4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10, TRUE)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
644 teleport_player(200, FALSE);
653 if (command_arg < min_level) command_arg = min_level;
656 if (command_arg > max_level) command_arg = max_level;
660 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
662 msg_format("You teleport to dungeon level %d.", command_arg);
666 if (autosave_l) do_cmd_save_game(TRUE);
669 dun_level = command_arg;
673 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
675 p_ptr->inside_quest = 0;
679 * Clear all saved floors
680 * and create a first saved floor
682 prepare_change_floor_mode(CFM_FIRST_FLOOR);
685 p_ptr->leaving = TRUE;
689 static void wreck_the_pattern(void)
691 int to_ruin = 0, r_y, r_x;
692 int pattern_type = f_info[cave[py][px].feat].power;
694 if (pattern_type == PATTERN_TILE_WRECKED)
701 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
702 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
704 msg_print("You bleed on the Pattern!");
705 msg_print("Something terrible happens!");
710 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
712 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
715 to_ruin = randint1(45) + 35;
719 scatter(&r_y, &r_x, py, px, 4, 0);
721 if (pattern_tile(r_y, r_x) &&
722 (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
724 cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
728 cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
732 /* Returns TRUE if we are on the Pattern... */
733 static bool pattern_effect(void)
737 if (!pattern_tile(py, px)) return FALSE;
739 if ((prace_is_(RACE_AMBERITE)) &&
740 (p_ptr->cut > 0) && one_in_(10))
745 pattern_type = f_info[cave[py][px].feat].power;
747 switch (pattern_type)
749 case PATTERN_TILE_END:
750 (void)set_poisoned(0);
756 (void)do_res_stat(A_STR);
757 (void)do_res_stat(A_INT);
758 (void)do_res_stat(A_WIS);
759 (void)do_res_stat(A_DEX);
760 (void)do_res_stat(A_CON);
761 (void)do_res_stat(A_CHR);
762 (void)restore_level();
763 (void)hp_player(1000);
765 cave_set_feat(py, px, FEAT_PATTERN_OLD);
768 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
770 msg_print("This section of the Pattern looks less powerful.");
774 * We could make the healing effect of the
775 * Pattern center one-time only to avoid various kinds
776 * of abuse, like luring the win monster into fighting you
777 * in the middle of the pattern...
781 case PATTERN_TILE_OLD:
785 case PATTERN_TILE_TELEPORT:
789 case PATTERN_TILE_WRECKED:
792 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
794 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
799 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
801 else if (!IS_INVULN())
803 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
805 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
818 * Regenerate hit points -RAK-
820 static void regenhp(int percent)
826 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
827 if (p_ptr->action == ACTION_HAYAGAKE) return;
829 /* Save the old hitpoints */
830 old_chp = p_ptr->chp;
833 * Extract the new hitpoints
835 * 'percent' is the Regen factor in unit (1/2^16)
838 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
840 /* Convert the unit (1/2^16) to (1/2^32) */
841 s64b_LSHIFT(new_chp, new_chp_frac, 16);
844 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
848 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
850 p_ptr->chp = p_ptr->mhp;
855 if (old_chp != p_ptr->chp)
858 p_ptr->redraw |= (PR_HP);
861 p_ptr->window |= (PW_PLAYER);
869 * Regenerate mana points
871 static void regenmana(int percent)
873 s32b old_csp = p_ptr->csp;
876 * Excess mana will decay 32 times faster than normal
879 if (p_ptr->csp > p_ptr->msp)
881 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
883 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
885 /* Convert the unit (1/2^16) to (1/2^32) */
886 s64b_LSHIFT(decay, decay_frac, 16);
889 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
892 if (p_ptr->csp < p_ptr->msp)
894 p_ptr->csp = p_ptr->msp;
899 /* Regenerating mana (unless the player has excess mana) */
900 else if (percent > 0)
902 /* (percent/100) is the Regen factor in unit (1/2^16) */
904 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
906 /* Convert the unit (1/2^16) to (1/2^32) */
907 s64b_LSHIFT(new_mana, new_mana_frac, 16);
910 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
912 /* Must set frac to zero even if equal */
913 if (p_ptr->csp >= p_ptr->msp)
915 p_ptr->csp = p_ptr->msp;
921 /* Reduce mana (even when the player has excess mana) */
924 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
925 s32b reduce_mana = 0;
926 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
928 /* Convert the unit (1/2^16) to (1/2^32) */
929 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
932 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
944 if (old_csp != p_ptr->csp)
947 p_ptr->redraw |= (PR_MANA);
950 p_ptr->window |= (PW_PLAYER);
951 p_ptr->window |= (PW_SPELL);
962 static void regenmagic(int percent)
967 for (i = 0; i < EATER_EXT*2; i++)
969 if (!p_ptr->magic_num2[i]) continue;
970 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
971 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
972 p_ptr->magic_num1[i] += new_mana;
974 /* Check maximum charge */
975 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
977 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
981 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
983 if (!p_ptr->magic_num1[i]) continue;
984 if (!p_ptr->magic_num2[i]) continue;
985 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
986 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
997 * Regenerate the monsters (once per 100 game turns)
999 * XXX XXX XXX Should probably be done during monster turns.
1001 static void regen_monsters(void)
1006 /* Regenerate everyone */
1007 for (i = 1; i < m_max; i++)
1009 /* Check the i'th monster */
1010 monster_type *m_ptr = &m_list[i];
1011 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1014 /* Skip dead monsters */
1015 if (!m_ptr->r_idx) continue;
1017 /* Allow regeneration (if needed) */
1018 if (m_ptr->hp < m_ptr->maxhp)
1020 /* Hack -- Base regeneration */
1021 frac = m_ptr->maxhp / 100;
1023 /* Hack -- Minimal regeneration rate */
1024 if (!frac) if (one_in_(2)) frac = 1;
1026 /* Hack -- Some monsters regenerate quickly */
1027 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1029 /* Hack -- Regenerate */
1032 /* Do not over-regenerate */
1033 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1035 /* Redraw (later) if needed */
1036 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1037 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1044 * Regenerate the captured monsters (once per 30 game turns)
1046 * XXX XXX XXX Should probably be done during monster turns.
1048 static void regen_captured_monsters(void)
1053 /* Regenerate everyone */
1054 for (i = 0; i < INVEN_TOTAL; i++)
1056 monster_race *r_ptr;
1057 object_type *o_ptr = &inventory[i];
1059 if (!o_ptr->k_idx) continue;
1060 if (o_ptr->tval != TV_CAPTURE) continue;
1061 if (!o_ptr->pval) continue;
1065 r_ptr = &r_info[o_ptr->pval];
1067 /* Allow regeneration (if needed) */
1068 if (o_ptr->xtra4 < o_ptr->xtra5)
1070 /* Hack -- Base regeneration */
1071 frac = o_ptr->xtra5 / 100;
1073 /* Hack -- Minimal regeneration rate */
1074 if (!frac) if (one_in_(2)) frac = 1;
1076 /* Hack -- Some monsters regenerate quickly */
1077 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1079 /* Hack -- Regenerate */
1080 o_ptr->xtra4 += frac;
1082 /* Do not over-regenerate */
1083 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1090 p_ptr->notice |= (PN_COMBINE);
1093 p_ptr->window |= (PW_INVEN);
1094 p_ptr->window |= (PW_EQUIP);
1100 static void notice_lite_change(object_type *o_ptr)
1102 /* Hack -- notice interesting fuel steps */
1103 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1106 p_ptr->window |= (PW_EQUIP);
1109 /* Hack -- Special treatment when blind */
1112 /* Hack -- save some light for later */
1113 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1116 /* The light is now out */
1117 else if (o_ptr->xtra4 == 0)
1121 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1123 msg_print("Your light has gone out!");
1126 /* Recalculate torch radius */
1127 p_ptr->update |= (PU_TORCH);
1129 /* Some ego light lose its effects without fuel */
1130 p_ptr->update |= (PU_BONUS);
1133 /* The light is getting dim */
1134 else if (o_ptr->name2 == EGO_LITE_LONG)
1136 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1137 && (turn % (TURNS_PER_TICK*2)))
1139 if (disturb_minor) disturb(0, 0);
1141 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1143 msg_print("Your light is growing faint.");
1149 /* The light is getting dim */
1150 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1152 if (disturb_minor) disturb(0, 0);
1154 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1156 msg_print("Your light is growing faint.");
1163 void leave_quest_check(void)
1165 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1166 leaving_quest = p_ptr->inside_quest;
1168 /* Leaving an 'only once' quest marks it as failed */
1169 if (leaving_quest &&
1170 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1171 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1173 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1174 quest[leaving_quest].complev = (byte)p_ptr->lev;
1175 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1177 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1178 if (record_rand_quest)
1179 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1181 /* Floor of random quest will be blocked */
1182 prepare_change_floor_mode(CFM_NO_RETURN);
1184 else if (record_fix_quest)
1185 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1191 * Forcibly pseudo-identify an object in the inventory
1194 * note: currently this function allows pseudo-id of any object,
1195 * including silly ones like potions & scrolls, which always
1196 * get '{average}'. This should be changed, either to stop such
1197 * items from being pseudo-id'd, or to allow psychometry to
1198 * detect whether the unidentified potion/scroll/etc is
1199 * good (Cure Light Wounds, Restore Strength, etc) or
1200 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1202 bool psychometry(void)
1206 char o_name[MAX_NLEN];
1211 item_tester_no_ryoute = TRUE;
1214 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1215 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1217 q = "Meditate on which item? ";
1218 s = "You have nothing appropriate.";
1221 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1223 /* Get the item (in the pack) */
1226 o_ptr = &inventory[item];
1229 /* Get the item (on the floor) */
1232 o_ptr = &o_list[0 - item];
1235 /* It is fully known, no information needed */
1236 if (object_is_known(o_ptr))
1239 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1241 msg_print("You cannot find out anything more about that.");
1247 /* Check for a feeling */
1248 feel = value_check_aux1(o_ptr);
1250 /* Get an object description */
1251 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1253 /* Skip non-feelings */
1257 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1259 msg_format("You do not perceive anything unusual about the %s.", o_name);
1266 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1267 o_name, game_inscriptions[feel]);
1269 msg_format("You feel that the %s %s %s...",
1270 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1271 game_inscriptions[feel]);
1275 /* We have "felt" it */
1276 o_ptr->ident |= (IDENT_SENSE);
1279 o_ptr->feeling = feel;
1281 /* Combine / Reorder the pack (later) */
1282 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1285 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1287 /* Valid "tval" codes */
1288 switch (o_ptr->tval)
1316 /* Auto-inscription/destroy */
1317 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1319 /* Something happened */
1325 * If player has inscribed the object with "!!", let him know when it's
1328 static void recharged_notice(object_type *o_ptr)
1330 char o_name[MAX_NLEN];
1334 /* No inscription */
1335 if (!o_ptr->inscription) return;
1338 s = my_strchr(quark_str(o_ptr->inscription), '!');
1340 /* Process notification request. */
1343 /* Find another '!' */
1346 /* Describe (briefly) */
1347 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1349 /* Notify the player */
1351 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1353 if (o_ptr->number > 1)
1354 msg_format("Your %s are recharged.", o_name);
1356 msg_format("Your %s is recharged.", o_name);
1365 /* Keep looking for '!'s */
1366 s = my_strchr(s + 1, '!');
1371 static void check_music(void)
1376 u32b need_mana_frac;
1378 /* Music singed by player */
1379 if (p_ptr->pclass != CLASS_BARD) return;
1380 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1382 if (p_ptr->anti_magic)
1388 spell = p_ptr->magic_num2[0];
1389 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1391 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1395 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1397 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1404 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1406 p_ptr->redraw |= PR_MANA;
1407 if (p_ptr->magic_num1[1])
1409 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1410 p_ptr->magic_num1[1] = 0;
1412 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1414 msg_print("You restart singing.");
1416 p_ptr->action = ACTION_SING;
1418 /* Recalculate bonuses */
1419 p_ptr->update |= (PU_BONUS | PU_HP);
1421 /* Redraw map and status bar */
1422 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1424 /* Update monsters */
1425 p_ptr->update |= (PU_MONSTERS);
1428 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1431 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1432 p_ptr->spell_exp[spell] += 5;
1433 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1434 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1435 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1436 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1437 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1438 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1440 /* Do any effects of continual song */
1441 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1445 /* Choose one of items that have cursed flag */
1446 static object_type *choose_cursed_obj_name(u32b flag)
1449 int choices[INVEN_TOTAL-INVEN_RARM];
1452 /* Paranoia -- Player has no warning-item */
1453 if (!(p_ptr->cursed & flag)) return NULL;
1455 /* Search Inventry */
1456 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1458 object_type *o_ptr = &inventory[i];
1460 if (o_ptr->curse_flags & flag)
1462 choices[number] = i;
1467 /* Choice one of them */
1468 return (&inventory[choices[randint0(number)]]);
1473 * Handle timed damage and regeneration every 10 game turns
1475 static void process_world_aux_hp_and_sp(void)
1477 feature_type *f_ptr = &f_info[cave[py][px].feat];
1478 bool cave_no_regen = FALSE;
1479 int upkeep_factor = 0;
1482 /* Default regeneration */
1483 int regen_amount = PY_REGEN_NORMAL;
1486 /*** Damage over Time ***/
1488 /* Take damage from poison */
1489 if (p_ptr->poisoned && !IS_INVULN())
1493 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1495 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1500 /* Take damage from cuts */
1501 if (p_ptr->cut && !IS_INVULN())
1505 /* Mortal wound or Deep Gash */
1506 if (p_ptr->cut > 1000)
1511 else if (p_ptr->cut > 200)
1517 else if (p_ptr->cut > 100)
1522 else if (p_ptr->cut > 50)
1527 else if (p_ptr->cut > 25)
1532 else if (p_ptr->cut > 10)
1545 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1547 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1553 /* (Vampires) Take damage from sunlight */
1554 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1556 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1558 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1562 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1563 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1565 msg_print("The sun's rays scorch your undead flesh!");
1566 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1569 cave_no_regen = TRUE;
1573 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1574 !p_ptr->resist_lite)
1576 object_type * o_ptr = &inventory[INVEN_LITE];
1577 char o_name [MAX_NLEN];
1578 char ouch [MAX_NLEN+40];
1580 /* Get an object description */
1581 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1584 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1586 msg_format("The %s scorches your undead flesh!", o_name);
1590 cave_no_regen = TRUE;
1592 /* Get an object description */
1593 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1596 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1598 sprintf(ouch, "wielding %s", o_name);
1601 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1605 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1609 if (have_flag(f_ptr->flags, FF_DEEP))
1611 damage = 6000 + randint0(4000);
1613 else if (!p_ptr->levitation)
1615 damage = 3000 + randint0(2000);
1620 if (prace_is_(RACE_ENT)) damage += damage / 3;
1621 if (p_ptr->resist_fire) damage = damage / 3;
1622 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1624 if (p_ptr->levitation) damage = damage / 5;
1626 damage = damage / 100 + (randint0(100) < (damage % 100));
1628 if (p_ptr->levitation)
1631 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1632 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1634 msg_print("The heat burns you!");
1635 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1640 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1642 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1644 msg_format("The %s burns you!", name);
1646 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1649 cave_no_regen = TRUE;
1653 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1654 !p_ptr->levitation && !p_ptr->can_swim)
1656 if (p_ptr->total_weight > weight_limit())
1660 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1661 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1663 msg_print("You are drowning!");
1664 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1667 cave_no_regen = TRUE;
1674 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1676 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1677 if (prace_is_(RACE_ENT)) damage += damage / 3;
1678 if (p_ptr->resist_fire) damage = damage / 3;
1679 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1681 msg_print("Ç®¤¤¡ª");
1682 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1684 msg_print("It's hot!");
1685 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1688 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1690 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1691 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1692 if (p_ptr->resist_elec) damage = damage / 3;
1693 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1695 msg_print("Äˤ¤¡ª");
1696 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1698 msg_print("It hurts!");
1699 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1702 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1704 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1705 if (p_ptr->resist_cold) damage = damage / 3;
1706 if (IS_OPPOSE_COLD()) damage = damage / 3;
1708 msg_print("Î䤿¤¤¡ª");
1709 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1711 msg_print("It's cold!");
1712 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1717 /* Spectres -- take damage when moving through walls */
1719 * Added: ANYBODY takes damage if inside through walls
1720 * without wraith form -- NOTE: Spectres will never be
1721 * reduced below 0 hp by being inside a stone wall; others
1724 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1726 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1727 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1731 cave_no_regen = TRUE;
1733 if (p_ptr->pass_wall)
1736 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1739 msg_print("Your molecules feel disrupted!");
1740 dam_desc = "density";
1746 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1747 dam_desc = "¹Å¤¤´ä";
1749 msg_print("You are being crushed!");
1750 dam_desc = "solid rock";
1754 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1759 /*** handle regeneration ***/
1762 if (p_ptr->food < PY_FOOD_WEAK)
1764 /* Lower regeneration */
1765 if (p_ptr->food < PY_FOOD_STARVE)
1769 else if (p_ptr->food < PY_FOOD_FAINT)
1771 regen_amount = PY_REGEN_FAINT;
1775 regen_amount = PY_REGEN_WEAK;
1779 /* Are we walking the pattern? */
1780 if (pattern_effect())
1782 cave_no_regen = TRUE;
1786 /* Regeneration ability */
1787 if (p_ptr->regenerate)
1789 regen_amount = regen_amount * 2;
1791 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1795 if (p_ptr->cursed & TRC_SLOW_REGEN)
1802 /* Searching or Resting */
1803 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1805 regen_amount = regen_amount * 2;
1808 upkeep_factor = calculate_upkeep();
1810 /* No regeneration while special action */
1811 if ((p_ptr->action == ACTION_LEARN) ||
1812 (p_ptr->action == ACTION_HAYAGAKE) ||
1813 (p_ptr->special_defense & KATA_KOUKIJIN))
1815 upkeep_factor += 100;
1818 /* Regenerate the mana */
1819 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1820 regenmana(upkeep_regen);
1823 /* Recharge magic eater's power */
1824 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1826 regenmagic(regen_amount);
1829 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1831 while (upkeep_factor > 100)
1834 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1836 msg_print("Too many pets to control at once!");
1839 do_cmd_pet_dismiss();
1841 upkeep_factor = calculate_upkeep();
1844 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1846 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1852 /* Poisoned or cut yields no healing */
1853 if (p_ptr->poisoned) regen_amount = 0;
1854 if (p_ptr->cut) regen_amount = 0;
1856 /* Special floor -- Pattern, in a wall -- yields no healing */
1857 if (cave_no_regen) regen_amount = 0;
1859 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1861 /* Regenerate Hit Points if needed */
1862 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1864 regenhp(regen_amount);
1870 * Handle timeout every 10 game turns
1872 static void process_world_aux_timeout(void)
1874 const int dec_count = (easy_band ? 2 : 1);
1876 /*** Timeout Various Things ***/
1879 if (p_ptr->tim_mimic)
1881 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1884 /* Hack -- Hallucinating */
1887 (void)set_image(p_ptr->image - dec_count);
1893 (void)set_blind(p_ptr->blind - dec_count);
1896 /* Times see-invisible */
1897 if (p_ptr->tim_invis)
1899 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1910 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1913 /* Timed temporary elemental brands. -LM- */
1914 if (p_ptr->ele_attack)
1916 p_ptr->ele_attack--;
1918 /* Clear all temporary elemental brands. */
1919 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1922 /* Timed temporary elemental immune. -LM- */
1923 if (p_ptr->ele_immune)
1925 p_ptr->ele_immune--;
1927 /* Clear all temporary elemental brands. */
1928 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1931 /* Timed infra-vision */
1932 if (p_ptr->tim_infra)
1934 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1938 if (p_ptr->tim_stealth)
1940 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1943 /* Timed levitation */
1944 if (p_ptr->tim_levitation)
1946 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1949 /* Timed sh_touki */
1950 if (p_ptr->tim_sh_touki)
1952 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1956 if (p_ptr->tim_sh_fire)
1958 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1962 if (p_ptr->tim_sh_holy)
1964 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1968 if (p_ptr->tim_eyeeye)
1970 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1973 /* Timed resist-magic */
1974 if (p_ptr->resist_magic)
1976 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1979 /* Timed regeneration */
1980 if (p_ptr->tim_regen)
1982 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1985 /* Timed resist nether */
1986 if (p_ptr->tim_res_nether)
1988 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1991 /* Timed resist time */
1992 if (p_ptr->tim_res_time)
1994 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1998 if (p_ptr->tim_reflect)
2000 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2004 if (p_ptr->multishadow)
2006 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2009 /* Timed Robe of dust */
2010 if (p_ptr->dustrobe)
2012 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2015 /* Timed infra-vision */
2016 if (p_ptr->kabenuke)
2018 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2022 if (p_ptr->paralyzed)
2024 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2028 if (p_ptr->confused)
2030 (void)set_confused(p_ptr->confused - dec_count);
2036 (void)set_afraid(p_ptr->afraid - dec_count);
2042 (void)set_fast(p_ptr->fast - 1, TRUE);
2048 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2051 /* Protection from evil */
2052 if (p_ptr->protevil)
2054 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2057 /* Invulnerability */
2060 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2064 if (p_ptr->wraith_form)
2066 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2072 (void)set_hero(p_ptr->hero - 1, TRUE);
2078 (void)set_shero(p_ptr->shero - 1, TRUE);
2084 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2090 (void)set_shield(p_ptr->shield - 1, TRUE);
2094 if (p_ptr->tsubureru)
2096 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2100 if (p_ptr->magicdef)
2102 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2106 if (p_ptr->tsuyoshi)
2108 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2112 if (p_ptr->oppose_acid)
2114 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2117 /* Oppose Lightning */
2118 if (p_ptr->oppose_elec)
2120 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2124 if (p_ptr->oppose_fire)
2126 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2130 if (p_ptr->oppose_cold)
2132 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2136 if (p_ptr->oppose_pois)
2138 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2143 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2146 /*** Poison and Stun and Cut ***/
2149 if (p_ptr->poisoned)
2151 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2153 /* Apply some healing */
2154 (void)set_poisoned(p_ptr->poisoned - adjust);
2160 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2162 /* Apply some healing */
2163 (void)set_stun(p_ptr->stun - adjust);
2169 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2171 /* Hack -- Truly "mortal" wound */
2172 if (p_ptr->cut > 1000) adjust = 0;
2174 /* Apply some healing */
2175 (void)set_cut(p_ptr->cut - adjust);
2181 * Handle burning fuel every 10 game turns
2183 static void process_world_aux_light(void)
2185 /* Check for light being wielded */
2186 object_type *o_ptr = &inventory[INVEN_LITE];
2188 /* Burn some fuel in the current lite */
2189 if (o_ptr->tval == TV_LITE)
2191 /* Hack -- Use some fuel (except on artifacts) */
2192 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2194 /* Decrease life-span */
2195 if (o_ptr->name2 == EGO_LITE_LONG)
2197 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2199 else o_ptr->xtra4--;
2201 /* Notice interesting fuel steps */
2202 notice_lite_change(o_ptr);
2209 * Handle mutation effects once every 10 game turns
2211 static void process_world_aux_mutation(void)
2213 /* No mutation with effects */
2214 if (!p_ptr->muta2) return;
2216 /* No effect on monster arena */
2217 if (p_ptr->inside_battle) return;
2219 /* No effect on the global map */
2220 if (p_ptr->wild_mode) return;
2223 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2227 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2228 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2230 msg_print("RAAAAGHH!");
2231 msg_print("You feel a fit of rage coming over you!");
2234 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2237 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2239 if (!p_ptr->resist_fear)
2243 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2245 msg_print("It's so dark... so scary!");
2248 set_afraid(p_ptr->afraid + 13 + randint1(26));
2252 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2254 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2259 /* Teleport player */
2261 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2263 msg_print("Your position suddenly seems very uncertain...");
2267 teleport_player(40, TRUE);
2271 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2273 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2276 p_ptr->redraw |= PR_EXTRA;
2278 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2280 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2285 if (!p_ptr->resist_conf)
2287 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2290 if (!p_ptr->resist_chaos)
2295 if (one_in_(3)) lose_all_info();
2297 (void)teleport_player_aux(100, TRUE, TRUE);
2300 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2301 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2303 msg_print("You wake up somewhere with a sore head...");
2304 msg_print("You can't remember a thing, or how you got here!");
2313 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2315 msg_print("Thishcischs GooDSChtuff!");
2318 (void)set_image(p_ptr->image + randint0(150) + 150);
2324 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2326 if (!p_ptr->resist_chaos)
2329 p_ptr->redraw |= PR_EXTRA;
2330 (void)set_image(p_ptr->image + randint0(50) + 20);
2334 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2339 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2341 msg_print("BRRAAAP! Oops.");
2345 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2348 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2349 !p_ptr->anti_magic && one_in_(9000))
2354 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");
2356 msg_print("Magical energy flows through you! You must release it!");
2361 (void)get_hack_dir(&dire);
2362 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2365 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2366 !p_ptr->anti_magic && (randint1(6666) == 666))
2368 bool pet = one_in_(6);
2369 u32b mode = PM_ALLOW_GROUP;
2371 if (pet) mode |= PM_FORCE_PET;
2372 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2374 if (summon_specific((pet ? -1 : 0), py, px,
2375 dun_level, SUMMON_DEMON, mode))
2378 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2380 msg_print("You have attracted a demon!");
2387 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2393 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2395 msg_print("You feel less energetic.");
2398 if (p_ptr->fast > 0)
2404 set_slow(randint1(30) + 10, FALSE);
2410 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2412 msg_print("You feel more energetic.");
2415 if (p_ptr->slow > 0)
2421 set_fast(randint1(30) + 10, FALSE);
2426 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2430 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2432 msg_print("You suddenly feel almost lonely.");
2435 banish_monsters(100);
2436 if (!dun_level && p_ptr->town_num)
2440 /* Pick a random shop (except home) */
2443 n = randint0(MAX_STORES);
2445 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2448 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2450 msg_print("You see one of the shopkeepers running for the hills!");
2458 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2463 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2465 msg_print("A shadow passes over you.");
2470 /* Absorb light from the current possition */
2471 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2476 o_ptr = &inventory[INVEN_LITE];
2478 /* Absorb some fuel in the current lite */
2479 if (o_ptr->tval == TV_LITE)
2481 /* Use some fuel (except on artifacts) */
2482 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2484 /* Heal the player a bit */
2485 hp_player(o_ptr->xtra4 / 20);
2487 /* Decrease life-span of lite */
2491 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2493 msg_print("You absorb energy from your light!");
2497 /* Notice interesting fuel steps */
2498 notice_lite_change(o_ptr);
2503 * Unlite the area (radius 10) around player and
2504 * do 50 points damage to every affected monster
2506 unlite_area(50, 10);
2509 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2510 !p_ptr->anti_magic && one_in_(7000))
2512 bool pet = one_in_(3);
2513 u32b mode = PM_ALLOW_GROUP;
2515 if (pet) mode |= PM_FORCE_PET;
2516 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2518 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2521 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2523 msg_print("You have attracted an animal!");
2530 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2531 !p_ptr->anti_magic && one_in_(8000))
2535 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2537 msg_print("You feel the world warping around you!");
2541 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2543 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2545 if (!lose_mutation(0))
2547 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2549 msg_print("You feel oddly normal.");
2553 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2557 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2559 msg_print("You feel insubstantial!");
2563 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2565 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2569 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2571 int which_stat = randint0(6);
2572 int sustained = FALSE;
2577 if (p_ptr->sustain_str) sustained = TRUE;
2580 if (p_ptr->sustain_int) sustained = TRUE;
2583 if (p_ptr->sustain_wis) sustained = TRUE;
2586 if (p_ptr->sustain_dex) sustained = TRUE;
2589 if (p_ptr->sustain_con) sustained = TRUE;
2592 if (p_ptr->sustain_chr) sustained = TRUE;
2596 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2598 msg_print("Invalid stat chosen!");
2608 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2610 msg_print("You can feel yourself wasting away!");
2614 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2617 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2618 !p_ptr->anti_magic && one_in_(3000))
2620 bool pet = one_in_(5);
2621 u32b mode = PM_ALLOW_GROUP;
2623 if (pet) mode |= PM_FORCE_PET;
2624 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2626 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2629 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2631 msg_print("You have attracted a dragon!");
2637 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2640 if (p_ptr->tim_esp > 0)
2643 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2645 msg_print("Your mind feels cloudy!");
2648 set_tim_esp(0, TRUE);
2653 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2655 msg_print("Your mind expands!");
2658 set_tim_esp(p_ptr->lev, FALSE);
2661 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2666 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2668 msg_print("Your stomach roils, and you lose your lunch!");
2672 set_food(PY_FOOD_WEAK);
2673 if (music_singing_any()) stop_singing();
2676 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2677 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2682 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2684 int danger_amount = 0;
2687 for (monster = 0; monster < m_max; monster++)
2689 monster_type *m_ptr = &m_list[monster];
2690 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2692 /* Paranoia -- Skip dead monsters */
2693 if (!m_ptr->r_idx) continue;
2695 if (r_ptr->level >= p_ptr->lev)
2697 danger_amount += r_ptr->level - p_ptr->lev + 1;
2701 if (danger_amount > 100)
2703 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2705 msg_print("You feel utterly terrified!");
2708 else if (danger_amount > 50)
2710 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2712 msg_print("You feel terrified!");
2715 else if (danger_amount > 20)
2717 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2719 msg_print("You feel very worried!");
2722 else if (danger_amount > 10)
2724 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2726 msg_print("You feel paranoid!");
2729 else if (danger_amount > 5)
2731 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2733 msg_print("You feel almost safe.");
2738 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2740 msg_print("You feel lonely.");
2744 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2749 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2751 msg_print("You feel invincible!");
2755 (void)set_invuln(randint1(8) + 8, FALSE);
2757 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2759 int wounds = p_ptr->mhp - p_ptr->chp;
2763 int healing = p_ptr->csp;
2765 if (healing > wounds)
2771 p_ptr->csp -= healing;
2774 p_ptr->redraw |= (PR_MANA);
2777 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2780 int wounds = p_ptr->msp - p_ptr->csp;
2784 int healing = p_ptr->chp;
2786 if (healing > wounds)
2791 p_ptr->csp += healing;
2794 p_ptr->redraw |= (PR_MANA);
2796 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2798 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2803 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2806 object_type *o_ptr = NULL;
2810 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2811 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2813 msg_print("You trip over your own feet!");
2814 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2818 if (buki_motteruka(INVEN_RARM))
2821 o_ptr = &inventory[INVEN_RARM];
2823 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2825 o_ptr = &inventory[INVEN_LARM];
2829 else if (buki_motteruka(INVEN_LARM))
2831 o_ptr = &inventory[INVEN_LARM];
2835 if (slot && !object_is_cursed(o_ptr))
2838 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
2840 msg_print("You drop your weapon!");
2842 inven_drop(slot, 1);
2849 * Handle curse effects once every 10 game turns
2851 static void process_world_aux_curse(void)
2853 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2856 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2857 * can actually be useful!
2859 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2861 char o_name[MAX_NLEN];
2865 /* Scan the equipment with random teleport ability */
2866 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2868 u32b flgs[TR_FLAG_SIZE];
2869 o_ptr = &inventory[i];
2871 /* Skip non-objects */
2872 if (!o_ptr->k_idx) continue;
2874 /* Extract the item flags */
2875 object_flags(o_ptr, flgs);
2877 if (have_flag(flgs, TR_TELEPORT)) break;
2880 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2883 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2885 msg_format("Your %s is activating teleportation.", o_name);
2889 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2891 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2895 teleport_player(50, FALSE);
2900 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2902 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2907 /* Make a chainsword noise */
2908 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2912 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2914 if (!get_rnd_line("chainswd.txt", 0, noise))
2917 disturb(FALSE, FALSE);
2920 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2923 (void)activate_ty_curse(FALSE, &count);
2925 /* Handle experience draining */
2926 if (p_ptr->prace != RACE_ANDROID &&
2927 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2929 p_ptr->exp -= (p_ptr->lev+1)/2;
2930 if (p_ptr->exp < 0) p_ptr->exp = 0;
2931 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2932 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2935 /* Add light curse (Later) */
2936 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2941 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2943 new_curse = get_curse(0, o_ptr);
2944 if (!(o_ptr->curse_flags & new_curse))
2946 char o_name[MAX_NLEN];
2948 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2950 o_ptr->curse_flags |= new_curse;
2952 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2954 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2957 o_ptr->feeling = FEEL_NONE;
2959 p_ptr->update |= (PU_BONUS);
2962 /* Add heavy curse (Later) */
2963 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2968 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2970 new_curse = get_curse(1, o_ptr);
2971 if (!(o_ptr->curse_flags & new_curse))
2973 char o_name[MAX_NLEN];
2975 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2977 o_ptr->curse_flags |= new_curse;
2979 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2981 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2984 o_ptr->feeling = FEEL_NONE;
2986 p_ptr->update |= (PU_BONUS);
2990 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2992 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
2993 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2995 char o_name[MAX_NLEN];
2997 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2999 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3001 msg_format("Your %s have attracted an animal!", o_name);
3008 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3010 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3012 char o_name[MAX_NLEN];
3014 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3016 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3018 msg_format("Your %s have attracted a demon!", o_name);
3025 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3027 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3028 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3030 char o_name[MAX_NLEN];
3032 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3034 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3036 msg_format("Your %s have attracted an animal!", o_name);
3042 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3044 if (!p_ptr->resist_fear)
3048 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3050 msg_print("It's so dark... so scary!");
3053 set_afraid(p_ptr->afraid + 13 + randint1(26));
3056 /* Teleport player */
3057 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3061 /* Teleport player */
3062 teleport_player(40, TRUE);
3064 /* Handle HP draining */
3065 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3067 char o_name[MAX_NLEN];
3069 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3071 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3073 msg_format("Your %s drains HP from you!", o_name);
3075 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3077 /* Handle mana draining */
3078 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3080 char o_name[MAX_NLEN];
3082 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3084 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3086 msg_format("Your %s drains mana from you!", o_name);
3088 p_ptr->csp -= MIN(p_ptr->lev, 50);
3092 p_ptr->csp_frac = 0;
3094 p_ptr->redraw |= PR_MANA;
3098 /* Rarely, take damage from the Jewel of Judgement */
3099 if (one_in_(999) && !p_ptr->anti_magic)
3101 object_type *o_ptr = &inventory[INVEN_LITE];
3103 if (o_ptr->name1 == ART_JUDGE)
3106 if (object_is_known(o_ptr))
3107 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3109 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3110 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3112 if (object_is_known(o_ptr))
3113 msg_print("The Jewel of Judgement drains life from you!");
3115 msg_print("Something drains life from you!");
3116 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3124 * Handle recharging objects once every 10 game turns
3126 static void process_world_aux_recharge(void)
3131 /* Process equipment */
3132 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3134 /* Get the object */
3135 object_type *o_ptr = &inventory[i];
3137 /* Skip non-objects */
3138 if (!o_ptr->k_idx) continue;
3140 /* Recharge activatable objects */
3141 if (o_ptr->timeout > 0)
3146 /* Notice changes */
3147 if (!o_ptr->timeout)
3149 recharged_notice(o_ptr);
3155 /* Notice changes */
3159 p_ptr->window |= (PW_EQUIP);
3164 * Recharge rods. Rods now use timeout to control charging status,
3165 * and each charging rod in a stack decreases the stack's timeout by
3166 * one per turn. -LM-
3168 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3170 object_type *o_ptr = &inventory[i];
3171 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3173 /* Skip non-objects */
3174 if (!o_ptr->k_idx) continue;
3176 /* Examine all charging rods or stacks of charging rods. */
3177 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3179 /* Determine how many rods are charging. */
3180 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3181 if (temp > o_ptr->number) temp = o_ptr->number;
3183 /* Decrease timeout by that number. */
3184 o_ptr->timeout -= temp;
3186 /* Boundary control. */
3187 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3189 /* Notice changes, provide message if object is inscribed. */
3190 if (!(o_ptr->timeout))
3192 recharged_notice(o_ptr);
3196 /* One of the stack of rod is charged */
3197 else if (o_ptr->timeout % k_ptr->pval)
3204 /* Notice changes */
3208 p_ptr->window |= (PW_INVEN);
3212 /* Process objects on floor */
3213 for (i = 1; i < o_max; i++)
3216 object_type *o_ptr = &o_list[i];
3218 /* Skip dead objects */
3219 if (!o_ptr->k_idx) continue;
3221 /* Recharge rods on the ground. No messages. */
3222 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3225 o_ptr->timeout -= o_ptr->number;
3227 /* Boundary control. */
3228 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3235 * Handle involuntary movement once every 10 game turns
3237 static void process_world_aux_movement(void)
3239 /* Delayed Word-of-Recall */
3240 if (p_ptr->word_recall)
3243 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3244 * The player is yanked up/down as soon as
3245 * he loads the autosaved game.
3247 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3248 do_cmd_save_game(TRUE);
3250 /* Count down towards recall */
3251 p_ptr->word_recall--;
3253 p_ptr->redraw |= (PR_STATUS);
3255 /* Activate the recall */
3256 if (!p_ptr->word_recall)
3261 /* Determine the level */
3262 if (dun_level || p_ptr->inside_quest)
3265 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3267 msg_print("You feel yourself yanked upwards!");
3270 p_ptr->recall_dungeon = dungeon_type;
3272 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3277 leave_quest_check();
3279 p_ptr->inside_quest = 0;
3281 p_ptr->leaving = TRUE;
3286 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3288 msg_print("You feel yourself yanked downwards!");
3291 dungeon_type = p_ptr->recall_dungeon;
3294 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3297 dun_level = max_dlv[dungeon_type];
3298 if (dun_level < 1) dun_level = 1;
3300 /* Nightmare mode makes recall more dangerous */
3301 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3307 else if (dun_level < 99)
3309 dun_level = (dun_level + 99) / 2;
3311 else if (dun_level > 100)
3313 dun_level = d_info[dungeon_type].maxdepth - 1;
3317 if (p_ptr->wild_mode)
3319 p_ptr->wilderness_y = py;
3320 p_ptr->wilderness_x = px;
3324 /* Save player position */
3328 p_ptr->wild_mode = FALSE;
3331 * Clear all saved floors
3332 * and create a first saved floor
3334 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3337 p_ptr->leaving = TRUE;
3339 if (dungeon_type == DUNGEON_ANGBAND)
3343 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3345 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3346 (quest[i].status == QUEST_STATUS_TAKEN) &&
3347 (quest[i].level < dun_level))
3349 quest[i].status = QUEST_STATUS_FAILED;
3350 quest[i].complev = (byte)p_ptr->lev;
3351 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3358 sound(SOUND_TPLEVEL);
3363 /* Delayed Alter reality */
3364 if (p_ptr->alter_reality)
3366 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3367 do_cmd_save_game(TRUE);
3369 /* Count down towards alter */
3370 p_ptr->alter_reality--;
3372 p_ptr->redraw |= (PR_STATUS);
3374 /* Activate the alter reality */
3375 if (!p_ptr->alter_reality)
3380 /* Determine the level */
3381 if (!quest_number(dun_level) && dun_level)
3384 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3386 msg_print("The world changes!");
3390 * Clear all saved floors
3391 * and create a first saved floor
3393 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3396 p_ptr->leaving = TRUE;
3401 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3403 msg_print("The world seems to change for a moment!");
3408 sound(SOUND_TPLEVEL);
3415 * Count number of adjacent monsters
3417 static int get_monster_crowd_number(int m_idx)
3419 monster_type *m_ptr = &m_list[m_idx];
3425 for (i = 0; i < 7; i++)
3427 int ay = my + ddy_ddd[i];
3428 int ax = mx + ddx_ddd[i];
3430 if (!in_bounds(ay, ax)) continue;
3432 /* Count number of monsters */
3433 if (cave[ay][ax].m_idx > 0) count++;
3442 * Dungeon rating is no longer linear
3444 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3447 * Examine all monsters and unidentified objects,
3448 * and get the feeling of current dungeon floor
3450 static byte get_dungeon_feeling(void)
3452 const int base = 10;
3456 /* Hack -- no feeling in the town */
3457 if (!dun_level) return 0;
3459 /* Examine each monster */
3460 for (i = 1; i < m_max; i++)
3462 monster_type *m_ptr = &m_list[i];
3463 monster_race *r_ptr;
3466 /* Skip dead monsters */
3467 if (!m_ptr->r_idx) continue;
3470 if (is_pet(m_ptr)) continue;
3472 r_ptr = &r_info[m_ptr->r_idx];
3474 /* Unique monsters */
3475 if (r_ptr->flags1 & (RF1_UNIQUE))
3477 /* Nearly out-of-depth unique monsters */
3478 if (r_ptr->level + 10 > dun_level)
3480 /* Boost rating by twice delta-depth */
3481 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3486 /* Out-of-depth monsters */
3487 if (r_ptr->level > dun_level)
3489 /* Boost rating by delta-depth */
3490 delta += (r_ptr->level - dun_level) * base;
3494 /* Unusually crowded monsters get a little bit of rating boost */
3495 if (r_ptr->flags1 & RF1_FRIENDS)
3497 if (5 <= get_monster_crowd_number(i)) delta += 1;
3501 if (2 <= get_monster_crowd_number(i)) delta += 1;
3505 rating += RATING_BOOST(delta);
3508 /* Examine each unidentified object */
3509 for (i = 1; i < o_max; i++)
3511 object_type *o_ptr = &o_list[i];
3512 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3515 /* Skip dead objects */
3516 if (!o_ptr->k_idx) continue;
3518 /* Skip known objects */
3519 if (object_is_known(o_ptr)) continue;
3521 /* Skip pseudo-known objects */
3522 if (o_ptr->ident & IDENT_SENSE) continue;
3525 if (object_is_ego(o_ptr))
3527 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3529 delta += e_ptr->rating * base;
3533 if (object_is_artifact(o_ptr))
3535 s32b cost = object_value_real(o_ptr);
3538 if (cost > 10000L) delta += 10 * base;
3539 if (cost > 50000L) delta += 10 * base;
3540 if (cost > 100000L) delta += 10 * base;
3542 /* Special feeling */
3543 if (!preserve_mode) return 1;
3546 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3547 if (o_ptr->tval == TV_SHIELD &&
3548 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3549 if (o_ptr->tval == TV_GLOVES &&
3550 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3551 if (o_ptr->tval == TV_BOOTS &&
3552 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3553 if (o_ptr->tval == TV_HELM &&
3554 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3555 if (o_ptr->tval == TV_RING &&
3556 o_ptr->sval == SV_RING_SPEED &&
3557 !object_is_cursed(o_ptr)) delta += 25 * base;
3558 if (o_ptr->tval == TV_RING &&
3559 o_ptr->sval == SV_RING_LORDLY &&
3560 !object_is_cursed(o_ptr)) delta += 15 * base;
3561 if (o_ptr->tval == TV_AMULET &&
3562 o_ptr->sval == SV_AMULET_THE_MAGI &&
3563 !object_is_cursed(o_ptr)) delta += 15 * base;
3565 /* Out-of-depth objects */
3566 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3567 k_ptr->level > dun_level)
3569 /* Rating increase */
3570 delta += (k_ptr->level - dun_level) * base;
3573 rating += RATING_BOOST(delta);
3577 if (rating > RATING_BOOST(1000)) return 2;
3578 if (rating > RATING_BOOST(800)) return 3;
3579 if (rating > RATING_BOOST(600)) return 4;
3580 if (rating > RATING_BOOST(400)) return 5;
3581 if (rating > RATING_BOOST(300)) return 6;
3582 if (rating > RATING_BOOST(200)) return 7;
3583 if (rating > RATING_BOOST(100)) return 8;
3584 if (rating > RATING_BOOST(0)) return 9;
3591 * Update dungeon feeling, and announce it if changed
3593 static void update_dungeon_feeling(void)
3599 /* No feeling on the surface */
3600 if (!dun_level) return;
3602 /* No feeling in the arena */
3603 if (p_ptr->inside_battle) return;
3605 /* Extract delay time */
3606 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3608 /* Not yet felt anything */
3609 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3611 /* Extract quest number (if any) */
3612 quest_num = quest_number(dun_level);
3614 /* No feeling in a quest */
3616 (is_fixed_quest_idx(quest_num) &&
3617 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3618 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3621 /* Get new dungeon feeling */
3622 new_feeling = get_dungeon_feeling();
3624 /* Remember last time updated */
3625 p_ptr->feeling_turn = turn;
3628 if (p_ptr->feeling == new_feeling) return;
3630 /* Dungeon feeling is changed */
3631 p_ptr->feeling = new_feeling;
3633 /* Announce feeling */
3636 /* Update the level indicator */
3637 p_ptr->redraw |= (PR_DEPTH);
3640 if (disturb_minor) disturb(0, 0);
3645 * Handle certain things once every 10 game turns
3647 static void process_world(void)
3651 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3652 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3653 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3655 extract_day_hour_min(&day, &hour, &min);
3657 /* Update dungeon feeling, and announce it if changed */
3658 update_dungeon_feeling();
3660 /*** Check monster arena ***/
3661 if (p_ptr->inside_battle && !p_ptr->leaving)
3667 /* Count all hostile monsters */
3668 for (i2 = 0; i2 < cur_wid; ++i2)
3669 for (j2 = 0; j2 < cur_hgt; j2++)
3671 cave_type *c_ptr = &cave[j2][i2];
3673 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3676 win_m_idx = c_ptr->m_idx;
3680 if (number_mon == 0)
3683 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3685 msg_print("They have kill each other at the same time.");
3688 p_ptr->energy_need = 0;
3691 else if ((number_mon-1) == 0)
3694 monster_type *wm_ptr;
3696 wm_ptr = &m_list[win_m_idx];
3698 monster_desc(m_name, wm_ptr, 0);
3700 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3702 msg_format("%s is winner!", m_name);
3706 if (win_m_idx == (sel_monster+1))
3709 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3711 msg_print("Congratulations.");
3714 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3716 msg_format("You received %d gold.", battle_odds);
3718 p_ptr->au += battle_odds;
3723 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3725 msg_print("You lost gold.");
3729 p_ptr->energy_need = 0;
3732 else if (turn - old_turn == 150*TURNS_PER_TICK)
3735 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3737 msg_format("This battle have ended in a draw.");
3739 p_ptr->au += kakekin;
3741 p_ptr->energy_need = 0;
3746 /* Every 10 game turns */
3747 if (turn % TURNS_PER_TICK) return;
3749 /*** Check the Time and Load ***/
3751 if (!(turn % (50*TURNS_PER_TICK)))
3753 /* Check time and load */
3754 if ((0 != check_time()) || (0 != check_load()))
3757 if (closing_flag <= 2)
3762 /* Count warnings */
3767 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3768 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3770 msg_print("The gates to ANGBAND are closing...");
3771 msg_print("Please finish up and/or save your game.");
3781 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3783 msg_print("The gates to ANGBAND are now closed.");
3788 p_ptr->playing = FALSE;
3791 p_ptr->leaving = TRUE;
3796 /*** Attempt timed autosave ***/
3797 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3799 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3800 do_cmd_save_game(TRUE);
3803 if (mon_fight && !ignore_unview)
3806 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3808 msg_print("You hear noise.");
3812 /*** Handle the wilderness/town (sunshine) ***/
3814 /* While in town/wilderness */
3815 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3817 /* Hack -- Daybreak/Nighfall in town */
3818 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3822 /* Check for dawn */
3823 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3832 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3834 msg_print("The sun has risen.");
3837 if (!p_ptr->wild_mode)
3839 /* Hack -- Scan the town */
3840 for (y = 0; y < cur_hgt; y++)
3842 for (x = 0; x < cur_wid; x++)
3844 /* Get the cave grid */
3845 cave_type *c_ptr = &cave[y][x];
3848 c_ptr->info |= (CAVE_GLOW);
3850 /* Hack -- Memorize lit grids if allowed */
3851 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3853 /* Hack -- Notice spot */
3867 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3869 msg_print("The sun has fallen.");
3872 if (!p_ptr->wild_mode)
3874 /* Hack -- Scan the town */
3875 for (y = 0; y < cur_hgt; y++)
3877 for (x = 0; x < cur_wid; x++)
3879 /* Get the cave grid */
3880 cave_type *c_ptr = &cave[y][x];
3882 /* Feature code (applying "mimic" field) */
3883 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3885 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3886 !have_flag(f_ptr->flags, FF_ENTRANCE))
3889 c_ptr->info &= ~(CAVE_GLOW);
3891 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3893 /* Forget the normal floor grid */
3894 c_ptr->info &= ~(CAVE_MARK);
3896 /* Hack -- Notice spot */
3902 /* Glow deep lava and building entrances */
3903 glow_deep_lava_and_bldg();
3908 /* Update the monsters */
3909 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3912 p_ptr->redraw |= (PR_MAP);
3915 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3917 if (p_ptr->special_defense & NINJA_S_STEALTH)
3919 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3924 /* While in the dungeon (vanilla_town or lite_town mode only) */
3925 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3927 /*** Shuffle the Storekeepers ***/
3929 /* Chance is only once a day (while in dungeon) */
3930 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3932 /* Sometimes, shuffle the shop-keepers */
3933 if (one_in_(STORE_SHUFFLE))
3937 /* Pick a random shop (except home and museum) */
3940 n = randint0(MAX_STORES);
3942 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3944 /* Check every feature */
3945 for (i = 1; i < max_f_idx; i++)
3947 /* Access the index */
3948 feature_type *f_ptr = &f_info[i];
3950 /* Skip empty index */
3951 if (!f_ptr->name) continue;
3953 /* Skip non-store features */
3954 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3956 /* Verify store type */
3957 if (f_ptr->power == n)
3961 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
3963 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
3977 /*** Process the monsters ***/
3979 /* Check for creature generation. */
3980 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3981 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3983 /* Make a new monster */
3984 (void)alloc_monster(MAX_SIGHT + 5, 0);
3987 /* Hack -- Check for creature regeneration */
3988 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
3989 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
3991 if (!p_ptr->leaving)
3995 /* Hack -- Process the counters of monsters if needed */
3996 for (i = 0; i < MAX_MTIMED; i++)
3998 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4006 if (min != prev_min)
4008 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4009 determine_today_mon(FALSE);
4014 * Nightmare mode activates the TY_CURSE at midnight
4016 * Require exact minute -- Don't activate multiple times in a minute
4018 if (ironman_nightmare && (min != prev_min))
4020 /* Every 15 minutes after 11:00 pm */
4021 if ((hour == 23) && !(min % 15))
4030 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4032 msg_print("You hear a distant bell toll ominously.");
4038 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4040 msg_print("A distant bell sounds twice.");
4046 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4048 msg_print("A distant bell sounds three times.");
4054 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4056 msg_print("A distant bell tolls four times.");
4062 /* TY_CURSE activates at mignight! */
4069 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4071 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4074 activate_ty_curse(FALSE, &count);
4079 /*** Check the Food, and Regenerate ***/
4081 if (!p_ptr->inside_battle)
4083 /* Digest quickly when gorged */
4084 if (p_ptr->food >= PY_FOOD_MAX)
4086 /* Digest a lot of food */
4087 (void)set_food(p_ptr->food - 100);
4090 /* Digest normally -- Every 50 game turns */
4091 else if (!(turn % (TURNS_PER_TICK*5)))
4093 /* Basic digestion rate based on speed */
4094 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4096 /* Regeneration takes more food */
4097 if (p_ptr->regenerate)
4099 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4101 if (p_ptr->cursed & TRC_FAST_DIGEST)
4104 /* Slow digestion takes less food */
4105 if (p_ptr->slow_digest)
4108 /* Minimal digestion */
4109 if (digestion < 1) digestion = 1;
4110 /* Maximal digestion */
4111 if (digestion > 100) digestion = 100;
4113 /* Digest some food */
4114 (void)set_food(p_ptr->food - digestion);
4119 if ((p_ptr->food < PY_FOOD_FAINT))
4121 /* Faint occasionally */
4122 if (!p_ptr->paralyzed && (randint0(100) < 10))
4126 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4128 msg_print("You faint from the lack of food.");
4133 /* Hack -- faint (bypass free action) */
4134 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4137 /* Starve to death (slowly) */
4138 if (p_ptr->food < PY_FOOD_STARVE)
4140 /* Calculate damage */
4141 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4145 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4147 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4155 /* Process timed damage and regeneration */
4156 process_world_aux_hp_and_sp();
4158 /* Process timeout */
4159 process_world_aux_timeout();
4162 process_world_aux_light();
4164 /* Process mutation effects */
4165 process_world_aux_mutation();
4167 /* Process curse effects */
4168 process_world_aux_curse();
4170 /* Process recharging */
4171 process_world_aux_recharge();
4173 /* Feel the inventory */
4177 /* Involuntary Movement */
4178 process_world_aux_movement();
4184 * Verify use of "wizard" mode
4186 static bool enter_wizard_mode(void)
4188 /* Ask first time */
4189 if (!p_ptr->noscore)
4191 /* Wizard mode is not permitted */
4192 if (!allow_debug_opts || arg_wizard)
4195 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4197 msg_print("Wizard mode is not permitted.");
4202 /* Mention effects */
4204 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4205 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4207 msg_print("Wizard mode is for debugging and experimenting.");
4208 msg_print("The game will not be scored if you enter wizard mode.");
4213 /* Verify request */
4215 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4217 if (!get_check("Are you sure you want to enter wizard mode? "))
4224 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4226 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4229 p_ptr->noscore |= 0x0002;
4240 * Verify use of "debug" commands
4242 static bool enter_debug_mode(void)
4244 /* Ask first time */
4245 if (!p_ptr->noscore)
4247 /* Debug mode is not permitted */
4248 if (!allow_debug_opts)
4251 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4253 msg_print("Use of debug command is not permitted.");
4258 /* Mention effects */
4260 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4261 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4263 msg_print("The debug commands are for debugging and experimenting.");
4264 msg_print("The game will not be scored if you use debug commands.");
4269 /* Verify request */
4271 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4273 if (!get_check("Are you sure you want to use debug commands? "))
4280 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4282 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4285 p_ptr->noscore |= 0x0008;
4293 * Hack -- Declare the Debug Routines
4295 extern void do_cmd_debug(void);
4297 #endif /* ALLOW_WIZARD */
4303 * Verify use of "borg" commands
4305 static bool enter_borg_mode(void)
4307 /* Ask first time */
4308 if (!(p_ptr->noscore & 0x0010))
4310 /* Mention effects */
4312 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4313 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4315 msg_print("The borg commands are for debugging and experimenting.");
4316 msg_print("The game will not be scored if you use borg commands.");
4321 /* Verify request */
4323 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4325 if (!get_check("Are you sure you want to use borg commands? "))
4332 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4334 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4337 p_ptr->noscore |= 0x0010;
4345 * Hack -- Declare the Ben Borg
4347 extern void do_cmd_borg(void);
4349 #endif /* ALLOW_BORG */
4354 * Parse and execute the current command
4355 * Give "Warning" on illegal commands.
4357 * XXX XXX XXX Make some "blocks"
4359 static void process_command(void)
4361 int old_now_message = now_message;
4363 #ifdef ALLOW_REPEAT /* TNB */
4365 /* Handle repeating the last command */
4368 #endif /* ALLOW_REPEAT -- TNB */
4372 /* Parse the command */
4373 switch (command_cmd)
4389 /*** Wizard Commands ***/
4391 /* Toggle Wizard Mode */
4396 p_ptr->wizard = FALSE;
4398 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4400 msg_print("Wizard mode off.");
4404 else if (enter_wizard_mode())
4406 p_ptr->wizard = TRUE;
4408 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4410 msg_print("Wizard mode on.");
4415 /* Update monsters */
4416 p_ptr->update |= (PU_MONSTERS);
4418 /* Redraw "title" */
4419 p_ptr->redraw |= (PR_TITLE);
4427 /* Special "debug" commands */
4430 /* Enter debug mode */
4431 if (enter_debug_mode())
4438 #endif /* ALLOW_WIZARD */
4443 /* Special "borg" commands */
4446 /* Enter borg mode */
4447 if (enter_borg_mode())
4449 if (!p_ptr->wild_mode) do_cmd_borg();
4455 #endif /* ALLOW_BORG */
4459 /*** Inventory Commands ***/
4461 /* Wear/wield equipment */
4464 if (!p_ptr->wild_mode) do_cmd_wield();
4468 /* Take off equipment */
4471 if (!p_ptr->wild_mode) do_cmd_takeoff();
4478 if (!p_ptr->wild_mode) do_cmd_drop();
4482 /* Destroy an item */
4489 /* Equipment list */
4496 /* Inventory list */
4504 /*** Various commands ***/
4506 /* Identify an object */
4513 /* Hack -- toggle windows */
4516 toggle_inven_equip();
4521 /*** Standard "Movement" Commands ***/
4526 if (!p_ptr->wild_mode) do_cmd_alter();
4533 if (!p_ptr->wild_mode) do_cmd_tunnel();
4537 /* Move (usually pick up things) */
4540 #ifdef ALLOW_EASY_DISARM /* TNB */
4544 #else /* ALLOW_EASY_DISARM -- TNB */
4546 do_cmd_walk(always_pickup);
4548 #endif /* ALLOW_EASY_DISARM -- TNB */
4553 /* Move (usually do not pick up) */
4556 #ifdef ALLOW_EASY_DISARM /* TNB */
4560 #else /* ALLOW_EASY_DISARM -- TNB */
4562 do_cmd_walk(!always_pickup);
4564 #endif /* ALLOW_EASY_DISARM -- TNB */
4570 /*** Running, Resting, Searching, Staying */
4572 /* Begin Running -- Arg is Max Distance */
4575 if (!p_ptr->wild_mode) do_cmd_run();
4579 /* Stay still (usually pick things up) */
4582 do_cmd_stay(always_pickup);
4586 /* Stay still (usually do not pick up) */
4589 do_cmd_stay(!always_pickup);
4593 /* Rest -- Arg is time */
4600 /* Search for traps/doors */
4607 /* Toggle search mode */
4610 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4611 else set_action(ACTION_SEARCH);
4616 /*** Stairs and Doors and Chests and Traps ***/
4619 case SPECIAL_KEY_STORE:
4621 if (!p_ptr->wild_mode) do_cmd_store();
4625 /* Enter building -KMW- */
4626 case SPECIAL_KEY_BUILDING:
4628 if (!p_ptr->wild_mode) do_cmd_bldg();
4632 /* Enter quest level -KMW- */
4633 case SPECIAL_KEY_QUEST:
4635 if (!p_ptr->wild_mode) do_cmd_quest();
4639 /* Go up staircase */
4642 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4644 if (vanilla_town) break;
4649 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4651 msg_print("To flee the ambush you have to reach the edge of the map.");
4656 if (p_ptr->food < PY_FOOD_WEAK)
4659 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4661 msg_print("You must eat something here.");
4673 /* Go down staircase */
4676 if (p_ptr->wild_mode)
4684 /* Open a door or chest */
4687 if (!p_ptr->wild_mode) do_cmd_open();
4694 if (!p_ptr->wild_mode) do_cmd_close();
4698 /* Jam a door with spikes */
4701 if (!p_ptr->wild_mode) do_cmd_spike();
4708 if (!p_ptr->wild_mode) do_cmd_bash();
4712 /* Disarm a trap or chest */
4715 if (!p_ptr->wild_mode) do_cmd_disarm();
4720 /*** Magic and Prayers ***/
4722 /* Gain new spells/prayers */
4725 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4727 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4729 msg_print("You don't have to learn spells!");
4731 else if (p_ptr->pclass == CLASS_SAMURAI)
4732 do_cmd_gain_hissatsu();
4733 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4743 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4744 (p_ptr->pclass == CLASS_BERSERKER) ||
4745 (p_ptr->pclass == CLASS_NINJA) ||
4746 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4747 ) do_cmd_mind_browse();
4748 else if (p_ptr->pclass == CLASS_SMITH)
4750 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4751 do_cmd_magic_eater(TRUE);
4752 else do_cmd_browse();
4760 if (!p_ptr->wild_mode)
4762 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4765 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4767 msg_print("You cannot cast spells!");
4770 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4773 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4775 msg_print("The dungeon absorbs all attempted magic!");
4779 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4783 cptr which_power = "ËâË¡";
4785 cptr which_power = "magic";
4787 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4789 which_power = "ĶǽÎÏ";
4791 which_power = "psionic powers";
4793 else if (p_ptr->pclass == CLASS_IMITATOR)
4795 which_power = "¤â¤Î¤Þ¤Í";
4797 which_power = "imitation";
4799 else if (p_ptr->pclass == CLASS_SAMURAI)
4801 which_power = "ɬ»¦·õ";
4803 which_power = "hissatsu";
4805 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4807 which_power = "¶ÀËâË¡";
4809 which_power = "mirror magic";
4811 else if (p_ptr->pclass == CLASS_NINJA)
4813 which_power = "Ǧ½Ñ";
4815 which_power = "ninjutsu";
4817 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4819 which_power = "µ§¤ê";
4821 which_power = "prayer";
4825 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4827 msg_format("An anti-magic shell disrupts your %s!", which_power);
4831 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4834 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4836 msg_format("You cannot think directly!");
4842 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4843 (p_ptr->pclass == CLASS_BERSERKER) ||
4844 (p_ptr->pclass == CLASS_NINJA) ||
4845 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4848 else if (p_ptr->pclass == CLASS_IMITATOR)
4850 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4851 do_cmd_magic_eater(FALSE);
4852 else if (p_ptr->pclass == CLASS_SAMURAI)
4854 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4855 do_cmd_cast_learned();
4856 else if (p_ptr->pclass == CLASS_SMITH)
4865 /* Issue a pet command */
4868 if (!p_ptr->wild_mode) do_cmd_pet();
4872 /*** Use various objects ***/
4874 /* Inscribe an object */
4881 /* Uninscribe an object */
4884 do_cmd_uninscribe();
4888 /* Activate an artifact */
4891 if (!p_ptr->wild_mode)
4893 if (!p_ptr->inside_arena)
4898 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4900 msg_print("The arena absorbs all attempted magic!");
4916 /* Fuel your lantern/torch */
4926 if (!p_ptr->wild_mode) do_cmd_fire();
4933 if (!p_ptr->wild_mode)
4943 if (!p_ptr->wild_mode)
4945 if (!p_ptr->inside_arena)
4950 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4952 msg_print("The arena absorbs all attempted magic!");
4964 if (!p_ptr->wild_mode)
4966 if (p_ptr->inside_arena)
4969 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4971 msg_print("The arena absorbs all attempted magic!");
4976 else if (use_command && rogue_like_commands)
4988 /* Quaff a potion */
4991 if (!p_ptr->wild_mode)
4993 if (!p_ptr->inside_arena)
4994 do_cmd_quaff_potion();
4998 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5000 msg_print("The arena absorbs all attempted magic!");
5012 if (!p_ptr->wild_mode)
5014 if (!p_ptr->inside_arena)
5015 do_cmd_read_scroll();
5019 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5021 msg_print("The arena absorbs all attempted magic!");
5033 if (!p_ptr->wild_mode)
5035 if (p_ptr->inside_arena)
5038 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5040 msg_print("The arena absorbs all attempted magic!");
5045 else if (use_command && !rogue_like_commands)
5055 /* Use racial power */
5058 if (!p_ptr->wild_mode) do_cmd_racial_power();
5063 /*** Looking at Things (nearby or on map) ***/
5065 /* Full dungeon map */
5072 /* Locate player on map */
5086 /* Target monster or location */
5089 if (!p_ptr->wild_mode) do_cmd_target();
5095 /*** Help and Such ***/
5104 /* Identify symbol */
5107 do_cmd_query_symbol();
5111 /* Character description */
5114 do_cmd_change_name();
5119 /*** System Commands ***/
5121 /* Hack -- User interface */
5128 /* Single line from a pref file */
5137 do_cmd_reload_autopick();
5143 do_cmd_edit_autopick();
5147 /* Interact with macros */
5154 /* Interact with visuals */
5162 /* Interact with colors */
5170 /* Interact with options */
5178 /*** Misc Commands ***/
5194 /* Repeat level feeling */
5197 if (!p_ptr->wild_mode) do_cmd_feeling();
5201 /* Show previous message */
5204 do_cmd_message_one();
5208 /* Show previous messages */
5211 do_cmd_messages(old_now_message);
5215 /* Show quest status -KMW- */
5218 do_cmd_checkquest();
5222 /* Redraw the screen */
5225 now_message = old_now_message;
5230 #ifndef VERIFY_SAVEFILE
5232 /* Hack -- Save and don't quit */
5235 do_cmd_save_game(FALSE);
5239 #endif /* VERIFY_SAVEFILE */
5249 case SPECIAL_KEY_QUIT:
5251 do_cmd_save_and_exit();
5255 /* Quit (commit suicide) */
5268 /* Check artifacts, uniques, objects */
5275 /* Load "screen dump" */
5278 do_cmd_load_screen();
5282 /* Save "screen dump" */
5285 do_cmd_save_screen();
5289 /* Make random artifact list */
5292 spoil_random_artifact("randifact.txt");
5296 /* Hack -- Unknown command */
5299 if (flush_failure) flush();
5303 sound(SOUND_ILLEGAL);
5305 if (!get_rnd_line("error_j.txt", 0, error_m))
5307 if (!get_rnd_line("error.txt", 0, error_m))
5314 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5316 prt("Type '?' for help.", 0, 0);
5322 if (!energy_use && !now_message)
5323 now_message = old_now_message;
5329 static bool monster_tsuri(int r_idx)
5331 monster_race *r_ptr = &r_info[r_idx];
5333 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5341 * Process the player
5343 * Notice the annoying code to handle "pack overflow", which
5344 * must come first just in case somebody manages to corrupt
5345 * the savefiles by clever use of menu commands or something.
5347 static void process_player(void)
5351 /*** Apply energy ***/
5356 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5358 msg_print("You feel different!");
5361 (void)gain_random_mutation(0);
5362 hack_mutation = FALSE;
5365 if (p_ptr->inside_battle)
5367 for(i = 1; i < m_max; i++)
5369 monster_type *m_ptr = &m_list[i];
5371 if (!m_ptr->r_idx) continue;
5373 /* Hack -- Detect monster */
5374 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5376 /* Update the monster */
5377 update_mon(i, FALSE);
5382 /* Give the player some energy */
5383 else if (!(load && p_ptr->energy_need <= 0))
5385 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5389 if (p_ptr->energy_need > 0) return;
5390 if (!command_rep) prt_time();
5392 /*** Check for interupts ***/
5394 /* Complete resting */
5401 if ((p_ptr->chp == p_ptr->mhp) &&
5402 (p_ptr->csp >= p_ptr->msp))
5404 set_action(ACTION_NONE);
5408 /* Complete resting */
5409 else if (resting == -2)
5412 if ((p_ptr->chp == p_ptr->mhp) &&
5413 (p_ptr->csp >= p_ptr->msp) &&
5414 !p_ptr->blind && !p_ptr->confused &&
5415 !p_ptr->poisoned && !p_ptr->afraid &&
5416 !p_ptr->stun && !p_ptr->cut &&
5417 !p_ptr->slow && !p_ptr->paralyzed &&
5418 !p_ptr->image && !p_ptr->word_recall &&
5419 !p_ptr->alter_reality)
5421 set_action(ACTION_NONE);
5426 if (p_ptr->action == ACTION_FISH)
5429 Term_xtra(TERM_XTRA_DELAY, 10);
5433 bool success = FALSE;
5434 get_mon_num_prep(monster_tsuri,NULL);
5435 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5437 if (r_idx && one_in_(2))
5440 y = py+ddy[tsuri_dir];
5441 x = px+ddx[tsuri_dir];
5442 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5445 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5447 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5449 msg_format("You have a good catch!", m_name);
5457 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5459 msg_print("Damn! The fish stole your bait!");
5466 /* Handle "abort" */
5469 /* Check for "player abort" (semi-efficiently for resting) */
5470 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5475 /* Check for a key */
5484 /* Hack -- Show a Message */
5486 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5488 msg_print("Canceled.");
5495 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5497 monster_type *m_ptr = &m_list[p_ptr->riding];
5498 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5500 if (MON_CSLEEP(m_ptr))
5505 (void)set_monster_csleep(p_ptr->riding, 0);
5507 /* Acquire the monster name */
5508 monster_desc(m_name, m_ptr, 0);
5510 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5512 msg_format("You have waked %s up.", m_name);
5516 if (MON_STUNNED(m_ptr))
5518 /* Hack -- Recover from stun */
5519 if (set_monster_stunned(p_ptr->riding,
5520 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5524 /* Acquire the monster name */
5525 monster_desc(m_name, m_ptr, 0);
5527 /* Dump a message */
5529 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5531 msg_format("%^s is no longer stunned.", m_name);
5536 if (MON_CONFUSED(m_ptr))
5538 /* Hack -- Recover from confusion */
5539 if (set_monster_confused(p_ptr->riding,
5540 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5544 /* Acquire the monster name */
5545 monster_desc(m_name, m_ptr, 0);
5547 /* Dump a message */
5549 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5551 msg_format("%^s is no longer confused.", m_name);
5556 if (MON_MONFEAR(m_ptr))
5558 /* Hack -- Recover from fear */
5559 if (set_monster_monfear(p_ptr->riding,
5560 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5564 /* Acquire the monster name */
5565 monster_desc(m_name, m_ptr, 0);
5567 /* Dump a message */
5569 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5571 msg_format("%^s is no longer fear.", m_name);
5576 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5580 /* Handle the player song */
5581 if (!load) check_music();
5586 if (p_ptr->lightspeed)
5588 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5590 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5592 if (p_ptr->magic_num1[0] < 40)
5594 p_ptr->magic_num1[0] = 0;
5596 else p_ptr->magic_num1[0] -= 40;
5597 p_ptr->update |= (PU_BONUS);
5599 if (p_ptr->action == ACTION_LEARN)
5602 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5604 /* Convert the unit (1/2^16) to (1/2^32) */
5605 s64b_LSHIFT(cost, cost_frac, 16);
5608 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5612 p_ptr->csp_frac = 0;
5613 set_action(ACTION_NONE);
5618 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5620 p_ptr->redraw |= PR_MANA;
5623 if (p_ptr->special_defense & KATA_MASK)
5625 if (p_ptr->special_defense & KATA_MUSOU)
5629 set_action(ACTION_NONE);
5634 p_ptr->redraw |= (PR_MANA);
5639 /*** Handle actual user input ***/
5641 /* Repeat until out of energy */
5642 while (p_ptr->energy_need <= 0)
5644 p_ptr->window |= PW_PLAYER;
5645 p_ptr->sutemi = FALSE;
5646 p_ptr->counter = FALSE;
5647 now_damaged = FALSE;
5649 /* Handle "p_ptr->notice" */
5652 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5655 /* Place the cursor on the player */
5656 move_cursor_relative(py, px);
5658 /* Refresh (optional) */
5659 if (fresh_before) Term_fresh();
5662 /* Hack -- Pack Overflow */
5663 if (inventory[INVEN_PACK].k_idx)
5665 int item = INVEN_PACK;
5667 char o_name[MAX_NLEN];
5671 /* Access the slot to be dropped */
5672 o_ptr = &inventory[item];
5679 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5681 msg_print("Your pack overflows!");
5686 object_desc(o_name, o_ptr, 0);
5690 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5692 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5696 /* Drop it (carefully) near the player */
5697 (void)drop_near(o_ptr, 0, py, px);
5699 /* Modify, Describe, Optimize */
5700 inven_item_increase(item, -255);
5701 inven_item_describe(item);
5702 inven_item_optimize(item);
5704 /* Handle "p_ptr->notice" */
5707 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5712 /* Hack -- cancel "lurking browse mode" */
5713 if (!command_new) command_see = FALSE;
5716 /* Assume free turn */
5720 if (p_ptr->inside_battle)
5722 /* Place the cursor on the player */
5723 move_cursor_relative(py, px);
5725 command_cmd = SPECIAL_KEY_BUILDING;
5727 /* Process the command */
5731 /* Paralyzed or Knocked Out */
5732 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5739 else if (p_ptr->action == ACTION_REST)
5744 /* Reduce rest count */
5747 if (!resting) set_action(ACTION_NONE);
5749 /* Redraw the state */
5750 p_ptr->redraw |= (PR_STATE);
5758 else if (p_ptr->action == ACTION_FISH)
5771 /* Repeated command */
5772 else if (command_rep)
5774 /* Count this execution */
5777 /* Redraw the state */
5778 p_ptr->redraw |= (PR_STATE);
5783 /* Hack -- Assume messages were seen */
5786 /* Clear the top line */
5789 /* Process the command */
5793 /* Normal command */
5796 /* Place the cursor on the player */
5797 move_cursor_relative(py, px);
5800 /* Get a command (normal) */
5801 request_command(FALSE);
5804 /* Process the command */
5814 /* Use some energy */
5815 if (world_player || energy_use > 400)
5817 /* The Randomness is irrelevant */
5818 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5822 /* There is some randomness of needed energy */
5823 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5826 /* Hack -- constant hallucination */
5827 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5830 /* Shimmer monsters if needed */
5831 if (shimmer_monsters)
5833 /* Clear the flag */
5834 shimmer_monsters = FALSE;
5836 /* Shimmer multi-hued monsters */
5837 for (i = 1; i < m_max; i++)
5839 monster_type *m_ptr;
5840 monster_race *r_ptr;
5842 /* Access monster */
5845 /* Skip dead monsters */
5846 if (!m_ptr->r_idx) continue;
5848 /* Skip unseen monsters */
5849 if (!m_ptr->ml) continue;
5851 /* Access the monster race */
5852 r_ptr = &r_info[m_ptr->ap_r_idx];
5854 /* Skip non-multi-hued monsters */
5855 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5858 /* Reset the flag */
5859 shimmer_monsters = TRUE;
5861 /* Redraw regardless */
5862 lite_spot(m_ptr->fy, m_ptr->fx);
5867 /* Handle monster detection */
5868 if (repair_monsters)
5870 /* Reset the flag */
5871 repair_monsters = FALSE;
5873 /* Rotate detection flags */
5874 for (i = 1; i < m_max; i++)
5876 monster_type *m_ptr;
5878 /* Access monster */
5881 /* Skip dead monsters */
5882 if (!m_ptr->r_idx) continue;
5884 /* Nice monsters get mean */
5885 if (m_ptr->mflag & MFLAG_NICE)
5887 /* Nice monsters get mean */
5888 m_ptr->mflag &= ~(MFLAG_NICE);
5891 /* Handle memorized monsters */
5892 if (m_ptr->mflag2 & MFLAG2_MARK)
5894 /* Maintain detection */
5895 if (m_ptr->mflag2 & MFLAG2_SHOW)
5898 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5900 /* Still need repairs */
5901 repair_monsters = TRUE;
5904 /* Remove detection */
5908 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5910 /* Assume invisible */
5913 /* Update the monster */
5914 update_mon(i, FALSE);
5916 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5917 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5919 /* Redraw regardless */
5920 lite_spot(m_ptr->fy, m_ptr->fx);
5925 if (p_ptr->pclass == CLASS_IMITATOR)
5927 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5930 for (i = 0; i < p_ptr->mane_num; i++)
5932 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5933 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5937 p_ptr->redraw |= (PR_MANE);
5939 if (p_ptr->action == ACTION_LEARN)
5942 p_ptr->redraw |= (PR_STATE);
5945 if (world_player && (p_ptr->energy_need > - 1000))
5948 p_ptr->redraw |= (PR_MAP);
5950 /* Update monsters */
5951 p_ptr->update |= (PU_MONSTERS);
5954 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5957 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
5959 msg_print("You feel time flowing around you once more.");
5962 world_player = FALSE;
5963 p_ptr->energy_need = ENERGY_NEED();
5965 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5970 /* Hack -- notice death */
5971 if (!p_ptr->playing || p_ptr->is_dead)
5973 world_player = FALSE;
5977 /* Handle "leaving" */
5978 if (p_ptr->leaving) break;
5981 /* Update scent trail */
5987 * Interact with the current dungeon level.
5989 * This function will not exit until the level is completed,
5990 * the user dies, or the game is terminated.
5992 static void dungeon(bool load_game)
5996 /* Set the base level */
5997 base_level = dun_level;
5999 /* Reset various flags */
6003 p_ptr->leaving = FALSE;
6005 /* Reset the "command" vars */
6008 #if 0 /* Don't reset here --- It's used for Arena */
6017 /* Cancel the target */
6021 ambush_flag = FALSE;
6023 /* Cancel the health bar */
6026 /* Check visual effects */
6027 shimmer_monsters = TRUE;
6028 shimmer_objects = TRUE;
6029 repair_monsters = TRUE;
6030 repair_objects = TRUE;
6036 /* Get index of current quest (if any) */
6037 quest_num = quest_number(dun_level);
6039 /* Inside a quest? */
6042 /* Mark the quest monster */
6043 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6046 /* Track maximum player level */
6047 if (p_ptr->max_plv < p_ptr->lev)
6049 p_ptr->max_plv = p_ptr->lev;
6053 /* Track maximum dungeon level (if not in quest -KMW-) */
6054 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6056 max_dlv[dungeon_type] = dun_level;
6057 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6060 /* Validate the panel */
6061 panel_bounds_center();
6063 /* Verify the panel */
6066 /* Flush messages */
6070 /* Enter "xtra" mode */
6071 character_xtra = TRUE;
6074 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6076 /* Redraw dungeon */
6077 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6080 p_ptr->redraw |= (PR_MAP);
6083 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6085 /* Update lite/view */
6086 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6088 /* Update monsters */
6089 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6091 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6094 /* Leave "xtra" mode */
6095 character_xtra = FALSE;
6098 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6100 /* Combine / Reorder the pack */
6101 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6103 /* Handle "p_ptr->notice" */
6106 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6112 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6113 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6114 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6116 if (p_ptr->inside_battle)
6120 p_ptr->energy_need = 0;
6126 msg_print("»î¹ç³«»Ï¡ª");
6128 msg_format("Ready..Fight!");
6134 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6135 p_ptr->magic_num1[0] = MUSIC_DETECT;
6137 /* Hack -- notice death or departure */
6138 if (!p_ptr->playing || p_ptr->is_dead) return;
6140 /* Print quest message if appropriate */
6141 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6143 quest_discovery(random_quest_number(dun_level));
6144 p_ptr->inside_quest = random_quest_number(dun_level);
6146 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6148 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6150 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6151 d_name+d_info[dungeon_type].name,
6152 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6154 msg_format("%^s lives in this level as the keeper of %s.",
6155 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6156 d_name+d_info[dungeon_type].name);
6160 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6162 /*** Process this dungeon level ***/
6164 /* Reset the monster generation level */
6165 monster_level = base_level;
6167 /* Reset the object generation level */
6168 object_level = base_level;
6172 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6173 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6174 p_ptr->energy_need = 0;
6176 /* Not leaving dungeon */
6177 p_ptr->leaving_dungeon = FALSE;
6179 /* Initialize monster process */
6185 /* Hack -- Compact the monster list occasionally */
6186 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6188 /* Hack -- Compress the monster list occasionally */
6189 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6192 /* Hack -- Compact the object list occasionally */
6193 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6195 /* Hack -- Compress the object list occasionally */
6196 if (o_cnt + 32 < o_max) compact_objects(0);
6199 /* Process the player */
6202 /* Handle "p_ptr->notice" */
6205 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6208 /* Hack -- Hilite the player */
6209 move_cursor_relative(py, px);
6211 /* Optional fresh */
6212 if (fresh_after) Term_fresh();
6214 /* Hack -- Notice death or departure */
6215 if (!p_ptr->playing || p_ptr->is_dead) break;
6217 /* Process all of the monsters */
6220 /* Handle "p_ptr->notice" */
6223 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6226 /* Hack -- Hilite the player */
6227 move_cursor_relative(py, px);
6229 /* Optional fresh */
6230 if (fresh_after) Term_fresh();
6232 /* Hack -- Notice death or departure */
6233 if (!p_ptr->playing || p_ptr->is_dead) break;
6236 /* Process the world */
6239 /* Handle "p_ptr->notice" */
6242 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6245 /* Hack -- Hilite the player */
6246 move_cursor_relative(py, px);
6248 /* Optional fresh */
6249 if (fresh_after) Term_fresh();
6251 /* Hack -- Notice death or departure */
6252 if (!p_ptr->playing || p_ptr->is_dead) break;
6254 /* Handle "leaving" */
6255 if (p_ptr->leaving) break;
6257 /* Count game turns */
6259 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6260 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6261 if (wild_regen) wild_regen--;
6264 /* Inside a quest and non-unique questor? */
6265 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6267 /* Un-mark the quest monster */
6268 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6271 /* Not save-and-quit and not dead? */
6272 if (p_ptr->playing && !p_ptr->is_dead)
6275 * Maintain Unique monsters and artifact, save current
6276 * floor, then prepare next floor
6280 /* Forget the flag */
6281 reinit_wilderness = FALSE;
6284 /* Write about current level on the play record once per level */
6290 * Load some "user pref files"
6292 * Modified by Arcum Dagsson to support
6293 * separate macro files for different realms.
6295 static void load_all_pref_files(void)
6299 /* Access the "user" pref file */
6300 sprintf(buf, "user.prf");
6302 /* Process that file */
6303 process_pref_file(buf);
6305 /* Access the "user" system pref file */
6306 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6308 /* Process that file */
6309 process_pref_file(buf);
6311 /* Access the "race" pref file */
6312 sprintf(buf, "%s.prf", rp_ptr->title);
6314 /* Process that file */
6315 process_pref_file(buf);
6317 /* Access the "class" pref file */
6318 sprintf(buf, "%s.prf", cp_ptr->title);
6320 /* Process that file */
6321 process_pref_file(buf);
6323 /* Access the "character" pref file */
6324 sprintf(buf, "%s.prf", player_base);
6326 /* Process that file */
6327 process_pref_file(buf);
6329 /* Access the "realm 1" pref file */
6330 if (p_ptr->realm1 != REALM_NONE)
6332 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6334 /* Process that file */
6335 process_pref_file(buf);
6338 /* Access the "realm 2" pref file */
6339 if (p_ptr->realm2 != REALM_NONE)
6341 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6343 /* Process that file */
6344 process_pref_file(buf);
6348 /* Load an autopick preference file */
6349 autopick_load_pref(FALSE);
6354 * Extract option variables from bit sets
6356 void extract_option_vars(void)
6360 for (i = 0; option_info[i].o_desc; i++)
6362 int os = option_info[i].o_set;
6363 int ob = option_info[i].o_bit;
6365 /* Set the "default" options */
6366 if (option_info[i].o_var)
6369 if (option_flag[os] & (1L << ob))
6372 (*option_info[i].o_var) = TRUE;
6379 (*option_info[i].o_var) = FALSE;
6387 * Determine bounty uniques
6389 void determine_bounty_uniques(void)
6392 monster_race *r_ptr;
6394 get_mon_num_prep(NULL, NULL);
6395 for (i = 0; i < MAX_KUBI; i++)
6399 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6400 r_ptr = &r_info[kubi_r_idx[i]];
6402 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6404 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6406 if (r_ptr->rarity > 100) continue;
6408 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6410 for (j = 0; j < i; j++)
6411 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6418 for (i = 0; i < MAX_KUBI - 1; i++)
6420 for (j = i; j < MAX_KUBI; j++)
6422 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6424 tmp = kubi_r_idx[i];
6425 kubi_r_idx[i] = kubi_r_idx[j];
6426 kubi_r_idx[j] = tmp;
6434 * Determine today's bounty monster
6435 * Note: conv_old is used if loaded 0.0.3 or older save file
6437 void determine_today_mon(bool conv_old)
6440 bool old_inside_battle = p_ptr->inside_battle;
6441 monster_race *r_ptr;
6445 for (i = 0; i < max_d_idx; i++)
6447 if (max_dlv[i] < d_info[i].mindepth) continue;
6448 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6451 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6453 p_ptr->inside_battle = TRUE;
6454 get_mon_num_prep(NULL, NULL);
6458 today_mon = get_mon_num(max_dl);
6459 r_ptr = &r_info[today_mon];
6461 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6462 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6463 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6464 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6465 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6466 if (r_ptr->rarity > 10) continue;
6470 p_ptr->today_mon = 0;
6471 p_ptr->inside_battle = old_inside_battle;
6476 * Actually play a game
6478 * If the "new_game" parameter is true, then, after loading the
6479 * savefile, we will commit suicide, if necessary, to allow the
6480 * player to start a new game.
6482 void play_game(bool new_game)
6485 bool load_game = TRUE;
6495 else if (chuukei_server)
6497 prepare_chuukei_hooks();
6501 hack_mutation = FALSE;
6503 /* Hack -- Character is "icky" */
6504 character_icky = TRUE;
6506 /* Make sure main term is active */
6507 Term_activate(angband_term[0]);
6509 /* Initialise the resize hooks */
6510 angband_term[0]->resize_hook = resize_map;
6512 for (i = 1; i < 8; i++)
6514 /* Does the term exist? */
6515 if (angband_term[i])
6517 /* Add the redraw on resize hook */
6518 angband_term[i]->resize_hook = redraw_window;
6522 /* Hack -- turn off the cursor */
6523 (void)Term_set_cursor(0);
6526 /* Attempt to load */
6531 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6533 quit("broken savefile");
6538 /* Extract the options */
6539 extract_option_vars();
6541 /* Report waited score */
6542 if (p_ptr->wait_report_score)
6548 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6550 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6555 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6560 p_ptr->is_dead = TRUE;
6562 start_time = time(NULL);
6564 /* No suspending now */
6565 signals_ignore_tstp();
6567 /* Hack -- Character is now "icky" */
6568 character_icky = TRUE;
6570 /* Build the filename */
6571 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6573 /* Open the high score file, for reading/writing */
6574 highscore_fd = fd_open(buf, O_RDWR);
6576 /* Handle score, show Top scores */
6577 success = send_world_score(TRUE);
6580 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6582 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6586 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6588 prt("standing by for future registration...", 0, 0);
6594 p_ptr->wait_report_score = FALSE;
6597 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6599 if (!save_player()) msg_print("death save failed!");
6602 /* Shut the high score file */
6603 (void)fd_close(highscore_fd);
6605 /* Forget the high score fd */
6608 /* Allow suspending now */
6609 signals_handle_tstp();
6614 /* Nothing loaded */
6615 if (!character_loaded)
6617 /* Make new player */
6620 /* The dungeon is not ready */
6621 character_dungeon = FALSE;
6623 /* Prepare to init the RNG */
6626 /* Initialize the saved floors data */
6627 init_saved_floors(FALSE);
6630 /* Old game is loaded. But new game is requested. */
6633 /* Initialize the saved floors data */
6634 init_saved_floors(TRUE);
6637 /* Process old character */
6640 /* Process the player name */
6641 process_player_name(FALSE);
6650 seed = (time(NULL));
6654 /* Mutate the seed on Unix machines */
6655 seed = ((seed >> 3) * (getpid() << 1));
6659 /* Use the complex RNG */
6662 /* Seed the "complex" RNG */
6663 Rand_state_init(seed);
6666 /* Roll new character */
6669 /* The dungeon is not ready */
6670 character_dungeon = FALSE;
6674 p_ptr->inside_quest = 0;
6675 p_ptr->inside_arena = FALSE;
6676 p_ptr->inside_battle = FALSE;
6680 /* Hack -- seed for flavors */
6681 seed_flavor = randint0(0x10000000);
6683 /* Hack -- seed for town layout */
6684 seed_town = randint0(0x10000000);
6686 /* Roll up a new character */
6694 determine_bounty_uniques();
6695 determine_today_mon(FALSE);
6697 /* Initialize object array */
6702 write_level = FALSE;
6705 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6707 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6711 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6712 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6714 if (p_ptr->riding == -1)
6717 for (i = m_max; i > 0; i--)
6719 if (player_bold(m_list[i].fy, m_list[i].fx))
6728 p_ptr->teleport_town = FALSE;
6729 p_ptr->sutemi = FALSE;
6730 world_monster = FALSE;
6731 now_damaged = FALSE;
6733 start_time = time(NULL) - 1;
6734 record_o_name[0] = '\0';
6736 /* Reset map panel */
6737 panel_row_min = cur_hgt;
6738 panel_col_min = cur_wid;
6740 /* Sexy gal gets bonus to maximum weapon skill of whip */
6741 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6742 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6744 /* Fill the arrays of floors and walls in the good proportions */
6745 set_floor_and_wall(dungeon_type);
6747 /* Flavor the objects */
6750 /* Flash a message */
6752 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6754 prt("Please wait...", 0, 0);
6758 /* Flush the message */
6762 /* Hack -- Enter wizard mode */
6765 if (enter_wizard_mode())
6767 p_ptr->wizard = TRUE;
6769 if (p_ptr->is_dead || !py || !px)
6771 /* Initialize the saved floors data */
6772 init_saved_floors(TRUE);
6775 p_ptr->inside_quest = 0;
6777 /* Avoid crash in update_view() */
6781 else if (p_ptr->is_dead)
6783 quit("Already dead.");
6787 /* Initialize the town-buildings if necessary */
6788 if (!dun_level && !p_ptr->inside_quest)
6790 /* Init the wilderness */
6792 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6795 init_flags = INIT_ONLY_BUILDINGS;
6797 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6802 /* Generate a dungeon level if needed */
6803 if (!character_dungeon)
6810 /* HACK -- Restore from panic-save */
6811 if (p_ptr->panic_save)
6813 /* No player? -- Try to regenerate floor */
6817 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6819 msg_print("What a strange player location. Regenerate the dungeon floor.");
6824 /* Still no player? -- Try to locate random place */
6825 if (!py || !px) py = px = 10;
6827 /* No longer in panic */
6828 p_ptr->panic_save = 0;
6832 /* Character is now "complete" */
6833 character_generated = TRUE;
6836 /* Hack -- Character is no longer "icky" */
6837 character_icky = FALSE;
6845 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6847 sprintf(buf, "You are standing in the %s.", map_name());
6849 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6854 p_ptr->playing = TRUE;
6856 /* Reset the visual mappings */
6859 /* Load the "pref" files */
6860 load_all_pref_files();
6862 /* Give startup outfit (after loading pref files) */
6868 /* React to changes */
6869 Term_xtra(TERM_XTRA_REACT, 0);
6872 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6875 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6881 /* Set or clear "rogue_like_commands" if requested */
6882 if (arg_force_original) rogue_like_commands = FALSE;
6883 if (arg_force_roguelike) rogue_like_commands = TRUE;
6885 /* Hack -- Enforce "delayed death" */
6886 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6888 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6890 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6892 monster_type *m_ptr;
6893 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6894 monster_race *r_ptr = &r_info[pet_r_idx];
6895 place_monster_aux(0, py, px - 1, pet_r_idx,
6896 (PM_FORCE_PET | PM_NO_KAGE));
6897 m_ptr = &m_list[hack_m_idx_ii];
6898 m_ptr->mspeed = r_ptr->speed;
6899 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6900 m_ptr->max_maxhp = m_ptr->maxhp;
6901 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6902 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6908 /* Process the level */
6911 /* Handle "p_ptr->notice" */
6914 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6917 /* Cancel the target */
6920 /* Cancel the health bar */
6924 /* Forget the lite */
6927 /* Forget the view */
6930 /* Forget the view */
6933 /* Handle "quit and save" */
6934 if (!p_ptr->playing && !p_ptr->is_dead) break;
6936 /* Erase the old cave */
6938 if (!p_ptr->is_dead) wipe_m_list();
6946 /* Accidental Death */
6947 if (p_ptr->playing && p_ptr->is_dead)
6949 if (p_ptr->inside_arena)
6951 p_ptr->inside_arena = FALSE;
6952 if (p_ptr->arena_number > MAX_ARENA_MONS)
6953 p_ptr->arena_number++;
6955 p_ptr->arena_number = -1 - p_ptr->arena_number;
6956 p_ptr->is_dead = FALSE;
6958 p_ptr->chp_frac = 0;
6959 p_ptr->exit_bldg = TRUE;
6962 /* Leave through the exit */
6963 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6965 /* prepare next floor */
6970 /* Mega-Hack -- Allow player to cheat death */
6972 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6974 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
6977 /* Mark social class, reset age, if needed */
6978 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6984 p_ptr->noscore |= 0x0001;
6988 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
6990 msg_print("You invoke wizard mode and cheat death.");
6994 /* Restore hit points */
6995 p_ptr->chp = p_ptr->mhp;
6996 p_ptr->chp_frac = 0;
6998 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7000 for (i = 0; i < EATER_EXT*2; i++)
7002 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7004 for (; i < EATER_EXT*3; i++)
7006 p_ptr->magic_num1[i] = 0;
7009 /* Restore spell points */
7010 p_ptr->csp = p_ptr->msp;
7011 p_ptr->csp_frac = 0;
7013 /* Hack -- cancel recall */
7014 if (p_ptr->word_recall)
7018 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7020 msg_print("A tension leaves the air around you...");
7025 /* Hack -- Prevent recall */
7026 p_ptr->word_recall = 0;
7027 p_ptr->redraw |= (PR_STATUS);
7030 /* Hack -- cancel alter */
7031 if (p_ptr->alter_reality)
7033 /* Hack -- Prevent alter */
7034 p_ptr->alter_reality = 0;
7035 p_ptr->redraw |= (PR_STATUS);
7038 /* Note cause of death XXX XXX XXX */
7040 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7042 (void)strcpy(p_ptr->died_from, "Cheating death");
7046 p_ptr->is_dead = FALSE;
7048 /* Hack -- Healing */
7050 (void)set_confused(0);
7051 (void)set_poisoned(0);
7052 (void)set_afraid(0);
7053 (void)set_paralyzed(0);
7058 /* Hack -- Prevent starvation */
7059 (void)set_food(PY_FOOD_MAX - 1);
7062 p_ptr->inside_arena = FALSE;
7063 p_ptr->inside_battle = FALSE;
7065 p_ptr->inside_quest = 0;
7066 p_ptr->recall_dungeon = dungeon_type;
7068 if (lite_town || vanilla_town)
7070 p_ptr->wilderness_y = 1;
7071 p_ptr->wilderness_x = 1;
7085 p_ptr->wilderness_y = 48;
7086 p_ptr->wilderness_x = 5;
7092 p_ptr->wild_mode = FALSE;
7093 p_ptr->leaving = TRUE;
7096 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7098 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7101 /* Prepare next floor */
7108 /* Handle "death" */
7109 if (p_ptr->is_dead) break;
7111 /* Make a new level */
7122 s32b turn_real(s32b hoge)
7124 switch (p_ptr->start_race)
7130 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);