3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "floor-events.h"
25 #include "object-curse.h"
27 #include "monsterrace-hook.h"
30 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
31 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
34 * @brief 擬似鑑定を実際に行い判定を反映する
35 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
36 * @param heavy 重度の擬似鑑定を行うならばTRUE
39 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
42 object_type *o_ptr = &inventory[slot];
43 GAME_TEXT o_name[MAX_NLEN];
45 /* We know about it already, do not tell us again */
46 if (o_ptr->ident & (IDENT_SENSE))return;
48 /* It is fully known, no information needed */
49 if (object_is_known(o_ptr)) return;
51 /* Check for a feeling */
52 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
54 /* Skip non-feelings */
58 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
69 feel = FEEL_EXCELLENT;
75 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
82 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
88 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
95 feel = FEEL_WORTHLESS;
100 feel = FEEL_TERRIBLE;
106 /* Stop everything */
107 if (disturb_minor) disturb(FALSE, FALSE);
109 /* Get an object description */
110 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
112 /* Message (equipment) */
113 if (slot >= INVEN_RARM)
116 msg_format("%s%s(%c)は%sという感じがする...",
117 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
119 msg_format("You feel the %s (%c) you are %s %s %s...",
120 o_name, index_to_label(slot), describe_use(slot),
121 ((o_ptr->number == 1) ? "is" : "are"),
122 game_inscriptions[feel]);
127 /* Message (inventory) */
131 msg_format("ザックの中の%s(%c)は%sという感じがする...",
132 o_name, index_to_label(slot),game_inscriptions[feel]);
134 msg_format("You feel the %s (%c) in your pack %s %s...",
135 o_name, index_to_label(slot),
136 ((o_ptr->number == 1) ? "is" : "are"),
137 game_inscriptions[feel]);
142 /* We have "felt" it */
143 o_ptr->ident |= (IDENT_SENSE);
145 /* Set the "inscription" */
146 o_ptr->feeling = feel;
148 /* Auto-inscription/destroy */
149 autopick_alter_item(slot, destroy_feeling);
151 /* Combine / Reorder the pack (later) */
152 p_ptr->update |= (PU_COMBINE | PU_REORDER);
154 p_ptr->window |= (PW_INVEN | PW_EQUIP);
160 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
163 * Sense the inventory\n
165 * Class 0 = Warrior --> fast and heavy\n
166 * Class 1 = Mage --> slow and light\n
167 * Class 2 = Priest --> fast but light\n
168 * Class 3 = Rogue --> okay and heavy\n
169 * Class 4 = Ranger --> slow but heavy (changed!)\n
170 * Class 5 = Paladin --> slow but heavy\n
172 static void sense_inventory1(void)
175 PLAYER_LEVEL plev = p_ptr->lev;
180 /*** Check for "sensing" ***/
182 /* No sensing when confused */
183 if (p_ptr->confused) return;
185 /* Analyze the class */
186 switch (p_ptr->pclass)
194 if (0 != randint0(9000L / (plev * plev + 40))) return;
205 if (0 != randint0(6000L / (plev * plev + 50))) return;
214 case CLASS_HIGH_MAGE:
216 case CLASS_MAGIC_EATER:
218 /* Very bad (light) sensing */
219 if (0 != randint0(240000L / (plev + 5))) return;
227 /* Good (light) sensing */
228 if (0 != randint0(10000L / (plev * plev + 40))) return;
237 if (0 != randint0(20000L / (plev * plev + 40))) return;
248 if (0 != randint0(95000L / (plev * plev + 40))) return;
260 if (0 != randint0(77777L / (plev * plev + 40))) return;
268 case CLASS_WARRIOR_MAGE:
272 if (0 != randint0(75000L / (plev * plev + 40))) return;
277 case CLASS_MINDCRAFTER:
279 case CLASS_BLUE_MAGE:
280 case CLASS_MIRROR_MASTER:
283 if (0 != randint0(55000L / (plev * plev + 40))) return;
288 case CLASS_CHAOS_WARRIOR:
291 if (0 != randint0(80000L / (plev * plev + 40))) return;
300 case CLASS_FORCETRAINER:
303 if (0 != randint0(20000L / (plev * plev + 40))) return;
311 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
319 case CLASS_BEASTMASTER:
322 if (0 != randint0(65000L / (plev * plev + 40))) return;
326 case CLASS_BERSERKER:
335 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
337 /*** Sense everything ***/
339 /* Check everything */
340 for (i = 0; i < INVEN_TOTAL; i++)
344 o_ptr = &inventory[i];
346 /* Skip empty slots */
347 if (!o_ptr->k_idx) continue;
349 /* Valid "tval" codes */
376 /* Skip non-sense machines */
379 /* Occasional failure on inventory items */
380 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
383 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
388 sense_inventory_aux(i, heavy);
393 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
396 static void sense_inventory2(void)
399 PLAYER_LEVEL plev = p_ptr->lev;
403 /*** Check for "sensing" ***/
405 /* No sensing when confused */
406 if (p_ptr->confused) return;
408 /* Analyze the class */
409 switch (p_ptr->pclass)
415 case CLASS_BERSERKER:
423 case CLASS_CHAOS_WARRIOR:
425 case CLASS_BEASTMASTER:
428 /* Very bad (light) sensing */
429 if (0 != randint0(240000L / (plev + 5))) return;
435 case CLASS_WARRIOR_MAGE:
440 if (0 != randint0(95000L / (plev * plev + 40))) return;
448 case CLASS_FORCETRAINER:
449 case CLASS_MINDCRAFTER:
452 if (0 != randint0(20000L / (plev * plev + 40))) return;
458 case CLASS_HIGH_MAGE:
460 case CLASS_MAGIC_EATER:
461 case CLASS_MIRROR_MASTER:
462 case CLASS_BLUE_MAGE:
465 if (0 != randint0(9000L / (plev * plev + 40))) return;
473 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
479 /*** Sense everything ***/
481 /* Check everything */
482 for (i = 0; i < INVEN_TOTAL; i++)
486 o_ptr = &inventory[i];
488 /* Skip empty slots */
489 if (!o_ptr->k_idx) continue;
491 /* Valid "tval" codes */
504 /* Skip non-sense machines */
507 /* Occasional failure on inventory items */
508 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
510 sense_inventory_aux(i, TRUE);
515 * @brief パターン終点到達時のテレポート処理を行う
518 static void pattern_teleport(void)
521 DEPTH max_level = 99;
524 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
529 /* Only downward in ironman mode */
530 if (ironman_downward)
531 min_level = dun_level;
534 if (dungeon_type == DUNGEON_ANGBAND)
537 max_level = MAX_DEPTH - 1;
538 else if (dun_level == 100)
543 max_level = d_info[dungeon_type].maxdepth;
544 min_level = d_info[dungeon_type].mindepth;
548 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
551 sprintf(tmp_val, "%d", (int)dun_level);
553 /* Ask for a level */
554 if (!get_string(ppp, tmp_val, 10)) return;
556 /* Extract request */
557 command_arg = (COMMAND_ARG)atoi(tmp_val);
559 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
561 teleport_player(200, 0L);
570 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
573 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
576 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
578 if (autosave_l) do_cmd_save_game(TRUE);
581 dun_level = command_arg;
585 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
587 p_ptr->inside_quest = 0;
588 p_ptr->energy_use = 0;
591 * Clear all saved floors
592 * and create a first saved floor
594 prepare_change_floor_mode(CFM_FIRST_FLOOR);
597 p_ptr->leaving = TRUE;
601 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
604 static void wreck_the_pattern(void)
608 int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
610 if (pattern_type == PATTERN_TILE_WRECKED)
616 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
617 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
620 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
622 to_ruin = randint1(45) + 35;
626 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
628 if (pattern_tile(r_y, r_x) &&
629 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
631 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
635 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
639 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
640 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
642 static bool pattern_effect(void)
646 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
648 if ((prace_is_(RACE_AMBERITE)) &&
649 (p_ptr->cut > 0) && one_in_(10))
654 pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
656 switch (pattern_type)
658 case PATTERN_TILE_END:
660 (void)restore_all_status();
661 (void)restore_level();
662 (void)cure_critical_wounds(1000);
664 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
665 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
668 * We could make the healing effect of the
669 * Pattern center one-time only to avoid various kinds
670 * of abuse, like luring the win monster into fighting you
671 * in the middle of the pattern...
675 case PATTERN_TILE_OLD:
679 case PATTERN_TILE_TELEPORT:
683 case PATTERN_TILE_WRECKED:
685 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
689 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
691 else if (!IS_INVULN())
692 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
701 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
702 * @param percent 回復比率
705 static void regenhp(int percent)
711 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
712 if (p_ptr->action == ACTION_HAYAGAKE) return;
714 /* Save the old hitpoints */
715 old_chp = p_ptr->chp;
718 * Extract the new hitpoints
720 * 'percent' is the Regen factor in unit (1/2^16)
723 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
725 /* Convert the unit (1/2^16) to (1/2^32) */
726 s64b_LSHIFT(new_chp, new_chp_frac, 16);
729 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
733 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
735 p_ptr->chp = p_ptr->mhp;
740 if (old_chp != p_ptr->chp)
742 p_ptr->redraw |= (PR_HP);
743 p_ptr->window |= (PW_PLAYER);
750 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
751 * @param upkeep_factor ペット維持によるMPコスト量
752 * @param regen_amount 回復量
755 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
757 MANA_POINT old_csp = p_ptr->csp;
758 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
761 * Excess mana will decay 32 times faster than normal
764 if (p_ptr->csp > p_ptr->msp)
766 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
768 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
770 /* Convert the unit (1/2^16) to (1/2^32) */
771 s64b_LSHIFT(decay, decay_frac, 16);
774 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
777 if (p_ptr->csp < p_ptr->msp)
779 p_ptr->csp = p_ptr->msp;
784 /* Regenerating mana (unless the player has excess mana) */
785 else if (regen_rate > 0)
787 /* (percent/100) is the Regen factor in unit (1/2^16) */
788 MANA_POINT new_mana = 0;
789 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
791 /* Convert the unit (1/2^16) to (1/2^32) */
792 s64b_LSHIFT(new_mana, new_mana_frac, 16);
795 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
797 /* Must set frac to zero even if equal */
798 if (p_ptr->csp >= p_ptr->msp)
800 p_ptr->csp = p_ptr->msp;
806 /* Reduce mana (even when the player has excess mana) */
809 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
810 s32b reduce_mana = 0;
811 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
813 /* Convert the unit (1/2^16) to (1/2^32) */
814 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
817 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
827 if (old_csp != p_ptr->csp)
829 p_ptr->redraw |= (PR_MANA);
830 p_ptr->window |= (PW_PLAYER);
831 p_ptr->window |= (PW_SPELL);
837 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
838 * @param regen_amount 回復量
841 static void regenmagic(int regen_amount)
846 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
848 for (i = 0; i < EATER_EXT*2; i++)
850 if (!p_ptr->magic_num2[i]) continue;
851 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
853 /* Increase remaining charge number like float value */
854 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
855 p_ptr->magic_num1[i] += new_mana;
857 /* Check maximum charge */
858 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
860 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
864 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
866 if (!p_ptr->magic_num1[i]) continue;
867 if (!p_ptr->magic_num2[i]) continue;
869 /* Decrease remaining period for charging */
870 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
871 / (dev * 16 * PY_REGEN_NORMAL);
872 p_ptr->magic_num1[i] -= new_mana;
874 /* Check minimum remaining period for charging */
875 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
882 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
884 * @note Should probably be done during monster turns.
886 static void regen_monsters(void)
891 /* Regenerate everyone */
892 for (i = 1; i < m_max; i++)
894 /* Check the i'th monster */
895 monster_type *m_ptr = &m_list[i];
896 monster_race *r_ptr = &r_info[m_ptr->r_idx];
899 /* Skip dead monsters */
900 if (!m_ptr->r_idx) continue;
902 /* Allow regeneration (if needed) */
903 if (m_ptr->hp < m_ptr->maxhp)
905 /* Hack -- Base regeneration */
906 frac = m_ptr->maxhp / 100;
908 /* Hack -- Minimal regeneration rate */
909 if (!frac) if (one_in_(2)) frac = 1;
911 /* Hack -- Some monsters regenerate quickly */
912 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
914 /* Hack -- Regenerate */
917 /* Do not over-regenerate */
918 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
920 /* Redraw (later) if needed */
921 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
922 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
929 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
931 * @note Should probably be done during monster turns.
933 static void regen_captured_monsters(void)
938 /* Regenerate everyone */
939 for (i = 0; i < INVEN_TOTAL; i++)
942 object_type *o_ptr = &inventory[i];
944 if (!o_ptr->k_idx) continue;
945 if (o_ptr->tval != TV_CAPTURE) continue;
946 if (!o_ptr->pval) continue;
950 r_ptr = &r_info[o_ptr->pval];
952 /* Allow regeneration (if needed) */
953 if (o_ptr->xtra4 < o_ptr->xtra5)
955 /* Hack -- Base regeneration */
956 frac = o_ptr->xtra5 / 100;
958 /* Hack -- Minimal regeneration rate */
959 if (!frac) if (one_in_(2)) frac = 1;
961 /* Hack -- Some monsters regenerate quickly */
962 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
964 /* Hack -- Regenerate */
965 o_ptr->xtra4 += (XTRA16)frac;
967 /* Do not over-regenerate */
968 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
975 p_ptr->update |= (PU_COMBINE);
976 p_ptr->window |= (PW_INVEN);
977 p_ptr->window |= (PW_EQUIP);
983 * @brief 寿命つき光源の警告メッセージ処理
984 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
987 static void notice_lite_change(object_type *o_ptr)
989 /* Hack -- notice interesting fuel steps */
990 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
992 p_ptr->window |= (PW_EQUIP);
995 /* Hack -- Special treatment when blind */
998 /* Hack -- save some light for later */
999 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1002 /* The light is now out */
1003 else if (o_ptr->xtra4 == 0)
1005 disturb(FALSE, TRUE);
1006 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1008 /* Recalculate torch radius */
1009 p_ptr->update |= (PU_TORCH);
1011 /* Some ego light lose its effects without fuel */
1012 p_ptr->update |= (PU_BONUS);
1015 /* The light is getting dim */
1016 else if (o_ptr->name2 == EGO_LITE_LONG)
1018 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1019 && (turn % (TURNS_PER_TICK*2)))
1021 if (disturb_minor) disturb(FALSE, TRUE);
1022 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1026 /* The light is getting dim */
1027 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1029 if (disturb_minor) disturb(FALSE, TRUE);
1030 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1035 * @brief クエスト階層から離脱する際の処理
1038 void leave_quest_check(void)
1040 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1041 leaving_quest = p_ptr->inside_quest;
1043 /* Leaving an 'only once' quest marks it as failed */
1046 quest_type* const q_ptr = &quest[leaving_quest];
1048 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1049 (q_ptr->status == QUEST_STATUS_TAKEN))
1051 q_ptr->status = QUEST_STATUS_FAILED;
1052 q_ptr->complev = (byte)p_ptr->lev;
1054 q_ptr->comptime = playtime;
1056 /* Additional settings */
1057 switch (q_ptr->type)
1059 case QUEST_TYPE_TOWER:
1060 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1061 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1063 case QUEST_TYPE_FIND_ARTIFACT:
1064 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1066 case QUEST_TYPE_RANDOM:
1067 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1069 /* Floor of random quest will be blocked */
1070 prepare_change_floor_mode(CFM_NO_RETURN);
1074 /* Record finishing a quest */
1075 if (q_ptr->type == QUEST_TYPE_RANDOM)
1077 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1081 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1088 * @brief 「塔」クエストの各階層から離脱する際の処理
1091 void leave_tower_check(void)
1093 leaving_quest = p_ptr->inside_quest;
1094 /* Check for Tower Quest */
1095 if (leaving_quest &&
1096 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1097 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1099 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1101 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1102 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1104 quest[QUEST_TOWER1].comptime = playtime;
1111 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1112 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1115 static void recharged_notice(object_type *o_ptr)
1117 GAME_TEXT o_name[MAX_NLEN];
1121 /* No inscription */
1122 if (!o_ptr->inscription) return;
1125 s = my_strchr(quark_str(o_ptr->inscription), '!');
1127 /* Process notification request. */
1130 /* Find another '!' */
1133 /* Describe (briefly) */
1134 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1136 /* Notify the player */
1138 msg_format("%sは再充填された。", o_name);
1140 if (o_ptr->number > 1)
1141 msg_format("Your %s are recharged.", o_name);
1143 msg_format("Your %s is recharged.", o_name);
1146 disturb(FALSE, FALSE);
1152 /* Keep looking for '!'s */
1153 s = my_strchr(s + 1, '!');
1158 * @brief プレイヤーの歌に関する継続処理
1161 static void check_music(void)
1163 const magic_type *s_ptr;
1165 MANA_POINT need_mana;
1166 u32b need_mana_frac;
1168 /* Music singed by player */
1169 if (p_ptr->pclass != CLASS_BARD) return;
1170 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1172 if (p_ptr->anti_magic)
1178 spell = SINGING_SONG_ID(p_ptr);
1179 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1181 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1185 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1187 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1194 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1196 p_ptr->redraw |= PR_MANA;
1197 if (INTERUPTING_SONG_EFFECT(p_ptr))
1199 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1200 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1201 msg_print(_("歌を再開した。", "You restart singing."));
1202 p_ptr->action = ACTION_SING;
1203 p_ptr->update |= (PU_BONUS | PU_HP);
1205 /* Redraw map and status bar */
1206 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1207 p_ptr->update |= (PU_MONSTERS);
1209 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1212 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1213 p_ptr->spell_exp[spell] += 5;
1214 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1215 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1216 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1217 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1218 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1219 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1221 /* Do any effects of continual song */
1222 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1226 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1227 * @param flag 探し出したい呪いフラグ配列
1228 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1231 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1234 int choices[INVEN_TOTAL-INVEN_RARM];
1237 /* Paranoia -- Player has no warning-item */
1238 if (!(p_ptr->cursed & flag)) return NULL;
1240 /* Search Inventry */
1241 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1243 object_type *o_ptr = &inventory[i];
1245 if (o_ptr->curse_flags & flag)
1247 choices[number] = i;
1250 else if ((flag == TRC_ADD_L_CURSE) ||
1251 (flag == TRC_ADD_H_CURSE) ||
1252 (flag == TRC_DRAIN_HP) ||
1253 (flag == TRC_DRAIN_MANA) ||
1254 (flag == TRC_CALL_ANIMAL) ||
1255 (flag == TRC_CALL_DEMON) ||
1256 (flag == TRC_CALL_DRAGON) ||
1257 (flag == TRC_CALL_UNDEAD) ||
1258 (flag == TRC_COWARDICE) ||
1259 (flag == TRC_LOW_MELEE) ||
1260 (flag == TRC_LOW_AC) ||
1261 (flag == TRC_LOW_MAGIC) ||
1262 (flag == TRC_FAST_DIGEST) ||
1263 (flag == TRC_SLOW_REGEN) )
1266 BIT_FLAGS flgs[TR_FLAG_SIZE];
1267 object_flags(o_ptr, flgs);
1270 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1271 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1272 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1273 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1274 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1275 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1276 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1277 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1278 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1279 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1280 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1281 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1282 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1283 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1286 if (have_flag(flgs, cf))
1288 choices[number] = i;
1294 /* Choice one of them */
1295 return (&inventory[choices[randint0(number)]]);
1298 static void process_world_aux_digestion(void)
1300 if (!p_ptr->inside_battle)
1302 /* Digest quickly when gorged */
1303 if (p_ptr->food >= PY_FOOD_MAX)
1305 /* Digest a lot of food */
1306 (void)set_food(p_ptr->food - 100);
1309 /* Digest normally -- Every 50 game turns */
1310 else if (!(turn % (TURNS_PER_TICK * 5)))
1312 /* Basic digestion rate based on speed */
1313 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1315 /* Regeneration takes more food */
1316 if (p_ptr->regenerate)
1318 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1320 if (p_ptr->cursed & TRC_FAST_DIGEST)
1323 /* Slow digestion takes less food */
1324 if (p_ptr->slow_digest)
1327 /* Minimal digestion */
1328 if (digestion < 1) digestion = 1;
1329 /* Maximal digestion */
1330 if (digestion > 100) digestion = 100;
1332 /* Digest some food */
1333 (void)set_food(p_ptr->food - digestion);
1338 if ((p_ptr->food < PY_FOOD_FAINT))
1340 /* Faint occasionally */
1341 if (!p_ptr->paralyzed && (randint0(100) < 10))
1343 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1344 disturb(TRUE, TRUE);
1346 /* Hack -- faint (bypass free action) */
1347 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1350 /* Starve to death (slowly) */
1351 if (p_ptr->food < PY_FOOD_STARVE)
1353 /* Calculate damage */
1354 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1356 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1363 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1364 * / Handle timed damage and regeneration every 10 game turns
1367 static void process_world_aux_hp_and_sp(void)
1369 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1370 bool cave_no_regen = FALSE;
1371 int upkeep_factor = 0;
1373 /* Default regeneration */
1374 int regen_amount = PY_REGEN_NORMAL;
1377 /*** Damage over Time ***/
1379 /* Take damage from poison */
1380 if (p_ptr->poisoned && !IS_INVULN())
1382 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1385 /* Take damage from cuts */
1386 if (p_ptr->cut && !IS_INVULN())
1390 /* Mortal wound or Deep Gash */
1391 if (p_ptr->cut > 1000)
1396 else if (p_ptr->cut > 200)
1402 else if (p_ptr->cut > 100)
1407 else if (p_ptr->cut > 50)
1412 else if (p_ptr->cut > 25)
1417 else if (p_ptr->cut > 10)
1428 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1431 /* (Vampires) Take damage from sunlight */
1432 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1434 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1436 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1438 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1439 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1440 cave_no_regen = TRUE;
1444 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1445 !p_ptr->resist_lite)
1447 object_type * o_ptr = &inventory[INVEN_LITE];
1448 GAME_TEXT o_name [MAX_NLEN];
1449 char ouch [MAX_NLEN+40];
1451 /* Get an object description */
1452 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1453 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1455 cave_no_regen = TRUE;
1457 /* Get an object description */
1458 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1459 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1461 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1465 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1469 if (have_flag(f_ptr->flags, FF_DEEP))
1471 damage = 6000 + randint0(4000);
1473 else if (!p_ptr->levitation)
1475 damage = 3000 + randint0(2000);
1480 if(prace_is_(RACE_ENT)) damage += damage / 3;
1481 if(p_ptr->resist_fire) damage = damage / 3;
1482 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1483 if(p_ptr->levitation) damage = damage / 5;
1485 damage = damage / 100 + (randint0(100) < (damage % 100));
1487 if (p_ptr->levitation)
1489 msg_print(_("熱で火傷した!", "The heat burns you!"));
1490 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1491 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1495 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1496 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1497 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1500 cave_no_regen = TRUE;
1504 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1508 if (have_flag(f_ptr->flags, FF_DEEP))
1510 damage = 6000 + randint0(4000);
1512 else if (!p_ptr->levitation)
1514 damage = 3000 + randint0(2000);
1519 if (p_ptr->resist_cold) damage = damage / 3;
1520 if (IS_OPPOSE_COLD()) damage = damage / 3;
1521 if (p_ptr->levitation) damage = damage / 5;
1523 damage = damage / 100 + (randint0(100) < (damage % 100));
1525 if (p_ptr->levitation)
1527 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1528 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1529 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1533 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1534 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1535 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1538 cave_no_regen = TRUE;
1542 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1546 if (have_flag(f_ptr->flags, FF_DEEP))
1548 damage = 6000 + randint0(4000);
1550 else if (!p_ptr->levitation)
1552 damage = 3000 + randint0(2000);
1557 if (p_ptr->resist_elec) damage = damage / 3;
1558 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1559 if (p_ptr->levitation) damage = damage / 5;
1561 damage = damage / 100 + (randint0(100) < (damage % 100));
1563 if (p_ptr->levitation)
1565 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1566 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1567 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1571 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1572 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1573 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1576 cave_no_regen = TRUE;
1580 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1584 if (have_flag(f_ptr->flags, FF_DEEP))
1586 damage = 6000 + randint0(4000);
1588 else if (!p_ptr->levitation)
1590 damage = 3000 + randint0(2000);
1595 if (p_ptr->resist_acid) damage = damage / 3;
1596 if (IS_OPPOSE_ACID()) damage = damage / 3;
1597 if (p_ptr->levitation) damage = damage / 5;
1599 damage = damage / 100 + (randint0(100) < (damage % 100));
1601 if (p_ptr->levitation)
1603 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1604 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1605 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1609 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1610 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1611 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1614 cave_no_regen = TRUE;
1618 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1622 if (have_flag(f_ptr->flags, FF_DEEP))
1624 damage = 6000 + randint0(4000);
1626 else if (!p_ptr->levitation)
1628 damage = 3000 + randint0(2000);
1633 if (p_ptr->resist_pois) damage = damage / 3;
1634 if (IS_OPPOSE_POIS()) damage = damage / 3;
1635 if (p_ptr->levitation) damage = damage / 5;
1637 damage = damage / 100 + (randint0(100) < (damage % 100));
1639 if (p_ptr->levitation)
1641 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1642 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1643 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1644 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1648 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1649 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1650 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1651 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1654 cave_no_regen = TRUE;
1658 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1659 !p_ptr->levitation && !p_ptr->can_swim)
1661 if (p_ptr->total_weight > weight_limit())
1663 msg_print(_("溺れている!", "You are drowning!"));
1664 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1665 cave_no_regen = TRUE;
1672 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1674 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1675 if (prace_is_(RACE_ENT)) damage += damage / 3;
1676 if (p_ptr->resist_fire) damage = damage / 3;
1677 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1678 msg_print(_("熱い!", "It's hot!"));
1679 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1681 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1683 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1684 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1685 if (p_ptr->resist_elec) damage = damage / 3;
1686 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1687 msg_print(_("痛い!", "It hurts!"));
1688 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1690 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1692 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1693 if (p_ptr->resist_cold) damage = damage / 3;
1694 if (IS_OPPOSE_COLD()) damage = damage / 3;
1695 msg_print(_("冷たい!", "It's cold!"));
1696 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1700 /* Spectres -- take damage when moving through walls */
1702 * Added: ANYBODY takes damage if inside through walls
1703 * without wraith form -- NOTE: Spectres will never be
1704 * reduced below 0 hp by being inside a stone wall; others
1707 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1709 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1712 cave_no_regen = TRUE;
1714 if (p_ptr->pass_wall)
1716 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1717 dam_desc = _("密度", "density");
1721 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1722 dam_desc = _("硬い岩", "solid rock");
1725 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1730 /*** handle regeneration ***/
1733 if (p_ptr->food < PY_FOOD_WEAK)
1735 /* Lower regeneration */
1736 if (p_ptr->food < PY_FOOD_STARVE)
1740 else if (p_ptr->food < PY_FOOD_FAINT)
1742 regen_amount = PY_REGEN_FAINT;
1746 regen_amount = PY_REGEN_WEAK;
1750 /* Are we walking the pattern? */
1751 if (pattern_effect())
1753 cave_no_regen = TRUE;
1757 /* Regeneration ability */
1758 if (p_ptr->regenerate)
1760 regen_amount = regen_amount * 2;
1762 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1766 if (p_ptr->cursed & TRC_SLOW_REGEN)
1773 /* Searching or Resting */
1774 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1776 regen_amount = regen_amount * 2;
1779 upkeep_factor = calculate_upkeep();
1781 /* No regeneration while special action */
1782 if ((p_ptr->action == ACTION_LEARN) ||
1783 (p_ptr->action == ACTION_HAYAGAKE) ||
1784 (p_ptr->special_defense & KATA_KOUKIJIN))
1786 upkeep_factor += 100;
1789 /* Regenerate the mana */
1790 regenmana(upkeep_factor, regen_amount);
1793 /* Recharge magic eater's power */
1794 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1796 regenmagic(regen_amount);
1799 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1801 while (upkeep_factor > 100)
1803 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1805 do_cmd_pet_dismiss();
1807 upkeep_factor = calculate_upkeep();
1809 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1814 /* Poisoned or cut yields no healing */
1815 if (p_ptr->poisoned) regen_amount = 0;
1816 if (p_ptr->cut) regen_amount = 0;
1818 /* Special floor -- Pattern, in a wall -- yields no healing */
1819 if (cave_no_regen) regen_amount = 0;
1821 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1823 /* Regenerate Hit Points if needed */
1824 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1826 regenhp(regen_amount);
1831 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1832 * / Handle timeout every 10 game turns
1835 static void process_world_aux_timeout(void)
1837 const int dec_count = (easy_band ? 2 : 1);
1839 /*** Timeout Various Things ***/
1842 if (p_ptr->tim_mimic)
1844 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1847 /* Hack -- Hallucinating */
1850 (void)set_image(p_ptr->image - dec_count);
1856 (void)set_blind(p_ptr->blind - dec_count);
1859 /* Times see-invisible */
1860 if (p_ptr->tim_invis)
1862 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1873 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1876 /* Timed temporary elemental brands. -LM- */
1877 if (p_ptr->ele_attack)
1879 p_ptr->ele_attack--;
1881 /* Clear all temporary elemental brands. */
1882 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1885 /* Timed temporary elemental immune. -LM- */
1886 if (p_ptr->ele_immune)
1888 p_ptr->ele_immune--;
1890 /* Clear all temporary elemental brands. */
1891 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1894 /* Timed infra-vision */
1895 if (p_ptr->tim_infra)
1897 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1901 if (p_ptr->tim_stealth)
1903 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1906 /* Timed levitation */
1907 if (p_ptr->tim_levitation)
1909 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1912 /* Timed sh_touki */
1913 if (p_ptr->tim_sh_touki)
1915 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1919 if (p_ptr->tim_sh_fire)
1921 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1925 if (p_ptr->tim_sh_holy)
1927 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1931 if (p_ptr->tim_eyeeye)
1933 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1936 /* Timed resist-magic */
1937 if (p_ptr->resist_magic)
1939 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1942 /* Timed regeneration */
1943 if (p_ptr->tim_regen)
1945 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1948 /* Timed resist nether */
1949 if (p_ptr->tim_res_nether)
1951 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1954 /* Timed resist time */
1955 if (p_ptr->tim_res_time)
1957 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1961 if (p_ptr->tim_reflect)
1963 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1967 if (p_ptr->multishadow)
1969 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1972 /* Timed Robe of dust */
1973 if (p_ptr->dustrobe)
1975 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1978 /* Timed infra-vision */
1979 if (p_ptr->kabenuke)
1981 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1985 if (p_ptr->paralyzed)
1987 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1991 if (p_ptr->confused)
1993 (void)set_confused(p_ptr->confused - dec_count);
1999 (void)set_afraid(p_ptr->afraid - dec_count);
2005 (void)set_fast(p_ptr->fast - 1, TRUE);
2011 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2014 /* Protection from evil */
2015 if (p_ptr->protevil)
2017 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2020 /* Invulnerability */
2023 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2027 if (p_ptr->wraith_form)
2029 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2035 (void)set_hero(p_ptr->hero - 1, TRUE);
2041 (void)set_shero(p_ptr->shero - 1, TRUE);
2047 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2053 (void)set_shield(p_ptr->shield - 1, TRUE);
2057 if (p_ptr->tsubureru)
2059 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2063 if (p_ptr->magicdef)
2065 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2069 if (p_ptr->tsuyoshi)
2071 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2075 if (p_ptr->oppose_acid)
2077 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2080 /* Oppose Lightning */
2081 if (p_ptr->oppose_elec)
2083 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2087 if (p_ptr->oppose_fire)
2089 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2093 if (p_ptr->oppose_cold)
2095 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2099 if (p_ptr->oppose_pois)
2101 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2106 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2109 /*** Poison and Stun and Cut ***/
2112 if (p_ptr->poisoned)
2114 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2116 /* Apply some healing */
2117 (void)set_poisoned(p_ptr->poisoned - adjust);
2123 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2125 /* Apply some healing */
2126 (void)set_stun(p_ptr->stun - adjust);
2132 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2134 /* Hack -- Truly "mortal" wound */
2135 if (p_ptr->cut > 1000) adjust = 0;
2137 /* Apply some healing */
2138 (void)set_cut(p_ptr->cut - adjust);
2144 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2145 * / Handle burning fuel every 10 game turns
2148 static void process_world_aux_light(void)
2150 /* Check for light being wielded */
2151 object_type *o_ptr = &inventory[INVEN_LITE];
2153 /* Burn some fuel in the current lite */
2154 if (o_ptr->tval == TV_LITE)
2156 /* Hack -- Use some fuel (except on artifacts) */
2157 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2159 /* Decrease life-span */
2160 if (o_ptr->name2 == EGO_LITE_LONG)
2162 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2164 else o_ptr->xtra4--;
2166 /* Notice interesting fuel steps */
2167 notice_lite_change(o_ptr);
2174 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2175 * / Handle mutation effects once every 10 game turns
2178 static void process_world_aux_mutation(void)
2180 /* No mutation with effects */
2181 if (!p_ptr->muta2) return;
2183 /* No effect on monster arena */
2184 if (p_ptr->inside_battle) return;
2186 /* No effect on the global map */
2187 if (p_ptr->wild_mode) return;
2189 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2191 disturb(FALSE, TRUE);
2192 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2193 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2194 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2195 (void)set_afraid(0);
2198 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2200 if (!p_ptr->resist_fear)
2202 disturb(FALSE, TRUE);
2203 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2204 set_afraid(p_ptr->afraid + 13 + randint1(26));
2208 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2210 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2212 disturb(FALSE, TRUE);
2213 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2215 teleport_player(40, TELEPORT_PASSIVE);
2219 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2221 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2223 disturb(FALSE, TRUE);
2224 p_ptr->redraw |= PR_EXTRA;
2225 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2228 if (!p_ptr->resist_conf)
2230 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2233 if (!p_ptr->resist_chaos)
2238 if (one_in_(3)) lose_all_info();
2240 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2242 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2243 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2249 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2250 (void)set_image(p_ptr->image + randint0(150) + 150);
2256 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2258 if (!p_ptr->resist_chaos)
2260 disturb(FALSE, TRUE);
2261 p_ptr->redraw |= PR_EXTRA;
2262 (void)set_image(p_ptr->image + randint0(50) + 20);
2266 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2268 disturb(FALSE, TRUE);
2269 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2271 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2274 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2275 !p_ptr->anti_magic && one_in_(9000))
2278 disturb(FALSE, TRUE);
2279 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2280 "Magical energy flows through you! You must release it!"));
2284 (void)get_hack_dir(&dire);
2285 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2288 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2290 bool pet = one_in_(6);
2291 BIT_FLAGS mode = PM_ALLOW_GROUP;
2293 if (pet) mode |= PM_FORCE_PET;
2294 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2296 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2298 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2299 disturb(FALSE, TRUE);
2303 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2305 disturb(FALSE, TRUE);
2308 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2310 if (p_ptr->fast > 0)
2316 set_slow(randint1(30) + 10, FALSE);
2321 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2323 if (p_ptr->slow > 0)
2329 set_fast(randint1(30) + 10, FALSE);
2334 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2336 disturb(FALSE, TRUE);
2337 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2339 banish_monsters(100);
2340 if (!dun_level && p_ptr->town_num)
2344 /* Pick a random shop (except home) */
2347 n = randint0(MAX_STORES);
2349 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2351 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2357 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2361 msg_print(_("影につつまれた。", "A shadow passes over you."));
2364 /* Absorb light from the current possition */
2365 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2370 o_ptr = &inventory[INVEN_LITE];
2372 /* Absorb some fuel in the current lite */
2373 if (o_ptr->tval == TV_LITE)
2375 /* Use some fuel (except on artifacts) */
2376 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2378 /* Heal the player a bit */
2379 hp_player(o_ptr->xtra4 / 20);
2381 /* Decrease life-span of lite */
2383 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2385 /* Notice interesting fuel steps */
2386 notice_lite_change(o_ptr);
2391 * Unlite the area (radius 10) around player and
2392 * do 50 points damage to every affected monster
2394 unlite_area(50, 10);
2397 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2399 bool pet = one_in_(3);
2400 BIT_FLAGS mode = PM_ALLOW_GROUP;
2402 if (pet) mode |= PM_FORCE_PET;
2403 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2405 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2407 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2408 disturb(FALSE, TRUE);
2412 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2414 disturb(FALSE, TRUE);
2415 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2418 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2420 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2422 if (!lose_mutation(0))
2423 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2425 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2427 disturb(FALSE, TRUE);
2428 msg_print(_("非物質化した!", "You feel insubstantial!"));
2431 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2433 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2437 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2439 int which_stat = randint0(A_MAX);
2440 int sustained = FALSE;
2445 if (p_ptr->sustain_str) sustained = TRUE;
2448 if (p_ptr->sustain_int) sustained = TRUE;
2451 if (p_ptr->sustain_wis) sustained = TRUE;
2454 if (p_ptr->sustain_dex) sustained = TRUE;
2457 if (p_ptr->sustain_con) sustained = TRUE;
2460 if (p_ptr->sustain_chr) sustained = TRUE;
2463 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2469 disturb(FALSE, TRUE);
2470 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2472 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2475 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2477 bool pet = one_in_(5);
2478 BIT_FLAGS mode = PM_ALLOW_GROUP;
2480 if (pet) mode |= PM_FORCE_PET;
2481 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2483 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2485 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2486 disturb(FALSE, TRUE);
2489 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2491 if (p_ptr->tim_esp > 0)
2493 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2494 set_tim_esp(0, TRUE);
2498 msg_print(_("精神が広がった!", "Your mind expands!"));
2499 set_tim_esp(p_ptr->lev, FALSE);
2502 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2504 disturb(FALSE, TRUE);
2505 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2507 set_food(PY_FOOD_WEAK);
2508 if (music_singing_any()) stop_singing();
2509 if (hex_spelling_any()) stop_hex_spell_all();
2512 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2517 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2519 int danger_amount = 0;
2520 MONSTER_IDX monster;
2522 for (monster = 0; monster < m_max; monster++)
2524 monster_type *m_ptr = &m_list[monster];
2525 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2527 /* Paranoia -- Skip dead monsters */
2528 if (!m_ptr->r_idx) continue;
2530 if (r_ptr->level >= p_ptr->lev)
2532 danger_amount += r_ptr->level - p_ptr->lev + 1;
2536 if (danger_amount > 100)
2537 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2538 else if (danger_amount > 50)
2539 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2540 else if (danger_amount > 20)
2541 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2542 else if (danger_amount > 10)
2543 msg_print(_("心配な気がする!", "You feel paranoid!"));
2544 else if (danger_amount > 5)
2545 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2547 msg_print(_("寂しい気がする。", "You feel lonely."));
2550 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2552 disturb(FALSE, TRUE);
2553 msg_print(_("無敵な気がする!", "You feel invincible!"));
2555 (void)set_invuln(randint1(8) + 8, FALSE);
2558 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2560 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2564 HIT_POINT healing = p_ptr->csp;
2565 if (healing > wounds) healing = wounds;
2568 p_ptr->csp -= healing;
2569 p_ptr->redraw |= (PR_HP | PR_MANA);
2573 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2575 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2579 HIT_POINT healing = p_ptr->chp;
2580 if (healing > wounds) healing = wounds;
2582 p_ptr->csp += healing;
2583 p_ptr->redraw |= (PR_HP | PR_MANA);
2584 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2588 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2590 INVENTORY_IDX slot = 0;
2591 object_type *o_ptr = NULL;
2593 disturb(FALSE, TRUE);
2594 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2595 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2598 if (buki_motteruka(INVEN_RARM))
2601 o_ptr = &inventory[INVEN_RARM];
2603 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2605 o_ptr = &inventory[INVEN_LARM];
2609 else if (buki_motteruka(INVEN_LARM))
2611 o_ptr = &inventory[INVEN_LARM];
2614 if (slot && !object_is_cursed(o_ptr))
2616 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2617 inven_drop(slot, 1);
2624 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2625 * / Handle curse effects once every 10 game turns
2628 static void process_world_aux_curse(void)
2630 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2633 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2634 * can actually be useful!
2636 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2638 GAME_TEXT o_name[MAX_NLEN];
2640 int i, i_keep = 0, count = 0;
2642 /* Scan the equipment with random teleport ability */
2643 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2645 BIT_FLAGS flgs[TR_FLAG_SIZE];
2646 o_ptr = &inventory[i];
2648 /* Skip non-objects */
2649 if (!o_ptr->k_idx) continue;
2651 /* Extract the item flags */
2652 object_flags(o_ptr, flgs);
2654 if (have_flag(flgs, TR_TELEPORT))
2656 /* {.} will stop random teleportation. */
2657 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2660 if (one_in_(count)) i_keep = i;
2665 o_ptr = &inventory[i_keep];
2666 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2667 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2668 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2670 disturb(FALSE, TRUE);
2671 teleport_player(50, 0L);
2675 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2676 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2677 disturb(TRUE, TRUE);
2680 /* Make a chainsword noise */
2681 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2684 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2686 disturb(FALSE, FALSE);
2689 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2692 (void)activate_ty_curse(FALSE, &count);
2694 /* Handle experience draining */
2695 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2697 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2698 if (p_ptr->exp < 0) p_ptr->exp = 0;
2699 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2700 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2703 /* Add light curse (Later) */
2704 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2706 BIT_FLAGS new_curse;
2709 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2711 new_curse = get_curse(0, o_ptr);
2712 if (!(o_ptr->curse_flags & new_curse))
2714 GAME_TEXT o_name[MAX_NLEN];
2716 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2718 o_ptr->curse_flags |= new_curse;
2719 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2721 o_ptr->feeling = FEEL_NONE;
2723 p_ptr->update |= (PU_BONUS);
2726 /* Add heavy curse (Later) */
2727 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2729 BIT_FLAGS new_curse;
2732 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2734 new_curse = get_curse(1, o_ptr);
2735 if (!(o_ptr->curse_flags & new_curse))
2737 GAME_TEXT o_name[MAX_NLEN];
2739 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2741 o_ptr->curse_flags |= new_curse;
2742 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2743 o_ptr->feeling = FEEL_NONE;
2745 p_ptr->update |= (PU_BONUS);
2749 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2751 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2753 GAME_TEXT o_name[MAX_NLEN];
2755 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2756 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2757 disturb(FALSE, TRUE);
2761 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2763 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2765 GAME_TEXT o_name[MAX_NLEN];
2767 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2768 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2769 disturb(FALSE, TRUE);
2773 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2775 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2776 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2778 GAME_TEXT o_name[MAX_NLEN];
2780 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2781 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2782 disturb(FALSE, TRUE);
2786 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2788 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2789 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2791 GAME_TEXT o_name[MAX_NLEN];
2793 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2794 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2795 disturb(FALSE, TRUE);
2798 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2800 if (!p_ptr->resist_fear)
2802 disturb(FALSE, TRUE);
2803 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2804 set_afraid(p_ptr->afraid + 13 + randint1(26));
2807 /* Teleport player */
2808 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2810 disturb(FALSE, TRUE);
2812 /* Teleport player */
2813 teleport_player(40, TELEPORT_PASSIVE);
2815 /* Handle HP draining */
2816 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2818 GAME_TEXT o_name[MAX_NLEN];
2820 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2821 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2822 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2824 /* Handle mana draining */
2825 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2827 GAME_TEXT o_name[MAX_NLEN];
2829 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2830 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2831 p_ptr->csp -= MIN(p_ptr->lev, 50);
2835 p_ptr->csp_frac = 0;
2837 p_ptr->redraw |= PR_MANA;
2841 /* Rarely, take damage from the Jewel of Judgement */
2842 if (one_in_(999) && !p_ptr->anti_magic)
2844 object_type *o_ptr = &inventory[INVEN_LITE];
2846 if (o_ptr->name1 == ART_JUDGE)
2848 if (object_is_known(o_ptr))
2849 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2851 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2852 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2859 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2860 * / Handle recharging objects once every 10 game turns
2863 static void process_world_aux_recharge(void)
2868 /* Process equipment */
2869 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2871 /* Get the object */
2872 object_type *o_ptr = &inventory[i];
2874 /* Skip non-objects */
2875 if (!o_ptr->k_idx) continue;
2877 /* Recharge activatable objects */
2878 if (o_ptr->timeout > 0)
2883 /* Notice changes */
2884 if (!o_ptr->timeout)
2886 recharged_notice(o_ptr);
2892 /* Notice changes */
2895 p_ptr->window |= (PW_EQUIP);
2900 * Recharge rods. Rods now use timeout to control charging status,
2901 * and each charging rod in a stack decreases the stack's timeout by
2902 * one per turn. -LM-
2904 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2906 object_type *o_ptr = &inventory[i];
2907 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2909 /* Skip non-objects */
2910 if (!o_ptr->k_idx) continue;
2912 /* Examine all charging rods or stacks of charging rods. */
2913 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2915 /* Determine how many rods are charging. */
2916 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2917 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2919 /* Decrease timeout by that number. */
2920 o_ptr->timeout -= temp;
2922 /* Boundary control. */
2923 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2925 /* Notice changes, provide message if object is inscribed. */
2926 if (!(o_ptr->timeout))
2928 recharged_notice(o_ptr);
2932 /* One of the stack of rod is charged */
2933 else if (o_ptr->timeout % k_ptr->pval)
2940 /* Notice changes */
2943 p_ptr->window |= (PW_INVEN);
2947 /* Process objects on floor */
2948 for (i = 1; i < o_max; i++)
2951 object_type *o_ptr = &o_list[i];
2953 /* Skip dead objects */
2954 if (!o_ptr->k_idx) continue;
2956 /* Recharge rods on the ground. No messages. */
2957 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2960 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2962 /* Boundary control. */
2963 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2970 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2971 * / Handle involuntary movement once every 10 game turns
2974 static void process_world_aux_movement(void)
2976 /* Delayed Word-of-Recall */
2977 if (p_ptr->word_recall)
2980 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2981 * The player is yanked up/down as soon as
2982 * he loads the autosaved game.
2984 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2985 do_cmd_save_game(TRUE);
2987 /* Count down towards recall */
2988 p_ptr->word_recall--;
2990 p_ptr->redraw |= (PR_STATUS);
2992 /* Activate the recall */
2993 if (!p_ptr->word_recall)
2996 disturb(FALSE, TRUE);
2998 /* Determine the level */
2999 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3001 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3003 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3005 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3010 leave_quest_check();
3011 leave_tower_check();
3013 p_ptr->inside_quest = 0;
3015 p_ptr->leaving = TRUE;
3019 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3021 dungeon_type = p_ptr->recall_dungeon;
3024 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3027 dun_level = max_dlv[dungeon_type];
3028 if (dun_level < 1) dun_level = 1;
3030 /* Nightmare mode makes recall more dangerous */
3031 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3037 else if (dun_level < 99)
3039 dun_level = (dun_level + 99) / 2;
3041 else if (dun_level > 100)
3043 dun_level = d_info[dungeon_type].maxdepth - 1;
3047 if (p_ptr->wild_mode)
3049 p_ptr->wilderness_y = p_ptr->y;
3050 p_ptr->wilderness_x = p_ptr->x;
3054 /* Save player position */
3055 p_ptr->oldpx = p_ptr->x;
3056 p_ptr->oldpy = p_ptr->y;
3058 p_ptr->wild_mode = FALSE;
3061 * Clear all saved floors
3062 * and create a first saved floor
3064 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3067 p_ptr->leaving = TRUE;
3069 if (dungeon_type == DUNGEON_ANGBAND)
3073 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3075 quest_type* const q_ptr = &quest[i];
3078 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3079 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3080 (q_ptr->level < dun_level))
3082 q_ptr->status = QUEST_STATUS_FAILED;
3083 q_ptr->complev = (byte)p_ptr->lev;
3085 q_ptr->comptime = playtime;
3086 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3092 sound(SOUND_TPLEVEL);
3097 /* Delayed Alter reality */
3098 if (p_ptr->alter_reality)
3100 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3101 do_cmd_save_game(TRUE);
3103 /* Count down towards alter */
3104 p_ptr->alter_reality--;
3106 p_ptr->redraw |= (PR_STATUS);
3108 /* Activate the alter reality */
3109 if (!p_ptr->alter_reality)
3112 disturb(FALSE, TRUE);
3114 /* Determine the level */
3115 if (!quest_number(dun_level) && dun_level)
3117 msg_print(_("世界が変わった!", "The world changes!"));
3120 * Clear all saved floors
3121 * and create a first saved floor
3123 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3126 p_ptr->leaving = TRUE;
3130 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3133 sound(SOUND_TPLEVEL);
3140 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3141 * / Count number of adjacent monsters
3142 * @param m_idx 隣接数を調べたいモンスターのID
3143 * @return 隣接しているモンスターの数
3145 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3147 monster_type *m_ptr = &m_list[m_idx];
3148 POSITION my = m_ptr->fy;
3149 POSITION mx = m_ptr->fx;
3153 for (i = 0; i < 7; i++)
3155 int ay = my + ddy_ddd[i];
3156 int ax = mx + ddx_ddd[i];
3158 if (!in_bounds(ay, ax)) continue;
3160 /* Count number of monsters */
3161 if (cave[ay][ax].m_idx > 0) count++;
3170 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3172 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3175 * @brief ダンジョンの雰囲気を算出する。
3176 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3177 * @return 算出されたダンジョンの雰囲気ランク
3179 static byte get_dungeon_feeling(void)
3181 const int base = 10;
3185 /* Hack -- no feeling in the town */
3186 if (!dun_level) return 0;
3188 /* Examine each monster */
3189 for (i = 1; i < m_max; i++)
3191 monster_type *m_ptr = &m_list[i];
3192 monster_race *r_ptr;
3195 /* Skip dead monsters */
3196 if (!m_ptr->r_idx) continue;
3199 if (is_pet(m_ptr)) continue;
3201 r_ptr = &r_info[m_ptr->r_idx];
3203 /* Unique monsters */
3204 if (r_ptr->flags1 & (RF1_UNIQUE))
3206 /* Nearly out-of-depth unique monsters */
3207 if (r_ptr->level + 10 > dun_level)
3209 /* Boost rating by twice delta-depth */
3210 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3215 /* Out-of-depth monsters */
3216 if (r_ptr->level > dun_level)
3218 /* Boost rating by delta-depth */
3219 delta += (r_ptr->level - dun_level) * base;
3223 /* Unusually crowded monsters get a little bit of rating boost */
3224 if (r_ptr->flags1 & RF1_FRIENDS)
3226 if (5 <= get_monster_crowd_number(i)) delta += 1;
3230 if (2 <= get_monster_crowd_number(i)) delta += 1;
3234 rating += RATING_BOOST(delta);
3237 /* Examine each unidentified object */
3238 for (i = 1; i < o_max; i++)
3240 object_type *o_ptr = &o_list[i];
3241 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3244 /* Skip dead objects */
3245 if (!o_ptr->k_idx) continue;
3247 /* Skip known objects */
3248 if (object_is_known(o_ptr))
3251 if (o_ptr->marked & OM_TOUCHED) continue;
3254 /* Skip pseudo-known objects */
3255 if (o_ptr->ident & IDENT_SENSE) continue;
3258 if (object_is_ego(o_ptr))
3260 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3262 delta += e_ptr->rating * base;
3266 if (object_is_artifact(o_ptr))
3268 PRICE cost = object_value_real(o_ptr);
3271 if (cost > 10000L) delta += 10 * base;
3272 if (cost > 50000L) delta += 10 * base;
3273 if (cost > 100000L) delta += 10 * base;
3275 /* Special feeling */
3276 if (!preserve_mode) return 1;
3279 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3280 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3281 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3282 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3283 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3284 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3285 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3286 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3288 /* Out-of-depth objects */
3289 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3291 /* Rating increase */
3292 delta += (k_ptr->level - dun_level) * base;
3295 rating += RATING_BOOST(delta);
3299 if (rating > RATING_BOOST(1000)) return 2;
3300 if (rating > RATING_BOOST(800)) return 3;
3301 if (rating > RATING_BOOST(600)) return 4;
3302 if (rating > RATING_BOOST(400)) return 5;
3303 if (rating > RATING_BOOST(300)) return 6;
3304 if (rating > RATING_BOOST(200)) return 7;
3305 if (rating > RATING_BOOST(100)) return 8;
3306 if (rating > RATING_BOOST(0)) return 9;
3312 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3313 * / Update dungeon feeling, and announce it if changed
3316 static void update_dungeon_feeling(void)
3322 /* No feeling on the surface */
3323 if (!dun_level) return;
3325 /* No feeling in the arena */
3326 if (p_ptr->inside_battle) return;
3328 /* Extract delay time */
3329 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3331 /* Not yet felt anything */
3332 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3334 /* Extract quest number (if any) */
3335 quest_num = quest_number(dun_level);
3337 /* No feeling in a quest */
3339 (is_fixed_quest_idx(quest_num) &&
3340 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3341 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3344 /* Get new dungeon feeling */
3345 new_feeling = get_dungeon_feeling();
3347 /* Remember last time updated */
3348 p_ptr->feeling_turn = turn;
3351 if (p_ptr->feeling == new_feeling) return;
3353 /* Dungeon feeling is changed */
3354 p_ptr->feeling = new_feeling;
3356 /* Announce feeling */
3359 select_floor_music();
3361 /* Update the level indicator */
3362 p_ptr->redraw |= (PR_DEPTH);
3364 if (disturb_minor) disturb(FALSE, FALSE);
3368 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3369 * / Handle certain things once every 10 game turns
3372 static void process_world(void)
3376 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3377 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3378 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3380 extract_day_hour_min(&day, &hour, &min);
3382 /* Update dungeon feeling, and announce it if changed */
3383 update_dungeon_feeling();
3385 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3386 if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3390 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3391 p_ptr->inside_arena = FALSE;
3392 p_ptr->wild_mode = FALSE;
3393 p_ptr->leaving = TRUE;
3396 /*** Check monster arena ***/
3397 if (p_ptr->inside_battle && !p_ptr->leaving)
3403 /* Count all hostile monsters */
3404 for (i2 = 0; i2 < cur_wid; ++i2)
3405 for (j2 = 0; j2 < cur_hgt; j2++)
3407 cave_type *c_ptr = &cave[j2][i2];
3409 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3412 win_m_idx = c_ptr->m_idx;
3416 if (number_mon == 0)
3418 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3420 p_ptr->energy_need = 0;
3423 else if ((number_mon-1) == 0)
3425 GAME_TEXT m_name[MAX_NLEN];
3426 monster_type *wm_ptr;
3428 wm_ptr = &m_list[win_m_idx];
3430 monster_desc(m_name, wm_ptr, 0);
3431 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3434 if (win_m_idx == (sel_monster+1))
3436 msg_print(_("おめでとうございます。", "Congratulations."));
3437 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3438 p_ptr->au += battle_odds;
3442 msg_print(_("残念でした。", "You lost gold."));
3445 p_ptr->energy_need = 0;
3448 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3450 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3451 p_ptr->au += kakekin;
3453 p_ptr->energy_need = 0;
3458 /* Every 10 game turns */
3459 if (turn % TURNS_PER_TICK) return;
3461 /*** Check the Time and Load ***/
3463 if (!(turn % (50*TURNS_PER_TICK)))
3465 /* Check time and load */
3466 if ((0 != check_time()) || (0 != check_load()))
3469 if (closing_flag <= 2)
3471 disturb(FALSE, TRUE);
3473 /* Count warnings */
3476 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3477 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3484 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3487 p_ptr->playing = FALSE;
3490 p_ptr->leaving = TRUE;
3495 /*** Attempt timed autosave ***/
3496 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3498 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3499 do_cmd_save_game(TRUE);
3502 if (mon_fight && !ignore_unview)
3504 msg_print(_("何かが聞こえた。", "You hear noise."));
3507 /*** Handle the wilderness/town (sunshine) ***/
3509 /* While in town/wilderness */
3510 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3512 /* Hack -- Daybreak/Nighfall in town */
3513 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3517 /* Check for dawn */
3518 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3520 if (dawn) day_break();
3526 /* While in the dungeon (vanilla_town or lite_town mode only) */
3527 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3529 /*** Shuffle the Storekeepers ***/
3531 /* Chance is only once a day (while in dungeon) */
3532 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3534 /* Sometimes, shuffle the shop-keepers */
3535 if (one_in_(STORE_SHUFFLE))
3540 /* Pick a random shop (except home and museum) */
3543 n = randint0(MAX_STORES);
3545 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3547 /* Check every feature */
3548 for (i = 1; i < max_f_idx; i++)
3550 /* Access the index */
3551 feature_type *f_ptr = &f_info[i];
3553 /* Skip empty index */
3554 if (!f_ptr->name) continue;
3556 /* Skip non-store features */
3557 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3559 /* Verify store type */
3560 if (f_ptr->subtype == n)
3562 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3575 /*** Process the monsters ***/
3577 /* Check for creature generation. */
3578 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3579 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3581 /* Make a new monster */
3582 (void)alloc_monster(MAX_SIGHT + 5, 0);
3585 /* Hack -- Check for creature regeneration */
3586 if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3587 if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3589 if (!p_ptr->leaving)
3593 /* Hack -- Process the counters of monsters if needed */
3594 for (i = 0; i < MAX_MTIMED; i++)
3596 if (mproc_max[i] > 0) process_monsters_mtimed(i);
3604 if (min != prev_min)
3606 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3607 determine_today_mon(FALSE);
3612 * Nightmare mode activates the TY_CURSE at midnight
3613 * Require exact minute -- Don't activate multiple times in a minute
3616 if (ironman_nightmare && (min != prev_min))
3619 /* Every 15 minutes after 11:00 pm */
3620 if ((hour == 23) && !(min % 15))
3623 disturb(FALSE, TRUE);
3628 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3632 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3636 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3640 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3645 /* TY_CURSE activates at midnight! */
3649 disturb(TRUE, TRUE);
3650 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3652 if (p_ptr->wild_mode)
3654 /* Go into large wilderness view */
3655 p_ptr->oldpy = randint1(MAX_HGT - 2);
3656 p_ptr->oldpx = randint1(MAX_WID - 2);
3659 /* Give first move to monsters */
3660 p_ptr->energy_use = 100;
3662 /* HACk -- set the encouter flag for the wilderness generation */
3663 generate_encounter = TRUE;
3666 invoking_midnight_curse = TRUE;
3672 /* Check the Food */
3673 process_world_aux_digestion();
3675 /* Process timed damage and regeneration */
3676 process_world_aux_hp_and_sp();
3678 /* Process timeout */
3679 process_world_aux_timeout();
3682 process_world_aux_light();
3684 /* Process mutation effects */
3685 process_world_aux_mutation();
3687 /* Process curse effects */
3688 process_world_aux_curse();
3690 /* Process recharging */
3691 process_world_aux_recharge();
3693 /* Feel the inventory */
3697 /* Involuntary Movement */
3698 process_world_aux_movement();
3702 * @brief ウィザードモードへの導入処理
3703 * / Verify use of "wizard" mode
3704 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3706 static bool enter_wizard_mode(void)
3708 /* Ask first time */
3709 if (!p_ptr->noscore)
3711 /* Wizard mode is not permitted */
3712 if (!allow_debug_opts || arg_wizard)
3714 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3718 /* Mention effects */
3719 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3720 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3723 /* Verify request */
3724 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3729 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3731 p_ptr->noscore |= 0x0002;
3742 * @brief デバッグコマンドへの導入処理
3743 * / Verify use of "debug" commands
3744 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3746 static bool enter_debug_mode(void)
3748 /* Ask first time */
3749 if (!p_ptr->noscore)
3751 /* Debug mode is not permitted */
3752 if (!allow_debug_opts)
3754 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3758 /* Mention effects */
3759 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3760 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3764 /* Verify request */
3765 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3770 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3772 p_ptr->noscore |= 0x0008;
3780 * Hack -- Declare the Debug Routines
3782 extern void do_cmd_debug(void);
3784 #endif /* ALLOW_WIZARD */
3790 * @brief ボーグコマンドへの導入処理
3791 * / Verify use of "borg" commands
3792 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3794 static bool enter_borg_mode(void)
3796 /* Ask first time */
3797 if (!(p_ptr->noscore & 0x0010))
3799 /* Mention effects */
3800 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3801 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3805 /* Verify request */
3806 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3811 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3813 p_ptr->noscore |= 0x0010;
3821 * Hack -- Declare the Ben Borg
3823 extern void do_cmd_borg(void);
3825 #endif /* ALLOW_BORG */
3829 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3830 * / Parse and execute the current command Give "Warning" on illegal commands.
3831 * @todo Make some "blocks"
3834 static void process_command(void)
3836 COMMAND_CODE old_now_message = now_message;
3838 /* Handle repeating the last command */
3844 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3845 reset_concent = TRUE;
3847 /* Parse the command */
3848 switch (command_cmd)
3864 /*** Wizard Commands ***/
3866 /* Toggle Wizard Mode */
3871 p_ptr->wizard = FALSE;
3872 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3874 else if (enter_wizard_mode())
3876 p_ptr->wizard = TRUE;
3877 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3879 p_ptr->update |= (PU_MONSTERS);
3881 /* Redraw "title" */
3882 p_ptr->redraw |= (PR_TITLE);
3890 /* Special "debug" commands */
3893 /* Enter debug mode */
3894 if (enter_debug_mode())
3901 #endif /* ALLOW_WIZARD */
3906 /* Special "borg" commands */
3909 /* Enter borg mode */
3910 if (enter_borg_mode())
3912 if (!p_ptr->wild_mode) do_cmd_borg();
3918 #endif /* ALLOW_BORG */
3922 /*** Inventory Commands ***/
3924 /* Wear/wield equipment */
3927 if (!p_ptr->wild_mode) do_cmd_wield();
3931 /* Take off equipment */
3934 if (!p_ptr->wild_mode) do_cmd_takeoff();
3941 if (!p_ptr->wild_mode) do_cmd_drop();
3945 /* Destroy an item */
3952 /* Equipment list */
3959 /* Inventory list */
3967 /*** Various commands ***/
3969 /* Identify an object */
3976 /* Hack -- toggle windows */
3979 toggle_inven_equip();
3984 /*** Standard "Movement" Commands ***/
3989 if (!p_ptr->wild_mode) do_cmd_alter();
3996 if (!p_ptr->wild_mode) do_cmd_tunnel();
4000 /* Move (usually pick up things) */
4007 /* Move (usually do not pick up) */
4015 /*** Running, Resting, Searching, Staying */
4017 /* Begin Running -- Arg is Max Distance */
4020 if (!p_ptr->wild_mode) do_cmd_run();
4024 /* Stay still (usually pick things up) */
4027 do_cmd_stay(always_pickup);
4031 /* Stay still (usually do not pick up) */
4034 do_cmd_stay(!always_pickup);
4038 /* Rest -- Arg is time */
4045 /* Search for traps/doors */
4052 /* Toggle search mode */
4055 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4056 else set_action(ACTION_SEARCH);
4061 /*** Stairs and Doors and Chests and Traps ***/
4064 case SPECIAL_KEY_STORE:
4070 /* Enter building -KMW- */
4071 case SPECIAL_KEY_BUILDING:
4077 /* Enter quest level -KMW- */
4078 case SPECIAL_KEY_QUEST:
4084 /* Go up staircase */
4087 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4089 if (vanilla_town) break;
4093 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
4097 if (p_ptr->food < PY_FOOD_WEAK)
4099 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4110 /* Go down staircase */
4113 if (p_ptr->wild_mode)
4120 /* Open a door or chest */
4134 /* Jam a door with spikes */
4148 /* Disarm a trap or chest */
4156 /*** Magic and Prayers ***/
4158 /* Gain new spells/prayers */
4161 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4162 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4163 else if (p_ptr->pclass == CLASS_SAMURAI)
4164 do_cmd_gain_hissatsu();
4165 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4175 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4176 (p_ptr->pclass == CLASS_BERSERKER) ||
4177 (p_ptr->pclass == CLASS_NINJA) ||
4178 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4179 ) do_cmd_mind_browse();
4180 else if (p_ptr->pclass == CLASS_SMITH)
4182 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4183 do_cmd_magic_eater(TRUE, FALSE);
4184 else if (p_ptr->pclass == CLASS_SNIPER)
4185 do_cmd_snipe_browse();
4186 else do_cmd_browse();
4194 if (!p_ptr->wild_mode)
4196 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4198 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4200 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4202 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4205 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4207 cptr which_power = _("魔法", "magic");
4208 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4209 which_power = _("超能力", "psionic powers");
4210 else if (p_ptr->pclass == CLASS_IMITATOR)
4211 which_power = _("ものまね", "imitation");
4212 else if (p_ptr->pclass == CLASS_SAMURAI)
4213 which_power = _("必殺剣", "hissatsu");
4214 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4215 which_power = _("鏡魔法", "mirror magic");
4216 else if (p_ptr->pclass == CLASS_NINJA)
4217 which_power = _("忍術", "ninjutsu");
4218 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4219 which_power = _("祈り", "prayer");
4221 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4222 p_ptr->energy_use = 0;
4224 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4226 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4227 p_ptr->energy_use = 0;
4231 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4232 (p_ptr->pclass == CLASS_BERSERKER) ||
4233 (p_ptr->pclass == CLASS_NINJA) ||
4234 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4237 else if (p_ptr->pclass == CLASS_IMITATOR)
4239 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4240 do_cmd_magic_eater(FALSE, FALSE);
4241 else if (p_ptr->pclass == CLASS_SAMURAI)
4243 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4244 do_cmd_cast_learned();
4245 else if (p_ptr->pclass == CLASS_SMITH)
4247 else if (p_ptr->pclass == CLASS_SNIPER)
4256 /* Issue a pet command */
4263 /*** Use various objects ***/
4265 /* Inscribe an object */
4272 /* Uninscribe an object */
4275 do_cmd_uninscribe();
4279 /* Activate an artifact */
4293 /* Fuel your lantern/torch */
4310 do_cmd_throw(1, FALSE, -1);
4324 if (use_command && rogue_like_commands)
4335 /* Quaff a potion */
4338 do_cmd_quaff_potion();
4345 do_cmd_read_scroll();
4352 if (use_command && !rogue_like_commands)
4359 /* Use racial power */
4362 do_cmd_racial_power();
4367 /*** Looking at Things (nearby or on map) ***/
4369 /* Full dungeon map */
4376 /* Locate player on map */
4390 /* Target monster or location */
4399 /*** Help and Such ***/
4408 /* Identify symbol */
4411 do_cmd_query_symbol();
4415 /* Character description */
4418 do_cmd_change_name();
4423 /*** System Commands ***/
4425 /* Hack -- User interface */
4432 /* Single line from a pref file */
4441 do_cmd_reload_autopick();
4447 do_cmd_edit_autopick();
4451 /* Interact with macros */
4458 /* Interact with visuals */
4466 /* Interact with colors */
4474 /* Interact with options */
4478 (void)combine_and_reorder_home(STORE_HOME);
4483 /*** Misc Commands ***/
4499 /* Repeat level feeling */
4502 if (!p_ptr->wild_mode) do_cmd_feeling();
4506 /* Show previous message */
4509 do_cmd_message_one();
4513 /* Show previous messages */
4516 do_cmd_messages(old_now_message);
4520 /* Show quest status -KMW- */
4523 do_cmd_checkquest();
4527 /* Redraw the screen */
4530 now_message = old_now_message;
4535 #ifndef VERIFY_SAVEFILE
4537 /* Hack -- Save and don't quit */
4540 do_cmd_save_game(FALSE);
4544 #endif /* VERIFY_SAVEFILE */
4554 case SPECIAL_KEY_QUIT:
4556 do_cmd_save_and_exit();
4560 /* Quit (commit suicide) */
4573 /* Check artifacts, uniques, objects */
4580 /* Load "screen dump" */
4583 do_cmd_load_screen();
4587 /* Save "screen dump" */
4590 do_cmd_save_screen();
4594 /* Record/stop "Movie" */
4597 prepare_movie_hooks();
4601 /* Make random artifact list */
4604 spoil_random_artifact("randifact.txt");
4611 if (!p_ptr->wild_mode) do_cmd_travel();
4612 if (p_ptr->special_defense & KATA_MUSOU)
4614 set_action(ACTION_NONE);
4620 /* Hack -- Unknown command */
4623 if (flush_failure) flush();
4627 sound(SOUND_ILLEGAL);
4628 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4633 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4639 if (!p_ptr->energy_use && !now_message)
4640 now_message = old_now_message;
4644 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4647 static void pack_overflow(void)
4649 if (inventory[INVEN_PACK].k_idx)
4651 GAME_TEXT o_name[MAX_NLEN];
4654 /* Is auto-destroy done? */
4655 update_creature(p_ptr);
4656 if (!inventory[INVEN_PACK].k_idx) return;
4658 /* Access the slot to be dropped */
4659 o_ptr = &inventory[INVEN_PACK];
4662 disturb(FALSE, TRUE);
4665 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4666 object_desc(o_name, o_ptr, 0);
4668 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4670 /* Drop it (carefully) near the player */
4671 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4673 /* Modify, Describe, Optimize */
4674 inven_item_increase(INVEN_PACK, -255);
4675 inven_item_describe(INVEN_PACK);
4676 inven_item_optimize(INVEN_PACK);
4683 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4686 static void process_upkeep_with_speed(void)
4688 /* Give the player some energy */
4689 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4691 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4695 if (p_ptr->enchant_energy_need > 0) return;
4697 while (p_ptr->enchant_energy_need <= 0)
4699 /* Handle the player song */
4700 if (!load) check_music();
4702 /* Hex - Handle the hex spells */
4703 if (!load) check_hex();
4704 if (!load) revenge_spell();
4706 /* There is some randomness of needed energy */
4707 p_ptr->enchant_energy_need += ENERGY_NEED();
4712 * @brief プレイヤーの行動処理 / Process the player
4715 * Notice the annoying code to handle "pack overflow", which\n
4716 * must come first just in case somebody manages to corrupt\n
4717 * the savefiles by clever use of menu commands or something.\n
4719 static void process_player(void)
4723 /*** Apply energy ***/
4727 msg_print(_("何か変わった気がする!", "You feel different!"));
4729 (void)gain_random_mutation(0);
4730 hack_mutation = FALSE;
4733 if (invoking_midnight_curse)
4736 activate_ty_curse(FALSE, &count);
4737 invoking_midnight_curse = FALSE;
4740 if (p_ptr->inside_battle)
4742 for(i = 1; i < m_max; i++)
4744 monster_type *m_ptr = &m_list[i];
4746 if (!m_ptr->r_idx) continue;
4748 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4749 update_monster(i, FALSE);
4754 /* Give the player some energy */
4755 else if (!(load && p_ptr->energy_need <= 0))
4757 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4761 if (p_ptr->energy_need > 0) return;
4762 if (!command_rep) prt_time();
4764 /*** Check for interupts ***/
4766 /* Complete resting */
4770 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4773 if ((p_ptr->chp == p_ptr->mhp) &&
4774 (p_ptr->csp >= p_ptr->msp))
4776 set_action(ACTION_NONE);
4780 /* Complete resting */
4781 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4784 if ((p_ptr->chp == p_ptr->mhp) &&
4785 (p_ptr->csp >= p_ptr->msp) &&
4786 !p_ptr->blind && !p_ptr->confused &&
4787 !p_ptr->poisoned && !p_ptr->afraid &&
4788 !p_ptr->stun && !p_ptr->cut &&
4789 !p_ptr->slow && !p_ptr->paralyzed &&
4790 !p_ptr->image && !p_ptr->word_recall &&
4791 !p_ptr->alter_reality)
4793 set_action(ACTION_NONE);
4798 if (p_ptr->action == ACTION_FISH)
4800 Term_xtra(TERM_XTRA_DELAY, 10);
4804 bool success = FALSE;
4805 get_mon_num_prep(monster_is_fishing_target,NULL);
4806 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4808 if (r_idx && one_in_(2))
4811 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4812 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4813 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4815 GAME_TEXT m_name[MAX_NLEN];
4816 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4817 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4823 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4825 disturb(FALSE, TRUE);
4829 /* Handle "abort" */
4832 /* Check for "player abort" (semi-efficiently for resting) */
4833 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4838 /* Check for a key */
4841 flush(); /* Flush input */
4843 disturb(FALSE, TRUE);
4845 /* Hack -- Show a Message */
4846 msg_print(_("中断しました。", "Canceled."));
4851 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4853 monster_type *m_ptr = &m_list[p_ptr->riding];
4854 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4856 if (MON_CSLEEP(m_ptr))
4858 GAME_TEXT m_name[MAX_NLEN];
4861 (void)set_monster_csleep(p_ptr->riding, 0);
4862 monster_desc(m_name, m_ptr, 0);
4863 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4866 if (MON_STUNNED(m_ptr))
4868 /* Hack -- Recover from stun */
4869 if (set_monster_stunned(p_ptr->riding,
4870 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4872 GAME_TEXT m_name[MAX_NLEN];
4873 monster_desc(m_name, m_ptr, 0);
4874 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4878 if (MON_CONFUSED(m_ptr))
4880 /* Hack -- Recover from confusion */
4881 if (set_monster_confused(p_ptr->riding,
4882 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4884 GAME_TEXT m_name[MAX_NLEN];
4885 monster_desc(m_name, m_ptr, 0);
4886 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4890 if (MON_MONFEAR(m_ptr))
4892 /* Hack -- Recover from fear */
4893 if(set_monster_monfear(p_ptr->riding,
4894 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4896 GAME_TEXT m_name[MAX_NLEN];
4897 monster_desc(m_name, m_ptr, 0);
4898 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4902 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4909 if (p_ptr->lightspeed)
4911 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4913 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4915 if(P_PTR_KI < 40) P_PTR_KI = 0;
4916 else P_PTR_KI -= 40;
4917 p_ptr->update |= (PU_BONUS);
4919 if (p_ptr->action == ACTION_LEARN)
4922 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4924 /* Convert the unit (1/2^16) to (1/2^32) */
4925 s64b_LSHIFT(cost, cost_frac, 16);
4927 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4931 p_ptr->csp_frac = 0;
4932 set_action(ACTION_NONE);
4937 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4939 p_ptr->redraw |= PR_MANA;
4942 if (p_ptr->special_defense & KATA_MASK)
4944 if (p_ptr->special_defense & KATA_MUSOU)
4948 set_action(ACTION_NONE);
4953 p_ptr->redraw |= (PR_MANA);
4958 /*** Handle actual user input ***/
4960 /* Repeat until out of energy */
4961 while (p_ptr->energy_need <= 0)
4963 p_ptr->window |= PW_PLAYER;
4964 p_ptr->sutemi = FALSE;
4965 p_ptr->counter = FALSE;
4966 now_damaged = FALSE;
4970 /* Place the cursor on the player */
4971 move_cursor_relative(p_ptr->y, p_ptr->x);
4973 /* Refresh (optional) */
4974 if (fresh_before) Term_fresh();
4976 /* Hack -- Pack Overflow */
4979 /* Hack -- cancel "lurking browse mode" */
4980 if (!command_new) command_see = FALSE;
4982 /* Assume free turn */
4983 p_ptr->energy_use = 0;
4985 if (p_ptr->inside_battle)
4987 /* Place the cursor on the player */
4988 move_cursor_relative(p_ptr->y, p_ptr->x);
4990 command_cmd = SPECIAL_KEY_BUILDING;
4992 /* Process the command */
4996 /* Paralyzed or Knocked Out */
4997 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4999 p_ptr->energy_use = 100;
5003 else if (p_ptr->action == ACTION_REST)
5008 /* Reduce rest count */
5011 if (!resting) set_action(ACTION_NONE);
5012 p_ptr->redraw |= (PR_STATE);
5015 p_ptr->energy_use = 100;
5019 else if (p_ptr->action == ACTION_FISH)
5021 p_ptr->energy_use = 100;
5033 else if (travel.run)
5040 /* Repeated command */
5041 else if (command_rep)
5043 /* Count this execution */
5046 p_ptr->redraw |= (PR_STATE);
5049 /* Hack -- Assume messages were seen */
5052 /* Clear the top line */
5055 /* Process the command */
5059 /* Normal command */
5062 /* Place the cursor on the player */
5063 move_cursor_relative(p_ptr->y, p_ptr->x);
5066 /* Get a command (normal) */
5067 request_command(FALSE);
5070 /* Process the command */
5075 /* Hack -- Pack Overflow */
5082 if (p_ptr->energy_use)
5084 /* Use some energy */
5085 if (world_player || p_ptr->energy_use > 400)
5087 /* The Randomness is irrelevant */
5088 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5092 /* There is some randomness of needed energy */
5093 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5096 /* Hack -- constant hallucination */
5097 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5100 /* Shimmer monsters if needed */
5101 if (shimmer_monsters)
5103 /* Clear the flag */
5104 shimmer_monsters = FALSE;
5106 /* Shimmer multi-hued monsters */
5107 for (i = 1; i < m_max; i++)
5109 monster_type *m_ptr;
5110 monster_race *r_ptr;
5112 /* Access monster */
5115 /* Skip dead monsters */
5116 if (!m_ptr->r_idx) continue;
5118 /* Skip unseen monsters */
5119 if (!m_ptr->ml) continue;
5121 /* Access the monster race */
5122 r_ptr = &r_info[m_ptr->ap_r_idx];
5124 /* Skip non-multi-hued monsters */
5125 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5128 /* Reset the flag */
5129 shimmer_monsters = TRUE;
5131 /* Redraw regardless */
5132 lite_spot(m_ptr->fy, m_ptr->fx);
5137 /* Handle monster detection */
5138 if (repair_monsters)
5140 /* Reset the flag */
5141 repair_monsters = FALSE;
5143 /* Rotate detection flags */
5144 for (i = 1; i < m_max; i++)
5146 monster_type *m_ptr;
5148 /* Access monster */
5151 /* Skip dead monsters */
5152 if (!m_ptr->r_idx) continue;
5154 /* Nice monsters get mean */
5155 if (m_ptr->mflag & MFLAG_NICE)
5157 /* Nice monsters get mean */
5158 m_ptr->mflag &= ~(MFLAG_NICE);
5161 /* Handle memorized monsters */
5162 if (m_ptr->mflag2 & MFLAG2_MARK)
5164 /* Maintain detection */
5165 if (m_ptr->mflag2 & MFLAG2_SHOW)
5168 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5170 /* Still need repairs */
5171 repair_monsters = TRUE;
5174 /* Remove detection */
5178 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5180 /* Assume invisible */
5182 update_monster(i, FALSE);
5184 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5185 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5187 /* Redraw regardless */
5188 lite_spot(m_ptr->fy, m_ptr->fx);
5193 if (p_ptr->pclass == CLASS_IMITATOR)
5195 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5198 for (i = 0; i < p_ptr->mane_num; i++)
5200 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5201 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5205 p_ptr->redraw |= (PR_IMITATION);
5207 if (p_ptr->action == ACTION_LEARN)
5210 p_ptr->redraw |= (PR_STATE);
5213 if (world_player && (p_ptr->energy_need > - 1000))
5216 p_ptr->redraw |= (PR_MAP);
5217 p_ptr->update |= (PU_MONSTERS);
5219 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5221 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5223 world_player = FALSE;
5224 p_ptr->energy_need = ENERGY_NEED();
5226 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5231 /* Hack -- notice death */
5232 if (!p_ptr->playing || p_ptr->is_dead)
5234 world_player = FALSE;
5239 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5241 /* Handle "leaving" */
5242 if (p_ptr->leaving) break;
5245 /* Update scent trail */
5250 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5254 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5255 * ゲームを終了するかのいずれかまでループする。
5258 * This function will not exit until the level is completed,\n
5259 * the user dies, or the game is terminated.\n
5262 static void dungeon(bool load_game)
5266 /* Set the base level */
5267 base_level = dun_level;
5269 /* Reset various flags */
5270 is_loading_now = FALSE;
5273 p_ptr->leaving = FALSE;
5275 /* Reset the "command" vars */
5278 #if 0 /* Don't reset here --- It's used for Arena */
5287 /* Cancel the target */
5291 ambush_flag = FALSE;
5293 /* Cancel the health bar */
5296 /* Check visual effects */
5297 shimmer_monsters = TRUE;
5298 shimmer_objects = TRUE;
5299 repair_monsters = TRUE;
5300 repair_objects = TRUE;
5303 disturb(TRUE, TRUE);
5305 /* Get index of current quest (if any) */
5306 quest_num = quest_number(dun_level);
5308 /* Inside a quest? */
5311 /* Mark the quest monster */
5312 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5315 /* Track maximum player level */
5316 if (p_ptr->max_plv < p_ptr->lev)
5318 p_ptr->max_plv = p_ptr->lev;
5322 /* Track maximum dungeon level (if not in quest -KMW-) */
5323 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5325 max_dlv[dungeon_type] = dun_level;
5326 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5329 (void)calculate_upkeep();
5331 /* Validate the panel */
5332 panel_bounds_center();
5334 /* Verify the panel */
5340 /* Enter "xtra" mode */
5341 character_xtra = TRUE;
5343 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5345 /* Redraw dungeon */
5346 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5348 p_ptr->redraw |= (PR_MAP);
5350 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5352 /* Update lite/view */
5353 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5354 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5356 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5359 /* Leave "xtra" mode */
5360 character_xtra = FALSE;
5362 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5363 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5367 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5368 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5369 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5371 if (p_ptr->inside_battle)
5375 p_ptr->energy_need = 0;
5380 msg_print(_("試合開始!", "Ready..Fight!"));
5385 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5386 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5388 /* Hack -- notice death or departure */
5389 if (!p_ptr->playing || p_ptr->is_dead) return;
5391 /* Print quest message if appropriate */
5392 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5394 quest_discovery(random_quest_number(dun_level));
5395 p_ptr->inside_quest = random_quest_number(dun_level);
5397 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5399 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5401 msg_format("この階には%sの主である%sが棲んでいる。",
5402 d_name+d_info[dungeon_type].name,
5403 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5405 msg_format("%^s lives in this level as the keeper of %s.",
5406 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5407 d_name+d_info[dungeon_type].name);
5411 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5413 /*** Process this dungeon level ***/
5415 /* Reset the monster generation level */
5416 monster_level = base_level;
5418 /* Reset the object generation level */
5419 object_level = base_level;
5421 is_loading_now = TRUE;
5423 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5424 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5425 p_ptr->energy_need = 0;
5427 /* Not leaving dungeon */
5428 p_ptr->leaving_dungeon = FALSE;
5430 /* Initialize monster process */
5436 /* Hack -- Compact the monster list occasionally */
5437 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5439 /* Hack -- Compress the monster list occasionally */
5440 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5443 /* Hack -- Compact the object list occasionally */
5444 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5446 /* Hack -- Compress the object list occasionally */
5447 if (o_cnt + 32 < o_max) compact_objects(0);
5449 /* Process the player */
5451 process_upkeep_with_speed();
5453 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5456 /* Hack -- Hilite the player */
5457 move_cursor_relative(p_ptr->y, p_ptr->x);
5459 /* Optional fresh */
5460 if (fresh_after) Term_fresh();
5462 /* Hack -- Notice death or departure */
5463 if (!p_ptr->playing || p_ptr->is_dead) break;
5465 /* Process all of the monsters */
5470 /* Hack -- Hilite the player */
5471 move_cursor_relative(p_ptr->y, p_ptr->x);
5473 /* Optional fresh */
5474 if (fresh_after) Term_fresh();
5476 /* Hack -- Notice death or departure */
5477 if (!p_ptr->playing || p_ptr->is_dead) break;
5479 /* Process the world */
5484 /* Hack -- Hilite the player */
5485 move_cursor_relative(p_ptr->y, p_ptr->x);
5487 /* Optional fresh */
5488 if (fresh_after) Term_fresh();
5490 /* Hack -- Notice death or departure */
5491 if (!p_ptr->playing || p_ptr->is_dead) break;
5493 /* Count game turns */
5496 if (dungeon_turn < dungeon_turn_limit)
5498 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5499 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5502 prevent_turn_overflow();
5504 /* Handle "leaving" */
5505 if (p_ptr->leaving) break;
5507 if (wild_regen) wild_regen--;
5510 /* Inside a quest and non-unique questor? */
5511 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5513 /* Un-mark the quest monster */
5514 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5517 /* Not save-and-quit and not dead? */
5518 if (p_ptr->playing && !p_ptr->is_dead)
5521 * Maintain Unique monsters and artifact, save current
5522 * floor, then prepare next floor
5526 /* Forget the flag */
5527 reinit_wilderness = FALSE;
5530 /* Write about current level on the play record once per level */
5536 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5539 * Modified by Arcum Dagsson to support
5540 * separate macro files for different realms.
5542 static void load_all_pref_files(void)
5546 /* Access the "user" pref file */
5547 sprintf(buf, "user.prf");
5549 /* Process that file */
5550 process_pref_file(buf);
5552 /* Access the "user" system pref file */
5553 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5555 /* Process that file */
5556 process_pref_file(buf);
5558 /* Access the "race" pref file */
5559 sprintf(buf, "%s.prf", rp_ptr->title);
5561 /* Process that file */
5562 process_pref_file(buf);
5564 /* Access the "class" pref file */
5565 sprintf(buf, "%s.prf", cp_ptr->title);
5567 /* Process that file */
5568 process_pref_file(buf);
5570 /* Access the "character" pref file */
5571 sprintf(buf, "%s.prf", player_base);
5573 /* Process that file */
5574 process_pref_file(buf);
5576 /* Access the "realm 1" pref file */
5577 if (p_ptr->realm1 != REALM_NONE)
5579 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5581 /* Process that file */
5582 process_pref_file(buf);
5585 /* Access the "realm 2" pref file */
5586 if (p_ptr->realm2 != REALM_NONE)
5588 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5590 /* Process that file */
5591 process_pref_file(buf);
5595 /* Load an autopick preference file */
5596 autopick_load_pref(FALSE);
5601 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5604 void extract_option_vars(void)
5608 for (i = 0; option_info[i].o_desc; i++)
5610 int os = option_info[i].o_set;
5611 int ob = option_info[i].o_bit;
5613 /* Set the "default" options */
5614 if (option_info[i].o_var)
5617 if (option_flag[os] & (1L << ob))
5620 (*option_info[i].o_var) = TRUE;
5627 (*option_info[i].o_var) = FALSE;
5635 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5638 void determine_bounty_uniques(void)
5642 monster_race *r_ptr;
5644 get_mon_num_prep(NULL, NULL);
5645 for (i = 0; i < MAX_KUBI; i++)
5649 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5650 r_ptr = &r_info[kubi_r_idx[i]];
5652 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5654 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5656 if (r_ptr->rarity > 100) continue;
5658 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5660 for (j = 0; j < i; j++)
5661 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5668 for (i = 0; i < MAX_KUBI - 1; i++)
5670 for (j = i; j < MAX_KUBI; j++)
5672 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5674 tmp = kubi_r_idx[i];
5675 kubi_r_idx[i] = kubi_r_idx[j];
5676 kubi_r_idx[j] = tmp;
5684 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5686 * @note conv_old is used if loaded 0.0.3 or older save file
5688 void determine_today_mon(bool conv_old)
5691 bool old_inside_battle = p_ptr->inside_battle;
5692 monster_race *r_ptr;
5696 for (i = 0; i < max_d_idx; i++)
5698 if (max_dlv[i] < d_info[i].mindepth) continue;
5699 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5702 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5704 p_ptr->inside_battle = TRUE;
5705 get_mon_num_prep(NULL, NULL);
5709 today_mon = get_mon_num(max_dl);
5710 r_ptr = &r_info[today_mon];
5712 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5713 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5714 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5715 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5716 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5717 if (r_ptr->rarity > 10) continue;
5721 p_ptr->today_mon = 0;
5722 p_ptr->inside_battle = old_inside_battle;
5726 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5729 * If the "new_game" parameter is true, then, after loading the
5730 * savefile, we will commit suicide, if necessary, to allow the
5731 * player to start a new game.
5733 void play_game(bool new_game)
5736 bool load_game = TRUE;
5737 bool init_random_seed = FALSE;
5747 else if (chuukei_server)
5749 prepare_chuukei_hooks();
5760 hack_mutation = FALSE;
5762 /* Hack -- Character is "icky" */
5763 character_icky = TRUE;
5765 /* Make sure main term is active */
5766 Term_activate(angband_term[0]);
5768 /* Initialise the resize hooks */
5769 angband_term[0]->resize_hook = resize_map;
5771 for (i = 1; i < 8; i++)
5773 /* Does the term exist? */
5774 if (angband_term[i])
5776 /* Add the redraw on resize hook */
5777 angband_term[i]->resize_hook = redraw_window;
5781 /* Hack -- turn off the cursor */
5782 (void)Term_set_cursor(0);
5785 /* Attempt to load */
5788 quit(_("セーブファイルが壊れています", "broken savefile"));
5791 /* Extract the options */
5792 extract_option_vars();
5794 /* Report waited score */
5795 if (p_ptr->wait_report_score)
5800 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5803 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5804 update_creature(p_ptr);
5806 p_ptr->is_dead = TRUE;
5808 start_time = (u32b)time(NULL);
5810 /* No suspending now */
5811 signals_ignore_tstp();
5813 /* Hack -- Character is now "icky" */
5814 character_icky = TRUE;
5816 /* Build the filename */
5817 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5819 /* Open the high score file, for reading/writing */
5820 highscore_fd = fd_open(buf, O_RDWR);
5822 /* 町名消失バグ対策(#38205) Init the wilderness */
5823 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5825 /* Handle score, show Top scores */
5826 success = send_world_score(TRUE);
5828 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5830 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5835 p_ptr->wait_report_score = FALSE;
5837 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5839 /* Shut the high score file */
5840 (void)fd_close(highscore_fd);
5842 /* Forget the high score fd */
5845 /* Allow suspending now */
5846 signals_handle_tstp();
5851 creating_savefile = new_game;
5853 /* Nothing loaded */
5854 if (!character_loaded)
5856 /* Make new player */
5859 /* The dungeon is not ready */
5860 character_dungeon = FALSE;
5862 /* Prepare to init the RNG */
5863 init_random_seed = TRUE;
5865 /* Initialize the saved floors data */
5866 init_saved_floors(FALSE);
5869 /* Old game is loaded. But new game is requested. */
5872 /* Initialize the saved floors data */
5873 init_saved_floors(TRUE);
5876 /* Process old character */
5879 /* Process the player name */
5880 process_player_name(FALSE);
5884 if (init_random_seed)
5889 /* Roll new character */
5892 /* The dungeon is not ready */
5893 character_dungeon = FALSE;
5897 p_ptr->inside_quest = 0;
5898 p_ptr->inside_arena = FALSE;
5899 p_ptr->inside_battle = FALSE;
5903 /* Hack -- seed for flavors */
5904 seed_flavor = randint0(0x10000000);
5906 /* Hack -- seed for town layout */
5907 seed_town = randint0(0x10000000);
5909 /* Roll up a new character */
5917 determine_bounty_uniques();
5918 determine_today_mon(FALSE);
5920 /* Initialize object array */
5925 write_level = FALSE;
5927 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5929 " ---- Restart Game ----"));
5932 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5933 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5935 if (p_ptr->riding == -1)
5938 for (i = m_max; i > 0; i--)
5940 if (player_bold(m_list[i].fy, m_list[i].fx))
5949 creating_savefile = FALSE;
5951 p_ptr->teleport_town = FALSE;
5952 p_ptr->sutemi = FALSE;
5953 world_monster = FALSE;
5954 now_damaged = FALSE;
5956 start_time = time(NULL) - 1;
5957 record_o_name[0] = '\0';
5959 /* Reset map panel */
5960 panel_row_min = cur_hgt;
5961 panel_col_min = cur_wid;
5963 /* Sexy gal gets bonus to maximum weapon skill of whip */
5964 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5965 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5967 /* Fill the arrays of floors and walls in the good proportions */
5968 set_floor_and_wall(dungeon_type);
5970 /* Flavor the objects */
5973 /* Flash a message */
5974 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5976 /* Flush the message */
5980 /* Hack -- Enter wizard mode */
5983 if (enter_wizard_mode())
5985 p_ptr->wizard = TRUE;
5987 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5989 /* Initialize the saved floors data */
5990 init_saved_floors(TRUE);
5993 p_ptr->inside_quest = 0;
5995 /* Avoid crash in update_view() */
5996 p_ptr->y = p_ptr->x = 10;
5999 else if (p_ptr->is_dead)
6001 quit("Already dead.");
6005 /* Initialize the town-buildings if necessary */
6006 if (!dun_level && !p_ptr->inside_quest)
6008 /* Init the wilderness */
6010 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6013 init_flags = INIT_ONLY_BUILDINGS;
6015 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6017 select_floor_music();
6021 /* Generate a dungeon level if needed */
6022 if (!character_dungeon)
6029 /* HACK -- Restore from panic-save */
6030 if (p_ptr->panic_save)
6032 /* No player? -- Try to regenerate floor */
6033 if (!p_ptr->y || !p_ptr->x)
6035 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
6039 /* Still no player? -- Try to locate random place */
6040 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6042 /* No longer in panic */
6043 p_ptr->panic_save = 0;
6047 /* Character is now "complete" */
6048 character_generated = TRUE;
6051 /* Hack -- Character is no longer "icky" */
6052 character_icky = FALSE;
6058 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6059 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6064 p_ptr->playing = TRUE;
6066 /* Reset the visual mappings */
6069 /* Load the "pref" files */
6070 load_all_pref_files();
6072 /* Give startup outfit (after loading pref files) */
6078 /* React to changes */
6079 Term_xtra(TERM_XTRA_REACT, 0);
6081 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6082 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6085 /* Set or clear "rogue_like_commands" if requested */
6086 if (arg_force_original) rogue_like_commands = FALSE;
6087 if (arg_force_roguelike) rogue_like_commands = TRUE;
6089 /* Hack -- Enforce "delayed death" */
6090 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6092 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6094 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6096 monster_type *m_ptr;
6097 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6098 monster_race *r_ptr = &r_info[pet_r_idx];
6099 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6100 (PM_FORCE_PET | PM_NO_KAGE));
6101 m_ptr = &m_list[hack_m_idx_ii];
6102 m_ptr->mspeed = r_ptr->speed;
6103 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6104 m_ptr->max_maxhp = m_ptr->maxhp;
6105 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6106 m_ptr->dealt_damage = 0;
6107 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6110 (void)combine_and_reorder_home(STORE_HOME);
6111 (void)combine_and_reorder_home(STORE_MUSEUM);
6113 select_floor_music();
6118 /* Process the level */
6122 /* Hack -- prevent "icky" message */
6123 character_xtra = TRUE;
6127 character_xtra = FALSE;
6129 /* Cancel the target */
6132 /* Cancel the health bar */
6139 /* Handle "quit and save" */
6140 if (!p_ptr->playing && !p_ptr->is_dead) break;
6142 /* Erase the old cave */
6144 if (!p_ptr->is_dead) wipe_m_list();
6151 /* Accidental Death */
6152 if (p_ptr->playing && p_ptr->is_dead)
6154 if (p_ptr->inside_arena)
6156 p_ptr->inside_arena = FALSE;
6157 if (p_ptr->arena_number > MAX_ARENA_MONS)
6158 p_ptr->arena_number++;
6160 p_ptr->arena_number = -1 - p_ptr->arena_number;
6161 p_ptr->is_dead = FALSE;
6163 p_ptr->chp_frac = 0;
6164 p_ptr->exit_bldg = TRUE;
6167 /* Leave through the exit */
6168 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6170 /* prepare next floor */
6175 /* Mega-Hack -- Allow player to cheat death */
6176 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6178 /* Mark social class, reset age, if needed */
6179 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6185 p_ptr->noscore |= 0x0001;
6187 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
6190 (void)life_stream(FALSE, FALSE);
6192 if (p_ptr->pclass == CLASS_MAGIC_EATER)
6195 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6197 p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6199 for (; magic_idx < EATER_EXT*3; magic_idx++)
6201 p_ptr->magic_num1[magic_idx] = 0;
6205 /* Restore spell points */
6206 p_ptr->csp = p_ptr->msp;
6207 p_ptr->csp_frac = 0;
6209 /* Hack -- cancel recall */
6210 if (p_ptr->word_recall)
6212 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6215 /* Hack -- Prevent recall */
6216 p_ptr->word_recall = 0;
6217 p_ptr->redraw |= (PR_STATUS);
6220 /* Hack -- cancel alter */
6221 if (p_ptr->alter_reality)
6223 /* Hack -- Prevent alter */
6224 p_ptr->alter_reality = 0;
6225 p_ptr->redraw |= (PR_STATUS);
6228 /* Note cause of death */
6229 (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6232 p_ptr->is_dead = FALSE;
6234 /* Hack -- Prevent starvation */
6235 (void)set_food(PY_FOOD_MAX - 1);
6238 p_ptr->inside_arena = FALSE;
6239 p_ptr->inside_battle = FALSE;
6241 p_ptr->inside_quest = 0;
6242 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6244 if (lite_town || vanilla_town)
6246 p_ptr->wilderness_y = 1;
6247 p_ptr->wilderness_x = 1;
6261 p_ptr->wilderness_y = 48;
6262 p_ptr->wilderness_x = 5;
6268 p_ptr->wild_mode = FALSE;
6269 p_ptr->leaving = TRUE;
6271 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
6275 /* Prepare next floor */
6282 /* Handle "death" */
6283 if (p_ptr->is_dead) break;
6285 /* Make a new level */
6297 * @brief ゲームターンからの実時間換算を行うための補正をかける
6298 * @param hoge ゲームターン
6299 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6300 * @return 修正をかけた後のゲームターン
6302 s32b turn_real(s32b hoge)
6304 switch (p_ptr->start_race)
6310 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6317 * @brief ターンのオーバーフローに対する対処
6318 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6319 * @return 修正をかけた後のゲームターン
6321 void prevent_turn_overflow(void)
6323 int rollback_days, i, j;
6324 s32b rollback_turns;
6326 if (turn < turn_limit) return;
6328 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6329 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6331 if (turn > rollback_turns) turn -= rollback_turns;
6332 else turn = 1; /* Paranoia */
6333 if (old_turn > rollback_turns) old_turn -= rollback_turns;
6335 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6336 else old_battle = 1;
6337 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6338 else p_ptr->feeling_turn = 1;
6340 for (i = 1; i < max_towns; i++)
6342 for (j = 0; j < MAX_STORES; j++)
6344 store_type *st_ptr = &town[i].store[j];
6346 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6348 st_ptr->last_visit -= rollback_turns;
6349 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6352 if (st_ptr->store_open)
6354 st_ptr->store_open -= rollback_turns;
6355 if (st_ptr->store_open < 1) st_ptr->store_open = 1;