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;
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;
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 (disturb_minor) disturb(0, 0);
/* Get an object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Message (equipment) */
if (slot >= INVEN_RARM)
o_ptr->feeling = feel;
/* Auto-inscription/destroy */
- auto_do_item(slot, destroy_feeling);
+ autopick_alter_item(slot, destroy_feeling);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
}
case CLASS_PALADIN:
+ case CLASS_SNIPER:
{
/* Bad sensing */
if (0 != randint0(77777L / (plev * plev + 40))) return;
case CLASS_SAMURAI:
case CLASS_CAVALRY:
case CLASS_BERSERKER:
+ case CLASS_SNIPER:
{
return;
}
/* Ask for level */
#ifdef JP
-if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
+ if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
#else
if (get_check("Teleport level? "))
#endif
/* Prompt */
#ifdef JP
-sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
+ sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
#else
sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
#endif
command_arg = atoi(tmp_val);
}
#ifdef JP
-else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
+ else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
#else
else if (get_check("Normal teleport? "))
#endif
-
{
- teleport_player(200);
+ teleport_player(200, 0L);
return;
}
else
/* Accept request */
#ifdef JP
-msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
+ msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
#else
msg_format("You teleport to dungeon level %d.", command_arg);
#endif
p_ptr->inside_quest = 0;
energy_use = 0;
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
/* Leaving */
p_ptr->leaving = TRUE;
}
static void wreck_the_pattern(void)
{
int to_ruin = 0, r_y, r_x;
+ int pattern_type = f_info[cave[py][px].feat].subtype;
- if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
+ if (pattern_type == PATTERN_TILE_WRECKED)
{
/* Ruined already */
return;
}
#ifdef JP
-msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
+ msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
#else
msg_print("You bleed on the Pattern!");
msg_print("Something terrible happens!");
#endif
-
if (!IS_INVULN())
#ifdef JP
take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
#endif
-
to_ruin = randint1(45) + 35;
while (to_ruin--)
{
scatter(&r_y, &r_x, py, px, 4, 0);
- if ((cave[r_y][r_x].feat >= FEAT_PATTERN_START) &&
- (cave[r_y][r_x].feat < FEAT_PATTERN_XTRA2))
+ if (pattern_tile(r_y, r_x) &&
+ (f_info[cave[r_y][r_x].feat].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(py, px, feat_pattern_corrupted);
}
/* Returns TRUE if we are on the Pattern... */
static bool pattern_effect(void)
{
- if ((cave[py][px].feat < FEAT_PATTERN_START) ||
- (cave[py][px].feat > FEAT_PATTERN_XTRA2))
- return FALSE;
+ int pattern_type;
+
+ if (!pattern_tile(py, px)) return FALSE;
if ((prace_is_(RACE_AMBERITE)) &&
(p_ptr->cut > 0) && one_in_(10))
wreck_the_pattern();
}
- if (cave[py][px].feat == FEAT_PATTERN_END)
+ pattern_type = f_info[cave[py][px].feat].subtype;
+
+ switch (pattern_type)
{
+ case PATTERN_TILE_END:
(void)set_poisoned(0);
(void)set_image(0);
(void)set_stun(0);
(void)do_res_stat(A_CHR);
(void)restore_level();
(void)hp_player(1000);
- cave_set_feat(py, px, FEAT_PATTERN_OLD);
+
+ cave_set_feat(py, px, feat_pattern_old);
+
#ifdef JP
-msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
+ msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
#else
msg_print("This section of the Pattern looks less powerful.");
#endif
- }
-
-
- /*
- * We could make the healing effect of the
- * Pattern center one-time only to avoid various kinds
- * of abuse, like luring the win monster into fighting you
- * in the middle of the pattern...
- */
+ /*
+ * We could make the healing effect of the
+ * Pattern center one-time only to avoid various kinds
+ * of abuse, like luring the win monster into fighting you
+ * in the middle of the pattern...
+ */
+ break;
- else if (cave[py][px].feat == FEAT_PATTERN_OLD)
- {
+ case PATTERN_TILE_OLD:
/* No effect */
- }
- else if (cave[py][px].feat == FEAT_PATTERN_XTRA1)
- {
+ break;
+
+ case PATTERN_TILE_TELEPORT:
pattern_teleport();
- }
- else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
- {
+ break;
+
+ case PATTERN_TILE_WRECKED:
if (!IS_INVULN())
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
#endif
+ break;
- }
- else
- {
- if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
+ default:
+ if (prace_is_(RACE_AMBERITE) && !one_in_(2))
return TRUE;
else if (!IS_INVULN())
#ifdef JP
#else
take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
#endif
-
+ break;
}
return TRUE;
*/
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-
+ * Regenerate mana points
*/
-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
+ * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
*/
-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;
}
}
-/*
- * Process the counters of monsters (once per 10 game turns)
- *
- * This function is to process monsters' counters same as player's.
- */
-static void process_monsters_counters(void)
+static void notice_lite_change(object_type *o_ptr)
{
- int m_idx;
- monster_type *m_ptr;
- monster_race *r_ptr;
-
- u32b noise; /* Hack -- local "player stealth" value */
-
- /* Handle "leaving" */
- if (p_ptr->leaving) return;
-
- /* Hack -- calculate the "player noise" */
- noise = (1L << (30 - p_ptr->skill_stl));
-
- /* Process the monsters (backwards) */
- for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
+ /* Hack -- notice interesting fuel steps */
+ if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
{
- /* Access the monster */
- m_ptr = &m_list[m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
-
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Handle Invulnerability */
- if (m_ptr->invulner)
- {
- /* Reduce by one, note if expires */
- m_ptr->invulner--;
-
- if (!m_ptr->invulner)
- {
- if (m_ptr->ml)
- {
- char m_name[80];
+ /* Window stuff */
+ p_ptr->window |= (PW_EQUIP);
+ }
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ /* Hack -- Special treatment when blind */
+ if (p_ptr->blind)
+ {
+ /* Hack -- save some light for later */
+ if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
+ }
- /* Dump a message */
+ /* The light is now out */
+ else if (o_ptr->xtra4 == 0)
+ {
+ disturb(0, 1);
#ifdef JP
- msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
+msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
- msg_format("%^s is no longer invulnerable.", m_name);
+ msg_print("Your light has gone out!");
#endif
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
- }
- }
-
- /* Handle fast */
- if (m_ptr->fast)
- {
- /* Reduce by one, note if expires */
- m_ptr->fast--;
-
- if (!m_ptr->fast && m_ptr->ml)
- {
- char m_name[80];
+ /* Recalculate torch radius */
+ p_ptr->update |= (PU_TORCH);
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
+ /* Some ego light lose its effects without fuel */
+ p_ptr->update |= (PU_BONUS);
+ }
- /* Dump a message */
+ /* The light is getting dim */
+ else if (o_ptr->name2 == EGO_LITE_LONG)
+ {
+ if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
+ && (turn % (TURNS_PER_TICK*2)))
+ {
+ if (disturb_minor) disturb(0, 1);
#ifdef JP
- msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
#else
- msg_format("%^s is no longer fast.", m_name);
+ msg_print("Your light is growing faint.");
#endif
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx)
- {
- p_ptr->redraw |= (PR_UHEALTH);
- p_ptr->update |= (PU_BONUS);
- }
- }
}
+ }
- /* Handle slow */
- if (m_ptr->slow)
- {
- /* Reduce by one, note if expires */
- m_ptr->slow--;
-
- if (!m_ptr->slow && m_ptr->ml)
- {
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
+ /* The light is getting dim */
+ else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
+ {
+ if (disturb_minor) disturb(0, 1);
#ifdef JP
- msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
#else
- msg_format("%^s is no longer slow.", m_name);
+ msg_print("Your light is growing faint.");
#endif
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx)
- {
- p_ptr->redraw |= (PR_UHEALTH);
- p_ptr->update |= (PU_BONUS);
- }
- }
- }
-
- /* Handle "sleep" */
- if (m_ptr->csleep)
- {
- /* Assume does not wake up */
- bool test = FALSE;
-
- /* Hack -- Require proximity */
- if (m_ptr->cdis < AAF_LIMIT)
- {
- /* Handle "sensing radius" */
- if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
- {
- /* We may wake up */
- test = TRUE;
- }
-
- /* Handle "sight" and "aggravation" */
- else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
- {
- /* We may wake up */
- test = TRUE;
- }
- }
-
- if (test)
- {
- u32b notice = randint0(1024);
+ }
+}
- /* Nightmare monsters are more alert */
- if (ironman_nightmare) notice /= 2;
- /* Hack -- See if monster "notices" player */
- if ((notice * notice * notice) <= noise)
- {
- /* Hack -- amount of "waking" */
- /* Wake up faster near the player */
- int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
+void leave_quest_check(void)
+{
+ /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
+ leaving_quest = p_ptr->inside_quest;
- /* Hack -- amount of "waking" is affected by speed of player */
- d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
- if (d < 0) d = 1;
+ /* 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))
+ {
+ quest[leaving_quest].status = QUEST_STATUS_FAILED;
+ quest[leaving_quest].complev = (byte)p_ptr->lev;
- /* Still asleep */
- if (m_ptr->csleep > d)
- {
- /* Monster wakes up "a little bit" */
- m_ptr->csleep -= d;
+ /* Additional settings */
+ switch (quest[leaving_quest].type)
+ {
+ 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[quest[leaving_quest].k_idx].gen_flags &= ~(TRG_QUESTITEM);
+ break;
+ case QUEST_TYPE_RANDOM:
+ r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- /* Notice the "not waking up" */
- if (m_ptr->ml)
- {
- /* Hack -- Count the ignores */
- if (r_ptr->r_ignore < MAX_UCHAR)
- {
- r_ptr->r_ignore++;
- }
- }
- }
+ /* Floor of random quest will be blocked */
+ prepare_change_floor_mode(CFM_NO_RETURN);
+ break;
+ }
- /* Just woke up */
- else
- {
- /* Reset sleep counter */
- m_ptr->csleep = 0;
+ /* Record finishing a quest */
+ if (quest[leaving_quest].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);
+ }
+ }
+}
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+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)
+ {
+ quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
+ quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
+ }
+ }
+}
- /* Notice the "waking up" */
- if (m_ptr->ml)
- {
- char m_name[80];
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 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;
- /* Dump a message */
+ item_tester_no_ryoute = TRUE;
+ /* Get an item */
#ifdef JP
- msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
+s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
#else
- msg_format("%^s wakes up.", m_name);
+ q = "Meditate on which item? ";
+ s = "You have nothing appropriate.";
#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);
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
- /* Hack -- Count the wakings */
- if (r_ptr->r_wake < MAX_UCHAR)
- {
- r_ptr->r_wake++;
- }
- }
- }
- }
- }
- }
-
- /* Handle "stun" */
- if (m_ptr->stunned)
- {
- int d = 1;
-
- /* Make a "saving throw" against stun */
- if (randint0(10000) <= r_ptr->level * r_ptr->level)
- {
- /* Recover fully */
- d = m_ptr->stunned;
- }
-
- /* Hack -- Recover from stun */
- if (m_ptr->stunned > d)
- {
- /* Recover somewhat */
- m_ptr->stunned -= d;
- }
-
- /* Fully recover */
- else
- {
- /* Recover fully */
- m_ptr->stunned = 0;
-
- /* Message if visible */
- if (m_ptr->ml)
- {
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
-#ifdef JP
- msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer stunned.", m_name);
-#endif
-
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- }
- }
-
- /* Handle confusion */
- if (m_ptr->confused)
- {
- /* Amount of "boldness" */
- int d = randint1(r_ptr->level / 20 + 1);
-
- /* Still confused */
- if (m_ptr->confused > d)
- {
- /* Reduce the confusion */
- m_ptr->confused -= d;
- }
-
- /* Recovered */
- else
- {
- /* No longer confused */
- m_ptr->confused = 0;
-
- /* Message if visible */
- if (m_ptr->ml)
- {
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
-#ifdef JP
- msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer confused.", m_name);
-#endif
-
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- }
- }
-
- /* Handle "fear" */
- if (m_ptr->monfear)
- {
- /* Amount of "boldness" */
- int d = randint1(r_ptr->level / 20 + 1);
-
- /* Still afraid */
- if (m_ptr->monfear > d)
- {
- /* Reduce the fear */
- m_ptr->monfear -= d;
- }
-
- /* Recover from fear, take note if seen */
- else
- {
- /* No longer afraid */
- m_ptr->monfear = 0;
-
- /* Visual note */
- if (m_ptr->ml)
- {
- char m_name[80];
-#ifndef JP
- char m_poss[80];
-
- /* Acquire the monster possessive */
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
-#endif
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
-#ifdef JP
- msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
-#else
- msg_format("%^s recovers %s courage.", m_name, m_poss);
-#endif
-
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- }
- }
- }
-}
-
-
-static void notice_lite_change(object_type *o_ptr)
-{
- /* Hack -- notice interesting fuel steps */
- 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++;
- }
-
- /* The light is now out */
- else if (o_ptr->xtra4 == 0)
- {
- 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);
- }
-
- /* The light is getting dim */
- else if (o_ptr->name2 == EGO_LITE_LONG)
- {
- if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
- && (turn % (TURNS_PER_TICK*2)))
- {
- 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
-
- }
- }
-
- /* 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
-
- }
-}
-
-
-void leave_quest_check(void)
-{
- /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
- leaving_quest = p_ptr->inside_quest;
-
- /* 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))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = (byte)p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
-
- /* Floor of random quest will be blocked */
- prepare_change_floor_mode(CFM_NO_RETURN);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
-}
-
-
-/*
- * 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;
-
- 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 (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ /* Get the item (in the pack) */
+ if (item >= 0)
+ {
+ o_ptr = &inventory[item];
+ }
/* Get the item (on the floor) */
else
}
/* It is fully known, no information needed */
- if (object_known_p(o_ptr))
+ if (object_is_known(o_ptr))
{
#ifdef JP
msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
feel = value_check_aux1(o_ptr);
/* Get an object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Skip non-feelings */
if (!feel)
/* "Inscribe" it */
o_ptr->feeling = feel;
+ /* Player touches it */
+ o_ptr->marked |= OM_TOUCHED;
+
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
}
/* Auto-inscription/destroy */
- auto_do_item(item, (bool)(okay && destroy_feeling));
+ autopick_alter_item(item, (bool)(okay && destroy_feeling));
/* Something happened */
return (TRUE);
}
-static void gere_music(s32b music)
-{
- switch(music)
- {
- case MUSIC_SLOW:
- slow_monsters();
- break;
- case MUSIC_STUN:
- stun_monsters(damroll(p_ptr->lev/10,2));
- break;
- case MUSIC_L_LIFE:
- hp_player(damroll(2,6));
- break;
- case MUSIC_FEAR:
- project_hack(GF_TURN_ALL, p_ptr->lev);
- break;
- case MUSIC_PSI:
- project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
- break;
- case MUSIC_ID:
- project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
- break;
- case MUSIC_CONF:
- confuse_monsters(p_ptr->lev * 2);
- break;
- case MUSIC_SOUND:
- project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
- break;
- case MUSIC_CHARM:
- charm_monsters(damroll(10 + p_ptr->lev/15,6));
- break;
- case MUSIC_WALL:
- project(0, 0, py, px,
- 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
- break;
- case MUSIC_DISPEL:
- dispel_monsters(randint1(p_ptr->lev * 3));
- dispel_evil(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_SARUMAN:
- slow_monsters();
- sleep_monsters();
- break;
- case MUSIC_QUAKE:
- earthquake(py, px, 10);
- break;
- case MUSIC_STASIS:
- stasis_monsters(p_ptr->lev * 4);
- break;
- case MUSIC_SHERO:
- dispel_monsters(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_H_LIFE:
- hp_player(damroll(15,10));
- set_stun(0);
- set_cut(0);
- break;
- case MUSIC_DETECT+19:
- wiz_lite(FALSE);
- 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;
- }
-}
-
/*
* If player has inscribed the object with "!!", let him know when it's
* recharged. -LM-
if (s[1] == '!')
{
/* Describe (briefly) */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Notify the player */
#ifdef JP
static void check_music(void)
{
- magic_type *s_ptr;
+ const magic_type *s_ptr;
int spell;
- u32b need_mana;
+ s32b need_mana;
+ u32b need_mana_frac;
/* Music singed by player */
if (p_ptr->pclass != CLASS_BARD) return;
if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
+ if (p_ptr->anti_magic)
+ {
+ stop_singing();
+ return;
+ }
+
spell = p_ptr->magic_num2[0];
s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
- need_mana *= 0x8000;
- if (((u32b)p_ptr->csp < (need_mana / 0x10000)) || (p_ptr->anti_magic))
+ need_mana_frac = 0;
+
+ /* Divide by 2 */
+ s64b_RSHIFT(need_mana, need_mana_frac, 1);
+
+ if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
{
stop_singing();
return;
}
else
{
- p_ptr->csp -= (u16b) (need_mana / 0x10000);
- need_mana = (need_mana & 0xffff);
- if ((u32b)p_ptr->csp_frac < need_mana)
- {
- p_ptr->csp--;
- p_ptr->csp_frac += (u16b)(0x10000L - need_mana);
- }
- else
- {
- p_ptr->csp_frac -= (u16b)need_mana;
- }
+ s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
p_ptr->redraw |= PR_MANA;
if (p_ptr->magic_num1[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]);
+ /* Do any effects of continual song */
+ do_spell(REALM_MUSIC, spell, SPELL_CONT);
}
+
/* Choose one of items that have cursed flag */
static object_type *choose_cursed_obj_name(u32b flag)
{
choices[number] = i;
number++;
}
+ else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE))
+ {
+ u32b cf = (flag == TRC_ADD_L_CURSE) ? TR_ADD_L_CURSE : TR_ADD_H_CURSE;
+ u32b flgs[4];
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, cf))
+ {
+ choices[number] = i;
+ number++;
+ }
+ }
}
/* Choice one of them */
/*
- * Handle certain things once every 10 game turns
+ * Handle timed damage and regeneration every 10 game turns
*/
-static void process_world(void)
+static void process_world_aux_hp_and_sp(void)
{
- int x, y, i, j;
- int regen_amount;
+ feature_type *f_ptr = &f_info[cave[py][px].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
- cave_type *c_ptr;
- object_type *o_ptr;
- int temp;
- object_kind *k_ptr;
- const int dec_count = (easy_band ? 2 : 1);
- int day, hour, min, prev_min;
-
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- s32b tick = turn % len + len / 4;
+ /* Default regeneration */
+ int regen_amount = PY_REGEN_NORMAL;
- int quest_num = quest_number(dun_level);
- extract_day_hour_min(&day, &hour, &min);
- prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
+ /*** Damage over Time ***/
- if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
- && dun_level &&
- !(quest_num && (is_fixed_quest_idx(quest_num) &&
- !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
- !p_ptr->inside_battle)
+ /* Take damage from poison */
+ if (p_ptr->poisoned && !IS_INVULN())
{
- /* Announce feeling */
- do_cmd_feeling();
-
- /* Update the level indicator */
- p_ptr->redraw |= (PR_DEPTH);
+ /* Take damage */
+#ifdef JP
+ take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+#else
+ take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
+#endif
- /* Disturb */
- if (disturb_minor) disturb(0, 0);
}
- if (p_ptr->inside_battle && !p_ptr->leaving)
+ /* Take damage from cuts */
+ if (p_ptr->cut && !IS_INVULN())
{
+ int dam;
- int i2, j2;
- int win_m_idx = 0;
- int number_mon = 0;
+ /* Mortal wound or Deep Gash */
+ if (p_ptr->cut > 1000)
+ {
+ dam = 200;
+ }
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- if ((cave[j2][i2].m_idx > 0) && (cave[j2][i2].m_idx != p_ptr->riding))
- {
- number_mon++;
- win_m_idx = cave[j2][i2].m_idx;
- }
-
- if (number_mon == 0)
+ else if (p_ptr->cut > 200)
{
-#ifdef JP
-msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
-#else
- msg_print("They have kill each other at the same time.");
-#endif
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
+ dam = 80;
}
- else if ((number_mon-1) == 0)
- {
- char m_name[80];
- monster_type *wm_ptr;
-
- wm_ptr = &m_list[win_m_idx];
-
- monster_desc(m_name, wm_ptr, 0);
-#ifdef JP
-msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
-#else
- msg_format("%s is winner!", m_name);
-#endif
- msg_print(NULL);
- if (win_m_idx == (sel_monster+1))
- {
-#ifdef JP
-msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
-#else
- msg_print("Congratulations.");
-#endif
-#ifdef JP
-msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
-#else
- msg_format("You received %d gold.", battle_odds);
-#endif
- p_ptr->au += battle_odds;
- }
- else
- {
-#ifdef JP
-msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
-#else
- msg_print("You lost gold.");
-#endif
- }
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
- }
- else if(turn - old_turn == 150*TURNS_PER_TICK)
+ /* Severe cut */
+ else if (p_ptr->cut > 100)
{
-#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();
+ dam = 32;
}
- }
-
- /* Every 10 game turns */
- if (turn % TURNS_PER_TICK) return;
-
- /*** Check the Time and Load ***/
- if (!(turn % (50*TURNS_PER_TICK)))
- {
- /* Check time and load */
- if ((0 != check_time()) || (0 != check_load()))
+ else if (p_ptr->cut > 50)
{
- /* Warning */
- if (closing_flag <= 2)
- {
- /* Disturb */
- disturb(0, 0);
-
- /* Count warnings */
- closing_flag++;
-
- /* Message */
-#ifdef JP
-msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
-msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
-#else
- msg_print("The gates to ANGBAND are closing...");
- msg_print("Please finish up and/or save your game.");
-#endif
-
- }
-
- /* Slam the gate */
- else
- {
- /* Message */
-#ifdef JP
-msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
-#else
- msg_print("The gates to ANGBAND are now closed.");
-#endif
-
-
- /* Stop playing */
- p_ptr->playing = FALSE;
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
+ dam = 16;
}
- }
-
- /*** Attempt timed autosave ***/
- if (autosave_t && autosave_freq && !p_ptr->inside_battle)
- {
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
- do_cmd_save_game(TRUE);
- }
-
- if (mon_fight)
- {
-#ifdef JP
- msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
-#else
- msg_print("You hear noise.");
-#endif
- }
-
- /*** Handle the wilderness/town (sunshine) ***/
- /* While in town/wilderness */
- if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
- {
- /* Hack -- Daybreak/Nighfall in town */
- if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ else if (p_ptr->cut > 25)
{
- bool dawn;
-
- /* Check for dawn */
- dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
-
- /* Day breaks */
- if (dawn)
- {
- /* Message */
-#ifdef JP
- msg_print("Ì뤬ÌÀ¤±¤¿¡£");
-#else
- msg_print("The sun has risen.");
-#endif
-
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- c_ptr = &cave[y][x];
-
- /* Assume lit */
- c_ptr->info |= (CAVE_GLOW);
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Night falls */
- else
- {
- byte feat;
-
- /* Message */
-#ifdef JP
- msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
-#else
- msg_print("The sun has fallen.");
-#endif
-
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- c_ptr = &cave[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
-
- if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
- {
- /* Assume dark */
- c_ptr->info &= ~(CAVE_GLOW);
-
- if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
- {
- /* Forget the normal floor grid */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg();
- }
- }
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ dam = 7;
}
- }
-
- /* While in the dungeon (vanilla_town or lite_town mode only) */
- else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
- {
- /*** Shuffle the Storekeepers ***/
- /* Chance is only once a day (while in dungeon) */
- if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+ else if (p_ptr->cut > 10)
{
- /* Sometimes, shuffle the shop-keepers */
- if (one_in_(STORE_SHUFFLE))
- {
- int n;
-
- /* Pick a random shop (except home) */
- do
- {
- n = randint0(MAX_STORES);
- }
- while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-
- /* Message */
-#ifdef JP
- if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_info[FEAT_SHOP_HEAD + n].name);
-#else
- if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_info[FEAT_SHOP_HEAD + n].name);
-#endif
-
- /* Shuffle it */
- store_shuffle(n);
- }
+ dam = 3;
}
- }
-
- /* Set back the rewards once a day */
- /* Only used for reward in thief's guild for now */
- if (!(turn % (TURNS_PER_TICK * TOWN_DAWN)))
- {
- int n;
- /* Reset the rewards */
- for (n = 0; n < MAX_BACT; n++)
+ /* Other cuts */
+ else
{
- p_ptr->rewards[n] = FALSE;
+ dam = 1;
}
- /* Message */
-#ifdef JP
-if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
-#else
- if (cheat_xtra) msg_print("Rewards reset.");
-#endif
-
- }
-
-
- /*** Process the monsters ***/
-
- /* Check for creature generation. */
- if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
- !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
- {
- /* Make a new monster */
- (void)alloc_monster(MAX_SIGHT + 5, 0);
- }
-
- /* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
-
- /* Hack -- Process the counters of all monsters */
- process_monsters_counters();
-
-
- /*** Damage over Time ***/
-
- /* Take damage from poison */
- if (p_ptr->poisoned && !IS_INVULN())
- {
/* Take damage */
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+ take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
#else
- take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
+ take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
#endif
}
char ouch [MAX_NLEN+40];
/* Get an object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ 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);
cave_no_regen = TRUE;
/* Get an object description */
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
#ifdef JP
sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
}
}
- if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
- !IS_INVULN() && !p_ptr->immune_fire && !p_ptr->ffall)
+ if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
{
- int damage = 3000 + randint0(2000);
+ int damage = 0;
- if (prace_is_(RACE_ENT)) damage += damage/3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
- damage = damage / 100 + (randint0(100) < (damage % 100));
+ if (have_flag(f_ptr->flags, FF_DEEP))
+ {
+ damage = 6000 + randint0(4000);
+ }
+ else if (!p_ptr->levitation)
+ {
+ damage = 3000 + randint0(2000);
+ }
if (damage)
{
- /* Take damage */
-#ifdef JP
-msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
-#else
- msg_print("The lava burns you!");
- take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
- }
-
- else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
- !IS_INVULN() && !p_ptr->immune_fire)
- {
- int damage = 6000 + randint0(4000);
-
- cptr message;
- cptr hit_from;
+ if (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->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
+ if (p_ptr->levitation) damage = damage / 5;
- if (p_ptr->ffall)
- {
- damage = damage / 5;
+ damage = damage / 100 + (randint0(100) < (damage % 100));
+ if (p_ptr->levitation)
+ {
#ifdef JP
-message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
-hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
+ msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
+ take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
#else
- message = "The heat burns you!";
- hit_from = "flying over deep lava";
+ msg_print("The heat burns you!");
+ take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
#endif
-
- }
- else
- {
+ }
+ else
+ {
+ cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
#ifdef JP
-message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
-hit_from = "¿¼¤¤ÍÏ´äή";
+ msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
#else
- message = "The lava burns you!";
- hit_from = "deep lava";
+ msg_format("The %s burns you!", name);
#endif
-
- }
-
- damage = damage / 100 + (randint0(100) < (damage % 100));
- if (damage)
- {
- /* Take damage */
- msg_print(message);
- take_hit(DAMAGE_NOESCAPE, damage, hit_from, -1);
+ take_hit(DAMAGE_NOESCAPE, damage, name, -1);
+ }
cave_no_regen = TRUE;
}
}
- else if ((cave[py][px].feat == FEAT_DEEP_WATER) && !p_ptr->ffall && !p_ptr->can_swim)
+ if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+ !p_ptr->levitation && !p_ptr->can_swim)
{
- if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
+ if (p_ptr->total_weight > weight_limit())
{
/* Take damage */
#ifdef JP
-msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
+ 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);
* reduced below 0 hp by being inside a stone wall; others
* WILL BE!
*/
- if (!cave_floor_bold(py, px))
+ if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
{
- /* Player can walk through trees */
- if ((cave[py][px].feat == FEAT_TREES) || ((cave[py][px].feat == FEAT_MOUNTAIN) && !dun_level && p_ptr->ffall))
- {
- /* Do nothing */
- }
- else if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
+ if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
{
cptr dam_desc;
if (p_ptr->pass_wall)
{
#ifdef JP
-msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
-dam_desc = "Ì©ÅÙ";
+ msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
+ dam_desc = "Ì©ÅÙ";
#else
msg_print("Your molecules feel disrupted!");
dam_desc = "density";
#endif
-
}
else
{
#ifdef JP
-msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
-dam_desc = "¹Å¤¤´ä";
+ msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
+ dam_desc = "¹Å¤¤´ä";
#else
msg_print("You are being crushed!");
dam_desc = "solid rock";
#endif
-
}
take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
}
}
- if (!hour && !min)
- {
- if (min != prev_min)
- {
- do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
- determine_today_mon(FALSE);
- }
- }
-
- /* Nightmare mode activates the TY_CURSE at midnight */
- if (ironman_nightmare)
- {
- /* Require exact minute */
- if (min != prev_min)
- {
- /* Every 15 minutes after 11:00 pm */
- if ((hour == 23) && !(min % 15))
- {
- /* Disturbing */
- disturb(0, 0);
-
- switch (min / 15)
- {
- case 0:
- {
-#ifdef JP
-msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
-#else
- msg_print("You hear a distant bell toll ominously.");
-#endif
-
- break;
- }
- case 1:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds twice.");
-#endif
-
- break;
- }
- case 2:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds three times.");
-#endif
-
- break;
- }
- case 3:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
-#else
- msg_print("A distant bell tolls four times.");
-#endif
-
- break;
- }
- }
- }
-
- /* TY_CURSE activates at mignight! */
- if (!hour && !min)
- {
- int count = 0;
-
- disturb(1, 0);
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
-#else
- msg_print("A distant bell tolls many times, fading into an deathly silence.");
-#endif
-
- activate_ty_curse(FALSE, &count);
- }
- }
- }
-
- /* Take damage from cuts */
- if (p_ptr->cut && !IS_INVULN())
- {
- /* Mortal wound or Deep Gash */
- if (p_ptr->cut > 1000)
- {
- i = 200;
- }
-
- else if (p_ptr->cut > 200)
- {
- i = 80;
- }
-
- /* Severe cut */
- else if (p_ptr->cut > 100)
- {
- i = 32;
- }
-
- else if (p_ptr->cut > 50)
- {
- i = 16;
- }
-
- else if (p_ptr->cut > 25)
- {
- i = 7;
- }
-
- else if (p_ptr->cut > 10)
- {
- i = 3;
- }
-
- /* Other cuts */
- else
- {
- i = 1;
- }
-
- /* Take damage */
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
-#endif
-
- }
-
-
- /*** Check the Food, and Regenerate ***/
-
- if (!p_ptr->inside_battle)
- {
- /* Digest normally */
- if (p_ptr->food < PY_FOOD_MAX)
- {
- /* Every 50 game turns */
- if (!(turn % (TURNS_PER_TICK*5)))
- {
- /* Basic digestion rate based on speed */
- i = SPEED_TO_ENERGY(p_ptr->pspeed);
-
- /* Regeneration takes more food */
- if (p_ptr->regenerate) i += 20;
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
- if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
-
- /* Slow digestion takes less food */
- if (p_ptr->slow_digest) i -= 5;
-
- /* Minimal digestion */
- if (i < 1) i = 1;
- /* Maximal digestion */
- if (i > 100) i = 100;
-
- /* Digest some food */
- (void)set_food(p_ptr->food - i);
- }
- }
-
- /* Digest quickly when gorged */
- else
- {
- /* Digest a lot of food */
- (void)set_food(p_ptr->food - 100);
- }
- }
-
- /* Starve to death (slowly) */
- if (p_ptr->food < PY_FOOD_STARVE)
- {
- /* Calculate damage */
- i = (PY_FOOD_STARVE - p_ptr->food) / 10;
-
- /* Take damage */
-#ifdef JP
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
-#else
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
-#endif
-
- }
- /* Default regeneration */
- regen_amount = PY_REGEN_NORMAL;
+ /*** handle regeneration ***/
/* Getting Weak */
if (p_ptr->food < PY_FOOD_WEAK)
{
regen_amount = PY_REGEN_WEAK;
}
-
- /* Getting Faint */
- if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
- {
- /* Faint occasionally */
- if (!p_ptr->paralyzed && (randint0(100) < 10))
- {
- /* Message */
-#ifdef JP
-msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You faint from the lack of food.");
-#endif
-
- disturb(1, 0);
-
- /* Hack -- faint (bypass free action) */
- (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
- }
- }
}
-
/* Are we walking the pattern? */
if (pattern_effect())
{
upkeep_factor = calculate_upkeep();
- /* Regenerate the mana */
-/* if (p_ptr->csp < p_ptr->msp) */
+ /* No regeneration while special action */
+ if ((p_ptr->action == ACTION_LEARN) ||
+ (p_ptr->action == ACTION_HAYAGAKE) ||
+ (p_ptr->special_defense & KATA_KOUKIJIN))
{
- if (upkeep_factor)
- {
- s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
- if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
- regenmana(upkeep_regen/100);
+ upkeep_factor += 100;
+ }
-#ifdef TRACK_FRIENDS
- if (p_ptr->wizard)
- {
-#ifdef JP
-msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
-#else
- msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
-#endif
+ /* Regenerate the mana */
+ regenmana(upkeep_factor, regen_amount);
- }
-#endif /* TRACK_FRIENDS */
- }
- else if (p_ptr->action != ACTION_LEARN)
- {
- regenmana(regen_amount);
- }
- }
+ /* Recharge magic eater's power */
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
regenmagic(regen_amount);
while (upkeep_factor > 100)
{
#ifdef JP
-msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
+ 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!");
+ msg_print("Too many pets to control at once!");
#endif
msg_print(NULL);
do_cmd_pet_dismiss();
/* Regenerate Hit Points if needed */
if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
{
- if ((cave[py][px].feat < FEAT_PATTERN_END) &&
- (cave[py][px].feat >= FEAT_PATTERN_START))
- {
- regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
- }
- else
- {
- regenhp(regen_amount);
- }
+ regenhp(regen_amount);
}
+}
+/*
+ * Handle timeout every 10 game turns
+ */
+static void process_world_aux_timeout(void)
+{
+ const int dec_count = (easy_band ? 2 : 1);
+
/*** Timeout Various Things ***/
/* Mimic */
}
/* Timed levitation */
- if (p_ptr->tim_ffall)
+ if (p_ptr->tim_levitation)
{
- (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
+ (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
}
/* Timed sh_touki */
/* Apply some healing */
(void)set_cut(p_ptr->cut - adjust);
}
+}
-
- /*** Process Light ***/
-
+/*
+ * Handle burning fuel every 10 game turns
+ */
+static void process_world_aux_light(void)
+{
/* Check for light being wielded */
- o_ptr = &inventory[INVEN_LITE];
+ object_type *o_ptr = &inventory[INVEN_LITE];
/* Burn some fuel in the current lite */
if (o_ptr->tval == TV_LITE)
{
/* Hack -- Use some fuel (except on artifacts) */
- if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
+ if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
{
/* Decrease life-span */
if (o_ptr->name2 == EGO_LITE_LONG)
notice_lite_change(o_ptr);
}
}
+}
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
+/*
+ * Handle mutation effects once every 10 game turns
+ */
+static void process_world_aux_mutation(void)
+{
+ /* No mutation with effects */
+ if (!p_ptr->muta2) return;
+
+ /* No effect on monster arena */
+ if (p_ptr->inside_battle) return;
- /*** Process mutation effects ***/
- if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
+ /* No effect on the global map */
+ if (p_ptr->wild_mode) return;
+
+
+ if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
{
- if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
- {
- disturb(0, 0);
+ disturb(0, 1);
#ifdef JP
-msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
-msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
+ msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
+ msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
#else
- msg_print("RAAAAGHH!");
- msg_print("You feel a fit of rage coming over you!");
+ msg_print("RAAAAGHH!");
+ msg_print("You feel a fit of rage coming over you!");
#endif
- (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
- }
+ (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
+ (void)set_afraid(0);
+ }
- if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ {
+ if (!p_ptr->resist_fear)
{
- if (!p_ptr->resist_fear)
- {
- disturb(0, 0);
+ disturb(0, 1);
#ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+ msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
#else
- msg_print("It's so dark... so scary!");
+ msg_print("It's so dark... so scary!");
#endif
- set_afraid(p_ptr->afraid + 13 + randint1(26));
- }
+ set_afraid(p_ptr->afraid + 13 + randint1(26));
}
+ }
- if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ {
+ if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
+ !p_ptr->anti_tele)
{
- if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
- !p_ptr->anti_tele)
- {
- disturb(0, 0);
+ disturb(0, 1);
- /* Teleport player */
+ /* Teleport player */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
+ msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
#else
- msg_print("Your position suddenly seems very uncertain...");
+ msg_print("Your position suddenly seems very uncertain...");
#endif
- msg_print(NULL);
- teleport_player(40);
- }
+ msg_print(NULL);
+ teleport_player(40, TELEPORT_PASSIVE);
}
+ }
- if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ {
+ if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
{
- if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
- {
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
+ disturb(0, 1);
+ p_ptr->redraw |= PR_EXTRA;
#ifdef JP
-msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
+ msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
#else
- msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
+ msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
#endif
- }
+ }
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(20) + 15);
- }
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(20) + 15);
+ }
- if (!p_ptr->resist_chaos)
+ if (!p_ptr->resist_chaos)
+ {
+ if (one_in_(20))
{
- if (one_in_(20))
- {
- msg_print(NULL);
- if (one_in_(3)) lose_all_info();
- else wiz_dark();
- teleport_player(100);
- wiz_dark();
+ msg_print(NULL);
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark();
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
-msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
+ msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
+ msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
#else
- msg_print("You wake up somewhere with a sore head...");
- msg_print("You can't remember a thing, or how you got here!");
+ msg_print("You wake up somewhere with a sore head...");
+ msg_print("You can't remember a thing, or how you got here!");
#endif
- }
- else
+ }
+ else
+ {
+ if (one_in_(3))
{
- if (one_in_(3))
- {
#ifdef JP
-msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
+ msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
#else
- msg_print("Thishcischs GooDSChtuff!");
+ msg_print("Thishcischs GooDSChtuff!");
#endif
- (void)set_image(p_ptr->image + randint0(150) + 150);
- }
+ (void)set_image(p_ptr->image + randint0(150) + 150);
}
}
}
+ }
- if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+ if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+ {
+ if (!p_ptr->resist_chaos)
{
- if (!p_ptr->resist_chaos)
- {
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
- (void)set_image(p_ptr->image + randint0(50) + 20);
- }
+ disturb(0, 1);
+ p_ptr->redraw |= PR_EXTRA;
+ (void)set_image(p_ptr->image + randint0(50) + 20);
}
+ }
- if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
- {
- disturb(0, 0);
+ if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
+ msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
#else
- msg_print("BRRAAAP! Oops.");
+ msg_print("BRRAAAP! Oops.");
#endif
- msg_print(NULL);
- fire_ball(GF_POIS, 0, p_ptr->lev, 3);
- }
+ msg_print(NULL);
+ fire_ball(GF_POIS, 0, p_ptr->lev, 3);
+ }
- if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
- !p_ptr->anti_magic && one_in_(9000))
- {
- int dire = 0;
- disturb(0, 0);
+ if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
+ !p_ptr->anti_magic && one_in_(9000))
+ {
+ int dire = 0;
+ disturb(0, 1);
#ifdef JP
-msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
+ msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
#else
- msg_print("Magical energy flows through you! You must release it!");
+ msg_print("Magical energy flows through you! You must release it!");
#endif
- flush();
- msg_print(NULL);
- (void)get_hack_dir(&dire);
- fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
- }
+ flush();
+ msg_print(NULL);
+ (void)get_hack_dir(&dire);
+ fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
+ }
- if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
- !p_ptr->anti_magic && (randint1(6666) == 666))
- {
- bool pet = one_in_(6);
- u32b mode = PM_ALLOW_GROUP;
+ if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
+ !p_ptr->anti_magic && (randint1(6666) == 666))
+ {
+ bool pet = one_in_(6);
+ u32b mode = PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px,
+ if (summon_specific((pet ? -1 : 0), py, px,
dun_level, SUMMON_DEMON, mode))
- {
+ {
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
#else
- msg_print("You have attracted a demon!");
+ msg_print("You have attracted a demon!");
#endif
- disturb(0, 0);
- }
+ disturb(0, 1);
}
+ }
- if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+ if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+ {
+ disturb(0, 1);
+ if (one_in_(2))
{
- disturb(0, 0);
- if (one_in_(2))
- {
#ifdef JP
-msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+ msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel less energetic.");
+ msg_print("You feel less energetic.");
#endif
- if (p_ptr->fast > 0)
- {
- set_fast(0, TRUE);
- }
- else
- {
- set_slow(randint1(30) + 10, FALSE);
- }
+ if (p_ptr->fast > 0)
+ {
+ set_fast(0, TRUE);
}
else
{
+ set_slow(randint1(30) + 10, FALSE);
+ }
+ }
+ else
+ {
#ifdef JP
-msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+ msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel more energetic.");
+ msg_print("You feel more energetic.");
#endif
- if (p_ptr->slow > 0)
- {
- set_slow(0, TRUE);
- }
- else
- {
- set_fast(randint1(30) + 10, FALSE);
- }
+ if (p_ptr->slow > 0)
+ {
+ set_slow(0, TRUE);
+ }
+ else
+ {
+ set_fast(randint1(30) + 10, FALSE);
}
- msg_print(NULL);
}
- if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
- {
- disturb(0, 0);
+ msg_print(NULL);
+ }
+ if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
+ msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
#else
- msg_print("You suddenly feel almost lonely.");
+ msg_print("You suddenly feel almost lonely.");
#endif
- banish_monsters(100);
- if (!dun_level && p_ptr->town_num)
- {
- int n;
+ banish_monsters(100);
+ if (!dun_level && p_ptr->town_num)
+ {
+ int n;
- /* Pick a random shop (except home) */
- do
- {
- n = randint0(MAX_STORES);
- }
- while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+ /* Pick a random shop (except home) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
#ifdef JP
- msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
#else
- msg_print("You see one of the shopkeepers running for the hills!");
+ msg_print("You see one of the shopkeepers running for the hills!");
#endif
- store_shuffle(n);
- }
- msg_print(NULL);
+ store_shuffle(n);
}
+ msg_print(NULL);
+ }
- if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
- {
- object_type *o_ptr;
+ if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
+ {
+ object_type *o_ptr;
#ifdef JP
-msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
+ msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
#else
- msg_print("A shadow passes over you.");
+ msg_print("A shadow passes over you.");
#endif
- msg_print(NULL);
+ msg_print(NULL);
- /* Absorb light from the current possition */
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- hp_player(10);
- }
+ /* Absorb light from the current possition */
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ {
+ hp_player(10);
+ }
- o_ptr = &inventory[INVEN_LITE];
+ o_ptr = &inventory[INVEN_LITE];
- /* Absorb some fuel in the current lite */
- if (o_ptr->tval == TV_LITE)
+ /* Absorb some fuel in the current lite */
+ if (o_ptr->tval == TV_LITE)
+ {
+ /* Use some fuel (except on artifacts) */
+ if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
{
- /* Use some fuel (except on artifacts) */
- if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
- {
- /* Heal the player a bit */
- hp_player(o_ptr->xtra4 / 20);
+ /* Heal the player a bit */
+ hp_player(o_ptr->xtra4 / 20);
- /* Decrease life-span of lite */
- o_ptr->xtra4 /= 2;
+ /* Decrease life-span of lite */
+ o_ptr->xtra4 /= 2;
#ifdef JP
-msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
+ msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
#else
- msg_print("You absorb energy from your light!");
+ msg_print("You absorb energy from your light!");
#endif
- /* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
- }
+ /* Notice interesting fuel steps */
+ notice_lite_change(o_ptr);
}
-
- /*
- * Unlite the area (radius 10) around player and
- * do 50 points damage to every affected monster
- */
- unlite_area(50, 10);
}
- if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
- !p_ptr->anti_magic && one_in_(7000))
- {
- bool pet = one_in_(3);
- u32b mode = PM_ALLOW_GROUP;
+ /*
+ * Unlite the area (radius 10) around player and
+ * do 50 points damage to every affected monster
+ */
+ unlite_area(50, 10);
+ }
+
+ if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
+ !p_ptr->anti_magic && one_in_(7000))
+ {
+ 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 (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))
- {
+ if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+ {
#ifdef JP
-msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
#else
- msg_print("You have attracted an animal!");
+ msg_print("You have attracted an animal!");
#endif
- disturb(0, 0);
- }
+ disturb(0, 1);
}
+ }
- if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
- !p_ptr->anti_magic && one_in_(8000))
- {
- disturb(0, 0);
+ if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
+ !p_ptr->anti_magic && one_in_(8000))
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
+ msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel the world warping around you!");
+ msg_print("You feel the world warping around you!");
#endif
- msg_print(NULL);
- fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
- }
- if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
- {
- if (!lose_mutation(0))
+ msg_print(NULL);
+ fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
+ }
+ if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
+ {
+ if (!lose_mutation(0))
#ifdef JP
-msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
+ msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel oddly normal.");
+ msg_print("You feel oddly normal.");
#endif
- }
- if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
- {
- disturb(0, 0);
+ }
+ if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
+ msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
#else
- msg_print("You feel insubstantial!");
+ msg_print("You feel insubstantial!");
#endif
- msg_print(NULL);
- set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
- }
- if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
- {
- do_poly_wounds();
- }
- if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
- {
- int which_stat = randint0(6);
- int sustained = FALSE;
+ msg_print(NULL);
+ set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
+ }
+ if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
+ {
+ do_poly_wounds();
+ }
+ if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
+ {
+ int which_stat = randint0(6);
+ int sustained = FALSE;
- switch (which_stat)
- {
- case A_STR:
- if (p_ptr->sustain_str) sustained = TRUE;
- break;
- case A_INT:
- if (p_ptr->sustain_int) sustained = TRUE;
- break;
- case A_WIS:
- if (p_ptr->sustain_wis) sustained = TRUE;
- break;
- case A_DEX:
- if (p_ptr->sustain_dex) sustained = TRUE;
- break;
- case A_CON:
- if (p_ptr->sustain_con) sustained = TRUE;
- break;
- case A_CHR:
- if (p_ptr->sustain_chr) sustained = TRUE;
- break;
- default:
+ switch (which_stat)
+ {
+ case A_STR:
+ if (p_ptr->sustain_str) sustained = TRUE;
+ break;
+ case A_INT:
+ if (p_ptr->sustain_int) sustained = TRUE;
+ break;
+ case A_WIS:
+ if (p_ptr->sustain_wis) sustained = TRUE;
+ break;
+ case A_DEX:
+ if (p_ptr->sustain_dex) sustained = TRUE;
+ break;
+ case A_CON:
+ if (p_ptr->sustain_con) sustained = TRUE;
+ break;
+ case A_CHR:
+ if (p_ptr->sustain_chr) sustained = TRUE;
+ break;
+ default:
#ifdef JP
-msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
+ msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
#else
- msg_print("Invalid stat chosen!");
+ msg_print("Invalid stat chosen!");
#endif
- sustained = TRUE;
- }
+ sustained = TRUE;
+ }
- if (!sustained)
- {
- disturb(0, 0);
+ if (!sustained)
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
+ msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
#else
- msg_print("You can feel yourself wasting away!");
+ msg_print("You can feel yourself wasting away!");
#endif
- msg_print(NULL);
- (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
- }
+ msg_print(NULL);
+ (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
}
- if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
- !p_ptr->anti_magic && one_in_(3000))
- {
- bool pet = one_in_(5);
- u32b mode = PM_ALLOW_GROUP;
+ }
+ if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
+ !p_ptr->anti_magic && one_in_(3000))
+ {
+ bool pet = one_in_(5);
+ u32b mode = PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
- {
+ if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
+ {
#ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
#else
- msg_print("You have attracted a dragon!");
+ msg_print("You have attracted a dragon!");
#endif
- disturb(0, 0);
- }
+ disturb(0, 1);
}
- if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
- one_in_(3000))
+ }
+ if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
+ one_in_(3000))
+ {
+ if (p_ptr->tim_esp > 0)
{
- if (p_ptr->tim_esp > 0)
- {
#ifdef JP
-msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
+ msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
#else
- msg_print("Your mind feels cloudy!");
+ msg_print("Your mind feels cloudy!");
#endif
- set_tim_esp(0, TRUE);
- }
- else
- {
+ set_tim_esp(0, TRUE);
+ }
+ else
+ {
#ifdef JP
-msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
+ msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
#else
- msg_print("Your mind expands!");
+ msg_print("Your mind expands!");
#endif
- set_tim_esp(p_ptr->lev, FALSE);
- }
+ set_tim_esp(p_ptr->lev, FALSE);
}
- if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
- one_in_(9000))
- {
- disturb(0, 0);
+ }
+ if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
+ one_in_(9000))
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
+ msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
#else
- msg_print("Your stomach roils, and you lose your lunch!");
+ msg_print("Your stomach roils, and you lose your lunch!");
#endif
- msg_print(NULL);
- set_food(PY_FOOD_WEAK);
- }
+ msg_print(NULL);
+ set_food(PY_FOOD_WEAK);
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+ }
- if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
- !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
- {
- alter_reality();
- }
+ if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
+ !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ {
+ alter_reality();
+ }
- if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
- {
- int danger_amount = 0;
- int monster;
+ if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
+ {
+ int danger_amount = 0;
+ int monster;
- for (monster = 0; monster < m_max; monster++)
- {
- monster_type *m_ptr = &m_list[monster];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ for (monster = 0; monster < m_max; monster++)
+ {
+ monster_type *m_ptr = &m_list[monster];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
- if (r_ptr->level >= p_ptr->lev)
- {
- danger_amount += r_ptr->level - p_ptr->lev + 1;
- }
+ if (r_ptr->level >= p_ptr->lev)
+ {
+ danger_amount += r_ptr->level - p_ptr->lev + 1;
}
+ }
- if (danger_amount > 100)
+ if (danger_amount > 100)
#ifdef JP
-msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+ msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel utterly terrified!");
+ msg_print("You feel utterly terrified!");
#endif
- else if (danger_amount > 50)
+ else if (danger_amount > 50)
#ifdef JP
-msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+ msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel terrified!");
+ msg_print("You feel terrified!");
#endif
- else if (danger_amount > 20)
+ else if (danger_amount > 20)
#ifdef JP
-msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+ msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel very worried!");
+ msg_print("You feel very worried!");
#endif
- else if (danger_amount > 10)
+ else if (danger_amount > 10)
#ifdef JP
-msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+ msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel paranoid!");
+ msg_print("You feel paranoid!");
#endif
- else if (danger_amount > 5)
+ else if (danger_amount > 5)
#ifdef JP
-msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
+ msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel almost safe.");
+ msg_print("You feel almost safe.");
#endif
- else
+ else
#ifdef JP
-msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
+ msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel lonely.");
+ msg_print("You feel lonely.");
#endif
- }
- if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
- one_in_(5000))
- {
- disturb(0, 0);
+ }
+ if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
+ one_in_(5000))
+ {
+ disturb(0, 1);
#ifdef JP
-msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
+ msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel invincible!");
+ msg_print("You feel invincible!");
#endif
- msg_print(NULL);
- (void)set_invuln(randint1(8) + 8, FALSE);
- }
- if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+ msg_print(NULL);
+ (void)set_invuln(randint1(8) + 8, FALSE);
+ }
+ if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+ {
+ int wounds = p_ptr->mhp - p_ptr->chp;
+
+ if (wounds > 0)
{
- int wounds = p_ptr->mhp - p_ptr->chp;
+ int healing = p_ptr->csp;
- if (wounds > 0)
+ if (healing > wounds)
{
- int healing = p_ptr->csp;
-
- if (healing > wounds)
- {
- healing = wounds;
- }
+ healing = wounds;
+ }
- hp_player(healing);
- p_ptr->csp -= healing;
+ hp_player(healing);
+ p_ptr->csp -= healing;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
}
- if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
- one_in_(4000))
+ }
+ if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
+ one_in_(4000))
+ {
+ int wounds = p_ptr->msp - p_ptr->csp;
+
+ if (wounds > 0)
{
- int wounds = p_ptr->msp - p_ptr->csp;
+ int healing = p_ptr->chp;
- if (wounds > 0)
+ if (healing > wounds)
{
- int healing = p_ptr->chp;
-
- if (healing > wounds)
- {
- healing = wounds;
- }
+ healing = wounds;
+ }
- p_ptr->csp += healing;
+ p_ptr->csp += healing;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
#ifdef JP
-take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
+ take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
#else
- take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
+ take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
#endif
- }
}
- if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
- {
- object_type *o_ptr;
+ }
+ if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
+ {
+ int slot = 0;
+ object_type *o_ptr = NULL;
- disturb(0, 0);
+ disturb(0, 1);
#ifdef JP
-msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
+ msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
#else
- msg_print("You trip over your own feet!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
+ msg_print("You trip over your own feet!");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
#endif
+ msg_print(NULL);
+ if (buki_motteruka(INVEN_RARM))
+ {
+ slot = INVEN_RARM;
+ o_ptr = &inventory[INVEN_RARM];
- msg_print(NULL);
- if (buki_motteruka(INVEN_RARM))
+ if (buki_motteruka(INVEN_LARM) && one_in_(2))
{
- 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))
- {
+ o_ptr = &inventory[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+ }
+ else if (buki_motteruka(INVEN_LARM))
+ {
+ o_ptr = &inventory[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+
+ if (slot && !object_is_cursed(o_ptr))
+ {
#ifdef JP
-msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
- msg_print("You drop your weapon!");
+ msg_print("You drop your weapon!");
#endif
-
- inven_drop(slot, 1);
- }
- }
+ inven_drop(slot, 1);
}
}
+}
-
- /*** Process Inventory ***/
-
+/*
+ * Handle curse effects once every 10 game turns
+ */
+static void process_world_aux_curse(void)
+{
if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
{
/*
*/
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;
+
+ /* 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))
+ {
+ /* {.} will stop random teleportation. */
+ if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
+ {
+ count++;
+ if (one_in_(count)) i_keep = i;
+ }
+ }
+ }
+
+ o_ptr = &inventory[i_keep];
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+#ifdef JP
+ msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
+#else
+ msg_format("Your %s is activating teleportation.", o_name);
+#endif
+
#ifdef JP
-if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+ if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
#else
if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
#endif
{
- disturb(0, 0);
- teleport_player(50);
+ disturb(0, 1);
+ teleport_player(50, 0L);
+ }
+ 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, 1);
}
}
/* Make a chainsword noise */
{
char noise[1024];
#ifdef JP
-if (!get_rnd_line("chainswd_j.txt", 0, noise))
+ if (!get_rnd_line("chainswd_j.txt", 0, noise))
#else
if (!get_rnd_line("chainswd.txt", 0, noise))
#endif
{
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->curse_flags |= new_curse;
#ifdef JP
-msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+ msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
#else
- msg_format("There is a malignant black aura surrounding %s...", o_name);
+ msg_format("There is a malignant black aura surrounding your %s...", o_name);
#endif
o_ptr->feeling = FEEL_NONE;
{
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->curse_flags |= new_curse;
#ifdef JP
-msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+ msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
#else
- msg_format("There is a malignant black aura surrounding %s...", o_name);
+ msg_format("There is a malignant black aura surrounding your %s...", o_name);
#endif
o_ptr->feeling = FEEL_NONE;
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_format("%s have attracted an animal!", o_name);
+ msg_format("Your %s have attracted an animal!", o_name);
#endif
- disturb(0, 0);
+ disturb(0, 1);
}
}
/* Call demon */
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_format("%s have attracted a demon!", o_name);
+ msg_format("Your %s have attracted a demon!", o_name);
#endif
- disturb(0, 0);
+ disturb(0, 1);
}
}
/* Call dragon */
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_format("%s have attracted an animal!", o_name);
+ msg_format("Your %s have attracted an animal!", o_name);
#endif
- disturb(0, 0);
+ disturb(0, 1);
}
}
if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
{
if (!p_ptr->resist_fear)
{
- disturb(0, 0);
+ disturb(0, 1);
#ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+ msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
#else
msg_print("It's so dark... so scary!");
#endif
/* Teleport player */
if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
{
- disturb(0, 0);
+ disturb(0, 1);
/* Teleport player */
- teleport_player(40);
+ teleport_player(40, TELEPORT_PASSIVE);
}
/* Handle HP draining */
if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
#else
- msg_format("%s drains HP from you!", o_name);
+ msg_format("Your %s drains HP from you!", o_name);
#endif
take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
}
/* Handle mana draining */
- if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
+ if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), FALSE, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
#else
- msg_format("%s drains mana from you!", o_name);
+ msg_format("Your %s drains mana from you!", o_name);
#endif
p_ptr->csp -= MIN(p_ptr->lev, 50);
if (p_ptr->csp < 0)
if (o_ptr->name1 == ART_JUDGE)
{
#ifdef JP
- if (object_known_p(o_ptr))
+ if (object_is_known(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))
+ if (object_is_known(o_ptr))
msg_print("The Jewel of Judgement drains life from you!");
else
msg_print("Something drains life from you!");
#endif
}
}
+}
+/*
+ * Handle recharging objects once every 10 game turns
+ */
+static void process_world_aux_recharge(void)
+{
+ int i;
+ bool changed;
+
/* Process equipment */
- for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
/* Get the object */
- o_ptr = &inventory[i];
+ object_type *o_ptr = &inventory[i];
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
if (!o_ptr->timeout)
{
recharged_notice(o_ptr);
- j++;
+ changed = TRUE;
}
}
}
/* Notice changes */
- if (j)
+ if (changed)
{
/* Window stuff */
p_ptr->window |= (PW_EQUIP);
* and each charging rod in a stack decreases the stack's timeout by
* one per turn. -LM-
*/
- for (j = 0, i = 0; i < INVEN_PACK; i++)
+ for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
- k_ptr = &k_info[o_ptr->k_idx];
+ object_type *o_ptr = &inventory[i];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
/* Determine how many rods are charging. */
- temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+ int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
if (temp > o_ptr->number) temp = o_ptr->number;
/* Decrease timeout by that number. */
if (!(o_ptr->timeout))
{
recharged_notice(o_ptr);
- j++;
+ changed = TRUE;
+ }
+
+ /* One of the stack of rod is charged */
+ else if (o_ptr->timeout % k_ptr->pval)
+ {
+ changed = TRUE;
+ }
+ }
+ }
+
+ /* Notice changes */
+ if (changed)
+ {
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+ wild_regen = 20;
+ }
+
+ /* Process objects on floor */
+ for (i = 1; i < o_max; i++)
+ {
+ /* Access object */
+ object_type *o_ptr = &o_list[i];
+
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Recharge rods on the ground. No messages. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ {
+ /* Charge it */
+ o_ptr->timeout -= o_ptr->number;
+
+ /* Boundary control. */
+ if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ }
+ }
+}
+
+
+/*
+ * Handle involuntary movement once every 10 game turns
+ */
+static void process_world_aux_movement(void)
+{
+ /* Delayed Word-of-Recall */
+ if (p_ptr->word_recall)
+ {
+ /*
+ * HACK: Autosave BEFORE resetting the recall counter (rr9)
+ * The player is yanked up/down as soon as
+ * he loads the autosaved game.
+ */
+ if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
+
+ /* Count down towards recall */
+ p_ptr->word_recall--;
+
+ p_ptr->redraw |= (PR_STATUS);
+
+ /* Activate the recall */
+ if (!p_ptr->word_recall)
+ {
+ /* Disturbing! */
+ disturb(0, 1);
+
+ /* Determine the level */
+ if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
+ {
+ msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
+ "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);
+
+ dun_level = 0;
+ dungeon_type = 0;
+
+ leave_quest_check();
+ leave_tower_check();
+
+ p_ptr->inside_quest = 0;
+
+ p_ptr->leaving = TRUE;
+ }
+ else
+ {
+ msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
+ "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))
+ {
+ if (dun_level < 50)
+ {
+ dun_level *= 2;
+ }
+ else if (dun_level < 99)
+ {
+ dun_level = (dun_level + 99) / 2;
+ }
+ else if (dun_level > 100)
+ {
+ dun_level = d_info[dungeon_type].maxdepth - 1;
+ }
+ }
+
+ if (p_ptr->wild_mode)
+ {
+ p_ptr->wilderness_y = py;
+ p_ptr->wilderness_x = px;
+ }
+ else
+ {
+ /* Save player position */
+ p_ptr->oldpx = px;
+ p_ptr->oldpy = py;
+ }
+ p_ptr->wild_mode = FALSE;
+
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+
+ if (dungeon_type == DUNGEON_ANGBAND)
+ {
+ int i;
+
+ for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
+ {
+ if ((quest[i].type == QUEST_TYPE_RANDOM) &&
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level < dun_level))
+ {
+ quest[i].status = QUEST_STATUS_FAILED;
+ quest[i].complev = (byte)p_ptr->lev;
+ r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
+ }
+ }
+ }
+ }
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
+ }
+ }
+
+
+ /* Delayed Alter reality */
+ if (p_ptr->alter_reality)
+ {
+ if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
+
+ /* Count down towards alter */
+ p_ptr->alter_reality--;
+
+ p_ptr->redraw |= (PR_STATUS);
+
+ /* Activate the alter reality */
+ if (!p_ptr->alter_reality)
+ {
+ /* Disturbing! */
+ disturb(0, 1);
+
+ /* 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
+
+ /*
+ * 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("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+#else
+ msg_print("The world seems to change for a moment!");
+#endif
+ }
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
+ }
+ }
+}
+
+
+/*
+ * Count number of adjacent monsters
+ */
+static int get_monster_crowd_number(int 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;
+
+ for (i = 0; i < 7; i++)
+ {
+ int ay = my + ddy_ddd[i];
+ int ax = mx + ddx_ddd[i];
+
+ if (!in_bounds(ay, ax)) continue;
+
+ /* Count number of monsters */
+ if (cave[ay][ax].m_idx > 0) count++;
+ }
+
+ return count;
+}
+
+
+
+/*
+ * Dungeon rating is no longer linear
+ */
+#define RATING_BOOST(delta) (delta * delta + 50 * delta)
+
+/*
+ * Examine all monsters and unidentified objects,
+ * and get the feeling of current dungeon floor
+ */
+static byte get_dungeon_feeling(void)
+{
+ const int base = 10;
+ int rating = 0;
+ int i;
+
+ /* Hack -- no feeling in the town */
+ if (!dun_level) return 0;
+
+ /* 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;
+
+ /* Ignore pet */
+ if (is_pet(m_ptr)) continue;
+
+ r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Unique monsters */
+ if (r_ptr->flags1 & (RF1_UNIQUE))
+ {
+ /* Nearly out-of-depth unique monsters */
+ if (r_ptr->level + 10 > dun_level)
+ {
+ /* Boost rating by twice delta-depth */
+ delta += (r_ptr->level + 10 - dun_level) * 2 * base;
+ }
+ }
+ else
+ {
+ /* Out-of-depth monsters */
+ if (r_ptr->level > dun_level)
+ {
+ /* Boost rating by delta-depth */
+ delta += (r_ptr->level - dun_level) * base;
+ }
+ }
+
+ /* Unusually crowded monsters get a little bit of rating boost */
+ if (r_ptr->flags1 & RF1_FRIENDS)
+ {
+ if (5 <= get_monster_crowd_number(i)) delta += 1;
+ }
+ else
+ {
+ if (2 <= get_monster_crowd_number(i)) delta += 1;
+ }
+
+
+ rating += RATING_BOOST(delta);
+ }
+
+ /* 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;
+
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Skip known objects */
+ if (object_is_known(o_ptr))
+ {
+ /* Touched? */
+ if (o_ptr->marked & OM_TOUCHED) continue;
+ }
+
+ /* Skip pseudo-known objects */
+ if (o_ptr->ident & IDENT_SENSE) continue;
+
+ /* Ego objects */
+ if (object_is_ego(o_ptr))
+ {
+ ego_item_type *e_ptr = &e_info[o_ptr->name2];
+
+ delta += e_ptr->rating * base;
+ }
+
+ /* Artifacts */
+ if (object_is_artifact(o_ptr))
+ {
+ s32b cost = object_value_real(o_ptr);
+
+ delta += 10 * base;
+ if (cost > 10000L) delta += 10 * base;
+ if (cost > 50000L) delta += 10 * base;
+ if (cost > 100000L) delta += 10 * base;
+
+ /* Special feeling */
+ if (!preserve_mode) return 1;
+ }
+
+ 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;
+
+ /* Out-of-depth objects */
+ if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
+ k_ptr->level > dun_level)
+ {
+ /* Rating increase */
+ delta += (k_ptr->level - dun_level) * base;
+ }
+
+ rating += RATING_BOOST(delta);
+ }
+
+
+ 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;
+
+ return 10;
+}
+
+
+/*
+ * Update dungeon feeling, and announce it if changed
+ */
+static void update_dungeon_feeling(void)
+{
+ byte new_feeling;
+ int quest_num;
+ int delay;
+
+ /* No feeling on the surface */
+ if (!dun_level) return;
+
+ /* No feeling in the arena */
+ if (p_ptr->inside_battle) return;
+
+ /* Extract delay time */
+ delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
+
+ /* Not yet felt anything */
+ if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
+
+ /* Extract quest number (if any) */
+ quest_num = quest_number(dun_level);
+
+ /* 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;
+
+
+ /* Get new dungeon feeling */
+ new_feeling = get_dungeon_feeling();
+
+ /* Remember last time updated */
+ p_ptr->feeling_turn = turn;
+
+ /* No change */
+ if (p_ptr->feeling == new_feeling) return;
+
+ /* Dungeon feeling is changed */
+ p_ptr->feeling = new_feeling;
+
+ /* Announce feeling */
+ do_cmd_feeling();
+
+ /* Update the level indicator */
+ p_ptr->redraw |= (PR_DEPTH);
+
+ /* Disturb */
+ if (disturb_minor) disturb(0, 0);
+}
+
+
+/*
+ * Handle certain things once every 10 game turns
+ */
+static void process_world(void)
+{
+ int day, hour, min;
+
+ 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();
+
+ /*** Check monster arena ***/
+ if (p_ptr->inside_battle && !p_ptr->leaving)
+ {
+ int i2, j2;
+ int win_m_idx = 0;
+ int number_mon = 0;
+
+ /* Count all hostile monsters */
+ for (i2 = 0; i2 < cur_wid; ++i2)
+ for (j2 = 0; j2 < cur_hgt; j2++)
+ {
+ cave_type *c_ptr = &cave[j2][i2];
+
+ if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
+ {
+ number_mon++;
+ win_m_idx = c_ptr->m_idx;
+ }
+ }
+
+ if (number_mon == 0)
+ {
+#ifdef JP
+ msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
+#else
+ msg_print("They have kill each other at the same time.");
+#endif
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ else if ((number_mon-1) == 0)
+ {
+ char m_name[80];
+ monster_type *wm_ptr;
+
+ wm_ptr = &m_list[win_m_idx];
+
+ monster_desc(m_name, wm_ptr, 0);
+#ifdef JP
+ msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+#else
+ msg_format("%s is winner!", m_name);
+#endif
+ msg_print(NULL);
+
+ if (win_m_idx == (sel_monster+1))
+ {
+#ifdef JP
+ msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
+#else
+ msg_print("Congratulations.");
+#endif
+#ifdef JP
+ msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+#else
+ msg_format("You received %d gold.", battle_odds);
+#endif
+ p_ptr->au += battle_odds;
+ }
+ else
+ {
+#ifdef JP
+ msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+#else
+ msg_print("You lost gold.");
+#endif
+ }
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ else if (turn - old_turn == 150*TURNS_PER_TICK)
+ {
+#ifdef JP
+ msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
+#else
+ msg_format("This battle have ended in a draw.");
+#endif
+ p_ptr->au += kakekin;
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
+ }
+ }
+
+ /* Every 10 game turns */
+ if (turn % TURNS_PER_TICK) return;
+
+ /*** Check the Time and Load ***/
+
+ if (!(turn % (50*TURNS_PER_TICK)))
+ {
+ /* Check time and load */
+ if ((0 != check_time()) || (0 != check_load()))
+ {
+ /* Warning */
+ if (closing_flag <= 2)
+ {
+ /* Disturb */
+ disturb(0, 1);
+
+ /* Count warnings */
+ closing_flag++;
+
+ /* Message */
+#ifdef JP
+msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
+msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+#else
+ msg_print("The gates to ANGBAND are closing...");
+ msg_print("Please finish up and/or save your game.");
+#endif
+
+ }
+
+ /* Slam the gate */
+ else
+ {
+ /* Message */
+#ifdef JP
+msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+#else
+ msg_print("The gates to ANGBAND are now closed.");
+#endif
+
+
+ /* Stop playing */
+ p_ptr->playing = FALSE;
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ }
+ }
+
+ /*** Attempt timed autosave ***/
+ if (autosave_t && autosave_freq && !p_ptr->inside_battle)
+ {
+ if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+ do_cmd_save_game(TRUE);
+ }
+
+ if (mon_fight && !ignore_unview)
+ {
+#ifdef JP
+ msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
+#else
+ msg_print("You hear noise.");
+#endif
+ }
+
+ /*** Handle the wilderness/town (sunshine) ***/
+
+ /* While in town/wilderness */
+ if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
+ {
+ /* Hack -- Daybreak/Nighfall in town */
+ if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ {
+ bool dawn;
+
+ /* Check for dawn */
+ dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+
+ /* Day breaks */
+ if (dawn)
+ {
+ int y, x;
+
+ /* Message */
+#ifdef JP
+ msg_print("Ì뤬ÌÀ¤±¤¿¡£");
+#else
+ msg_print("The sun has risen.");
+#endif
+
+ 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];
+
+ /* Assume lit */
+ c_ptr->info |= (CAVE_GLOW);
+
+ /* Hack -- Memorize lit grids if allowed */
+ if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
+ }
+
+ /* Night falls */
+ else
+ {
+ int y, x;
+
+ /* Message */
+#ifdef JP
+ msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
+#else
+ msg_print("The sun has fallen.");
+#endif
+
+ 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 (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
+ !have_flag(f_ptr->flags, FF_ENTRANCE))
+ {
+ /* Assume dark */
+ c_ptr->info &= ~(CAVE_GLOW);
+
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ /* Forget the normal floor grid */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
+
+ /* Glow deep lava and building entrances */
+ glow_deep_lava_and_bldg();
+ }
+ }
+ }
+
+ /* Update the monsters */
+ p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].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)
{
- /* Combine pack */
- p_ptr->notice |= (PN_COMBINE);
+ /*** Shuffle the Storekeepers ***/
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
- wild_regen = 20;
- }
+ /* 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;
- /* Feel the inventory */
- sense_inventory1();
- sense_inventory2();
+ /* Pick a random shop (except home and museum) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+ /* Check every feature */
+ for (i = 1; i < max_f_idx; i++)
+ {
+ /* Access the index */
+ feature_type *f_ptr = &f_info[i];
- /*** Process Objects ***/
+ /* Skip empty index */
+ if (!f_ptr->name) continue;
- /* Process objects */
- for (i = 1; i < o_max; i++)
- {
- /* Access object */
- o_ptr = &o_list[i];
+ /* Skip non-store features */
+ if (!have_flag(f_ptr->flags, FF_STORE)) continue;
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ /* Verify store type */
+ if (f_ptr->subtype == 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
- /* Recharge rods on the ground. No messages. */
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
- {
- /* Charge it */
- o_ptr->timeout -= o_ptr->number;
+ /* Shuffle it */
+ store_shuffle(n);
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ break;
+ }
+ }
+ }
}
}
- /*** Involuntary Movement ***/
+ /*** Process the monsters ***/
- /* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ /* 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)
{
- /*
- * 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);
+ /* Make a new monster */
+ (void)alloc_monster(MAX_SIGHT + 5, 0);
+ }
- /* Count down towards recall */
- p_ptr->word_recall--;
+ /* 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();
- p_ptr->redraw |= (PR_STATUS);
+ if (!p_ptr->leaving)
+ {
+ int i;
- /* Activate the recall */
- if (!p_ptr->word_recall)
+ /* Hack -- Process the counters of monsters if needed */
+ for (i = 0; i < MAX_MTIMED; i++)
{
- /* Disturbing! */
- disturb(0, 0);
+ if (mproc_max[i] > 0) process_monsters_mtimed(i);
+ }
+ }
- /* Determine the level */
- if (dun_level || p_ptr->inside_quest)
+
+ /* Date changes */
+ if (!hour && !min)
+ {
+ if (min != prev_min)
+ {
+ do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ determine_today_mon(FALSE);
+ }
+ }
+
+ /*
+ * Nightmare mode activates the TY_CURSE at midnight
+ *
+ * Require exact minute -- Don't activate multiple times in a minute
+ */
+ if (ironman_nightmare && (min != prev_min))
+ {
+ /* Every 15 minutes after 11:00 pm */
+ if ((hour == 23) && !(min % 15))
+ {
+ /* Disturbing */
+ disturb(0, 1);
+
+ switch (min / 15)
{
+ case 0:
#ifdef JP
-msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
#else
- msg_print("You feel yourself yanked upwards!");
+ msg_print("You hear a distant bell toll ominously.");
#endif
+ break;
- p_ptr->recall_dungeon = dungeon_type;
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
-
- dun_level = 0;
- dungeon_type = 0;
-
- leave_quest_check();
+ case 1:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds twice.");
+#endif
+ break;
- p_ptr->inside_quest = 0;
+ case 2:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds three times.");
+#endif
+ break;
- p_ptr->leaving = TRUE;
- }
- else
- {
+ case 3:
#ifdef JP
-msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
#else
- msg_print("You feel yourself yanked downwards!");
+ msg_print("A distant bell tolls four times.");
#endif
+ break;
+ }
+ }
- dungeon_type = p_ptr->recall_dungeon;
+ /* TY_CURSE activates at midnight! */
+ if (!hour && !min)
+ {
+ int count = 0;
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ disturb(1, 1);
+#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
- /* New depth */
- dun_level = max_dlv[dungeon_type];
- if (dun_level < 1) dun_level = 1;
+ activate_ty_curse(FALSE, &count);
+ }
+ }
- /* 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 ***/
- /* Leaving */
- p_ptr->leaving = TRUE;
+ if (!p_ptr->inside_battle)
+ {
+ /* Digest quickly when gorged */
+ if (p_ptr->food >= PY_FOOD_MAX)
+ {
+ /* Digest a lot of food */
+ (void)set_food(p_ptr->food - 100);
+ }
- if (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);
- }
- }
- }
- }
+ /* 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);
- /* Sound */
- sound(SOUND_TPLEVEL);
- }
- }
+ /* 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;
- /* 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);
+ /* Minimal digestion */
+ if (digestion < 1) digestion = 1;
+ /* Maximal digestion */
+ if (digestion > 100) digestion = 100;
- /* Count down towards alter */
- p_ptr->alter_reality--;
+ /* Digest some food */
+ (void)set_food(p_ptr->food - digestion);
+ }
- p_ptr->redraw |= (PR_STATUS);
- /* Activate the alter reality */
- if (!p_ptr->alter_reality)
+ /* Getting Faint */
+ if ((p_ptr->food < PY_FOOD_FAINT))
{
- /* Disturbing! */
- disturb(0, 0);
-
- /* Determine the level */
- if (!quest_number(dun_level) && dun_level)
+ /* Faint occasionally */
+ if (!p_ptr->paralyzed && (randint0(100) < 10))
{
+ /* Message */
#ifdef JP
- msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+ msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
#else
- msg_print("The world changes!");
+ msg_print("You faint from the lack of food.");
#endif
- /* Leaving */
- p_ptr->leaving = TRUE;
+ disturb(1, 1);
+
+ /* Hack -- faint (bypass free action) */
+ (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
}
- else
+
+ /* Starve to death (slowly) */
+ if (p_ptr->food < PY_FOOD_STARVE)
{
+ /* Calculate damage */
+ int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+
+ /* Take damage */
#ifdef JP
- msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
#else
- msg_print("The world seems to change for a moment!");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
#endif
}
-
- /* Sound */
- sound(SOUND_TPLEVEL);
}
}
+
+
+
+ /* Process timed damage and regeneration */
+ process_world_aux_hp_and_sp();
+
+ /* Process timeout */
+ process_world_aux_timeout();
+
+ /* Process light */
+ process_world_aux_light();
+
+ /* Process mutation effects */
+ process_world_aux_mutation();
+
+ /* Process curse effects */
+ process_world_aux_curse();
+
+ /* Process recharging */
+ process_world_aux_recharge();
+
+ /* Feel the inventory */
+ sense_inventory1();
+ sense_inventory2();
+
+ /* Involuntary Movement */
+ process_world_aux_movement();
}
if (!p_ptr->noscore)
{
/* Wizard mode is not permitted */
- if (!allow_debug_opts)
+ if (!allow_debug_opts || arg_wizard)
{
#ifdef JP
msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
now_message = 0;
+ /* Sniper */
+ if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
+ reset_concent = TRUE;
+
/* Parse the command */
switch (command_cmd)
{
/* Go up staircase */
case '<':
{
- if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
{
- if (!vanilla_town)
+ if (vanilla_town) break;
+
+ if (ambush_flag)
{
- if(ambush_flag)
- {
#ifdef JP
- msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
+ msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
#else
- msg_print("To flee the ambush you have to reach the edge of the map.");
+ msg_print("To flee the ambush you have to reach the edge of the map.");
#endif
- }
- else if (p_ptr->food < PY_FOOD_WEAK)
- {
+ break;
+ }
+
+ if (p_ptr->food < PY_FOOD_WEAK)
+ {
#ifdef JP
- msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
+ msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
#else
- msg_print("You must eat something here.");
+ msg_print("You must eat something here.");
#endif
- }
- else
- {
- if (change_wild_mode())
- {
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
- }
- }
+ break;
}
+
+ change_wild_mode();
}
else
do_cmd_go_up();
/* Go down staircase */
case '>':
{
- if(!p_ptr->wild_mode) do_cmd_go_down();
- else
- {
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
+ if (p_ptr->wild_mode)
change_wild_mode();
- }
+ else
+ do_cmd_go_down();
+
break;
}
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;
}
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();
}
case '$':
{
- do_cmd_pickpref();
+ do_cmd_reload_autopick();
break;
}
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:
{
}
+/* Hack -- Pack Overflow */
+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 */
+#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(INVEN_PACK));
+#else
+ msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
+#endif
+
+ /* Drop it (carefully) near the player */
+ (void)drop_near(o_ptr, 0, py, px);
+
+ /* 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();
+ }
+}
+
+/*
+ * process the effects per 100 energy at player speed.
+ */
+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();
+ }
+}
+
+
/*
* Process the player
*
msg_print("Damn! The fish stole your bait!");
#endif
}
- 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
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);
+ 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);
}
- 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);
+ 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);
}
}
- 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);
+ 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);
}
}
- 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);
+ 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);
}
}
/* 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 */
}
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;
}
/* 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, TRUE, 3);
-
- /* 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" */
run_step(0);
}
+#ifdef TRAVEL
+ /* Traveling */
+ else if (travel.run)
+ {
+ /* Take a step */
+ travel_step();
+ }
+#endif
+
/* Repeated command */
else if (command_rep)
{
}
+ /* Hack -- Pack Overflow */
+ pack_overflow();
+
+
/*** Clean up ***/
/* Significant */
}
}
new_mane = FALSE;
- p_ptr->redraw |= (PR_MANE);
+ p_ptr->redraw |= (PR_IMITATION);
}
if (p_ptr->action == ACTION_LEARN)
{
break;
}
+ /* Sniper */
+ if (energy_use && reset_concent) reset_concentration(TRUE);
+
/* Handle "leaving" */
if (p_ptr->leaving) break;
}
/* 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();
#endif
}
+ if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
+
/*** Process this dungeon level ***/
/* Reset the monster generation level */
/* 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();
/* 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 (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();
+
if (wild_regen) wild_regen--;
}
static void load_all_pref_files(void)
{
char buf[1024];
- errr err;
/* Access the "user" pref file */
sprintf(buf, "user.prf");
/* Process that file */
process_pref_file(buf);
- /* Free old entries */
- init_autopicker();
-
-#ifdef JP
- sprintf(buf, "picktype-%s.prf", player_base);
-#else
- sprintf(buf, "pickpref-%s.prf", player_base);
-#endif
-
- err = process_pickpref_file(buf);
-
- /* Process 'pick????.prf' if 'pick????-<name>.prf' doesn't exist */
- if (0 > err)
- {
-#ifdef JP
- process_pickpref_file("picktype.prf");
-#else
- process_pickpref_file("pickpref.prf");
-#endif
- }
-
/* Access the "realm 1" pref file */
if (p_ptr->realm1 != REALM_NONE)
{
/* Process that file */
process_pref_file(buf);
}
+
+
+ /* Load an autopick preference file */
+ autopick_load_pref(FALSE);
}
bool load_game = TRUE;
#ifdef CHUUKEI
- if(chuukei_client){
- reset_visuals();
- browse_chuukei();
- return;
+ if (chuukei_client)
+ {
+ reset_visuals();
+ browse_chuukei();
+ return;
+ }
+
+ else if (chuukei_server)
+ {
+ prepare_chuukei_hooks();
}
#endif
+ if (browsing_movie)
+ {
+ reset_visuals();
+ browse_movie();
+ return;
+ }
+
hack_mutation = FALSE;
/* Hack -- Character is "icky" */
quit(0);
}
+ creating_savefile = new_game;
+
/* Nothing loaded */
if (!character_loaded)
{
determine_bounty_uniques();
determine_today_mon(FALSE);
+
+ /* Initialize object array */
+ wipe_o_list();
}
else
{
}
}
+ 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
/* Hack -- Enter wizard mode */
if (arg_wizard)
{
- if (enter_wizard_mode()) p_ptr->wizard = TRUE;
- else if (p_ptr->is_dead) quit("Already dead.");
+ if (enter_wizard_mode())
+ {
+ p_ptr->wizard = TRUE;
+
+ if (p_ptr->is_dead || !py || !px)
+ {
+ /* Initialize the saved floors data */
+ init_saved_floors(TRUE);
+
+ /* Avoid crash */
+ p_ptr->inside_quest = 0;
+
+ /* Avoid crash in update_view() */
+ py = px = 10;
+ }
+ }
+ else if (p_ptr->is_dead)
+ {
+ quit("Already dead.");
+ }
}
/* Initialize the town-buildings if necessary */
change_floor();
}
+ else
+ {
+ /* HACK -- Restore from panic-save */
+ if (p_ptr->panic_save)
+ {
+ /* No player? -- Try to regenerate floor */
+ if (!py || !px)
+ {
+#ifdef JP
+ msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
+#else
+ msg_print("What a strange player location. Regenerate the dungeon floor.");
+#endif
+ change_floor();
+ }
+
+ /* Still no player? -- Try to locate random place */
+ if (!py || !px) py = px = 10;
+
+ /* No longer in panic */
+ p_ptr->panic_save = 0;
+ }
+ }
/* Character is now "complete" */
character_generated = TRUE;
/* 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);
m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
}
+ (void)combine_and_reorder_home(STORE_HOME);
+ (void)combine_and_reorder_home(STORE_MUSEUM);
+
/* 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;
{
/* Mega-Hack -- Allow player to cheat death */
#ifdef JP
-if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
+ if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
#else
if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
#endif
-
{
/* Mark social class, reset age, if needed */
if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
/* Message */
#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
+ 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(NULL);
/* Restore hit 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¤¿...");
+ msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
#else
msg_print("A tension leaves the air around you...");
#endif
/* Note cause of death XXX XXX XXX */
#ifdef JP
-(void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
+ (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
#else
(void)strcpy(p_ptr->died_from, "Cheating death");
#endif
-
/* 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
#else
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
#endif
+
+ /* Prepare next floor */
+ leave_floor();
+ wipe_m_list();
}
}
}
return hoge;
}
}
+
+/*
+ * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
+ * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
+ */
+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;
+ }
+ }
+ }
+}