3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "floor-events.h"
25 #include "object-curse.h"
27 #include "monsterrace-hook.h"
29 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
30 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
33 * @brief 擬似鑑定を実際に行い判定を反映する
34 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
35 * @param heavy 重度の擬似鑑定を行うならばTRUE
38 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
41 object_type *o_ptr = &inventory[slot];
42 char o_name[MAX_NLEN];
44 /* We know about it already, do not tell us again */
45 if (o_ptr->ident & (IDENT_SENSE))return;
47 /* It is fully known, no information needed */
48 if (object_is_known(o_ptr)) return;
50 /* Check for a feeling */
51 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
53 /* Skip non-feelings */
57 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
68 feel = FEEL_EXCELLENT;
74 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
81 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
87 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
94 feel = FEEL_WORTHLESS;
105 /* Stop everything */
106 if (disturb_minor) disturb(FALSE, FALSE);
108 /* Get an object description */
109 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
111 /* Message (equipment) */
112 if (slot >= INVEN_RARM)
115 msg_format("%s%s(%c)は%sという感じがする...",
116 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
118 msg_format("You feel the %s (%c) you are %s %s %s...",
119 o_name, index_to_label(slot), describe_use(slot),
120 ((o_ptr->number == 1) ? "is" : "are"),
121 game_inscriptions[feel]);
126 /* Message (inventory) */
130 msg_format("ザックの中の%s(%c)は%sという感じがする...",
131 o_name, index_to_label(slot),game_inscriptions[feel]);
133 msg_format("You feel the %s (%c) in your pack %s %s...",
134 o_name, index_to_label(slot),
135 ((o_ptr->number == 1) ? "is" : "are"),
136 game_inscriptions[feel]);
141 /* We have "felt" it */
142 o_ptr->ident |= (IDENT_SENSE);
144 /* Set the "inscription" */
145 o_ptr->feeling = feel;
147 /* Auto-inscription/destroy */
148 autopick_alter_item(slot, destroy_feeling);
150 /* Combine / Reorder the pack (later) */
151 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
153 p_ptr->window |= (PW_INVEN | PW_EQUIP);
159 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
162 * Sense the inventory\n
164 * Class 0 = Warrior --> fast and heavy\n
165 * Class 1 = Mage --> slow and light\n
166 * Class 2 = Priest --> fast but light\n
167 * Class 3 = Rogue --> okay and heavy\n
168 * Class 4 = Ranger --> slow but heavy (changed!)\n
169 * Class 5 = Paladin --> slow but heavy\n
171 static void sense_inventory1(void)
174 PLAYER_LEVEL plev = p_ptr->lev;
179 /*** Check for "sensing" ***/
181 /* No sensing when confused */
182 if (p_ptr->confused) return;
184 /* Analyze the class */
185 switch (p_ptr->pclass)
193 if (0 != randint0(9000L / (plev * plev + 40))) return;
204 if (0 != randint0(6000L / (plev * plev + 50))) return;
213 case CLASS_HIGH_MAGE:
215 case CLASS_MAGIC_EATER:
217 /* Very bad (light) sensing */
218 if (0 != randint0(240000L / (plev + 5))) return;
226 /* Good (light) sensing */
227 if (0 != randint0(10000L / (plev * plev + 40))) return;
236 if (0 != randint0(20000L / (plev * plev + 40))) return;
247 if (0 != randint0(95000L / (plev * plev + 40))) return;
259 if (0 != randint0(77777L / (plev * plev + 40))) return;
267 case CLASS_WARRIOR_MAGE:
271 if (0 != randint0(75000L / (plev * plev + 40))) return;
276 case CLASS_MINDCRAFTER:
278 case CLASS_BLUE_MAGE:
279 case CLASS_MIRROR_MASTER:
282 if (0 != randint0(55000L / (plev * plev + 40))) return;
287 case CLASS_CHAOS_WARRIOR:
290 if (0 != randint0(80000L / (plev * plev + 40))) return;
299 case CLASS_FORCETRAINER:
302 if (0 != randint0(20000L / (plev * plev + 40))) return;
310 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
318 case CLASS_BEASTMASTER:
321 if (0 != randint0(65000L / (plev * plev + 40))) return;
325 case CLASS_BERSERKER:
334 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
336 /*** Sense everything ***/
338 /* Check everything */
339 for (i = 0; i < INVEN_TOTAL; i++)
343 o_ptr = &inventory[i];
345 /* Skip empty slots */
346 if (!o_ptr->k_idx) continue;
348 /* Valid "tval" codes */
375 /* Skip non-sense machines */
378 /* Occasional failure on inventory items */
379 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
382 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
387 sense_inventory_aux(i, heavy);
392 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
395 static void sense_inventory2(void)
398 PLAYER_LEVEL plev = p_ptr->lev;
402 /*** Check for "sensing" ***/
404 /* No sensing when confused */
405 if (p_ptr->confused) return;
407 /* Analyze the class */
408 switch (p_ptr->pclass)
414 case CLASS_BERSERKER:
422 case CLASS_CHAOS_WARRIOR:
424 case CLASS_BEASTMASTER:
427 /* Very bad (light) sensing */
428 if (0 != randint0(240000L / (plev + 5))) return;
434 case CLASS_WARRIOR_MAGE:
439 if (0 != randint0(95000L / (plev * plev + 40))) return;
447 case CLASS_FORCETRAINER:
448 case CLASS_MINDCRAFTER:
451 if (0 != randint0(20000L / (plev * plev + 40))) return;
457 case CLASS_HIGH_MAGE:
459 case CLASS_MAGIC_EATER:
460 case CLASS_MIRROR_MASTER:
461 case CLASS_BLUE_MAGE:
464 if (0 != randint0(9000L / (plev * plev + 40))) return;
472 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
478 /*** Sense everything ***/
480 /* Check everything */
481 for (i = 0; i < INVEN_TOTAL; i++)
485 o_ptr = &inventory[i];
487 /* Skip empty slots */
488 if (!o_ptr->k_idx) continue;
490 /* Valid "tval" codes */
503 /* Skip non-sense machines */
506 /* Occasional failure on inventory items */
507 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
509 sense_inventory_aux(i, TRUE);
514 * @brief パターン終点到達時のテレポート処理を行う
517 static void pattern_teleport(void)
520 DEPTH max_level = 99;
523 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
528 /* Only downward in ironman mode */
529 if (ironman_downward)
530 min_level = dun_level;
533 if (dungeon_type == DUNGEON_ANGBAND)
536 max_level = MAX_DEPTH - 1;
537 else if (dun_level == 100)
542 max_level = d_info[dungeon_type].maxdepth;
543 min_level = d_info[dungeon_type].mindepth;
547 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
550 sprintf(tmp_val, "%d", (int)dun_level);
552 /* Ask for a level */
553 if (!get_string(ppp, tmp_val, 10)) return;
555 /* Extract request */
556 command_arg = (COMMAND_ARG)atoi(tmp_val);
558 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
560 teleport_player(200, 0L);
569 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
572 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
575 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
577 if (autosave_l) do_cmd_save_game(TRUE);
580 dun_level = command_arg;
584 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
586 p_ptr->inside_quest = 0;
587 p_ptr->energy_use = 0;
590 * Clear all saved floors
591 * and create a first saved floor
593 prepare_change_floor_mode(CFM_FIRST_FLOOR);
596 p_ptr->leaving = TRUE;
600 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
603 static void wreck_the_pattern(void)
607 int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
609 if (pattern_type == PATTERN_TILE_WRECKED)
615 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
616 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
619 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
621 to_ruin = randint1(45) + 35;
625 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
627 if (pattern_tile(r_y, r_x) &&
628 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
630 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
634 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
638 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
639 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
641 static bool pattern_effect(void)
645 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
647 if ((prace_is_(RACE_AMBERITE)) &&
648 (p_ptr->cut > 0) && one_in_(10))
653 pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
655 switch (pattern_type)
657 case PATTERN_TILE_END:
659 (void)restore_all_status();
660 (void)restore_level();
661 (void)cure_critical_wounds(1000);
663 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
664 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
667 * We could make the healing effect of the
668 * Pattern center one-time only to avoid various kinds
669 * of abuse, like luring the win monster into fighting you
670 * in the middle of the pattern...
674 case PATTERN_TILE_OLD:
678 case PATTERN_TILE_TELEPORT:
682 case PATTERN_TILE_WRECKED:
684 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
688 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
690 else if (!IS_INVULN())
691 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
700 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
701 * @param percent 回復比率
704 static void regenhp(int percent)
710 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
711 if (p_ptr->action == ACTION_HAYAGAKE) return;
713 /* Save the old hitpoints */
714 old_chp = p_ptr->chp;
717 * Extract the new hitpoints
719 * 'percent' is the Regen factor in unit (1/2^16)
722 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
724 /* Convert the unit (1/2^16) to (1/2^32) */
725 s64b_LSHIFT(new_chp, new_chp_frac, 16);
728 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
732 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
734 p_ptr->chp = p_ptr->mhp;
739 if (old_chp != p_ptr->chp)
741 p_ptr->redraw |= (PR_HP);
742 p_ptr->window |= (PW_PLAYER);
749 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
750 * @param upkeep_factor ペット維持によるMPコスト量
751 * @param regen_amount 回復量
754 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
756 MANA_POINT old_csp = p_ptr->csp;
757 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
760 * Excess mana will decay 32 times faster than normal
763 if (p_ptr->csp > p_ptr->msp)
765 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
767 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
769 /* Convert the unit (1/2^16) to (1/2^32) */
770 s64b_LSHIFT(decay, decay_frac, 16);
773 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
776 if (p_ptr->csp < p_ptr->msp)
778 p_ptr->csp = p_ptr->msp;
783 /* Regenerating mana (unless the player has excess mana) */
784 else if (regen_rate > 0)
786 /* (percent/100) is the Regen factor in unit (1/2^16) */
787 MANA_POINT new_mana = 0;
788 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
790 /* Convert the unit (1/2^16) to (1/2^32) */
791 s64b_LSHIFT(new_mana, new_mana_frac, 16);
794 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
796 /* Must set frac to zero even if equal */
797 if (p_ptr->csp >= p_ptr->msp)
799 p_ptr->csp = p_ptr->msp;
805 /* Reduce mana (even when the player has excess mana) */
808 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
809 s32b reduce_mana = 0;
810 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
812 /* Convert the unit (1/2^16) to (1/2^32) */
813 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
816 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
826 if (old_csp != p_ptr->csp)
828 p_ptr->redraw |= (PR_MANA);
829 p_ptr->window |= (PW_PLAYER);
830 p_ptr->window |= (PW_SPELL);
836 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
837 * @param regen_amount 回復量
840 static void regenmagic(int regen_amount)
845 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
847 for (i = 0; i < EATER_EXT*2; i++)
849 if (!p_ptr->magic_num2[i]) continue;
850 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
852 /* Increase remaining charge number like float value */
853 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
854 p_ptr->magic_num1[i] += new_mana;
856 /* Check maximum charge */
857 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
859 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
863 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
865 if (!p_ptr->magic_num1[i]) continue;
866 if (!p_ptr->magic_num2[i]) continue;
868 /* Decrease remaining period for charging */
869 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
870 / (dev * 16 * PY_REGEN_NORMAL);
871 p_ptr->magic_num1[i] -= new_mana;
873 /* Check minimum remaining period for charging */
874 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
881 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
883 * @note Should probably be done during monster turns.
885 static void regen_monsters(void)
890 /* Regenerate everyone */
891 for (i = 1; i < m_max; i++)
893 /* Check the i'th monster */
894 monster_type *m_ptr = &m_list[i];
895 monster_race *r_ptr = &r_info[m_ptr->r_idx];
898 /* Skip dead monsters */
899 if (!m_ptr->r_idx) continue;
901 /* Allow regeneration (if needed) */
902 if (m_ptr->hp < m_ptr->maxhp)
904 /* Hack -- Base regeneration */
905 frac = m_ptr->maxhp / 100;
907 /* Hack -- Minimal regeneration rate */
908 if (!frac) if (one_in_(2)) frac = 1;
910 /* Hack -- Some monsters regenerate quickly */
911 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
913 /* Hack -- Regenerate */
916 /* Do not over-regenerate */
917 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
919 /* Redraw (later) if needed */
920 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
921 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
928 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
930 * @note Should probably be done during monster turns.
932 static void regen_captured_monsters(void)
937 /* Regenerate everyone */
938 for (i = 0; i < INVEN_TOTAL; i++)
941 object_type *o_ptr = &inventory[i];
943 if (!o_ptr->k_idx) continue;
944 if (o_ptr->tval != TV_CAPTURE) continue;
945 if (!o_ptr->pval) continue;
949 r_ptr = &r_info[o_ptr->pval];
951 /* Allow regeneration (if needed) */
952 if (o_ptr->xtra4 < o_ptr->xtra5)
954 /* Hack -- Base regeneration */
955 frac = o_ptr->xtra5 / 100;
957 /* Hack -- Minimal regeneration rate */
958 if (!frac) if (one_in_(2)) frac = 1;
960 /* Hack -- Some monsters regenerate quickly */
961 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
963 /* Hack -- Regenerate */
964 o_ptr->xtra4 += (XTRA16)frac;
966 /* Do not over-regenerate */
967 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
974 p_ptr->notice |= (PN_COMBINE);
975 p_ptr->window |= (PW_INVEN);
976 p_ptr->window |= (PW_EQUIP);
982 * @brief 寿命つき光源の警告メッセージ処理
983 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
986 static void notice_lite_change(object_type *o_ptr)
988 /* Hack -- notice interesting fuel steps */
989 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
991 p_ptr->window |= (PW_EQUIP);
994 /* Hack -- Special treatment when blind */
997 /* Hack -- save some light for later */
998 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1001 /* The light is now out */
1002 else if (o_ptr->xtra4 == 0)
1004 disturb(FALSE, TRUE);
1005 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1007 /* Recalculate torch radius */
1008 p_ptr->update |= (PU_TORCH);
1010 /* Some ego light lose its effects without fuel */
1011 p_ptr->update |= (PU_BONUS);
1014 /* The light is getting dim */
1015 else if (o_ptr->name2 == EGO_LITE_LONG)
1017 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1018 && (turn % (TURNS_PER_TICK*2)))
1020 if (disturb_minor) disturb(FALSE, TRUE);
1021 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1025 /* The light is getting dim */
1026 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1028 if (disturb_minor) disturb(FALSE, TRUE);
1029 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1034 * @brief クエスト階層から離脱する際の処理
1037 void leave_quest_check(void)
1039 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1040 leaving_quest = p_ptr->inside_quest;
1042 /* Leaving an 'only once' quest marks it as failed */
1045 quest_type* const q_ptr = &quest[leaving_quest];
1047 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1048 (q_ptr->status == QUEST_STATUS_TAKEN))
1050 q_ptr->status = QUEST_STATUS_FAILED;
1051 q_ptr->complev = (byte)p_ptr->lev;
1053 q_ptr->comptime = playtime;
1055 /* Additional settings */
1056 switch (q_ptr->type)
1058 case QUEST_TYPE_TOWER:
1059 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1060 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1062 case QUEST_TYPE_FIND_ARTIFACT:
1063 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1065 case QUEST_TYPE_RANDOM:
1066 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1068 /* Floor of random quest will be blocked */
1069 prepare_change_floor_mode(CFM_NO_RETURN);
1073 /* Record finishing a quest */
1074 if (q_ptr->type == QUEST_TYPE_RANDOM)
1076 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1080 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1087 * @brief 「塔」クエストの各階層から離脱する際の処理
1090 void leave_tower_check(void)
1092 leaving_quest = p_ptr->inside_quest;
1093 /* Check for Tower Quest */
1094 if (leaving_quest &&
1095 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1096 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1098 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1100 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1101 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1103 quest[QUEST_TOWER1].comptime = playtime;
1110 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1111 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1114 static void recharged_notice(object_type *o_ptr)
1116 char o_name[MAX_NLEN];
1120 /* No inscription */
1121 if (!o_ptr->inscription) return;
1124 s = my_strchr(quark_str(o_ptr->inscription), '!');
1126 /* Process notification request. */
1129 /* Find another '!' */
1132 /* Describe (briefly) */
1133 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1135 /* Notify the player */
1137 msg_format("%sは再充填された。", o_name);
1139 if (o_ptr->number > 1)
1140 msg_format("Your %s are recharged.", o_name);
1142 msg_format("Your %s is recharged.", o_name);
1145 disturb(FALSE, FALSE);
1151 /* Keep looking for '!'s */
1152 s = my_strchr(s + 1, '!');
1157 * @brief プレイヤーの歌に関する継続処理
1160 static void check_music(void)
1162 const magic_type *s_ptr;
1164 MANA_POINT need_mana;
1165 u32b need_mana_frac;
1167 /* Music singed by player */
1168 if (p_ptr->pclass != CLASS_BARD) return;
1169 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1171 if (p_ptr->anti_magic)
1177 spell = SINGING_SONG_ID(p_ptr);
1178 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1180 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1184 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1186 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1193 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1195 p_ptr->redraw |= PR_MANA;
1196 if (INTERUPTING_SONG_EFFECT(p_ptr))
1198 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1199 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1200 msg_print(_("歌を再開した。", "You restart singing."));
1201 p_ptr->action = ACTION_SING;
1203 /* Recalculate bonuses */
1204 p_ptr->update |= (PU_BONUS | PU_HP);
1206 /* Redraw map and status bar */
1207 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1208 p_ptr->update |= (PU_MONSTERS);
1210 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1213 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1214 p_ptr->spell_exp[spell] += 5;
1215 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1216 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1217 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1218 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1219 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1220 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1222 /* Do any effects of continual song */
1223 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1227 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1228 * @param flag 探し出したい呪いフラグ配列
1229 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1232 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1235 int choices[INVEN_TOTAL-INVEN_RARM];
1238 /* Paranoia -- Player has no warning-item */
1239 if (!(p_ptr->cursed & flag)) return NULL;
1241 /* Search Inventry */
1242 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1244 object_type *o_ptr = &inventory[i];
1246 if (o_ptr->curse_flags & flag)
1248 choices[number] = i;
1251 else if ((flag == TRC_ADD_L_CURSE) ||
1252 (flag == TRC_ADD_H_CURSE) ||
1253 (flag == TRC_DRAIN_HP) ||
1254 (flag == TRC_DRAIN_MANA) ||
1255 (flag == TRC_CALL_ANIMAL) ||
1256 (flag == TRC_CALL_DEMON) ||
1257 (flag == TRC_CALL_DRAGON) ||
1258 (flag == TRC_CALL_UNDEAD) ||
1259 (flag == TRC_COWARDICE) ||
1260 (flag == TRC_LOW_MELEE) ||
1261 (flag == TRC_LOW_AC) ||
1262 (flag == TRC_LOW_MAGIC) ||
1263 (flag == TRC_FAST_DIGEST) ||
1264 (flag == TRC_SLOW_REGEN) )
1267 BIT_FLAGS flgs[TR_FLAG_SIZE];
1268 object_flags(o_ptr, flgs);
1271 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1272 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1273 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1274 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1275 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1276 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1277 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1278 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1279 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1280 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1281 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1282 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1283 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1284 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1287 if (have_flag(flgs, cf))
1289 choices[number] = i;
1295 /* Choice one of them */
1296 return (&inventory[choices[randint0(number)]]);
1299 static void process_world_aux_digestion(void)
1301 if (!p_ptr->inside_battle)
1303 /* Digest quickly when gorged */
1304 if (p_ptr->food >= PY_FOOD_MAX)
1306 /* Digest a lot of food */
1307 (void)set_food(p_ptr->food - 100);
1310 /* Digest normally -- Every 50 game turns */
1311 else if (!(turn % (TURNS_PER_TICK * 5)))
1313 /* Basic digestion rate based on speed */
1314 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1316 /* Regeneration takes more food */
1317 if (p_ptr->regenerate)
1319 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1321 if (p_ptr->cursed & TRC_FAST_DIGEST)
1324 /* Slow digestion takes less food */
1325 if (p_ptr->slow_digest)
1328 /* Minimal digestion */
1329 if (digestion < 1) digestion = 1;
1330 /* Maximal digestion */
1331 if (digestion > 100) digestion = 100;
1333 /* Digest some food */
1334 (void)set_food(p_ptr->food - digestion);
1339 if ((p_ptr->food < PY_FOOD_FAINT))
1341 /* Faint occasionally */
1342 if (!p_ptr->paralyzed && (randint0(100) < 10))
1344 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1345 disturb(TRUE, TRUE);
1347 /* Hack -- faint (bypass free action) */
1348 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1351 /* Starve to death (slowly) */
1352 if (p_ptr->food < PY_FOOD_STARVE)
1354 /* Calculate damage */
1355 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1357 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1364 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1365 * / Handle timed damage and regeneration every 10 game turns
1368 static void process_world_aux_hp_and_sp(void)
1370 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1371 bool cave_no_regen = FALSE;
1372 int upkeep_factor = 0;
1374 /* Default regeneration */
1375 int regen_amount = PY_REGEN_NORMAL;
1378 /*** Damage over Time ***/
1380 /* Take damage from poison */
1381 if (p_ptr->poisoned && !IS_INVULN())
1383 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1386 /* Take damage from cuts */
1387 if (p_ptr->cut && !IS_INVULN())
1391 /* Mortal wound or Deep Gash */
1392 if (p_ptr->cut > 1000)
1397 else if (p_ptr->cut > 200)
1403 else if (p_ptr->cut > 100)
1408 else if (p_ptr->cut > 50)
1413 else if (p_ptr->cut > 25)
1418 else if (p_ptr->cut > 10)
1429 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1432 /* (Vampires) Take damage from sunlight */
1433 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1435 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1437 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1439 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1440 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1441 cave_no_regen = TRUE;
1445 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1446 !p_ptr->resist_lite)
1448 object_type * o_ptr = &inventory[INVEN_LITE];
1449 char o_name [MAX_NLEN];
1450 char ouch [MAX_NLEN+40];
1452 /* Get an object description */
1453 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1454 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1456 cave_no_regen = TRUE;
1458 /* Get an object description */
1459 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1460 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1462 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1466 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1470 if (have_flag(f_ptr->flags, FF_DEEP))
1472 damage = 6000 + randint0(4000);
1474 else if (!p_ptr->levitation)
1476 damage = 3000 + randint0(2000);
1481 if(prace_is_(RACE_ENT)) damage += damage / 3;
1482 if(p_ptr->resist_fire) damage = damage / 3;
1483 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1484 if(p_ptr->levitation) damage = damage / 5;
1486 damage = damage / 100 + (randint0(100) < (damage % 100));
1488 if (p_ptr->levitation)
1490 msg_print(_("熱で火傷した!", "The heat burns you!"));
1491 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1492 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1496 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1497 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1498 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1501 cave_no_regen = TRUE;
1505 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1506 !p_ptr->levitation && !p_ptr->can_swim)
1508 if (p_ptr->total_weight > weight_limit())
1510 msg_print(_("溺れている!", "You are drowning!"));
1511 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1512 cave_no_regen = TRUE;
1519 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1521 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1522 if (prace_is_(RACE_ENT)) damage += damage / 3;
1523 if (p_ptr->resist_fire) damage = damage / 3;
1524 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1525 msg_print(_("熱い!", "It's hot!"));
1526 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1528 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1530 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1531 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1532 if (p_ptr->resist_elec) damage = damage / 3;
1533 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1534 msg_print(_("痛い!", "It hurts!"));
1535 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1537 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1539 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1540 if (p_ptr->resist_cold) damage = damage / 3;
1541 if (IS_OPPOSE_COLD()) damage = damage / 3;
1542 msg_print(_("冷たい!", "It's cold!"));
1543 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1547 /* Spectres -- take damage when moving through walls */
1549 * Added: ANYBODY takes damage if inside through walls
1550 * without wraith form -- NOTE: Spectres will never be
1551 * reduced below 0 hp by being inside a stone wall; others
1554 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1556 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1559 cave_no_regen = TRUE;
1561 if (p_ptr->pass_wall)
1563 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1564 dam_desc = _("密度", "density");
1568 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1569 dam_desc = _("硬い岩", "solid rock");
1572 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1577 /*** handle regeneration ***/
1580 if (p_ptr->food < PY_FOOD_WEAK)
1582 /* Lower regeneration */
1583 if (p_ptr->food < PY_FOOD_STARVE)
1587 else if (p_ptr->food < PY_FOOD_FAINT)
1589 regen_amount = PY_REGEN_FAINT;
1593 regen_amount = PY_REGEN_WEAK;
1597 /* Are we walking the pattern? */
1598 if (pattern_effect())
1600 cave_no_regen = TRUE;
1604 /* Regeneration ability */
1605 if (p_ptr->regenerate)
1607 regen_amount = regen_amount * 2;
1609 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1613 if (p_ptr->cursed & TRC_SLOW_REGEN)
1620 /* Searching or Resting */
1621 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1623 regen_amount = regen_amount * 2;
1626 upkeep_factor = calculate_upkeep();
1628 /* No regeneration while special action */
1629 if ((p_ptr->action == ACTION_LEARN) ||
1630 (p_ptr->action == ACTION_HAYAGAKE) ||
1631 (p_ptr->special_defense & KATA_KOUKIJIN))
1633 upkeep_factor += 100;
1636 /* Regenerate the mana */
1637 regenmana(upkeep_factor, regen_amount);
1640 /* Recharge magic eater's power */
1641 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1643 regenmagic(regen_amount);
1646 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1648 while (upkeep_factor > 100)
1650 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1652 do_cmd_pet_dismiss();
1654 upkeep_factor = calculate_upkeep();
1656 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1661 /* Poisoned or cut yields no healing */
1662 if (p_ptr->poisoned) regen_amount = 0;
1663 if (p_ptr->cut) regen_amount = 0;
1665 /* Special floor -- Pattern, in a wall -- yields no healing */
1666 if (cave_no_regen) regen_amount = 0;
1668 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1670 /* Regenerate Hit Points if needed */
1671 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1673 regenhp(regen_amount);
1678 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1679 * / Handle timeout every 10 game turns
1682 static void process_world_aux_timeout(void)
1684 const int dec_count = (easy_band ? 2 : 1);
1686 /*** Timeout Various Things ***/
1689 if (p_ptr->tim_mimic)
1691 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1694 /* Hack -- Hallucinating */
1697 (void)set_image(p_ptr->image - dec_count);
1703 (void)set_blind(p_ptr->blind - dec_count);
1706 /* Times see-invisible */
1707 if (p_ptr->tim_invis)
1709 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1720 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1723 /* Timed temporary elemental brands. -LM- */
1724 if (p_ptr->ele_attack)
1726 p_ptr->ele_attack--;
1728 /* Clear all temporary elemental brands. */
1729 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1732 /* Timed temporary elemental immune. -LM- */
1733 if (p_ptr->ele_immune)
1735 p_ptr->ele_immune--;
1737 /* Clear all temporary elemental brands. */
1738 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1741 /* Timed infra-vision */
1742 if (p_ptr->tim_infra)
1744 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1748 if (p_ptr->tim_stealth)
1750 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1753 /* Timed levitation */
1754 if (p_ptr->tim_levitation)
1756 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1759 /* Timed sh_touki */
1760 if (p_ptr->tim_sh_touki)
1762 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1766 if (p_ptr->tim_sh_fire)
1768 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1772 if (p_ptr->tim_sh_holy)
1774 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1778 if (p_ptr->tim_eyeeye)
1780 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1783 /* Timed resist-magic */
1784 if (p_ptr->resist_magic)
1786 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1789 /* Timed regeneration */
1790 if (p_ptr->tim_regen)
1792 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1795 /* Timed resist nether */
1796 if (p_ptr->tim_res_nether)
1798 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1801 /* Timed resist time */
1802 if (p_ptr->tim_res_time)
1804 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1808 if (p_ptr->tim_reflect)
1810 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1814 if (p_ptr->multishadow)
1816 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1819 /* Timed Robe of dust */
1820 if (p_ptr->dustrobe)
1822 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1825 /* Timed infra-vision */
1826 if (p_ptr->kabenuke)
1828 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1832 if (p_ptr->paralyzed)
1834 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1838 if (p_ptr->confused)
1840 (void)set_confused(p_ptr->confused - dec_count);
1846 (void)set_afraid(p_ptr->afraid - dec_count);
1852 (void)set_fast(p_ptr->fast - 1, TRUE);
1858 (void)set_slow(p_ptr->slow - dec_count, TRUE);
1861 /* Protection from evil */
1862 if (p_ptr->protevil)
1864 (void)set_protevil(p_ptr->protevil - 1, TRUE);
1867 /* Invulnerability */
1870 (void)set_invuln(p_ptr->invuln - 1, TRUE);
1874 if (p_ptr->wraith_form)
1876 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
1882 (void)set_hero(p_ptr->hero - 1, TRUE);
1888 (void)set_shero(p_ptr->shero - 1, TRUE);
1894 (void)set_blessed(p_ptr->blessed - 1, TRUE);
1900 (void)set_shield(p_ptr->shield - 1, TRUE);
1904 if (p_ptr->tsubureru)
1906 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
1910 if (p_ptr->magicdef)
1912 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
1916 if (p_ptr->tsuyoshi)
1918 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
1922 if (p_ptr->oppose_acid)
1924 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
1927 /* Oppose Lightning */
1928 if (p_ptr->oppose_elec)
1930 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
1934 if (p_ptr->oppose_fire)
1936 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
1940 if (p_ptr->oppose_cold)
1942 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
1946 if (p_ptr->oppose_pois)
1948 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
1953 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
1956 /*** Poison and Stun and Cut ***/
1959 if (p_ptr->poisoned)
1961 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
1963 /* Apply some healing */
1964 (void)set_poisoned(p_ptr->poisoned - adjust);
1970 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
1972 /* Apply some healing */
1973 (void)set_stun(p_ptr->stun - adjust);
1979 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
1981 /* Hack -- Truly "mortal" wound */
1982 if (p_ptr->cut > 1000) adjust = 0;
1984 /* Apply some healing */
1985 (void)set_cut(p_ptr->cut - adjust);
1991 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
1992 * / Handle burning fuel every 10 game turns
1995 static void process_world_aux_light(void)
1997 /* Check for light being wielded */
1998 object_type *o_ptr = &inventory[INVEN_LITE];
2000 /* Burn some fuel in the current lite */
2001 if (o_ptr->tval == TV_LITE)
2003 /* Hack -- Use some fuel (except on artifacts) */
2004 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2006 /* Decrease life-span */
2007 if (o_ptr->name2 == EGO_LITE_LONG)
2009 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2011 else o_ptr->xtra4--;
2013 /* Notice interesting fuel steps */
2014 notice_lite_change(o_ptr);
2021 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2022 * / Handle mutation effects once every 10 game turns
2025 static void process_world_aux_mutation(void)
2027 /* No mutation with effects */
2028 if (!p_ptr->muta2) return;
2030 /* No effect on monster arena */
2031 if (p_ptr->inside_battle) return;
2033 /* No effect on the global map */
2034 if (p_ptr->wild_mode) return;
2036 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2038 disturb(FALSE, TRUE);
2039 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2040 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2041 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2042 (void)set_afraid(0);
2045 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2047 if (!p_ptr->resist_fear)
2049 disturb(FALSE, TRUE);
2050 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2051 set_afraid(p_ptr->afraid + 13 + randint1(26));
2055 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2057 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2059 disturb(FALSE, TRUE);
2060 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2062 teleport_player(40, TELEPORT_PASSIVE);
2066 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2068 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2070 disturb(FALSE, TRUE);
2071 p_ptr->redraw |= PR_EXTRA;
2072 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2075 if (!p_ptr->resist_conf)
2077 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2080 if (!p_ptr->resist_chaos)
2085 if (one_in_(3)) lose_all_info();
2087 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2089 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2090 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2096 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2097 (void)set_image(p_ptr->image + randint0(150) + 150);
2103 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2105 if (!p_ptr->resist_chaos)
2107 disturb(FALSE, TRUE);
2108 p_ptr->redraw |= PR_EXTRA;
2109 (void)set_image(p_ptr->image + randint0(50) + 20);
2113 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2115 disturb(FALSE, TRUE);
2116 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2118 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2121 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2122 !p_ptr->anti_magic && one_in_(9000))
2125 disturb(FALSE, TRUE);
2126 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2127 "Magical energy flows through you! You must release it!"));
2131 (void)get_hack_dir(&dire);
2132 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2135 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2137 bool pet = one_in_(6);
2138 BIT_FLAGS mode = PM_ALLOW_GROUP;
2140 if (pet) mode |= PM_FORCE_PET;
2141 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2143 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode))
2145 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2146 disturb(FALSE, TRUE);
2150 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2152 disturb(FALSE, TRUE);
2155 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2157 if (p_ptr->fast > 0)
2163 set_slow(randint1(30) + 10, FALSE);
2168 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2170 if (p_ptr->slow > 0)
2176 set_fast(randint1(30) + 10, FALSE);
2181 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2183 disturb(FALSE, TRUE);
2184 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2186 banish_monsters(100);
2187 if (!dun_level && p_ptr->town_num)
2191 /* Pick a random shop (except home) */
2194 n = randint0(MAX_STORES);
2196 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2198 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2204 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2208 msg_print(_("影につつまれた。", "A shadow passes over you."));
2211 /* Absorb light from the current possition */
2212 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2217 o_ptr = &inventory[INVEN_LITE];
2219 /* Absorb some fuel in the current lite */
2220 if (o_ptr->tval == TV_LITE)
2222 /* Use some fuel (except on artifacts) */
2223 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2225 /* Heal the player a bit */
2226 hp_player(o_ptr->xtra4 / 20);
2228 /* Decrease life-span of lite */
2230 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2232 /* Notice interesting fuel steps */
2233 notice_lite_change(o_ptr);
2238 * Unlite the area (radius 10) around player and
2239 * do 50 points damage to every affected monster
2241 unlite_area(50, 10);
2244 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2246 bool pet = one_in_(3);
2247 BIT_FLAGS mode = PM_ALLOW_GROUP;
2249 if (pet) mode |= PM_FORCE_PET;
2250 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2252 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
2254 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2255 disturb(FALSE, TRUE);
2259 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2261 disturb(FALSE, TRUE);
2262 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2265 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2267 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2269 if (!lose_mutation(0))
2270 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2272 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2274 disturb(FALSE, TRUE);
2275 msg_print(_("非物質化した!", "You feel insubstantial!"));
2278 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2280 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2284 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2286 int which_stat = randint0(A_MAX);
2287 int sustained = FALSE;
2292 if (p_ptr->sustain_str) sustained = TRUE;
2295 if (p_ptr->sustain_int) sustained = TRUE;
2298 if (p_ptr->sustain_wis) sustained = TRUE;
2301 if (p_ptr->sustain_dex) sustained = TRUE;
2304 if (p_ptr->sustain_con) sustained = TRUE;
2307 if (p_ptr->sustain_chr) sustained = TRUE;
2310 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2316 disturb(FALSE, TRUE);
2317 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2319 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2322 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2324 bool pet = one_in_(5);
2325 BIT_FLAGS mode = PM_ALLOW_GROUP;
2327 if (pet) mode |= PM_FORCE_PET;
2328 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2330 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
2332 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2333 disturb(FALSE, TRUE);
2336 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2338 if (p_ptr->tim_esp > 0)
2340 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2341 set_tim_esp(0, TRUE);
2345 msg_print(_("精神が広がった!", "Your mind expands!"));
2346 set_tim_esp(p_ptr->lev, FALSE);
2349 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2351 disturb(FALSE, TRUE);
2352 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2354 set_food(PY_FOOD_WEAK);
2355 if (music_singing_any()) stop_singing();
2356 if (hex_spelling_any()) stop_hex_spell_all();
2359 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2364 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2366 int danger_amount = 0;
2367 MONSTER_IDX monster;
2369 for (monster = 0; monster < m_max; monster++)
2371 monster_type *m_ptr = &m_list[monster];
2372 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2374 /* Paranoia -- Skip dead monsters */
2375 if (!m_ptr->r_idx) continue;
2377 if (r_ptr->level >= p_ptr->lev)
2379 danger_amount += r_ptr->level - p_ptr->lev + 1;
2383 if (danger_amount > 100)
2384 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2385 else if (danger_amount > 50)
2386 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2387 else if (danger_amount > 20)
2388 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2389 else if (danger_amount > 10)
2390 msg_print(_("心配な気がする!", "You feel paranoid!"));
2391 else if (danger_amount > 5)
2392 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2394 msg_print(_("寂しい気がする。", "You feel lonely."));
2397 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2399 disturb(FALSE, TRUE);
2400 msg_print(_("無敵な気がする!", "You feel invincible!"));
2402 (void)set_invuln(randint1(8) + 8, FALSE);
2405 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2407 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2411 HIT_POINT healing = p_ptr->csp;
2412 if (healing > wounds) healing = wounds;
2415 p_ptr->csp -= healing;
2416 p_ptr->redraw |= (PR_HP | PR_MANA);
2420 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2422 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2426 HIT_POINT healing = p_ptr->chp;
2427 if (healing > wounds) healing = wounds;
2429 p_ptr->csp += healing;
2430 p_ptr->redraw |= (PR_HP | PR_MANA);
2431 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2435 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2437 INVENTORY_IDX slot = 0;
2438 object_type *o_ptr = NULL;
2440 disturb(FALSE, TRUE);
2441 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2442 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2445 if (buki_motteruka(INVEN_RARM))
2448 o_ptr = &inventory[INVEN_RARM];
2450 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2452 o_ptr = &inventory[INVEN_LARM];
2456 else if (buki_motteruka(INVEN_LARM))
2458 o_ptr = &inventory[INVEN_LARM];
2461 if (slot && !object_is_cursed(o_ptr))
2463 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2464 inven_drop(slot, 1);
2471 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2472 * / Handle curse effects once every 10 game turns
2475 static void process_world_aux_curse(void)
2477 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2480 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2481 * can actually be useful!
2483 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2485 char o_name[MAX_NLEN];
2487 int i, i_keep = 0, count = 0;
2489 /* Scan the equipment with random teleport ability */
2490 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2492 BIT_FLAGS flgs[TR_FLAG_SIZE];
2493 o_ptr = &inventory[i];
2495 /* Skip non-objects */
2496 if (!o_ptr->k_idx) continue;
2498 /* Extract the item flags */
2499 object_flags(o_ptr, flgs);
2501 if (have_flag(flgs, TR_TELEPORT))
2503 /* {.} will stop random teleportation. */
2504 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2507 if (one_in_(count)) i_keep = i;
2512 o_ptr = &inventory[i_keep];
2513 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2514 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2515 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2517 disturb(FALSE, TRUE);
2518 teleport_player(50, 0L);
2522 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2523 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2524 disturb(TRUE, TRUE);
2527 /* Make a chainsword noise */
2528 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2531 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2533 disturb(FALSE, FALSE);
2536 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2539 (void)activate_ty_curse(FALSE, &count);
2541 /* Handle experience draining */
2542 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2544 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2545 if (p_ptr->exp < 0) p_ptr->exp = 0;
2546 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2547 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2550 /* Add light curse (Later) */
2551 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2553 BIT_FLAGS new_curse;
2556 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2558 new_curse = get_curse(0, o_ptr);
2559 if (!(o_ptr->curse_flags & new_curse))
2561 char o_name[MAX_NLEN];
2563 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2565 o_ptr->curse_flags |= new_curse;
2566 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2568 o_ptr->feeling = FEEL_NONE;
2570 p_ptr->update |= (PU_BONUS);
2573 /* Add heavy curse (Later) */
2574 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2576 BIT_FLAGS new_curse;
2579 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2581 new_curse = get_curse(1, o_ptr);
2582 if (!(o_ptr->curse_flags & new_curse))
2584 char o_name[MAX_NLEN];
2586 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2588 o_ptr->curse_flags |= new_curse;
2589 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2590 o_ptr->feeling = FEEL_NONE;
2592 p_ptr->update |= (PU_BONUS);
2596 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2598 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
2599 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2601 char o_name[MAX_NLEN];
2603 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2604 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2605 disturb(FALSE, TRUE);
2609 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2611 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2613 char o_name[MAX_NLEN];
2615 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2616 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2617 disturb(FALSE, TRUE);
2621 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2623 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2624 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2626 char o_name[MAX_NLEN];
2628 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2629 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2630 disturb(FALSE, TRUE);
2634 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2636 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2637 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2639 char o_name[MAX_NLEN];
2641 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2642 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2643 disturb(FALSE, TRUE);
2646 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2648 if (!p_ptr->resist_fear)
2650 disturb(FALSE, TRUE);
2651 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2652 set_afraid(p_ptr->afraid + 13 + randint1(26));
2655 /* Teleport player */
2656 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2658 disturb(FALSE, TRUE);
2660 /* Teleport player */
2661 teleport_player(40, TELEPORT_PASSIVE);
2663 /* Handle HP draining */
2664 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2666 char o_name[MAX_NLEN];
2668 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2669 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2670 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2672 /* Handle mana draining */
2673 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2675 char o_name[MAX_NLEN];
2677 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2678 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2679 p_ptr->csp -= MIN(p_ptr->lev, 50);
2683 p_ptr->csp_frac = 0;
2685 p_ptr->redraw |= PR_MANA;
2689 /* Rarely, take damage from the Jewel of Judgement */
2690 if (one_in_(999) && !p_ptr->anti_magic)
2692 object_type *o_ptr = &inventory[INVEN_LITE];
2694 if (o_ptr->name1 == ART_JUDGE)
2696 if (object_is_known(o_ptr))
2697 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2699 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2700 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2707 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2708 * / Handle recharging objects once every 10 game turns
2711 static void process_world_aux_recharge(void)
2716 /* Process equipment */
2717 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2719 /* Get the object */
2720 object_type *o_ptr = &inventory[i];
2722 /* Skip non-objects */
2723 if (!o_ptr->k_idx) continue;
2725 /* Recharge activatable objects */
2726 if (o_ptr->timeout > 0)
2731 /* Notice changes */
2732 if (!o_ptr->timeout)
2734 recharged_notice(o_ptr);
2740 /* Notice changes */
2743 p_ptr->window |= (PW_EQUIP);
2748 * Recharge rods. Rods now use timeout to control charging status,
2749 * and each charging rod in a stack decreases the stack's timeout by
2750 * one per turn. -LM-
2752 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2754 object_type *o_ptr = &inventory[i];
2755 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2757 /* Skip non-objects */
2758 if (!o_ptr->k_idx) continue;
2760 /* Examine all charging rods or stacks of charging rods. */
2761 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2763 /* Determine how many rods are charging. */
2764 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2765 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2767 /* Decrease timeout by that number. */
2768 o_ptr->timeout -= temp;
2770 /* Boundary control. */
2771 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2773 /* Notice changes, provide message if object is inscribed. */
2774 if (!(o_ptr->timeout))
2776 recharged_notice(o_ptr);
2780 /* One of the stack of rod is charged */
2781 else if (o_ptr->timeout % k_ptr->pval)
2788 /* Notice changes */
2791 p_ptr->window |= (PW_INVEN);
2795 /* Process objects on floor */
2796 for (i = 1; i < o_max; i++)
2799 object_type *o_ptr = &o_list[i];
2801 /* Skip dead objects */
2802 if (!o_ptr->k_idx) continue;
2804 /* Recharge rods on the ground. No messages. */
2805 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2808 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2810 /* Boundary control. */
2811 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2818 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2819 * / Handle involuntary movement once every 10 game turns
2822 static void process_world_aux_movement(void)
2824 /* Delayed Word-of-Recall */
2825 if (p_ptr->word_recall)
2828 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2829 * The player is yanked up/down as soon as
2830 * he loads the autosaved game.
2832 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2833 do_cmd_save_game(TRUE);
2835 /* Count down towards recall */
2836 p_ptr->word_recall--;
2838 p_ptr->redraw |= (PR_STATUS);
2840 /* Activate the recall */
2841 if (!p_ptr->word_recall)
2844 disturb(FALSE, TRUE);
2846 /* Determine the level */
2847 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2849 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2851 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
2853 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
2858 leave_quest_check();
2859 leave_tower_check();
2861 p_ptr->inside_quest = 0;
2863 p_ptr->leaving = TRUE;
2867 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
2869 dungeon_type = p_ptr->recall_dungeon;
2872 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
2875 dun_level = max_dlv[dungeon_type];
2876 if (dun_level < 1) dun_level = 1;
2878 /* Nightmare mode makes recall more dangerous */
2879 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
2885 else if (dun_level < 99)
2887 dun_level = (dun_level + 99) / 2;
2889 else if (dun_level > 100)
2891 dun_level = d_info[dungeon_type].maxdepth - 1;
2895 if (p_ptr->wild_mode)
2897 p_ptr->wilderness_y = p_ptr->y;
2898 p_ptr->wilderness_x = p_ptr->x;
2902 /* Save player position */
2903 p_ptr->oldpx = p_ptr->x;
2904 p_ptr->oldpy = p_ptr->y;
2906 p_ptr->wild_mode = FALSE;
2909 * Clear all saved floors
2910 * and create a first saved floor
2912 prepare_change_floor_mode(CFM_FIRST_FLOOR);
2915 p_ptr->leaving = TRUE;
2917 if (dungeon_type == DUNGEON_ANGBAND)
2921 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
2923 quest_type* const q_ptr = &quest[i];
2926 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
2927 (q_ptr->status == QUEST_STATUS_TAKEN) &&
2928 (q_ptr->level < dun_level))
2930 q_ptr->status = QUEST_STATUS_FAILED;
2931 q_ptr->complev = (byte)p_ptr->lev;
2933 q_ptr->comptime = playtime;
2934 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
2940 sound(SOUND_TPLEVEL);
2945 /* Delayed Alter reality */
2946 if (p_ptr->alter_reality)
2948 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
2949 do_cmd_save_game(TRUE);
2951 /* Count down towards alter */
2952 p_ptr->alter_reality--;
2954 p_ptr->redraw |= (PR_STATUS);
2956 /* Activate the alter reality */
2957 if (!p_ptr->alter_reality)
2960 disturb(FALSE, TRUE);
2962 /* Determine the level */
2963 if (!quest_number(dun_level) && dun_level)
2965 msg_print(_("世界が変わった!", "The world changes!"));
2968 * Clear all saved floors
2969 * and create a first saved floor
2971 prepare_change_floor_mode(CFM_FIRST_FLOOR);
2974 p_ptr->leaving = TRUE;
2978 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
2981 sound(SOUND_TPLEVEL);
2988 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
2989 * / Count number of adjacent monsters
2990 * @param m_idx 隣接数を調べたいモンスターのID
2991 * @return 隣接しているモンスターの数
2993 static int get_monster_crowd_number(MONSTER_IDX m_idx)
2995 monster_type *m_ptr = &m_list[m_idx];
2996 POSITION my = m_ptr->fy;
2997 POSITION mx = m_ptr->fx;
3001 for (i = 0; i < 7; i++)
3003 int ay = my + ddy_ddd[i];
3004 int ax = mx + ddx_ddd[i];
3006 if (!in_bounds(ay, ax)) continue;
3008 /* Count number of monsters */
3009 if (cave[ay][ax].m_idx > 0) count++;
3018 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3020 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3023 * @brief ダンジョンの雰囲気を算出する。
3024 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3025 * @return 算出されたダンジョンの雰囲気ランク
3027 static byte get_dungeon_feeling(void)
3029 const int base = 10;
3033 /* Hack -- no feeling in the town */
3034 if (!dun_level) return 0;
3036 /* Examine each monster */
3037 for (i = 1; i < m_max; i++)
3039 monster_type *m_ptr = &m_list[i];
3040 monster_race *r_ptr;
3043 /* Skip dead monsters */
3044 if (!m_ptr->r_idx) continue;
3047 if (is_pet(m_ptr)) continue;
3049 r_ptr = &r_info[m_ptr->r_idx];
3051 /* Unique monsters */
3052 if (r_ptr->flags1 & (RF1_UNIQUE))
3054 /* Nearly out-of-depth unique monsters */
3055 if (r_ptr->level + 10 > dun_level)
3057 /* Boost rating by twice delta-depth */
3058 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3063 /* Out-of-depth monsters */
3064 if (r_ptr->level > dun_level)
3066 /* Boost rating by delta-depth */
3067 delta += (r_ptr->level - dun_level) * base;
3071 /* Unusually crowded monsters get a little bit of rating boost */
3072 if (r_ptr->flags1 & RF1_FRIENDS)
3074 if (5 <= get_monster_crowd_number(i)) delta += 1;
3078 if (2 <= get_monster_crowd_number(i)) delta += 1;
3082 rating += RATING_BOOST(delta);
3085 /* Examine each unidentified object */
3086 for (i = 1; i < o_max; i++)
3088 object_type *o_ptr = &o_list[i];
3089 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3092 /* Skip dead objects */
3093 if (!o_ptr->k_idx) continue;
3095 /* Skip known objects */
3096 if (object_is_known(o_ptr))
3099 if (o_ptr->marked & OM_TOUCHED) continue;
3102 /* Skip pseudo-known objects */
3103 if (o_ptr->ident & IDENT_SENSE) continue;
3106 if (object_is_ego(o_ptr))
3108 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3110 delta += e_ptr->rating * base;
3114 if (object_is_artifact(o_ptr))
3116 PRICE cost = object_value_real(o_ptr);
3119 if (cost > 10000L) delta += 10 * base;
3120 if (cost > 50000L) delta += 10 * base;
3121 if (cost > 100000L) delta += 10 * base;
3123 /* Special feeling */
3124 if (!preserve_mode) return 1;
3127 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3128 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3129 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3130 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3131 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3132 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3133 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3134 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3136 /* Out-of-depth objects */
3137 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3139 /* Rating increase */
3140 delta += (k_ptr->level - dun_level) * base;
3143 rating += RATING_BOOST(delta);
3147 if (rating > RATING_BOOST(1000)) return 2;
3148 if (rating > RATING_BOOST(800)) return 3;
3149 if (rating > RATING_BOOST(600)) return 4;
3150 if (rating > RATING_BOOST(400)) return 5;
3151 if (rating > RATING_BOOST(300)) return 6;
3152 if (rating > RATING_BOOST(200)) return 7;
3153 if (rating > RATING_BOOST(100)) return 8;
3154 if (rating > RATING_BOOST(0)) return 9;
3160 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3161 * / Update dungeon feeling, and announce it if changed
3164 static void update_dungeon_feeling(void)
3170 /* No feeling on the surface */
3171 if (!dun_level) return;
3173 /* No feeling in the arena */
3174 if (p_ptr->inside_battle) return;
3176 /* Extract delay time */
3177 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3179 /* Not yet felt anything */
3180 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3182 /* Extract quest number (if any) */
3183 quest_num = quest_number(dun_level);
3185 /* No feeling in a quest */
3187 (is_fixed_quest_idx(quest_num) &&
3188 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3189 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3192 /* Get new dungeon feeling */
3193 new_feeling = get_dungeon_feeling();
3195 /* Remember last time updated */
3196 p_ptr->feeling_turn = turn;
3199 if (p_ptr->feeling == new_feeling) return;
3201 /* Dungeon feeling is changed */
3202 p_ptr->feeling = new_feeling;
3204 /* Announce feeling */
3207 select_floor_music();
3209 /* Update the level indicator */
3210 p_ptr->redraw |= (PR_DEPTH);
3212 if (disturb_minor) disturb(FALSE, FALSE);
3216 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3217 * / Handle certain things once every 10 game turns
3220 static void process_world(void)
3224 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3225 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3226 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3228 extract_day_hour_min(&day, &hour, &min);
3230 /* Update dungeon feeling, and announce it if changed */
3231 update_dungeon_feeling();
3233 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3234 if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3238 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3239 p_ptr->inside_arena = FALSE;
3240 p_ptr->wild_mode = FALSE;
3241 p_ptr->leaving = TRUE;
3244 /*** Check monster arena ***/
3245 if (p_ptr->inside_battle && !p_ptr->leaving)
3251 /* Count all hostile monsters */
3252 for (i2 = 0; i2 < cur_wid; ++i2)
3253 for (j2 = 0; j2 < cur_hgt; j2++)
3255 cave_type *c_ptr = &cave[j2][i2];
3257 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3260 win_m_idx = c_ptr->m_idx;
3264 if (number_mon == 0)
3266 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3268 p_ptr->energy_need = 0;
3271 else if ((number_mon-1) == 0)
3274 monster_type *wm_ptr;
3276 wm_ptr = &m_list[win_m_idx];
3278 monster_desc(m_name, wm_ptr, 0);
3279 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3282 if (win_m_idx == (sel_monster+1))
3284 msg_print(_("おめでとうございます。", "Congratulations."));
3285 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3286 p_ptr->au += battle_odds;
3290 msg_print(_("残念でした。", "You lost gold."));
3293 p_ptr->energy_need = 0;
3296 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3298 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3299 p_ptr->au += kakekin;
3301 p_ptr->energy_need = 0;
3306 /* Every 10 game turns */
3307 if (turn % TURNS_PER_TICK) return;
3309 /*** Check the Time and Load ***/
3311 if (!(turn % (50*TURNS_PER_TICK)))
3313 /* Check time and load */
3314 if ((0 != check_time()) || (0 != check_load()))
3317 if (closing_flag <= 2)
3319 disturb(FALSE, TRUE);
3321 /* Count warnings */
3324 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3325 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3332 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3335 p_ptr->playing = FALSE;
3338 p_ptr->leaving = TRUE;
3343 /*** Attempt timed autosave ***/
3344 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3346 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3347 do_cmd_save_game(TRUE);
3350 if (mon_fight && !ignore_unview)
3352 msg_print(_("何かが聞こえた。", "You hear noise."));
3355 /*** Handle the wilderness/town (sunshine) ***/
3357 /* While in town/wilderness */
3358 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3360 /* Hack -- Daybreak/Nighfall in town */
3361 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3365 /* Check for dawn */
3366 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3368 if (dawn) day_break();
3374 /* While in the dungeon (vanilla_town or lite_town mode only) */
3375 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3377 /*** Shuffle the Storekeepers ***/
3379 /* Chance is only once a day (while in dungeon) */
3380 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3382 /* Sometimes, shuffle the shop-keepers */
3383 if (one_in_(STORE_SHUFFLE))
3388 /* Pick a random shop (except home and museum) */
3391 n = randint0(MAX_STORES);
3393 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3395 /* Check every feature */
3396 for (i = 1; i < max_f_idx; i++)
3398 /* Access the index */
3399 feature_type *f_ptr = &f_info[i];
3401 /* Skip empty index */
3402 if (!f_ptr->name) continue;
3404 /* Skip non-store features */
3405 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3407 /* Verify store type */
3408 if (f_ptr->subtype == n)
3410 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3423 /*** Process the monsters ***/
3425 /* Check for creature generation. */
3426 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3427 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3429 /* Make a new monster */
3430 (void)alloc_monster(MAX_SIGHT + 5, 0);
3433 /* Hack -- Check for creature regeneration */
3434 if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3435 if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3437 if (!p_ptr->leaving)
3441 /* Hack -- Process the counters of monsters if needed */
3442 for (i = 0; i < MAX_MTIMED; i++)
3444 if (mproc_max[i] > 0) process_monsters_mtimed(i);
3452 if (min != prev_min)
3454 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3455 determine_today_mon(FALSE);
3460 * Nightmare mode activates the TY_CURSE at midnight
3461 * Require exact minute -- Don't activate multiple times in a minute
3464 if (ironman_nightmare && (min != prev_min))
3467 /* Every 15 minutes after 11:00 pm */
3468 if ((hour == 23) && !(min % 15))
3471 disturb(FALSE, TRUE);
3476 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3480 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3484 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3488 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3493 /* TY_CURSE activates at midnight! */
3497 disturb(TRUE, TRUE);
3498 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3500 if (p_ptr->wild_mode)
3502 /* Go into large wilderness view */
3503 p_ptr->oldpy = randint1(MAX_HGT - 2);
3504 p_ptr->oldpx = randint1(MAX_WID - 2);
3507 /* Give first move to monsters */
3508 p_ptr->energy_use = 100;
3510 /* HACk -- set the encouter flag for the wilderness generation */
3511 generate_encounter = TRUE;
3514 invoking_midnight_curse = TRUE;
3520 /* Check the Food */
3521 process_world_aux_digestion();
3523 /* Process timed damage and regeneration */
3524 process_world_aux_hp_and_sp();
3526 /* Process timeout */
3527 process_world_aux_timeout();
3530 process_world_aux_light();
3532 /* Process mutation effects */
3533 process_world_aux_mutation();
3535 /* Process curse effects */
3536 process_world_aux_curse();
3538 /* Process recharging */
3539 process_world_aux_recharge();
3541 /* Feel the inventory */
3545 /* Involuntary Movement */
3546 process_world_aux_movement();
3550 * @brief ウィザードモードへの導入処理
3551 * / Verify use of "wizard" mode
3552 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3554 static bool enter_wizard_mode(void)
3556 /* Ask first time */
3557 if (!p_ptr->noscore)
3559 /* Wizard mode is not permitted */
3560 if (!allow_debug_opts || arg_wizard)
3562 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3566 /* Mention effects */
3567 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3568 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3571 /* Verify request */
3572 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3577 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3579 p_ptr->noscore |= 0x0002;
3590 * @brief デバッグコマンドへの導入処理
3591 * / Verify use of "debug" commands
3592 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3594 static bool enter_debug_mode(void)
3596 /* Ask first time */
3597 if (!p_ptr->noscore)
3599 /* Debug mode is not permitted */
3600 if (!allow_debug_opts)
3602 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3606 /* Mention effects */
3607 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3608 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3612 /* Verify request */
3613 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3618 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3620 p_ptr->noscore |= 0x0008;
3628 * Hack -- Declare the Debug Routines
3630 extern void do_cmd_debug(void);
3632 #endif /* ALLOW_WIZARD */
3638 * @brief ボーグコマンドへの導入処理
3639 * / Verify use of "borg" commands
3640 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3642 static bool enter_borg_mode(void)
3644 /* Ask first time */
3645 if (!(p_ptr->noscore & 0x0010))
3647 /* Mention effects */
3648 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3649 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3653 /* Verify request */
3654 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3659 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3661 p_ptr->noscore |= 0x0010;
3669 * Hack -- Declare the Ben Borg
3671 extern void do_cmd_borg(void);
3673 #endif /* ALLOW_BORG */
3677 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3678 * / Parse and execute the current command Give "Warning" on illegal commands.
3679 * @todo Make some "blocks"
3682 static void process_command(void)
3684 COMMAND_CODE old_now_message = now_message;
3686 /* Handle repeating the last command */
3692 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3693 reset_concent = TRUE;
3695 /* Parse the command */
3696 switch (command_cmd)
3712 /*** Wizard Commands ***/
3714 /* Toggle Wizard Mode */
3719 p_ptr->wizard = FALSE;
3720 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3722 else if (enter_wizard_mode())
3724 p_ptr->wizard = TRUE;
3725 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3727 p_ptr->update |= (PU_MONSTERS);
3729 /* Redraw "title" */
3730 p_ptr->redraw |= (PR_TITLE);
3738 /* Special "debug" commands */
3741 /* Enter debug mode */
3742 if (enter_debug_mode())
3749 #endif /* ALLOW_WIZARD */
3754 /* Special "borg" commands */
3757 /* Enter borg mode */
3758 if (enter_borg_mode())
3760 if (!p_ptr->wild_mode) do_cmd_borg();
3766 #endif /* ALLOW_BORG */
3770 /*** Inventory Commands ***/
3772 /* Wear/wield equipment */
3775 if (!p_ptr->wild_mode) do_cmd_wield();
3779 /* Take off equipment */
3782 if (!p_ptr->wild_mode) do_cmd_takeoff();
3789 if (!p_ptr->wild_mode) do_cmd_drop();
3793 /* Destroy an item */
3800 /* Equipment list */
3807 /* Inventory list */
3815 /*** Various commands ***/
3817 /* Identify an object */
3824 /* Hack -- toggle windows */
3827 toggle_inven_equip();
3832 /*** Standard "Movement" Commands ***/
3837 if (!p_ptr->wild_mode) do_cmd_alter();
3844 if (!p_ptr->wild_mode) do_cmd_tunnel();
3848 /* Move (usually pick up things) */
3855 /* Move (usually do not pick up) */
3863 /*** Running, Resting, Searching, Staying */
3865 /* Begin Running -- Arg is Max Distance */
3868 if (!p_ptr->wild_mode) do_cmd_run();
3872 /* Stay still (usually pick things up) */
3875 do_cmd_stay(always_pickup);
3879 /* Stay still (usually do not pick up) */
3882 do_cmd_stay(!always_pickup);
3886 /* Rest -- Arg is time */
3893 /* Search for traps/doors */
3900 /* Toggle search mode */
3903 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3904 else set_action(ACTION_SEARCH);
3909 /*** Stairs and Doors and Chests and Traps ***/
3912 case SPECIAL_KEY_STORE:
3914 if (!p_ptr->wild_mode) do_cmd_store();
3918 /* Enter building -KMW- */
3919 case SPECIAL_KEY_BUILDING:
3921 if (!p_ptr->wild_mode) do_cmd_bldg();
3925 /* Enter quest level -KMW- */
3926 case SPECIAL_KEY_QUEST:
3928 if (!p_ptr->wild_mode) do_cmd_quest();
3932 /* Go up staircase */
3935 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
3937 if (vanilla_town) break;
3941 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
3945 if (p_ptr->food < PY_FOOD_WEAK)
3947 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
3958 /* Go down staircase */
3961 if (p_ptr->wild_mode)
3969 /* Open a door or chest */
3972 if (!p_ptr->wild_mode) do_cmd_open();
3979 if (!p_ptr->wild_mode) do_cmd_close();
3983 /* Jam a door with spikes */
3986 if (!p_ptr->wild_mode) do_cmd_spike();
3993 if (!p_ptr->wild_mode) do_cmd_bash();
3997 /* Disarm a trap or chest */
4000 if (!p_ptr->wild_mode) do_cmd_disarm();
4005 /*** Magic and Prayers ***/
4007 /* Gain new spells/prayers */
4010 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4011 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4012 else if (p_ptr->pclass == CLASS_SAMURAI)
4013 do_cmd_gain_hissatsu();
4014 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4024 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4025 (p_ptr->pclass == CLASS_BERSERKER) ||
4026 (p_ptr->pclass == CLASS_NINJA) ||
4027 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4028 ) do_cmd_mind_browse();
4029 else if (p_ptr->pclass == CLASS_SMITH)
4031 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4032 do_cmd_magic_eater(TRUE, FALSE);
4033 else if (p_ptr->pclass == CLASS_SNIPER)
4034 do_cmd_snipe_browse();
4035 else do_cmd_browse();
4043 if (!p_ptr->wild_mode)
4045 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4047 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4049 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4051 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4054 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4056 cptr which_power = _("魔法", "magic");
4057 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4058 which_power = _("超能力", "psionic powers");
4059 else if (p_ptr->pclass == CLASS_IMITATOR)
4060 which_power = _("ものまね", "imitation");
4061 else if (p_ptr->pclass == CLASS_SAMURAI)
4062 which_power = _("必殺剣", "hissatsu");
4063 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4064 which_power = _("鏡魔法", "mirror magic");
4065 else if (p_ptr->pclass == CLASS_NINJA)
4066 which_power = _("忍術", "ninjutsu");
4067 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4068 which_power = _("祈り", "prayer");
4070 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4071 p_ptr->energy_use = 0;
4073 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4075 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4076 p_ptr->energy_use = 0;
4080 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4081 (p_ptr->pclass == CLASS_BERSERKER) ||
4082 (p_ptr->pclass == CLASS_NINJA) ||
4083 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4086 else if (p_ptr->pclass == CLASS_IMITATOR)
4088 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4089 do_cmd_magic_eater(FALSE, FALSE);
4090 else if (p_ptr->pclass == CLASS_SAMURAI)
4092 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4093 do_cmd_cast_learned();
4094 else if (p_ptr->pclass == CLASS_SMITH)
4096 else if (p_ptr->pclass == CLASS_SNIPER)
4105 /* Issue a pet command */
4108 if (!p_ptr->wild_mode) do_cmd_pet();
4112 /*** Use various objects ***/
4114 /* Inscribe an object */
4121 /* Uninscribe an object */
4124 do_cmd_uninscribe();
4128 /* Activate an artifact */
4131 if (!p_ptr->wild_mode)
4133 if (!p_ptr->inside_arena)
4137 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4151 /* Fuel your lantern/torch */
4161 if (!p_ptr->wild_mode) do_cmd_fire();
4168 if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
4175 if (!p_ptr->wild_mode)
4177 if (!p_ptr->inside_arena)
4181 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4191 if (!p_ptr->wild_mode)
4193 if (p_ptr->inside_arena)
4195 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4198 else if (use_command && rogue_like_commands)
4210 /* Quaff a potion */
4213 if (!p_ptr->wild_mode)
4215 if (!p_ptr->inside_arena)
4216 do_cmd_quaff_potion();
4219 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4229 if (!p_ptr->wild_mode)
4231 if (!p_ptr->inside_arena)
4232 do_cmd_read_scroll();
4235 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4245 if (!p_ptr->wild_mode)
4247 if (p_ptr->inside_arena)
4249 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4252 else if (use_command && !rogue_like_commands)
4262 /* Use racial power */
4265 if (!p_ptr->wild_mode) do_cmd_racial_power();
4270 /*** Looking at Things (nearby or on map) ***/
4272 /* Full dungeon map */
4279 /* Locate player on map */
4293 /* Target monster or location */
4296 if (!p_ptr->wild_mode) do_cmd_target();
4302 /*** Help and Such ***/
4311 /* Identify symbol */
4314 do_cmd_query_symbol();
4318 /* Character description */
4321 do_cmd_change_name();
4326 /*** System Commands ***/
4328 /* Hack -- User interface */
4335 /* Single line from a pref file */
4344 do_cmd_reload_autopick();
4350 do_cmd_edit_autopick();
4354 /* Interact with macros */
4361 /* Interact with visuals */
4369 /* Interact with colors */
4377 /* Interact with options */
4381 (void)combine_and_reorder_home(STORE_HOME);
4386 /*** Misc Commands ***/
4402 /* Repeat level feeling */
4405 if (!p_ptr->wild_mode) do_cmd_feeling();
4409 /* Show previous message */
4412 do_cmd_message_one();
4416 /* Show previous messages */
4419 do_cmd_messages(old_now_message);
4423 /* Show quest status -KMW- */
4426 do_cmd_checkquest();
4430 /* Redraw the screen */
4433 now_message = old_now_message;
4438 #ifndef VERIFY_SAVEFILE
4440 /* Hack -- Save and don't quit */
4443 do_cmd_save_game(FALSE);
4447 #endif /* VERIFY_SAVEFILE */
4457 case SPECIAL_KEY_QUIT:
4459 do_cmd_save_and_exit();
4463 /* Quit (commit suicide) */
4476 /* Check artifacts, uniques, objects */
4483 /* Load "screen dump" */
4486 do_cmd_load_screen();
4490 /* Save "screen dump" */
4493 do_cmd_save_screen();
4497 /* Record/stop "Movie" */
4500 prepare_movie_hooks();
4504 /* Make random artifact list */
4507 spoil_random_artifact("randifact.txt");
4514 if (!p_ptr->wild_mode) do_cmd_travel();
4515 if (p_ptr->special_defense & KATA_MUSOU)
4517 set_action(ACTION_NONE);
4523 /* Hack -- Unknown command */
4526 if (flush_failure) flush();
4530 sound(SOUND_ILLEGAL);
4531 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4536 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4542 if (!p_ptr->energy_use && !now_message)
4543 now_message = old_now_message;
4547 * @brief モンスター種族が釣れる種族かどうかを判定する。
4548 * @param r_idx 判定したいモンスター種族のID
4549 * @return 釣れる対象ならばTRUEを返す
4551 static bool monster_tsuri(MONRACE_IDX r_idx)
4553 monster_race *r_ptr = &r_info[r_idx];
4555 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
4563 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4566 static void pack_overflow(void)
4568 if (inventory[INVEN_PACK].k_idx)
4570 char o_name[MAX_NLEN];
4573 /* Is auto-destroy done? */
4575 if (!inventory[INVEN_PACK].k_idx) return;
4577 /* Access the slot to be dropped */
4578 o_ptr = &inventory[INVEN_PACK];
4581 disturb(FALSE, TRUE);
4584 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4585 object_desc(o_name, o_ptr, 0);
4587 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4589 /* Drop it (carefully) near the player */
4590 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4592 /* Modify, Describe, Optimize */
4593 inven_item_increase(INVEN_PACK, -255);
4594 inven_item_describe(INVEN_PACK);
4595 inven_item_optimize(INVEN_PACK);
4602 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4605 static void process_upkeep_with_speed(void)
4607 /* Give the player some energy */
4608 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4610 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4614 if (p_ptr->enchant_energy_need > 0) return;
4616 while (p_ptr->enchant_energy_need <= 0)
4618 /* Handle the player song */
4619 if (!load) check_music();
4621 /* Hex - Handle the hex spells */
4622 if (!load) check_hex();
4623 if (!load) revenge_spell();
4625 /* There is some randomness of needed energy */
4626 p_ptr->enchant_energy_need += ENERGY_NEED();
4631 * @brief プレイヤーの行動処理 / Process the player
4634 * Notice the annoying code to handle "pack overflow", which\n
4635 * must come first just in case somebody manages to corrupt\n
4636 * the savefiles by clever use of menu commands or something.\n
4638 static void process_player(void)
4642 /*** Apply energy ***/
4646 msg_print(_("何か変わった気がする!", "You feel different!"));
4648 (void)gain_random_mutation(0);
4649 hack_mutation = FALSE;
4652 if (invoking_midnight_curse)
4655 activate_ty_curse(FALSE, &count);
4656 invoking_midnight_curse = FALSE;
4659 if (p_ptr->inside_battle)
4661 for(i = 1; i < m_max; i++)
4663 monster_type *m_ptr = &m_list[i];
4665 if (!m_ptr->r_idx) continue;
4667 /* Hack -- Detect monster */
4668 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4669 update_monster(i, FALSE);
4674 /* Give the player some energy */
4675 else if (!(load && p_ptr->energy_need <= 0))
4677 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4681 if (p_ptr->energy_need > 0) return;
4682 if (!command_rep) prt_time();
4684 /*** Check for interupts ***/
4686 /* Complete resting */
4690 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4693 if ((p_ptr->chp == p_ptr->mhp) &&
4694 (p_ptr->csp >= p_ptr->msp))
4696 set_action(ACTION_NONE);
4700 /* Complete resting */
4701 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4704 if ((p_ptr->chp == p_ptr->mhp) &&
4705 (p_ptr->csp >= p_ptr->msp) &&
4706 !p_ptr->blind && !p_ptr->confused &&
4707 !p_ptr->poisoned && !p_ptr->afraid &&
4708 !p_ptr->stun && !p_ptr->cut &&
4709 !p_ptr->slow && !p_ptr->paralyzed &&
4710 !p_ptr->image && !p_ptr->word_recall &&
4711 !p_ptr->alter_reality)
4713 set_action(ACTION_NONE);
4718 if (p_ptr->action == ACTION_FISH)
4720 Term_xtra(TERM_XTRA_DELAY, 10);
4724 bool success = FALSE;
4725 get_mon_num_prep(monster_tsuri,NULL);
4726 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4728 if (r_idx && one_in_(2))
4731 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4732 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4733 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4736 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4737 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4743 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4745 disturb(FALSE, TRUE);
4749 /* Handle "abort" */
4752 /* Check for "player abort" (semi-efficiently for resting) */
4753 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4758 /* Check for a key */
4761 flush(); /* Flush input */
4763 disturb(FALSE, TRUE);
4765 /* Hack -- Show a Message */
4766 msg_print(_("中断しました。", "Canceled."));
4771 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4773 monster_type *m_ptr = &m_list[p_ptr->riding];
4774 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4776 if (MON_CSLEEP(m_ptr))
4781 (void)set_monster_csleep(p_ptr->riding, 0);
4782 monster_desc(m_name, m_ptr, 0);
4783 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4786 if (MON_STUNNED(m_ptr))
4788 /* Hack -- Recover from stun */
4789 if (set_monster_stunned(p_ptr->riding,
4790 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4793 monster_desc(m_name, m_ptr, 0);
4794 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4798 if (MON_CONFUSED(m_ptr))
4800 /* Hack -- Recover from confusion */
4801 if (set_monster_confused(p_ptr->riding,
4802 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4805 monster_desc(m_name, m_ptr, 0);
4806 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4810 if (MON_MONFEAR(m_ptr))
4812 /* Hack -- Recover from fear */
4813 if(set_monster_monfear(p_ptr->riding,
4814 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4817 monster_desc(m_name, m_ptr, 0);
4818 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4822 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4829 if (p_ptr->lightspeed)
4831 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4833 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4835 if(P_PTR_KI < 40) P_PTR_KI = 0;
4836 else P_PTR_KI -= 40;
4837 p_ptr->update |= (PU_BONUS);
4839 if (p_ptr->action == ACTION_LEARN)
4842 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4844 /* Convert the unit (1/2^16) to (1/2^32) */
4845 s64b_LSHIFT(cost, cost_frac, 16);
4847 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4851 p_ptr->csp_frac = 0;
4852 set_action(ACTION_NONE);
4857 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4859 p_ptr->redraw |= PR_MANA;
4862 if (p_ptr->special_defense & KATA_MASK)
4864 if (p_ptr->special_defense & KATA_MUSOU)
4868 set_action(ACTION_NONE);
4873 p_ptr->redraw |= (PR_MANA);
4878 /*** Handle actual user input ***/
4880 /* Repeat until out of energy */
4881 while (p_ptr->energy_need <= 0)
4883 p_ptr->window |= PW_PLAYER;
4884 p_ptr->sutemi = FALSE;
4885 p_ptr->counter = FALSE;
4886 now_damaged = FALSE;
4890 /* Place the cursor on the player */
4891 move_cursor_relative(p_ptr->y, p_ptr->x);
4893 /* Refresh (optional) */
4894 if (fresh_before) Term_fresh();
4896 /* Hack -- Pack Overflow */
4899 /* Hack -- cancel "lurking browse mode" */
4900 if (!command_new) command_see = FALSE;
4902 /* Assume free turn */
4903 p_ptr->energy_use = 0;
4905 if (p_ptr->inside_battle)
4907 /* Place the cursor on the player */
4908 move_cursor_relative(p_ptr->y, p_ptr->x);
4910 command_cmd = SPECIAL_KEY_BUILDING;
4912 /* Process the command */
4916 /* Paralyzed or Knocked Out */
4917 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4919 p_ptr->energy_use = 100;
4923 else if (p_ptr->action == ACTION_REST)
4928 /* Reduce rest count */
4931 if (!resting) set_action(ACTION_NONE);
4933 /* Redraw the state */
4934 p_ptr->redraw |= (PR_STATE);
4937 p_ptr->energy_use = 100;
4941 else if (p_ptr->action == ACTION_FISH)
4943 p_ptr->energy_use = 100;
4955 else if (travel.run)
4962 /* Repeated command */
4963 else if (command_rep)
4965 /* Count this execution */
4968 p_ptr->redraw |= (PR_STATE);
4971 /* Hack -- Assume messages were seen */
4974 /* Clear the top line */
4977 /* Process the command */
4981 /* Normal command */
4984 /* Place the cursor on the player */
4985 move_cursor_relative(p_ptr->y, p_ptr->x);
4988 /* Get a command (normal) */
4989 request_command(FALSE);
4992 /* Process the command */
4997 /* Hack -- Pack Overflow */
5004 if (p_ptr->energy_use)
5006 /* Use some energy */
5007 if (world_player || p_ptr->energy_use > 400)
5009 /* The Randomness is irrelevant */
5010 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5014 /* There is some randomness of needed energy */
5015 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5018 /* Hack -- constant hallucination */
5019 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5022 /* Shimmer monsters if needed */
5023 if (shimmer_monsters)
5025 /* Clear the flag */
5026 shimmer_monsters = FALSE;
5028 /* Shimmer multi-hued monsters */
5029 for (i = 1; i < m_max; i++)
5031 monster_type *m_ptr;
5032 monster_race *r_ptr;
5034 /* Access monster */
5037 /* Skip dead monsters */
5038 if (!m_ptr->r_idx) continue;
5040 /* Skip unseen monsters */
5041 if (!m_ptr->ml) continue;
5043 /* Access the monster race */
5044 r_ptr = &r_info[m_ptr->ap_r_idx];
5046 /* Skip non-multi-hued monsters */
5047 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5050 /* Reset the flag */
5051 shimmer_monsters = TRUE;
5053 /* Redraw regardless */
5054 lite_spot(m_ptr->fy, m_ptr->fx);
5059 /* Handle monster detection */
5060 if (repair_monsters)
5062 /* Reset the flag */
5063 repair_monsters = FALSE;
5065 /* Rotate detection flags */
5066 for (i = 1; i < m_max; i++)
5068 monster_type *m_ptr;
5070 /* Access monster */
5073 /* Skip dead monsters */
5074 if (!m_ptr->r_idx) continue;
5076 /* Nice monsters get mean */
5077 if (m_ptr->mflag & MFLAG_NICE)
5079 /* Nice monsters get mean */
5080 m_ptr->mflag &= ~(MFLAG_NICE);
5083 /* Handle memorized monsters */
5084 if (m_ptr->mflag2 & MFLAG2_MARK)
5086 /* Maintain detection */
5087 if (m_ptr->mflag2 & MFLAG2_SHOW)
5090 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5092 /* Still need repairs */
5093 repair_monsters = TRUE;
5096 /* Remove detection */
5100 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5102 /* Assume invisible */
5104 update_monster(i, FALSE);
5106 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5107 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5109 /* Redraw regardless */
5110 lite_spot(m_ptr->fy, m_ptr->fx);
5115 if (p_ptr->pclass == CLASS_IMITATOR)
5117 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5120 for (i = 0; i < p_ptr->mane_num; i++)
5122 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5123 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5127 p_ptr->redraw |= (PR_IMITATION);
5129 if (p_ptr->action == ACTION_LEARN)
5132 p_ptr->redraw |= (PR_STATE);
5135 if (world_player && (p_ptr->energy_need > - 1000))
5138 p_ptr->redraw |= (PR_MAP);
5139 p_ptr->update |= (PU_MONSTERS);
5141 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5143 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5145 world_player = FALSE;
5146 p_ptr->energy_need = ENERGY_NEED();
5148 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5153 /* Hack -- notice death */
5154 if (!p_ptr->playing || p_ptr->is_dead)
5156 world_player = FALSE;
5161 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5163 /* Handle "leaving" */
5164 if (p_ptr->leaving) break;
5167 /* Update scent trail */
5172 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5176 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5177 * ゲームを終了するかのいずれかまでループする。
5180 * This function will not exit until the level is completed,\n
5181 * the user dies, or the game is terminated.\n
5184 static void dungeon(bool load_game)
5188 /* Set the base level */
5189 base_level = dun_level;
5191 /* Reset various flags */
5192 is_loading_now = FALSE;
5195 p_ptr->leaving = FALSE;
5197 /* Reset the "command" vars */
5200 #if 0 /* Don't reset here --- It's used for Arena */
5209 /* Cancel the target */
5213 ambush_flag = FALSE;
5215 /* Cancel the health bar */
5218 /* Check visual effects */
5219 shimmer_monsters = TRUE;
5220 shimmer_objects = TRUE;
5221 repair_monsters = TRUE;
5222 repair_objects = TRUE;
5225 disturb(TRUE, TRUE);
5227 /* Get index of current quest (if any) */
5228 quest_num = quest_number(dun_level);
5230 /* Inside a quest? */
5233 /* Mark the quest monster */
5234 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5237 /* Track maximum player level */
5238 if (p_ptr->max_plv < p_ptr->lev)
5240 p_ptr->max_plv = p_ptr->lev;
5244 /* Track maximum dungeon level (if not in quest -KMW-) */
5245 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5247 max_dlv[dungeon_type] = dun_level;
5248 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5251 (void)calculate_upkeep();
5253 /* Validate the panel */
5254 panel_bounds_center();
5256 /* Verify the panel */
5259 /* Flush messages */
5263 /* Enter "xtra" mode */
5264 character_xtra = TRUE;
5266 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5268 /* Redraw dungeon */
5269 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5271 p_ptr->redraw |= (PR_MAP);
5273 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5275 /* Update lite/view */
5276 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5277 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5279 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5282 /* Leave "xtra" mode */
5283 character_xtra = FALSE;
5285 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5286 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5292 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5293 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5294 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5296 if (p_ptr->inside_battle)
5300 p_ptr->energy_need = 0;
5305 msg_print(_("試合開始!", "Ready..Fight!"));
5310 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5311 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5313 /* Hack -- notice death or departure */
5314 if (!p_ptr->playing || p_ptr->is_dead) return;
5316 /* Print quest message if appropriate */
5317 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5319 quest_discovery(random_quest_number(dun_level));
5320 p_ptr->inside_quest = random_quest_number(dun_level);
5322 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5324 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5326 msg_format("この階には%sの主である%sが棲んでいる。",
5327 d_name+d_info[dungeon_type].name,
5328 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5330 msg_format("%^s lives in this level as the keeper of %s.",
5331 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5332 d_name+d_info[dungeon_type].name);
5336 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5338 /*** Process this dungeon level ***/
5340 /* Reset the monster generation level */
5341 monster_level = base_level;
5343 /* Reset the object generation level */
5344 object_level = base_level;
5346 is_loading_now = TRUE;
5348 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5349 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5350 p_ptr->energy_need = 0;
5352 /* Not leaving dungeon */
5353 p_ptr->leaving_dungeon = FALSE;
5355 /* Initialize monster process */
5361 /* Hack -- Compact the monster list occasionally */
5362 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5364 /* Hack -- Compress the monster list occasionally */
5365 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5368 /* Hack -- Compact the object list occasionally */
5369 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5371 /* Hack -- Compress the object list occasionally */
5372 if (o_cnt + 32 < o_max) compact_objects(0);
5374 /* Process the player */
5376 process_upkeep_with_speed();
5378 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5381 /* Hack -- Hilite the player */
5382 move_cursor_relative(p_ptr->y, p_ptr->x);
5384 /* Optional fresh */
5385 if (fresh_after) Term_fresh();
5387 /* Hack -- Notice death or departure */
5388 if (!p_ptr->playing || p_ptr->is_dead) break;
5390 /* Process all of the monsters */
5395 /* Hack -- Hilite the player */
5396 move_cursor_relative(p_ptr->y, p_ptr->x);
5398 /* Optional fresh */
5399 if (fresh_after) Term_fresh();
5401 /* Hack -- Notice death or departure */
5402 if (!p_ptr->playing || p_ptr->is_dead) break;
5404 /* Process the world */
5409 /* Hack -- Hilite the player */
5410 move_cursor_relative(p_ptr->y, p_ptr->x);
5412 /* Optional fresh */
5413 if (fresh_after) Term_fresh();
5415 /* Hack -- Notice death or departure */
5416 if (!p_ptr->playing || p_ptr->is_dead) break;
5418 /* Count game turns */
5421 if (dungeon_turn < dungeon_turn_limit)
5423 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5424 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5427 prevent_turn_overflow();
5429 /* Handle "leaving" */
5430 if (p_ptr->leaving) break;
5432 if (wild_regen) wild_regen--;
5435 /* Inside a quest and non-unique questor? */
5436 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5438 /* Un-mark the quest monster */
5439 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5442 /* Not save-and-quit and not dead? */
5443 if (p_ptr->playing && !p_ptr->is_dead)
5446 * Maintain Unique monsters and artifact, save current
5447 * floor, then prepare next floor
5451 /* Forget the flag */
5452 reinit_wilderness = FALSE;
5455 /* Write about current level on the play record once per level */
5461 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5464 * Modified by Arcum Dagsson to support
5465 * separate macro files for different realms.
5467 static void load_all_pref_files(void)
5471 /* Access the "user" pref file */
5472 sprintf(buf, "user.prf");
5474 /* Process that file */
5475 process_pref_file(buf);
5477 /* Access the "user" system pref file */
5478 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5480 /* Process that file */
5481 process_pref_file(buf);
5483 /* Access the "race" pref file */
5484 sprintf(buf, "%s.prf", rp_ptr->title);
5486 /* Process that file */
5487 process_pref_file(buf);
5489 /* Access the "class" pref file */
5490 sprintf(buf, "%s.prf", cp_ptr->title);
5492 /* Process that file */
5493 process_pref_file(buf);
5495 /* Access the "character" pref file */
5496 sprintf(buf, "%s.prf", player_base);
5498 /* Process that file */
5499 process_pref_file(buf);
5501 /* Access the "realm 1" pref file */
5502 if (p_ptr->realm1 != REALM_NONE)
5504 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5506 /* Process that file */
5507 process_pref_file(buf);
5510 /* Access the "realm 2" pref file */
5511 if (p_ptr->realm2 != REALM_NONE)
5513 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5515 /* Process that file */
5516 process_pref_file(buf);
5520 /* Load an autopick preference file */
5521 autopick_load_pref(FALSE);
5526 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5529 void extract_option_vars(void)
5533 for (i = 0; option_info[i].o_desc; i++)
5535 int os = option_info[i].o_set;
5536 int ob = option_info[i].o_bit;
5538 /* Set the "default" options */
5539 if (option_info[i].o_var)
5542 if (option_flag[os] & (1L << ob))
5545 (*option_info[i].o_var) = TRUE;
5552 (*option_info[i].o_var) = FALSE;
5560 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5563 void determine_bounty_uniques(void)
5567 monster_race *r_ptr;
5569 get_mon_num_prep(NULL, NULL);
5570 for (i = 0; i < MAX_KUBI; i++)
5574 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5575 r_ptr = &r_info[kubi_r_idx[i]];
5577 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5579 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5581 if (r_ptr->rarity > 100) continue;
5583 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5585 for (j = 0; j < i; j++)
5586 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5593 for (i = 0; i < MAX_KUBI - 1; i++)
5595 for (j = i; j < MAX_KUBI; j++)
5597 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5599 tmp = kubi_r_idx[i];
5600 kubi_r_idx[i] = kubi_r_idx[j];
5601 kubi_r_idx[j] = tmp;
5609 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5611 * @note conv_old is used if loaded 0.0.3 or older save file
5613 void determine_today_mon(bool conv_old)
5616 bool old_inside_battle = p_ptr->inside_battle;
5617 monster_race *r_ptr;
5621 for (i = 0; i < max_d_idx; i++)
5623 if (max_dlv[i] < d_info[i].mindepth) continue;
5624 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5627 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5629 p_ptr->inside_battle = TRUE;
5630 get_mon_num_prep(NULL, NULL);
5634 today_mon = get_mon_num(max_dl);
5635 r_ptr = &r_info[today_mon];
5637 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5638 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5639 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5640 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5641 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5642 if (r_ptr->rarity > 10) continue;
5646 p_ptr->today_mon = 0;
5647 p_ptr->inside_battle = old_inside_battle;
5651 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5654 * If the "new_game" parameter is true, then, after loading the
5655 * savefile, we will commit suicide, if necessary, to allow the
5656 * player to start a new game.
5658 void play_game(bool new_game)
5661 bool load_game = TRUE;
5662 bool init_random_seed = FALSE;
5672 else if (chuukei_server)
5674 prepare_chuukei_hooks();
5685 hack_mutation = FALSE;
5687 /* Hack -- Character is "icky" */
5688 character_icky = TRUE;
5690 /* Make sure main term is active */
5691 Term_activate(angband_term[0]);
5693 /* Initialise the resize hooks */
5694 angband_term[0]->resize_hook = resize_map;
5696 for (i = 1; i < 8; i++)
5698 /* Does the term exist? */
5699 if (angband_term[i])
5701 /* Add the redraw on resize hook */
5702 angband_term[i]->resize_hook = redraw_window;
5706 /* Hack -- turn off the cursor */
5707 (void)Term_set_cursor(0);
5710 /* Attempt to load */
5713 quit(_("セーブファイルが壊れています", "broken savefile"));
5716 /* Extract the options */
5717 extract_option_vars();
5719 /* Report waited score */
5720 if (p_ptr->wait_report_score)
5725 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5728 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5732 p_ptr->is_dead = TRUE;
5734 start_time = (u32b)time(NULL);
5736 /* No suspending now */
5737 signals_ignore_tstp();
5739 /* Hack -- Character is now "icky" */
5740 character_icky = TRUE;
5742 /* Build the filename */
5743 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5745 /* Open the high score file, for reading/writing */
5746 highscore_fd = fd_open(buf, O_RDWR);
5748 /* 町名消失バグ対策(#38205) Init the wilderness */
5749 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5751 /* Handle score, show Top scores */
5752 success = send_world_score(TRUE);
5754 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5756 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5761 p_ptr->wait_report_score = FALSE;
5763 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5765 /* Shut the high score file */
5766 (void)fd_close(highscore_fd);
5768 /* Forget the high score fd */
5771 /* Allow suspending now */
5772 signals_handle_tstp();
5777 creating_savefile = new_game;
5779 /* Nothing loaded */
5780 if (!character_loaded)
5782 /* Make new player */
5785 /* The dungeon is not ready */
5786 character_dungeon = FALSE;
5788 /* Prepare to init the RNG */
5789 init_random_seed = TRUE;
5791 /* Initialize the saved floors data */
5792 init_saved_floors(FALSE);
5795 /* Old game is loaded. But new game is requested. */
5798 /* Initialize the saved floors data */
5799 init_saved_floors(TRUE);
5802 /* Process old character */
5805 /* Process the player name */
5806 process_player_name(FALSE);
5810 if (init_random_seed)
5815 /* Roll new character */
5818 /* The dungeon is not ready */
5819 character_dungeon = FALSE;
5823 p_ptr->inside_quest = 0;
5824 p_ptr->inside_arena = FALSE;
5825 p_ptr->inside_battle = FALSE;
5829 /* Hack -- seed for flavors */
5830 seed_flavor = randint0(0x10000000);
5832 /* Hack -- seed for town layout */
5833 seed_town = randint0(0x10000000);
5835 /* Roll up a new character */
5843 determine_bounty_uniques();
5844 determine_today_mon(FALSE);
5846 /* Initialize object array */
5851 write_level = FALSE;
5853 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5855 " ---- Restart Game ----"));
5858 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5859 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5861 if (p_ptr->riding == -1)
5864 for (i = m_max; i > 0; i--)
5866 if (player_bold(m_list[i].fy, m_list[i].fx))
5875 creating_savefile = FALSE;
5877 p_ptr->teleport_town = FALSE;
5878 p_ptr->sutemi = FALSE;
5879 world_monster = FALSE;
5880 now_damaged = FALSE;
5882 start_time = time(NULL) - 1;
5883 record_o_name[0] = '\0';
5885 /* Reset map panel */
5886 panel_row_min = cur_hgt;
5887 panel_col_min = cur_wid;
5889 /* Sexy gal gets bonus to maximum weapon skill of whip */
5890 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5891 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5893 /* Fill the arrays of floors and walls in the good proportions */
5894 set_floor_and_wall(dungeon_type);
5896 /* Flavor the objects */
5899 /* Flash a message */
5900 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5902 /* Flush the message */
5906 /* Hack -- Enter wizard mode */
5909 if (enter_wizard_mode())
5911 p_ptr->wizard = TRUE;
5913 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5915 /* Initialize the saved floors data */
5916 init_saved_floors(TRUE);
5919 p_ptr->inside_quest = 0;
5921 /* Avoid crash in update_view() */
5922 p_ptr->y = p_ptr->x = 10;
5925 else if (p_ptr->is_dead)
5927 quit("Already dead.");
5931 /* Initialize the town-buildings if necessary */
5932 if (!dun_level && !p_ptr->inside_quest)
5934 /* Init the wilderness */
5936 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5939 init_flags = INIT_ONLY_BUILDINGS;
5941 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5943 select_floor_music();
5947 /* Generate a dungeon level if needed */
5948 if (!character_dungeon)
5955 /* HACK -- Restore from panic-save */
5956 if (p_ptr->panic_save)
5958 /* No player? -- Try to regenerate floor */
5959 if (!p_ptr->y || !p_ptr->x)
5961 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
5965 /* Still no player? -- Try to locate random place */
5966 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
5968 /* No longer in panic */
5969 p_ptr->panic_save = 0;
5973 /* Character is now "complete" */
5974 character_generated = TRUE;
5977 /* Hack -- Character is no longer "icky" */
5978 character_icky = FALSE;
5984 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
5985 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
5990 p_ptr->playing = TRUE;
5992 /* Reset the visual mappings */
5995 /* Load the "pref" files */
5996 load_all_pref_files();
5998 /* Give startup outfit (after loading pref files) */
6004 /* React to changes */
6005 Term_xtra(TERM_XTRA_REACT, 0);
6007 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6008 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6011 /* Set or clear "rogue_like_commands" if requested */
6012 if (arg_force_original) rogue_like_commands = FALSE;
6013 if (arg_force_roguelike) rogue_like_commands = TRUE;
6015 /* Hack -- Enforce "delayed death" */
6016 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6018 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6020 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6022 monster_type *m_ptr;
6023 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6024 monster_race *r_ptr = &r_info[pet_r_idx];
6025 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6026 (PM_FORCE_PET | PM_NO_KAGE));
6027 m_ptr = &m_list[hack_m_idx_ii];
6028 m_ptr->mspeed = r_ptr->speed;
6029 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6030 m_ptr->max_maxhp = m_ptr->maxhp;
6031 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6032 m_ptr->dealt_damage = 0;
6033 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6036 (void)combine_and_reorder_home(STORE_HOME);
6037 (void)combine_and_reorder_home(STORE_MUSEUM);
6039 select_floor_music();
6044 /* Process the level */
6048 /* Hack -- prevent "icky" message */
6049 character_xtra = TRUE;
6053 character_xtra = FALSE;
6055 /* Cancel the target */
6058 /* Cancel the health bar */
6062 /* Forget the lite */
6065 /* Forget the view */
6068 /* Forget the view */
6071 /* Handle "quit and save" */
6072 if (!p_ptr->playing && !p_ptr->is_dead) break;
6074 /* Erase the old cave */
6076 if (!p_ptr->is_dead) wipe_m_list();
6083 /* Accidental Death */
6084 if (p_ptr->playing && p_ptr->is_dead)
6086 if (p_ptr->inside_arena)
6088 p_ptr->inside_arena = FALSE;
6089 if (p_ptr->arena_number > MAX_ARENA_MONS)
6090 p_ptr->arena_number++;
6092 p_ptr->arena_number = -1 - p_ptr->arena_number;
6093 p_ptr->is_dead = FALSE;
6095 p_ptr->chp_frac = 0;
6096 p_ptr->exit_bldg = TRUE;
6099 /* Leave through the exit */
6100 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6102 /* prepare next floor */
6107 /* Mega-Hack -- Allow player to cheat death */
6108 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6110 /* Mark social class, reset age, if needed */
6111 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6117 p_ptr->noscore |= 0x0001;
6119 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
6122 (void)life_stream(FALSE, FALSE);
6124 if (p_ptr->pclass == CLASS_MAGIC_EATER)
6127 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6129 p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6131 for (; magic_idx < EATER_EXT*3; magic_idx++)
6133 p_ptr->magic_num1[magic_idx] = 0;
6137 /* Restore spell points */
6138 p_ptr->csp = p_ptr->msp;
6139 p_ptr->csp_frac = 0;
6141 /* Hack -- cancel recall */
6142 if (p_ptr->word_recall)
6144 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6147 /* Hack -- Prevent recall */
6148 p_ptr->word_recall = 0;
6149 p_ptr->redraw |= (PR_STATUS);
6152 /* Hack -- cancel alter */
6153 if (p_ptr->alter_reality)
6155 /* Hack -- Prevent alter */
6156 p_ptr->alter_reality = 0;
6157 p_ptr->redraw |= (PR_STATUS);
6160 /* Note cause of death */
6161 (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6164 p_ptr->is_dead = FALSE;
6166 /* Hack -- Prevent starvation */
6167 (void)set_food(PY_FOOD_MAX - 1);
6170 p_ptr->inside_arena = FALSE;
6171 p_ptr->inside_battle = FALSE;
6173 p_ptr->inside_quest = 0;
6174 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6176 if (lite_town || vanilla_town)
6178 p_ptr->wilderness_y = 1;
6179 p_ptr->wilderness_x = 1;
6193 p_ptr->wilderness_y = 48;
6194 p_ptr->wilderness_x = 5;
6200 p_ptr->wild_mode = FALSE;
6201 p_ptr->leaving = TRUE;
6203 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
6207 /* Prepare next floor */
6214 /* Handle "death" */
6215 if (p_ptr->is_dead) break;
6217 /* Make a new level */
6229 * @brief ゲームターンからの実時間換算を行うための補正をかける
6230 * @param hoge ゲームターン
6231 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6232 * @return 修正をかけた後のゲームターン
6234 s32b turn_real(s32b hoge)
6236 switch (p_ptr->start_race)
6242 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6249 * @brief ターンのオーバーフローに対する対処
6250 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6251 * @return 修正をかけた後のゲームターン
6253 void prevent_turn_overflow(void)
6255 int rollback_days, i, j;
6256 s32b rollback_turns;
6258 if (turn < turn_limit) return;
6260 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6261 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6263 if (turn > rollback_turns) turn -= rollback_turns;
6264 else turn = 1; /* Paranoia */
6265 if (old_turn > rollback_turns) old_turn -= rollback_turns;
6267 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6268 else old_battle = 1;
6269 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6270 else p_ptr->feeling_turn = 1;
6272 for (i = 1; i < max_towns; i++)
6274 for (j = 0; j < MAX_STORES; j++)
6276 store_type *st_ptr = &town[i].store[j];
6278 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6280 st_ptr->last_visit -= rollback_turns;
6281 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6284 if (st_ptr->store_open)
6286 st_ptr->store_open -= rollback_turns;
6287 if (st_ptr->store_open < 1) st_ptr->store_open = 1;