-/* File: dungeonc */
-
-/*
- * 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. Other copyrights may also apply.
+/*!
+ @file dungeon.c
+ @brief Angbandゲームエンジン / Angband game engine
+ @date 2013/12/31
+ @author
+ Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ This software may be copied and distributed for educational, research, and\n
+ not for profit purposes provided that this copyright and statement are\n
+ included in all such copies.\n
+ 2013 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: Angband game engine */
-
#include "angband.h"
-
-#define TY_CURSE_CHANCE 200
-#define CHAINSWORD_NOISE 100
-
-static bool load = TRUE;
-static int wild_regen = 20;
-
-/*
- * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
+#include "cmd-activate.h"
+#include "cmd-eat.h"
+#include "cmd-quaff.h"
+#include "cmd-read.h"
+#include "cmd-usestaff.h"
+#include "cmd-zapwand.h"
+
+#define TY_CURSE_CHANCE 200 /*!<太古の怨念の1ターン毎の発動確率(1/n)*/
+#define CHAINSWORD_NOISE 100 /*!<チェンソーの1ターン毎の発動確率(1/n)*/
+
+static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
+static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
+
+/*!
+ * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
+ * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
+ * @return 擬似鑑定結果のIDを返す。
*/
static byte value_check_aux1(object_type *o_ptr)
{
/* Artifacts */
- if (artifact_p(o_ptr) || o_ptr->art_name)
+ if (object_is_artifact(o_ptr))
{
/* Cursed/Broken */
- if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
/* Normal */
return FEEL_SPECIAL;
}
/* Ego-Items */
- if (ego_item_p(o_ptr))
+ if (object_is_ego(o_ptr))
{
/* Cursed/Broken */
- if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
/* Normal */
return FEEL_EXCELLENT;
}
/* Cursed items */
- if (cursed_p(o_ptr)) return FEEL_CURSED;
+ if (object_is_cursed(o_ptr)) return FEEL_CURSED;
/* Broken items */
- if (broken_p(o_ptr)) return FEEL_BROKEN;
+ if (object_is_broken(o_ptr)) return FEEL_BROKEN;
if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
return FEEL_AVERAGE;
}
-
-/*
- * Return a "feeling" (or NULL) about an item. Method 2 (Light).
+/*!
+ * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
+ * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
+ * @return 擬似鑑定結果のIDを返す。
*/
static byte value_check_aux2(object_type *o_ptr)
{
/* Cursed items (all of them) */
- if (cursed_p(o_ptr)) return FEEL_CURSED;
+ if (object_is_cursed(o_ptr)) return FEEL_CURSED;
/* Broken items (all of them) */
- if (broken_p(o_ptr)) return FEEL_BROKEN;
+ if (object_is_broken(o_ptr)) return FEEL_BROKEN;
/* Artifacts -- except cursed/broken ones */
- if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
+ if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
/* Ego-Items -- except cursed/broken ones */
- if (ego_item_p(o_ptr)) return FEEL_UNCURSED;
+ if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
/* Good armor bonus */
if (o_ptr->to_a > 0) return FEEL_UNCURSED;
}
-
+/*!
+ * @brief 擬似鑑定を実際に行い判定を反映する
+ * @param slot 擬似鑑定を行うプレイヤーの所持リストID
+ * @param heavy 重度の擬似鑑定を行うならばTRUE
+ * @return なし
+ */
static void sense_inventory_aux(int slot, bool heavy)
{
byte feel;
if (o_ptr->ident & (IDENT_SENSE))return;
/* It is fully known, no information needed */
- if (object_known_p(o_ptr)) return;
+ if (object_is_known(o_ptr)) return;
/* Check for a feeling */
feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
if (slot >= INVEN_RARM)
{
#ifdef JP
-msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+msg_format("%s%s(%c)は%sという感じがする...",
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...",
else
{
#ifdef JP
-msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+msg_format("ザックの中の%s(%c)は%sという感じがする...",
o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) in your pack %s %s...",
-/*
- * Sense the inventory
- *
- * Class 0 = Warrior --> fast and heavy
- * Class 1 = Mage --> slow and light
- * Class 2 = Priest --> fast but light
- * Class 3 = Rogue --> okay and heavy
- * Class 4 = Ranger --> slow but heavy (changed!)
- * Class 5 = Paladin --> slow but heavy
+/*!
+ * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
+ * @return なし
+ * @details
+ * Sense the inventory\n
+ *\n
+ * Class 0 = Warrior --> fast and heavy\n
+ * Class 1 = Mage --> slow and light\n
+ * Class 2 = Priest --> fast but light\n
+ * Class 3 = Rogue --> okay and heavy\n
+ * Class 4 = Ranger --> slow but heavy (changed!)\n
+ * Class 5 = Paladin --> slow but heavy\n
*/
static void sense_inventory1(void)
{
}
case CLASS_PALADIN:
+ case CLASS_SNIPER:
{
/* Bad sensing */
if (0 != randint0(77777L / (plev * plev + 40))) return;
}
}
-
+/*!
+ * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
+ * @return なし
+ */
static void sense_inventory2(void)
{
int i;
case CLASS_SAMURAI:
case CLASS_CAVALRY:
case CLASS_BERSERKER:
+ case CLASS_SNIPER:
{
return;
}
}
}
-
-
-/*
- * Go to any level (ripped off from wiz_jump)
+/*!
+ * @brief パターン終点到達時のテレポート処理を行う
+ * @return なし
*/
static void pattern_teleport(void)
{
- int min_level = 0;
- int max_level = 99;
+ DEPTH min_level = 0;
+ DEPTH max_level = 99;
/* Ask for level */
-#ifdef JP
- if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Teleport level? "))
-#endif
-
+ if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
{
char ppp[80];
char tmp_val[160];
}
/* Prompt */
-#ifdef JP
- 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
-
+ sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
/* Default */
- sprintf(tmp_val, "%d", dun_level);
+ sprintf(tmp_val, "%d", (int)dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
- command_arg = atoi(tmp_val);
+ command_arg = (COMMAND_ARG)atoi(tmp_val);
}
-#ifdef JP
- else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
-#else
- else if (get_check("Normal teleport? "))
-#endif
-
+ else if (get_check(_("通常テレポート?", "Normal teleport? ")))
{
- teleport_player(200);
+ teleport_player(200, 0L);
return;
}
else
}
/* Paranoia */
- if (command_arg < min_level) command_arg = min_level;
+ if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
/* Paranoia */
- if (command_arg > max_level) command_arg = max_level;
+ if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
/* Accept request */
-#ifdef JP
- 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
-
+ msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
if (autosave_l) do_cmd_save_game(TRUE);
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
p_ptr->inside_quest = 0;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/*
* Clear all saved floors
p_ptr->leaving = TRUE;
}
-
+/*!
+ * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
+ * @return なし
+ */
static void wreck_the_pattern(void)
{
- int to_ruin = 0, r_y, r_x;
- int pattern_type = f_info[cave[py][px].feat].power;
+ int to_ruin = 0;
+ POSITION r_y, r_x;
+ int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
if (pattern_type == PATTERN_TILE_WRECKED)
{
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");
-#else
- msg_print("You bleed on the Pattern!");
- msg_print("Something terrible happens!");
-#endif
+ msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
+ msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
if (!IS_INVULN())
-#ifdef JP
- 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
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
to_ruin = randint1(45) + 35;
while (to_ruin--)
{
- scatter(&r_y, &r_x, py, px, 4, 0);
+ scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
if (pattern_tile(r_y, r_x) &&
- (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
+ (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
{
- cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
+ cave_set_feat(r_y, r_x, feat_pattern_corrupted);
}
}
- cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
+ cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
}
-
-/* Returns TRUE if we are on the Pattern... */
+/*!
+ * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
+ * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
+ */
static bool pattern_effect(void)
{
int pattern_type;
- if (!pattern_tile(py, px)) return FALSE;
+ if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
if ((prace_is_(RACE_AMBERITE)) &&
(p_ptr->cut > 0) && one_in_(10))
wreck_the_pattern();
}
- pattern_type = f_info[cave[py][px].feat].power;
+ pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
switch (pattern_type)
{
(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¡£");
-#else
- msg_print("This section of the Pattern looks less powerful.");
-#endif
+ cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
+ msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
/*
* We could make the healing effect of the
case PATTERN_TILE_WRECKED:
if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
break;
default:
if (prace_is_(RACE_AMBERITE) && !one_in_(2))
return TRUE;
else if (!IS_INVULN())
-#ifdef JP
- 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
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
break;
}
}
-
-
-
-/*
- * Regenerate hit points -RAK-
+/*!
+ * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
+ * @param percent 回復比率
+ * @return なし
*/
static void regenhp(int percent)
{
- s32b new_chp, new_chp_frac;
- int old_chp;
+ s32b new_chp;
+ u32b new_chp_frac;
+ s32b old_chp;
if (p_ptr->special_defense & KATA_KOUKIJIN) return;
if (p_ptr->action == ACTION_HAYAGAKE) return;
+
/* Save the old hitpoints */
old_chp = p_ptr->chp;
- /* Extract the new hitpoints */
- new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
- p_ptr->chp += (s16b)(new_chp >> 16); /* div 65536 */
+ /*
+ * Extract the new hitpoints
+ *
+ * 'percent' is the Regen factor in unit (1/2^16)
+ */
+ new_chp = 0;
+ new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
+
+ /* Convert the unit (1/2^16) to (1/2^32) */
+ s64b_LSHIFT(new_chp, new_chp_frac, 16);
+
+ /* Regenerating */
+ s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
- /* check for overflow */
- if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
- new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac; /* mod 65536 */
- if (new_chp_frac >= 0x10000L)
- {
- p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
- p_ptr->chp++;
- }
- else
- {
- p_ptr->chp_frac = (u16b)new_chp_frac;
- }
/* Fully healed */
- if (p_ptr->chp >= p_ptr->mhp)
+ if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
{
p_ptr->chp = p_ptr->mhp;
p_ptr->chp_frac = 0;
}
-/*
- * Regenerate mana points -RAK-
+/*!
+ * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
+ * @param upkeep_factor ペット維持によるMPコスト量
+ * @param regen_amount 回復量
+ * @return なし
*/
-static void regenmana(int percent)
+static void regenmana(int upkeep_factor, int regen_amount)
{
- s32b new_mana, new_mana_frac;
- int old_csp;
- bool old_csp_msp = (p_ptr->csp > p_ptr->msp);
+ s32b old_csp = p_ptr->csp;
+ s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
- if (p_ptr->special_defense & KATA_KOUKIJIN) return;
- if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
- old_csp = p_ptr->csp;
- new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
- if (old_csp_msp && (new_mana > 0))
- {
- new_mana *= 32;
- p_ptr->csp--;
- p_ptr->csp -= (s16b)(new_mana >> 16); /* div 65536 */
- new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
- }
- else
+ /*
+ * Excess mana will decay 32 times faster than normal
+ * regeneration rate.
+ */
+ if (p_ptr->csp > p_ptr->msp)
{
- if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
- p_ptr->csp += (s16b)(new_mana >> 16); /* div 65536 */
+ /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
+ s32b decay = 0;
+ u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
- new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac; /* mod 65536 */
- }
- if (new_mana_frac >= 0x10000L)
- {
- p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
- p_ptr->csp++;
- }
- else
- {
- p_ptr->csp_frac = (u16b)(new_mana_frac);
+ /* Convert the unit (1/2^16) to (1/2^32) */
+ s64b_LSHIFT(decay, decay_frac, 16);
+
+ /* Decay */
+ s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
+
+ /* Stop decaying */
+ if (p_ptr->csp < p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+ }
}
- /* check for overflow */
- if (p_ptr->csp < 0)
+ /* Regenerating mana (unless the player has excess mana) */
+ else if (regen_rate > 0)
{
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ /* (percent/100) is the Regen factor in unit (1/2^16) */
+ s32b new_mana = 0;
+ u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
+
+ /* Convert the unit (1/2^16) to (1/2^32) */
+ s64b_LSHIFT(new_mana, new_mana_frac, 16);
+
+ /* Regenerate */
+ s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
+
+ /* Must set frac to zero even if equal */
+ if (p_ptr->csp >= p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+ }
}
- /* Must set frac to zero even if equal */
- if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
+
+ /* Reduce mana (even when the player has excess mana) */
+ if (regen_rate < 0)
{
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
+ /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
+ s32b reduce_mana = 0;
+ u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
+
+ /* Convert the unit (1/2^16) to (1/2^32) */
+ s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
+
+ /* Reduce mana */
+ s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
+
+ /* Check overflow */
+ if (p_ptr->csp < 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ }
}
+
/* Redraw mana */
if (old_csp != p_ptr->csp)
{
}
}
-
-
-/*
- * Regenerate magic
+/*!
+ * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
+ * @param regen_amount 回復量
+ * @return なし
*/
-static void regenmagic(int percent)
+static void regenmagic(int regen_amount)
{
- s32b new_mana;
+ s32b new_mana;
int i;
+ int dev = 30;
+ int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
for (i = 0; i < EATER_EXT*2; i++)
{
if (!p_ptr->magic_num2[i]) continue;
if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
- new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
+
+ /* Increase remaining charge number like float value */
+ new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
p_ptr->magic_num1[i] += new_mana;
- /* Must set frac to zero even if equal */
+ /* Check maximum charge */
if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
{
p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
{
if (!p_ptr->magic_num1[i]) continue;
if (!p_ptr->magic_num2[i]) continue;
- p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
+
+ /* Decrease remaining period for charging */
+ new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
+ / (dev * 16 * PY_REGEN_NORMAL);
+ p_ptr->magic_num1[i] -= new_mana;
+
+ /* Check minimum remaining period for charging */
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
wild_regen = 20;
}
}
-
-
-
-
-/*
- * Regenerate the monsters (once per 100 game turns)
- *
- * XXX XXX XXX Should probably be done during monster turns.
+/*!
+ * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
+ * @return なし
+ * @note XXX XXX XXX Should probably be done during monster turns.
*/
static void regen_monsters(void)
{
}
-/*
- * Regenerate the captured monsters (once per 30 game turns)
- *
- * XXX XXX XXX Should probably be done during monster turns.
+/*!
+ * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
+ * @return なし
+ * @note XXX XXX XXX Should probably be done during monster turns.
*/
static void regen_captured_monsters(void)
{
if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
/* Hack -- Regenerate */
- o_ptr->xtra4 += frac;
+ o_ptr->xtra4 += (XTRA16)frac;
/* Do not over-regenerate */
if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
}
}
-
-/*
- * Process the counters of monsters (once per 10 game turns)
- *
- * This function is to process monsters' counters same as player's.
+/*!
+ * @brief 寿命つき光源の警告メッセージ処理
+ * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
+ * @return なし
*/
-static void process_monsters_counters(void)
+static void notice_lite_change(object_type *o_ptr)
{
- int m_idx;
- monster_type *m_ptr;
- monster_race *r_ptr;
+ /* Hack -- notice interesting fuel steps */
+ if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
+ {
+ /* Window stuff */
+ p_ptr->window |= (PW_EQUIP);
+ }
+
+ /* Hack -- Special treatment when blind */
+ if (p_ptr->blind)
+ {
+ /* Hack -- save some light for later */
+ if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
+ }
- u32b noise; /* Hack -- local "player stealth" value */
+ /* The light is now out */
+ else if (o_ptr->xtra4 == 0)
+ {
+ disturb(0, 1);
+ msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
- /* Handle "leaving" */
- if (p_ptr->leaving) return;
+ /* Recalculate torch radius */
+ p_ptr->update |= (PU_TORCH);
- /* Hack -- calculate the "player noise" */
- noise = (1L << (30 - p_ptr->skill_stl));
+ /* Some ego light lose its effects without fuel */
+ p_ptr->update |= (PU_BONUS);
+ }
- /* Process the monsters (backwards) */
- for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
+ /* The light is getting dim */
+ else if (o_ptr->name2 == EGO_LITE_LONG)
{
- /* Access the monster */
- m_ptr = &m_list[m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
+ if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
+ && (turn % (TURNS_PER_TICK*2)))
+ {
+ if (disturb_minor) disturb(0, 1);
+ msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
+ }
+ }
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
+ /* The light is getting dim */
+ else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
+ {
+ if (disturb_minor) disturb(0, 1);
+ msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
+ }
+}
+
+/*!
+ * @brief クエスト階層から離脱する際の処理
+ * @return なし
+ */
+void leave_quest_check(void)
+{
+ /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
+ leaving_quest = p_ptr->inside_quest;
- /* Handle Invulnerability */
- if (m_ptr->invulner)
+ /* Leaving an 'only once' quest marks it as failed */
+ if (leaving_quest)
+ {
+ quest_type* const q_ptr = &quest[leaving_quest];
+
+ if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
+ (q_ptr->status == QUEST_STATUS_TAKEN))
{
- /* Reduce by one, note if expires */
- m_ptr->invulner--;
+ q_ptr->status = QUEST_STATUS_FAILED;
+ q_ptr->complev = (byte)p_ptr->lev;
+ update_playtime();
+ q_ptr->comptime = playtime;
- if (!m_ptr->invulner)
+ /* Additional settings */
+ switch (q_ptr->type)
{
- if (m_ptr->ml)
- {
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ case QUEST_TYPE_TOWER:
+ quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
+ quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
+ break;
+ case QUEST_TYPE_FIND_ARTIFACT:
+ a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
+ break;
+ case QUEST_TYPE_RANDOM:
+ r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
- /* 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
+ /* Floor of random quest will be blocked */
+ prepare_change_floor_mode(CFM_NO_RETURN);
+ break;
+ }
- 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();
+ /* Record finishing a quest */
+ if (q_ptr->type == QUEST_TYPE_RANDOM)
+ {
+ if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
+ }
+ else
+ {
+ if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
}
}
+ }
+}
- /* Handle fast */
- if (m_ptr->fast)
+/*!
+ * @brief 「塔」クエストの各階層から離脱する際の処理
+ * @return なし
+ */
+void leave_tower_check(void)
+{
+ leaving_quest = p_ptr->inside_quest;
+ /* Check for Tower Quest */
+ if (leaving_quest &&
+ (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
+ (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
+ {
+ if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
{
- /* Reduce by one, note if expires */
- m_ptr->fast--;
+ quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
+ quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
+ update_playtime();
+ quest[QUEST_TOWER1].comptime = playtime;
+ }
+ }
+}
- if (!m_ptr->fast && m_ptr->ml)
- {
- char m_name[80];
+/*!
+ * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
+ * @return なし
+ * @todo mind.cにこの関数を移動させるべき。
+ * @note
+ * currently this function allows pseudo-id of any object,
+ * including silly ones like potions & scrolls, which always
+ * get '{average}'. This should be changed, either to stop such
+ * items from being pseudo-id'd, or to allow psychometry to
+ * detect whether the unidentified potion/scroll/etc is
+ * good (Cure Light Wounds, Restore Strength, etc) or
+ * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
+ */
+bool psychometry(void)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ char o_name[MAX_NLEN];
+ byte feel;
+ cptr q, s;
+ bool okay = FALSE;
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ item_tester_no_ryoute = TRUE;
+ /* Get an item */
+ q = _("どのアイテムを調べますか?", "Meditate on which item? ");
+ s = _("調べるアイテムがありません。", "You have nothing appropriate.");
- /* 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 (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
- 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);
- }
- }
- }
+ /* Get the item (in the pack) */
+ if (item >= 0)
+ {
+ o_ptr = &inventory[item];
+ }
- /* Handle slow */
- if (m_ptr->slow)
- {
- /* Reduce by one, note if expires */
- m_ptr->slow--;
+ /* Get the item (on the floor) */
+ else
+ {
+ o_ptr = &o_list[0 - item];
+ }
- if (!m_ptr->slow && m_ptr->ml)
- {
- char m_name[80];
+ /* It is fully known, no information needed */
+ if (object_is_known(o_ptr))
+ {
+ msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
+ return TRUE;
+ }
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ /* Check for a feeling */
+ feel = value_check_aux1(o_ptr);
+
+ /* Get an object description */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ /* Skip non-feelings */
+ if (!feel)
+ {
+ msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
+ return TRUE;
+ }
- /* Dump a message */
#ifdef JP
- msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+msg_format("%sは%sという感じがする...",
+ o_name, game_inscriptions[feel]);
#else
- msg_format("%^s is no longer slow.", m_name);
+ msg_format("You feel that the %s %s %s...",
+ o_name, ((o_ptr->number == 1) ? "is" : "are"),
+ game_inscriptions[feel]);
#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;
+ /* We have "felt" it */
+ o_ptr->ident |= (IDENT_SENSE);
- /* 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;
- }
+ /* "Inscribe" it */
+ o_ptr->feeling = feel;
- /* 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;
- }
- }
+ /* Player touches it */
+ o_ptr->marked |= OM_TOUCHED;
- if (test)
- {
- u32b notice = randint0(1024);
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Nightmare monsters are more alert */
- if (ironman_nightmare) notice /= 2;
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
- /* 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;
+ /* 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;
+ }
- /* Hack -- amount of "waking" is affected by speed of player */
- d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
- if (d < 0) d = 1;
+ /* Auto-inscription/destroy */
+ autopick_alter_item(item, (bool)(okay && destroy_feeling));
- /* Still asleep */
- if (m_ptr->csleep > d)
- {
- /* Monster wakes up "a little bit" */
- m_ptr->csleep -= d;
+ /* Something happened */
+ return (TRUE);
+}
- /* Notice the "not waking up" */
- if (m_ptr->ml)
- {
- /* Hack -- Count the ignores */
- if (r_ptr->r_ignore < MAX_UCHAR)
- {
- r_ptr->r_ignore++;
- }
- }
- }
+/*!
+ * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
+ * @param o_ptr 対象オブジェクトの構造体参照ポインタ
+ * @return なし
+ */
+static void recharged_notice(object_type *o_ptr)
+{
+ char o_name[MAX_NLEN];
- /* Just woke up */
- else
- {
- /* Reset sleep counter */
- m_ptr->csleep = 0;
+ cptr s;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ /* No inscription */
+ if (!o_ptr->inscription) return;
- /* Notice the "waking up" */
- if (m_ptr->ml)
- {
- char m_name[80];
+ /* Find a '!' */
+ s = my_strchr(quark_str(o_ptr->inscription), '!');
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ /* Process notification request. */
+ while (s)
+ {
+ /* Find another '!' */
+ if (s[1] == '!')
+ {
+ /* Describe (briefly) */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- /* Dump a message */
+ /* Notify the player */
#ifdef JP
- msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+ msg_format("%sは再充填された。", o_name);
#else
- msg_format("%^s wakes up.", m_name);
+ if (o_ptr->number > 1)
+ msg_format("Your %s are recharged.", o_name);
+ else
+ msg_format("Your %s is recharged.", o_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);
+ disturb(0, 0);
- /* Hack -- Count the wakings */
- if (r_ptr->r_wake < MAX_UCHAR)
- {
- r_ptr->r_wake++;
- }
- }
- }
- }
- }
+ /* Done. */
+ return;
}
- /* Handle "stun" */
- if (m_ptr->stunned)
- {
- int d = 1;
+ /* Keep looking for '!'s */
+ s = my_strchr(s + 1, '!');
+ }
+}
- /* Make a "saving throw" against stun */
- if (randint0(10000) <= r_ptr->level * r_ptr->level)
- {
- /* Recover fully */
- d = m_ptr->stunned;
- }
+/*!
+ * @brief プレイヤーの歌に関する継続処理
+ * @return なし
+ */
+static void check_music(void)
+{
+ const magic_type *s_ptr;
+ int spell;
+ s32b need_mana;
+ u32b need_mana_frac;
- /* Hack -- Recover from stun */
- if (m_ptr->stunned > d)
- {
- /* Recover somewhat */
- m_ptr->stunned -= d;
- }
+ /* Music singed by player */
+ if (p_ptr->pclass != CLASS_BARD) return;
+ if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
- /* Fully recover */
- else
- {
- /* Recover fully */
- m_ptr->stunned = 0;
+ if (p_ptr->anti_magic)
+ {
+ stop_singing();
+ return;
+ }
- /* Message if visible */
- if (m_ptr->ml)
- {
- char m_name[80];
+ spell = SINGING_SONG_ID(p_ptr);
+ s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
+ need_mana_frac = 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
+ /* Divide by 2 */
+ s64b_RSHIFT(need_mana, need_mana_frac, 1);
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- }
- }
+ if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
+ {
+ stop_singing();
+ return;
+ }
+ else
+ {
+ s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
- /* Handle confusion */
- if (m_ptr->confused)
+ p_ptr->redraw |= PR_MANA;
+ if (INTERUPTING_SONG_EFFECT(p_ptr))
{
- /* 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;
+ SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
+ INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ msg_print(_("歌を再開した。", "You restart singing."));
+ p_ptr->action = ACTION_SING;
- /* Message if visible */
- if (m_ptr->ml)
- {
- char m_name[80];
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS | PU_HP);
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ /* Redraw map and status bar */
+ p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
- /* 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
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS);
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- }
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
+ }
+ 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; }
- /* 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];
+ /* Do any effects of continual song */
+ do_spell(REALM_MUSIC, spell, SPELL_CONT);
+}
- /* Acquire the monster possessive */
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
-#endif
+/*!
+ * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
+ * @param flag 探し出したい呪いフラグ配列
+ * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
+ * 呪いがない場合NULLを返す。
+ */
+static object_type *choose_cursed_obj_name(u32b flag)
+{
+ int i;
+ int choices[INVEN_TOTAL-INVEN_RARM];
+ int number = 0;
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ /* Paranoia -- Player has no warning-item */
+ if (!(p_ptr->cursed & flag)) return NULL;
- /* 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
+ /* Search Inventry */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ object_type *o_ptr = &inventory[i];
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
+ if (o_ptr->curse_flags & flag)
+ {
+ choices[number] = i;
+ number++;
+ }
+ else if ((flag == TRC_ADD_L_CURSE) ||
+ (flag == TRC_ADD_H_CURSE) ||
+ (flag == TRC_DRAIN_HP) ||
+ (flag == TRC_DRAIN_MANA) ||
+ (flag == TRC_CALL_ANIMAL) ||
+ (flag == TRC_CALL_DEMON) ||
+ (flag == TRC_CALL_DRAGON) ||
+ (flag == TRC_CALL_UNDEAD) ||
+ (flag == TRC_COWARDICE) ||
+ (flag == TRC_LOW_MELEE) ||
+ (flag == TRC_LOW_AC) ||
+ (flag == TRC_LOW_MAGIC) ||
+ (flag == TRC_FAST_DIGEST) ||
+ (flag == TRC_SLOW_REGEN) )
+ {
+ u32b cf;
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+ switch (flag)
+ {
+ case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
+ case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
+ case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
+ case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
+ case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
+ case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
+ case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
+ case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
+ case TRC_COWARDICE : cf = TR_COWARDICE; break;
+ case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
+ case TRC_LOW_AC : cf = TR_LOW_AC; break;
+ case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
+ case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
+ case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
+ default : break;
+ }
+ if (have_flag(flgs, cf))
+ {
+ choices[number] = i;
+ number++;
}
}
}
-}
+ /* Choice one of them */
+ return (&inventory[choices[randint0(number)]]);
+}
-static void notice_lite_change(object_type *o_ptr)
+/*!
+ * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
+ * / Handle timed damage and regeneration every 10 game turns
+ * @return なし
+ */
+static void process_world_aux_hp_and_sp(void)
{
- /* Hack -- notice interesting fuel steps */
- if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
- {
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP);
- }
+ feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
+ bool cave_no_regen = FALSE;
+ int upkeep_factor = 0;
- /* Hack -- Special treatment when blind */
- if (p_ptr->blind)
- {
- /* Hack -- save some light for later */
- if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
- }
+ /* Default regeneration */
+ int regen_amount = PY_REGEN_NORMAL;
- /* The light is now out */
- else if (o_ptr->xtra4 == 0)
+
+ /*** Damage over Time ***/
+
+ /* Take damage from poison */
+ if (p_ptr->poisoned && !IS_INVULN())
{
- disturb(0, 0);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("Your light has gone out!");
-#endif
- p_ptr->update |= (PU_BONUS);
+ /* Take damage */
+ take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
}
- /* The light is getting dim */
- else if (o_ptr->name2 == EGO_LITE_LONG)
+ /* Take damage from cuts */
+ if (p_ptr->cut && !IS_INVULN())
{
- if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
- && (turn % (TURNS_PER_TICK*2)))
+ HIT_POINT dam;
+
+ /* Mortal wound or Deep Gash */
+ if (p_ptr->cut > 1000)
{
- if (disturb_minor) disturb(0, 0);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
-#else
- msg_print("Your light is growing faint.");
-#endif
+ dam = 200;
+ }
+ else if (p_ptr->cut > 200)
+ {
+ dam = 80;
}
- }
- /* The light is getting dim */
- else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
- {
- if (disturb_minor) disturb(0, 0);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
-#else
- msg_print("Your light is growing faint.");
-#endif
+ /* Severe cut */
+ else if (p_ptr->cut > 100)
+ {
+ dam = 32;
+ }
- }
-}
+ else if (p_ptr->cut > 50)
+ {
+ dam = 16;
+ }
+ else if (p_ptr->cut > 25)
+ {
+ dam = 7;
+ }
-void leave_quest_check(void)
-{
- /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
- leaving_quest = p_ptr->inside_quest;
+ else if (p_ptr->cut > 10)
+ {
+ dam = 3;
+ }
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
+ /* Other cuts */
+ else
+ {
+ dam = 1;
+ }
+
+ /* Take damage */
+ take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
+ }
+
+
+ /* (Vampires) Take damage from sunlight */
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = (byte)p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
+ if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+ {
+ if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ {
+ /* Take damage */
+ msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
+ take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
+
+ cave_no_regen = TRUE;
+ }
+ }
+
+ if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
+ !p_ptr->resist_lite)
{
- 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);
+ object_type * o_ptr = &inventory[INVEN_LITE];
+ char o_name [MAX_NLEN];
+ char ouch [MAX_NLEN+40];
- /* Floor of random quest will be blocked */
- prepare_change_floor_mode(CFM_NO_RETURN);
+ /* Get an object description */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
+
+ cave_no_regen = TRUE;
+
+ /* Get an object description */
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
+
+ if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
}
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
}
-}
+ if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
+ {
+ int damage = 0;
-/*
- * Forcibly pseudo-identify an object in the inventory
- * (or on the floor)
- *
- * note: currently this function allows pseudo-id of any object,
- * including silly ones like potions & scrolls, which always
- * get '{average}'. This should be changed, either to stop such
- * items from being pseudo-id'd, or to allow psychometry to
- * detect whether the unidentified potion/scroll/etc is
- * good (Cure Light Wounds, Restore Strength, etc) or
- * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
- */
-bool psychometry(void)
-{
- int item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- byte feel;
- cptr q, s;
- bool okay = FALSE;
+ if (have_flag(f_ptr->flags, FF_DEEP))
+ {
+ damage = 6000 + randint0(4000);
+ }
+ else if (!p_ptr->levitation)
+ {
+ damage = 3000 + randint0(2000);
+ }
- item_tester_no_ryoute = TRUE;
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
-s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Meditate on which item? ";
- s = "You have nothing appropriate.";
-#endif
+ if (damage)
+ {
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
+ if (p_ptr->resist_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
+ if (p_ptr->levitation) damage = damage / 5;
- /* Get the item (in the pack) */
- if (item >= 0)
+ damage = damage / 100 + (randint0(100) < (damage % 100));
+
+ if (p_ptr->levitation)
+ {
+ msg_print(_("熱で火傷した!", "The heat burns you!"));
+ take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
+ }
+ else
+ {
+ cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
+ msg_format(_("%sで火傷した!", "The %s burns you!"), name);
+ take_hit(DAMAGE_NOESCAPE, damage, name, -1);
+ }
+
+ cave_no_regen = TRUE;
+ }
+ }
+
+ if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+ !p_ptr->levitation && !p_ptr->can_swim)
{
- o_ptr = &inventory[item];
+ if (p_ptr->total_weight > weight_limit())
+ {
+ /* Take damage */
+ msg_print(_("溺れている!", "You are drowning!"));
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
+ cave_no_regen = TRUE;
+ }
}
- /* Get the item (on the floor) */
- else
+ if (p_ptr->riding)
{
- o_ptr = &o_list[0 - item];
+ int damage;
+ if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
+ {
+ damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
+ if (p_ptr->resist_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
+ msg_print(_("熱い!", "It's hot!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
+ }
+ 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 (IS_OPPOSE_ELEC()) damage = damage / 3;
+ msg_print(_("痛い!", "It hurts!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
+ }
+ if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
+ {
+ damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ if (p_ptr->resist_cold) damage = damage / 3;
+ if (IS_OPPOSE_COLD()) damage = damage / 3;
+ msg_print(_("冷たい!", "It's cold!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
+ }
}
- /* It is fully known, no information needed */
- if (object_known_p(o_ptr))
+ /* Spectres -- take damage when moving through walls */
+ /*
+ * Added: ANYBODY takes damage if inside through walls
+ * without wraith form -- NOTE: Spectres will never be
+ * reduced below 0 hp by being inside a stone wall; others
+ * WILL BE!
+ */
+ if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
{
-#ifdef JP
-msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You cannot find out anything more about that.");
-#endif
+ if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
+ ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
+ {
+ cptr dam_desc;
- return TRUE;
+ cave_no_regen = TRUE;
+
+ if (p_ptr->pass_wall)
+ {
+ msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
+ dam_desc = _("密度", "density");
+ }
+ else
+ {
+ msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
+ dam_desc = _("硬い岩", "solid rock");
+ }
+
+ take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
+ }
}
- /* Check for a feeling */
- feel = value_check_aux1(o_ptr);
- /* Get an object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ /*** handle regeneration ***/
- /* Skip non-feelings */
- if (!feel)
+ /* Getting Weak */
+ if (p_ptr->food < PY_FOOD_WEAK)
{
-#ifdef JP
-msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
-#else
- msg_format("You do not perceive anything unusual about the %s.", o_name);
-#endif
+ /* 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;
+ }
+ }
- return TRUE;
+ /* 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;
+ }
}
-#ifdef JP
-msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
- o_name, game_inscriptions[feel]);
-#else
- msg_format("You feel that the %s %s %s...",
- o_name, ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
-#endif
+ /* Searching or Resting */
+ if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
+ {
+ regen_amount = regen_amount * 2;
+ }
- /* We have "felt" it */
- o_ptr->ident |= (IDENT_SENSE);
+ upkeep_factor = calculate_upkeep();
- /* "Inscribe" it */
- o_ptr->feeling = feel;
+ /* No regeneration while special action */
+ if ((p_ptr->action == ACTION_LEARN) ||
+ (p_ptr->action == ACTION_HAYAGAKE) ||
+ (p_ptr->special_defense & KATA_KOUKIJIN))
+ {
+ upkeep_factor += 100;
+ }
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ /* Regenerate the mana */
+ regenmana(upkeep_factor, regen_amount);
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
- /* Valid "tval" codes */
- switch (o_ptr->tval)
+ /* Recharge magic eater's power */
+ if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
- 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;
+ regenmagic(regen_amount);
}
- /* Auto-inscription/destroy */
- autopick_alter_item(item, (bool)(okay && destroy_feeling));
-
- /* Something happened */
- return (TRUE);
-}
+ if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
+ {
+ while (upkeep_factor > 100)
+ {
+ msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
+ msg_print(NULL);
+ do_cmd_pet_dismiss();
+ upkeep_factor = calculate_upkeep();
-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);
- 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:
- /* 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:
- 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, 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;
+ msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
+ msg_print(NULL);
+ }
}
-}
-
-/*
- * If player has inscribed the object with "!!", let him know when it's
- * recharged. -LM-
- */
-static void recharged_notice(object_type *o_ptr)
-{
- char o_name[MAX_NLEN];
- cptr s;
+ /* Poisoned or cut yields no healing */
+ if (p_ptr->poisoned) regen_amount = 0;
+ if (p_ptr->cut) regen_amount = 0;
- /* No inscription */
- if (!o_ptr->inscription) return;
+ /* Special floor -- Pattern, in a wall -- yields no healing */
+ if (cave_no_regen) regen_amount = 0;
- /* Find a '!' */
- s = my_strchr(quark_str(o_ptr->inscription), '!');
+ regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
- /* Process notification request. */
- while (s)
+ /* Regenerate Hit Points if needed */
+ if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
{
- /* Find another '!' */
- if (s[1] == '!')
- {
- /* Describe (briefly) */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Notify the player */
-#ifdef JP
- 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);
-#endif
-
- disturb(0, 0);
-
- /* Done. */
- return;
- }
-
- /* Keep looking for '!'s */
- s = my_strchr(s + 1, '!');
+ regenhp(regen_amount);
}
}
-
-static void check_music(void)
+/*!
+ * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
+ * / Handle timeout every 10 game turns
+ * @return なし
+ */
+static void process_world_aux_timeout(void)
{
- magic_type *s_ptr;
- int spell;
- u32b need_mana;
+ const int dec_count = (easy_band ? 2 : 1);
- /* Music singed by player */
- if (p_ptr->pclass != CLASS_BARD) return;
- if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
+ /*** Timeout Various Things ***/
- spell = p_ptr->magic_num2[0];
- s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
+ /* Mimic */
+ if (p_ptr->tim_mimic)
+ {
+ (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
+ }
- 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))
+ /* Hack -- Hallucinating */
+ if (p_ptr->image)
{
- stop_singing();
- return;
+ (void)set_image(p_ptr->image - dec_count);
}
- else
+
+ /* Blindness */
+ if (p_ptr->blind)
{
- 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 - need_mana);
- }
- else
- {
- p_ptr->csp_frac -= (u16b)need_mana;
- }
+ (void)set_blind(p_ptr->blind - dec_count);
+ }
- p_ptr->redraw |= PR_MANA;
- if (p_ptr->magic_num1[1])
- {
- p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
- p_ptr->magic_num1[1] = 0;
-#ifdef JP
- msg_print("²Î¤òºÆ³«¤·¤¿¡£");
-#else
- msg_print("You restart singing.");
-#endif
- p_ptr->action = ACTION_SING;
+ /* Times see-invisible */
+ if (p_ptr->tim_invis)
+ {
+ (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
+ }
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
+ if (multi_rew)
+ {
+ multi_rew = FALSE;
+ }
- /* Redraw map and status bar */
- p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
+ /* Timed esp */
+ if (p_ptr->tim_esp)
+ {
+ (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
+ }
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
+ /* Timed temporary elemental brands. -LM- */
+ if (p_ptr->ele_attack)
+ {
+ p_ptr->ele_attack--;
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
+ /* Clear all temporary elemental brands. */
+ if (!p_ptr->ele_attack) set_ele_attack(0, 0);
}
- 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]);
-}
+ /* Timed temporary elemental immune. -LM- */
+ if (p_ptr->ele_immune)
+ {
+ p_ptr->ele_immune--;
-/* Choose one of items that have cursed flag */
-static object_type *choose_cursed_obj_name(u32b flag)
-{
- int i;
- int choices[INVEN_TOTAL-INVEN_RARM];
- int number = 0;
+ /* Clear all temporary elemental brands. */
+ if (!p_ptr->ele_immune) set_ele_immune(0, 0);
+ }
- /* Paranoia -- Player has no warning-item */
- if (!(p_ptr->cursed & flag)) return NULL;
+ /* Timed infra-vision */
+ if (p_ptr->tim_infra)
+ {
+ (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
+ }
- /* Search Inventry */
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ /* Timed stealth */
+ if (p_ptr->tim_stealth)
{
- object_type *o_ptr = &inventory[i];
+ (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
+ }
- if (o_ptr->curse_flags & flag)
- {
- choices[number] = i;
- number++;
- }
+ /* Timed levitation */
+ if (p_ptr->tim_levitation)
+ {
+ (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
}
- /* Choice one of them */
- return (&inventory[choices[randint0(number)]]);
-}
+ /* Timed sh_touki */
+ if (p_ptr->tim_sh_touki)
+ {
+ (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
+ }
+ /* Timed sh_fire */
+ if (p_ptr->tim_sh_fire)
+ {
+ (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
+ }
-/*
- * Handle certain things once every 10 game turns
- */
-static void process_world(void)
-{
- int x, y, i, j;
- int regen_amount;
- bool cave_no_regen = FALSE;
- int upkeep_factor = 0;
- cave_type *c_ptr;
- feature_type *f_ptr;
- object_type *o_ptr;
- int temp;
- object_kind *k_ptr;
- const int dec_count = (easy_band ? 2 : 1);
+ /* Timed sh_holy */
+ if (p_ptr->tim_sh_holy)
+ {
+ (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
+ }
- int day, hour, min, prev_min;
+ /* Timed eyeeye */
+ if (p_ptr->tim_eyeeye)
+ {
+ (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
+ }
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- s32b tick = turn % len + len / 4;
+ /* Timed resist-magic */
+ if (p_ptr->resist_magic)
+ {
+ (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
+ }
- int quest_num = quest_number(dun_level);
+ /* Timed regeneration */
+ if (p_ptr->tim_regen)
+ {
+ (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
+ }
- extract_day_hour_min(&day, &hour, &min);
- prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
+ /* Timed resist nether */
+ if (p_ptr->tim_res_nether)
+ {
+ (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
+ }
- if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
- && dun_level &&
- !(quest_num && (is_fixed_quest_idx(quest_num) &&
- !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
- !p_ptr->inside_battle)
+ /* Timed resist time */
+ if (p_ptr->tim_res_time)
{
- /* Announce feeling */
- do_cmd_feeling();
+ (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
+ }
- /* Update the level indicator */
- p_ptr->redraw |= (PR_DEPTH);
+ /* Timed reflect */
+ if (p_ptr->tim_reflect)
+ {
+ (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
+ }
- /* Disturb */
- if (disturb_minor) disturb(0, 0);
+ /* Multi-shadow */
+ if (p_ptr->multishadow)
+ {
+ (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
}
- if (p_ptr->inside_battle && !p_ptr->leaving)
+ /* Timed Robe of dust */
+ if (p_ptr->dustrobe)
{
- int i2, j2;
- int win_m_idx = 0;
- int number_mon = 0;
+ (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
+ }
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- {
- c_ptr = &cave[j2][i2];
+ /* Timed infra-vision */
+ if (p_ptr->kabenuke)
+ {
+ (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
+ }
- 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];
+ /* Paralysis */
+ if (p_ptr->paralyzed)
+ {
+ (void)set_paralyzed(p_ptr->paralyzed - dec_count);
+ }
- 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);
+ /* Confusion */
+ if (p_ptr->confused)
+ {
+ (void)set_confused(p_ptr->confused - dec_count);
+ }
- 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();
- }
+ /* Afraid */
+ if (p_ptr->afraid)
+ {
+ (void)set_afraid(p_ptr->afraid - dec_count);
}
- /* Every 10 game turns */
- if (turn % TURNS_PER_TICK) return;
+ /* Fast */
+ if (p_ptr->fast)
+ {
+ (void)set_fast(p_ptr->fast - 1, TRUE);
+ }
- /*** Check the Time and Load ***/
+ /* Slow */
+ if (p_ptr->slow)
+ {
+ (void)set_slow(p_ptr->slow - dec_count, TRUE);
+ }
- if (!(turn % (50*TURNS_PER_TICK)))
+ /* Protection from evil */
+ if (p_ptr->protevil)
{
- /* Check time and load */
- if ((0 != check_time()) || (0 != check_load()))
- {
- /* Warning */
- if (closing_flag <= 2)
- {
- /* Disturb */
- disturb(0, 0);
+ (void)set_protevil(p_ptr->protevil - 1, TRUE);
+ }
- /* Count warnings */
- closing_flag++;
+ /* Invulnerability */
+ if (p_ptr->invuln)
+ {
+ (void)set_invuln(p_ptr->invuln - 1, TRUE);
+ }
- /* 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
+ /* Wraith form */
+ if (p_ptr->wraith_form)
+ {
+ (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
+ }
- }
+ /* Heroism */
+ if (p_ptr->hero)
+ {
+ (void)set_hero(p_ptr->hero - 1, TRUE);
+ }
- /* 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
+ /* Super Heroism */
+ if (p_ptr->shero)
+ {
+ (void)set_shero(p_ptr->shero - 1, TRUE);
+ }
+ /* Blessed */
+ if (p_ptr->blessed)
+ {
+ (void)set_blessed(p_ptr->blessed - 1, TRUE);
+ }
- /* Stop playing */
- p_ptr->playing = FALSE;
+ /* Shield */
+ if (p_ptr->shield)
+ {
+ (void)set_shield(p_ptr->shield - 1, TRUE);
+ }
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
+ /* Tsubureru */
+ if (p_ptr->tsubureru)
+ {
+ (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
}
- /*** Attempt timed autosave ***/
- if (autosave_t && autosave_freq && !p_ptr->inside_battle)
+ /* Magicdef */
+ if (p_ptr->magicdef)
{
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
- do_cmd_save_game(TRUE);
+ (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
}
- if (mon_fight)
+ /* Tsuyoshi */
+ if (p_ptr->tsuyoshi)
{
-#ifdef JP
- msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
-#else
- msg_print("You hear noise.");
-#endif
+ (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
}
- /*** Handle the wilderness/town (sunshine) ***/
+ /* Oppose Acid */
+ if (p_ptr->oppose_acid)
+ {
+ (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
+ }
- /* While in town/wilderness */
- if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
+ /* Oppose Lightning */
+ if (p_ptr->oppose_elec)
{
- /* Hack -- Daybreak/Nighfall in town */
- if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
- {
- bool dawn;
+ (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
+ }
- /* Check for dawn */
- dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+ /* Oppose Fire */
+ if (p_ptr->oppose_fire)
+ {
+ (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
+ }
- /* Day breaks */
- if (dawn)
- {
- /* Message */
-#ifdef JP
- msg_print("Ì뤬ÌÀ¤±¤¿¡£");
-#else
- msg_print("The sun has risen.");
-#endif
+ /* Oppose Cold */
+ if (p_ptr->oppose_cold)
+ {
+ (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
+ }
- /* 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];
+ /* Oppose Poison */
+ if (p_ptr->oppose_pois)
+ {
+ (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
+ }
- /* Assume lit */
- c_ptr->info |= (CAVE_GLOW);
+ if (p_ptr->ult_res)
+ {
+ (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
+ }
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
+ /*** Poison and Stun and Cut ***/
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
+ /* Poison */
+ if (p_ptr->poisoned)
+ {
+ int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
- /* Night falls */
- else
- {
- /* Message */
-#ifdef JP
- msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
-#else
- msg_print("The sun has fallen.");
-#endif
+ /* Apply some healing */
+ (void)set_poisoned(p_ptr->poisoned - adjust);
+ }
- /* 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];
+ /* Stun */
+ if (p_ptr->stun)
+ {
+ int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
- /* Feature code (applying "mimic" field) */
- f_ptr = &f_info[get_feat_mimic(c_ptr)];
+ /* Apply some healing */
+ (void)set_stun(p_ptr->stun - adjust);
+ }
- 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);
+ /* Cut */
+ if (p_ptr->cut)
+ {
+ int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
- if (!have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Forget the normal floor grid */
- c_ptr->info &= ~(CAVE_MARK);
+ /* Hack -- Truly "mortal" wound */
+ if (p_ptr->cut > 1000) adjust = 0;
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
+ /* Apply some healing */
+ (void)set_cut(p_ptr->cut - adjust);
+ }
+}
- /* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg();
- }
- }
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+/*!
+ * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
+ * / Handle burning fuel every 10 game turns
+ * @return なし
+ */
+static void process_world_aux_light(void)
+{
+ /* Check for light being wielded */
+ object_type *o_ptr = &inventory[INVEN_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)
+ /* Burn some fuel in the current lite */
+ if (o_ptr->tval == TV_LITE)
{
- /*** Shuffle the Storekeepers ***/
-
- /* Chance is only once a day (while in dungeon) */
- if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+ /* Hack -- Use some fuel (except on artifacts) */
+ if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
{
- /* Sometimes, shuffle the shop-keepers */
- if (one_in_(STORE_SHUFFLE))
+ /* Decrease life-span */
+ if (o_ptr->name2 == EGO_LITE_LONG)
{
- int n;
-
- /* 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 */
- 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;
- }
- }
+ if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
}
+ else o_ptr->xtra4--;
+
+ /* Notice interesting fuel steps */
+ notice_lite_change(o_ptr);
}
}
+}
- /*** 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();
+/*!
+ * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
+ * / Handle mutation effects once every 10 game turns
+ * @return なし
+ */
+static void process_world_aux_mutation(void)
+{
+ /* No mutation with effects */
+ if (!p_ptr->muta2) return;
- /* Hack -- Process the counters of all monsters */
- process_monsters_counters();
+ /* No effect on monster arena */
+ if (p_ptr->inside_battle) return;
+ /* No effect on the global map */
+ if (p_ptr->wild_mode) return;
- /*** Damage over Time ***/
- /* Take damage from poison */
- if (p_ptr->poisoned && !IS_INVULN())
+ if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
{
- /* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
-#endif
+ disturb(0, 1);
+ msg_print(_("ウガァァア!", "RAAAAGHH!"));
+ msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
+ (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
+ (void)set_afraid(0);
}
-
- /* (Vampires) Take damage from sunlight */
- if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
+ if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
{
- if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+ if (!p_ptr->resist_fear)
{
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- /* Take damage */
-#ifdef JP
-msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
-#else
- msg_print("The sun's rays scorch your undead flesh!");
- take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
+ disturb(0, 1);
+ msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
+ set_afraid(p_ptr->afraid + 13 + randint1(26));
}
+ }
- if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
- !p_ptr->resist_lite)
+ if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ {
+ if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
+ !p_ptr->anti_tele)
{
- object_type * o_ptr = &inventory[INVEN_LITE];
- char o_name [MAX_NLEN];
- char ouch [MAX_NLEN+40];
-
- /* Get an object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
-#else
- msg_format("The %s scorches your undead flesh!", o_name);
-#endif
-
-
- cave_no_regen = TRUE;
-
- /* Get an object description */
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-#ifdef JP
-sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
-#else
- sprintf(ouch, "wielding %s", o_name);
-#endif
+ disturb(0, 1);
- if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
+ /* Teleport player */
+ msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
+ msg_print(NULL);
+ teleport_player(40, TELEPORT_PASSIVE);
}
}
- f_ptr = &f_info[cave[py][px].feat];
-
- if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
+ if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
{
- int damage = 0;
-
- if (have_flag(f_ptr->flags, FF_DEEP))
+ if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
{
- damage = 6000 + randint0(4000);
+ disturb(0, 1);
+ p_ptr->redraw |= PR_EXTRA;
+ msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
}
- else if (!p_ptr->ffall)
+
+ if (!p_ptr->resist_conf)
{
- damage = 3000 + randint0(2000);
+ (void)set_confused(p_ptr->confused + randint0(20) + 15);
}
- if (damage)
+ if (!p_ptr->resist_chaos)
{
- if (prace_is_(RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
-
- if (p_ptr->ffall) damage = damage / 5;
-
- damage = damage / 100 + (randint0(100) < (damage % 100));
-
- if (p_ptr->ffall)
+ if (one_in_(20))
{
-#ifdef JP
- msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_ptr->name), -1);
-#else
- msg_print("The heat burns you!");
- take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_ptr->name), -1);
-#endif
+ msg_print(NULL);
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark();
+ msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
}
else
{
-#ifdef JP
- msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", f_name + f_ptr->name);
-#else
- msg_format("The %s burns you!", f_name + f_ptr->name);
-#endif
- take_hit(DAMAGE_NOESCAPE, damage, f_name + f_ptr->name, -1);
+ if (one_in_(3))
+ {
+ msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
+ (void)set_image(p_ptr->image + randint0(150) + 150);
+ }
}
-
- cave_no_regen = TRUE;
}
}
- if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
- !p_ptr->ffall && !p_ptr->can_swim)
+ if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
{
- if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
+ if (!p_ptr->resist_chaos)
{
- /* 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;
+ disturb(0, 1);
+ p_ptr->redraw |= PR_EXTRA;
+ (void)set_image(p_ptr->image + randint0(50) + 20);
}
}
- if (p_ptr->riding)
+ if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
{
- int damage;
- if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
- {
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
- if (prace_is_(RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
-#ifdef JP
-msg_print("Ç®¤¤¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
-#else
- 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 (IS_OPPOSE_ELEC()) damage = damage / 3;
-#ifdef JP
-msg_print("Äˤ¤¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
-#else
- msg_print("It hurts!");
- take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
-#endif
- }
- if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
+ disturb(0, 1);
+
+ msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
+
+ 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, 1);
+ msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
+ "Magical energy flows through you! You must release it!"));
+
+ 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);
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x,
+ dun_level, SUMMON_DEMON, mode))
{
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
- if (p_ptr->resist_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);
-#else
- msg_print("It's cold!");
- take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
-#endif
+ msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
+ disturb(0, 1);
}
}
- /* Spectres -- take damage when moving through walls */
- /*
- * Added: ANYBODY takes damage if inside through walls
- * without wraith form -- NOTE: Spectres will never be
- * reduced below 0 hp by being inside a stone wall; others
- * WILL BE!
- */
- if (!have_flag(f_ptr->flags, FF_MOVE))
+ if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
{
- /* Player can walk through trees */
- if (have_flag(f_ptr->flags, FF_MOUNTAIN) && !dun_level && p_ptr->ffall)
+ disturb(0, 1);
+ if (one_in_(2))
{
- /* Do nothing */
+ msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
+
+ if (p_ptr->fast > 0)
+ {
+ set_fast(0, TRUE);
+ }
+ else
+ {
+ set_slow(randint1(30) + 10, FALSE);
+ }
}
- else if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
- ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
+ else
{
- cptr dam_desc;
-
- cave_no_regen = TRUE;
+ msg_print(_("精力的になった気がする。", "You feel more energetic."));
- if (p_ptr->pass_wall)
+ if (p_ptr->slow > 0)
{
-#ifdef JP
- 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
+ set_slow(0, TRUE);
}
else
{
-#ifdef JP
- 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
+ set_fast(randint1(30) + 10, FALSE);
}
-
- take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
}
+ msg_print(NULL);
}
-
- if (!hour && !min)
+ if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
{
- if (min != prev_min)
+ disturb(0, 1);
+ msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
+
+ banish_monsters(100);
+ if (!dun_level && p_ptr->town_num)
{
- do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
- determine_today_mon(FALSE);
+ int n;
+
+ /* Pick a random shop (except home) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+
+ msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
+ store_shuffle(n);
}
+ msg_print(NULL);
}
- /* Nightmare mode activates the TY_CURSE at midnight */
- if (ironman_nightmare)
+ if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
{
- /* Require exact minute */
- if (min != prev_min)
+ object_type *o_ptr;
+
+ msg_print(_("影につつまれた。", "A shadow passes over you."));
+ msg_print(NULL);
+
+ /* Absorb light from the current possition */
+ if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
- /* Every 15 minutes after 11:00 pm */
- if ((hour == 23) && !(min % 15))
- {
- /* Disturbing */
- disturb(0, 0);
+ hp_player(10);
+ }
- 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
+ o_ptr = &inventory[INVEN_LITE];
- break;
- }
- case 1:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds twice.");
-#endif
+ /* Absorb some fuel in the current lite */
+ if (o_ptr->tval == TV_LITE)
+ {
+ /* Use some fuel (except on artifacts) */
+ if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
+ {
+ /* Heal the player a bit */
+ hp_player(o_ptr->xtra4 / 20);
- 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
+ /* Decrease life-span of lite */
+ o_ptr->xtra4 /= 2;
+ msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
- break;
- }
- }
+ /* Notice interesting fuel steps */
+ notice_lite_change(o_ptr);
}
+ }
- /* TY_CURSE activates at mignight! */
- if (!hour && !min)
- {
- int count = 0;
+ /*
+ * Unlite the area (radius 10) around player and
+ * do 50 points damage to every affected monster
+ */
+ unlite_area(50, 10);
+ }
- 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
+ if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
+ !p_ptr->anti_magic && one_in_(7000))
+ {
+ bool pet = one_in_(3);
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
- activate_ty_curse(FALSE, &count);
- }
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
+ {
+ msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
+ disturb(0, 1);
}
}
- /* Take damage from cuts */
- if (p_ptr->cut && !IS_INVULN())
+ if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
+ !p_ptr->anti_magic && one_in_(8000))
{
- /* Mortal wound or Deep Gash */
- if (p_ptr->cut > 1000)
- {
- i = 200;
- }
+ disturb(0, 1);
+ msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
- else if (p_ptr->cut > 200)
- {
- i = 80;
- }
+ 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(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
+ }
+ if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+ {
+ disturb(0, 1);
+ msg_print(_("非物質化した!", "You feel insubstantial!"));
- /* Severe cut */
- else if (p_ptr->cut > 100)
- {
- i = 32;
- }
+ 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;
- else if (p_ptr->cut > 50)
+ switch (which_stat)
{
- i = 16;
+ 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:
+ msg_print(_("不正な状態!", "Invalid stat chosen!"));
+ sustained = TRUE;
}
- else if (p_ptr->cut > 25)
+ if (!sustained)
{
- i = 7;
+ disturb(0, 1);
+ msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
+ 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);
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
- else if (p_ptr->cut > 10)
- {
- i = 3;
- }
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- /* Other cuts */
- else
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
{
- i = 1;
+ msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
+ disturb(0, 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)
+ if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
+ one_in_(3000))
{
- /* Digest normally */
- if (p_ptr->food < PY_FOOD_MAX)
+ if (p_ptr->tim_esp > 0)
{
- /* Every 50 game turns */
- if (!(turn % (TURNS_PER_TICK*5)))
- {
- /* Basic digestion rate based on speed */
- i = SPEED_TO_ENERGY(p_ptr->pspeed);
-
- /* Regeneration takes more food */
- if (p_ptr->regenerate) i += 20;
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
- if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
-
- /* Slow digestion takes less food */
- if (p_ptr->slow_digest) i -= 5;
-
- /* Minimal digestion */
- if (i < 1) i = 1;
- /* Maximal digestion */
- if (i > 100) i = 100;
-
- /* Digest some food */
- (void)set_food(p_ptr->food - i);
- }
+ msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
+ set_tim_esp(0, TRUE);
}
-
- /* Digest quickly when gorged */
else
{
- /* Digest a lot of food */
- (void)set_food(p_ptr->food - 100);
+ msg_print(_("精神が広がった!", "Your mind expands!"));
+ set_tim_esp(p_ptr->lev, FALSE);
}
}
-
- /* Starve to death (slowly) */
- if (p_ptr->food < PY_FOOD_STARVE)
+ if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
+ one_in_(9000))
{
- /* Calculate damage */
- i = (PY_FOOD_STARVE - p_ptr->food) / 10;
-
- /* Take damage */
-#ifdef JP
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
-#else
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
-#endif
-
+ disturb(0, 1);
+ msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
+ msg_print(NULL);
+ set_food(PY_FOOD_WEAK);
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
}
- /* Default regeneration */
- regen_amount = PY_REGEN_NORMAL;
+ if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
+ !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ {
+ alter_reality();
+ }
- /* Getting Weak */
- if (p_ptr->food < PY_FOOD_WEAK)
+ if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
{
- /* 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;
- }
+ int danger_amount = 0;
+ int monster;
- /* Getting Faint */
- if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
+ for (monster = 0; monster < m_max; monster++)
{
- /* 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
+ monster_type *m_ptr = &m_list[monster];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- disturb(1, 0);
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
- /* Hack -- faint (bypass free action) */
- (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
+ if (r_ptr->level >= p_ptr->lev)
+ {
+ danger_amount += r_ptr->level - p_ptr->lev + 1;
}
}
- }
-
- /* Are we walking the pattern? */
- if (pattern_effect())
- {
- cave_no_regen = TRUE;
+ if (danger_amount > 100)
+ msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
+ else if (danger_amount > 50)
+ msg_print(_("恐ろしい気がする!", "You feel terrified!"));
+ else if (danger_amount > 20)
+ msg_print(_("非常に心配な気がする!", "You feel very worried!"));
+ else if (danger_amount > 10)
+ msg_print(_("心配な気がする!", "You feel paranoid!"));
+ else if (danger_amount > 5)
+ msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
+ else
+ msg_print(_("寂しい気がする。", "You feel lonely."));
}
- else
+ if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
+ one_in_(5000))
{
- /* 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;
- }
+ disturb(0, 1);
+ msg_print(_("無敵な気がする!", "You feel invincible!"));
+ msg_print(NULL);
+ (void)set_invuln(randint1(8) + 8, FALSE);
}
-
-
- /* Searching or Resting */
- if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
+ if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
{
- regen_amount = regen_amount * 2;
- }
+ int wounds = p_ptr->mhp - p_ptr->chp;
- upkeep_factor = calculate_upkeep();
-
- /* Regenerate the mana */
-/* if (p_ptr->csp < p_ptr->msp) */
- {
- if (upkeep_factor)
+ if (wounds > 0)
{
- 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);
+ int healing = p_ptr->csp;
-#ifdef TRACK_FRIENDS
- if (p_ptr->wizard)
+ if (healing > wounds)
{
-#ifdef JP
-msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
-#else
- msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
-#endif
-
+ healing = wounds;
}
-#endif /* TRACK_FRIENDS */
- }
- else if (p_ptr->action != ACTION_LEARN)
- {
- regenmana(regen_amount);
+ hp_player(healing);
+ p_ptr->csp -= healing;
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
}
}
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
+ if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
+ one_in_(4000))
{
- regenmagic(regen_amount);
- }
+ int wounds = p_ptr->msp - p_ptr->csp;
- if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
- {
- while (upkeep_factor > 100)
+ if (wounds > 0)
{
-#ifdef JP
-msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("Such much pets cannot be controled at once!");
-#endif
- msg_print(NULL);
- do_cmd_pet_dismiss();
+ int healing = p_ptr->chp;
- upkeep_factor = calculate_upkeep();
+ if (healing > wounds)
+ {
+ healing = wounds;
+ }
-#ifdef JP
- msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
-#else
- msg_format("Upkeep: %d%% mana.", upkeep_factor);
-#endif
- msg_print(NULL);
+ p_ptr->csp += healing;
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
+ take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
}
}
-
- /* Poisoned or cut yields no healing */
- if (p_ptr->poisoned) regen_amount = 0;
- if (p_ptr->cut) regen_amount = 0;
-
- /* Special floor -- Pattern, in a wall -- yields no healing */
- if (cave_no_regen) regen_amount = 0;
-
- regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
-
- /* Regenerate Hit Points if needed */
- if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
+ if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
{
- f_ptr = &f_info[cave[py][px].feat];
+ INVENTORY_IDX slot = 0;
+ object_type *o_ptr = NULL;
+
+ disturb(0, 1);
+ msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
- if (have_flag(f_ptr->flags, FF_PATTERN) && (f_ptr->power <= PATTERN_TILE_4))
+ msg_print(NULL);
+ if (buki_motteruka(INVEN_RARM))
{
- regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
+ slot = INVEN_RARM;
+ o_ptr = &inventory[INVEN_RARM];
+
+ if (buki_motteruka(INVEN_LARM) && one_in_(2))
+ {
+ o_ptr = &inventory[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
}
- else
+ else if (buki_motteruka(INVEN_LARM))
{
- regenhp(regen_amount);
+ o_ptr = &inventory[INVEN_LARM];
+ slot = INVEN_LARM;
}
- }
-
-
- /*** Timeout Various Things ***/
- /* Mimic */
- if (p_ptr->tim_mimic)
- {
- (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
+ if (slot && !object_is_cursed(o_ptr))
+ {
+ msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
+ inven_drop(slot, 1);
+ }
}
+}
- /* Hack -- Hallucinating */
- if (p_ptr->image)
+/*!
+ * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
+ * / Handle curse effects once every 10 game turns
+ * @return なし
+ */
+static void process_world_aux_curse(void)
+{
+ if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
{
- (void)set_image(p_ptr->image - dec_count);
- }
+ /*
+ * Hack: Uncursed teleporting items (e.g. Trump Weapons)
+ * can actually be useful!
+ */
+ if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
+ {
+ char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ int i, i_keep = 0, count = 0;
- /* Blindness */
- if (p_ptr->blind)
- {
- (void)set_blind(p_ptr->blind - dec_count);
- }
+ /* Scan the equipment with random teleport ability */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ u32b flgs[TR_FLAG_SIZE];
+ o_ptr = &inventory[i];
- /* Times see-invisible */
- if (p_ptr->tim_invis)
- {
- (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
- }
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
- if (multi_rew)
- {
- multi_rew = FALSE;
- }
+ /* Extract the item flags */
+ object_flags(o_ptr, flgs);
- /* Timed esp */
- if (p_ptr->tim_esp)
- {
- (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
- }
-
- /* Timed temporary elemental brands. -LM- */
- if (p_ptr->ele_attack)
- {
- p_ptr->ele_attack--;
-
- /* Clear all temporary elemental brands. */
- if (!p_ptr->ele_attack) set_ele_attack(0, 0);
- }
-
- /* Timed temporary elemental immune. -LM- */
- if (p_ptr->ele_immune)
- {
- p_ptr->ele_immune--;
-
- /* Clear all temporary elemental brands. */
- if (!p_ptr->ele_immune) set_ele_immune(0, 0);
- }
-
- /* Timed infra-vision */
- if (p_ptr->tim_infra)
- {
- (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
- }
-
- /* Timed stealth */
- if (p_ptr->tim_stealth)
- {
- (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
- }
-
- /* Timed levitation */
- if (p_ptr->tim_ffall)
- {
- (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
- }
-
- /* Timed sh_touki */
- if (p_ptr->tim_sh_touki)
- {
- (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
- }
-
- /* Timed sh_fire */
- if (p_ptr->tim_sh_fire)
- {
- (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
- }
-
- /* Timed sh_holy */
- if (p_ptr->tim_sh_holy)
- {
- (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
- }
-
- /* Timed eyeeye */
- if (p_ptr->tim_eyeeye)
- {
- (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
- }
-
- /* Timed resist-magic */
- if (p_ptr->resist_magic)
- {
- (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
- }
-
- /* Timed regeneration */
- if (p_ptr->tim_regen)
- {
- (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
- }
-
- /* Timed resist nether */
- if (p_ptr->tim_res_nether)
- {
- (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
- }
-
- /* Timed resist time */
- if (p_ptr->tim_res_time)
- {
- (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
- }
-
- /* Timed reflect */
- if (p_ptr->tim_reflect)
- {
- (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
- }
-
- /* Multi-shadow */
- if (p_ptr->multishadow)
- {
- (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
- }
-
- /* Timed Robe of dust */
- if (p_ptr->dustrobe)
- {
- (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
- }
+ if (have_flag(flgs, TR_TELEPORT))
+ {
+ /* {.} will stop random teleportation. */
+ if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
+ {
+ count++;
+ if (one_in_(count)) i_keep = i;
+ }
+ }
+ }
- /* Timed infra-vision */
- if (p_ptr->kabenuke)
- {
- (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
- }
+ o_ptr = &inventory[i_keep];
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
+ if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
+ {
+ disturb(0, 1);
+ teleport_player(50, 0L);
+ }
+ else
+ {
+ msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
+ "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
+ disturb(1, 1);
+ }
+ }
+ /* Make a chainsword noise */
+ if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
+ {
+ char noise[1024];
+ if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
+ msg_print(noise);
+ disturb(FALSE, FALSE);
+ }
+ /* TY Curse */
+ if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
+ {
+ int count = 0;
+ (void)activate_ty_curse(FALSE, &count);
+ }
+ /* Handle experience draining */
+ 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;
+ p_ptr->max_exp -= (p_ptr->lev+1)/2;
+ if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
+ check_experience();
+ }
+ /* Add light curse (Later) */
+ if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
+ {
+ u32b new_curse;
+ object_type *o_ptr;
- /* Paralysis */
- if (p_ptr->paralyzed)
- {
- (void)set_paralyzed(p_ptr->paralyzed - dec_count);
- }
+ o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
- /* Confusion */
- if (p_ptr->confused)
- {
- (void)set_confused(p_ptr->confused - dec_count);
- }
+ new_curse = get_curse(0, o_ptr);
+ if (!(o_ptr->curse_flags & new_curse))
+ {
+ char o_name[MAX_NLEN];
- /* Afraid */
- if (p_ptr->afraid)
- {
- (void)set_afraid(p_ptr->afraid - dec_count);
- }
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- /* Fast */
- if (p_ptr->fast)
- {
- (void)set_fast(p_ptr->fast - 1, TRUE);
- }
+ o_ptr->curse_flags |= new_curse;
+ msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
- /* Slow */
- if (p_ptr->slow)
- {
- (void)set_slow(p_ptr->slow - dec_count, TRUE);
- }
+ o_ptr->feeling = FEEL_NONE;
- /* Protection from evil */
- if (p_ptr->protevil)
- {
- (void)set_protevil(p_ptr->protevil - 1, TRUE);
- }
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ /* Add heavy curse (Later) */
+ if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
+ {
+ u32b new_curse;
+ object_type *o_ptr;
- /* Invulnerability */
- if (p_ptr->invuln)
- {
- (void)set_invuln(p_ptr->invuln - 1, TRUE);
- }
+ o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
- /* Wraith form */
- if (p_ptr->wraith_form)
- {
- (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
- }
+ new_curse = get_curse(1, o_ptr);
+ if (!(o_ptr->curse_flags & new_curse))
+ {
+ char o_name[MAX_NLEN];
- /* Heroism */
- if (p_ptr->hero)
- {
- (void)set_hero(p_ptr->hero - 1, TRUE);
- }
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- /* Super Heroism */
- if (p_ptr->shero)
- {
- (void)set_shero(p_ptr->shero - 1, TRUE);
- }
+ o_ptr->curse_flags |= new_curse;
+ msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
+ o_ptr->feeling = FEEL_NONE;
- /* Blessed */
- if (p_ptr->blessed)
- {
- (void)set_blessed(p_ptr->blessed - 1, TRUE);
- }
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ /* Call animal */
+ if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
+ {
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
+ (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ {
+ char o_name[MAX_NLEN];
- /* Shield */
- if (p_ptr->shield)
- {
- (void)set_shield(p_ptr->shield - 1, TRUE);
- }
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
+ disturb(0, 1);
+ }
+ }
+ /* Call demon */
+ if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
+ {
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ {
+ char o_name[MAX_NLEN];
- /* Tsubureru */
- if (p_ptr->tsubureru)
- {
- (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
- }
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
+ disturb(0, 1);
+ }
+ }
+ /* Call dragon */
+ if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
+ {
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
+ (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ {
+ char o_name[MAX_NLEN];
- /* Magicdef */
- if (p_ptr->magicdef)
- {
- (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
- }
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
+ disturb(0, 1);
+ }
+ }
+ /* Call undead */
+ if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
+ {
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
+ (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ {
+ char o_name[MAX_NLEN];
- /* Tsuyoshi */
- if (p_ptr->tsuyoshi)
- {
- (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
- }
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
+ disturb(0, 1);
+ }
+ }
+ if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
+ {
+ if (!p_ptr->resist_fear)
+ {
+ disturb(0, 1);
+ msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
+ set_afraid(p_ptr->afraid + 13 + randint1(26));
+ }
+ }
+ /* Teleport player */
+ if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
+ {
+ disturb(0, 1);
- /* Oppose Acid */
- if (p_ptr->oppose_acid)
- {
- (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
- }
+ /* Teleport player */
+ teleport_player(40, TELEPORT_PASSIVE);
+ }
+ /* Handle HP draining */
+ if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
+ {
+ char o_name[MAX_NLEN];
- /* Oppose Lightning */
- if (p_ptr->oppose_elec)
- {
- (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
- }
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
+ }
+ /* Handle mana draining */
+ if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
+ {
+ char o_name[MAX_NLEN];
- /* Oppose Fire */
- if (p_ptr->oppose_fire)
- {
- (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
+ p_ptr->csp -= MIN(p_ptr->lev, 50);
+ if (p_ptr->csp < 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ }
+ p_ptr->redraw |= PR_MANA;
+ }
}
- /* Oppose Cold */
- if (p_ptr->oppose_cold)
+ /* Rarely, take damage from the Jewel of Judgement */
+ if (one_in_(999) && !p_ptr->anti_magic)
{
- (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
- }
+ object_type *o_ptr = &inventory[INVEN_LITE];
- /* Oppose Poison */
- if (p_ptr->oppose_pois)
- {
- (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
+ if (o_ptr->name1 == ART_JUDGE)
+ {
+#ifdef JP
+ if (object_is_known(o_ptr))
+ msg_print("『審判の宝石』はあなたの体力を吸収した!");
+ else
+ msg_print("なにかがあなたの体力を吸収した!");
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "審判の宝石", -1);
+#else
+ if (object_is_known(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
+ }
}
+}
- if (p_ptr->ult_res)
- {
- (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
- }
- /*** Poison and Stun and Cut ***/
+/*!
+ * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
+ * / Handle recharging objects once every 10 game turns
+ * @return なし
+ */
+static void process_world_aux_recharge(void)
+{
+ int i;
+ bool changed;
- /* Poison */
- if (p_ptr->poisoned)
+ /* Process equipment */
+ for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ /* Get the object */
+ object_type *o_ptr = &inventory[i];
- /* Apply some healing */
- (void)set_poisoned(p_ptr->poisoned - adjust);
- }
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
- /* Stun */
- if (p_ptr->stun)
- {
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ /* Recharge activatable objects */
+ if (o_ptr->timeout > 0)
+ {
+ /* Recharge */
+ o_ptr->timeout--;
- /* Apply some healing */
- (void)set_stun(p_ptr->stun - adjust);
+ /* Notice changes */
+ if (!o_ptr->timeout)
+ {
+ recharged_notice(o_ptr);
+ changed = TRUE;
+ }
+ }
}
- /* Cut */
- if (p_ptr->cut)
+ /* Notice changes */
+ if (changed)
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
-
- /* Hack -- Truly "mortal" wound */
- if (p_ptr->cut > 1000) adjust = 0;
-
- /* Apply some healing */
- (void)set_cut(p_ptr->cut - adjust);
+ /* Window stuff */
+ p_ptr->window |= (PW_EQUIP);
+ wild_regen = 20;
}
+ /*
+ * Recharge rods. Rods now use timeout to control charging status,
+ * and each charging rod in a stack decreases the stack's timeout by
+ * one per turn. -LM-
+ */
+ for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
+ {
+ 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;
+ /* Examine all charging rods or stacks of charging rods. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ {
+ /* Determine how many rods are charging. */
+ TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+ if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
- /*** Process Light ***/
+ /* Decrease timeout by that number. */
+ o_ptr->timeout -= temp;
- /* Check for light being wielded */
- o_ptr = &inventory[INVEN_LITE];
+ /* Boundary control. */
+ if (o_ptr->timeout < 0) o_ptr->timeout = 0;
- /* Burn some fuel in the current lite */
- if (o_ptr->tval == TV_LITE)
- {
- /* Hack -- Use some fuel (except on artifacts) */
- if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
- {
- /* Decrease life-span */
- if (o_ptr->name2 == EGO_LITE_LONG)
+ /* Notice changes, provide message if object is inscribed. */
+ if (!(o_ptr->timeout))
{
- if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
+ recharged_notice(o_ptr);
+ changed = TRUE;
}
- else o_ptr->xtra4--;
- /* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
+ /* One of the stack of rod is charged */
+ else if (o_ptr->timeout % k_ptr->pval)
+ {
+ changed = TRUE;
+ }
}
}
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
-
+ /* Notice changes */
+ if (changed)
+ {
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+ wild_regen = 20;
+ }
- /*** Process mutation effects ***/
- if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
+ /* Process objects on floor */
+ for (i = 1; i < o_max; i++)
{
- if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
- {
- disturb(0, 0);
-#ifdef JP
-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!");
-#endif
+ /* Access object */
+ object_type *o_ptr = &o_list[i];
- (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
- }
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
- if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ /* Recharge rods on the ground. No messages. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
- if (!p_ptr->resist_fear)
- {
- disturb(0, 0);
-#ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
-#else
- msg_print("It's so dark... so scary!");
-#endif
+ /* Charge it */
+ o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
- set_afraid(p_ptr->afraid + 13 + randint1(26));
- }
+ /* Boundary control. */
+ if (o_ptr->timeout < 0) o_ptr->timeout = 0;
}
+ }
+}
- if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
- {
- if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
- !p_ptr->anti_tele)
- {
- disturb(0, 0);
- /* Teleport player */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
-#else
- msg_print("Your position suddenly seems very uncertain...");
-#endif
+/*!
+ * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
+ * / Handle involuntary movement once every 10 game turns
+ * @return なし
+ */
+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);
- msg_print(NULL);
- teleport_player(40);
- }
- }
+ /* Count down towards recall */
+ p_ptr->word_recall--;
+
+ p_ptr->redraw |= (PR_STATUS);
- if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ /* Activate the recall */
+ if (!p_ptr->word_recall)
{
- if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
+ /* Disturbing! */
+ disturb(0, 1);
+
+ /* Determine the level */
+ if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
{
- 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");
-#else
- msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
-#endif
+ msg_print(_("上に引っ張りあげられる感じがする!",
+ "You feel yourself yanked upwards!"));
- }
+ if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
+ if (record_stair)
+ do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(20) + 15);
- }
+ dun_level = 0;
+ dungeon_type = 0;
+
+ leave_quest_check();
+ leave_tower_check();
+
+ p_ptr->inside_quest = 0;
- if (!p_ptr->resist_chaos)
+ p_ptr->leaving = TRUE;
+ }
+ else
{
- if (one_in_(20))
+ msg_print(_("下に引きずり降ろされる感じがする!",
+ "You feel yourself yanked downwards!"));
+
+ 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))
{
- 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");
-#else
- msg_print("You wake up somewhere with a sore head...");
- msg_print("You can't remember a thing, or how you got here!");
-#endif
+ 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 = p_ptr->y;
+ p_ptr->wilderness_x = p_ptr->x;
}
else
{
- if (one_in_(3))
- {
-#ifdef JP
-msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
-#else
- msg_print("Thishcischs GooDSChtuff!");
-#endif
-
- (void)set_image(p_ptr->image + randint0(150) + 150);
- }
+ /* Save player position */
+ p_ptr->oldpx = p_ptr->x;
+ p_ptr->oldpy = p_ptr->y;
}
- }
- }
+ p_ptr->wild_mode = FALSE;
- if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
- {
- if (!p_ptr->resist_chaos)
- {
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
- (void)set_image(p_ptr->image + randint0(50) + 20);
- }
- }
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
- if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
- {
- disturb(0, 0);
+ /* Leaving */
+ p_ptr->leaving = TRUE;
-#ifdef JP
-msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
-#else
- msg_print("BRRAAAP! Oops.");
-#endif
+ if (dungeon_type == DUNGEON_ANGBAND)
+ {
+ int i;
- msg_print(NULL);
- fire_ball(GF_POIS, 0, p_ptr->lev, 3);
- }
+ for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
+ {
+ quest_type* const q_ptr = &quest[i];
- 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");
-#else
- msg_print("Magical energy flows through you! You must release it!");
-#endif
+
+ if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
+ (q_ptr->status == QUEST_STATUS_TAKEN) &&
+ (q_ptr->level < dun_level))
+ {
+ q_ptr->status = QUEST_STATUS_FAILED;
+ q_ptr->complev = (byte)p_ptr->lev;
+ update_playtime();
+ q_ptr->comptime = playtime;
+ r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
+ }
+ }
+ }
+ }
- flush();
- msg_print(NULL);
- (void)get_hack_dir(&dire);
- fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
+ /* Sound */
+ sound(SOUND_TPLEVEL);
}
+ }
- 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 (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");
-#else
- msg_print("You have attracted a demon!");
-#endif
+ /* 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);
- disturb(0, 0);
- }
- }
+ /* Count down towards alter */
+ p_ptr->alter_reality--;
- if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+ p_ptr->redraw |= (PR_STATUS);
+
+ /* Activate the alter reality */
+ if (!p_ptr->alter_reality)
{
- disturb(0, 0);
- if (one_in_(2))
+ /* Disturbing! */
+ disturb(0, 1);
+
+ /* Determine the level */
+ if (!quest_number(dun_level) && dun_level)
{
-#ifdef JP
-msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less energetic.");
-#endif
+ msg_print(_("世界が変わった!", "The world changes!"));
- if (p_ptr->fast > 0)
- {
- set_fast(0, TRUE);
- }
- else
- {
- set_slow(randint1(30) + 10, FALSE);
- }
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
}
else
{
-#ifdef JP
-msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel more energetic.");
-#endif
-
- if (p_ptr->slow > 0)
- {
- set_slow(0, TRUE);
- }
- else
- {
- set_fast(randint1(30) + 10, FALSE);
- }
+ msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
}
- msg_print(NULL);
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
}
- 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¡£");
-#else
- msg_print("You suddenly feel almost lonely.");
-#endif
+ }
+}
- 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));
+/*!
+ * @brief 指定したモンスターに隣接しているモンスターの数を返す。
+ * / Count number of adjacent monsters
+ * @param m_idx 隣接数を調べたいモンスターのID
+ * @return 隣接しているモンスターの数
+ */
+static int get_monster_crowd_number(MONSTER_IDX m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ int my = m_ptr->fy;
+ int mx = m_ptr->fx;
+ int i;
+ int count = 0;
-#ifdef JP
- 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!");
-#endif
+ for (i = 0; i < 7; i++)
+ {
+ int ay = my + ddy_ddd[i];
+ int ax = mx + ddx_ddd[i];
- store_shuffle(n);
- }
- msg_print(NULL);
- }
+ if (!in_bounds(ay, ax)) continue;
- if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
- {
- object_type *o_ptr;
+ /* Count number of monsters */
+ if (cave[ay][ax].m_idx > 0) count++;
+ }
-#ifdef JP
-msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
-#else
- msg_print("A shadow passes over you.");
-#endif
+ return count;
+}
- msg_print(NULL);
- /* 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];
+/*!
+ * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
+ */
+#define RATING_BOOST(delta) (delta * delta + 50 * delta)
- /* 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))
- {
- /* Heal the player a bit */
- hp_player(o_ptr->xtra4 / 20);
+/*!
+ * @brief ダンジョンの雰囲気を算出する。
+ * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
+ * @return 算出されたダンジョンの雰囲気ランク
+ */
+static byte get_dungeon_feeling(void)
+{
+ const int base = 10;
+ int rating = 0;
+ IDX i;
- /* Decrease life-span of lite */
- o_ptr->xtra4 /= 2;
+ /* Hack -- no feeling in the town */
+ if (!dun_level) return 0;
-#ifdef JP
-msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("You absorb energy from your light!");
-#endif
+ /* Examine each monster */
+ for (i = 1; i < m_max; i++)
+ {
+ monster_type *m_ptr = &m_list[i];
+ monster_race *r_ptr;
+ int delta = 0;
+ /* Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
- /* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
- }
- }
+ /* Ignore pet */
+ if (is_pet(m_ptr)) continue;
- /*
- * Unlite the area (radius 10) around player and
- * do 50 points damage to every affected monster
- */
- unlite_area(50, 10);
- }
+ r_ptr = &r_info[m_ptr->r_idx];
- if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
- !p_ptr->anti_magic && one_in_(7000))
+ /* Unique monsters */
+ if (r_ptr->flags1 & (RF1_UNIQUE))
{
- bool pet = one_in_(3);
- u32b mode = PM_ALLOW_GROUP;
-
- 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))
+ /* Nearly out-of-depth unique monsters */
+ if (r_ptr->level + 10 > dun_level)
{
-#ifdef JP
-msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
-#else
- msg_print("You have attracted an animal!");
-#endif
-
- disturb(0, 0);
+ /* Boost rating by twice delta-depth */
+ delta += (r_ptr->level + 10 - dun_level) * 2 * base;
}
}
-
- if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
- !p_ptr->anti_magic && one_in_(8000))
+ else
{
- disturb(0, 0);
-#ifdef JP
-msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel the world warping around you!");
-#endif
-
- msg_print(NULL);
- fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
+ /* Out-of-depth monsters */
+ if (r_ptr->level > dun_level)
+ {
+ /* Boost rating by delta-depth */
+ delta += (r_ptr->level - dun_level) * base;
+ }
}
- if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
- {
- if (!lose_mutation(0))
-#ifdef JP
-msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel oddly normal.");
-#endif
- }
- if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+ /* Unusually crowded monsters get a little bit of rating boost */
+ if (r_ptr->flags1 & RF1_FRIENDS)
{
- disturb(0, 0);
-#ifdef JP
-msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
-#else
- msg_print("You feel insubstantial!");
-#endif
-
- msg_print(NULL);
- set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
+ if (5 <= get_monster_crowd_number(i)) delta += 1;
}
- if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
+ else
{
- do_poly_wounds();
+ if (2 <= get_monster_crowd_number(i)) delta += 1;
}
- 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:
-#ifdef JP
-msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
-#else
- msg_print("Invalid stat chosen!");
-#endif
- sustained = TRUE;
- }
+ rating += RATING_BOOST(delta);
+ }
- if (!sustained)
- {
- disturb(0, 0);
-#ifdef JP
-msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
-#else
- msg_print("You can feel yourself wasting away!");
-#endif
+ /* Examine each unidentified object */
+ for (i = 1; i < o_max; i++)
+ {
+ object_type *o_ptr = &o_list[i];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ int delta = 0;
- 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))
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Skip known objects */
+ if (object_is_known(o_ptr))
{
- bool pet = one_in_(5);
- u32b mode = PM_ALLOW_GROUP;
+ /* Touched? */
+ if (o_ptr->marked & OM_TOUCHED) continue;
+ }
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ /* Skip pseudo-known objects */
+ if (o_ptr->ident & IDENT_SENSE) continue;
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
- {
-#ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
-#else
- msg_print("You have attracted a dragon!");
-#endif
+ /* Ego objects */
+ if (object_is_ego(o_ptr))
+ {
+ ego_item_type *e_ptr = &e_info[o_ptr->name2];
- disturb(0, 0);
- }
+ delta += e_ptr->rating * base;
}
- if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
- one_in_(3000))
+
+ /* Artifacts */
+ if (object_is_artifact(o_ptr))
{
- if (p_ptr->tim_esp > 0)
- {
-#ifdef JP
-msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
-#else
- msg_print("Your mind feels cloudy!");
-#endif
+ s32b cost = object_value_real(o_ptr);
- set_tim_esp(0, TRUE);
- }
- else
- {
-#ifdef JP
-msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
-#else
- msg_print("Your mind expands!");
-#endif
+ delta += 10 * base;
+ if (cost > 10000L) delta += 10 * base;
+ if (cost > 50000L) delta += 10 * base;
+ if (cost > 100000L) delta += 10 * base;
- set_tim_esp(p_ptr->lev, FALSE);
- }
+ /* Special feeling */
+ if (!preserve_mode) return 1;
}
- 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");
-#else
- msg_print("Your stomach roils, and you lose your lunch!");
-#endif
- msg_print(NULL);
- set_food(PY_FOOD_WEAK);
- }
+ if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
+ if (o_ptr->tval == TV_SHIELD &&
+ o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
+ if (o_ptr->tval == TV_GLOVES &&
+ o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
+ if (o_ptr->tval == TV_BOOTS &&
+ o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
+ if (o_ptr->tval == TV_HELM &&
+ o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
+ if (o_ptr->tval == TV_RING &&
+ o_ptr->sval == SV_RING_SPEED &&
+ !object_is_cursed(o_ptr)) delta += 25 * base;
+ if (o_ptr->tval == TV_RING &&
+ o_ptr->sval == SV_RING_LORDLY &&
+ !object_is_cursed(o_ptr)) delta += 15 * base;
+ if (o_ptr->tval == TV_AMULET &&
+ o_ptr->sval == SV_AMULET_THE_MAGI &&
+ !object_is_cursed(o_ptr)) delta += 15 * base;
- if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
- !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ /* Out-of-depth objects */
+ if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
+ k_ptr->level > dun_level)
{
- alter_reality();
+ /* Rating increase */
+ delta += (k_ptr->level - dun_level) * base;
}
- if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
- {
- int danger_amount = 0;
- int monster;
+ rating += RATING_BOOST(delta);
+ }
- 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;
+ if (rating > RATING_BOOST(1000)) return 2;
+ if (rating > RATING_BOOST(800)) return 3;
+ if (rating > RATING_BOOST(600)) return 4;
+ if (rating > RATING_BOOST(400)) return 5;
+ if (rating > RATING_BOOST(300)) return 6;
+ if (rating > RATING_BOOST(200)) return 7;
+ if (rating > RATING_BOOST(100)) return 8;
+ if (rating > RATING_BOOST(0)) return 9;
- if (r_ptr->level >= p_ptr->lev)
- {
- danger_amount += r_ptr->level - p_ptr->lev + 1;
- }
- }
+ return 10;
+}
- if (danger_amount > 100)
-#ifdef JP
-msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel utterly terrified!");
-#endif
+/*!
+ * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
+ * / Update dungeon feeling, and announce it if changed
+ * @return なし
+ */
+static void update_dungeon_feeling(void)
+{
+ byte new_feeling;
+ int quest_num;
+ int delay;
- else if (danger_amount > 50)
-#ifdef JP
-msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel terrified!");
-#endif
+ /* No feeling on the surface */
+ if (!dun_level) return;
- else if (danger_amount > 20)
-#ifdef JP
-msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel very worried!");
-#endif
+ /* No feeling in the arena */
+ if (p_ptr->inside_battle) return;
- else if (danger_amount > 10)
-#ifdef JP
-msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel paranoid!");
-#endif
+ /* Extract delay time */
+ delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
- else if (danger_amount > 5)
-#ifdef JP
-msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel almost safe.");
-#endif
+ /* Not yet felt anything */
+ if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
- else
-#ifdef JP
-msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel lonely.");
-#endif
+ /* Extract quest number (if any) */
+ quest_num = quest_number(dun_level);
- }
- 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");
-#else
- msg_print("You feel invincible!");
-#endif
+ /* No feeling in a quest */
+ if (quest_num &&
+ (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
- 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 healing = p_ptr->csp;
+ /* Get new dungeon feeling */
+ new_feeling = get_dungeon_feeling();
- if (healing > wounds)
- {
- healing = wounds;
- }
+ /* Remember last time updated */
+ p_ptr->feeling_turn = turn;
- hp_player(healing);
- p_ptr->csp -= healing;
+ /* No change */
+ if (p_ptr->feeling == new_feeling) return;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
- }
- if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
- one_in_(4000))
- {
- int wounds = p_ptr->msp - p_ptr->csp;
+ /* Dungeon feeling is changed */
+ p_ptr->feeling = new_feeling;
- if (wounds > 0)
- {
- int healing = p_ptr->chp;
+ /* Announce feeling */
+ do_cmd_feeling();
- if (healing > wounds)
- {
- healing = wounds;
- }
+ select_floor_music();
- p_ptr->csp += healing;
+ /* Update the level indicator */
+ p_ptr->redraw |= (PR_DEPTH);
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-#ifdef JP
-take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
-#endif
+ /* Disturb */
+ if (disturb_minor) disturb(0, 0);
+}
- }
- }
- if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
- {
- object_type *o_ptr;
+/*!
+ * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
+ * / Handle certain things once every 10 game turns
+ * @return なし
+ */
+static void process_world(void)
+{
+ int day, hour, min;
- 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);
-#else
- msg_print("You trip over your own feet!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
-#endif
+ const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
+ s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
+ int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
+
+ extract_day_hour_min(&day, &hour, &min);
+ /* Update dungeon feeling, and announce it if changed */
+ update_dungeon_feeling();
- msg_print(NULL);
- if (buki_motteruka(INVEN_RARM))
+ /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
+ if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
+ {
+ dun_level = 0;
+ dungeon_type = 0;
+ prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
+ p_ptr->inside_arena = FALSE;
+ p_ptr->wild_mode = FALSE;
+ p_ptr->leaving = TRUE;
+ }
+
+ /*** 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++)
{
- 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");
-#else
- msg_print("You drop your weapon!");
-#endif
+ cave_type *c_ptr = &cave[j2][i2];
- inven_drop(slot, 1);
+ if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
+ {
+ number_mon++;
+ win_m_idx = c_ptr->m_idx;
}
}
- }
- }
-
-
- /*** Process Inventory ***/
- if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
- {
- /*
- * Hack: Uncursed teleporting items (e.g. Trump Weapons)
- * can actually be useful!
- */
- if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
+ if (number_mon == 0)
{
- 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;
- }
+ msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ else if ((number_mon-1) == 0)
+ {
+ char m_name[80];
+ monster_type *wm_ptr;
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ wm_ptr = &m_list[win_m_idx];
-#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
+ monster_desc(m_name, wm_ptr, 0);
+ msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
+ msg_print(NULL);
-#ifdef JP
- if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
-#else
- if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
-#endif
+ if (win_m_idx == (sel_monster+1))
{
- disturb(0, 0);
- teleport_player(50);
+ msg_print(_("おめでとうございます。", "Congratulations."));
+ msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
+ p_ptr->au += battle_odds;
}
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);
+ msg_print(_("残念でした。", "You lost gold."));
}
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
}
- /* 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))
-#else
- if (!get_rnd_line("chainswd.txt", 0, noise))
-#endif
- msg_print(noise);
- disturb(FALSE, FALSE);
- }
- /* TY Curse */
- if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
- {
- int count = 0;
- (void)activate_ty_curse(FALSE, &count);
- }
- /* Handle experience draining */
- if (p_ptr->prace != RACE_ANDROID &&
- ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
+ else if (turn - old_turn == 150 * TURNS_PER_TICK)
{
- p_ptr->exp -= (p_ptr->lev+1)/2;
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- p_ptr->max_exp -= (p_ptr->lev+1)/2;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- check_experience();
+ msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
+ p_ptr->au += kakekin;
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
}
- /* Add light curse (Later) */
- if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
- {
- u32b new_curse;
- object_type *o_ptr;
+ }
- o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
+ /* Every 10 game turns */
+ if (turn % TURNS_PER_TICK) return;
- new_curse = get_curse(0, o_ptr);
- if (!(o_ptr->curse_flags & new_curse))
- {
- char o_name[MAX_NLEN];
+ /*** Check the Time and Load ***/
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ 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, 1);
- o_ptr->curse_flags |= new_curse;
-#ifdef JP
- 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 your %s...", o_name);
-#endif
+ /* Count warnings */
+ closing_flag++;
- o_ptr->feeling = FEEL_NONE;
+ /* Message */
+ msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
+ msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
- p_ptr->update |= (PU_BONUS);
}
- }
- /* Add heavy curse (Later) */
- if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
- {
- u32b new_curse;
- object_type *o_ptr;
-
- o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
- new_curse = get_curse(1, o_ptr);
- if (!(o_ptr->curse_flags & new_curse))
+ /* Slam the gate */
+ else
{
- char o_name[MAX_NLEN];
-
- 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);
-#else
- msg_format("There is a malignant black aura surrounding your %s...", o_name);
-#endif
+ /* Message */
+ msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
- o_ptr->feeling = FEEL_NONE;
+ /* Stop playing */
+ p_ptr->playing = FALSE;
- p_ptr->update |= (PU_BONUS);
+ /* Leaving */
+ p_ptr->leaving = TRUE;
}
}
- /* Call animal */
- if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
- {
- if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
- (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
- {
- char o_name[MAX_NLEN];
+ }
- 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);
-#else
- msg_format("Your %s have attracted an animal!", o_name);
-#endif
+ /*** 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);
+ }
- disturb(0, 0);
- }
- }
- /* Call demon */
- if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
- {
- if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
- {
- char o_name[MAX_NLEN];
+ if (mon_fight && !ignore_unview)
+ {
+ msg_print(_("何かが聞こえた。", "You hear noise."));
+ }
- 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);
-#else
- msg_format("Your %s have attracted a demon!", o_name);
-#endif
+ /*** Handle the wilderness/town (sunshine) ***/
- disturb(0, 0);
- }
- }
- /* Call dragon */
- if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
+ /* While in town/wilderness */
+ if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
+ {
+ /* Hack -- Daybreak/Nighfall in town */
+ if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
- (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
- {
- char o_name[MAX_NLEN];
+ bool dawn;
- 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);
-#else
- msg_format("Your %s have attracted an animal!", o_name);
-#endif
+ /* Check for dawn */
+ dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
- disturb(0, 0);
- }
- }
- if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
- {
- if (!p_ptr->resist_fear)
+ /* Day breaks */
+ if (dawn)
{
- disturb(0, 0);
-#ifdef JP
- msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
-#else
- msg_print("It's so dark... so scary!");
-#endif
+ int y, x;
- set_afraid(p_ptr->afraid + 13 + randint1(26));
- }
- }
- /* Teleport player */
- if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
- {
- disturb(0, 0);
+ /* Message */
+ msg_print(_("夜が明けた。", "The sun has risen."));
- /* Teleport player */
- teleport_player(40);
- }
- /* Handle HP draining */
- if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
- {
- char o_name[MAX_NLEN];
+ if (!p_ptr->wild_mode)
+ {
+ /* 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];
- 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);
-#else
- msg_format("Your %s drains HP from you!", o_name);
-#endif
- take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
- }
- /* Handle mana draining */
- if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
- {
- char o_name[MAX_NLEN];
+ /* Assume lit */
+ c_ptr->info |= (CAVE_GLOW);
- 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);
-#else
- msg_format("Your %s drains mana from you!", o_name);
-#endif
- p_ptr->csp -= MIN(p_ptr->lev, 50);
- if (p_ptr->csp < 0)
- {
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ /* Hack -- Memorize lit grids if allowed */
+ if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
}
- p_ptr->redraw |= PR_MANA;
- }
- }
- /* Rarely, take damage from the Jewel of Judgement */
- if (one_in_(999) && !p_ptr->anti_magic)
- {
- object_type *o_ptr = &inventory[INVEN_LITE];
+ /* Night falls */
+ else
+ {
+ int y, x;
+
+ /* Message */
+ msg_print(_("日が沈んだ。", "The sun has fallen."));
+
+ if (!p_ptr->wild_mode)
+ {
+ /* 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 (o_ptr->name1 == ART_JUDGE)
- {
-#ifdef JP
- 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
- 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
- }
- }
+ 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);
- /* Process equipment */
- for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- /* Get the object */
- o_ptr = &inventory[i];
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
+ /* Glow deep lava and building entrances */
+ glow_deep_lava_and_bldg();
+ }
+ }
+ }
- /* Recharge activatable objects */
- if (o_ptr->timeout > 0)
- {
- /* Recharge */
- o_ptr->timeout--;
+ /* Update the monsters */
+ p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
- /* Notice changes */
- if (!o_ptr->timeout)
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
{
- recharged_notice(o_ptr);
- j++;
+ if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
}
}
}
- /* Notice changes */
- if (j)
+ /* 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)
{
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP);
- wild_regen = 20;
- }
+ /*** Shuffle the Storekeepers ***/
- /*
- * Recharge rods. Rods now use timeout to control charging status,
- * 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++)
- {
- o_ptr = &inventory[i];
- k_ptr = &k_info[o_ptr->k_idx];
+ /* 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;
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
+ /* Pick a random shop (except home and museum) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
- /* Examine all charging rods or stacks of charging rods. */
- 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;
- if (temp > o_ptr->number) temp = o_ptr->number;
+ /* Check every feature */
+ for (i = 1; i < max_f_idx; i++)
+ {
+ /* Access the index */
+ feature_type *f_ptr = &f_info[i];
- /* Decrease timeout by that number. */
- o_ptr->timeout -= temp;
+ /* Skip empty index */
+ if (!f_ptr->name) continue;
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ /* Skip non-store features */
+ if (!have_flag(f_ptr->flags, FF_STORE)) continue;
- /* Notice changes, provide message if object is inscribed. */
- if (!(o_ptr->timeout))
- {
- recharged_notice(o_ptr);
- j++;
+ /* Verify store type */
+ if (f_ptr->subtype == n)
+ {
+ /* Message */
+ if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
+
+ /* Shuffle it */
+ store_shuffle(n);
+
+ break;
+ }
+ }
}
}
}
- /* Notice changes */
- if (j)
- {
- /* Combine pack */
- p_ptr->notice |= (PN_COMBINE);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
- wild_regen = 20;
- }
- /* Feel the inventory */
- sense_inventory1();
- sense_inventory2();
+ /*** 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);
+ }
- /*** Process Objects ***/
+ /* 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();
- /* Process objects */
- for (i = 1; i < o_max; i++)
+ if (!p_ptr->leaving)
{
- /* Access object */
- o_ptr = &o_list[i];
+ int 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))
+ /* Hack -- Process the counters of monsters if needed */
+ for (i = 0; i < MAX_MTIMED; i++)
{
- /* Charge it */
- o_ptr->timeout -= o_ptr->number;
-
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ if (mproc_max[i] > 0) process_monsters_mtimed(i);
}
}
- /*** Involuntary Movement ***/
-
- /* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ /* Date changes */
+ if (!hour && !min)
{
- /*
- * HACK: Autosave BEFORE resetting the recall counter (rr9)
- * The player is yanked up/down as soon as
- * he loads the autosaved game.
- */
- if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
- do_cmd_save_game(TRUE);
+ if (min != prev_min)
+ {
+ do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ determine_today_mon(FALSE);
+ }
+ }
- /* Count down towards recall */
- p_ptr->word_recall--;
+ /*
+ * Nightmare mode activates the TY_CURSE at midnight
+ * Require exact minute -- Don't activate multiple times in a minute
+ */
- p_ptr->redraw |= (PR_STATUS);
+ if (ironman_nightmare && (min != prev_min))
+ {
- /* Activate the recall */
- if (!p_ptr->word_recall)
+ /* Every 15 minutes after 11:00 pm */
+ if ((hour == 23) && !(min % 15))
{
- /* Disturbing! */
- disturb(0, 0);
+ /* Disturbing */
+ disturb(0, 1);
- /* Determine the level */
- if (dun_level || p_ptr->inside_quest)
+ switch (min / 15)
{
-#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
+ case 0:
+ msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
+ break;
- p_ptr->recall_dungeon = dungeon_type;
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ case 1:
+ msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
+ break;
- dun_level = 0;
- dungeon_type = 0;
+ case 2:
+ msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
+ break;
- leave_quest_check();
+ case 3:
+ msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
+ break;
+ }
+ }
- p_ptr->inside_quest = 0;
+ /* TY_CURSE activates at midnight! */
+ if (!hour && !min)
+ {
- p_ptr->leaving = TRUE;
- }
- else
+ disturb(1, 1);
+ msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
+
+ if (p_ptr->wild_mode)
{
-#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
+ /* Go into large wilderness view */
+ p_ptr->oldpy = randint1(MAX_HGT - 2);
+ p_ptr->oldpx = randint1(MAX_WID - 2);
+ change_wild_mode();
- dungeon_type = p_ptr->recall_dungeon;
+ /* Give first move to monsters */
+ p_ptr->energy_use = 100;
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ /* HACk -- set the encouter flag for the wilderness generation */
+ generate_encounter = TRUE;
+ }
- /* New depth */
- dun_level = max_dlv[dungeon_type];
- if (dun_level < 1) dun_level = 1;
+ invoking_midnight_curse = TRUE;
+ }
+ }
- /* 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;
+ /*** Check the Food, and Regenerate ***/
- /*
- * Clear all saved floors
- * and create a first saved floor
- */
- prepare_change_floor_mode(CFM_FIRST_FLOOR);
+ if (!p_ptr->inside_battle)
+ {
+ /* Digest quickly when gorged */
+ if (p_ptr->food >= PY_FOOD_MAX)
+ {
+ /* Digest a lot of food */
+ (void)set_food(p_ptr->food - 100);
+ }
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* 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);
- 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);
- }
- }
- }
+ /* 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;
+
+ /* Slow digestion takes less food */
+ if (p_ptr->slow_digest)
+ digestion -= 5;
+
+ /* 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 */
+ msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
+ disturb(1, 1);
+
+ /* Hack -- faint (bypass free action) */
+ (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
}
- /* Sound */
- sound(SOUND_TPLEVEL);
+ /* Starve to death (slowly) */
+ if (p_ptr->food < PY_FOOD_STARVE)
+ {
+ /* Calculate damage */
+ HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+
+ /* Take damage */
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
+ }
}
}
- /* 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--;
+ /* Process timed damage and regeneration */
+ process_world_aux_hp_and_sp();
- p_ptr->redraw |= (PR_STATUS);
+ /* Process timeout */
+ process_world_aux_timeout();
- /* Activate the alter reality */
- if (!p_ptr->alter_reality)
- {
- /* Disturbing! */
- disturb(0, 0);
+ /* Process light */
+ process_world_aux_light();
- /* 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
+ /* Process mutation effects */
+ process_world_aux_mutation();
- /* 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
- }
+ /* 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();
+}
-/*
- * Verify use of "wizard" mode
+/*!
+ * @brief ウィザードモードへの導入処理
+ * / Verify use of "wizard" mode
+ * @return 実際にウィザードモードへ移行したらTRUEを返す。
*/
static bool enter_wizard_mode(void)
{
/* 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
+ msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
return FALSE;
}
/* Mention effects */
-#ifdef JP
- 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.");
-#endif
-
+ msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
+ msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- 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
+ if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
{
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
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
/* Mark savefile */
p_ptr->noscore |= 0x0002;
}
#ifdef ALLOW_WIZARD
-/*
- * Verify use of "debug" commands
+/*!
+ * @brief デバッグコマンドへの導入処理
+ * / Verify use of "debug" commands
+ * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
*/
static bool enter_debug_mode(void)
{
/* 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
+ msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
return FALSE;
}
/* Mention effects */
-#ifdef JP
- 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.");
-#endif
+ msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
+ msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- 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
+ if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
{
return (FALSE);
}
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
/* Mark savefile */
p_ptr->noscore |= 0x0008;
}
#ifdef ALLOW_BORG
-/*
- * Verify use of "borg" commands
+/*!
+ * @brief ボーグコマンドへの導入処理
+ * / Verify use of "borg" commands
+ * @return 実際にボーグコマンドへ移行したらTRUEを返す。
*/
static bool enter_borg_mode(void)
{
if (!(p_ptr->noscore & 0x0010))
{
/* Mention effects */
-#ifdef JP
- 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.");
-#endif
+ msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
+ msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- 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
+ if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
{
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
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
/* Mark savefile */
p_ptr->noscore |= 0x0010;
}
#endif /* ALLOW_BORG */
-
-/*
- * Parse and execute the current command
- * Give "Warning" on illegal commands.
- *
- * XXX XXX XXX Make some "blocks"
+/*!
+ * @brief プレイヤーから受けた入力コマンドの分岐処理。
+ * / Parse and execute the current command Give "Warning" on illegal commands.
+ * @todo XXX XXX XXX Make some "blocks"
+ * @return なし
*/
static void process_command(void)
{
- int old_now_message = now_message;
+ COMMAND_CODE old_now_message = now_message;
#ifdef ALLOW_REPEAT /* TNB */
now_message = 0;
+ /* Sniper */
+ if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
+ reset_concent = TRUE;
+
/* Parse the command */
switch (command_cmd)
{
if (p_ptr->wizard)
{
p_ptr->wizard = FALSE;
-#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
-#else
- msg_print("Wizard mode off.");
-#endif
-
+ msg_print(_("ウィザードモード解除。", "Wizard mode off."));
}
else if (enter_wizard_mode())
{
p_ptr->wizard = TRUE;
-#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
-#else
- msg_print("Wizard mode on.");
-#endif
-
+ msg_print(_("ウィザードモード突入。", "Wizard mode on."));
}
/* Update monsters */
/* Go up staircase */
case '<':
{
- if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
{
- if (!vanilla_town)
+ if (vanilla_town) break;
+
+ if (ambush_flag)
{
- if(ambush_flag)
- {
-#ifdef JP
- msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
-#else
- msg_print("To flee the ambush you have to reach the edge of the map.");
-#endif
- }
- else if (p_ptr->food < PY_FOOD_WEAK)
- {
-#ifdef JP
- msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
-#else
- msg_print("You must eat something here.");
-#endif
- }
- else
- {
- if (change_wild_mode())
- {
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
- }
- }
+ msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
+ break;
+ }
+
+ if (p_ptr->food < PY_FOOD_WEAK)
+ {
+ msg_print(_("その前に食事をとらないと。", "You must eat something here."));
+ break;
}
+
+ change_wild_mode();
}
else
do_cmd_go_up();
/* Go down staircase */
case '>':
{
- if(!p_ptr->wild_mode) do_cmd_go_down();
- else
- {
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
+ if (p_ptr->wild_mode)
change_wild_mode();
- }
+ else
+ do_cmd_go_down();
+
break;
}
case 'G':
{
if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
-#ifdef JP
- msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
-#else
- msg_print("You don't have to learn spells!");
-#endif
+ msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_gain_hissatsu();
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
else if (p_ptr->pclass == CLASS_SMITH)
do_cmd_kaji(TRUE);
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(TRUE);
+ do_cmd_magic_eater(TRUE, FALSE);
+ else if (p_ptr->pclass == CLASS_SNIPER)
+ do_cmd_snipe_browse();
else do_cmd_browse();
break;
}
{
if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
{
-#ifdef JP
- msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You cannot cast spells!");
-#endif
+ msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
-#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The dungeon absorbs all attempted magic!");
-#endif
+ msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
}
else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
-#ifdef JP
-
- cptr which_power = "ËâË¡";
-#else
- cptr which_power = "magic";
-#endif
+ cptr which_power = _("魔法", "magic");
if (p_ptr->pclass == CLASS_MINDCRAFTER)
-#ifdef JP
- which_power = "ĶǽÎÏ";
-#else
- which_power = "psionic powers";
-#endif
+ which_power = _("超能力", "psionic powers");
else if (p_ptr->pclass == CLASS_IMITATOR)
-#ifdef JP
- which_power = "¤â¤Î¤Þ¤Í";
-#else
- which_power = "imitation";
-#endif
+ which_power = _("ものまね", "imitation");
else if (p_ptr->pclass == CLASS_SAMURAI)
-#ifdef JP
- which_power = "ɬ»¦·õ";
-#else
- which_power = "hissatsu";
-#endif
+ which_power = _("必殺剣", "hissatsu");
else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
-#ifdef JP
- which_power = "¶ÀËâË¡";
-#else
- which_power = "mirror magic";
-#endif
+ which_power = _("鏡魔法", "mirror magic");
else if (p_ptr->pclass == CLASS_NINJA)
-#ifdef JP
- which_power = "Ǧ½Ñ";
-#else
- which_power = "ninjutsu";
-#endif
+ which_power = _("忍術", "ninjutsu");
else if (mp_ptr->spell_book == TV_LIFE_BOOK)
-#ifdef JP
- which_power = "µ§¤ê";
-#else
- which_power = "prayer";
-#endif
+ which_power = _("祈り", "prayer");
-#ifdef JP
- msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
-#else
- msg_format("An anti-magic shell disrupts your %s!", which_power);
-#endif
- energy_use = 0;
+ msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
+ p_ptr->energy_use = 0;
}
else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
{
-#ifdef JP
- msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
-#else
- msg_format("You cannot think directly!");
-#endif
- energy_use = 0;
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
+ p_ptr->energy_use = 0;
}
else
{
else if (p_ptr->pclass == CLASS_IMITATOR)
do_cmd_mane(FALSE);
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(FALSE);
+ do_cmd_magic_eater(FALSE, FALSE);
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_hissatsu();
else if (p_ptr->pclass == CLASS_BLUE_MAGE)
do_cmd_cast_learned();
else if (p_ptr->pclass == CLASS_SMITH)
do_cmd_kaji(FALSE);
+ else if (p_ptr->pclass == CLASS_SNIPER)
+ do_cmd_snipe();
else
do_cmd_cast();
}
do_cmd_activate();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
do_cmd_aim_wand();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
{
if (p_ptr->inside_arena)
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
else if (use_command && rogue_like_commands)
do_cmd_quaff_potion();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
do_cmd_read_scroll();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
{
if (p_ptr->inside_arena)
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
else if (use_command && !rogue_like_commands)
case '=':
{
do_cmd_options();
+ (void)combine_and_reorder_home(STORE_HOME);
do_cmd_redraw();
break;
}
break;
}
+ /* Record/stop "Movie" */
+ case ']':
+ {
+ prepare_movie_hooks();
+ break;
+ }
+
/* Make random artifact list */
case KTRL('V'):
{
break;
}
+#ifdef TRAVEL
+ case '`':
+ {
+ if (!p_ptr->wild_mode) do_cmd_travel();
+ if (p_ptr->special_defense & KATA_MUSOU)
+ {
+ set_action(ACTION_NONE);
+ }
+ break;
+ }
+#endif
+
/* Hack -- Unknown command */
default:
{
{
char error_m[1024];
sound(SOUND_ILLEGAL);
-#ifdef JP
- if (!get_rnd_line("error_j.txt", 0, error_m))
-#else
- if (!get_rnd_line("error.txt", 0, error_m))
-#endif
-
+ if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
msg_print(error_m);
}
else
-#ifdef JP
-prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
-#else
- prt("Type '?' for help.", 0, 0);
-#endif
+ {
+ prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
+ }
break;
}
}
- if (!energy_use && !now_message)
+ if (!p_ptr->energy_use && !now_message)
now_message = old_now_message;
}
-
-
-
-static bool monster_tsuri(int r_idx)
+/*!
+ * @brief モンスター種族が釣れる種族かどうかを判定する。
+ * @param r_idx 判定したいモンスター種族のID
+ * @return 釣れる対象ならばTRUEを返す
+ */
+static bool monster_tsuri(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
- * Process the player
- *
- * Notice the annoying code to handle "pack overflow", which
- * must come first just in case somebody manages to corrupt
- * the savefiles by clever use of menu commands or something.
+/*!
+ * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
+ * @return なし
+ */
+static void pack_overflow(void)
+{
+ if (inventory[INVEN_PACK].k_idx)
+ {
+ char o_name[MAX_NLEN];
+ object_type *o_ptr;
+
+ /* Is auto-destroy done? */
+ notice_stuff();
+ if (!inventory[INVEN_PACK].k_idx) return;
+
+ /* Access the slot to be dropped */
+ o_ptr = &inventory[INVEN_PACK];
+
+ /* Disturbing */
+ disturb(0, 1);
+
+ /* Warning */
+ msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
+
+ /* Describe */
+ object_desc(o_name, o_ptr, 0);
+
+ /* Message */
+ msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
+
+ /* Drop it (carefully) near the player */
+ (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
+
+ /* Modify, Describe, Optimize */
+ inven_item_increase(INVEN_PACK, -255);
+ inven_item_describe(INVEN_PACK);
+ inven_item_optimize(INVEN_PACK);
+
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
+ }
+}
+
+/*!
+ * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
+ * @return なし
+ */
+static void process_upkeep_with_speed(void)
+{
+ /* Give the player some energy */
+ if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
+ {
+ p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
+ }
+
+ /* No turn yet */
+ if (p_ptr->enchant_energy_need > 0) return;
+
+ while (p_ptr->enchant_energy_need <= 0)
+ {
+ /* Handle the player song */
+ if (!load) check_music();
+
+ /* Hex - Handle the hex spells */
+ if (!load) check_hex();
+ if (!load) revenge_spell();
+
+ /* There is some randomness of needed energy */
+ p_ptr->enchant_energy_need += ENERGY_NEED();
+ }
+}
+
+/*!
+ * @brief プレイヤーの行動処理 / Process the player
+ * @return なし
+ * @note
+ * Notice the annoying code to handle "pack overflow", which\n
+ * must come first just in case somebody manages to corrupt\n
+ * the savefiles by clever use of menu commands or something.\n
*/
static void process_player(void)
{
- int i;
+ IDX i;
/*** Apply energy ***/
if (hack_mutation)
{
-#ifdef JP
-msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel different!");
-#endif
+ msg_print(_("何か変わった気がする!", "You feel different!"));
(void)gain_random_mutation(0);
hack_mutation = FALSE;
}
+ if (invoking_midnight_curse)
+ {
+ int count = 0;
+ activate_ty_curse(FALSE, &count);
+ invoking_midnight_curse = FALSE;
+ }
+
if (p_ptr->inside_battle)
{
for(i = 1; i < m_max; i++)
if (resting < 0)
{
/* Basic resting */
- if (resting == -1)
+ if (resting == COMMAND_ARG_REST_FULL_HEALING)
{
/* Stop resting */
if ((p_ptr->chp == p_ptr->mhp) &&
}
/* Complete resting */
- else if (resting == -2)
+ else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
{
/* Stop resting */
if ((p_ptr->chp == p_ptr->mhp) &&
Term_xtra(TERM_XTRA_DELAY, 10);
if (one_in_(1000))
{
- int r_idx;
+ MONRACE_IDX r_idx;
bool success = FALSE;
get_mon_num_prep(monster_tsuri,NULL);
r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
if (r_idx && one_in_(2))
{
int y, x;
- y = py+ddy[tsuri_dir];
- x = px+ddx[tsuri_dir];
+ y = p_ptr->y+ddy[tsuri_dir];
+ x = p_ptr->x+ddx[tsuri_dir];
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
-#else
- msg_format("You have a good catch!", m_name);
-#endif
+ msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
}
}
if (!success)
{
-#ifdef JP
- msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
-#else
- msg_print("Damn! The fish stole your bait!");
-#endif
+ msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
}
- disturb(0, 0);
+ disturb(0, 1);
}
}
if (check_abort)
{
/* Check for "player abort" (semi-efficiently for resting) */
- if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
+ if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
{
/* Do not wait */
inkey_scan = TRUE;
flush();
/* Disturb */
- disturb(0, 0);
+ disturb(0, 1);
/* Hack -- Show a Message */
-#ifdef JP
-msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
-#else
- msg_print("Canceled.");
-#endif
-
+ msg_print(_("中断しました。", "Canceled."));
}
}
}
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (m_ptr->csleep)
+ if (MON_CSLEEP(m_ptr))
{
char m_name[80];
/* Recover fully */
- m_ptr->csleep = 0;
-
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(p_ptr->riding, 0);
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
-#else
- msg_format("You have waked %s up.", m_name);
-#endif
- if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
- p_ptr->redraw |= (PR_UHEALTH);
+ msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
}
- if (m_ptr->stunned)
+ if (MON_STUNNED(m_ptr))
{
- int d = 1;
-
- /* Make a "saving throw" against stun */
- if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
- {
- /* Recover fully */
- d = m_ptr->stunned;
- }
-
/* Hack -- Recover from stun */
- if (m_ptr->stunned > d)
- {
- /* Recover somewhat */
- m_ptr->stunned -= d;
- }
-
- /* Fully recover */
- else
+ if (set_monster_stunned(p_ptr->riding,
+ (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
{
char m_name[80];
- /* Recover fully */
- m_ptr->stunned = 0;
-
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer stunned.", m_name);
-#endif
- if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
- p_ptr->redraw |= (PR_UHEALTH);
+ msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
}
}
- if (m_ptr->confused)
+ if (MON_CONFUSED(m_ptr))
{
- int d = 1;
-
- /* Make a "saving throw" against stun */
- if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
- {
- /* Recover fully */
- d = m_ptr->confused;
- }
-
- /* Hack -- Recover from stun */
- if (m_ptr->confused > d)
- {
- /* Recover somewhat */
- m_ptr->confused -= d;
- }
-
- /* Fully recover */
- else
+ /* Hack -- Recover from confusion */
+ if (set_monster_confused(p_ptr->riding,
+ (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
{
char m_name[80];
- /* Recover fully */
- m_ptr->confused = 0;
-
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer confused.", m_name);
-#endif
- if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
- p_ptr->redraw |= (PR_UHEALTH);
+ msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
}
}
- if (m_ptr->monfear)
+ if (MON_MONFEAR(m_ptr))
{
- int d = 1;
-
- /* Make a "saving throw" against stun */
- if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
- {
- /* Recover fully */
- d = m_ptr->monfear;
- }
-
- /* Hack -- Recover from stun */
- if (m_ptr->monfear > d)
- {
- /* Recover somewhat */
- m_ptr->monfear -= d;
- }
-
- /* Fully recover */
- else
+ /* Hack -- Recover from fear */
+ if (set_monster_monfear(p_ptr->riding,
+ (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
{
char m_name[80];
- /* Recover fully */
- m_ptr->monfear = 0;
-
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer fear.", m_name);
-#endif
- if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
- p_ptr->redraw |= (PR_UHEALTH);
+ msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
}
}
/* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
-
- /* Handle the player song */
- if (!load) check_music();
-
+
load = FALSE;
/* Fast */
{
(void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
}
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- if (p_ptr->magic_num1[0] < 40)
+ if (P_PTR_KI < 40)
{
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
}
- else p_ptr->magic_num1[0] -= 40;
+ else P_PTR_KI -= 40;
p_ptr->update |= (PU_BONUS);
}
if (p_ptr->action == ACTION_LEARN)
{
- int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
- if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
+ s32b cost = 0L;
+ u32b cost_frac = (p_ptr->msp + 30L) * 256L;
+
+ /* Convert the unit (1/2^16) to (1/2^32) */
+ s64b_LSHIFT(cost, cost_frac, 16);
+
+
+ if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
{
+ /* Mana run out */
p_ptr->csp = 0;
p_ptr->csp_frac = 0;
set_action(ACTION_NONE);
}
else
{
- p_ptr->csp -= (s16b)(hoge >> 16);
- hoge &= 0xFFFFL;
- if (p_ptr->csp_frac < hoge)
- {
- p_ptr->csp_frac += 0x10000L - hoge;
- p_ptr->csp--;
- }
- else
- p_ptr->csp_frac -= hoge;
+ /* Reduce mana */
+ s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
}
p_ptr->redraw |= PR_MANA;
}
handle_stuff();
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Refresh (optional) */
if (fresh_before) Term_fresh();
/* Hack -- Pack Overflow */
- if (inventory[INVEN_PACK].k_idx)
- {
- int item = INVEN_PACK;
-
- char o_name[MAX_NLEN];
-
- object_type *o_ptr;
-
- /* Access the slot to be dropped */
- o_ptr = &inventory[item];
-
- /* Disturbing */
- disturb(0, 0);
-
- /* Warning */
-#ifdef JP
-msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
-#else
- msg_print("Your pack overflows!");
-#endif
-
-
- /* Describe */
- object_desc(o_name, o_ptr, 0);
-
- /* Message */
-#ifdef JP
-msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
-#else
- msg_format("You drop %s (%c).", o_name, index_to_label(item));
-#endif
-
-
- /* Drop it (carefully) near the player */
- (void)drop_near(o_ptr, 0, py, px);
-
- /* Modify, Describe, Optimize */
- inven_item_increase(item, -255);
- inven_item_describe(item);
- inven_item_optimize(item);
-
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
- handle_stuff();
- }
+ pack_overflow();
/* Hack -- cancel "lurking browse mode" */
/* Assume free turn */
- energy_use = 0;
+ p_ptr->energy_use = 0;
if (p_ptr->inside_battle)
{
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
command_cmd = SPECIAL_KEY_BUILDING;
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Resting */
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Running */
run_step(0);
}
+#ifdef TRAVEL
+ /* Traveling */
+ else if (travel.run)
+ {
+ /* Take a step */
+ travel_step();
+ }
+#endif
+
/* Repeated command */
else if (command_rep)
{
else
{
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
can_save = TRUE;
/* Get a command (normal) */
}
+ /* Hack -- Pack Overflow */
+ pack_overflow();
+
+
/*** Clean up ***/
/* Significant */
- if (energy_use)
+ if (p_ptr->energy_use)
{
/* Use some energy */
- if (world_player || energy_use > 400)
+ if (world_player || p_ptr->energy_use > 400)
{
/* The Randomness is irrelevant */
- p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
+ p_ptr->energy_need += p_ptr->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);
+ p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
}
/* Hack -- constant hallucination */
}
}
new_mane = FALSE;
- p_ptr->redraw |= (PR_MANE);
+ p_ptr->redraw |= (PR_IMITATION);
}
if (p_ptr->action == ACTION_LEARN)
{
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-#ifdef JP
- msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
-#else
- msg_print("You feel time flowing around you once more.");
-#endif
+ msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
msg_print(NULL);
world_player = FALSE;
p_ptr->energy_need = ENERGY_NEED();
break;
}
+ /* Sniper */
+ if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
+
/* Handle "leaving" */
if (p_ptr->leaving) break;
}
update_smell();
}
-
-/*
- * Interact with the current dungeon level.
- *
- * This function will not exit until the level is completed,
- * the user dies, or the game is terminated.
+/*!
+ * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
+ * @return なし
+ * @details
+ * <p>
+ * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
+ * ゲームを終了するかのいずれかまでループする。
+ * </p>
+ * <p>
+ * This function will not exit until the level is completed,\n
+ * the user dies, or the game is terminated.\n
+ * </p>
*/
static void dungeon(bool load_game)
{
base_level = dun_level;
/* Reset various flags */
- hack_mind = FALSE;
+ is_loading_now = FALSE;
/* Not leaving */
p_ptr->leaving = FALSE;
/* Disturb */
- disturb(1, 0);
+ disturb(1, 1);
/* Get index of current quest (if any) */
quest_num = quest_number(dun_level);
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);
+ if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
}
+ (void)calculate_upkeep();
+
/* Validate the panel */
panel_bounds_center();
}
else
{
-#ifdef JP
-msg_print("»î¹ç³«»Ï¡ª");
-#else
- msg_format("Ready..Fight!");
-#endif
+ msg_print(_("試合開始!", "Ready..Fight!"));
msg_print(NULL);
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
- p_ptr->magic_num1[0] = MUSIC_DETECT;
+ if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
+ SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
/* Hack -- notice death or departure */
if (!p_ptr->playing || p_ptr->is_dead) return;
{
if (r_info[d_info[dungeon_type].final_guardian].max_num)
#ifdef JP
- msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
+ msg_format("この階には%sの主である%sが棲んでいる。",
d_name+d_info[dungeon_type].name,
r_name+r_info[d_info[dungeon_type].final_guardian].name);
#else
#endif
}
+ if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
+
/*** Process this dungeon level ***/
/* Reset the monster generation level */
/* Reset the object generation level */
object_level = base_level;
- hack_mind = TRUE;
+ is_loading_now = TRUE;
if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
(dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
/* Not leaving dungeon */
p_ptr->leaving_dungeon = FALSE;
+ /* Initialize monster process */
+ mproc_init();
+
/* Main loop */
while (TRUE)
{
/* Hack -- Compress the object list occasionally */
if (o_cnt + 32 < o_max) compact_objects(0);
-
+
/* Process the player */
process_player();
+
+ process_upkeep_with_speed();
/* Handle "p_ptr->notice" */
notice_stuff();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
/* Hack -- Notice death or departure */
if (!p_ptr->playing || p_ptr->is_dead) break;
+ /* Count game turns */
+ turn++;
+
+ if (dungeon_turn < dungeon_turn_limit)
+ {
+ if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
+ else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
+ }
+
+ prevent_turn_overflow();
+
/* Handle "leaving" */
if (p_ptr->leaving) break;
- /* Count game turns */
- turn++;
- if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
- else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
if (wild_regen) wild_regen--;
}
}
-/*
- * Load some "user pref files"
- *
+/*!
+ * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
+ * @return なし
+ * @note
* Modified by Arcum Dagsson to support
* separate macro files for different realms.
*/
}
-/*
- * Extract option variables from bit sets
+/*!
+ * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
+ * @return なし
*/
void extract_option_vars(void)
{
}
-/*
- * Determine bounty uniques
+/*!
+ * @brief 賞金首となるユニークを確定する / Determine bounty uniques
+ * @return なし
*/
void determine_bounty_uniques(void)
{
- int i, j, tmp;
+ int i, j;
+ MONRACE_IDX tmp;
monster_race *r_ptr;
get_mon_num_prep(NULL, NULL);
}
-/*
- * Determine today's bounty monster
- * Note: conv_old is used if loaded 0.0.3 or older save file
+/*!
+ * @brief 今日の賞金首を確定する / Determine today's bounty monster
+ * @return なし
+ * @note conv_old is used if loaded 0.0.3 or older save file
*/
void determine_today_mon(bool conv_old)
{
p_ptr->inside_battle = old_inside_battle;
}
-
-/*
- * Actually play a game
- *
+/*!
+ * @brief 1ゲームプレイの主要ルーチン / Actually play a game
+ * @return なし
+ * @note
* If the "new_game" parameter is true, then, after loading the
* savefile, we will commit suicide, if necessary, to allow the
* player to start a new game.
*/
void play_game(bool new_game)
{
- int i;
+ MONSTER_IDX i;
bool load_game = TRUE;
+ bool init_random_seed = FALSE;
#ifdef CHUUKEI
if (chuukei_client)
}
#endif
+ if (browsing_movie)
+ {
+ reset_visuals();
+ browse_movie();
+ return;
+ }
+
hack_mutation = FALSE;
/* Hack -- Character is "icky" */
if (!load_player())
{
/* Oops */
-#ifdef JP
-quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
-#else
- quit("broken savefile");
-#endif
-
+ quit(_("セーブファイルが壊れています", "broken savefile"));
}
/* Extract the options */
char buf[1024];
bool success;
-#ifdef JP
- if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
-#else
- if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
-#endif
+ if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
quit(0);
/* Update stuff */
p_ptr->is_dead = TRUE;
- start_time = time(NULL);
+ start_time = (u32b)time(NULL);
/* No suspending now */
signals_ignore_tstp();
/* Handle score, show Top scores */
success = send_world_score(TRUE);
-#ifdef JP
- if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
-#else
- if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
-#endif
+ if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
{
-#ifdef JP
- prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
-#else
- prt("standing by for future registration...", 0, 0);
-#endif
+ prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
(void)inkey();
}
else
{
p_ptr->wait_report_score = FALSE;
top_twenty();
-#ifdef JP
- if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
-#else
- if (!save_player()) msg_print("death save failed!");
-#endif
+ if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
}
/* Shut the high score file */
(void)fd_close(highscore_fd);
quit(0);
}
+ creating_savefile = new_game;
+
/* Nothing loaded */
if (!character_loaded)
{
character_dungeon = FALSE;
/* Prepare to init the RNG */
- Rand_quick = TRUE;
+ init_random_seed = TRUE;
/* Initialize the saved floors data */
init_saved_floors(FALSE);
}
/* Init the RNG */
- if (Rand_quick)
+ if (init_random_seed)
{
- u32b seed;
-
- /* Basic seed */
- seed = (time(NULL));
-
-#ifdef SET_UID
-
- /* Mutate the seed on Unix machines */
- seed = ((seed >> 3) * (getpid() << 1));
-
-#endif
-
- /* Use the complex RNG */
- Rand_quick = FALSE;
-
- /* Seed the "complex" RNG */
- Rand_state_init(seed);
+ Rand_state_init();
}
/* Roll new character */
determine_bounty_uniques();
determine_today_mon(FALSE);
+
+ /* Initialize object array */
+ wipe_o_list();
}
else
{
write_level = FALSE;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
-#else
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
-#endif
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1,
+ _(" ----ゲーム再開----",
+ " ---- Restart Game ----"));
/*
- * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
- * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
+ * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
+ * もう不要だが、以前のセーブファイルとの互換のために残しておく。
*/
if (p_ptr->riding == -1)
{
}
}
+ creating_savefile = FALSE;
+
p_ptr->teleport_town = FALSE;
p_ptr->sutemi = FALSE;
world_monster = FALSE;
/* Flavor the objects */
flavor_init();
- if (new_game)
- {
- wipe_o_list();
- player_outfit();
- }
/* Flash a message */
-#ifdef JP
-prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
-#else
- prt("Please wait...", 0, 0);
-#endif
-
+ prt(_("お待ち下さい...", "Please wait..."), 0, 0);
/* Flush the message */
Term_fresh();
{
p_ptr->wizard = TRUE;
- if (p_ptr->is_dead || !py || !px)
+ if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
{
/* Initialize the saved floors data */
init_saved_floors(TRUE);
p_ptr->inside_quest = 0;
/* Avoid crash in update_view() */
- py = px = 10;
+ p_ptr->y = p_ptr->x = 10;
}
}
else if (p_ptr->is_dead)
process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
+ select_floor_music();
}
change_floor();
}
+ else
+ {
+ /* HACK -- Restore from panic-save */
+ if (p_ptr->panic_save)
+ {
+ /* No player? -- Try to regenerate floor */
+ if (!p_ptr->y || !p_ptr->x)
+ {
+ msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
+ change_floor();
+ }
+
+ /* Still no player? -- Try to locate random place */
+ if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
+
+ /* No longer in panic */
+ p_ptr->panic_save = 0;
+ }
+ }
/* Character is now "complete" */
character_generated = TRUE;
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
+ sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
}
/* Load the "pref" files */
load_all_pref_files();
+ /* Give startup outfit (after loading pref files) */
+ if (new_game)
+ {
+ player_outfit();
+ }
+
/* React to changes */
Term_xtra(TERM_XTRA_REACT, 0);
if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
{
monster_type *m_ptr;
- int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
+ IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
monster_race *r_ptr = &r_info[pet_r_idx];
- place_monster_aux(0, py, px - 1, pet_r_idx,
+ place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
(PM_FORCE_PET | PM_NO_KAGE));
m_ptr = &m_list[hack_m_idx_ii];
m_ptr->mspeed = r_ptr->speed;
m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
m_ptr->max_maxhp = m_ptr->maxhp;
m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
+ m_ptr->dealt_damage = 0;
m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
}
+ (void)combine_and_reorder_home(STORE_HOME);
+ (void)combine_and_reorder_home(STORE_MUSEUM);
+
+ select_floor_music();
+
/* Process */
while (TRUE)
{
/* Handle "p_ptr->notice" */
notice_stuff();
+ /* Hack -- prevent "icky" message */
+ character_xtra = TRUE;
+
/* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
+ character_xtra = FALSE;
+
/* Cancel the target */
target_who = 0;
else
{
/* Mega-Hack -- Allow player to cheat death */
-#ifdef JP
-if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
-#else
- if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
-#endif
-
+ if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
{
/* Mark social class, reset age, if needed */
if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
p_ptr->noscore |= 0x0001;
/* Message */
-#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
-#else
- msg_print("You invoke wizard mode and cheat death.");
-#endif
- wipe_m_list();
-
+ msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
msg_print(NULL);
/* Restore hit points */
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
- for (i = 0; i < EATER_EXT*2; i++)
+ int magic_idx;
+ for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
{
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
}
- for (; i < EATER_EXT*3; i++)
+ for (; magic_idx < EATER_EXT*3; magic_idx++)
{
- p_ptr->magic_num1[i] = 0;
+ p_ptr->magic_num1[magic_idx] = 0;
}
}
/* Restore spell points */
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
- /* Hack -- Healing */
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_poisoned(0);
- (void)set_afraid(0);
- (void)set_paralyzed(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
-
- /* Hack -- Prevent starvation */
- (void)set_food(PY_FOOD_MAX - 1);
-
/* Hack -- cancel recall */
if (p_ptr->word_recall)
{
/* Message */
-#ifdef JP
-msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
-#else
- msg_print("A tension leaves the air around you...");
-#endif
-
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
msg_print(NULL);
/* Hack -- Prevent recall */
}
/* Note cause of death XXX XXX XXX */
-#ifdef JP
-(void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
-#else
- (void)strcpy(p_ptr->died_from, "Cheating death");
-#endif
-
+ (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
/* Do not die */
p_ptr->is_dead = FALSE;
+ /* Hack -- Healing */
+ (void)set_blind(0);
+ (void)set_confused(0);
+ (void)set_poisoned(0);
+ (void)set_afraid(0);
+ (void)set_paralyzed(0);
+ (void)set_image(0);
+ (void)set_stun(0);
+ (void)set_cut(0);
+
+ /* Hack -- Prevent starvation */
+ (void)set_food(PY_FOOD_MAX - 1);
+
dun_level = 0;
p_ptr->inside_arena = FALSE;
p_ptr->inside_battle = FALSE;
leaving_quest = 0;
p_ptr->inside_quest = 0;
- p_ptr->recall_dungeon = dungeon_type;
+ if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
dungeon_type = 0;
if (lite_town || vanilla_town)
{
/* Leaving */
p_ptr->wild_mode = FALSE;
-
p_ptr->leaving = TRUE;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
+ _(" しかし、生き返った。",
+ " but revived."));
+
+ /* Prepare next floor */
+ leave_floor();
+ wipe_m_list();
}
}
}
quit(NULL);
}
+/*!
+ * @brief ゲームターンからの実時間換算を行うための補正をかける
+ * @param hoge ゲームターン
+ * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
+ * @return 修正をかけた後のゲームターン
+ */
s32b turn_real(s32b hoge)
{
switch (p_ptr->start_race)
return hoge;
}
}
+
+/*!
+ * @brief ターンのオーバーフローに対する対処
+ * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
+ * @return 修正をかけた後のゲームターン
+ */
+void prevent_turn_overflow(void)
+{
+ int rollback_days, i, j;
+ s32b rollback_turns;
+
+ if (turn < turn_limit) return;
+
+ rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
+ rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
+
+ if (turn > rollback_turns) turn -= rollback_turns;
+ else turn = 1; /* Paranoia */
+ if (old_turn > rollback_turns) old_turn -= rollback_turns;
+ else old_turn = 1;
+ if (old_battle > rollback_turns) old_battle -= rollback_turns;
+ else old_battle = 1;
+ if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
+ else p_ptr->feeling_turn = 1;
+
+ for (i = 1; i < max_towns; i++)
+ {
+ for (j = 0; j < MAX_STORES; j++)
+ {
+ store_type *st_ptr = &town[i].store[j];
+
+ if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
+ {
+ st_ptr->last_visit -= rollback_turns;
+ if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
+ }
+
+ if (st_ptr->store_open)
+ {
+ st_ptr->store_open -= rollback_turns;
+ if (st_ptr->store_open < 1) st_ptr->store_open = 1;
+ }
+ }
+ }
+}