4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int upkeep_factor, int regen_amount)
874 s32b old_csp = p_ptr->csp;
875 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
878 * Excess mana will decay 32 times faster than normal
881 if (p_ptr->csp > p_ptr->msp)
883 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
885 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
887 /* Convert the unit (1/2^16) to (1/2^32) */
888 s64b_LSHIFT(decay, decay_frac, 16);
891 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
894 if (p_ptr->csp < p_ptr->msp)
896 p_ptr->csp = p_ptr->msp;
901 /* Regenerating mana (unless the player has excess mana) */
902 else if (regen_rate > 0)
904 /* (percent/100) is the Regen factor in unit (1/2^16) */
906 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
908 /* Convert the unit (1/2^16) to (1/2^32) */
909 s64b_LSHIFT(new_mana, new_mana_frac, 16);
912 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
914 /* Must set frac to zero even if equal */
915 if (p_ptr->csp >= p_ptr->msp)
917 p_ptr->csp = p_ptr->msp;
923 /* Reduce mana (even when the player has excess mana) */
926 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
927 s32b reduce_mana = 0;
928 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
930 /* Convert the unit (1/2^16) to (1/2^32) */
931 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
934 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
946 if (old_csp != p_ptr->csp)
949 p_ptr->redraw |= (PR_MANA);
952 p_ptr->window |= (PW_PLAYER);
953 p_ptr->window |= (PW_SPELL);
963 * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
965 static void regenmagic(int regen_amount)
970 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
972 for (i = 0; i < EATER_EXT*2; i++)
974 if (!p_ptr->magic_num2[i]) continue;
975 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
977 /* Increase remaining charge number like float value */
978 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
979 p_ptr->magic_num1[i] += new_mana;
981 /* Check maximum charge */
982 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
984 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
988 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
990 if (!p_ptr->magic_num1[i]) continue;
991 if (!p_ptr->magic_num2[i]) continue;
993 /* Decrease remaining period for charging */
994 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
995 / (dev * 16 * PY_REGEN_NORMAL);
996 p_ptr->magic_num1[i] -= new_mana;
998 /* Check minimum remaining period for charging */
999 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1010 * Regenerate the monsters (once per 100 game turns)
1012 * XXX XXX XXX Should probably be done during monster turns.
1014 static void regen_monsters(void)
1019 /* Regenerate everyone */
1020 for (i = 1; i < m_max; i++)
1022 /* Check the i'th monster */
1023 monster_type *m_ptr = &m_list[i];
1024 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1027 /* Skip dead monsters */
1028 if (!m_ptr->r_idx) continue;
1030 /* Allow regeneration (if needed) */
1031 if (m_ptr->hp < m_ptr->maxhp)
1033 /* Hack -- Base regeneration */
1034 frac = m_ptr->maxhp / 100;
1036 /* Hack -- Minimal regeneration rate */
1037 if (!frac) if (one_in_(2)) frac = 1;
1039 /* Hack -- Some monsters regenerate quickly */
1040 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1042 /* Hack -- Regenerate */
1045 /* Do not over-regenerate */
1046 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1048 /* Redraw (later) if needed */
1049 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1050 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1057 * Regenerate the captured monsters (once per 30 game turns)
1059 * XXX XXX XXX Should probably be done during monster turns.
1061 static void regen_captured_monsters(void)
1066 /* Regenerate everyone */
1067 for (i = 0; i < INVEN_TOTAL; i++)
1069 monster_race *r_ptr;
1070 object_type *o_ptr = &inventory[i];
1072 if (!o_ptr->k_idx) continue;
1073 if (o_ptr->tval != TV_CAPTURE) continue;
1074 if (!o_ptr->pval) continue;
1078 r_ptr = &r_info[o_ptr->pval];
1080 /* Allow regeneration (if needed) */
1081 if (o_ptr->xtra4 < o_ptr->xtra5)
1083 /* Hack -- Base regeneration */
1084 frac = o_ptr->xtra5 / 100;
1086 /* Hack -- Minimal regeneration rate */
1087 if (!frac) if (one_in_(2)) frac = 1;
1089 /* Hack -- Some monsters regenerate quickly */
1090 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1092 /* Hack -- Regenerate */
1093 o_ptr->xtra4 += frac;
1095 /* Do not over-regenerate */
1096 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1103 p_ptr->notice |= (PN_COMBINE);
1106 p_ptr->window |= (PW_INVEN);
1107 p_ptr->window |= (PW_EQUIP);
1113 static void notice_lite_change(object_type *o_ptr)
1115 /* Hack -- notice interesting fuel steps */
1116 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1119 p_ptr->window |= (PW_EQUIP);
1122 /* Hack -- Special treatment when blind */
1125 /* Hack -- save some light for later */
1126 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1129 /* The light is now out */
1130 else if (o_ptr->xtra4 == 0)
1134 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1136 msg_print("Your light has gone out!");
1139 /* Recalculate torch radius */
1140 p_ptr->update |= (PU_TORCH);
1142 /* Some ego light lose its effects without fuel */
1143 p_ptr->update |= (PU_BONUS);
1146 /* The light is getting dim */
1147 else if (o_ptr->name2 == EGO_LITE_LONG)
1149 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1150 && (turn % (TURNS_PER_TICK*2)))
1152 if (disturb_minor) disturb(0, 1);
1154 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1156 msg_print("Your light is growing faint.");
1162 /* The light is getting dim */
1163 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1165 if (disturb_minor) disturb(0, 1);
1167 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1169 msg_print("Your light is growing faint.");
1176 void leave_quest_check(void)
1178 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1179 leaving_quest = p_ptr->inside_quest;
1181 /* Leaving an 'only once' quest marks it as failed */
1184 quest_type* const q_ptr = &quest[leaving_quest];
1186 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1187 (q_ptr->status == QUEST_STATUS_TAKEN))
1189 q_ptr->status = QUEST_STATUS_FAILED;
1190 q_ptr->complev = (byte)p_ptr->lev;
1192 q_ptr->comptime = playtime;
1194 /* Additional settings */
1195 switch (q_ptr->type)
1197 case QUEST_TYPE_TOWER:
1198 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1199 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1201 case QUEST_TYPE_FIND_ARTIFACT:
1202 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1204 case QUEST_TYPE_RANDOM:
1205 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1207 /* Floor of random quest will be blocked */
1208 prepare_change_floor_mode(CFM_NO_RETURN);
1212 /* Record finishing a quest */
1213 if (q_ptr->type == QUEST_TYPE_RANDOM)
1215 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1219 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1225 void leave_tower_check(void)
1227 leaving_quest = p_ptr->inside_quest;
1228 /* Check for Tower Quest */
1229 if (leaving_quest &&
1230 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1231 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1233 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1235 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1236 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1238 quest[QUEST_TOWER1].comptime = playtime;
1245 * Forcibly pseudo-identify an object in the inventory
1248 * note: currently this function allows pseudo-id of any object,
1249 * including silly ones like potions & scrolls, which always
1250 * get '{average}'. This should be changed, either to stop such
1251 * items from being pseudo-id'd, or to allow psychometry to
1252 * detect whether the unidentified potion/scroll/etc is
1253 * good (Cure Light Wounds, Restore Strength, etc) or
1254 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1256 bool psychometry(void)
1260 char o_name[MAX_NLEN];
1265 item_tester_no_ryoute = TRUE;
1268 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1269 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1271 q = "Meditate on which item? ";
1272 s = "You have nothing appropriate.";
1275 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1277 /* Get the item (in the pack) */
1280 o_ptr = &inventory[item];
1283 /* Get the item (on the floor) */
1286 o_ptr = &o_list[0 - item];
1289 /* It is fully known, no information needed */
1290 if (object_is_known(o_ptr))
1293 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1295 msg_print("You cannot find out anything more about that.");
1301 /* Check for a feeling */
1302 feel = value_check_aux1(o_ptr);
1304 /* Get an object description */
1305 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1307 /* Skip non-feelings */
1311 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1313 msg_format("You do not perceive anything unusual about the %s.", o_name);
1320 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1321 o_name, game_inscriptions[feel]);
1323 msg_format("You feel that the %s %s %s...",
1324 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1325 game_inscriptions[feel]);
1329 /* We have "felt" it */
1330 o_ptr->ident |= (IDENT_SENSE);
1333 o_ptr->feeling = feel;
1335 /* Player touches it */
1336 o_ptr->marked |= OM_TOUCHED;
1338 /* Combine / Reorder the pack (later) */
1339 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1342 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1344 /* Valid "tval" codes */
1345 switch (o_ptr->tval)
1373 /* Auto-inscription/destroy */
1374 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1376 /* Something happened */
1382 * If player has inscribed the object with "!!", let him know when it's
1385 static void recharged_notice(object_type *o_ptr)
1387 char o_name[MAX_NLEN];
1391 /* No inscription */
1392 if (!o_ptr->inscription) return;
1395 s = my_strchr(quark_str(o_ptr->inscription), '!');
1397 /* Process notification request. */
1400 /* Find another '!' */
1403 /* Describe (briefly) */
1404 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1406 /* Notify the player */
1408 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1410 if (o_ptr->number > 1)
1411 msg_format("Your %s are recharged.", o_name);
1413 msg_format("Your %s is recharged.", o_name);
1422 /* Keep looking for '!'s */
1423 s = my_strchr(s + 1, '!');
1428 static void check_music(void)
1430 const magic_type *s_ptr;
1433 u32b need_mana_frac;
1435 /* Music singed by player */
1436 if (p_ptr->pclass != CLASS_BARD) return;
1437 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1439 if (p_ptr->anti_magic)
1445 spell = p_ptr->magic_num2[0];
1446 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1448 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1452 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1454 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1461 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1463 p_ptr->redraw |= PR_MANA;
1464 if (p_ptr->magic_num1[1])
1466 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1467 p_ptr->magic_num1[1] = 0;
1469 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1471 msg_print("You restart singing.");
1473 p_ptr->action = ACTION_SING;
1475 /* Recalculate bonuses */
1476 p_ptr->update |= (PU_BONUS | PU_HP);
1478 /* Redraw map and status bar */
1479 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1481 /* Update monsters */
1482 p_ptr->update |= (PU_MONSTERS);
1485 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1488 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1489 p_ptr->spell_exp[spell] += 5;
1490 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1491 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1492 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1493 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1494 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1495 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1497 /* Do any effects of continual song */
1498 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1502 /* Choose one of items that have cursed flag */
1503 static object_type *choose_cursed_obj_name(u32b flag)
1506 int choices[INVEN_TOTAL-INVEN_RARM];
1509 /* Paranoia -- Player has no warning-item */
1510 if (!(p_ptr->cursed & flag)) return NULL;
1512 /* Search Inventry */
1513 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1515 object_type *o_ptr = &inventory[i];
1517 if (o_ptr->curse_flags & flag)
1519 choices[number] = i;
1522 else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE) ||
1523 (flag == TRC_DRAIN_HP) || (flag == TRC_DRAIN_MANA) )
1527 object_flags(o_ptr, flgs);
1530 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1531 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1532 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1533 default : cf = TR_DRAIN_MANA; break;
1535 if (have_flag(flgs, cf))
1537 choices[number] = i;
1543 /* Choice one of them */
1544 return (&inventory[choices[randint0(number)]]);
1549 * Handle timed damage and regeneration every 10 game turns
1551 static void process_world_aux_hp_and_sp(void)
1553 feature_type *f_ptr = &f_info[cave[py][px].feat];
1554 bool cave_no_regen = FALSE;
1555 int upkeep_factor = 0;
1557 /* Default regeneration */
1558 int regen_amount = PY_REGEN_NORMAL;
1561 /*** Damage over Time ***/
1563 /* Take damage from poison */
1564 if (p_ptr->poisoned && !IS_INVULN())
1568 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1570 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1575 /* Take damage from cuts */
1576 if (p_ptr->cut && !IS_INVULN())
1580 /* Mortal wound or Deep Gash */
1581 if (p_ptr->cut > 1000)
1586 else if (p_ptr->cut > 200)
1592 else if (p_ptr->cut > 100)
1597 else if (p_ptr->cut > 50)
1602 else if (p_ptr->cut > 25)
1607 else if (p_ptr->cut > 10)
1620 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1622 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1628 /* (Vampires) Take damage from sunlight */
1629 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1631 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1633 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1637 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1638 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1640 msg_print("The sun's rays scorch your undead flesh!");
1641 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1644 cave_no_regen = TRUE;
1648 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1649 !p_ptr->resist_lite)
1651 object_type * o_ptr = &inventory[INVEN_LITE];
1652 char o_name [MAX_NLEN];
1653 char ouch [MAX_NLEN+40];
1655 /* Get an object description */
1656 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1659 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1661 msg_format("The %s scorches your undead flesh!", o_name);
1665 cave_no_regen = TRUE;
1667 /* Get an object description */
1668 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1671 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1673 sprintf(ouch, "wielding %s", o_name);
1676 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1680 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1684 if (have_flag(f_ptr->flags, FF_DEEP))
1686 damage = 6000 + randint0(4000);
1688 else if (!p_ptr->levitation)
1690 damage = 3000 + randint0(2000);
1695 if (prace_is_(RACE_ENT)) damage += damage / 3;
1696 if (p_ptr->resist_fire) damage = damage / 3;
1697 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1699 if (p_ptr->levitation) damage = damage / 5;
1701 damage = damage / 100 + (randint0(100) < (damage % 100));
1703 if (p_ptr->levitation)
1706 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1707 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1709 msg_print("The heat burns you!");
1710 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1715 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1717 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1719 msg_format("The %s burns you!", name);
1721 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1724 cave_no_regen = TRUE;
1728 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1729 !p_ptr->levitation && !p_ptr->can_swim)
1731 if (p_ptr->total_weight > weight_limit())
1735 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1736 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1738 msg_print("You are drowning!");
1739 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1742 cave_no_regen = TRUE;
1749 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1751 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1752 if (prace_is_(RACE_ENT)) damage += damage / 3;
1753 if (p_ptr->resist_fire) damage = damage / 3;
1754 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1756 msg_print("Ç®¤¤¡ª");
1757 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1759 msg_print("It's hot!");
1760 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1763 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1765 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1766 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1767 if (p_ptr->resist_elec) damage = damage / 3;
1768 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1770 msg_print("Äˤ¤¡ª");
1771 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1773 msg_print("It hurts!");
1774 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1777 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1779 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1780 if (p_ptr->resist_cold) damage = damage / 3;
1781 if (IS_OPPOSE_COLD()) damage = damage / 3;
1783 msg_print("Î䤿¤¤¡ª");
1784 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1786 msg_print("It's cold!");
1787 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1792 /* Spectres -- take damage when moving through walls */
1794 * Added: ANYBODY takes damage if inside through walls
1795 * without wraith form -- NOTE: Spectres will never be
1796 * reduced below 0 hp by being inside a stone wall; others
1799 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1801 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1802 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1806 cave_no_regen = TRUE;
1808 if (p_ptr->pass_wall)
1811 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1814 msg_print("Your molecules feel disrupted!");
1815 dam_desc = "density";
1821 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1822 dam_desc = "¹Å¤¤´ä";
1824 msg_print("You are being crushed!");
1825 dam_desc = "solid rock";
1829 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1834 /*** handle regeneration ***/
1837 if (p_ptr->food < PY_FOOD_WEAK)
1839 /* Lower regeneration */
1840 if (p_ptr->food < PY_FOOD_STARVE)
1844 else if (p_ptr->food < PY_FOOD_FAINT)
1846 regen_amount = PY_REGEN_FAINT;
1850 regen_amount = PY_REGEN_WEAK;
1854 /* Are we walking the pattern? */
1855 if (pattern_effect())
1857 cave_no_regen = TRUE;
1861 /* Regeneration ability */
1862 if (p_ptr->regenerate)
1864 regen_amount = regen_amount * 2;
1866 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1870 if (p_ptr->cursed & TRC_SLOW_REGEN)
1877 /* Searching or Resting */
1878 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1880 regen_amount = regen_amount * 2;
1883 upkeep_factor = calculate_upkeep();
1885 /* No regeneration while special action */
1886 if ((p_ptr->action == ACTION_LEARN) ||
1887 (p_ptr->action == ACTION_HAYAGAKE) ||
1888 (p_ptr->special_defense & KATA_KOUKIJIN))
1890 upkeep_factor += 100;
1893 /* Regenerate the mana */
1894 regenmana(upkeep_factor, regen_amount);
1897 /* Recharge magic eater's power */
1898 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1900 regenmagic(regen_amount);
1903 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1905 while (upkeep_factor > 100)
1908 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1910 msg_print("Too many pets to control at once!");
1913 do_cmd_pet_dismiss();
1915 upkeep_factor = calculate_upkeep();
1918 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1920 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1926 /* Poisoned or cut yields no healing */
1927 if (p_ptr->poisoned) regen_amount = 0;
1928 if (p_ptr->cut) regen_amount = 0;
1930 /* Special floor -- Pattern, in a wall -- yields no healing */
1931 if (cave_no_regen) regen_amount = 0;
1933 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1935 /* Regenerate Hit Points if needed */
1936 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1938 regenhp(regen_amount);
1944 * Handle timeout every 10 game turns
1946 static void process_world_aux_timeout(void)
1948 const int dec_count = (easy_band ? 2 : 1);
1950 /*** Timeout Various Things ***/
1953 if (p_ptr->tim_mimic)
1955 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1958 /* Hack -- Hallucinating */
1961 (void)set_image(p_ptr->image - dec_count);
1967 (void)set_blind(p_ptr->blind - dec_count);
1970 /* Times see-invisible */
1971 if (p_ptr->tim_invis)
1973 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1984 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1987 /* Timed temporary elemental brands. -LM- */
1988 if (p_ptr->ele_attack)
1990 p_ptr->ele_attack--;
1992 /* Clear all temporary elemental brands. */
1993 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1996 /* Timed temporary elemental immune. -LM- */
1997 if (p_ptr->ele_immune)
1999 p_ptr->ele_immune--;
2001 /* Clear all temporary elemental brands. */
2002 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2005 /* Timed infra-vision */
2006 if (p_ptr->tim_infra)
2008 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2012 if (p_ptr->tim_stealth)
2014 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2017 /* Timed levitation */
2018 if (p_ptr->tim_levitation)
2020 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2023 /* Timed sh_touki */
2024 if (p_ptr->tim_sh_touki)
2026 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2030 if (p_ptr->tim_sh_fire)
2032 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2036 if (p_ptr->tim_sh_holy)
2038 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2042 if (p_ptr->tim_eyeeye)
2044 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2047 /* Timed resist-magic */
2048 if (p_ptr->resist_magic)
2050 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2053 /* Timed regeneration */
2054 if (p_ptr->tim_regen)
2056 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2059 /* Timed resist nether */
2060 if (p_ptr->tim_res_nether)
2062 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2065 /* Timed resist time */
2066 if (p_ptr->tim_res_time)
2068 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2072 if (p_ptr->tim_reflect)
2074 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2078 if (p_ptr->multishadow)
2080 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2083 /* Timed Robe of dust */
2084 if (p_ptr->dustrobe)
2086 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2089 /* Timed infra-vision */
2090 if (p_ptr->kabenuke)
2092 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2096 if (p_ptr->paralyzed)
2098 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2102 if (p_ptr->confused)
2104 (void)set_confused(p_ptr->confused - dec_count);
2110 (void)set_afraid(p_ptr->afraid - dec_count);
2116 (void)set_fast(p_ptr->fast - 1, TRUE);
2122 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2125 /* Protection from evil */
2126 if (p_ptr->protevil)
2128 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2131 /* Invulnerability */
2134 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2138 if (p_ptr->wraith_form)
2140 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2146 (void)set_hero(p_ptr->hero - 1, TRUE);
2152 (void)set_shero(p_ptr->shero - 1, TRUE);
2158 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2164 (void)set_shield(p_ptr->shield - 1, TRUE);
2168 if (p_ptr->tsubureru)
2170 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2174 if (p_ptr->magicdef)
2176 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2180 if (p_ptr->tsuyoshi)
2182 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2186 if (p_ptr->oppose_acid)
2188 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2191 /* Oppose Lightning */
2192 if (p_ptr->oppose_elec)
2194 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2198 if (p_ptr->oppose_fire)
2200 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2204 if (p_ptr->oppose_cold)
2206 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2210 if (p_ptr->oppose_pois)
2212 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2217 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2220 /*** Poison and Stun and Cut ***/
2223 if (p_ptr->poisoned)
2225 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2227 /* Apply some healing */
2228 (void)set_poisoned(p_ptr->poisoned - adjust);
2234 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2236 /* Apply some healing */
2237 (void)set_stun(p_ptr->stun - adjust);
2243 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2245 /* Hack -- Truly "mortal" wound */
2246 if (p_ptr->cut > 1000) adjust = 0;
2248 /* Apply some healing */
2249 (void)set_cut(p_ptr->cut - adjust);
2255 * Handle burning fuel every 10 game turns
2257 static void process_world_aux_light(void)
2259 /* Check for light being wielded */
2260 object_type *o_ptr = &inventory[INVEN_LITE];
2262 /* Burn some fuel in the current lite */
2263 if (o_ptr->tval == TV_LITE)
2265 /* Hack -- Use some fuel (except on artifacts) */
2266 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2268 /* Decrease life-span */
2269 if (o_ptr->name2 == EGO_LITE_LONG)
2271 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2273 else o_ptr->xtra4--;
2275 /* Notice interesting fuel steps */
2276 notice_lite_change(o_ptr);
2283 * Handle mutation effects once every 10 game turns
2285 static void process_world_aux_mutation(void)
2287 /* No mutation with effects */
2288 if (!p_ptr->muta2) return;
2290 /* No effect on monster arena */
2291 if (p_ptr->inside_battle) return;
2293 /* No effect on the global map */
2294 if (p_ptr->wild_mode) return;
2297 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2301 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2302 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2304 msg_print("RAAAAGHH!");
2305 msg_print("You feel a fit of rage coming over you!");
2308 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2309 (void)set_afraid(0);
2312 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2314 if (!p_ptr->resist_fear)
2318 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2320 msg_print("It's so dark... so scary!");
2323 set_afraid(p_ptr->afraid + 13 + randint1(26));
2327 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2329 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2334 /* Teleport player */
2336 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2338 msg_print("Your position suddenly seems very uncertain...");
2342 teleport_player(40, TELEPORT_PASSIVE);
2346 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2348 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2351 p_ptr->redraw |= PR_EXTRA;
2353 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2355 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2360 if (!p_ptr->resist_conf)
2362 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2365 if (!p_ptr->resist_chaos)
2370 if (one_in_(3)) lose_all_info();
2372 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2375 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2376 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2378 msg_print("You wake up somewhere with a sore head...");
2379 msg_print("You can't remember a thing, or how you got here!");
2388 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2390 msg_print("Thishcischs GooDSChtuff!");
2393 (void)set_image(p_ptr->image + randint0(150) + 150);
2399 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2401 if (!p_ptr->resist_chaos)
2404 p_ptr->redraw |= PR_EXTRA;
2405 (void)set_image(p_ptr->image + randint0(50) + 20);
2409 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2414 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2416 msg_print("BRRAAAP! Oops.");
2420 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2423 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2424 !p_ptr->anti_magic && one_in_(9000))
2429 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2431 msg_print("Magical energy flows through you! You must release it!");
2436 (void)get_hack_dir(&dire);
2437 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2440 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2441 !p_ptr->anti_magic && (randint1(6666) == 666))
2443 bool pet = one_in_(6);
2444 u32b mode = PM_ALLOW_GROUP;
2446 if (pet) mode |= PM_FORCE_PET;
2447 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2449 if (summon_specific((pet ? -1 : 0), py, px,
2450 dun_level, SUMMON_DEMON, mode))
2453 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2455 msg_print("You have attracted a demon!");
2462 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2468 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2470 msg_print("You feel less energetic.");
2473 if (p_ptr->fast > 0)
2479 set_slow(randint1(30) + 10, FALSE);
2485 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2487 msg_print("You feel more energetic.");
2490 if (p_ptr->slow > 0)
2496 set_fast(randint1(30) + 10, FALSE);
2501 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2505 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2507 msg_print("You suddenly feel almost lonely.");
2510 banish_monsters(100);
2511 if (!dun_level && p_ptr->town_num)
2515 /* Pick a random shop (except home) */
2518 n = randint0(MAX_STORES);
2520 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2523 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2525 msg_print("You see one of the shopkeepers running for the hills!");
2533 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2538 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2540 msg_print("A shadow passes over you.");
2545 /* Absorb light from the current possition */
2546 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2551 o_ptr = &inventory[INVEN_LITE];
2553 /* Absorb some fuel in the current lite */
2554 if (o_ptr->tval == TV_LITE)
2556 /* Use some fuel (except on artifacts) */
2557 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2559 /* Heal the player a bit */
2560 hp_player(o_ptr->xtra4 / 20);
2562 /* Decrease life-span of lite */
2566 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2568 msg_print("You absorb energy from your light!");
2572 /* Notice interesting fuel steps */
2573 notice_lite_change(o_ptr);
2578 * Unlite the area (radius 10) around player and
2579 * do 50 points damage to every affected monster
2581 unlite_area(50, 10);
2584 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2585 !p_ptr->anti_magic && one_in_(7000))
2587 bool pet = one_in_(3);
2588 u32b mode = PM_ALLOW_GROUP;
2590 if (pet) mode |= PM_FORCE_PET;
2591 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2593 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2596 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2598 msg_print("You have attracted an animal!");
2605 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2606 !p_ptr->anti_magic && one_in_(8000))
2610 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2612 msg_print("You feel the world warping around you!");
2616 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2618 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2620 if (!lose_mutation(0))
2622 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2624 msg_print("You feel oddly normal.");
2628 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2632 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2634 msg_print("You feel insubstantial!");
2638 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2640 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2644 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2646 int which_stat = randint0(6);
2647 int sustained = FALSE;
2652 if (p_ptr->sustain_str) sustained = TRUE;
2655 if (p_ptr->sustain_int) sustained = TRUE;
2658 if (p_ptr->sustain_wis) sustained = TRUE;
2661 if (p_ptr->sustain_dex) sustained = TRUE;
2664 if (p_ptr->sustain_con) sustained = TRUE;
2667 if (p_ptr->sustain_chr) sustained = TRUE;
2671 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2673 msg_print("Invalid stat chosen!");
2683 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2685 msg_print("You can feel yourself wasting away!");
2689 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2692 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2693 !p_ptr->anti_magic && one_in_(3000))
2695 bool pet = one_in_(5);
2696 u32b mode = PM_ALLOW_GROUP;
2698 if (pet) mode |= PM_FORCE_PET;
2699 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2701 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2704 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2706 msg_print("You have attracted a dragon!");
2712 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2715 if (p_ptr->tim_esp > 0)
2718 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2720 msg_print("Your mind feels cloudy!");
2723 set_tim_esp(0, TRUE);
2728 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2730 msg_print("Your mind expands!");
2733 set_tim_esp(p_ptr->lev, FALSE);
2736 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2741 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2743 msg_print("Your stomach roils, and you lose your lunch!");
2747 set_food(PY_FOOD_WEAK);
2748 if (music_singing_any()) stop_singing();
2749 if (hex_spelling_any()) stop_hex_spell_all();
2752 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2753 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2758 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2760 int danger_amount = 0;
2763 for (monster = 0; monster < m_max; monster++)
2765 monster_type *m_ptr = &m_list[monster];
2766 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2768 /* Paranoia -- Skip dead monsters */
2769 if (!m_ptr->r_idx) continue;
2771 if (r_ptr->level >= p_ptr->lev)
2773 danger_amount += r_ptr->level - p_ptr->lev + 1;
2777 if (danger_amount > 100)
2779 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2781 msg_print("You feel utterly terrified!");
2784 else if (danger_amount > 50)
2786 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2788 msg_print("You feel terrified!");
2791 else if (danger_amount > 20)
2793 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2795 msg_print("You feel very worried!");
2798 else if (danger_amount > 10)
2800 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2802 msg_print("You feel paranoid!");
2805 else if (danger_amount > 5)
2807 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2809 msg_print("You feel almost safe.");
2814 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2816 msg_print("You feel lonely.");
2820 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2825 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2827 msg_print("You feel invincible!");
2831 (void)set_invuln(randint1(8) + 8, FALSE);
2833 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2835 int wounds = p_ptr->mhp - p_ptr->chp;
2839 int healing = p_ptr->csp;
2841 if (healing > wounds)
2847 p_ptr->csp -= healing;
2850 p_ptr->redraw |= (PR_MANA);
2853 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2856 int wounds = p_ptr->msp - p_ptr->csp;
2860 int healing = p_ptr->chp;
2862 if (healing > wounds)
2867 p_ptr->csp += healing;
2870 p_ptr->redraw |= (PR_MANA);
2872 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2874 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2879 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2882 object_type *o_ptr = NULL;
2886 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2887 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2889 msg_print("You trip over your own feet!");
2890 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2894 if (buki_motteruka(INVEN_RARM))
2897 o_ptr = &inventory[INVEN_RARM];
2899 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2901 o_ptr = &inventory[INVEN_LARM];
2905 else if (buki_motteruka(INVEN_LARM))
2907 o_ptr = &inventory[INVEN_LARM];
2911 if (slot && !object_is_cursed(o_ptr))
2914 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2916 msg_print("You drop your weapon!");
2918 inven_drop(slot, 1);
2924 * Handle curse effects once every 10 game turns
2926 static void process_world_aux_curse(void)
2928 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2931 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2932 * can actually be useful!
2934 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2936 char o_name[MAX_NLEN];
2938 int i, i_keep = 0, count = 0;
2940 /* Scan the equipment with random teleport ability */
2941 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2943 u32b flgs[TR_FLAG_SIZE];
2944 o_ptr = &inventory[i];
2946 /* Skip non-objects */
2947 if (!o_ptr->k_idx) continue;
2949 /* Extract the item flags */
2950 object_flags(o_ptr, flgs);
2952 if (have_flag(flgs, TR_TELEPORT))
2954 /* {.} will stop random teleportation. */
2955 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2958 if (one_in_(count)) i_keep = i;
2963 o_ptr = &inventory[i_keep];
2964 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2967 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2969 msg_format("Your %s is activating teleportation.", o_name);
2973 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2975 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2979 teleport_player(50, 0L);
2984 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2986 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2991 /* Make a chainsword noise */
2992 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2996 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2998 if (!get_rnd_line("chainswd.txt", 0, noise))
3001 disturb(FALSE, FALSE);
3004 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3007 (void)activate_ty_curse(FALSE, &count);
3009 /* Handle experience draining */
3010 if (p_ptr->prace != RACE_ANDROID &&
3011 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3013 p_ptr->exp -= (p_ptr->lev+1)/2;
3014 if (p_ptr->exp < 0) p_ptr->exp = 0;
3015 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3016 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3019 /* Add light curse (Later) */
3020 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3025 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3027 new_curse = get_curse(0, o_ptr);
3028 if (!(o_ptr->curse_flags & new_curse))
3030 char o_name[MAX_NLEN];
3032 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3034 o_ptr->curse_flags |= new_curse;
3036 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3038 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3041 o_ptr->feeling = FEEL_NONE;
3043 p_ptr->update |= (PU_BONUS);
3046 /* Add heavy curse (Later) */
3047 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3052 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3054 new_curse = get_curse(1, o_ptr);
3055 if (!(o_ptr->curse_flags & new_curse))
3057 char o_name[MAX_NLEN];
3059 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3061 o_ptr->curse_flags |= new_curse;
3063 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3065 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3068 o_ptr->feeling = FEEL_NONE;
3070 p_ptr->update |= (PU_BONUS);
3074 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3076 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3077 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3079 char o_name[MAX_NLEN];
3081 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3083 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3085 msg_format("Your %s have attracted an animal!", o_name);
3092 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3094 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3096 char o_name[MAX_NLEN];
3098 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3100 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3102 msg_format("Your %s have attracted a demon!", o_name);
3109 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3111 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3112 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3114 char o_name[MAX_NLEN];
3116 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3118 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3120 msg_format("Your %s have attracted an animal!", o_name);
3126 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3128 if (!p_ptr->resist_fear)
3132 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3134 msg_print("It's so dark... so scary!");
3137 set_afraid(p_ptr->afraid + 13 + randint1(26));
3140 /* Teleport player */
3141 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3145 /* Teleport player */
3146 teleport_player(40, TELEPORT_PASSIVE);
3148 /* Handle HP draining */
3149 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3151 char o_name[MAX_NLEN];
3153 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3155 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3157 msg_format("Your %s drains HP from you!", o_name);
3159 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3161 /* Handle mana draining */
3162 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3164 char o_name[MAX_NLEN];
3166 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3168 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3170 msg_format("Your %s drains mana from you!", o_name);
3172 p_ptr->csp -= MIN(p_ptr->lev, 50);
3176 p_ptr->csp_frac = 0;
3178 p_ptr->redraw |= PR_MANA;
3182 /* Rarely, take damage from the Jewel of Judgement */
3183 if (one_in_(999) && !p_ptr->anti_magic)
3185 object_type *o_ptr = &inventory[INVEN_LITE];
3187 if (o_ptr->name1 == ART_JUDGE)
3190 if (object_is_known(o_ptr))
3191 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3193 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3194 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3196 if (object_is_known(o_ptr))
3197 msg_print("The Jewel of Judgement drains life from you!");
3199 msg_print("Something drains life from you!");
3200 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3208 * Handle recharging objects once every 10 game turns
3210 static void process_world_aux_recharge(void)
3215 /* Process equipment */
3216 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3218 /* Get the object */
3219 object_type *o_ptr = &inventory[i];
3221 /* Skip non-objects */
3222 if (!o_ptr->k_idx) continue;
3224 /* Recharge activatable objects */
3225 if (o_ptr->timeout > 0)
3230 /* Notice changes */
3231 if (!o_ptr->timeout)
3233 recharged_notice(o_ptr);
3239 /* Notice changes */
3243 p_ptr->window |= (PW_EQUIP);
3248 * Recharge rods. Rods now use timeout to control charging status,
3249 * and each charging rod in a stack decreases the stack's timeout by
3250 * one per turn. -LM-
3252 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3254 object_type *o_ptr = &inventory[i];
3255 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3257 /* Skip non-objects */
3258 if (!o_ptr->k_idx) continue;
3260 /* Examine all charging rods or stacks of charging rods. */
3261 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3263 /* Determine how many rods are charging. */
3264 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3265 if (temp > o_ptr->number) temp = o_ptr->number;
3267 /* Decrease timeout by that number. */
3268 o_ptr->timeout -= temp;
3270 /* Boundary control. */
3271 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3273 /* Notice changes, provide message if object is inscribed. */
3274 if (!(o_ptr->timeout))
3276 recharged_notice(o_ptr);
3280 /* One of the stack of rod is charged */
3281 else if (o_ptr->timeout % k_ptr->pval)
3288 /* Notice changes */
3292 p_ptr->window |= (PW_INVEN);
3296 /* Process objects on floor */
3297 for (i = 1; i < o_max; i++)
3300 object_type *o_ptr = &o_list[i];
3302 /* Skip dead objects */
3303 if (!o_ptr->k_idx) continue;
3305 /* Recharge rods on the ground. No messages. */
3306 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3309 o_ptr->timeout -= o_ptr->number;
3311 /* Boundary control. */
3312 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3319 * Handle involuntary movement once every 10 game turns
3321 static void process_world_aux_movement(void)
3323 /* Delayed Word-of-Recall */
3324 if (p_ptr->word_recall)
3327 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3328 * The player is yanked up/down as soon as
3329 * he loads the autosaved game.
3331 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3332 do_cmd_save_game(TRUE);
3334 /* Count down towards recall */
3335 p_ptr->word_recall--;
3337 p_ptr->redraw |= (PR_STATUS);
3339 /* Activate the recall */
3340 if (!p_ptr->word_recall)
3345 /* Determine the level */
3346 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3348 msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3349 "You feel yourself yanked upwards!"));
3351 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3353 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3358 leave_quest_check();
3359 leave_tower_check();
3361 p_ptr->inside_quest = 0;
3363 p_ptr->leaving = TRUE;
3367 msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3368 "You feel yourself yanked downwards!"));
3370 dungeon_type = p_ptr->recall_dungeon;
3373 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3376 dun_level = max_dlv[dungeon_type];
3377 if (dun_level < 1) dun_level = 1;
3379 /* Nightmare mode makes recall more dangerous */
3380 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3386 else if (dun_level < 99)
3388 dun_level = (dun_level + 99) / 2;
3390 else if (dun_level > 100)
3392 dun_level = d_info[dungeon_type].maxdepth - 1;
3396 if (p_ptr->wild_mode)
3398 p_ptr->wilderness_y = py;
3399 p_ptr->wilderness_x = px;
3403 /* Save player position */
3407 p_ptr->wild_mode = FALSE;
3410 * Clear all saved floors
3411 * and create a first saved floor
3413 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3416 p_ptr->leaving = TRUE;
3418 if (dungeon_type == DUNGEON_ANGBAND)
3422 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3424 quest_type* const q_ptr = &quest[i];
3427 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3428 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3429 (q_ptr->level < dun_level))
3431 q_ptr->status = QUEST_STATUS_FAILED;
3432 q_ptr->complev = (byte)p_ptr->lev;
3434 q_ptr->comptime = playtime;
3435 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3442 sound(SOUND_TPLEVEL);
3447 /* Delayed Alter reality */
3448 if (p_ptr->alter_reality)
3450 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3451 do_cmd_save_game(TRUE);
3453 /* Count down towards alter */
3454 p_ptr->alter_reality--;
3456 p_ptr->redraw |= (PR_STATUS);
3458 /* Activate the alter reality */
3459 if (!p_ptr->alter_reality)
3464 /* Determine the level */
3465 if (!quest_number(dun_level) && dun_level)
3468 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3470 msg_print("The world changes!");
3474 * Clear all saved floors
3475 * and create a first saved floor
3477 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3480 p_ptr->leaving = TRUE;
3485 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3487 msg_print("The world seems to change for a moment!");
3492 sound(SOUND_TPLEVEL);
3499 * Count number of adjacent monsters
3501 static int get_monster_crowd_number(int m_idx)
3503 monster_type *m_ptr = &m_list[m_idx];
3509 for (i = 0; i < 7; i++)
3511 int ay = my + ddy_ddd[i];
3512 int ax = mx + ddx_ddd[i];
3514 if (!in_bounds(ay, ax)) continue;
3516 /* Count number of monsters */
3517 if (cave[ay][ax].m_idx > 0) count++;
3526 * Dungeon rating is no longer linear
3528 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3531 * Examine all monsters and unidentified objects,
3532 * and get the feeling of current dungeon floor
3534 static byte get_dungeon_feeling(void)
3536 const int base = 10;
3540 /* Hack -- no feeling in the town */
3541 if (!dun_level) return 0;
3543 /* Examine each monster */
3544 for (i = 1; i < m_max; i++)
3546 monster_type *m_ptr = &m_list[i];
3547 monster_race *r_ptr;
3550 /* Skip dead monsters */
3551 if (!m_ptr->r_idx) continue;
3554 if (is_pet(m_ptr)) continue;
3556 r_ptr = &r_info[m_ptr->r_idx];
3558 /* Unique monsters */
3559 if (r_ptr->flags1 & (RF1_UNIQUE))
3561 /* Nearly out-of-depth unique monsters */
3562 if (r_ptr->level + 10 > dun_level)
3564 /* Boost rating by twice delta-depth */
3565 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3570 /* Out-of-depth monsters */
3571 if (r_ptr->level > dun_level)
3573 /* Boost rating by delta-depth */
3574 delta += (r_ptr->level - dun_level) * base;
3578 /* Unusually crowded monsters get a little bit of rating boost */
3579 if (r_ptr->flags1 & RF1_FRIENDS)
3581 if (5 <= get_monster_crowd_number(i)) delta += 1;
3585 if (2 <= get_monster_crowd_number(i)) delta += 1;
3589 rating += RATING_BOOST(delta);
3592 /* Examine each unidentified object */
3593 for (i = 1; i < o_max; i++)
3595 object_type *o_ptr = &o_list[i];
3596 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3599 /* Skip dead objects */
3600 if (!o_ptr->k_idx) continue;
3602 /* Skip known objects */
3603 if (object_is_known(o_ptr))
3606 if (o_ptr->marked & OM_TOUCHED) continue;
3609 /* Skip pseudo-known objects */
3610 if (o_ptr->ident & IDENT_SENSE) continue;
3613 if (object_is_ego(o_ptr))
3615 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3617 delta += e_ptr->rating * base;
3621 if (object_is_artifact(o_ptr))
3623 s32b cost = object_value_real(o_ptr);
3626 if (cost > 10000L) delta += 10 * base;
3627 if (cost > 50000L) delta += 10 * base;
3628 if (cost > 100000L) delta += 10 * base;
3630 /* Special feeling */
3631 if (!preserve_mode) return 1;
3634 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3635 if (o_ptr->tval == TV_SHIELD &&
3636 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3637 if (o_ptr->tval == TV_GLOVES &&
3638 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3639 if (o_ptr->tval == TV_BOOTS &&
3640 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3641 if (o_ptr->tval == TV_HELM &&
3642 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3643 if (o_ptr->tval == TV_RING &&
3644 o_ptr->sval == SV_RING_SPEED &&
3645 !object_is_cursed(o_ptr)) delta += 25 * base;
3646 if (o_ptr->tval == TV_RING &&
3647 o_ptr->sval == SV_RING_LORDLY &&
3648 !object_is_cursed(o_ptr)) delta += 15 * base;
3649 if (o_ptr->tval == TV_AMULET &&
3650 o_ptr->sval == SV_AMULET_THE_MAGI &&
3651 !object_is_cursed(o_ptr)) delta += 15 * base;
3653 /* Out-of-depth objects */
3654 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3655 k_ptr->level > dun_level)
3657 /* Rating increase */
3658 delta += (k_ptr->level - dun_level) * base;
3661 rating += RATING_BOOST(delta);
3665 if (rating > RATING_BOOST(1000)) return 2;
3666 if (rating > RATING_BOOST(800)) return 3;
3667 if (rating > RATING_BOOST(600)) return 4;
3668 if (rating > RATING_BOOST(400)) return 5;
3669 if (rating > RATING_BOOST(300)) return 6;
3670 if (rating > RATING_BOOST(200)) return 7;
3671 if (rating > RATING_BOOST(100)) return 8;
3672 if (rating > RATING_BOOST(0)) return 9;
3679 * Update dungeon feeling, and announce it if changed
3681 static void update_dungeon_feeling(void)
3687 /* No feeling on the surface */
3688 if (!dun_level) return;
3690 /* No feeling in the arena */
3691 if (p_ptr->inside_battle) return;
3693 /* Extract delay time */
3694 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3696 /* Not yet felt anything */
3697 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3699 /* Extract quest number (if any) */
3700 quest_num = quest_number(dun_level);
3702 /* No feeling in a quest */
3704 (is_fixed_quest_idx(quest_num) &&
3705 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3706 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3709 /* Get new dungeon feeling */
3710 new_feeling = get_dungeon_feeling();
3712 /* Remember last time updated */
3713 p_ptr->feeling_turn = turn;
3716 if (p_ptr->feeling == new_feeling) return;
3718 /* Dungeon feeling is changed */
3719 p_ptr->feeling = new_feeling;
3721 /* Announce feeling */
3724 /* Update the level indicator */
3725 p_ptr->redraw |= (PR_DEPTH);
3728 if (disturb_minor) disturb(0, 0);
3733 * Handle certain things once every 10 game turns
3735 static void process_world(void)
3739 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3740 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3741 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3743 extract_day_hour_min(&day, &hour, &min);
3745 /* Update dungeon feeling, and announce it if changed */
3746 update_dungeon_feeling();
3748 /*** Check monster arena ***/
3749 if (p_ptr->inside_battle && !p_ptr->leaving)
3755 /* Count all hostile monsters */
3756 for (i2 = 0; i2 < cur_wid; ++i2)
3757 for (j2 = 0; j2 < cur_hgt; j2++)
3759 cave_type *c_ptr = &cave[j2][i2];
3761 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3764 win_m_idx = c_ptr->m_idx;
3768 if (number_mon == 0)
3771 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3773 msg_print("They have kill each other at the same time.");
3776 p_ptr->energy_need = 0;
3779 else if ((number_mon-1) == 0)
3782 monster_type *wm_ptr;
3784 wm_ptr = &m_list[win_m_idx];
3786 monster_desc(m_name, wm_ptr, 0);
3788 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3790 msg_format("%s is winner!", m_name);
3794 if (win_m_idx == (sel_monster+1))
3797 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3799 msg_print("Congratulations.");
3802 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3804 msg_format("You received %d gold.", battle_odds);
3806 p_ptr->au += battle_odds;
3811 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3813 msg_print("You lost gold.");
3817 p_ptr->energy_need = 0;
3820 else if (turn - old_turn == 150*TURNS_PER_TICK)
3823 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3825 msg_format("This battle have ended in a draw.");
3827 p_ptr->au += kakekin;
3829 p_ptr->energy_need = 0;
3834 /* Every 10 game turns */
3835 if (turn % TURNS_PER_TICK) return;
3837 /*** Check the Time and Load ***/
3839 if (!(turn % (50*TURNS_PER_TICK)))
3841 /* Check time and load */
3842 if ((0 != check_time()) || (0 != check_load()))
3845 if (closing_flag <= 2)
3850 /* Count warnings */
3855 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3856 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3858 msg_print("The gates to ANGBAND are closing...");
3859 msg_print("Please finish up and/or save your game.");
3869 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3871 msg_print("The gates to ANGBAND are now closed.");
3876 p_ptr->playing = FALSE;
3879 p_ptr->leaving = TRUE;
3884 /*** Attempt timed autosave ***/
3885 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3887 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3888 do_cmd_save_game(TRUE);
3891 if (mon_fight && !ignore_unview)
3894 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3896 msg_print("You hear noise.");
3900 /*** Handle the wilderness/town (sunshine) ***/
3902 /* While in town/wilderness */
3903 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3905 /* Hack -- Daybreak/Nighfall in town */
3906 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3910 /* Check for dawn */
3911 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3920 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3922 msg_print("The sun has risen.");
3925 if (!p_ptr->wild_mode)
3927 /* Hack -- Scan the town */
3928 for (y = 0; y < cur_hgt; y++)
3930 for (x = 0; x < cur_wid; x++)
3932 /* Get the cave grid */
3933 cave_type *c_ptr = &cave[y][x];
3936 c_ptr->info |= (CAVE_GLOW);
3938 /* Hack -- Memorize lit grids if allowed */
3939 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3941 /* Hack -- Notice spot */
3955 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3957 msg_print("The sun has fallen.");
3960 if (!p_ptr->wild_mode)
3962 /* Hack -- Scan the town */
3963 for (y = 0; y < cur_hgt; y++)
3965 for (x = 0; x < cur_wid; x++)
3967 /* Get the cave grid */
3968 cave_type *c_ptr = &cave[y][x];
3970 /* Feature code (applying "mimic" field) */
3971 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3973 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3974 !have_flag(f_ptr->flags, FF_ENTRANCE))
3977 c_ptr->info &= ~(CAVE_GLOW);
3979 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3981 /* Forget the normal floor grid */
3982 c_ptr->info &= ~(CAVE_MARK);
3984 /* Hack -- Notice spot */
3990 /* Glow deep lava and building entrances */
3991 glow_deep_lava_and_bldg();
3996 /* Update the monsters */
3997 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
4000 p_ptr->redraw |= (PR_MAP);
4003 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4005 if (p_ptr->special_defense & NINJA_S_STEALTH)
4007 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4012 /* While in the dungeon (vanilla_town or lite_town mode only) */
4013 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4015 /*** Shuffle the Storekeepers ***/
4017 /* Chance is only once a day (while in dungeon) */
4018 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4020 /* Sometimes, shuffle the shop-keepers */
4021 if (one_in_(STORE_SHUFFLE))
4025 /* Pick a random shop (except home and museum) */
4028 n = randint0(MAX_STORES);
4030 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4032 /* Check every feature */
4033 for (i = 1; i < max_f_idx; i++)
4035 /* Access the index */
4036 feature_type *f_ptr = &f_info[i];
4038 /* Skip empty index */
4039 if (!f_ptr->name) continue;
4041 /* Skip non-store features */
4042 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4044 /* Verify store type */
4045 if (f_ptr->subtype == n)
4049 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4051 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4065 /*** Process the monsters ***/
4067 /* Check for creature generation. */
4068 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4069 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4071 /* Make a new monster */
4072 (void)alloc_monster(MAX_SIGHT + 5, 0);
4075 /* Hack -- Check for creature regeneration */
4076 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4077 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4079 if (!p_ptr->leaving)
4083 /* Hack -- Process the counters of monsters if needed */
4084 for (i = 0; i < MAX_MTIMED; i++)
4086 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4094 if (min != prev_min)
4096 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4097 determine_today_mon(FALSE);
4102 * Nightmare mode activates the TY_CURSE at midnight
4104 * Require exact minute -- Don't activate multiple times in a minute
4106 if (ironman_nightmare && (min != prev_min))
4108 /* Every 15 minutes after 11:00 pm */
4109 if ((hour == 23) && !(min % 15))
4118 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4120 msg_print("You hear a distant bell toll ominously.");
4126 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4128 msg_print("A distant bell sounds twice.");
4134 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4136 msg_print("A distant bell sounds three times.");
4142 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4144 msg_print("A distant bell tolls four times.");
4150 /* TY_CURSE activates at midnight! */
4157 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4159 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4162 activate_ty_curse(FALSE, &count);
4167 /*** Check the Food, and Regenerate ***/
4169 if (!p_ptr->inside_battle)
4171 /* Digest quickly when gorged */
4172 if (p_ptr->food >= PY_FOOD_MAX)
4174 /* Digest a lot of food */
4175 (void)set_food(p_ptr->food - 100);
4178 /* Digest normally -- Every 50 game turns */
4179 else if (!(turn % (TURNS_PER_TICK*5)))
4181 /* Basic digestion rate based on speed */
4182 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4184 /* Regeneration takes more food */
4185 if (p_ptr->regenerate)
4187 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4189 if (p_ptr->cursed & TRC_FAST_DIGEST)
4192 /* Slow digestion takes less food */
4193 if (p_ptr->slow_digest)
4196 /* Minimal digestion */
4197 if (digestion < 1) digestion = 1;
4198 /* Maximal digestion */
4199 if (digestion > 100) digestion = 100;
4201 /* Digest some food */
4202 (void)set_food(p_ptr->food - digestion);
4207 if ((p_ptr->food < PY_FOOD_FAINT))
4209 /* Faint occasionally */
4210 if (!p_ptr->paralyzed && (randint0(100) < 10))
4214 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4216 msg_print("You faint from the lack of food.");
4221 /* Hack -- faint (bypass free action) */
4222 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4225 /* Starve to death (slowly) */
4226 if (p_ptr->food < PY_FOOD_STARVE)
4228 /* Calculate damage */
4229 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4233 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4235 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4243 /* Process timed damage and regeneration */
4244 process_world_aux_hp_and_sp();
4246 /* Process timeout */
4247 process_world_aux_timeout();
4250 process_world_aux_light();
4252 /* Process mutation effects */
4253 process_world_aux_mutation();
4255 /* Process curse effects */
4256 process_world_aux_curse();
4258 /* Process recharging */
4259 process_world_aux_recharge();
4261 /* Feel the inventory */
4265 /* Involuntary Movement */
4266 process_world_aux_movement();
4272 * Verify use of "wizard" mode
4274 static bool enter_wizard_mode(void)
4276 /* Ask first time */
4277 if (!p_ptr->noscore)
4279 /* Wizard mode is not permitted */
4280 if (!allow_debug_opts || arg_wizard)
4283 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4285 msg_print("Wizard mode is not permitted.");
4290 /* Mention effects */
4292 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4293 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4295 msg_print("Wizard mode is for debugging and experimenting.");
4296 msg_print("The game will not be scored if you enter wizard mode.");
4301 /* Verify request */
4303 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4305 if (!get_check("Are you sure you want to enter wizard mode? "))
4312 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4314 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4317 p_ptr->noscore |= 0x0002;
4328 * Verify use of "debug" commands
4330 static bool enter_debug_mode(void)
4332 /* Ask first time */
4333 if (!p_ptr->noscore)
4335 /* Debug mode is not permitted */
4336 if (!allow_debug_opts)
4339 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4341 msg_print("Use of debug command is not permitted.");
4346 /* Mention effects */
4348 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4349 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4351 msg_print("The debug commands are for debugging and experimenting.");
4352 msg_print("The game will not be scored if you use debug commands.");
4357 /* Verify request */
4359 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4361 if (!get_check("Are you sure you want to use debug commands? "))
4368 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4370 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4373 p_ptr->noscore |= 0x0008;
4381 * Hack -- Declare the Debug Routines
4383 extern void do_cmd_debug(void);
4385 #endif /* ALLOW_WIZARD */
4391 * Verify use of "borg" commands
4393 static bool enter_borg_mode(void)
4395 /* Ask first time */
4396 if (!(p_ptr->noscore & 0x0010))
4398 /* Mention effects */
4400 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4401 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4403 msg_print("The borg commands are for debugging and experimenting.");
4404 msg_print("The game will not be scored if you use borg commands.");
4409 /* Verify request */
4411 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4413 if (!get_check("Are you sure you want to use borg commands? "))
4420 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4422 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4425 p_ptr->noscore |= 0x0010;
4433 * Hack -- Declare the Ben Borg
4435 extern void do_cmd_borg(void);
4437 #endif /* ALLOW_BORG */
4442 * Parse and execute the current command
4443 * Give "Warning" on illegal commands.
4445 * XXX XXX XXX Make some "blocks"
4447 static void process_command(void)
4449 int old_now_message = now_message;
4451 #ifdef ALLOW_REPEAT /* TNB */
4453 /* Handle repeating the last command */
4456 #endif /* ALLOW_REPEAT -- TNB */
4461 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4462 reset_concent = TRUE;
4464 /* Parse the command */
4465 switch (command_cmd)
4481 /*** Wizard Commands ***/
4483 /* Toggle Wizard Mode */
4488 p_ptr->wizard = FALSE;
4490 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4492 msg_print("Wizard mode off.");
4496 else if (enter_wizard_mode())
4498 p_ptr->wizard = TRUE;
4500 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4502 msg_print("Wizard mode on.");
4507 /* Update monsters */
4508 p_ptr->update |= (PU_MONSTERS);
4510 /* Redraw "title" */
4511 p_ptr->redraw |= (PR_TITLE);
4519 /* Special "debug" commands */
4522 /* Enter debug mode */
4523 if (enter_debug_mode())
4530 #endif /* ALLOW_WIZARD */
4535 /* Special "borg" commands */
4538 /* Enter borg mode */
4539 if (enter_borg_mode())
4541 if (!p_ptr->wild_mode) do_cmd_borg();
4547 #endif /* ALLOW_BORG */
4551 /*** Inventory Commands ***/
4553 /* Wear/wield equipment */
4556 if (!p_ptr->wild_mode) do_cmd_wield();
4560 /* Take off equipment */
4563 if (!p_ptr->wild_mode) do_cmd_takeoff();
4570 if (!p_ptr->wild_mode) do_cmd_drop();
4574 /* Destroy an item */
4581 /* Equipment list */
4588 /* Inventory list */
4596 /*** Various commands ***/
4598 /* Identify an object */
4605 /* Hack -- toggle windows */
4608 toggle_inven_equip();
4613 /*** Standard "Movement" Commands ***/
4618 if (!p_ptr->wild_mode) do_cmd_alter();
4625 if (!p_ptr->wild_mode) do_cmd_tunnel();
4629 /* Move (usually pick up things) */
4632 #ifdef ALLOW_EASY_DISARM /* TNB */
4636 #else /* ALLOW_EASY_DISARM -- TNB */
4638 do_cmd_walk(always_pickup);
4640 #endif /* ALLOW_EASY_DISARM -- TNB */
4645 /* Move (usually do not pick up) */
4648 #ifdef ALLOW_EASY_DISARM /* TNB */
4652 #else /* ALLOW_EASY_DISARM -- TNB */
4654 do_cmd_walk(!always_pickup);
4656 #endif /* ALLOW_EASY_DISARM -- TNB */
4662 /*** Running, Resting, Searching, Staying */
4664 /* Begin Running -- Arg is Max Distance */
4667 if (!p_ptr->wild_mode) do_cmd_run();
4671 /* Stay still (usually pick things up) */
4674 do_cmd_stay(always_pickup);
4678 /* Stay still (usually do not pick up) */
4681 do_cmd_stay(!always_pickup);
4685 /* Rest -- Arg is time */
4692 /* Search for traps/doors */
4699 /* Toggle search mode */
4702 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4703 else set_action(ACTION_SEARCH);
4708 /*** Stairs and Doors and Chests and Traps ***/
4711 case SPECIAL_KEY_STORE:
4713 if (!p_ptr->wild_mode) do_cmd_store();
4717 /* Enter building -KMW- */
4718 case SPECIAL_KEY_BUILDING:
4720 if (!p_ptr->wild_mode) do_cmd_bldg();
4724 /* Enter quest level -KMW- */
4725 case SPECIAL_KEY_QUEST:
4727 if (!p_ptr->wild_mode) do_cmd_quest();
4731 /* Go up staircase */
4734 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4736 if (vanilla_town) break;
4741 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4743 msg_print("To flee the ambush you have to reach the edge of the map.");
4748 if (p_ptr->food < PY_FOOD_WEAK)
4751 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4753 msg_print("You must eat something here.");
4765 /* Go down staircase */
4768 if (p_ptr->wild_mode)
4776 /* Open a door or chest */
4779 if (!p_ptr->wild_mode) do_cmd_open();
4786 if (!p_ptr->wild_mode) do_cmd_close();
4790 /* Jam a door with spikes */
4793 if (!p_ptr->wild_mode) do_cmd_spike();
4800 if (!p_ptr->wild_mode) do_cmd_bash();
4804 /* Disarm a trap or chest */
4807 if (!p_ptr->wild_mode) do_cmd_disarm();
4812 /*** Magic and Prayers ***/
4814 /* Gain new spells/prayers */
4817 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4819 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4821 msg_print("You don't have to learn spells!");
4823 else if (p_ptr->pclass == CLASS_SAMURAI)
4824 do_cmd_gain_hissatsu();
4825 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4835 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4836 (p_ptr->pclass == CLASS_BERSERKER) ||
4837 (p_ptr->pclass == CLASS_NINJA) ||
4838 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4839 ) do_cmd_mind_browse();
4840 else if (p_ptr->pclass == CLASS_SMITH)
4842 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4843 do_cmd_magic_eater(TRUE, FALSE);
4844 else if (p_ptr->pclass == CLASS_SNIPER)
4845 do_cmd_snipe_browse();
4846 else do_cmd_browse();
4854 if (!p_ptr->wild_mode)
4856 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4859 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4861 msg_print("You cannot cast spells!");
4864 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4867 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4869 msg_print("The dungeon absorbs all attempted magic!");
4873 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4877 cptr which_power = "ËâË¡";
4879 cptr which_power = "magic";
4881 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4883 which_power = "ĶǽÎÏ";
4885 which_power = "psionic powers";
4887 else if (p_ptr->pclass == CLASS_IMITATOR)
4889 which_power = "¤â¤Î¤Þ¤Í";
4891 which_power = "imitation";
4893 else if (p_ptr->pclass == CLASS_SAMURAI)
4895 which_power = "ɬ»¦·õ";
4897 which_power = "hissatsu";
4899 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4901 which_power = "¶ÀËâË¡";
4903 which_power = "mirror magic";
4905 else if (p_ptr->pclass == CLASS_NINJA)
4907 which_power = "Ǧ½Ñ";
4909 which_power = "ninjutsu";
4911 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4913 which_power = "µ§¤ê";
4915 which_power = "prayer";
4919 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4921 msg_format("An anti-magic shell disrupts your %s!", which_power);
4925 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4928 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4930 msg_format("You cannot think directly!");
4936 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4937 (p_ptr->pclass == CLASS_BERSERKER) ||
4938 (p_ptr->pclass == CLASS_NINJA) ||
4939 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4942 else if (p_ptr->pclass == CLASS_IMITATOR)
4944 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4945 do_cmd_magic_eater(FALSE, FALSE);
4946 else if (p_ptr->pclass == CLASS_SAMURAI)
4948 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4949 do_cmd_cast_learned();
4950 else if (p_ptr->pclass == CLASS_SMITH)
4952 else if (p_ptr->pclass == CLASS_SNIPER)
4961 /* Issue a pet command */
4964 if (!p_ptr->wild_mode) do_cmd_pet();
4968 /*** Use various objects ***/
4970 /* Inscribe an object */
4977 /* Uninscribe an object */
4980 do_cmd_uninscribe();
4984 /* Activate an artifact */
4987 if (!p_ptr->wild_mode)
4989 if (!p_ptr->inside_arena)
4994 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4996 msg_print("The arena absorbs all attempted magic!");
5012 /* Fuel your lantern/torch */
5022 if (!p_ptr->wild_mode) do_cmd_fire();
5029 if (!p_ptr->wild_mode)
5039 if (!p_ptr->wild_mode)
5041 if (!p_ptr->inside_arena)
5046 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5048 msg_print("The arena absorbs all attempted magic!");
5060 if (!p_ptr->wild_mode)
5062 if (p_ptr->inside_arena)
5065 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5067 msg_print("The arena absorbs all attempted magic!");
5072 else if (use_command && rogue_like_commands)
5084 /* Quaff a potion */
5087 if (!p_ptr->wild_mode)
5089 if (!p_ptr->inside_arena)
5090 do_cmd_quaff_potion();
5094 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5096 msg_print("The arena absorbs all attempted magic!");
5108 if (!p_ptr->wild_mode)
5110 if (!p_ptr->inside_arena)
5111 do_cmd_read_scroll();
5115 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5117 msg_print("The arena absorbs all attempted magic!");
5129 if (!p_ptr->wild_mode)
5131 if (p_ptr->inside_arena)
5134 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5136 msg_print("The arena absorbs all attempted magic!");
5141 else if (use_command && !rogue_like_commands)
5151 /* Use racial power */
5154 if (!p_ptr->wild_mode) do_cmd_racial_power();
5159 /*** Looking at Things (nearby or on map) ***/
5161 /* Full dungeon map */
5168 /* Locate player on map */
5182 /* Target monster or location */
5185 if (!p_ptr->wild_mode) do_cmd_target();
5191 /*** Help and Such ***/
5200 /* Identify symbol */
5203 do_cmd_query_symbol();
5207 /* Character description */
5210 do_cmd_change_name();
5215 /*** System Commands ***/
5217 /* Hack -- User interface */
5224 /* Single line from a pref file */
5233 do_cmd_reload_autopick();
5239 do_cmd_edit_autopick();
5243 /* Interact with macros */
5250 /* Interact with visuals */
5258 /* Interact with colors */
5266 /* Interact with options */
5270 (void)combine_and_reorder_home(STORE_HOME);
5275 /*** Misc Commands ***/
5291 /* Repeat level feeling */
5294 if (!p_ptr->wild_mode) do_cmd_feeling();
5298 /* Show previous message */
5301 do_cmd_message_one();
5305 /* Show previous messages */
5308 do_cmd_messages(old_now_message);
5312 /* Show quest status -KMW- */
5315 do_cmd_checkquest();
5319 /* Redraw the screen */
5322 now_message = old_now_message;
5327 #ifndef VERIFY_SAVEFILE
5329 /* Hack -- Save and don't quit */
5332 do_cmd_save_game(FALSE);
5336 #endif /* VERIFY_SAVEFILE */
5346 case SPECIAL_KEY_QUIT:
5348 do_cmd_save_and_exit();
5352 /* Quit (commit suicide) */
5365 /* Check artifacts, uniques, objects */
5372 /* Load "screen dump" */
5375 do_cmd_load_screen();
5379 /* Save "screen dump" */
5382 do_cmd_save_screen();
5386 /* Record/stop "Movie" */
5389 prepare_movie_hooks();
5393 /* Make random artifact list */
5396 spoil_random_artifact("randifact.txt");
5403 if (!p_ptr->wild_mode) do_cmd_travel();
5404 if (p_ptr->special_defense & KATA_MUSOU)
5406 set_action(ACTION_NONE);
5412 /* Hack -- Unknown command */
5415 if (flush_failure) flush();
5419 sound(SOUND_ILLEGAL);
5421 if (!get_rnd_line("error_j.txt", 0, error_m))
5423 if (!get_rnd_line("error.txt", 0, error_m))
5430 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5432 prt("Type '?' for help.", 0, 0);
5438 if (!energy_use && !now_message)
5439 now_message = old_now_message;
5445 static bool monster_tsuri(int r_idx)
5447 monster_race *r_ptr = &r_info[r_idx];
5449 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5456 /* Hack -- Pack Overflow */
5457 static void pack_overflow(void)
5459 if (inventory[INVEN_PACK].k_idx)
5461 char o_name[MAX_NLEN];
5464 /* Is auto-destroy done? */
5466 if (!inventory[INVEN_PACK].k_idx) return;
5468 /* Access the slot to be dropped */
5469 o_ptr = &inventory[INVEN_PACK];
5476 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5478 msg_print("Your pack overflows!");
5482 object_desc(o_name, o_ptr, 0);
5486 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5488 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5491 /* Drop it (carefully) near the player */
5492 (void)drop_near(o_ptr, 0, py, px);
5494 /* Modify, Describe, Optimize */
5495 inven_item_increase(INVEN_PACK, -255);
5496 inven_item_describe(INVEN_PACK);
5497 inven_item_optimize(INVEN_PACK);
5499 /* Handle "p_ptr->notice" */
5502 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5508 * process the effects per 100 energy at player speed.
5510 static void process_upkeep_with_speed(void)
5512 /* Give the player some energy */
5513 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
5515 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5519 if (p_ptr->enchant_energy_need > 0) return;
5521 while (p_ptr->enchant_energy_need <= 0)
5523 /* Handle the player song */
5524 if (!load) check_music();
5526 /* Hex - Handle the hex spells */
5527 if (!load) check_hex();
5528 if (!load) revenge_spell();
5530 /* There is some randomness of needed energy */
5531 p_ptr->enchant_energy_need += ENERGY_NEED();
5537 * Process the player
5539 * Notice the annoying code to handle "pack overflow", which
5540 * must come first just in case somebody manages to corrupt
5541 * the savefiles by clever use of menu commands or something.
5543 static void process_player(void)
5547 /*** Apply energy ***/
5552 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5554 msg_print("You feel different!");
5557 (void)gain_random_mutation(0);
5558 hack_mutation = FALSE;
5561 if (p_ptr->inside_battle)
5563 for(i = 1; i < m_max; i++)
5565 monster_type *m_ptr = &m_list[i];
5567 if (!m_ptr->r_idx) continue;
5569 /* Hack -- Detect monster */
5570 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5572 /* Update the monster */
5573 update_mon(i, FALSE);
5578 /* Give the player some energy */
5579 else if (!(load && p_ptr->energy_need <= 0))
5581 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5585 if (p_ptr->energy_need > 0) return;
5586 if (!command_rep) prt_time();
5588 /*** Check for interupts ***/
5590 /* Complete resting */
5597 if ((p_ptr->chp == p_ptr->mhp) &&
5598 (p_ptr->csp >= p_ptr->msp))
5600 set_action(ACTION_NONE);
5604 /* Complete resting */
5605 else if (resting == -2)
5608 if ((p_ptr->chp == p_ptr->mhp) &&
5609 (p_ptr->csp >= p_ptr->msp) &&
5610 !p_ptr->blind && !p_ptr->confused &&
5611 !p_ptr->poisoned && !p_ptr->afraid &&
5612 !p_ptr->stun && !p_ptr->cut &&
5613 !p_ptr->slow && !p_ptr->paralyzed &&
5614 !p_ptr->image && !p_ptr->word_recall &&
5615 !p_ptr->alter_reality)
5617 set_action(ACTION_NONE);
5622 if (p_ptr->action == ACTION_FISH)
5625 Term_xtra(TERM_XTRA_DELAY, 10);
5629 bool success = FALSE;
5630 get_mon_num_prep(monster_tsuri,NULL);
5631 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5633 if (r_idx && one_in_(2))
5636 y = py+ddy[tsuri_dir];
5637 x = px+ddx[tsuri_dir];
5638 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5641 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5643 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5645 msg_format("You have a good catch!", m_name);
5653 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5655 msg_print("Damn! The fish stole your bait!");
5662 /* Handle "abort" */
5665 /* Check for "player abort" (semi-efficiently for resting) */
5666 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5671 /* Check for a key */
5680 /* Hack -- Show a Message */
5682 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5684 msg_print("Canceled.");
5691 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5693 monster_type *m_ptr = &m_list[p_ptr->riding];
5694 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5696 if (MON_CSLEEP(m_ptr))
5701 (void)set_monster_csleep(p_ptr->riding, 0);
5703 /* Acquire the monster name */
5704 monster_desc(m_name, m_ptr, 0);
5706 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5708 msg_format("You have waked %s up.", m_name);
5712 if (MON_STUNNED(m_ptr))
5714 /* Hack -- Recover from stun */
5715 if (set_monster_stunned(p_ptr->riding,
5716 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5720 /* Acquire the monster name */
5721 monster_desc(m_name, m_ptr, 0);
5723 /* Dump a message */
5725 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5727 msg_format("%^s is no longer stunned.", m_name);
5732 if (MON_CONFUSED(m_ptr))
5734 /* Hack -- Recover from confusion */
5735 if (set_monster_confused(p_ptr->riding,
5736 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5740 /* Acquire the monster name */
5741 monster_desc(m_name, m_ptr, 0);
5743 /* Dump a message */
5745 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5747 msg_format("%^s is no longer confused.", m_name);
5752 if (MON_MONFEAR(m_ptr))
5754 /* Hack -- Recover from fear */
5755 if (set_monster_monfear(p_ptr->riding,
5756 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5760 /* Acquire the monster name */
5761 monster_desc(m_name, m_ptr, 0);
5763 /* Dump a message */
5765 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5767 msg_format("%^s is no longer fear.", m_name);
5772 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5779 if (p_ptr->lightspeed)
5781 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5783 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5785 if (p_ptr->magic_num1[0] < 40)
5787 p_ptr->magic_num1[0] = 0;
5789 else p_ptr->magic_num1[0] -= 40;
5790 p_ptr->update |= (PU_BONUS);
5792 if (p_ptr->action == ACTION_LEARN)
5795 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5797 /* Convert the unit (1/2^16) to (1/2^32) */
5798 s64b_LSHIFT(cost, cost_frac, 16);
5801 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5805 p_ptr->csp_frac = 0;
5806 set_action(ACTION_NONE);
5811 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5813 p_ptr->redraw |= PR_MANA;
5816 if (p_ptr->special_defense & KATA_MASK)
5818 if (p_ptr->special_defense & KATA_MUSOU)
5822 set_action(ACTION_NONE);
5827 p_ptr->redraw |= (PR_MANA);
5832 /*** Handle actual user input ***/
5834 /* Repeat until out of energy */
5835 while (p_ptr->energy_need <= 0)
5837 p_ptr->window |= PW_PLAYER;
5838 p_ptr->sutemi = FALSE;
5839 p_ptr->counter = FALSE;
5840 now_damaged = FALSE;
5842 /* Handle "p_ptr->notice" */
5845 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5848 /* Place the cursor on the player */
5849 move_cursor_relative(py, px);
5851 /* Refresh (optional) */
5852 if (fresh_before) Term_fresh();
5855 /* Hack -- Pack Overflow */
5859 /* Hack -- cancel "lurking browse mode" */
5860 if (!command_new) command_see = FALSE;
5863 /* Assume free turn */
5867 if (p_ptr->inside_battle)
5869 /* Place the cursor on the player */
5870 move_cursor_relative(py, px);
5872 command_cmd = SPECIAL_KEY_BUILDING;
5874 /* Process the command */
5878 /* Paralyzed or Knocked Out */
5879 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5886 else if (p_ptr->action == ACTION_REST)
5891 /* Reduce rest count */
5894 if (!resting) set_action(ACTION_NONE);
5896 /* Redraw the state */
5897 p_ptr->redraw |= (PR_STATE);
5905 else if (p_ptr->action == ACTION_FISH)
5920 else if (travel.run)
5927 /* Repeated command */
5928 else if (command_rep)
5930 /* Count this execution */
5933 /* Redraw the state */
5934 p_ptr->redraw |= (PR_STATE);
5939 /* Hack -- Assume messages were seen */
5942 /* Clear the top line */
5945 /* Process the command */
5949 /* Normal command */
5952 /* Place the cursor on the player */
5953 move_cursor_relative(py, px);
5956 /* Get a command (normal) */
5957 request_command(FALSE);
5960 /* Process the command */
5965 /* Hack -- Pack Overflow */
5974 /* Use some energy */
5975 if (world_player || energy_use > 400)
5977 /* The Randomness is irrelevant */
5978 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5982 /* There is some randomness of needed energy */
5983 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5986 /* Hack -- constant hallucination */
5987 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5990 /* Shimmer monsters if needed */
5991 if (shimmer_monsters)
5993 /* Clear the flag */
5994 shimmer_monsters = FALSE;
5996 /* Shimmer multi-hued monsters */
5997 for (i = 1; i < m_max; i++)
5999 monster_type *m_ptr;
6000 monster_race *r_ptr;
6002 /* Access monster */
6005 /* Skip dead monsters */
6006 if (!m_ptr->r_idx) continue;
6008 /* Skip unseen monsters */
6009 if (!m_ptr->ml) continue;
6011 /* Access the monster race */
6012 r_ptr = &r_info[m_ptr->ap_r_idx];
6014 /* Skip non-multi-hued monsters */
6015 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6018 /* Reset the flag */
6019 shimmer_monsters = TRUE;
6021 /* Redraw regardless */
6022 lite_spot(m_ptr->fy, m_ptr->fx);
6027 /* Handle monster detection */
6028 if (repair_monsters)
6030 /* Reset the flag */
6031 repair_monsters = FALSE;
6033 /* Rotate detection flags */
6034 for (i = 1; i < m_max; i++)
6036 monster_type *m_ptr;
6038 /* Access monster */
6041 /* Skip dead monsters */
6042 if (!m_ptr->r_idx) continue;
6044 /* Nice monsters get mean */
6045 if (m_ptr->mflag & MFLAG_NICE)
6047 /* Nice monsters get mean */
6048 m_ptr->mflag &= ~(MFLAG_NICE);
6051 /* Handle memorized monsters */
6052 if (m_ptr->mflag2 & MFLAG2_MARK)
6054 /* Maintain detection */
6055 if (m_ptr->mflag2 & MFLAG2_SHOW)
6058 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6060 /* Still need repairs */
6061 repair_monsters = TRUE;
6064 /* Remove detection */
6068 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6070 /* Assume invisible */
6073 /* Update the monster */
6074 update_mon(i, FALSE);
6076 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6077 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6079 /* Redraw regardless */
6080 lite_spot(m_ptr->fy, m_ptr->fx);
6085 if (p_ptr->pclass == CLASS_IMITATOR)
6087 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6090 for (i = 0; i < p_ptr->mane_num; i++)
6092 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6093 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6097 p_ptr->redraw |= (PR_IMITATION);
6099 if (p_ptr->action == ACTION_LEARN)
6102 p_ptr->redraw |= (PR_STATE);
6105 if (world_player && (p_ptr->energy_need > - 1000))
6108 p_ptr->redraw |= (PR_MAP);
6110 /* Update monsters */
6111 p_ptr->update |= (PU_MONSTERS);
6114 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6117 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6119 msg_print("You feel time flowing around you once more.");
6122 world_player = FALSE;
6123 p_ptr->energy_need = ENERGY_NEED();
6125 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6130 /* Hack -- notice death */
6131 if (!p_ptr->playing || p_ptr->is_dead)
6133 world_player = FALSE;
6138 if (energy_use && reset_concent) reset_concentration(TRUE);
6140 /* Handle "leaving" */
6141 if (p_ptr->leaving) break;
6144 /* Update scent trail */
6150 * Interact with the current dungeon level.
6152 * This function will not exit until the level is completed,
6153 * the user dies, or the game is terminated.
6155 static void dungeon(bool load_game)
6159 /* Set the base level */
6160 base_level = dun_level;
6162 /* Reset various flags */
6166 p_ptr->leaving = FALSE;
6168 /* Reset the "command" vars */
6171 #if 0 /* Don't reset here --- It's used for Arena */
6180 /* Cancel the target */
6184 ambush_flag = FALSE;
6186 /* Cancel the health bar */
6189 /* Check visual effects */
6190 shimmer_monsters = TRUE;
6191 shimmer_objects = TRUE;
6192 repair_monsters = TRUE;
6193 repair_objects = TRUE;
6199 /* Get index of current quest (if any) */
6200 quest_num = quest_number(dun_level);
6202 /* Inside a quest? */
6205 /* Mark the quest monster */
6206 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6209 /* Track maximum player level */
6210 if (p_ptr->max_plv < p_ptr->lev)
6212 p_ptr->max_plv = p_ptr->lev;
6216 /* Track maximum dungeon level (if not in quest -KMW-) */
6217 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6219 max_dlv[dungeon_type] = dun_level;
6220 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6223 (void)calculate_upkeep();
6225 /* Validate the panel */
6226 panel_bounds_center();
6228 /* Verify the panel */
6231 /* Flush messages */
6235 /* Enter "xtra" mode */
6236 character_xtra = TRUE;
6239 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6241 /* Redraw dungeon */
6242 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6245 p_ptr->redraw |= (PR_MAP);
6248 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6250 /* Update lite/view */
6251 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6253 /* Update monsters */
6254 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6256 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6259 /* Leave "xtra" mode */
6260 character_xtra = FALSE;
6263 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6265 /* Combine / Reorder the pack */
6266 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6268 /* Handle "p_ptr->notice" */
6271 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6277 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6278 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6279 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6281 if (p_ptr->inside_battle)
6285 p_ptr->energy_need = 0;
6291 msg_print("»î¹ç³«»Ï¡ª");
6293 msg_format("Ready..Fight!");
6299 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6300 p_ptr->magic_num1[0] = MUSIC_DETECT;
6302 /* Hack -- notice death or departure */
6303 if (!p_ptr->playing || p_ptr->is_dead) return;
6305 /* Print quest message if appropriate */
6306 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6308 quest_discovery(random_quest_number(dun_level));
6309 p_ptr->inside_quest = random_quest_number(dun_level);
6311 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6313 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6315 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6316 d_name+d_info[dungeon_type].name,
6317 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6319 msg_format("%^s lives in this level as the keeper of %s.",
6320 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6321 d_name+d_info[dungeon_type].name);
6325 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6327 /*** Process this dungeon level ***/
6329 /* Reset the monster generation level */
6330 monster_level = base_level;
6332 /* Reset the object generation level */
6333 object_level = base_level;
6337 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6338 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6339 p_ptr->energy_need = 0;
6341 /* Not leaving dungeon */
6342 p_ptr->leaving_dungeon = FALSE;
6344 /* Initialize monster process */
6350 /* Hack -- Compact the monster list occasionally */
6351 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6353 /* Hack -- Compress the monster list occasionally */
6354 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6357 /* Hack -- Compact the object list occasionally */
6358 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6360 /* Hack -- Compress the object list occasionally */
6361 if (o_cnt + 32 < o_max) compact_objects(0);
6364 /* Process the player */
6367 process_upkeep_with_speed();
6369 /* Handle "p_ptr->notice" */
6372 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6375 /* Hack -- Hilite the player */
6376 move_cursor_relative(py, px);
6378 /* Optional fresh */
6379 if (fresh_after) Term_fresh();
6381 /* Hack -- Notice death or departure */
6382 if (!p_ptr->playing || p_ptr->is_dead) break;
6384 /* Process all of the monsters */
6387 /* Handle "p_ptr->notice" */
6390 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6393 /* Hack -- Hilite the player */
6394 move_cursor_relative(py, px);
6396 /* Optional fresh */
6397 if (fresh_after) Term_fresh();
6399 /* Hack -- Notice death or departure */
6400 if (!p_ptr->playing || p_ptr->is_dead) break;
6403 /* Process the world */
6406 /* Handle "p_ptr->notice" */
6409 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6412 /* Hack -- Hilite the player */
6413 move_cursor_relative(py, px);
6415 /* Optional fresh */
6416 if (fresh_after) Term_fresh();
6418 /* Hack -- Notice death or departure */
6419 if (!p_ptr->playing || p_ptr->is_dead) break;
6421 /* Handle "leaving" */
6422 if (p_ptr->leaving) break;
6424 /* Count game turns */
6427 if (dungeon_turn < dungeon_turn_limit)
6429 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6430 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6433 prevent_turn_overflow();
6435 if (wild_regen) wild_regen--;
6438 /* Inside a quest and non-unique questor? */
6439 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6441 /* Un-mark the quest monster */
6442 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6445 /* Not save-and-quit and not dead? */
6446 if (p_ptr->playing && !p_ptr->is_dead)
6449 * Maintain Unique monsters and artifact, save current
6450 * floor, then prepare next floor
6454 /* Forget the flag */
6455 reinit_wilderness = FALSE;
6458 /* Write about current level on the play record once per level */
6464 * Load some "user pref files"
6466 * Modified by Arcum Dagsson to support
6467 * separate macro files for different realms.
6469 static void load_all_pref_files(void)
6473 /* Access the "user" pref file */
6474 sprintf(buf, "user.prf");
6476 /* Process that file */
6477 process_pref_file(buf);
6479 /* Access the "user" system pref file */
6480 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6482 /* Process that file */
6483 process_pref_file(buf);
6485 /* Access the "race" pref file */
6486 sprintf(buf, "%s.prf", rp_ptr->title);
6488 /* Process that file */
6489 process_pref_file(buf);
6491 /* Access the "class" pref file */
6492 sprintf(buf, "%s.prf", cp_ptr->title);
6494 /* Process that file */
6495 process_pref_file(buf);
6497 /* Access the "character" pref file */
6498 sprintf(buf, "%s.prf", player_base);
6500 /* Process that file */
6501 process_pref_file(buf);
6503 /* Access the "realm 1" pref file */
6504 if (p_ptr->realm1 != REALM_NONE)
6506 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6508 /* Process that file */
6509 process_pref_file(buf);
6512 /* Access the "realm 2" pref file */
6513 if (p_ptr->realm2 != REALM_NONE)
6515 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6517 /* Process that file */
6518 process_pref_file(buf);
6522 /* Load an autopick preference file */
6523 autopick_load_pref(FALSE);
6528 * Extract option variables from bit sets
6530 void extract_option_vars(void)
6534 for (i = 0; option_info[i].o_desc; i++)
6536 int os = option_info[i].o_set;
6537 int ob = option_info[i].o_bit;
6539 /* Set the "default" options */
6540 if (option_info[i].o_var)
6543 if (option_flag[os] & (1L << ob))
6546 (*option_info[i].o_var) = TRUE;
6553 (*option_info[i].o_var) = FALSE;
6561 * Determine bounty uniques
6563 void determine_bounty_uniques(void)
6566 monster_race *r_ptr;
6568 get_mon_num_prep(NULL, NULL);
6569 for (i = 0; i < MAX_KUBI; i++)
6573 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6574 r_ptr = &r_info[kubi_r_idx[i]];
6576 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6578 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6580 if (r_ptr->rarity > 100) continue;
6582 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6584 for (j = 0; j < i; j++)
6585 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6592 for (i = 0; i < MAX_KUBI - 1; i++)
6594 for (j = i; j < MAX_KUBI; j++)
6596 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6598 tmp = kubi_r_idx[i];
6599 kubi_r_idx[i] = kubi_r_idx[j];
6600 kubi_r_idx[j] = tmp;
6608 * Determine today's bounty monster
6609 * Note: conv_old is used if loaded 0.0.3 or older save file
6611 void determine_today_mon(bool conv_old)
6614 bool old_inside_battle = p_ptr->inside_battle;
6615 monster_race *r_ptr;
6619 for (i = 0; i < max_d_idx; i++)
6621 if (max_dlv[i] < d_info[i].mindepth) continue;
6622 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6625 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6627 p_ptr->inside_battle = TRUE;
6628 get_mon_num_prep(NULL, NULL);
6632 today_mon = get_mon_num(max_dl);
6633 r_ptr = &r_info[today_mon];
6635 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6636 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6637 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6638 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6639 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6640 if (r_ptr->rarity > 10) continue;
6644 p_ptr->today_mon = 0;
6645 p_ptr->inside_battle = old_inside_battle;
6650 * Actually play a game
6652 * If the "new_game" parameter is true, then, after loading the
6653 * savefile, we will commit suicide, if necessary, to allow the
6654 * player to start a new game.
6656 void play_game(bool new_game)
6659 bool load_game = TRUE;
6660 bool init_random_seed = FALSE;
6670 else if (chuukei_server)
6672 prepare_chuukei_hooks();
6683 hack_mutation = FALSE;
6685 /* Hack -- Character is "icky" */
6686 character_icky = TRUE;
6688 /* Make sure main term is active */
6689 Term_activate(angband_term[0]);
6691 /* Initialise the resize hooks */
6692 angband_term[0]->resize_hook = resize_map;
6694 for (i = 1; i < 8; i++)
6696 /* Does the term exist? */
6697 if (angband_term[i])
6699 /* Add the redraw on resize hook */
6700 angband_term[i]->resize_hook = redraw_window;
6704 /* Hack -- turn off the cursor */
6705 (void)Term_set_cursor(0);
6708 /* Attempt to load */
6713 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6715 quit("broken savefile");
6720 /* Extract the options */
6721 extract_option_vars();
6723 /* Report waited score */
6724 if (p_ptr->wait_report_score)
6730 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6732 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6737 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6742 p_ptr->is_dead = TRUE;
6744 start_time = time(NULL);
6746 /* No suspending now */
6747 signals_ignore_tstp();
6749 /* Hack -- Character is now "icky" */
6750 character_icky = TRUE;
6752 /* Build the filename */
6753 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6755 /* Open the high score file, for reading/writing */
6756 highscore_fd = fd_open(buf, O_RDWR);
6758 /* Handle score, show Top scores */
6759 success = send_world_score(TRUE);
6762 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6764 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6768 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6770 prt("standing by for future registration...", 0, 0);
6776 p_ptr->wait_report_score = FALSE;
6779 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6781 if (!save_player()) msg_print("death save failed!");
6784 /* Shut the high score file */
6785 (void)fd_close(highscore_fd);
6787 /* Forget the high score fd */
6790 /* Allow suspending now */
6791 signals_handle_tstp();
6796 creating_savefile = new_game;
6798 /* Nothing loaded */
6799 if (!character_loaded)
6801 /* Make new player */
6804 /* The dungeon is not ready */
6805 character_dungeon = FALSE;
6807 /* Prepare to init the RNG */
6808 init_random_seed = TRUE;
6810 /* Initialize the saved floors data */
6811 init_saved_floors(FALSE);
6814 /* Old game is loaded. But new game is requested. */
6817 /* Initialize the saved floors data */
6818 init_saved_floors(TRUE);
6821 /* Process old character */
6824 /* Process the player name */
6825 process_player_name(FALSE);
6829 if (init_random_seed)
6834 seed = (time(NULL));
6838 /* Mutate the seed on Unix machines */
6839 seed = ((seed >> 3) * (getpid() << 1));
6844 Rand_state_init(seed);
6847 /* Roll new character */
6850 /* The dungeon is not ready */
6851 character_dungeon = FALSE;
6855 p_ptr->inside_quest = 0;
6856 p_ptr->inside_arena = FALSE;
6857 p_ptr->inside_battle = FALSE;
6861 /* Hack -- seed for flavors */
6862 seed_flavor = randint0(0x10000000);
6864 /* Hack -- seed for town layout */
6865 seed_town = randint0(0x10000000);
6867 /* Roll up a new character */
6875 determine_bounty_uniques();
6876 determine_today_mon(FALSE);
6878 /* Initialize object array */
6883 write_level = FALSE;
6886 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6888 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6892 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6893 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6895 if (p_ptr->riding == -1)
6898 for (i = m_max; i > 0; i--)
6900 if (player_bold(m_list[i].fy, m_list[i].fx))
6909 creating_savefile = FALSE;
6911 p_ptr->teleport_town = FALSE;
6912 p_ptr->sutemi = FALSE;
6913 world_monster = FALSE;
6914 now_damaged = FALSE;
6916 start_time = time(NULL) - 1;
6917 record_o_name[0] = '\0';
6919 /* Reset map panel */
6920 panel_row_min = cur_hgt;
6921 panel_col_min = cur_wid;
6923 /* Sexy gal gets bonus to maximum weapon skill of whip */
6924 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6925 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6927 /* Fill the arrays of floors and walls in the good proportions */
6928 set_floor_and_wall(dungeon_type);
6930 /* Flavor the objects */
6933 /* Flash a message */
6935 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6937 prt("Please wait...", 0, 0);
6941 /* Flush the message */
6945 /* Hack -- Enter wizard mode */
6948 if (enter_wizard_mode())
6950 p_ptr->wizard = TRUE;
6952 if (p_ptr->is_dead || !py || !px)
6954 /* Initialize the saved floors data */
6955 init_saved_floors(TRUE);
6958 p_ptr->inside_quest = 0;
6960 /* Avoid crash in update_view() */
6964 else if (p_ptr->is_dead)
6966 quit("Already dead.");
6970 /* Initialize the town-buildings if necessary */
6971 if (!dun_level && !p_ptr->inside_quest)
6973 /* Init the wilderness */
6975 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6978 init_flags = INIT_ONLY_BUILDINGS;
6980 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6985 /* Generate a dungeon level if needed */
6986 if (!character_dungeon)
6993 /* HACK -- Restore from panic-save */
6994 if (p_ptr->panic_save)
6996 /* No player? -- Try to regenerate floor */
7000 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
7002 msg_print("What a strange player location. Regenerate the dungeon floor.");
7007 /* Still no player? -- Try to locate random place */
7008 if (!py || !px) py = px = 10;
7010 /* No longer in panic */
7011 p_ptr->panic_save = 0;
7015 /* Character is now "complete" */
7016 character_generated = TRUE;
7019 /* Hack -- Character is no longer "icky" */
7020 character_icky = FALSE;
7028 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7030 sprintf(buf, "You are standing in the %s.", map_name());
7032 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7037 p_ptr->playing = TRUE;
7039 /* Reset the visual mappings */
7042 /* Load the "pref" files */
7043 load_all_pref_files();
7045 /* Give startup outfit (after loading pref files) */
7051 /* React to changes */
7052 Term_xtra(TERM_XTRA_REACT, 0);
7055 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7058 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7064 /* Set or clear "rogue_like_commands" if requested */
7065 if (arg_force_original) rogue_like_commands = FALSE;
7066 if (arg_force_roguelike) rogue_like_commands = TRUE;
7068 /* Hack -- Enforce "delayed death" */
7069 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7071 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7073 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7075 monster_type *m_ptr;
7076 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7077 monster_race *r_ptr = &r_info[pet_r_idx];
7078 place_monster_aux(0, py, px - 1, pet_r_idx,
7079 (PM_FORCE_PET | PM_NO_KAGE));
7080 m_ptr = &m_list[hack_m_idx_ii];
7081 m_ptr->mspeed = r_ptr->speed;
7082 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7083 m_ptr->max_maxhp = m_ptr->maxhp;
7084 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7085 m_ptr->dealt_damage = 0;
7086 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7089 (void)combine_and_reorder_home(STORE_HOME);
7090 (void)combine_and_reorder_home(STORE_MUSEUM);
7095 /* Process the level */
7098 /* Handle "p_ptr->notice" */
7101 /* Hack -- prevent "icky" message */
7102 character_xtra = TRUE;
7104 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7107 character_xtra = FALSE;
7109 /* Cancel the target */
7112 /* Cancel the health bar */
7116 /* Forget the lite */
7119 /* Forget the view */
7122 /* Forget the view */
7125 /* Handle "quit and save" */
7126 if (!p_ptr->playing && !p_ptr->is_dead) break;
7128 /* Erase the old cave */
7130 if (!p_ptr->is_dead) wipe_m_list();
7138 /* Accidental Death */
7139 if (p_ptr->playing && p_ptr->is_dead)
7141 if (p_ptr->inside_arena)
7143 p_ptr->inside_arena = FALSE;
7144 if (p_ptr->arena_number > MAX_ARENA_MONS)
7145 p_ptr->arena_number++;
7147 p_ptr->arena_number = -1 - p_ptr->arena_number;
7148 p_ptr->is_dead = FALSE;
7150 p_ptr->chp_frac = 0;
7151 p_ptr->exit_bldg = TRUE;
7154 /* Leave through the exit */
7155 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7157 /* prepare next floor */
7162 /* Mega-Hack -- Allow player to cheat death */
7164 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7166 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7169 /* Mark social class, reset age, if needed */
7170 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7176 p_ptr->noscore |= 0x0001;
7180 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7182 msg_print("You invoke wizard mode and cheat death.");
7186 /* Restore hit points */
7187 p_ptr->chp = p_ptr->mhp;
7188 p_ptr->chp_frac = 0;
7190 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7192 for (i = 0; i < EATER_EXT*2; i++)
7194 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7196 for (; i < EATER_EXT*3; i++)
7198 p_ptr->magic_num1[i] = 0;
7201 /* Restore spell points */
7202 p_ptr->csp = p_ptr->msp;
7203 p_ptr->csp_frac = 0;
7205 /* Hack -- cancel recall */
7206 if (p_ptr->word_recall)
7210 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7212 msg_print("A tension leaves the air around you...");
7217 /* Hack -- Prevent recall */
7218 p_ptr->word_recall = 0;
7219 p_ptr->redraw |= (PR_STATUS);
7222 /* Hack -- cancel alter */
7223 if (p_ptr->alter_reality)
7225 /* Hack -- Prevent alter */
7226 p_ptr->alter_reality = 0;
7227 p_ptr->redraw |= (PR_STATUS);
7230 /* Note cause of death XXX XXX XXX */
7232 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7234 (void)strcpy(p_ptr->died_from, "Cheating death");
7238 p_ptr->is_dead = FALSE;
7240 /* Hack -- Healing */
7242 (void)set_confused(0);
7243 (void)set_poisoned(0);
7244 (void)set_afraid(0);
7245 (void)set_paralyzed(0);
7250 /* Hack -- Prevent starvation */
7251 (void)set_food(PY_FOOD_MAX - 1);
7254 p_ptr->inside_arena = FALSE;
7255 p_ptr->inside_battle = FALSE;
7257 p_ptr->inside_quest = 0;
7258 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7260 if (lite_town || vanilla_town)
7262 p_ptr->wilderness_y = 1;
7263 p_ptr->wilderness_x = 1;
7277 p_ptr->wilderness_y = 48;
7278 p_ptr->wilderness_x = 5;
7284 p_ptr->wild_mode = FALSE;
7285 p_ptr->leaving = TRUE;
7288 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7290 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7293 /* Prepare next floor */
7300 /* Handle "death" */
7301 if (p_ptr->is_dead) break;
7303 /* Make a new level */
7314 s32b turn_real(s32b hoge)
7316 switch (p_ptr->start_race)
7322 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7329 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7330 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7332 void prevent_turn_overflow(void)
7334 int rollback_days, i, j;
7335 s32b rollback_turns;
7337 if (turn < turn_limit) return;
7339 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7340 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7342 if (turn > rollback_turns) turn -= rollback_turns;
7343 else turn = 1; /* Paranoia */
7344 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7346 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7347 else old_battle = 1;
7348 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7349 else p_ptr->feeling_turn = 1;
7351 for (i = 1; i < max_towns; i++)
7353 for (j = 0; j < MAX_STORES; j++)
7355 store_type *st_ptr = &town[i].store[j];
7357 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7359 st_ptr->last_visit -= rollback_turns;
7360 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7363 if (st_ptr->store_open)
7365 st_ptr->store_open -= rollback_turns;
7366 if (st_ptr->store_open < 1) st_ptr->store_open = 1;