/* File: dungeonc */
-/* Purpose: Angband game engine */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: Angband game engine */
+
#include "angband.h"
#define TY_CURSE_CHANCE 200
if (broken_p(o_ptr)) return FEEL_BROKEN;
/* Artifacts -- except cursed/broken ones */
- if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_GOOD;
+ if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
/* Ego-Items -- except cursed/broken ones */
- if (ego_item_p(o_ptr)) return FEEL_GOOD;
+ if (ego_item_p(o_ptr)) return FEEL_UNCURSED;
/* Good armor bonus */
- if (o_ptr->to_a > 0) return FEEL_GOOD;
+ if (o_ptr->to_a > 0) return FEEL_UNCURSED;
/* Good weapon bonuses */
- if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
+ if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
/* No feeling */
return FEEL_NONE;
byte feel;
object_type *o_ptr = &inventory[slot];
char o_name[MAX_NLEN];
- int idx;
/* We know about it already, do not tell us again */
if (o_ptr->ident & (IDENT_SENSE))return;
}
case FEEL_CURSED:
{
- feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
+ if (heavy)
+ feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
+ else
+ feel = FEEL_UNCURSED;
break;
}
case FEEL_AVERAGE:
}
case FEEL_GOOD:
{
- feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
+ if (heavy)
+ feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
+ else
+ feel = FEEL_CURSED;
break;
}
case FEEL_EXCELLENT:
if (disturb_minor) disturb(0, 0);
/* Get an object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Message (equipment) */
if (slot >= INVEN_RARM)
describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) you are %s %s %s...",
- o_name, index_to_label(slot), describe_use(slot),
- ((o_ptr->number == 1) ? "is" : "are"),
+ o_name, index_to_label(slot), describe_use(slot),
+ ((o_ptr->number == 1) ? "is" : "are"),
game_inscriptions[feel]);
#endif
o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) in your pack %s %s...",
- o_name, index_to_label(slot),
- ((o_ptr->number == 1) ? "is" : "are"),
+ o_name, index_to_label(slot),
+ ((o_ptr->number == 1) ? "is" : "are"),
game_inscriptions[feel]);
#endif
o_ptr->feeling = feel;
/* Auto-inscription/destroy */
- idx = is_autopick(o_ptr);
- auto_inscribe_item(slot, idx);
- if (destroy_feeling)
- auto_destroy_item(slot, idx, FALSE);
+ autopick_alter_item(slot, destroy_feeling);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
}
case CLASS_MINDCRAFTER:
+ case CLASS_IMITATOR:
+ case CLASS_BLUE_MAGE:
case CLASS_MIRROR_MASTER:
{
/* Bad sensing */
break;
}
- case CLASS_IMITATOR:
- case CLASS_BLUE_MAGE:
- {
- /* Bad sensing */
- if (0 != randint0(55000L / (plev * plev + 40))) return;
-
- /* Done */
- break;
- }
-
case CLASS_BEASTMASTER:
{
/* Bad sensing */
case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
+ case TV_CARD:
{
okay = TRUE;
break;
/* 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
max_level = 100;
}
else
- {
- max_level = d_info[dungeon_type].maxdepth;
- min_level = d_info[dungeon_type].mindepth;
- }
+ {
+ max_level = d_info[dungeon_type].maxdepth;
+ min_level = d_info[dungeon_type].mindepth;
+ }
/* 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
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
p_ptr->inside_quest = 0;
- p_ptr->leftbldg = FALSE;
energy_use = 0;
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
/* Leaving */
p_ptr->leaving = TRUE;
}
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 (!p_ptr->invuln)
+ if (!IS_INVULN())
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
#else
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)
- {
- if (!p_ptr->invuln)
+ 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);
+ 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);
+ 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 (!p_ptr->invuln)
+ else if (!IS_INVULN())
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
#endif
-
+ break;
}
return TRUE;
/*
- * Regenerate the monsters (once per 100 game turns)
+ * Regenerate the captured monsters (once per 30 game turns)
*
* XXX XXX XXX Should probably be done during monster turns.
*/
}
+/*
+ * Process the counters of monsters (once per 10 game turns)
+ *
+ * This function is to process monsters' counters same as player's.
+ */
+static void process_monsters_counters(void)
+{
+ int m_idx;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+
+ u32b noise; /* Hack -- local "player stealth" value */
+
+ /* Handle "leaving" */
+ if (p_ptr->leaving) return;
+
+ /* Hack -- calculate the "player noise" */
+ noise = (1L << (30 - p_ptr->skill_stl));
+
+ /* Process the monsters (backwards) */
+ for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
+ {
+ /* Access the monster */
+ m_ptr = &m_list[m_idx];
+ r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ /* Handle Invulnerability */
+ if (m_ptr->invulner)
+ {
+ /* Reduce by one, note if expires */
+ m_ptr->invulner--;
+
+ if (!m_ptr->invulner)
+ {
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer invulnerable.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
+ }
+ }
+
+ /* Handle fast */
+ if (m_ptr->fast)
+ {
+ /* Reduce by one, note if expires */
+ m_ptr->fast--;
+
+ if (!m_ptr->fast && m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer fast.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx)
+ {
+ p_ptr->redraw |= (PR_UHEALTH);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ }
+
+ /* Handle slow */
+ if (m_ptr->slow)
+ {
+ /* Reduce by one, note if expires */
+ m_ptr->slow--;
+
+ if (!m_ptr->slow && m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer slow.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx)
+ {
+ p_ptr->redraw |= (PR_UHEALTH);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ }
+
+ /* Handle "sleep" */
+ if (m_ptr->csleep)
+ {
+ /* Assume does not wake up */
+ bool test = FALSE;
+
+ /* Hack -- Require proximity */
+ if (m_ptr->cdis < AAF_LIMIT)
+ {
+ /* Handle "sensing radius" */
+ if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+
+ /* Handle "sight" and "aggravation" */
+ else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+ }
+
+ if (test)
+ {
+ u32b notice = randint0(1024);
+
+ /* Nightmare monsters are more alert */
+ if (ironman_nightmare) notice /= 2;
+
+ /* Hack -- See if monster "notices" player */
+ if ((notice * notice * notice) <= noise)
+ {
+ /* Hack -- amount of "waking" */
+ /* Wake up faster near the player */
+ int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
+
+ /* Hack -- amount of "waking" is affected by speed of player */
+ d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
+ if (d < 0) d = 1;
+
+ /* Still asleep */
+ if (m_ptr->csleep > d)
+ {
+ /* Monster wakes up "a little bit" */
+ m_ptr->csleep -= d;
+
+ /* Notice the "not waking up" */
+ if (m_ptr->ml)
+ {
+ /* Hack -- Count the ignores */
+ if (r_ptr->r_ignore < MAX_UCHAR)
+ {
+ r_ptr->r_ignore++;
+ }
+ }
+ }
+
+ /* Just woke up */
+ else
+ {
+ /* Reset sleep counter */
+ m_ptr->csleep = 0;
+
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+#else
+ msg_format("%^s wakes up.", m_name);
+#endif
+
+ /* Redraw the health bar */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+
+ /* Hack -- Count the wakings */
+ if (r_ptr->r_wake < MAX_UCHAR)
+ {
+ r_ptr->r_wake++;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /* Handle "stun" */
+ if (m_ptr->stunned)
+ {
+ int d = 1;
+
+ /* Make a "saving throw" against stun */
+ if (randint0(10000) <= r_ptr->level * r_ptr->level)
+ {
+ /* Recover fully */
+ d = m_ptr->stunned;
+ }
+
+ /* Hack -- Recover from stun */
+ if (m_ptr->stunned > d)
+ {
+ /* Recover somewhat */
+ m_ptr->stunned -= d;
+ }
+
+ /* Fully recover */
+ else
+ {
+ /* Recover fully */
+ m_ptr->stunned = 0;
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
+#else
+ msg_format("%^s is no longer stunned.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+ }
+
+ /* Handle confusion */
+ if (m_ptr->confused)
+ {
+ /* Amount of "boldness" */
+ int d = randint1(r_ptr->level / 20 + 1);
+
+ /* Still confused */
+ if (m_ptr->confused > d)
+ {
+ /* Reduce the confusion */
+ m_ptr->confused -= d;
+ }
+
+ /* Recovered */
+ else
+ {
+ /* No longer confused */
+ m_ptr->confused = 0;
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
+#else
+ msg_format("%^s is no longer confused.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+ }
+
+ /* Handle "fear" */
+ if (m_ptr->monfear)
+ {
+ /* Amount of "boldness" */
+ int d = randint1(r_ptr->level / 20 + 1);
+
+ /* Still afraid */
+ if (m_ptr->monfear > d)
+ {
+ /* Reduce the fear */
+ m_ptr->monfear -= d;
+ }
+
+ /* Recover from fear, take note if seen */
+ else
+ {
+ /* No longer afraid */
+ m_ptr->monfear = 0;
+
+ /* Visual note */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+#ifndef JP
+ char m_poss[80];
+
+ /* Acquire the monster possessive */
+ monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+#endif
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
+#else
+ msg_format("%^s recovers %s courage.", m_name, m_poss);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+ }
+ }
+}
+
+
static void notice_lite_change(object_type *o_ptr)
{
/* Hack -- notice interesting fuel steps */
#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);
}
void leave_quest_check(void)
{
- /* Save quset number for dungeon pref file ($LEAVING_QUEST) */
+ /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
leaving_quest = p_ptr->inside_quest;
/* Leaving an 'only once' quest marks it as failed */
r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
if (record_rand_quest)
do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
+
+ /* Floor of random quest will be blocked */
+ prepare_change_floor_mode(CFM_NO_RETURN);
}
else if (record_fix_quest)
do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
char o_name[MAX_NLEN];
byte feel;
cptr q, s;
-
+ bool okay = FALSE;
item_tester_no_ryoute = TRUE;
/* Get an item */
feel = value_check_aux1(o_ptr);
/* Get an object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Skip non-feelings */
if (!feel)
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ /* Valid "tval" codes */
+ switch (o_ptr->tval)
+ {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_SHIELD:
+ case TV_CLOAK:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ case TV_CARD:
+ case TV_RING:
+ case TV_AMULET:
+ case TV_LITE:
+ case TV_FIGURINE:
+ okay = TRUE;
+ break;
+ }
+
+ /* Auto-inscription/destroy */
+ autopick_alter_item(item, (bool)(okay && destroy_feeling));
+
/* Something happened */
return (TRUE);
}
static void gere_music(s32b music)
{
- switch(music)
- {
- case MUSIC_SLOW:
- slow_monsters();
- break;
- case MUSIC_STUN:
- stun_monsters(damroll(p_ptr->lev/10,2));
- break;
- case MUSIC_L_LIFE:
- hp_player(damroll(2,6));
- break;
- case MUSIC_FEAR:
- project_hack(GF_TURN_ALL, p_ptr->lev);
- break;
- case MUSIC_PSI:
- project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
- break;
- case MUSIC_ID:
- project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
- break;
- case MUSIC_CONF:
- confuse_monsters(p_ptr->lev * 2);
- break;
- case MUSIC_SOUND:
- project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
- break;
- case MUSIC_CHARM:
- charm_monsters(damroll(10 + p_ptr->lev/15,6));
- break;
- case MUSIC_WALL:
- project(0, 0, py, px,
- 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
- break;
- case MUSIC_DISPEL:
- dispel_monsters(randint1(p_ptr->lev * 3));
- dispel_evil(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_SARUMAN:
- slow_monsters();
- sleep_monsters();
- break;
- case MUSIC_QUAKE:
- earthquake(py, px, 10);
- break;
- case MUSIC_STASIS:
- stasis_monsters(p_ptr->lev * 4);
- break;
- case MUSIC_SHERO:
- dispel_monsters(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_H_LIFE:
- hp_player(damroll(15,10));
- set_stun(0);
- set_cut(0);
- break;
- case MUSIC_DETECT+19:
- wiz_lite(FALSE, FALSE);
- case MUSIC_DETECT+11:
- case MUSIC_DETECT+12:
- case MUSIC_DETECT+13:
- case MUSIC_DETECT+14:
- case MUSIC_DETECT+15:
- case MUSIC_DETECT+16:
- case MUSIC_DETECT+17:
- case MUSIC_DETECT+18:
- map_area(DETECT_RAD_MAP);
+ switch(music)
+ {
+ case MUSIC_SLOW:
+ slow_monsters();
+ break;
+ case MUSIC_STUN:
+ stun_monsters(damroll(p_ptr->lev/10,2));
+ break;
+ case MUSIC_L_LIFE:
+ hp_player(damroll(2,6));
+ break;
+ case MUSIC_FEAR:
+ project_hack(GF_TURN_ALL, p_ptr->lev);
+ break;
+ case MUSIC_PSI:
+ project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
+ break;
+ case MUSIC_ID:
+ project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
+ break;
+ case MUSIC_CONF:
+ confuse_monsters(p_ptr->lev * 2);
+ break;
+ case MUSIC_SOUND:
+ project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
+ break;
+ case MUSIC_CHARM:
+ charm_monsters(damroll(10 + p_ptr->lev/15,6));
+ break;
+ case MUSIC_WALL:
+ project(0, 0, py, px,
+ 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
+ break;
+ case MUSIC_DISPEL:
+ dispel_monsters(randint1(p_ptr->lev * 3));
+ dispel_evil(randint1(p_ptr->lev * 3));
+ break;
+ case MUSIC_SARUMAN:
+ slow_monsters();
+ sleep_monsters();
+ break;
+ case MUSIC_QUAKE:
+ earthquake(py, px, 10);
+ break;
+ case MUSIC_STASIS:
+ stasis_monsters(p_ptr->lev * 4);
+ break;
+ case MUSIC_SHERO:
+ dispel_monsters(randint1(p_ptr->lev * 3));
+ break;
+ case MUSIC_H_LIFE:
+ hp_player(damroll(15,10));
+ set_stun(0);
+ set_cut(0);
+ break;
+ case MUSIC_DETECT+19:
+ wiz_lite(FALSE);
+ case MUSIC_DETECT+11:
+ case MUSIC_DETECT+12:
+ case MUSIC_DETECT+13:
+ case MUSIC_DETECT+14:
+ case MUSIC_DETECT+15:
+ case MUSIC_DETECT+16:
+ case MUSIC_DETECT+17:
+ case MUSIC_DETECT+18:
+ map_area(DETECT_RAD_MAP);
if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT+6:
- case MUSIC_DETECT+7:
- case MUSIC_DETECT+8:
- case MUSIC_DETECT+9:
- case MUSIC_DETECT+10:
- detect_treasure(DETECT_RAD_DEFAULT);
+ case MUSIC_DETECT+6:
+ case MUSIC_DETECT+7:
+ case MUSIC_DETECT+8:
+ case MUSIC_DETECT+9:
+ case MUSIC_DETECT+10:
+ /* There are too many hidden treasure. So... */
+ /* detect_treasure(DETECT_RAD_DEFAULT); */
detect_objects_gold(DETECT_RAD_DEFAULT);
detect_objects_normal(DETECT_RAD_DEFAULT);
if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT+3:
- case MUSIC_DETECT+4:
- case MUSIC_DETECT+5:
+ case MUSIC_DETECT+3:
+ case MUSIC_DETECT+4:
+ case MUSIC_DETECT+5:
detect_monsters_invis(DETECT_RAD_DEFAULT);
detect_monsters_normal(DETECT_RAD_DEFAULT);
if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT:
- case MUSIC_DETECT+1:
- case MUSIC_DETECT+2:
- detect_traps(DETECT_RAD_DEFAULT);
+ case MUSIC_DETECT:
+ case MUSIC_DETECT+1:
+ case MUSIC_DETECT+2:
+ detect_traps(DETECT_RAD_DEFAULT, TRUE);
detect_doors(DETECT_RAD_DEFAULT);
detect_stairs(DETECT_RAD_DEFAULT);
if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
break;
- }
+ }
}
/*
if (!o_ptr->inscription) return;
/* Find a '!' */
- s = strchr(quark_str(o_ptr->inscription), '!');
+ s = my_strchr(quark_str(o_ptr->inscription), '!');
/* Process notification request. */
while (s)
if (s[1] == '!')
{
/* Describe (briefly) */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Notify the player */
- if (o_ptr->number > 1)
#ifdef JP
-msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
-else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+ msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
#else
+ if (o_ptr->number > 1)
msg_format("Your %s are recharged.", o_name);
- else msg_format("Your %s is recharged.", o_name);
+ else
+ msg_format("Your %s is recharged.", o_name);
#endif
+ disturb(0, 0);
/* Done. */
return;
}
/* Keep looking for '!'s */
- s = strchr(s + 1, '!');
+ s = my_strchr(s + 1, '!');
}
}
static void check_music(void)
{
- magic_type *s_ptr;
- u32b shouhimana;
-
- /* Music singed by player */
- if(p_ptr->pclass != CLASS_BARD) return;
- if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
-
- s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][p_ptr->magic_num2[0]];
-
- shouhimana = (s_ptr->smana*(3800-p_ptr->spell_exp[p_ptr->magic_num2[0]])+2399);
- if(p_ptr->dec_mana)
- shouhimana *= 3;
- else shouhimana *= 4;
- shouhimana /= 9600;
- if(shouhimana < 1) shouhimana = 1;
- shouhimana *= 0x8000;
- if (((u16b)(p_ptr->csp) < (shouhimana / 0x10000)) || (p_ptr->anti_magic))
- {
- stop_singing();
+ magic_type *s_ptr;
+ int spell;
+ u32b need_mana;
+
+ /* Music singed by player */
+ if (p_ptr->pclass != CLASS_BARD) return;
+ if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
+
+ spell = p_ptr->magic_num2[0];
+ s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
+
+ need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
+ need_mana *= 0x8000;
+ if (((u32b)p_ptr->csp < (need_mana / 0x10000)) || (p_ptr->anti_magic))
+ {
+ stop_singing();
return;
- }
- else
- {
- p_ptr->csp -= (u16b) (shouhimana / 0x10000);
- shouhimana = (shouhimana & 0xffff);
- if (p_ptr->csp_frac < shouhimana)
+ }
+ else
+ {
+ p_ptr->csp -= (u16b) (need_mana / 0x10000);
+ need_mana = (need_mana & 0xffff);
+ if ((u32b)p_ptr->csp_frac < need_mana)
{
p_ptr->csp--;
- p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
+ p_ptr->csp_frac += (u16b)(0x10000L - need_mana);
}
else
{
- p_ptr->csp_frac -= (u16b)shouhimana;
+ p_ptr->csp_frac -= (u16b)need_mana;
}
- p_ptr->redraw |= PR_MANA;
+ p_ptr->redraw |= PR_MANA;
if (p_ptr->magic_num1[1])
{
p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS | PU_HP);
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
+ /* Redraw map and status bar */
+ p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
+
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
- }
- if (p_ptr->spell_exp[p_ptr->magic_num2[0]] < 900)
- p_ptr->spell_exp[p_ptr->magic_num2[0]]+=5;
- else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1200)
- {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
- else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1400)
- {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
- else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1600)
- {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+ }
+ if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
+ p_ptr->spell_exp[spell] += 5;
+ else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
+ { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
+ else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
+ { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+ else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
+ { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
- gere_music(p_ptr->magic_num1[0]);
+ gere_music(p_ptr->magic_num1[0]);
}
/* Choose one of items that have cursed flag */
/*
- * 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;
+ /* Default regeneration */
+ int regen_amount = PY_REGEN_NORMAL;
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- s32b tick = turn % len + len / 4;
- extract_day_hour_min(&day, &hour, &min);
- prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
+ /*** 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
- if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
- && (dun_level) &&
- !(quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) &&
- !(p_ptr->inside_battle))
- do_cmd_feeling();
+ }
- 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 20 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);
}
+
+ cave_no_regen = TRUE;
}
}
- /*** Attempt timed autosave ***/
- if (autosave_t && autosave_freq && !p_ptr->inside_battle)
+ if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+ !p_ptr->ffall && !p_ptr->can_swim)
{
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
- do_cmd_save_game(TRUE);
- }
-
- if (mon_fight)
- {
+ 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¤±¤¿¡£");
+msg_print("Ç®¤¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
#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
- {
- /* 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];
-
- /* Darken "boring" features */
- if ((c_ptr->feat <= FEAT_INVIS) ||
- ((c_ptr->feat >= FEAT_DEEP_WATER) &&
- (c_ptr->feat <= FEAT_MOUNTAIN) &&
- (c_ptr->feat != FEAT_MUSEUM)) ||
- (x == 0) || (x == cur_wid-1) ||
- (y == 0) || (y == cur_hgt-1))
- {
- /* Forget the grid */
- if (!(c_ptr->info & CAVE_IN_MIRROR)) c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
- }
-
- /* 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);
- }
- }
-
- /* Set back the rewards once a day */
- if (!(turn % (TURNS_PER_TICK*10 * STORE_TURNS)))
- {
- int n;
-
- /* Reset the rewards */
- for (n = 0; n < MAX_BACT; n++)
- {
- p_ptr->rewards[n] = FALSE;
- }
-
- /* Message */
-#ifdef JP
-if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
-#else
- if (cheat_xtra) msg_print("Rewards reset.");
-#endif
-
- }
-
-
- /*** 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, FALSE);
- }
-
- /* 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();
-
-
- /*** Damage over Time ***/
-
- /* Take damage from poison */
- if (p_ptr->poisoned && !p_ptr->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 && !p_ptr->invuln && is_daytime())
- {
- if (cave[py][px].info & 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, FALSE, 0);
-
-#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, TRUE, 0);
-
-#ifdef JP
-sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
-#else
- sprintf(ouch, "wielding %s", o_name);
-#endif
-
- if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
- }
- }
-
- if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
- !p_ptr->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 (p_ptr->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) &&
- !p_ptr->invuln && !p_ptr->immune_fire)
- {
- int damage = 6000 + randint0(4000);
-
- cptr message;
- cptr hit_from;
-
- if (p_ptr->resist_fire) damage = damage / 3;
- if (p_ptr->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 (p_ptr->oppose_fire) damage = damage / 3;
-#ifdef JP
-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);
+ msg_print("It's hot!");
+ take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
#endif
}
if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
{
damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ if (prace_is_(RACE_ANDROID)) damage += damage / 3;
if (p_ptr->resist_elec) damage = damage / 3;
- if (p_ptr->oppose_elec) damage = damage / 3;
+ if (IS_OPPOSE_ELEC()) damage = damage / 3;
#ifdef JP
msg_print("Äˤ¤¡ª");
take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
{
damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
if (p_ptr->resist_cold) damage = damage / 3;
- if (p_ptr->oppose_cold) damage = damage / 3;
+ if (IS_OPPOSE_COLD()) damage = damage / 3;
#ifdef JP
msg_print("Î䤿¤¤¡ª");
take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -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 (!p_ptr->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)
- {
- monster_race *r_ptr;
-
- if (min != prev_min)
- {
- int max_dl = 3;
- bool old_inside_battle = p_ptr->inside_battle;
-
- do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
- p_ptr->inside_battle = TRUE;
- get_mon_num_prep(NULL,NULL);
+ /*** handle regeneration ***/
- for (i = 0; i < max_d_idx; i++)
- {
- if (max_dlv[i] < d_info[i].mindepth) continue;
- if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
- }
- while (1)
- {
- today_mon = get_mon_num(max_dl);
- r_ptr = &r_info[today_mon];
-
- if (r_ptr->flags1 & RF1_UNIQUE) continue;
- if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
- if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
- if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
- if (r_ptr->level < MIN(max_dl/2, 40)) continue;
- if (r_ptr->rarity > 10) continue;
- if (r_ptr->level == 0) continue;
- break;
- }
- p_ptr->today_mon = 0;
- p_ptr->inside_battle = old_inside_battle;
+ /* Getting Weak */
+ if (p_ptr->food < PY_FOOD_WEAK)
+ {
+ /* Lower regeneration */
+ if (p_ptr->food < PY_FOOD_STARVE)
+ {
+ regen_amount = 0;
+ }
+ else if (p_ptr->food < PY_FOOD_FAINT)
+ {
+ regen_amount = PY_REGEN_FAINT;
+ }
+ else
+ {
+ regen_amount = PY_REGEN_WEAK;
}
}
- /* Nightmare mode activates the TY_CURSE at midnight */
- if (ironman_nightmare)
+ /* Are we walking the pattern? */
+ if (pattern_effect())
{
- /* Require exact minute */
- if (min != prev_min)
+ cave_no_regen = TRUE;
+ }
+ else
+ {
+ /* Regeneration ability */
+ if (p_ptr->regenerate)
{
- /* 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 && !p_ptr->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 100 game turns */
- if (!(turn % (TURNS_PER_TICK*5)))
- {
- /* Basic digestion rate based on speed */
- i = /* extract_energy[p_ptr->pspeed] * 2;*/
- ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
- 1 : extract_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 (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
-#else
- if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
-#endif
-
- }
-
- /* Default regeneration */
- regen_amount = PY_REGEN_NORMAL;
-
- /* Getting Weak */
- if (p_ptr->food < PY_FOOD_WEAK)
- {
- /* Lower regeneration */
- if (p_ptr->food < PY_FOOD_STARVE)
- {
- regen_amount = 0;
- }
- else if (p_ptr->food < PY_FOOD_FAINT)
- {
- regen_amount = PY_REGEN_FAINT;
- }
- else
- {
- 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())
- {
- cave_no_regen = TRUE;
- }
- else
- {
- /* Regeneration ability */
- if (p_ptr->regenerate)
- {
- regen_amount = regen_amount * 2;
- }
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
- {
- regen_amount /= 2;
- }
- if (p_ptr->cursed & TRC_SLOW_REGEN)
- {
- regen_amount /= 5;
- }
- }
+ regen_amount = regen_amount * 2;
+ }
+ if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+ {
+ regen_amount /= 2;
+ }
+ if (p_ptr->cursed & TRC_SLOW_REGEN)
+ {
+ regen_amount /= 5;
+ }
+ }
/* Searching or Resting */
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 ***/
/* 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);
}
}
+}
+
+
+/*
+ * Handle mutation effects once every 10 game turns
+ */
+static void process_world_aux_mutation(void)
+{
+ /* No mutation with effects */
+ if (!p_ptr->muta2) return;
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
+ /* No effect on monster arena */
+ if (p_ptr->inside_battle) return;
+ /* No effect on the global map */
+ if (p_ptr->wild_mode) return;
- /*** Process mutation effects ***/
- if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
+
+ 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 || p_ptr->hero || p_ptr->shero))
- {
- 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)
+ 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));
+
#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(randint0(MAX_STORES));
- }
- 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)
- {
- 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;
+ healing = wounds;
+ }
- if (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);
}
- 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;
+ healing = wounds;
+ }
- if (healing > wounds)
- {
- healing = wounds;
- }
+ p_ptr->csp += healing;
- p_ptr->csp += healing;
+ /* 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 ***/
-
- if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->wild_mode)
+/*
+ * 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)
{
/*
* Hack: Uncursed teleporting items (e.g. Trump Weapons)
*/
if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
{
+ char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ int i;
+
+ /* Scan the equipment with random teleport ability */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ u32b flgs[TR_FLAG_SIZE];
+ o_ptr = &inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Extract the item flags */
+ object_flags(o_ptr, flgs);
+
+ if (have_flag(flgs, TR_TELEPORT)) break;
+ }
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+#ifdef JP
+ msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
+#else
+ msg_format("Your %s is activating teleportation.", o_name);
+#endif
+
#ifdef JP
-if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+ if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
#else
if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
#endif
disturb(0, 0);
teleport_player(50);
}
+ else
+ {
+#ifdef JP
+ msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
+#else
+ msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
+#endif
+ disturb(1, 0);
+ }
}
/* Make a chainsword noise */
if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
{
char noise[1024];
#ifdef JP
-if (!get_rnd_line("chainswd_j.txt", 0, noise))
+ if (!get_rnd_line("chainswd_j.txt", 0, noise))
#else
if (!get_rnd_line("chainswd.txt", 0, noise))
#endif
(void)activate_ty_curse(FALSE, &count);
}
/* Handle experience draining */
- if ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4))
+ if (p_ptr->prace != RACE_ANDROID &&
+ ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
{
p_ptr->exp -= (p_ptr->lev+1)/2;
if (p_ptr->exp < 0) p_ptr->exp = 0;
{
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->curse_flags |= new_curse;
#ifdef JP
-msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+ msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
#else
- msg_format("There is a malignant black aura surrounding %s...", o_name);
+ msg_format("There is a malignant black aura surrounding your %s...", o_name);
#endif
o_ptr->feeling = FEEL_NONE;
{
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->curse_flags |= new_curse;
#ifdef JP
-msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+ msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
#else
- msg_format("There is a malignant black aura surrounding %s...", o_name);
+ msg_format("There is a malignant black aura surrounding your %s...", o_name);
#endif
o_ptr->feeling = FEEL_NONE;
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_format("%s have attracted an animal!", o_name);
+ msg_format("Your %s have attracted an animal!", o_name);
#endif
disturb(0, 0);
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_format("%s have attracted a demon!", o_name);
+ msg_format("Your %s have attracted a demon!", o_name);
#endif
disturb(0, 0);
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_format("%s have attracted an animal!", o_name);
+ msg_format("Your %s have attracted an animal!", o_name);
#endif
disturb(0, 0);
}
if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
{
- if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
+ if (!p_ptr->resist_fear)
{
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!");
#endif
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
#else
- msg_format("%s drains HP from you!", o_name);
+ msg_format("Your %s drains HP from you!", o_name);
#endif
take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
}
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
#else
- msg_format("%s drains mana from you!", o_name);
+ msg_format("Your %s drains mana from you!", o_name);
#endif
p_ptr->csp -= MIN(p_ptr->lev, 50);
if (p_ptr->csp < 0)
/* Rarely, take damage from the Jewel of Judgement */
if (one_in_(999) && !p_ptr->anti_magic)
{
- if ((inventory[INVEN_LITE].tval) &&
- (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
+ object_type *o_ptr = &inventory[INVEN_LITE];
+
+ if (o_ptr->name1 == ART_JUDGE)
{
#ifdef JP
-msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
-take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
+ if (object_known_p(o_ptr))
+ msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ else
+ msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
#else
- msg_print("The Jewel of Judgement drains life from you!");
+ if (object_known_p(o_ptr))
+ msg_print("The Jewel of Judgement drains life from you!");
+ else
+ msg_print("Something drains life from you!");
take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
#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. */
if (!(o_ptr->timeout))
{
recharged_notice(o_ptr);
- j++;
+ 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;
+ }
+ }
+ }
+ }
+ }
+
+
+ /*** 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();
+
+
+ /* Date changes */
+ if (!hour && !min)
+ {
+ if (min != prev_min)
+ {
+ do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ determine_today_mon(FALSE);
}
}
- /* Notice changes */
- if (j)
+ /*
+ * 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))
{
- /* Combine pack */
- p_ptr->notice |= (PN_COMBINE);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
- wild_regen = 20;
- }
-
- /* Feel the inventory */
- sense_inventory1();
- sense_inventory2();
+ /* 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;
- /*** Process Objects ***/
+ case 1:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds twice.");
+#endif
+ break;
- /* Process objects */
- for (i = 1; i < o_max; i++)
- {
- /* Access object */
- o_ptr = &o_list[i];
+ case 2:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds three times.");
+#endif
+ break;
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ case 3:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell tolls four times.");
+#endif
+ break;
+ }
+ }
- /* Recharge rods on the ground. No messages. */
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ /* TY_CURSE activates at mignight! */
+ if (!hour && !min)
{
- /* Charge it */
- o_ptr->timeout -= o_ptr->number;
+ int count = 0;
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 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);
}
}
- /*** Involuntary Movement ***/
+ /*** Check the Food, and Regenerate ***/
- /* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ if (!p_ptr->inside_battle)
{
- /*
- * 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);
+ /* Digest quickly when gorged */
+ if (p_ptr->food >= PY_FOOD_MAX)
+ {
+ /* Digest a lot of food */
+ (void)set_food(p_ptr->food - 100);
+ }
- /* Count down towards recall */
- p_ptr->word_recall--;
+ /* 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);
- p_ptr->redraw |= (PR_STATUS);
+ /* 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;
- /* Activate the recall */
- if (!p_ptr->word_recall)
- {
- /* Disturbing! */
- disturb(0, 0);
+ /* Slow digestion takes less food */
+ if (p_ptr->slow_digest)
+ digestion -= 5;
- /* Determine the level */
- if (dun_level || p_ptr->inside_quest)
+ /* Minimal digestion */
+ if (digestion < 1) digestion = 1;
+ /* Maximal digestion */
+ if (digestion > 100) digestion = 100;
+
+ /* Digest some food */
+ (void)set_food(p_ptr->food - digestion);
+ }
+
+
+ /* Getting Faint */
+ if ((p_ptr->food < PY_FOOD_FAINT))
+ {
+ /* Faint occasionally */
+ if (!p_ptr->paralyzed && (randint0(100) < 10))
{
+ /* Message */
#ifdef JP
-msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
#else
- msg_print("You feel yourself yanked upwards!");
+ msg_print("You faint from the lack of food.");
#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();
+ disturb(1, 0);
- p_ptr->inside_quest = 0;
- p_ptr->leaving = TRUE;
+ /* 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("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
#else
- msg_print("You feel yourself yanked downwards!");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
#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;
+ /* Process timed damage and regeneration */
+ process_world_aux_hp_and_sp();
- /* 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;
- }
- }
+ /* Process timeout */
+ process_world_aux_timeout();
- 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;
+ /* Process light */
+ process_world_aux_light();
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Process mutation effects */
+ process_world_aux_mutation();
- 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);
- }
- }
- }
- }
+ /* Process curse effects */
+ process_world_aux_curse();
- /* Sound */
- sound(SOUND_TPLEVEL);
- }
- }
+ /* Process recharging */
+ process_world_aux_recharge();
+
+ /* Feel the inventory */
+ sense_inventory1();
+ sense_inventory2();
+
+ /* Involuntary Movement */
+ process_world_aux_movement();
}
/* Ask first time */
if (!p_ptr->noscore)
{
+ /* Wizard mode is not permitted */
+ if (!allow_debug_opts || arg_wizard)
+ {
+#ifdef JP
+ msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
+#else
+ msg_print("Wizard mode is not permitted.");
+#endif
+ return FALSE;
+ }
+
/* Mention effects */
#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
-msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
+ msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
+ msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
#else
msg_print("Wizard mode is for debugging and experimenting.");
msg_print("The game will not be scored if you enter wizard mode.");
/* Verify request */
#ifdef JP
-if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
+ if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
#else
if (!get_check("Are you sure you want to enter wizard mode? "))
#endif
-
{
return (FALSE);
}
+#ifdef JP
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
+#else
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
+#endif
/* Mark savefile */
p_ptr->noscore |= 0x0002;
}
/* Ask first time */
if (!p_ptr->noscore)
{
+ /* Debug mode is not permitted */
+ if (!allow_debug_opts)
+ {
+#ifdef JP
+ msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
+#else
+ msg_print("Use of debug command is not permitted.");
+#endif
+ return FALSE;
+ }
+
/* Mention effects */
#ifdef JP
-msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
-msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
+ msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
+ msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
#else
msg_print("The debug commands are for debugging and experimenting.");
msg_print("The game will not be scored if you use debug commands.");
/* Verify request */
#ifdef JP
-if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
+ if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
#else
if (!get_check("Are you sure you want to use debug commands? "))
#endif
-
{
return (FALSE);
}
{
/* Mention effects */
#ifdef JP
-msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
-msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
+ msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
+ msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
#else
msg_print("The borg commands are for debugging and experimenting.");
msg_print("The game will not be scored if you use borg commands.");
/* Verify request */
#ifdef JP
-if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
+ if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
#else
if (!get_check("Are you sure you want to use borg commands? "))
#endif
-
{
return (FALSE);
}
+#ifdef JP
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
+#else
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
+#endif
/* Mark savefile */
p_ptr->noscore |= 0x0010;
}
/* Go up staircase */
case '<':
{
- if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
- {
- if (!vanilla_town)
- {
- if(ambush_flag)
- {
+ if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ {
+ if (vanilla_town) break;
+
+ 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;
- }
- }
- }
- }
- else
+ break;
+ }
+
+ change_wild_mode();
+ }
+ else
do_cmd_go_up();
break;
}
/* 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();
- }
- break;
+ else
+ do_cmd_go_down();
+
+ break;
}
/* Open a door or chest */
case '$':
{
- do_cmd_pickpref();
+ do_cmd_reload_autopick();
break;
}
char error_m[1024];
sound(SOUND_ILLEGAL);
#ifdef JP
- if (!get_rnd_line("error_j.txt", 0, error_m))
+ if (!get_rnd_line("error_j.txt", 0, error_m))
#else
if (!get_rnd_line("error.txt", 0, error_m))
#endif
{
monster_race *r_ptr = &r_info[r_idx];
- if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && strchr("Jjlw", r_ptr->d_char))
+ if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
return TRUE;
else
return FALSE;
if (!m_ptr->r_idx) continue;
/* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
+ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
/* Update the monster */
update_mon(i, FALSE);
/* Give the player some energy */
else if (!(load && p_ptr->energy_need <= 0))
{
- p_ptr->energy_need -= (p_ptr->pspeed > 199 ? 49 : (p_ptr->pspeed < 0 ? 1 : extract_energy[p_ptr->pspeed]));
+ p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
}
/* No turn yet */
!p_ptr->poisoned && !p_ptr->afraid &&
!p_ptr->stun && !p_ptr->cut &&
!p_ptr->slow && !p_ptr->paralyzed &&
- !p_ptr->image && !p_ptr->word_recall)
+ !p_ptr->image && !p_ptr->word_recall &&
+ !p_ptr->alter_reality)
{
set_action(ACTION_NONE);
}
if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
{
monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (m_ptr->csleep)
{
/* Recover fully */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
#ifdef JP
int d = 1;
/* Make a "saving throw" against stun */
- if (randint0(r_info[m_ptr->r_idx].level) < p_ptr->skill_exp[GINOU_RIDING])
+ if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
{
/* Recover fully */
d = m_ptr->stunned;
int d = 1;
/* Make a "saving throw" against stun */
- if (randint0(r_info[m_ptr->r_idx].level) < p_ptr->skill_exp[GINOU_RIDING])
+ if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
{
/* Recover fully */
d = m_ptr->confused;
int d = 1;
/* Make a "saving throw" against stun */
- if (randint0(r_info[m_ptr->r_idx].level) < p_ptr->skill_exp[GINOU_RIDING])
+ if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
{
/* Recover fully */
d = m_ptr->monfear;
}
}
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
p_ptr->counter = FALSE;
now_damaged = FALSE;
- /* Notice stuff (if needed) */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff (if needed) */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Place the cursor on the player */
move_cursor_relative(py, px);
/* Describe */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
#ifdef JP
inven_item_describe(item);
inven_item_optimize(item);
- /* Notice stuff (if needed) */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff (if needed) */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff (if needed) */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
}
/* Place the cursor on the player */
move_cursor_relative(py, px);
- command_cmd = 254;
+ command_cmd = SPECIAL_KEY_BUILDING;
/* Process the command */
process_command();
if (energy_use)
{
/* Use some energy */
- if (!world_player)
- p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
- else
+ if (world_player || energy_use > 400)
+ {
+ /* The Randomness is irrelevant */
p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
+ }
+ else
+ {
+ /* There is some randomness of needed energy */
+ p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
+ }
/* Hack -- constant hallucination */
if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
+ /* Skip unseen monsters */
+ if (!m_ptr->ml) continue;
+
/* Access the monster race */
- r_ptr = &r_info[m_ptr->r_idx];
+ r_ptr = &r_info[m_ptr->ap_r_idx];
/* Skip non-multi-hued monsters */
- if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
+ if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
+ continue;
/* Reset the flag */
shimmer_monsters = TRUE;
}
/* Handle memorized monsters */
- if (m_ptr->mflag & MFLAG_MARK)
+ if (m_ptr->mflag2 & MFLAG2_MARK)
{
/* Maintain detection */
- if (m_ptr->mflag & MFLAG_SHOW)
+ if (m_ptr->mflag2 & MFLAG2_SHOW)
{
/* Forget flag */
- m_ptr->mflag &= ~(MFLAG_SHOW);
+ m_ptr->mflag2 &= ~(MFLAG2_SHOW);
/* Still need repairs */
repair_monsters = TRUE;
else
{
/* Forget flag */
- m_ptr->mflag &= ~(MFLAG_MARK);
+ m_ptr->mflag2 &= ~(MFLAG2_MARK);
/* Assume invisible */
m_ptr->ml = FALSE;
world_player = FALSE;
p_ptr->energy_need = ENERGY_NEED();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
}
*/
static void dungeon(bool load_game)
{
- int quest_num = 0, i, num;
+ int quest_num = 0;
/* Set the base level */
base_level = dun_level;
/* Reset the "command" vars */
command_cmd = 0;
+
+#if 0 /* Don't reset here --- It's used for Arena */
command_new = 0;
+#endif
+
command_rep = 0;
command_arg = 0;
command_dir = 0;
/* Track maximum dungeon level (if not in quest -KMW-) */
if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
{
- max_dlv[dungeon_type] = dun_level;
- if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
- }
-
- /* No stairs down from Quest */
- if (quest_number(dun_level))
- {
- create_down_stair = 0;
- }
-
- /* Paranoia -- no stairs from town or wilderness */
- if (!dun_level) create_down_stair = create_up_stair = 0;
-
- /* Option -- no connected stairs */
- if (!dungeon_stair) create_down_stair = create_up_stair = 0;
-
- /* Option -- no up stairs */
- if (ironman_downward) create_down_stair = create_up_stair = 0;
-
- /* Make a stairway. */
- if (create_up_stair || create_down_stair)
- {
- /* Place a stairway */
- if (cave_valid_bold(py, px))
- {
- /* XXX XXX XXX */
- delete_object(py, px);
-
- /* Make stairs */
- if (create_down_stair)
- {
- if (create_down_stair == 2) cave_set_feat(py, px, FEAT_MORE_MORE);
- else cave_set_feat(py, px, FEAT_MORE);
- }
- else
- {
- if (create_up_stair == 2) cave_set_feat(py, px, FEAT_LESS_LESS);
- else cave_set_feat(py, px, FEAT_LESS);
- }
- }
-
- /* Cancel the stair request */
- create_down_stair = create_up_stair = 0;
+ max_dlv[dungeon_type] = dun_level;
+ if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
}
/* Validate the panel */
character_xtra = TRUE;
/* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
/* Redraw dungeon */
p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
/* Update stuff */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
-
- /* Update stuff */
- update_stuff();
-
- /* Redraw stuff */
- redraw_stuff();
-
- /* Redraw stuff */
- window_stuff();
+ /* Update lite/view */
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_DISTANCE | PU_MON_LITE);
- p_ptr->update |= (PU_MONSTERS);/*¼«Ê¬¤Ç¸÷¤Ã¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î°Ù */
-
- /* Update stuff */
- update_stuff();
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
- /* Redraw stuff */
- redraw_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Leave "xtra" mode */
character_xtra = FALSE;
/* Combine / Reorder the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Notice stuff */
+ /* Handle "p_ptr->notice" */
notice_stuff();
- /* Update stuff */
- update_stuff();
-
- /* Redraw stuff */
- redraw_stuff();
-
- /* Window stuff */
- window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Refresh */
Term_fresh();
- if (quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
+ if (quest_num && (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
if (p_ptr->inside_battle)
{
}
else
{
-
#ifdef JP
msg_print("»î¹ç³«»Ï¡ª");
#else
d_name+d_info[dungeon_type].name,
r_name+r_info[d_info[dungeon_type].final_guardian].name);
#else
- msg_format("%^s lives in this level as the keeper of %s.",
- r_name+r_info[d_info[dungeon_type].final_guardian].name,
- d_name+d_info[dungeon_type].name);
+ msg_format("%^s lives in this level as the keeper of %s.",
+ r_name+r_info[d_info[dungeon_type].final_guardian].name,
+ d_name+d_info[dungeon_type].name);
#endif
}
/* Main loop */
while (TRUE)
{
- int i, correct_inven_cnt = 0;
-
/* Hack -- Compact the monster list occasionally */
if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
/* Process the player */
process_player();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Similar slot? */
- for (i = 0; i < INVEN_PACK; i++)
- {
- object_type *j_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!j_ptr->k_idx) continue;
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- correct_inven_cnt++;
- }
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process all of the monsters */
process_monsters();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process the world */
process_world();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Window stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Not save-and-quit and not dead? */
if (p_ptr->playing && !p_ptr->is_dead)
{
- for(num = 0; num < 21; num++)
- {
- party_mon[num].r_idx = 0;
- }
-
- if (p_ptr->riding)
- {
- COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
- }
-
- for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
- {
- monster_type *m_ptr = &m_list[i];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (i == p_ptr->riding) continue;
-
- if (m_ptr->nickname && (player_has_los_bold(m_ptr->fy, m_ptr->fx) || los(m_ptr->fy, m_ptr->fx, py, px)))
- {
- if (distance(py, px, m_ptr->fy, m_ptr->fx) > 3) continue;
- }
- else
- {
- if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) continue;
- }
- if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
+ /*
+ * Maintain Unique monsters and artifact, save current
+ * floor, then prepare next floor
+ */
+ leave_floor();
- COPY(&party_mon[num], &m_list[i], monster_type);
- delete_monster_idx(i);
- num++;
- }
- if (record_named_pet)
- {
- for (i = m_max - 1; i >=1; i--)
- {
- monster_type *m_ptr = &m_list[i];
- char m_name[80];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (!m_ptr->nickname) continue;
- if (p_ptr->riding == i) continue;
-
- monster_desc(m_name, m_ptr, 0x88);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
- }
- }
+ /* Forget the flag */
+ reinit_wilderness = FALSE;
}
+ /* Write about current level on the play record once per level */
write_level = TRUE;
}
static void load_all_pref_files(void)
{
char buf[1024];
- errr err;
/* Access the "user" pref file */
sprintf(buf, "user.prf");
/* Process that file */
process_pref_file(buf);
- /* Free old entries */
- init_autopicker();
-
-#ifdef JP
- sprintf(buf, "picktype-%s.prf", player_base);
-#else
- sprintf(buf, "pickpref-%s.prf", player_base);
-#endif
-
- err = process_pickpref_file(buf);
-
- /* Process 'pick????.prf' if 'pick????-<name>.prf' doesn't exist */
- if (0 > err)
- {
-#ifdef JP
- process_pickpref_file("picktype.prf");
-#else
- process_pickpref_file("pickpref.prf");
-#endif
- }
-
/* Access the "realm 1" pref file */
if (p_ptr->realm1 != REALM_NONE)
{
/* Process that file */
process_pref_file(buf);
}
+
+
+ /* Load an autopick preference file */
+ autopick_load_pref(FALSE);
+}
+
+
+/*
+ * Extract option variables from bit sets
+ */
+void extract_option_vars(void)
+{
+ int i;
+
+ for (i = 0; option_info[i].o_desc; i++)
+ {
+ int os = option_info[i].o_set;
+ int ob = option_info[i].o_bit;
+
+ /* Set the "default" options */
+ if (option_info[i].o_var)
+ {
+ /* Set */
+ if (option_flag[os] & (1L << ob))
+ {
+ /* Set */
+ (*option_info[i].o_var) = TRUE;
+ }
+
+ /* Clear */
+ else
+ {
+ /* Clear */
+ (*option_info[i].o_var) = FALSE;
+ }
+ }
+ }
+}
+
+
+/*
+ * Determine bounty uniques
+ */
+void determine_bounty_uniques(void)
+{
+ int i, j, tmp;
+ monster_race *r_ptr;
+
+ get_mon_num_prep(NULL, NULL);
+ for (i = 0; i < MAX_KUBI; i++)
+ {
+ while (1)
+ {
+ kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+ r_ptr = &r_info[kubi_r_idx[i]];
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
+
+ if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
+
+ if (r_ptr->rarity > 100) continue;
+
+ if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
+
+ for (j = 0; j < i; j++)
+ if (kubi_r_idx[i] == kubi_r_idx[j]) break;
+
+ if (j == i) break;
+ }
+ }
+
+ /* Sort them */
+ for (i = 0; i < MAX_KUBI - 1; i++)
+ {
+ for (j = i; j < MAX_KUBI; j++)
+ {
+ if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
+ {
+ tmp = kubi_r_idx[i];
+ kubi_r_idx[i] = kubi_r_idx[j];
+ kubi_r_idx[j] = tmp;
+ }
+ }
+ }
+}
+
+
+/*
+ * Determine today's bounty monster
+ * Note: conv_old is used if loaded 0.0.3 or older save file
+ */
+void determine_today_mon(bool conv_old)
+{
+ int max_dl = 3, i;
+ bool old_inside_battle = p_ptr->inside_battle;
+ monster_race *r_ptr;
+
+ if (!conv_old)
+ {
+ for (i = 0; i < max_d_idx; i++)
+ {
+ if (max_dlv[i] < d_info[i].mindepth) continue;
+ if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
+ }
+ }
+ else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
+
+ p_ptr->inside_battle = TRUE;
+ get_mon_num_prep(NULL, NULL);
+
+ while (1)
+ {
+ today_mon = get_mon_num(max_dl);
+ r_ptr = &r_info[today_mon];
+
+ if (r_ptr->flags1 & RF1_UNIQUE) continue;
+ if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
+ if (r_ptr->flags2 & RF2_MULTIPLY) continue;
+ if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
+ if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
+ if (r_ptr->rarity > 10) continue;
+ break;
+ }
+
+ p_ptr->today_mon = 0;
+ p_ptr->inside_battle = old_inside_battle;
}
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
/* Initialise the resize hooks */
angband_term[0]->resize_hook = resize_map;
-
+
for (i = 1; i < 8; i++)
{
/* Does the term exist? */
}
/* Extract the options */
- for (i = 0; option_info[i].o_desc; i++)
- {
- int os = option_info[i].o_set;
- int ob = option_info[i].o_bit;
-
- /* Set the "default" options */
- if (option_info[i].o_var)
- {
- /* Set */
- if (option_flag[os] & (1L << ob))
- {
- /* Set */
- (*option_info[i].o_var) = TRUE;
- }
-
- /* Clear */
- else
- {
- /* Clear */
- (*option_info[i].o_var) = FALSE;
- }
- }
- }
+ extract_option_vars();
/* Report waited score */
if (p_ptr->wait_report_score)
/* Prepare to init the RNG */
Rand_quick = TRUE;
+
+ /* Initialize the saved floors data */
+ init_saved_floors(FALSE);
+ }
+
+ /* Old game is loaded. But new game is requested. */
+ else if (new_game)
+ {
+ /* Initialize the saved floors data */
+ init_saved_floors(TRUE);
}
/* Process old character */
/* Roll new character */
if (new_game)
{
- monster_race *r_ptr;
-
/* The dungeon is not ready */
character_dungeon = FALSE;
counts_write(2,0);
p_ptr->count = 0;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ÊÕ¶¤ÎÃϤ˹ߤêΩ¤Ã¤¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You are standing in the Outpost.");
-#endif
-
load = FALSE;
- get_mon_num_prep(NULL, NULL);
- for (i = 0; i < MAX_KUBI; i++)
- {
- while (1)
- {
- int j;
-
- kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
- r_ptr = &r_info[kubi_r_idx[i]];
-
- if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
-
- if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
- if (r_ptr->rarity > 100) continue;
-
- if(r_ptr->flags6 & RF6_SPECIAL) continue;
-
- for (j = 0; j < i; j++)
- if (kubi_r_idx[i] == kubi_r_idx[j])break;
-
- if (j == i) break;
- }
- }
- for (i = 0; i < MAX_KUBI -1; i++)
- {
- int j,tmp;
- for (j = i; j < MAX_KUBI; j++)
- {
- if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
- {
- tmp = kubi_r_idx[i];
- kubi_r_idx[i] = kubi_r_idx[j];
- kubi_r_idx[j] = tmp;
- }
- }
- }
-
- p_ptr->inside_battle = TRUE;
- while (1)
- {
- today_mon = get_mon_num(3);
- r_ptr = &r_info[today_mon];
- if (r_ptr->flags1 & RF1_UNIQUE) continue;
- if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
- if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
- if (r_ptr->rarity > 10) continue;
- if (r_ptr->level == 0) continue;
- break;
- }
- p_ptr->inside_battle = FALSE;
+ determine_bounty_uniques();
+ determine_today_mon(FALSE);
}
else
{
if (p_ptr->riding == -1)
{
p_ptr->riding = 0;
- for(i = m_max; i > 0; i--)
+ for (i = m_max; i > 0; i--)
{
- if ((m_list[i].fy == py) && (m_list[i].fx == px))
+ if (player_bold(m_list[i].fy, m_list[i].fx))
{
p_ptr->riding = i;
break;
panel_col_min = cur_wid;
/* Sexy gal gets bonus to maximum weapon skill of whip */
- if(p_ptr->pseikaku == SEIKAKU_SEXY)
- s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
-
- /* Fill the arrays of floors and walls in the good proportions */
- for (i = 0; i < 100; i++)
- {
- int lim1, lim2, lim3;
-
- lim1 = d_info[dungeon_type].floor_percent1;
- lim2 = lim1 + d_info[dungeon_type].floor_percent2;
- lim3 = lim2 + d_info[dungeon_type].floor_percent3;
-
- if (i < lim1)
- floor_type[i] = d_info[dungeon_type].floor1;
- else if (i < lim2)
- floor_type[i] = d_info[dungeon_type].floor2;
- else if (i < lim3)
- floor_type[i] = d_info[dungeon_type].floor3;
-
- lim1 = d_info[dungeon_type].fill_percent1;
- lim2 = lim1 + d_info[dungeon_type].fill_percent2;
- lim3 = lim2 + d_info[dungeon_type].fill_percent3;
- if (i < lim1)
- fill_type[i] = d_info[dungeon_type].fill_type1;
- else if (i < lim2)
- fill_type[i] = d_info[dungeon_type].fill_type2;
- else if (i < lim3)
- fill_type[i] = d_info[dungeon_type].fill_type3;
- }
+ if (p_ptr->pseikaku == SEIKAKU_SEXY)
+ s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
+
+ /* Fill the arrays of floors and walls in the good proportions */
+ set_floor_and_wall(dungeon_type);
/* Flavor the objects */
flavor_init();
/* Hack -- Enter wizard mode */
if (arg_wizard)
- {
- if (enter_wizard_mode()) p_ptr->wizard = TRUE;
- else if (p_ptr->is_dead) quit("Already dead.");
- }
+ {
+ if (enter_wizard_mode())
+ {
+ p_ptr->wizard = TRUE;
+
+ 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;
+ }
+ }
+ else if (p_ptr->is_dead)
+ {
+ quit("Already dead.");
+ }
+ }
/* Initialize the town-buildings if necessary */
if (!dun_level && !p_ptr->inside_quest)
{
/* Init the wilderness */
-process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
/* Init the town */
init_flags = INIT_ONLY_BUILDINGS;
-process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
+ process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
}
- /* Initialize vault info */
-#ifdef JP
-if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
-#else
- if (init_v_info()) quit("Cannot initialize vaults");
-#endif
-
/* Generate a dungeon level if needed */
- if (!character_dungeon) generate_cave();
+ if (!character_dungeon)
+ {
+ change_floor();
+ }
/* Character is now "complete" */
character_icky = FALSE;
+ if (new_game)
+ {
+ char buf[80];
+
+#ifdef JP
+ sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
+#else
+ sprintf(buf, "You are standing in the %s.", map_name());
+#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
+ }
+
+
/* Start game */
p_ptr->playing = TRUE;
/* Process the level */
dungeon(load_game);
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Window stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Cancel the target */
target_who = 0;
if (p_ptr->inside_arena)
{
p_ptr->inside_arena = FALSE;
- if(p_ptr->arena_number > MAX_ARENA_MONS)
+ if (p_ptr->arena_number > MAX_ARENA_MONS)
p_ptr->arena_number++;
else
- p_ptr->arena_number = 99;
+ p_ptr->arena_number = -1 - p_ptr->arena_number;
p_ptr->is_dead = FALSE;
p_ptr->chp = 0;
p_ptr->chp_frac = 0;
p_ptr->exit_bldg = TRUE;
reset_tim_flags();
+
+ /* Leave through the exit */
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
+
+ /* prepare next floor */
+ leave_floor();
}
else
{
p_ptr->redraw |= (PR_STATUS);
}
+ /* Hack -- cancel alter */
+ if (p_ptr->alter_reality)
+ {
+ /* Hack -- Prevent alter */
+ p_ptr->alter_reality = 0;
+ p_ptr->redraw |= (PR_STATUS);
+ }
+
/* Note cause of death XXX XXX XXX */
#ifdef JP
(void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
/* Leaving */
p_ptr->wild_mode = FALSE;
+
p_ptr->leaving = TRUE;
#ifdef JP
if (p_ptr->is_dead) break;
/* Make a new level */
- generate_cave();
+ change_floor();
}
/* Close stuff */
s32b turn_real(s32b hoge)
{
- if ((p_ptr->prace == RACE_VAMPIRE) ||
- (p_ptr->prace == RACE_SKELETON) ||
- (p_ptr->prace == RACE_ZOMBIE) ||
- (p_ptr->prace == RACE_SPECTRE))
- return hoge-(TURNS_PER_TICK * TOWN_DAWN *3/ 4);
- else
+ switch (p_ptr->start_race)
+ {
+ case RACE_VAMPIRE:
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_SPECTRE:
+ return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
+ default:
return hoge;
+ }
}