = &inventory[INVEN_LITE];
- char o_name [MAX_NLEN];
- char ouch [MAX_NLEN+40];
-
- /* Get an object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
-#else
- msg_format("The %s scorches your undead flesh!", o_name);
-#endif
-
-
- cave_no_regen = TRUE;
-
- /* Get an object description */
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-#ifdef JP
-sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
-#else
- sprintf(ouch, "wielding %s", o_name);
-#endif
-
- if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
- }
- }
-
- if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
- !IS_INVULN() && !p_ptr->immune_fire && !p_ptr->ffall)
- {
- int damage = 3000 + randint0(2000);
-
- if (prace_is_(RACE_ENT)) damage += damage/3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
- damage = damage / 100 + (randint0(100) < (damage % 100));
-
- if (damage)
- {
- /* Take damage */
-#ifdef JP
-msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
-#else
- msg_print("The lava burns you!");
- take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
- }
-
- else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
- !IS_INVULN() && !p_ptr->immune_fire)
- {
- int damage = 6000 + randint0(4000);
-
- cptr message;
- cptr hit_from;
-
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
-
- if (p_ptr->ffall)
- {
- damage = damage / 5;
-
-#ifdef JP
-message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
-hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
-#else
- message = "The heat burns you!";
- hit_from = "flying over deep lava";
-#endif
-
- }
- else
- {
-#ifdef JP
-message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
-hit_from = "¿¼¤¤ÍÏ´äή";
-#else
- message = "The lava burns you!";
- hit_from = "deep lava";
-#endif
-
- }
-
- damage = damage / 100 + (randint0(100) < (damage % 100));
- if (damage)
- {
- /* Take damage */
- msg_print(message);
- take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
-
- cave_no_regen = TRUE;
- }
- }
-
- else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
- {
- if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
- {
- /* Take damage */
-#ifdef JP
-msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
-#else
- msg_print("You are drowning!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
- }
-
- if (p_ptr->riding)
- {
- int damage;
- if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
- {
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
- if (prace_is_(RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
-#ifdef JP
-msg_print("Ç®¤¤¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
+msg_print("Ç®¤¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
#else
msg_print("It's hot!");
take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
* reduced below 0 hp by being inside a stone wall; others
* WILL BE!
*/
- if (!cave_floor_bold(py, px))
+ if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
{
- /* Player can walk through trees */
- if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
- {
- /* Do nothing */
- }
- else if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
+ if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
{
cptr dam_desc;
if (p_ptr->pass_wall)
{
#ifdef JP
-msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
-dam_desc = "Ì©ÅÙ";
+ msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
+ dam_desc = "Ì©ÅÙ";
#else
msg_print("Your molecules feel disrupted!");
dam_desc = "density";
#endif
-
}
else
{
#ifdef JP
-msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
-dam_desc = "¹Å¤¤´ä";
+ msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
+ dam_desc = "¹Å¤¤´ä";
#else
msg_print("You are being crushed!");
dam_desc = "solid rock";
#endif
-
}
take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
}
}
- if (!hour && !min)
- {
- if (min != prev_min)
- {
- do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
- determine_today_mon(FALSE);
- }
- }
-
- /* Nightmare mode activates the TY_CURSE at midnight */
- if (ironman_nightmare)
- {
- /* Require exact minute */
- if (min != prev_min)
- {
- /* Every 15 minutes after 11:00 pm */
- if ((hour == 23) && !(min % 15))
- {
- /* Disturbing */
- disturb(0, 0);
-
- switch (min / 15)
- {
- case 0:
- {
-#ifdef JP
-msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
-#else
- msg_print("You hear a distant bell toll ominously.");
-#endif
-
- break;
- }
- case 1:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds twice.");
-#endif
-
- break;
- }
- case 2:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds three times.");
-#endif
-
- break;
- }
- case 3:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
-#else
- msg_print("A distant bell tolls four times.");
-#endif
-
- break;
- }
- }
- }
-
- /* TY_CURSE activates at mignight! */
- if (!hour && !min)
- {
- int count = 0;
-
- disturb(1, 0);
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
-#else
- msg_print("A distant bell tolls many times, fading into an deathly silence.");
-#endif
-
- activate_ty_curse(FALSE, &count);
- }
- }
- }
-
- /* Take damage from cuts */
- if (p_ptr->cut && !IS_INVULN())
- {
- /* Mortal wound or Deep Gash */
- if (p_ptr->cut > 1000)
- {
- i = 200;
- }
-
- else if (p_ptr->cut > 200)
- {
- i = 80;
- }
-
- /* Severe cut */
- else if (p_ptr->cut > 100)
- {
- i = 32;
- }
-
- else if (p_ptr->cut > 50)
- {
- i = 16;
- }
-
- else if (p_ptr->cut > 25)
- {
- i = 7;
- }
-
- else if (p_ptr->cut > 10)
- {
- i = 3;
- }
-
- /* Other cuts */
- else
- {
- i = 1;
- }
-
- /* Take damage */
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
-#endif
-
- }
-
-
- /*** Check the Food, and Regenerate ***/
-
- if (!p_ptr->inside_battle)
- {
- /* Digest normally */
- if (p_ptr->food < PY_FOOD_MAX)
- {
- /* Every 50 game turns */
- if (!(turn % (TURNS_PER_TICK*5)))
- {
- /* Basic digestion rate based on speed */
- i = SPEED_TO_ENERGY(p_ptr->pspeed);
-
- /* Regeneration takes more food */
- if (p_ptr->regenerate) i += 20;
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
- if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
-
- /* Slow digestion takes less food */
- if (p_ptr->slow_digest) i -= 5;
-
- /* Minimal digestion */
- if (i < 1) i = 1;
- /* Maximal digestion */
- if (i > 100) i = 100;
-
- /* Digest some food */
- (void)set_food(p_ptr->food - i);
- }
- }
-
- /* Digest quickly when gorged */
- else
- {
- /* Digest a lot of food */
- (void)set_food(p_ptr->food - 100);
- }
- }
-
- /* Starve to death (slowly) */
- if (p_ptr->food < PY_FOOD_STARVE)
- {
- /* Calculate damage */
- i = (PY_FOOD_STARVE - p_ptr->food) / 10;
-
- /* Take damage */
-#ifdef JP
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
-#else
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
-#endif
-
- }
- /* Default regeneration */
- regen_amount = PY_REGEN_NORMAL;
+ /*** handle regeneration ***/
/* Getting Weak */
if (p_ptr->food < PY_FOOD_WEAK)
{
regen_amount = PY_REGEN_WEAK;
}
-
- /* Getting Faint */
- if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
- {
- /* Faint occasionally */
- if (!p_ptr->paralyzed && (randint0(100) < 10))
- {
- /* Message */
-#ifdef JP
-msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You faint from the lack of food.");
-#endif
-
- disturb(1, 0);
-
- /* Hack -- faint (bypass free action) */
- (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
- }
- }
}
-
/* Are we walking the pattern? */
if (pattern_effect())
{
upkeep_factor = calculate_upkeep();
/* Regenerate the mana */
-/* if (p_ptr->csp < p_ptr->msp) */
+ if (upkeep_factor)
{
- if (upkeep_factor)
- {
- s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
- if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
- regenmana(upkeep_regen/100);
+ s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
+ if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
+ regenmana(upkeep_regen/100);
-#ifdef TRACK_FRIENDS
- if (p_ptr->wizard)
- {
+#if 0
+ /* Debug message */
+ if (p_ptr->wizard)
+ {
#ifdef JP
-msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
+ msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
#else
- msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
+ msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
#endif
- }
-#endif /* TRACK_FRIENDS */
-
- }
- else if (p_ptr->action != ACTION_LEARN)
- {
- regenmana(regen_amount);
}
+#endif /* 0 */
+
+ }
+ else if (p_ptr->action != ACTION_LEARN)
+ {
+ regenmana(regen_amount);
}
+
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
regenmagic(regen_amount);
/* Regenerate Hit Points if needed */
if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
{
- if ((cave[py][px].feat < FEAT_PATTERN_END) &&
- (cave[py][px].feat >= FEAT_PATTERN_START))
+ feature_type *f_ptr = &f_info[cave[py][px].feat];
+
+ if (have_flag(f_ptr->flags, FF_PATTERN) && (f_ptr->power <= PATTERN_TILE_4))
{
regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
}
regenhp(regen_amount);
}
}
+}
+/*
+ * Handle timeout every 10 game turns
+ */
+static void process_world_aux_timeout(void)
+{
+ const int dec_count = (easy_band ? 2 : 1);
+
/*** Timeout Various Things ***/
/* Mimic */
/* Apply some healing */
(void)set_cut(p_ptr->cut - adjust);
}
+}
-
- /*** Process Light ***/
-
+/*
+ * Handle burning fuel every 10 game turns
+ */
+static void process_world_aux_light(void)
+{
/* Check for light being wielded */
- o_ptr = &inventory[INVEN_LITE];
+ object_type *o_ptr = &inventory[INVEN_LITE];
/* Burn some fuel in the current lite */
if (o_ptr->tval == TV_LITE)
notice_lite_change(o_ptr);
}
}
+}
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
+/*
+ * Handle mutation effects once every 10 game turns
+ */
+static void process_world_aux_mutation(void)
+{
+ /* No mutation with effects */
+ if (!p_ptr->muta2) return;
+
+ /* No effect on monster arena */
+ if (p_ptr->inside_battle) return;
- /*** Process mutation effects ***/
- if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
+ /* No effect on the global map */
+ if (p_ptr->wild_mode) return;
+
+
+ if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
{
- if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
- {
- disturb(0, 0);
+ disturb(0, 0);
#ifdef JP
-msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
-msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
+ msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
+ msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
#else
- msg_print("RAAAAGHH!");
- msg_print("You feel a fit of rage coming over you!");
+ msg_print("RAAAAGHH!");
+ msg_print("You feel a fit of rage coming over you!");
#endif
- (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
- }
+ (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
+ }
- if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ {
+ if (!p_ptr->resist_fear)
{
- if (!p_ptr->resist_fear)
- {
- disturb(0, 0);
+ disturb(0, 0);
#ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+ msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
#else
- msg_print("It's so dark... so scary!");
+ msg_print("It's so dark... so scary!");
#endif
- set_afraid(p_ptr->afraid + 13 + randint1(26));
- }
+ set_afraid(p_ptr->afraid + 13 + randint1(26));
}
+ }
- if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ {
+ if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
+ !p_ptr->anti_tele)
{
- if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
- !p_ptr->anti_tele)
- {
- disturb(0, 0);
+ disturb(0, 0);
- /* Teleport player */
+ /* Teleport player */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
+ msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
#else
- msg_print("Your position suddenly seems very uncertain...");
+ msg_print("Your position suddenly seems very uncertain...");
#endif
- msg_print(NULL);
- teleport_player(40);
- }
+ msg_print(NULL);
+ teleport_player(40);
}
+ }
- if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ {
+ if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
{
- if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
- {
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
+ disturb(0, 0);
+ p_ptr->redraw |= PR_EXTRA;
#ifdef JP
-msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
+ msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
#else
- msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
+ msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
#endif
- }
+ }
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(20) + 15);
- }
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(20) + 15);
+ }
- if (!p_ptr->resist_chaos)
+ if (!p_ptr->resist_chaos)
+ {
+ if (one_in_(20))
{
- if (one_in_(20))
- {
- msg_print(NULL);
- if (one_in_(3)) lose_all_info();
- else wiz_dark();
- teleport_player(100);
- wiz_dark();
+ msg_print(NULL);
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ teleport_player(100);
+ wiz_dark();
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
-msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
+ msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
+ msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
#else
- msg_print("You wake up somewhere with a sore head...");
- msg_print("You can't remember a thing, or how you got here!");
+ msg_print("You wake up somewhere with a sore head...");
+ msg_print("You can't remember a thing, or how you got here!");
#endif
- }
- else
+ }
+ else
+ {
+ if (one_in_(3))
{
- if (one_in_(3))
- {
#ifdef JP
-msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
+ msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
#else
- msg_print("Thishcischs GooDSChtuff!");
+ msg_print("Thishcischs GooDSChtuff!");
#endif
- (void)set_image(p_ptr->image + randint0(150) + 150);
- }
+ (void)set_image(p_ptr->image + randint0(150) + 150);
}
}
}
+ }
- if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+ if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+ {
+ if (!p_ptr->resist_chaos)
{
- if (!p_ptr->resist_chaos)
- {
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
- (void)set_image(p_ptr->image + randint0(50) + 20);
- }
+ disturb(0, 0);
+ p_ptr->redraw |= PR_EXTRA;
+ (void)set_image(p_ptr->image + randint0(50) + 20);
}
+ }
- if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
- {
- disturb(0, 0);
+ if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
+ msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
#else
- msg_print("BRRAAAP! Oops.");
+ msg_print("BRRAAAP! Oops.");
#endif
- msg_print(NULL);
- fire_ball(GF_POIS, 0, p_ptr->lev, 3);
- }
+ msg_print(NULL);
+ fire_ball(GF_POIS, 0, p_ptr->lev, 3);
+ }
- if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
- !p_ptr->anti_magic && one_in_(9000))
- {
- int dire = 0;
- disturb(0, 0);
+ if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
+ !p_ptr->anti_magic && one_in_(9000))
+ {
+ int dire = 0;
+ disturb(0, 0);
#ifdef JP
-msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
+ msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
#else
- msg_print("Magical energy flows through you! You must release it!");
+ msg_print("Magical energy flows through you! You must release it!");
#endif
- flush();
- msg_print(NULL);
- (void)get_hack_dir(&dire);
- fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
- }
+ flush();
+ msg_print(NULL);
+ (void)get_hack_dir(&dire);
+ fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
+ }
- if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
- !p_ptr->anti_magic && (randint1(6666) == 666))
- {
- bool pet = one_in_(6);
- u32b mode = PM_ALLOW_GROUP;
+ if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
+ !p_ptr->anti_magic && (randint1(6666) == 666))
+ {
+ bool pet = one_in_(6);
+ u32b mode = PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px,
+ if (summon_specific((pet ? -1 : 0), py, px,
dun_level, SUMMON_DEMON, mode))
- {
+ {
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
#else
- msg_print("You have attracted a demon!");
+ msg_print("You have attracted a demon!");
#endif
- disturb(0, 0);
- }
+ disturb(0, 0);
}
+ }
- if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+ if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+ {
+ disturb(0, 0);
+ if (one_in_(2))
{
- disturb(0, 0);
- if (one_in_(2))
- {
#ifdef JP
-msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+ msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel less energetic.");
+ msg_print("You feel less energetic.");
#endif
- if (p_ptr->fast > 0)
- {
- set_fast(0, TRUE);
- }
- else
- {
- set_slow(randint1(30) + 10, FALSE);
- }
+ if (p_ptr->fast > 0)
+ {
+ set_fast(0, TRUE);
}
else
{
+ set_slow(randint1(30) + 10, FALSE);
+ }
+ }
+ else
+ {
#ifdef JP
-msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+ msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel more energetic.");
+ msg_print("You feel more energetic.");
#endif
- if (p_ptr->slow > 0)
- {
- set_slow(0, TRUE);
- }
- else
- {
- set_fast(randint1(30) + 10, FALSE);
- }
+ if (p_ptr->slow > 0)
+ {
+ set_slow(0, TRUE);
+ }
+ else
+ {
+ set_fast(randint1(30) + 10, FALSE);
}
- msg_print(NULL);
}
- if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
- {
- disturb(0, 0);
+ msg_print(NULL);
+ }
+ if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
+ msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
#else
- msg_print("You suddenly feel almost lonely.");
+ msg_print("You suddenly feel almost lonely.");
#endif
- banish_monsters(100);
- if (!dun_level && p_ptr->town_num)
- {
- int n;
+ banish_monsters(100);
+ if (!dun_level && p_ptr->town_num)
+ {
+ int n;
- /* Pick a random shop (except home) */
- do
- {
- n = randint0(MAX_STORES);
- }
- while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+ /* Pick a random shop (except home) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
#ifdef JP
- msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
#else
- msg_print("You see one of the shopkeepers running for the hills!");
+ msg_print("You see one of the shopkeepers running for the hills!");
#endif
- store_shuffle(n);
- }
- msg_print(NULL);
+ store_shuffle(n);
}
+ msg_print(NULL);
+ }
- if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
- {
- object_type *o_ptr;
+ if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
+ {
+ object_type *o_ptr;
#ifdef JP
-msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
+ msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
#else
- msg_print("A shadow passes over you.");
+ msg_print("A shadow passes over you.");
#endif
- msg_print(NULL);
+ msg_print(NULL);
- /* Absorb light from the current possition */
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- hp_player(10);
- }
+ /* Absorb light from the current possition */
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ {
+ hp_player(10);
+ }
- o_ptr = &inventory[INVEN_LITE];
+ o_ptr = &inventory[INVEN_LITE];
- /* Absorb some fuel in the current lite */
- if (o_ptr->tval == TV_LITE)
+ /* Absorb some fuel in the current lite */
+ if (o_ptr->tval == TV_LITE)
+ {
+ /* Use some fuel (except on artifacts) */
+ if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
{
- /* Use some fuel (except on artifacts) */
- if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
- {
- /* Heal the player a bit */
- hp_player(o_ptr->xtra4 / 20);
+ /* Heal the player a bit */
+ hp_player(o_ptr->xtra4 / 20);
- /* Decrease life-span of lite */
- o_ptr->xtra4 /= 2;
+ /* Decrease life-span of lite */
+ o_ptr->xtra4 /= 2;
#ifdef JP
-msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
+ msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
#else
- msg_print("You absorb energy from your light!");
+ msg_print("You absorb energy from your light!");
#endif
- /* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
- }
+ /* Notice interesting fuel steps */
+ notice_lite_change(o_ptr);
}
-
- /*
- * Unlite the area (radius 10) around player and
- * do 50 points damage to every affected monster
- */
- unlite_area(50, 10);
}
- if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
- !p_ptr->anti_magic && one_in_(7000))
- {
- bool pet = one_in_(3);
- u32b mode = PM_ALLOW_GROUP;
+ /*
+ * Unlite the area (radius 10) around player and
+ * do 50 points damage to every affected monster
+ */
+ unlite_area(50, 10);
+ }
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
+ !p_ptr->anti_magic && one_in_(7000))
+ {
+ bool pet = one_in_(3);
+ u32b mode = PM_ALLOW_GROUP;
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
- {
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+ {
#ifdef JP
-msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
#else
- msg_print("You have attracted an animal!");
+ msg_print("You have attracted an animal!");
#endif
- disturb(0, 0);
- }
+ disturb(0, 0);
}
+ }
- if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
- !p_ptr->anti_magic && one_in_(8000))
- {
- disturb(0, 0);
+ if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
+ !p_ptr->anti_magic && one_in_(8000))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
+ msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel the world warping around you!");
+ msg_print("You feel the world warping around you!");
#endif
- msg_print(NULL);
- fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
- }
- if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
- {
- if (!lose_mutation(0))
+ msg_print(NULL);
+ fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
+ }
+ if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
+ {
+ if (!lose_mutation(0))
#ifdef JP
-msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
+ msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel oddly normal.");
+ msg_print("You feel oddly normal.");
#endif
- }
- if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
- {
- disturb(0, 0);
+ }
+ if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
+ msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
#else
- msg_print("You feel insubstantial!");
+ msg_print("You feel insubstantial!");
#endif
- msg_print(NULL);
- set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
- }
- if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
- {
- do_poly_wounds();
- }
- if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
- {
- int which_stat = randint0(6);
- int sustained = FALSE;
+ msg_print(NULL);
+ set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
+ }
+ if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
+ {
+ do_poly_wounds();
+ }
+ if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
+ {
+ int which_stat = randint0(6);
+ int sustained = FALSE;
- switch (which_stat)
- {
- case A_STR:
- if (p_ptr->sustain_str) sustained = TRUE;
- break;
- case A_INT:
- if (p_ptr->sustain_int) sustained = TRUE;
- break;
- case A_WIS:
- if (p_ptr->sustain_wis) sustained = TRUE;
- break;
- case A_DEX:
- if (p_ptr->sustain_dex) sustained = TRUE;
- break;
- case A_CON:
- if (p_ptr->sustain_con) sustained = TRUE;
- break;
- case A_CHR:
- if (p_ptr->sustain_chr) sustained = TRUE;
- break;
- default:
+ switch (which_stat)
+ {
+ case A_STR:
+ if (p_ptr->sustain_str) sustained = TRUE;
+ break;
+ case A_INT:
+ if (p_ptr->sustain_int) sustained = TRUE;
+ break;
+ case A_WIS:
+ if (p_ptr->sustain_wis) sustained = TRUE;
+ break;
+ case A_DEX:
+ if (p_ptr->sustain_dex) sustained = TRUE;
+ break;
+ case A_CON:
+ if (p_ptr->sustain_con) sustained = TRUE;
+ break;
+ case A_CHR:
+ if (p_ptr->sustain_chr) sustained = TRUE;
+ break;
+ default:
#ifdef JP
-msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
+ msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
#else
- msg_print("Invalid stat chosen!");
+ msg_print("Invalid stat chosen!");
#endif
- sustained = TRUE;
- }
+ sustained = TRUE;
+ }
- if (!sustained)
- {
- disturb(0, 0);
+ if (!sustained)
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
+ msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
#else
- msg_print("You can feel yourself wasting away!");
+ msg_print("You can feel yourself wasting away!");
#endif
- msg_print(NULL);
- (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
- }
+ msg_print(NULL);
+ (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
}
- if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
- !p_ptr->anti_magic && one_in_(3000))
- {
- bool pet = one_in_(5);
- u32b mode = PM_ALLOW_GROUP;
+ }
+ if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
+ !p_ptr->anti_magic && one_in_(3000))
+ {
+ bool pet = one_in_(5);
+ u32b mode = PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
- {
+ if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
+ {
#ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
#else
- msg_print("You have attracted a dragon!");
+ msg_print("You have attracted a dragon!");
#endif
- disturb(0, 0);
- }
+ disturb(0, 0);
}
- if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
- one_in_(3000))
+ }
+ if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
+ one_in_(3000))
+ {
+ if (p_ptr->tim_esp > 0)
{
- if (p_ptr->tim_esp > 0)
- {
#ifdef JP
-msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
+ msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
#else
- msg_print("Your mind feels cloudy!");
+ msg_print("Your mind feels cloudy!");
#endif
- set_tim_esp(0, TRUE);
- }
- else
- {
+ set_tim_esp(0, TRUE);
+ }
+ else
+ {
#ifdef JP
-msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
+ msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
#else
- msg_print("Your mind expands!");
+ msg_print("Your mind expands!");
#endif
- set_tim_esp(p_ptr->lev, FALSE);
- }
+ set_tim_esp(p_ptr->lev, FALSE);
}
- if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
- one_in_(9000))
- {
- disturb(0, 0);
+ }
+ if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
+ one_in_(9000))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
+ msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
#else
- msg_print("Your stomach roils, and you lose your lunch!");
+ msg_print("Your stomach roils, and you lose your lunch!");
#endif
- msg_print(NULL);
- set_food(PY_FOOD_WEAK);
- }
+ msg_print(NULL);
+ set_food(PY_FOOD_WEAK);
+ }
- if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
- !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
- {
- alter_reality();
- }
+ if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
+ !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ {
+ alter_reality();
+ }
- if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
- {
- int danger_amount = 0;
- int monster;
+ if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
+ {
+ int danger_amount = 0;
+ int monster;
- for (monster = 0; monster < m_max; monster++)
- {
- monster_type *m_ptr = &m_list[monster];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ for (monster = 0; monster < m_max; monster++)
+ {
+ monster_type *m_ptr = &m_list[monster];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
- if (r_ptr->level >= p_ptr->lev)
- {
- danger_amount += r_ptr->level - p_ptr->lev + 1;
- }
+ if (r_ptr->level >= p_ptr->lev)
+ {
+ danger_amount += r_ptr->level - p_ptr->lev + 1;
}
+ }
- if (danger_amount > 100)
+ if (danger_amount > 100)
#ifdef JP
-msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+ msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel utterly terrified!");
+ msg_print("You feel utterly terrified!");
#endif
- else if (danger_amount > 50)
+ else if (danger_amount > 50)
#ifdef JP
-msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+ msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel terrified!");
+ msg_print("You feel terrified!");
#endif
- else if (danger_amount > 20)
+ else if (danger_amount > 20)
#ifdef JP
-msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+ msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel very worried!");
+ msg_print("You feel very worried!");
#endif
- else if (danger_amount > 10)
+ else if (danger_amount > 10)
#ifdef JP
-msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+ msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel paranoid!");
+ msg_print("You feel paranoid!");
#endif
- else if (danger_amount > 5)
+ else if (danger_amount > 5)
#ifdef JP
-msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
+ msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel almost safe.");
+ msg_print("You feel almost safe.");
#endif
- else
+ else
#ifdef JP
-msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
+ msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel lonely.");
+ msg_print("You feel lonely.");
#endif
- }
- if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
- one_in_(5000))
- {
- disturb(0, 0);
+ }
+ if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
+ one_in_(5000))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
+ msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel invincible!");
+ msg_print("You feel invincible!");
#endif
- msg_print(NULL);
- (void)set_invuln(randint1(8) + 8, FALSE);
- }
- if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+ msg_print(NULL);
+ (void)set_invuln(randint1(8) + 8, FALSE);
+ }
+ if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+ {
+ int wounds = p_ptr->mhp - p_ptr->chp;
+
+ if (wounds > 0)
{
- int wounds = p_ptr->mhp - p_ptr->chp;
+ int healing = p_ptr->csp;
- if (wounds > 0)
+ if (healing > wounds)
{
- int healing = p_ptr->csp;
-
- if (healing > wounds)
- {
- healing = wounds;
- }
+ healing = wounds;
+ }
- hp_player(healing);
- p_ptr->csp -= healing;
+ hp_player(healing);
+ p_ptr->csp -= healing;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
}
- if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
- one_in_(4000))
+ }
+ if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
+ one_in_(4000))
+ {
+ int wounds = p_ptr->msp - p_ptr->csp;
+
+ if (wounds > 0)
{
- int wounds = p_ptr->msp - p_ptr->csp;
+ int healing = p_ptr->chp;
- if (wounds > 0)
+ if (healing > wounds)
{
- int healing = p_ptr->chp;
-
- if (healing > wounds)
- {
- healing = wounds;
- }
+ healing = wounds;
+ }
- p_ptr->csp += healing;
+ p_ptr->csp += healing;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
#ifdef JP
-take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
+ take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
#else
- take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
+ take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
#endif
- }
}
- if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
- {
- object_type *o_ptr;
+ }
+ if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
+ {
+ object_type *o_ptr;
- disturb(0, 0);
+ disturb(0, 0);
#ifdef JP
-msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
+ msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
#else
- msg_print("You trip over your own feet!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
+ msg_print("You trip over your own feet!");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
#endif
- msg_print(NULL);
- if (buki_motteruka(INVEN_RARM))
+ msg_print(NULL);
+ if (buki_motteruka(INVEN_RARM))
+ {
+ int slot = INVEN_RARM;
+ o_ptr = &inventory[INVEN_RARM];
+ if (buki_motteruka(INVEN_LARM) && one_in_(2))
+ {
+ o_ptr = &inventory[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+ if (!cursed_p(o_ptr))
{
- int slot = INVEN_RARM;
- o_ptr = &inventory[INVEN_RARM];
- if (buki_motteruka(INVEN_LARM) && one_in_(2))
- {
- o_ptr = &inventory[INVEN_LARM];
- slot = INVEN_LARM;
- }
- if (!cursed_p(o_ptr))
- {
#ifdef JP
-msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
- msg_print("You drop your weapon!");
+ msg_print("You drop your weapon!");
#endif
- inven_drop(slot, 1);
- }
+ inven_drop(slot, 1);
}
}
}
+}
- /*** Process Inventory ***/
-
+/*
+ * Handle curse effects once every 10 game turns
+ */
+static void process_world_aux_curse(void)
+{
if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
{
/*
#endif
}
}
+}
+/*
+ * Handle recharging objects once every 10 game turns
+ */
+static void process_world_aux_recharge(void)
+{
+ int i;
+ bool changed;
+
/* Process equipment */
- for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
/* Get the object */
- o_ptr = &inventory[i];
+ object_type *o_ptr = &inventory[i];
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
if (!o_ptr->timeout)
{
recharged_notice(o_ptr);
- j++;
+ changed = TRUE;
}
}
}
/* Notice changes */
- if (j)
+ if (changed)
{
/* Window stuff */
p_ptr->window |= (PW_EQUIP);
* and each charging rod in a stack decreases the stack's timeout by
* one per turn. -LM-
*/
- for (j = 0, i = 0; i < INVEN_PACK; i++)
+ for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
- k_ptr = &k_info[o_ptr->k_idx];
+ object_type *o_ptr = &inventory[i];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
/* Determine how many rods are charging. */
- temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+ int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
if (temp > o_ptr->number) temp = o_ptr->number;
/* Decrease timeout by that number. */
/* Boundary control. */
if (o_ptr->timeout < 0) o_ptr->timeout = 0;
- /* Notice changes, provide message if object is inscribed. */
- if (!(o_ptr->timeout))
- {
- recharged_notice(o_ptr);
- j++;
+ /* Notice changes, provide message if object is inscribed. */
+ if (!(o_ptr->timeout))
+ {
+ recharged_notice(o_ptr);
+ changed = TRUE;
+ }
+
+ /* One of the stack of rod is charged */
+ else if (o_ptr->timeout % k_ptr->pval)
+ {
+ changed = TRUE;
+ }
+ }
+ }
+
+ /* Notice changes */
+ if (changed)
+ {
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+ wild_regen = 20;
+ }
+
+ /* Process objects on floor */
+ for (i = 1; i < o_max; i++)
+ {
+ /* Access object */
+ object_type *o_ptr = &o_list[i];
+
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Recharge rods on the ground. No messages. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ {
+ /* Charge it */
+ o_ptr->timeout -= o_ptr->number;
+
+ /* Boundary control. */
+ if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ }
+ }
+}
+
+
+/*
+ * Handle involuntary movement once every 10 game turns
+ */
+static void process_world_aux_movement(void)
+{
+ /* Delayed Word-of-Recall */
+ if (p_ptr->word_recall)
+ {
+ /*
+ * HACK: Autosave BEFORE resetting the recall counter (rr9)
+ * The player is yanked up/down as soon as
+ * he loads the autosaved game.
+ */
+ if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
+
+ /* Count down towards recall */
+ p_ptr->word_recall--;
+
+ p_ptr->redraw |= (PR_STATUS);
+
+ /* Activate the recall */
+ if (!p_ptr->word_recall)
+ {
+ /* Disturbing! */
+ disturb(0, 0);
+
+ /* Determine the level */
+ if (dun_level || p_ptr->inside_quest)
+ {
+#ifdef JP
+msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+#else
+ msg_print("You feel yourself yanked upwards!");
+#endif
+
+ p_ptr->recall_dungeon = dungeon_type;
+ if (record_stair)
+ do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+
+ dun_level = 0;
+ dungeon_type = 0;
+
+ leave_quest_check();
+
+ p_ptr->inside_quest = 0;
+
+ p_ptr->leaving = TRUE;
+ }
+ else
+ {
+#ifdef JP
+msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+#else
+ msg_print("You feel yourself yanked downwards!");
+#endif
+
+ dungeon_type = p_ptr->recall_dungeon;
+
+ if (record_stair)
+ do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+
+ /* New depth */
+ dun_level = max_dlv[dungeon_type];
+ if (dun_level < 1) dun_level = 1;
+
+ /* Nightmare mode makes recall more dangerous */
+ if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
+ {
+ if (dun_level < 50)
+ {
+ dun_level *= 2;
+ }
+ else if (dun_level < 99)
+ {
+ dun_level = (dun_level + 99) / 2;
+ }
+ else if (dun_level > 100)
+ {
+ dun_level = d_info[dungeon_type].maxdepth - 1;
+ }
+ }
+
+ if (p_ptr->wild_mode)
+ {
+ p_ptr->wilderness_y = py;
+ p_ptr->wilderness_x = px;
+ }
+ else
+ {
+ /* Save player position */
+ p_ptr->oldpx = px;
+ p_ptr->oldpy = py;
+ }
+ p_ptr->wild_mode = FALSE;
+
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+
+ if (dungeon_type == DUNGEON_ANGBAND)
+ {
+ int i;
+
+ for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
+ {
+ if ((quest[i].type == QUEST_TYPE_RANDOM) &&
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level < dun_level))
+ {
+ quest[i].status = QUEST_STATUS_FAILED;
+ quest[i].complev = (byte)p_ptr->lev;
+ r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
+ }
+ }
+ }
+ }
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
+ }
+ }
+
+
+ /* Delayed Alter reality */
+ if (p_ptr->alter_reality)
+ {
+ if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
+
+ /* Count down towards alter */
+ p_ptr->alter_reality--;
+
+ p_ptr->redraw |= (PR_STATUS);
+
+ /* Activate the alter reality */
+ if (!p_ptr->alter_reality)
+ {
+ /* Disturbing! */
+ disturb(0, 0);
+
+ /* Determine the level */
+ if (!quest_number(dun_level) && dun_level)
+ {
+#ifdef JP
+ msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+#else
+ msg_print("The world changes!");
+#endif
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ else
+ {
+#ifdef JP
+ msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+#else
+ msg_print("The world seems to change for a moment!");
+#endif
+ }
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
+ }
+ }
+}
+
+
+/*
+ * Handle certain things once every 10 game turns
+ */
+static void process_world(void)
+{
+ int day, hour, min, prev_min;
+
+ const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
+ s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
+
+ extract_day_hour_min(&day, &hour, &min);
+ prev_min = (1440 * (turn_in_today - TURNS_PER_TICK) / A_DAY) % 60;
+
+
+ if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
+ && dun_level && !p_ptr->inside_battle)
+ {
+ int quest_num = quest_number(dun_level);
+
+ /* Get dungeon level feeling */
+ if (!(quest_num &&
+ (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))))
+ {
+ /* Announce feeling */
+ do_cmd_feeling();
+
+ /* Update the level indicator */
+ p_ptr->redraw |= (PR_DEPTH);
+
+ /* Disturb */
+ if (disturb_minor) disturb(0, 0);
+ }
+ }
+
+ /*** Check monster arena ***/
+ if (p_ptr->inside_battle && !p_ptr->leaving)
+ {
+ int i2, j2;
+ int win_m_idx = 0;
+ int number_mon = 0;
+
+ /* Count all hostile monsters */
+ for (i2 = 0; i2 < cur_wid; ++i2)
+ for (j2 = 0; j2 < cur_hgt; j2++)
+ {
+ cave_type *c_ptr = &cave[j2][i2];
+
+ if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
+ {
+ number_mon++;
+ win_m_idx = c_ptr->m_idx;
+ }
+ }
+
+ if (number_mon == 0)
+ {
+#ifdef JP
+ msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
+#else
+ msg_print("They have kill each other at the same time.");
+#endif
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ else if ((number_mon-1) == 0)
+ {
+ char m_name[80];
+ monster_type *wm_ptr;
+
+ wm_ptr = &m_list[win_m_idx];
+
+ monster_desc(m_name, wm_ptr, 0);
+#ifdef JP
+ msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+#else
+ msg_format("%s is winner!", m_name);
+#endif
+ msg_print(NULL);
+
+ if (win_m_idx == (sel_monster+1))
+ {
+#ifdef JP
+ msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
+#else
+ msg_print("Congratulations.");
+#endif
+#ifdef JP
+ msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+#else
+ msg_format("You received %d gold.", battle_odds);
+#endif
+ p_ptr->au += battle_odds;
+ }
+ else
+ {
+#ifdef JP
+ msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+#else
+ msg_print("You lost gold.");
+#endif
+ }
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ else if(turn - old_turn == 150*TURNS_PER_TICK)
+ {
+#ifdef JP
+ msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
+#else
+ msg_format("This battle have ended in a draw.");
+#endif
+ p_ptr->au += kakekin;
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ }
+
+ /* Every 10 game turns */
+ if (turn % TURNS_PER_TICK) return;
+
+ /*** Check the Time and Load ***/
+
+ if (!(turn % (50*TURNS_PER_TICK)))
+ {
+ /* Check time and load */
+ if ((0 != check_time()) || (0 != check_load()))
+ {
+ /* Warning */
+ if (closing_flag <= 2)
+ {
+ /* Disturb */
+ disturb(0, 0);
+
+ /* Count warnings */
+ closing_flag++;
+
+ /* Message */
+#ifdef JP
+msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
+msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+#else
+ msg_print("The gates to ANGBAND are closing...");
+ msg_print("Please finish up and/or save your game.");
+#endif
+
+ }
+
+ /* Slam the gate */
+ else
+ {
+ /* Message */
+#ifdef JP
+msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+#else
+ msg_print("The gates to ANGBAND are now closed.");
+#endif
+
+
+ /* Stop playing */
+ p_ptr->playing = FALSE;
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ }
+ }
+
+ /*** Attempt timed autosave ***/
+ if (autosave_t && autosave_freq && !p_ptr->inside_battle)
+ {
+ if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+ do_cmd_save_game(TRUE);
+ }
+
+ if (mon_fight)
+ {
+#ifdef JP
+ msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
+#else
+ msg_print("You hear noise.");
+#endif
+ }
+
+ /*** Handle the wilderness/town (sunshine) ***/
+
+ /* While in town/wilderness */
+ if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
+ {
+ /* Hack -- Daybreak/Nighfall in town */
+ if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ {
+ bool dawn;
+
+ /* Check for dawn */
+ dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+
+ /* Day breaks */
+ if (dawn)
+ {
+ int y, x;
+
+ /* Message */
+#ifdef JP
+ msg_print("Ì뤬ÌÀ¤±¤¿¡£");
+#else
+ msg_print("The sun has risen.");
+#endif
+
+ /* Hack -- Scan the town */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Get the cave grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ /* Assume lit */
+ c_ptr->info |= (CAVE_GLOW);
+
+ /* Hack -- Memorize lit grids if allowed */
+ if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
+
+ /* Night falls */
+ else
+ {
+ int y, x;
+
+ /* Message */
+#ifdef JP
+ msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
+#else
+ msg_print("The sun has fallen.");
+#endif
+
+ /* Hack -- Scan the town */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Get the cave grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ /* Feature code (applying "mimic" field) */
+ feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+ if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
+ !have_flag(f_ptr->flags, FF_ENTRANCE))
+ {
+ /* Assume dark */
+ c_ptr->info &= ~(CAVE_GLOW);
+
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ /* Forget the normal floor grid */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
+
+ /* Glow deep lava and building entrances */
+ glow_deep_lava_and_bldg();
+ }
+ }
+
+ /* Update the monsters */
+ p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ }
+ }
+
+ /* While in the dungeon (vanilla_town or lite_town mode only) */
+ else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
+ {
+ /*** Shuffle the Storekeepers ***/
+
+ /* Chance is only once a day (while in dungeon) */
+ if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+ {
+ /* Sometimes, shuffle the shop-keepers */
+ if (one_in_(STORE_SHUFFLE))
+ {
+ int n, i;
+
+ /* Pick a random shop (except home and museum) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+
+ /* Check every feature */
+ for (i = 1; i < max_f_idx; i++)
+ {
+ /* Access the index */
+ feature_type *f_ptr = &f_info[i];
+
+ /* Skip empty index */
+ if (!f_ptr->name) continue;
+
+ /* Skip non-store features */
+ if (!have_flag(f_ptr->flags, FF_STORE)) continue;
+
+ /* Verify store type */
+ if (f_ptr->power == n)
+ {
+ /* Message */
+#ifdef JP
+ if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
+#else
+ if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
+#endif
+
+ /* Shuffle it */
+ store_shuffle(n);
+
+ break;
+ }
+ }
}
}
}
- /* Notice changes */
- if (j)
- {
- /* Combine pack */
- p_ptr->notice |= (PN_COMBINE);
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
- wild_regen = 20;
+ /*** Process the monsters ***/
+
+ /* Check for creature generation. */
+ if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
+ !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
+ {
+ /* Make a new monster */
+ (void)alloc_monster(MAX_SIGHT + 5, 0);
}
- /* Feel the inventory */
- sense_inventory1();
- sense_inventory2();
+ /* Hack -- Check for creature regeneration */
+ if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
+ if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
+ /* Hack -- Process the counters of all monsters */
+ process_monsters_counters();
- /*** Process Objects ***/
- /* Process objects */
- for (i = 1; i < o_max; i++)
+ /* Date changes */
+ if (!hour && !min)
{
- /* Access object */
- o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Recharge rods on the ground. No messages. */
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ if (min != prev_min)
{
- /* Charge it */
- o_ptr->timeout -= o_ptr->number;
-
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ determine_today_mon(FALSE);
}
}
-
- /*** Involuntary Movement ***/
-
- /* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ /*
+ * Nightmare mode activates the TY_CURSE at midnight
+ *
+ * Require exact minute -- Don't activate multiple times in a minute
+ */
+ if (ironman_nightmare && (min != prev_min))
{
- /*
- * HACK: Autosave BEFORE resetting the recall counter (rr9)
- * The player is yanked up/down as soon as
- * he loads the autosaved game.
- */
- if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
- do_cmd_save_game(TRUE);
-
- /* Count down towards recall */
- p_ptr->word_recall--;
-
- p_ptr->redraw |= (PR_STATUS);
-
- /* Activate the recall */
- if (!p_ptr->word_recall)
+ /* Every 15 minutes after 11:00 pm */
+ if ((hour == 23) && !(min % 15))
{
- /* Disturbing! */
+ /* Disturbing */
disturb(0, 0);
- /* Determine the level */
- if (dun_level || p_ptr->inside_quest)
+ switch (min / 15)
{
+ case 0:
#ifdef JP
-msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
#else
- msg_print("You feel yourself yanked upwards!");
+ msg_print("You hear a distant bell toll ominously.");
#endif
+ break;
- p_ptr->recall_dungeon = dungeon_type;
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ case 1:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds twice.");
+#endif
+ break;
- dun_level = 0;
- dungeon_type = 0;
+ case 2:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds three times.");
+#endif
+ break;
- leave_quest_check();
+ case 3:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell tolls four times.");
+#endif
+ break;
+ }
+ }
- p_ptr->inside_quest = 0;
+ /* TY_CURSE activates at mignight! */
+ if (!hour && !min)
+ {
+ int count = 0;
- p_ptr->leaving = TRUE;
- }
- else
- {
+ disturb(1, 0);
#ifdef JP
-msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
#else
- msg_print("You feel yourself yanked downwards!");
+ msg_print("A distant bell tolls many times, fading into an deathly silence.");
#endif
- dungeon_type = p_ptr->recall_dungeon;
+ activate_ty_curse(FALSE, &count);
+ }
+ }
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
- /* New depth */
- dun_level = max_dlv[dungeon_type];
- if (dun_level < 1) dun_level = 1;
+ /*** Check the Food, and Regenerate ***/
- /* Nightmare mode makes recall more dangerous */
- if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
- {
- if (dun_level < 50)
- {
- dun_level *= 2;
- }
- else if (dun_level < 99)
- {
- dun_level = (dun_level + 99) / 2;
- }
- else if (dun_level > 100)
- {
- dun_level = d_info[dungeon_type].maxdepth - 1;
- }
- }
+ if (!p_ptr->inside_battle)
+ {
+ /* Digest quickly when gorged */
+ if (p_ptr->food >= PY_FOOD_MAX)
+ {
+ /* Digest a lot of food */
+ (void)set_food(p_ptr->food - 100);
+ }
- if (p_ptr->wild_mode)
- {
- p_ptr->wilderness_y = py;
- p_ptr->wilderness_x = px;
- }
- else
- {
- /* Save player position */
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
- }
- p_ptr->wild_mode = FALSE;
+ /* Digest normally -- Every 50 game turns */
+ else if (!(turn % (TURNS_PER_TICK*5)))
+ {
+ /* Basic digestion rate based on speed */
+ int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
- /*
- * Clear all saved floors
- * and create a first saved floor
- */
- prepare_change_floor_mode(CFM_FIRST_FLOOR);
+ /* Regeneration takes more food */
+ if (p_ptr->regenerate)
+ digestion += 20;
+ if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+ digestion += 20;
+ if (p_ptr->cursed & TRC_FAST_DIGEST)
+ digestion += 30;
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Slow digestion takes less food */
+ if (p_ptr->slow_digest)
+ digestion -= 5;
- if (dungeon_type == DUNGEON_ANGBAND)
- {
- for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
- {
- if ((quest[i].type == QUEST_TYPE_RANDOM) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].level < dun_level))
- {
- quest[i].status = QUEST_STATUS_FAILED;
- quest[i].complev = (byte)p_ptr->lev;
- r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
- }
- }
- }
- }
+ /* Minimal digestion */
+ if (digestion < 1) digestion = 1;
+ /* Maximal digestion */
+ if (digestion > 100) digestion = 100;
- /* Sound */
- sound(SOUND_TPLEVEL);
+ /* Digest some food */
+ (void)set_food(p_ptr->food - digestion);
}
- }
-
-
- /* Delayed Alter reality */
- if (p_ptr->alter_reality)
- {
- if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
- do_cmd_save_game(TRUE);
-
- /* Count down towards alter */
- p_ptr->alter_reality--;
- p_ptr->redraw |= (PR_STATUS);
- /* Activate the alter reality */
- if (!p_ptr->alter_reality)
+ /* Getting Faint */
+ if ((p_ptr->food < PY_FOOD_FAINT))
{
- /* Disturbing! */
- disturb(0, 0);
-
- /* Determine the level */
- if (!quest_number(dun_level) && dun_level)
+ /* Faint occasionally */
+ if (!p_ptr->paralyzed && (randint0(100) < 10))
{
+ /* Message */
#ifdef JP
- msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+ msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
#else
- msg_print("The world changes!");
+ msg_print("You faint from the lack of food.");
#endif
- /* Leaving */
- p_ptr->leaving = TRUE;
+ disturb(1, 0);
+
+ /* Hack -- faint (bypass free action) */
+ (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
}
- else
+
+ /* Starve to death (slowly) */
+ if (p_ptr->food < PY_FOOD_STARVE)
{
+ /* Calculate damage */
+ int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+
+ /* Take damage */
#ifdef JP
- msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
#else
- msg_print("The world seems to change for a moment!");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
#endif
}
-
- /* Sound */
- sound(SOUND_TPLEVEL);
}
}
+
+
+
+ /* Process timed damage and regeneration */
+ process_world_aux_hp_and_sp();
+
+ /* Process timeout */
+ process_world_aux_timeout();
+
+ /* Process light */
+ process_world_aux_light();
+
+ /* Process mutation effects */
+ process_world_aux_mutation();
+
+ /* Process curse effects */
+ process_world_aux_curse();
+
+ /* Process recharging */
+ process_world_aux_recharge();
+
+ /* Feel the inventory */
+ sense_inventory1();
+ sense_inventory2();
+
+ /* Involuntary Movement */
+ process_world_aux_movement();
}
/* Go up staircase */
case '<':
{
- if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
{
- if (!vanilla_town)
+ if (vanilla_town) break;
+
+ if (ambush_flag)
{
- if(ambush_flag)
- {
#ifdef JP
- msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
+ msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
#else
- msg_print("To flee the ambush you have to reach the edge of the map.");
+ msg_print("To flee the ambush you have to reach the edge of the map.");
#endif
- }
- else if (p_ptr->food < PY_FOOD_WEAK)
- {
+ break;
+ }
+
+ if (p_ptr->food < PY_FOOD_WEAK)
+ {
#ifdef JP
- msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
+ msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
#else
- msg_print("You must eat something here.");
+ msg_print("You must eat something here.");
#endif
- }
- else
- {
- if (change_wild_mode())
- {
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
- }
- }
+ break;
}
+
+ change_wild_mode();
}
else
do_cmd_go_up();
/* Go down staircase */
case '>':
{
- if(!p_ptr->wild_mode) do_cmd_go_down();
- else
- {
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
+ if (p_ptr->wild_mode)
change_wild_mode();
- }
+ else
+ do_cmd_go_down();
+
break;
}
bool load_game = TRUE;
#ifdef CHUUKEI
- if(chuukei_client){
- reset_visuals();
- browse_chuukei();
- return;
+ if (chuukei_client)
+ {
+ reset_visuals();
+ browse_chuukei();
+ return;
+ }
+
+ else if (chuukei_server)
+ {
+ prepare_chuukei_hooks();
}
#endif
{
p_ptr->wizard = TRUE;
- if (p_ptr->is_dead)
+ if (p_ptr->is_dead || !py || !px)
{
/* Initialize the saved floors data */
init_saved_floors(TRUE);
+ /* Avoid crash */
+ p_ptr->inside_quest = 0;
+
/* Avoid crash in update_view() */
py = px = 10;
}