3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "floor-events.h"
25 #include "object-curse.h"
27 #include "monsterrace-hook.h"
30 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
31 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
34 * @brief 擬似鑑定を実際に行い判定を反映する
35 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
36 * @param heavy 重度の擬似鑑定を行うならばTRUE
39 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
42 object_type *o_ptr = &inventory[slot];
43 GAME_TEXT o_name[MAX_NLEN];
45 /* We know about it already, do not tell us again */
46 if (o_ptr->ident & (IDENT_SENSE))return;
48 /* It is fully known, no information needed */
49 if (object_is_known(o_ptr)) return;
51 /* Check for a feeling */
52 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
54 /* Skip non-feelings */
58 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
69 feel = FEEL_EXCELLENT;
75 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
82 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
88 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
95 feel = FEEL_WORTHLESS;
100 feel = FEEL_TERRIBLE;
106 /* Stop everything */
107 if (disturb_minor) disturb(FALSE, FALSE);
109 /* Get an object description */
110 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
112 /* Message (equipment) */
113 if (slot >= INVEN_RARM)
116 msg_format("%s%s(%c)は%sという感じがする...",
117 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
119 msg_format("You feel the %s (%c) you are %s %s %s...",
120 o_name, index_to_label(slot), describe_use(slot),
121 ((o_ptr->number == 1) ? "is" : "are"),
122 game_inscriptions[feel]);
127 /* Message (inventory) */
131 msg_format("ザックの中の%s(%c)は%sという感じがする...",
132 o_name, index_to_label(slot),game_inscriptions[feel]);
134 msg_format("You feel the %s (%c) in your pack %s %s...",
135 o_name, index_to_label(slot),
136 ((o_ptr->number == 1) ? "is" : "are"),
137 game_inscriptions[feel]);
142 /* We have "felt" it */
143 o_ptr->ident |= (IDENT_SENSE);
145 /* Set the "inscription" */
146 o_ptr->feeling = feel;
148 /* Auto-inscription/destroy */
149 autopick_alter_item(slot, destroy_feeling);
151 /* Combine / Reorder the pack (later) */
152 p_ptr->update |= (PU_COMBINE | PU_REORDER);
154 p_ptr->window |= (PW_INVEN | PW_EQUIP);
160 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
163 * Sense the inventory\n
165 * Class 0 = Warrior --> fast and heavy\n
166 * Class 1 = Mage --> slow and light\n
167 * Class 2 = Priest --> fast but light\n
168 * Class 3 = Rogue --> okay and heavy\n
169 * Class 4 = Ranger --> slow but heavy (changed!)\n
170 * Class 5 = Paladin --> slow but heavy\n
172 static void sense_inventory1(void)
175 PLAYER_LEVEL plev = p_ptr->lev;
180 /*** Check for "sensing" ***/
182 /* No sensing when confused */
183 if (p_ptr->confused) return;
185 /* Analyze the class */
186 switch (p_ptr->pclass)
194 if (0 != randint0(9000L / (plev * plev + 40))) return;
205 if (0 != randint0(6000L / (plev * plev + 50))) return;
214 case CLASS_HIGH_MAGE:
216 case CLASS_MAGIC_EATER:
218 /* Very bad (light) sensing */
219 if (0 != randint0(240000L / (plev + 5))) return;
227 /* Good (light) sensing */
228 if (0 != randint0(10000L / (plev * plev + 40))) return;
237 if (0 != randint0(20000L / (plev * plev + 40))) return;
248 if (0 != randint0(95000L / (plev * plev + 40))) return;
260 if (0 != randint0(77777L / (plev * plev + 40))) return;
268 case CLASS_WARRIOR_MAGE:
272 if (0 != randint0(75000L / (plev * plev + 40))) return;
277 case CLASS_MINDCRAFTER:
279 case CLASS_BLUE_MAGE:
280 case CLASS_MIRROR_MASTER:
283 if (0 != randint0(55000L / (plev * plev + 40))) return;
288 case CLASS_CHAOS_WARRIOR:
291 if (0 != randint0(80000L / (plev * plev + 40))) return;
300 case CLASS_FORCETRAINER:
303 if (0 != randint0(20000L / (plev * plev + 40))) return;
311 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
319 case CLASS_BEASTMASTER:
322 if (0 != randint0(65000L / (plev * plev + 40))) return;
326 case CLASS_BERSERKER:
335 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
337 /*** Sense everything ***/
339 /* Check everything */
340 for (i = 0; i < INVEN_TOTAL; i++)
344 o_ptr = &inventory[i];
346 /* Skip empty slots */
347 if (!o_ptr->k_idx) continue;
349 /* Valid "tval" codes */
376 /* Skip non-sense machines */
379 /* Occasional failure on inventory items */
380 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
383 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
388 sense_inventory_aux(i, heavy);
393 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
396 static void sense_inventory2(void)
399 PLAYER_LEVEL plev = p_ptr->lev;
403 /*** Check for "sensing" ***/
405 /* No sensing when confused */
406 if (p_ptr->confused) return;
408 /* Analyze the class */
409 switch (p_ptr->pclass)
415 case CLASS_BERSERKER:
423 case CLASS_CHAOS_WARRIOR:
425 case CLASS_BEASTMASTER:
428 /* Very bad (light) sensing */
429 if (0 != randint0(240000L / (plev + 5))) return;
435 case CLASS_WARRIOR_MAGE:
440 if (0 != randint0(95000L / (plev * plev + 40))) return;
448 case CLASS_FORCETRAINER:
449 case CLASS_MINDCRAFTER:
452 if (0 != randint0(20000L / (plev * plev + 40))) return;
458 case CLASS_HIGH_MAGE:
460 case CLASS_MAGIC_EATER:
461 case CLASS_MIRROR_MASTER:
462 case CLASS_BLUE_MAGE:
465 if (0 != randint0(9000L / (plev * plev + 40))) return;
473 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
479 /*** Sense everything ***/
481 /* Check everything */
482 for (i = 0; i < INVEN_TOTAL; i++)
486 o_ptr = &inventory[i];
488 /* Skip empty slots */
489 if (!o_ptr->k_idx) continue;
491 /* Valid "tval" codes */
504 /* Skip non-sense machines */
507 /* Occasional failure on inventory items */
508 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
510 sense_inventory_aux(i, TRUE);
515 * @brief パターン終点到達時のテレポート処理を行う
518 static void pattern_teleport(void)
521 DEPTH max_level = 99;
524 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
529 /* Only downward in ironman mode */
530 if (ironman_downward)
531 min_level = dun_level;
534 if (dungeon_type == DUNGEON_ANGBAND)
537 max_level = MAX_DEPTH - 1;
538 else if (dun_level == 100)
543 max_level = d_info[dungeon_type].maxdepth;
544 min_level = d_info[dungeon_type].mindepth;
548 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
551 sprintf(tmp_val, "%d", (int)dun_level);
553 /* Ask for a level */
554 if (!get_string(ppp, tmp_val, 10)) return;
556 /* Extract request */
557 command_arg = (COMMAND_ARG)atoi(tmp_val);
559 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
561 teleport_player(200, 0L);
570 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
573 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
576 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
578 if (autosave_l) do_cmd_save_game(TRUE);
581 dun_level = command_arg;
585 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
587 p_ptr->inside_quest = 0;
588 p_ptr->energy_use = 0;
591 * Clear all saved floors
592 * and create a first saved floor
594 prepare_change_floor_mode(CFM_FIRST_FLOOR);
597 p_ptr->leaving = TRUE;
601 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
604 static void wreck_the_pattern(void)
608 int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
610 if (pattern_type == PATTERN_TILE_WRECKED)
616 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
617 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
619 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
620 to_ruin = randint1(45) + 35;
624 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
626 if (pattern_tile(r_y, r_x) &&
627 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
629 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
633 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
637 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
638 * @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。
640 static bool pattern_effect(void)
644 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
646 if ((prace_is_(RACE_AMBERITE)) &&
647 (p_ptr->cut > 0) && one_in_(10))
652 pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
654 switch (pattern_type)
656 case PATTERN_TILE_END:
658 (void)restore_all_status();
659 (void)restore_level();
660 (void)cure_critical_wounds(1000);
662 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
663 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."));
666 * We could make the healing effect of the
667 * Pattern center one-time only to avoid various kinds
668 * of abuse, like luring the win monster into fighting you
669 * in the middle of the pattern...
673 case PATTERN_TILE_OLD:
677 case PATTERN_TILE_TELEPORT:
681 case PATTERN_TILE_WRECKED:
683 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);
687 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
689 else if (!IS_INVULN())
690 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
699 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
700 * @param percent 回復比率
703 static void regenhp(int percent)
709 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
710 if (p_ptr->action == ACTION_HAYAGAKE) return;
712 /* Save the old hitpoints */
713 old_chp = p_ptr->chp;
716 * Extract the new hitpoints
718 * 'percent' is the Regen factor in unit (1/2^16)
721 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
723 /* Convert the unit (1/2^16) to (1/2^32) */
724 s64b_LSHIFT(new_chp, new_chp_frac, 16);
727 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
731 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
733 p_ptr->chp = p_ptr->mhp;
738 if (old_chp != p_ptr->chp)
740 p_ptr->redraw |= (PR_HP);
741 p_ptr->window |= (PW_PLAYER);
748 * @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
749 * @param upkeep_factor ペット維持によるMPコスト量
750 * @param regen_amount 回復量
753 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
755 MANA_POINT old_csp = p_ptr->csp;
756 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
759 * Excess mana will decay 32 times faster than normal
762 if (p_ptr->csp > p_ptr->msp)
764 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
766 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
768 /* Convert the unit (1/2^16) to (1/2^32) */
769 s64b_LSHIFT(decay, decay_frac, 16);
772 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
775 if (p_ptr->csp < p_ptr->msp)
777 p_ptr->csp = p_ptr->msp;
782 /* Regenerating mana (unless the player has excess mana) */
783 else if (regen_rate > 0)
785 /* (percent/100) is the Regen factor in unit (1/2^16) */
786 MANA_POINT new_mana = 0;
787 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
789 /* Convert the unit (1/2^16) to (1/2^32) */
790 s64b_LSHIFT(new_mana, new_mana_frac, 16);
793 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
795 /* Must set frac to zero even if equal */
796 if (p_ptr->csp >= p_ptr->msp)
798 p_ptr->csp = p_ptr->msp;
804 /* Reduce mana (even when the player has excess mana) */
807 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
808 s32b reduce_mana = 0;
809 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
811 /* Convert the unit (1/2^16) to (1/2^32) */
812 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
815 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
825 if (old_csp != p_ptr->csp)
827 p_ptr->redraw |= (PR_MANA);
828 p_ptr->window |= (PW_PLAYER);
829 p_ptr->window |= (PW_SPELL);
835 * @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)
836 * @param regen_amount 回復量
839 static void regenmagic(int regen_amount)
844 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
846 for (i = 0; i < EATER_EXT*2; i++)
848 if (!p_ptr->magic_num2[i]) continue;
849 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
851 /* Increase remaining charge number like float value */
852 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
853 p_ptr->magic_num1[i] += new_mana;
855 /* Check maximum charge */
856 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
858 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
862 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
864 if (!p_ptr->magic_num1[i]) continue;
865 if (!p_ptr->magic_num2[i]) continue;
867 /* Decrease remaining period for charging */
868 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
869 / (dev * 16 * PY_REGEN_NORMAL);
870 p_ptr->magic_num1[i] -= new_mana;
872 /* Check minimum remaining period for charging */
873 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
880 * @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)
882 * @note Should probably be done during monster turns.
884 static void regen_monsters(void)
889 /* Regenerate everyone */
890 for (i = 1; i < m_max; i++)
892 /* Check the i'th monster */
893 monster_type *m_ptr = &m_list[i];
894 monster_race *r_ptr = &r_info[m_ptr->r_idx];
897 /* Skip dead monsters */
898 if (!m_ptr->r_idx) continue;
900 /* Allow regeneration (if needed) */
901 if (m_ptr->hp < m_ptr->maxhp)
903 /* Hack -- Base regeneration */
904 frac = m_ptr->maxhp / 100;
906 /* Hack -- Minimal regeneration rate */
907 if (!frac) if (one_in_(2)) frac = 1;
909 /* Hack -- Some monsters regenerate quickly */
910 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
912 /* Hack -- Regenerate */
915 /* Do not over-regenerate */
916 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
918 /* Redraw (later) if needed */
919 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
920 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
927 * @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)
929 * @note Should probably be done during monster turns.
931 static void regen_captured_monsters(void)
936 /* Regenerate everyone */
937 for (i = 0; i < INVEN_TOTAL; i++)
940 object_type *o_ptr = &inventory[i];
942 if (!o_ptr->k_idx) continue;
943 if (o_ptr->tval != TV_CAPTURE) continue;
944 if (!o_ptr->pval) continue;
948 r_ptr = &r_info[o_ptr->pval];
950 /* Allow regeneration (if needed) */
951 if (o_ptr->xtra4 < o_ptr->xtra5)
953 /* Hack -- Base regeneration */
954 frac = o_ptr->xtra5 / 100;
956 /* Hack -- Minimal regeneration rate */
957 if (!frac) if (one_in_(2)) frac = 1;
959 /* Hack -- Some monsters regenerate quickly */
960 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
962 /* Hack -- Regenerate */
963 o_ptr->xtra4 += (XTRA16)frac;
965 /* Do not over-regenerate */
966 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
973 p_ptr->update |= (PU_COMBINE);
974 p_ptr->window |= (PW_INVEN);
975 p_ptr->window |= (PW_EQUIP);
981 * @brief 寿命つき光源の警告メッセージ処理
982 * @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
985 static void notice_lite_change(object_type *o_ptr)
987 /* Hack -- notice interesting fuel steps */
988 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
990 p_ptr->window |= (PW_EQUIP);
993 /* Hack -- Special treatment when blind */
996 /* Hack -- save some light for later */
997 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1000 /* The light is now out */
1001 else if (o_ptr->xtra4 == 0)
1003 disturb(FALSE, TRUE);
1004 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1006 /* Recalculate torch radius */
1007 p_ptr->update |= (PU_TORCH);
1009 /* Some ego light lose its effects without fuel */
1010 p_ptr->update |= (PU_BONUS);
1013 /* The light is getting dim */
1014 else if (o_ptr->name2 == EGO_LITE_LONG)
1016 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1017 && (turn % (TURNS_PER_TICK*2)))
1019 if (disturb_minor) disturb(FALSE, TRUE);
1020 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1024 /* The light is getting dim */
1025 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1027 if (disturb_minor) disturb(FALSE, TRUE);
1028 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1033 * @brief クエスト階層から離脱する際の処理
1036 void leave_quest_check(void)
1038 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1039 leaving_quest = p_ptr->inside_quest;
1041 /* Leaving an 'only once' quest marks it as failed */
1044 quest_type* const q_ptr = &quest[leaving_quest];
1046 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1047 (q_ptr->status == QUEST_STATUS_TAKEN))
1049 q_ptr->status = QUEST_STATUS_FAILED;
1050 q_ptr->complev = p_ptr->lev;
1052 q_ptr->comptime = playtime;
1054 /* Additional settings */
1055 switch (q_ptr->type)
1057 case QUEST_TYPE_TOWER:
1058 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1059 quest[QUEST_TOWER1].complev = p_ptr->lev;
1061 case QUEST_TYPE_FIND_ARTIFACT:
1062 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1064 case QUEST_TYPE_RANDOM:
1065 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1067 /* Floor of random quest will be blocked */
1068 prepare_change_floor_mode(CFM_NO_RETURN);
1072 /* Record finishing a quest */
1073 if (q_ptr->type == QUEST_TYPE_RANDOM)
1075 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1079 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1086 * @brief 「塔」クエストの各階層から離脱する際の処理
1089 void leave_tower_check(void)
1091 leaving_quest = p_ptr->inside_quest;
1092 /* Check for Tower Quest */
1093 if (leaving_quest &&
1094 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1095 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1097 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1099 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1100 quest[QUEST_TOWER1].complev = p_ptr->lev;
1102 quest[QUEST_TOWER1].comptime = playtime;
1109 * @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-
1110 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1113 static void recharged_notice(object_type *o_ptr)
1115 GAME_TEXT o_name[MAX_NLEN];
1119 /* No inscription */
1120 if (!o_ptr->inscription) return;
1123 s = my_strchr(quark_str(o_ptr->inscription), '!');
1125 /* Process notification request. */
1128 /* Find another '!' */
1131 /* Describe (briefly) */
1132 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1134 /* Notify the player */
1136 msg_format("%sは再充填された。", o_name);
1138 if (o_ptr->number > 1)
1139 msg_format("Your %s are recharged.", o_name);
1141 msg_format("Your %s is recharged.", o_name);
1144 disturb(FALSE, FALSE);
1150 /* Keep looking for '!'s */
1151 s = my_strchr(s + 1, '!');
1156 * @brief プレイヤーの歌に関する継続処理
1159 static void check_music(void)
1161 const magic_type *s_ptr;
1163 MANA_POINT need_mana;
1164 u32b need_mana_frac;
1166 /* Music singed by player */
1167 if (p_ptr->pclass != CLASS_BARD) return;
1168 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1170 if (p_ptr->anti_magic)
1176 spell = SINGING_SONG_ID(p_ptr);
1177 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1179 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1183 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1185 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1192 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1194 p_ptr->redraw |= PR_MANA;
1195 if (INTERUPTING_SONG_EFFECT(p_ptr))
1197 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1198 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1199 msg_print(_("歌を再開した。", "You restart singing."));
1200 p_ptr->action = ACTION_SING;
1201 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1202 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1203 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1206 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1207 p_ptr->spell_exp[spell] += 5;
1208 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1209 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1210 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1211 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1212 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1213 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1215 /* Do any effects of continual song */
1216 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1220 * @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
1221 * @param flag 探し出したい呪いフラグ配列
1222 * @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
1225 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1228 int choices[INVEN_TOTAL-INVEN_RARM];
1231 /* Paranoia -- Player has no warning-item */
1232 if (!(p_ptr->cursed & flag)) return NULL;
1234 /* Search Inventry */
1235 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1237 object_type *o_ptr = &inventory[i];
1239 if (o_ptr->curse_flags & flag)
1241 choices[number] = i;
1244 else if ((flag == TRC_ADD_L_CURSE) ||
1245 (flag == TRC_ADD_H_CURSE) ||
1246 (flag == TRC_DRAIN_HP) ||
1247 (flag == TRC_DRAIN_MANA) ||
1248 (flag == TRC_CALL_ANIMAL) ||
1249 (flag == TRC_CALL_DEMON) ||
1250 (flag == TRC_CALL_DRAGON) ||
1251 (flag == TRC_CALL_UNDEAD) ||
1252 (flag == TRC_COWARDICE) ||
1253 (flag == TRC_LOW_MELEE) ||
1254 (flag == TRC_LOW_AC) ||
1255 (flag == TRC_LOW_MAGIC) ||
1256 (flag == TRC_FAST_DIGEST) ||
1257 (flag == TRC_SLOW_REGEN) )
1260 BIT_FLAGS flgs[TR_FLAG_SIZE];
1261 object_flags(o_ptr, flgs);
1264 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1265 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1266 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1267 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1268 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1269 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1270 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1271 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1272 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1273 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1274 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1275 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1276 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1277 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1280 if (have_flag(flgs, cf))
1282 choices[number] = i;
1288 /* Choice one of them */
1289 return (&inventory[choices[randint0(number)]]);
1292 static void process_world_aux_digestion(void)
1294 if (!p_ptr->inside_battle)
1296 /* Digest quickly when gorged */
1297 if (p_ptr->food >= PY_FOOD_MAX)
1299 /* Digest a lot of food */
1300 (void)set_food(p_ptr->food - 100);
1303 /* Digest normally -- Every 50 game turns */
1304 else if (!(turn % (TURNS_PER_TICK * 5)))
1306 /* Basic digestion rate based on speed */
1307 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1309 /* Regeneration takes more food */
1310 if (p_ptr->regenerate)
1312 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1314 if (p_ptr->cursed & TRC_FAST_DIGEST)
1317 /* Slow digestion takes less food */
1318 if (p_ptr->slow_digest)
1321 /* Minimal digestion */
1322 if (digestion < 1) digestion = 1;
1323 /* Maximal digestion */
1324 if (digestion > 100) digestion = 100;
1326 /* Digest some food */
1327 (void)set_food(p_ptr->food - digestion);
1332 if ((p_ptr->food < PY_FOOD_FAINT))
1334 /* Faint occasionally */
1335 if (!p_ptr->paralyzed && (randint0(100) < 10))
1337 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."));
1338 disturb(TRUE, TRUE);
1340 /* Hack -- faint (bypass free action) */
1341 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1344 /* Starve to death (slowly) */
1345 if (p_ptr->food < PY_FOOD_STARVE)
1347 /* Calculate damage */
1348 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1350 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1357 * @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。
1358 * / Handle timed damage and regeneration every 10 game turns
1361 static void process_world_aux_hp_and_sp(void)
1363 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1364 bool cave_no_regen = FALSE;
1365 int upkeep_factor = 0;
1367 /* Default regeneration */
1368 int regen_amount = PY_REGEN_NORMAL;
1371 /*** Damage over Time ***/
1373 /* Take damage from poison */
1374 if (p_ptr->poisoned && !IS_INVULN())
1376 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1379 /* Take damage from cuts */
1380 if (p_ptr->cut && !IS_INVULN())
1384 /* Mortal wound or Deep Gash */
1385 if (p_ptr->cut > 1000)
1390 else if (p_ptr->cut > 200)
1396 else if (p_ptr->cut > 100)
1401 else if (p_ptr->cut > 50)
1406 else if (p_ptr->cut > 25)
1411 else if (p_ptr->cut > 10)
1422 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1425 /* (Vampires) Take damage from sunlight */
1426 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1428 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1430 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1432 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!"));
1433 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1434 cave_no_regen = TRUE;
1438 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1439 !p_ptr->resist_lite)
1441 object_type * o_ptr = &inventory[INVEN_LITE];
1442 GAME_TEXT o_name [MAX_NLEN];
1443 char ouch [MAX_NLEN+40];
1445 /* Get an object description */
1446 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1447 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);
1449 cave_no_regen = TRUE;
1451 /* Get an object description */
1452 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1453 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1455 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1459 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1463 if (have_flag(f_ptr->flags, FF_DEEP))
1465 damage = 6000 + randint0(4000);
1467 else if (!p_ptr->levitation)
1469 damage = 3000 + randint0(2000);
1474 if(prace_is_(RACE_ENT)) damage += damage / 3;
1475 if(p_ptr->resist_fire) damage = damage / 3;
1476 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1477 if(p_ptr->levitation) damage = damage / 5;
1479 damage = damage / 100 + (randint0(100) < (damage % 100));
1481 if (p_ptr->levitation)
1483 msg_print(_("熱で火傷した!", "The heat burns you!"));
1484 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1485 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1489 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1490 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1491 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1494 cave_no_regen = TRUE;
1498 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1502 if (have_flag(f_ptr->flags, FF_DEEP))
1504 damage = 6000 + randint0(4000);
1506 else if (!p_ptr->levitation)
1508 damage = 3000 + randint0(2000);
1513 if (p_ptr->resist_cold) damage = damage / 3;
1514 if (IS_OPPOSE_COLD()) damage = damage / 3;
1515 if (p_ptr->levitation) damage = damage / 5;
1517 damage = damage / 100 + (randint0(100) < (damage % 100));
1519 if (p_ptr->levitation)
1521 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1522 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1523 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1527 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1528 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1529 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1532 cave_no_regen = TRUE;
1536 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1540 if (have_flag(f_ptr->flags, FF_DEEP))
1542 damage = 6000 + randint0(4000);
1544 else if (!p_ptr->levitation)
1546 damage = 3000 + randint0(2000);
1551 if (p_ptr->resist_elec) damage = damage / 3;
1552 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1553 if (p_ptr->levitation) damage = damage / 5;
1555 damage = damage / 100 + (randint0(100) < (damage % 100));
1557 if (p_ptr->levitation)
1559 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1560 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1561 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1565 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1566 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1567 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1570 cave_no_regen = TRUE;
1574 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1578 if (have_flag(f_ptr->flags, FF_DEEP))
1580 damage = 6000 + randint0(4000);
1582 else if (!p_ptr->levitation)
1584 damage = 3000 + randint0(2000);
1589 if (p_ptr->resist_acid) damage = damage / 3;
1590 if (IS_OPPOSE_ACID()) damage = damage / 3;
1591 if (p_ptr->levitation) damage = damage / 5;
1593 damage = damage / 100 + (randint0(100) < (damage % 100));
1595 if (p_ptr->levitation)
1597 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1598 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1599 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1603 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1604 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1605 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1608 cave_no_regen = TRUE;
1612 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1616 if (have_flag(f_ptr->flags, FF_DEEP))
1618 damage = 6000 + randint0(4000);
1620 else if (!p_ptr->levitation)
1622 damage = 3000 + randint0(2000);
1627 if (p_ptr->resist_pois) damage = damage / 3;
1628 if (IS_OPPOSE_POIS()) damage = damage / 3;
1629 if (p_ptr->levitation) damage = damage / 5;
1631 damage = damage / 100 + (randint0(100) < (damage % 100));
1633 if (p_ptr->levitation)
1635 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1636 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1637 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1638 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1642 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1643 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1644 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1645 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1648 cave_no_regen = TRUE;
1652 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1653 !p_ptr->levitation && !p_ptr->can_swim)
1655 if (p_ptr->total_weight > weight_limit())
1657 msg_print(_("溺れている!", "You are drowning!"));
1658 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1659 cave_no_regen = TRUE;
1666 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1668 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1669 if (prace_is_(RACE_ENT)) damage += damage / 3;
1670 if (p_ptr->resist_fire) damage = damage / 3;
1671 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1672 msg_print(_("熱い!", "It's hot!"));
1673 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1675 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1677 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1678 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1679 if (p_ptr->resist_elec) damage = damage / 3;
1680 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1681 msg_print(_("痛い!", "It hurts!"));
1682 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1684 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1686 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1687 if (p_ptr->resist_cold) damage = damage / 3;
1688 if (IS_OPPOSE_COLD()) damage = damage / 3;
1689 msg_print(_("冷たい!", "It's cold!"));
1690 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1694 /* Spectres -- take damage when moving through walls */
1696 * Added: ANYBODY takes damage if inside through walls
1697 * without wraith form -- NOTE: Spectres will never be
1698 * reduced below 0 hp by being inside a stone wall; others
1701 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1703 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1706 cave_no_regen = TRUE;
1708 if (p_ptr->pass_wall)
1710 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1711 dam_desc = _("密度", "density");
1715 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1716 dam_desc = _("硬い岩", "solid rock");
1719 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1724 /*** handle regeneration ***/
1727 if (p_ptr->food < PY_FOOD_WEAK)
1729 /* Lower regeneration */
1730 if (p_ptr->food < PY_FOOD_STARVE)
1734 else if (p_ptr->food < PY_FOOD_FAINT)
1736 regen_amount = PY_REGEN_FAINT;
1740 regen_amount = PY_REGEN_WEAK;
1744 /* Are we walking the pattern? */
1745 if (pattern_effect())
1747 cave_no_regen = TRUE;
1751 /* Regeneration ability */
1752 if (p_ptr->regenerate)
1754 regen_amount = regen_amount * 2;
1756 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1760 if (p_ptr->cursed & TRC_SLOW_REGEN)
1767 /* Searching or Resting */
1768 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1770 regen_amount = regen_amount * 2;
1773 upkeep_factor = calculate_upkeep();
1775 /* No regeneration while special action */
1776 if ((p_ptr->action == ACTION_LEARN) ||
1777 (p_ptr->action == ACTION_HAYAGAKE) ||
1778 (p_ptr->special_defense & KATA_KOUKIJIN))
1780 upkeep_factor += 100;
1783 /* Regenerate the mana */
1784 regenmana(upkeep_factor, regen_amount);
1787 /* Recharge magic eater's power */
1788 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1790 regenmagic(regen_amount);
1793 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1795 while (upkeep_factor > 100)
1797 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!"));
1799 do_cmd_pet_dismiss();
1801 upkeep_factor = calculate_upkeep();
1803 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1808 /* Poisoned or cut yields no healing */
1809 if (p_ptr->poisoned) regen_amount = 0;
1810 if (p_ptr->cut) regen_amount = 0;
1812 /* Special floor -- Pattern, in a wall -- yields no healing */
1813 if (cave_no_regen) regen_amount = 0;
1815 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1817 /* Regenerate Hit Points if needed */
1818 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1820 regenhp(regen_amount);
1825 * @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
1826 * / Handle timeout every 10 game turns
1829 static void process_world_aux_timeout(void)
1831 const int dec_count = (easy_band ? 2 : 1);
1833 /*** Timeout Various Things ***/
1836 if (p_ptr->tim_mimic)
1838 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1841 /* Hack -- Hallucinating */
1844 (void)set_image(p_ptr->image - dec_count);
1850 (void)set_blind(p_ptr->blind - dec_count);
1853 /* Times see-invisible */
1854 if (p_ptr->tim_invis)
1856 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1867 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1870 /* Timed temporary elemental brands. -LM- */
1871 if (p_ptr->ele_attack)
1873 p_ptr->ele_attack--;
1875 /* Clear all temporary elemental brands. */
1876 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1879 /* Timed temporary elemental immune. -LM- */
1880 if (p_ptr->ele_immune)
1882 p_ptr->ele_immune--;
1884 /* Clear all temporary elemental brands. */
1885 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1888 /* Timed infra-vision */
1889 if (p_ptr->tim_infra)
1891 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1895 if (p_ptr->tim_stealth)
1897 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1900 /* Timed levitation */
1901 if (p_ptr->tim_levitation)
1903 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1906 /* Timed sh_touki */
1907 if (p_ptr->tim_sh_touki)
1909 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1913 if (p_ptr->tim_sh_fire)
1915 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1919 if (p_ptr->tim_sh_holy)
1921 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1925 if (p_ptr->tim_eyeeye)
1927 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1930 /* Timed resist-magic */
1931 if (p_ptr->resist_magic)
1933 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1936 /* Timed regeneration */
1937 if (p_ptr->tim_regen)
1939 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1942 /* Timed resist nether */
1943 if (p_ptr->tim_res_nether)
1945 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1948 /* Timed resist time */
1949 if (p_ptr->tim_res_time)
1951 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1955 if (p_ptr->tim_reflect)
1957 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1961 if (p_ptr->multishadow)
1963 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1966 /* Timed Robe of dust */
1967 if (p_ptr->dustrobe)
1969 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1972 /* Timed infra-vision */
1973 if (p_ptr->kabenuke)
1975 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1979 if (p_ptr->paralyzed)
1981 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1985 if (p_ptr->confused)
1987 (void)set_confused(p_ptr->confused - dec_count);
1993 (void)set_afraid(p_ptr->afraid - dec_count);
1999 (void)set_fast(p_ptr->fast - 1, TRUE);
2005 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2008 /* Protection from evil */
2009 if (p_ptr->protevil)
2011 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2014 /* Invulnerability */
2017 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2021 if (p_ptr->wraith_form)
2023 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2029 (void)set_hero(p_ptr->hero - 1, TRUE);
2035 (void)set_shero(p_ptr->shero - 1, TRUE);
2041 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2047 (void)set_shield(p_ptr->shield - 1, TRUE);
2051 if (p_ptr->tsubureru)
2053 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2057 if (p_ptr->magicdef)
2059 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2063 if (p_ptr->tsuyoshi)
2065 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2069 if (p_ptr->oppose_acid)
2071 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2074 /* Oppose Lightning */
2075 if (p_ptr->oppose_elec)
2077 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2081 if (p_ptr->oppose_fire)
2083 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2087 if (p_ptr->oppose_cold)
2089 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2093 if (p_ptr->oppose_pois)
2095 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2100 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2103 /*** Poison and Stun and Cut ***/
2106 if (p_ptr->poisoned)
2108 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2110 /* Apply some healing */
2111 (void)set_poisoned(p_ptr->poisoned - adjust);
2117 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2119 /* Apply some healing */
2120 (void)set_stun(p_ptr->stun - adjust);
2126 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2128 /* Hack -- Truly "mortal" wound */
2129 if (p_ptr->cut > 1000) adjust = 0;
2131 /* Apply some healing */
2132 (void)set_cut(p_ptr->cut - adjust);
2138 * @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
2139 * / Handle burning fuel every 10 game turns
2142 static void process_world_aux_light(void)
2144 /* Check for light being wielded */
2145 object_type *o_ptr = &inventory[INVEN_LITE];
2147 /* Burn some fuel in the current lite */
2148 if (o_ptr->tval == TV_LITE)
2150 /* Hack -- Use some fuel (except on artifacts) */
2151 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2153 /* Decrease life-span */
2154 if (o_ptr->name2 == EGO_LITE_LONG)
2156 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2158 else o_ptr->xtra4--;
2160 /* Notice interesting fuel steps */
2161 notice_lite_change(o_ptr);
2168 * @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
2169 * / Handle mutation effects once every 10 game turns
2172 static void process_world_aux_mutation(void)
2174 /* No mutation with effects */
2175 if (!p_ptr->muta2) return;
2177 /* No effect on monster arena */
2178 if (p_ptr->inside_battle) return;
2180 /* No effect on the global map */
2181 if (p_ptr->wild_mode) return;
2183 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2185 disturb(FALSE, TRUE);
2186 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2187 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2188 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2189 (void)set_afraid(0);
2192 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2194 if (!p_ptr->resist_fear)
2196 disturb(FALSE, TRUE);
2197 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2198 set_afraid(p_ptr->afraid + 13 + randint1(26));
2202 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2204 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2206 disturb(FALSE, TRUE);
2207 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..."));
2209 teleport_player(40, TELEPORT_PASSIVE);
2213 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2215 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2217 disturb(FALSE, TRUE);
2218 p_ptr->redraw |= PR_EXTRA;
2219 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*!"));
2222 if (!p_ptr->resist_conf)
2224 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2227 if (!p_ptr->resist_chaos)
2232 if (one_in_(3)) lose_all_info();
2234 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2236 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..."));
2237 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!"));
2243 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2244 (void)set_image(p_ptr->image + randint0(150) + 150);
2250 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2252 if (!p_ptr->resist_chaos)
2254 disturb(FALSE, TRUE);
2255 p_ptr->redraw |= PR_EXTRA;
2256 (void)set_image(p_ptr->image + randint0(50) + 20);
2260 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2262 disturb(FALSE, TRUE);
2263 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2265 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2268 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2269 !p_ptr->anti_magic && one_in_(9000))
2272 disturb(FALSE, TRUE);
2273 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!",
2274 "Magical energy flows through you! You must release it!"));
2278 (void)get_hack_dir(&dire);
2279 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2282 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2284 bool pet = one_in_(6);
2285 BIT_FLAGS mode = PM_ALLOW_GROUP;
2287 if (pet) mode |= PM_FORCE_PET;
2288 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2290 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2292 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2293 disturb(FALSE, TRUE);
2297 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2299 disturb(FALSE, TRUE);
2302 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2304 if (p_ptr->fast > 0)
2310 set_slow(randint1(30) + 10, FALSE);
2315 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2317 if (p_ptr->slow > 0)
2323 set_fast(randint1(30) + 10, FALSE);
2328 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2330 disturb(FALSE, TRUE);
2331 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2333 banish_monsters(100);
2334 if (!dun_level && p_ptr->town_num)
2338 /* Pick a random shop (except home) */
2341 n = randint0(MAX_STORES);
2343 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2345 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!"));
2351 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2355 msg_print(_("影につつまれた。", "A shadow passes over you."));
2358 /* Absorb light from the current possition */
2359 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2364 o_ptr = &inventory[INVEN_LITE];
2366 /* Absorb some fuel in the current lite */
2367 if (o_ptr->tval == TV_LITE)
2369 /* Use some fuel (except on artifacts) */
2370 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2372 /* Heal the player a bit */
2373 hp_player(o_ptr->xtra4 / 20);
2375 /* Decrease life-span of lite */
2377 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2379 /* Notice interesting fuel steps */
2380 notice_lite_change(o_ptr);
2385 * Unlite the area (radius 10) around player and
2386 * do 50 points damage to every affected monster
2388 unlite_area(50, 10);
2391 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2393 bool pet = one_in_(3);
2394 BIT_FLAGS mode = PM_ALLOW_GROUP;
2396 if (pet) mode |= PM_FORCE_PET;
2397 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2399 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2401 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2402 disturb(FALSE, TRUE);
2406 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2408 disturb(FALSE, TRUE);
2409 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2412 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2414 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2416 if (!lose_mutation(0))
2417 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2419 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2421 disturb(FALSE, TRUE);
2422 msg_print(_("非物質化した!", "You feel insubstantial!"));
2425 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2427 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2431 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2433 int which_stat = randint0(A_MAX);
2434 int sustained = FALSE;
2439 if (p_ptr->sustain_str) sustained = TRUE;
2442 if (p_ptr->sustain_int) sustained = TRUE;
2445 if (p_ptr->sustain_wis) sustained = TRUE;
2448 if (p_ptr->sustain_dex) sustained = TRUE;
2451 if (p_ptr->sustain_con) sustained = TRUE;
2454 if (p_ptr->sustain_chr) sustained = TRUE;
2457 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2463 disturb(FALSE, TRUE);
2464 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2466 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2469 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2471 bool pet = one_in_(5);
2472 BIT_FLAGS mode = PM_ALLOW_GROUP;
2474 if (pet) mode |= PM_FORCE_PET;
2475 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2477 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2479 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2480 disturb(FALSE, TRUE);
2483 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2485 if (p_ptr->tim_esp > 0)
2487 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2488 set_tim_esp(0, TRUE);
2492 msg_print(_("精神が広がった!", "Your mind expands!"));
2493 set_tim_esp(p_ptr->lev, FALSE);
2496 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2498 disturb(FALSE, TRUE);
2499 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2501 set_food(PY_FOOD_WEAK);
2502 if (music_singing_any()) stop_singing();
2503 if (hex_spelling_any()) stop_hex_spell_all();
2506 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2511 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2513 int danger_amount = 0;
2514 MONSTER_IDX monster;
2516 for (monster = 0; monster < m_max; monster++)
2518 monster_type *m_ptr = &m_list[monster];
2519 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2521 /* Paranoia -- Skip dead monsters */
2522 if (!m_ptr->r_idx) continue;
2524 if (r_ptr->level >= p_ptr->lev)
2526 danger_amount += r_ptr->level - p_ptr->lev + 1;
2530 if (danger_amount > 100)
2531 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2532 else if (danger_amount > 50)
2533 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2534 else if (danger_amount > 20)
2535 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2536 else if (danger_amount > 10)
2537 msg_print(_("心配な気がする!", "You feel paranoid!"));
2538 else if (danger_amount > 5)
2539 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2541 msg_print(_("寂しい気がする。", "You feel lonely."));
2544 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2546 disturb(FALSE, TRUE);
2547 msg_print(_("無敵な気がする!", "You feel invincible!"));
2549 (void)set_invuln(randint1(8) + 8, FALSE);
2552 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2554 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2558 HIT_POINT healing = p_ptr->csp;
2559 if (healing > wounds) healing = wounds;
2562 p_ptr->csp -= healing;
2563 p_ptr->redraw |= (PR_HP | PR_MANA);
2567 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2569 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2573 HIT_POINT healing = p_ptr->chp;
2574 if (healing > wounds) healing = wounds;
2576 p_ptr->csp += healing;
2577 p_ptr->redraw |= (PR_HP | PR_MANA);
2578 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2582 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2584 INVENTORY_IDX slot = 0;
2585 object_type *o_ptr = NULL;
2587 disturb(FALSE, TRUE);
2588 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2589 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2592 if (buki_motteruka(INVEN_RARM))
2595 o_ptr = &inventory[INVEN_RARM];
2597 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2599 o_ptr = &inventory[INVEN_LARM];
2603 else if (buki_motteruka(INVEN_LARM))
2605 o_ptr = &inventory[INVEN_LARM];
2608 if (slot && !object_is_cursed(o_ptr))
2610 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2611 inven_drop(slot, 1);
2618 * @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
2619 * / Handle curse effects once every 10 game turns
2622 static void process_world_aux_curse(void)
2624 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2627 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2628 * can actually be useful!
2630 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2632 GAME_TEXT o_name[MAX_NLEN];
2634 int i, i_keep = 0, count = 0;
2636 /* Scan the equipment with random teleport ability */
2637 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2639 BIT_FLAGS flgs[TR_FLAG_SIZE];
2640 o_ptr = &inventory[i];
2642 /* Skip non-objects */
2643 if (!o_ptr->k_idx) continue;
2645 /* Extract the item flags */
2646 object_flags(o_ptr, flgs);
2648 if (have_flag(flgs, TR_TELEPORT))
2650 /* {.} will stop random teleportation. */
2651 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2654 if (one_in_(count)) i_keep = i;
2659 o_ptr = &inventory[i_keep];
2660 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2661 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);
2662 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2664 disturb(FALSE, TRUE);
2665 teleport_player(50, 0L);
2669 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2670 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2671 disturb(TRUE, TRUE);
2674 /* Make a chainsword noise */
2675 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2678 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2680 disturb(FALSE, FALSE);
2683 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2686 (void)activate_ty_curse(FALSE, &count);
2688 /* Handle experience draining */
2689 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2691 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2692 if (p_ptr->exp < 0) p_ptr->exp = 0;
2693 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2694 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2697 /* Add light curse (Later) */
2698 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2700 BIT_FLAGS new_curse;
2703 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2705 new_curse = get_curse(0, o_ptr);
2706 if (!(o_ptr->curse_flags & new_curse))
2708 GAME_TEXT o_name[MAX_NLEN];
2710 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2712 o_ptr->curse_flags |= new_curse;
2713 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);
2715 o_ptr->feeling = FEEL_NONE;
2717 p_ptr->update |= (PU_BONUS);
2720 /* Add heavy curse (Later) */
2721 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2723 BIT_FLAGS new_curse;
2726 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2728 new_curse = get_curse(1, o_ptr);
2729 if (!(o_ptr->curse_flags & new_curse))
2731 GAME_TEXT o_name[MAX_NLEN];
2733 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2735 o_ptr->curse_flags |= new_curse;
2736 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);
2737 o_ptr->feeling = FEEL_NONE;
2739 p_ptr->update |= (PU_BONUS);
2743 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2745 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2747 GAME_TEXT o_name[MAX_NLEN];
2749 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2750 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2751 disturb(FALSE, TRUE);
2755 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2757 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2759 GAME_TEXT o_name[MAX_NLEN];
2761 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2762 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2763 disturb(FALSE, TRUE);
2767 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2769 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2770 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2772 GAME_TEXT o_name[MAX_NLEN];
2774 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2775 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2776 disturb(FALSE, TRUE);
2780 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2782 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2783 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2785 GAME_TEXT o_name[MAX_NLEN];
2787 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2788 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2789 disturb(FALSE, TRUE);
2792 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2794 if (!p_ptr->resist_fear)
2796 disturb(FALSE, TRUE);
2797 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2798 set_afraid(p_ptr->afraid + 13 + randint1(26));
2801 /* Teleport player */
2802 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2804 disturb(FALSE, TRUE);
2806 /* Teleport player */
2807 teleport_player(40, TELEPORT_PASSIVE);
2809 /* Handle HP draining */
2810 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2812 GAME_TEXT o_name[MAX_NLEN];
2814 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2815 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2816 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2818 /* Handle mana draining */
2819 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2821 GAME_TEXT o_name[MAX_NLEN];
2823 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2824 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2825 p_ptr->csp -= MIN(p_ptr->lev, 50);
2829 p_ptr->csp_frac = 0;
2831 p_ptr->redraw |= PR_MANA;
2835 /* Rarely, take damage from the Jewel of Judgement */
2836 if (one_in_(999) && !p_ptr->anti_magic)
2838 object_type *o_ptr = &inventory[INVEN_LITE];
2840 if (o_ptr->name1 == ART_JUDGE)
2842 if (object_is_known(o_ptr))
2843 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!"));
2845 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2846 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2853 * @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
2854 * / Handle recharging objects once every 10 game turns
2857 static void process_world_aux_recharge(void)
2862 /* Process equipment */
2863 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2865 /* Get the object */
2866 object_type *o_ptr = &inventory[i];
2868 /* Skip non-objects */
2869 if (!o_ptr->k_idx) continue;
2871 /* Recharge activatable objects */
2872 if (o_ptr->timeout > 0)
2877 /* Notice changes */
2878 if (!o_ptr->timeout)
2880 recharged_notice(o_ptr);
2886 /* Notice changes */
2889 p_ptr->window |= (PW_EQUIP);
2894 * Recharge rods. Rods now use timeout to control charging status,
2895 * and each charging rod in a stack decreases the stack's timeout by
2896 * one per turn. -LM-
2898 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2900 object_type *o_ptr = &inventory[i];
2901 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2903 /* Skip non-objects */
2904 if (!o_ptr->k_idx) continue;
2906 /* Examine all charging rods or stacks of charging rods. */
2907 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2909 /* Determine how many rods are charging. */
2910 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2911 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2913 /* Decrease timeout by that number. */
2914 o_ptr->timeout -= temp;
2916 /* Boundary control. */
2917 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2919 /* Notice changes, provide message if object is inscribed. */
2920 if (!(o_ptr->timeout))
2922 recharged_notice(o_ptr);
2926 /* One of the stack of rod is charged */
2927 else if (o_ptr->timeout % k_ptr->pval)
2934 /* Notice changes */
2937 p_ptr->window |= (PW_INVEN);
2941 /* Process objects on floor */
2942 for (i = 1; i < o_max; i++)
2944 object_type *o_ptr = &o_list[i];
2946 /* Skip dead objects */
2947 if (!o_ptr->k_idx) continue;
2949 /* Recharge rods on the ground. No messages. */
2950 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2953 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2955 /* Boundary control. */
2956 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2963 * @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。
2964 * / Handle involuntary movement once every 10 game turns
2967 static void process_world_aux_movement(void)
2969 /* Delayed Word-of-Recall */
2970 if (p_ptr->word_recall)
2973 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2974 * The player is yanked up/down as soon as
2975 * he loads the autosaved game.
2977 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2978 do_cmd_save_game(TRUE);
2980 /* Count down towards recall */
2981 p_ptr->word_recall--;
2983 p_ptr->redraw |= (PR_STATUS);
2985 /* Activate the recall */
2986 if (!p_ptr->word_recall)
2989 disturb(FALSE, TRUE);
2991 /* Determine the level */
2992 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2994 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2996 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
2998 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3003 leave_quest_check();
3004 leave_tower_check();
3006 p_ptr->inside_quest = 0;
3008 p_ptr->leaving = TRUE;
3012 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3014 dungeon_type = p_ptr->recall_dungeon;
3017 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3020 dun_level = max_dlv[dungeon_type];
3021 if (dun_level < 1) dun_level = 1;
3023 /* Nightmare mode makes recall more dangerous */
3024 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3030 else if (dun_level < 99)
3032 dun_level = (dun_level + 99) / 2;
3034 else if (dun_level > 100)
3036 dun_level = d_info[dungeon_type].maxdepth - 1;
3040 if (p_ptr->wild_mode)
3042 p_ptr->wilderness_y = p_ptr->y;
3043 p_ptr->wilderness_x = p_ptr->x;
3047 /* Save player position */
3048 p_ptr->oldpx = p_ptr->x;
3049 p_ptr->oldpy = p_ptr->y;
3051 p_ptr->wild_mode = FALSE;
3054 * Clear all saved floors
3055 * and create a first saved floor
3057 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3060 p_ptr->leaving = TRUE;
3062 if (dungeon_type == DUNGEON_ANGBAND)
3066 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3068 quest_type* const q_ptr = &quest[i];
3071 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3072 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3073 (q_ptr->level < dun_level))
3075 q_ptr->status = QUEST_STATUS_FAILED;
3076 q_ptr->complev = (byte)p_ptr->lev;
3078 q_ptr->comptime = playtime;
3079 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3085 sound(SOUND_TPLEVEL);
3090 /* Delayed Alter reality */
3091 if (p_ptr->alter_reality)
3093 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3094 do_cmd_save_game(TRUE);
3096 /* Count down towards alter */
3097 p_ptr->alter_reality--;
3099 p_ptr->redraw |= (PR_STATUS);
3101 /* Activate the alter reality */
3102 if (!p_ptr->alter_reality)
3105 disturb(FALSE, TRUE);
3107 /* Determine the level */
3108 if (!quest_number(dun_level) && dun_level)
3110 msg_print(_("世界が変わった!", "The world changes!"));
3113 * Clear all saved floors
3114 * and create a first saved floor
3116 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3119 p_ptr->leaving = TRUE;
3123 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3126 sound(SOUND_TPLEVEL);
3133 * @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。
3134 * / Count number of adjacent monsters
3135 * @param m_idx 隣接数を調べたいモンスターのID
3136 * @return 隣接しているモンスターの数
3138 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3140 monster_type *m_ptr = &m_list[m_idx];
3141 POSITION my = m_ptr->fy;
3142 POSITION mx = m_ptr->fx;
3146 for (i = 0; i < 7; i++)
3148 int ay = my + ddy_ddd[i];
3149 int ax = mx + ddx_ddd[i];
3151 if (!in_bounds(ay, ax)) continue;
3153 /* Count number of monsters */
3154 if (cave[ay][ax].m_idx > 0) count++;
3163 * 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
3165 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3168 * @brief ダンジョンの雰囲気を算出する。
3169 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3170 * @return 算出されたダンジョンの雰囲気ランク
3172 static byte get_dungeon_feeling(void)
3174 const int base = 10;
3178 /* Hack -- no feeling in the town */
3179 if (!dun_level) return 0;
3181 /* Examine each monster */
3182 for (i = 1; i < m_max; i++)
3184 monster_type *m_ptr = &m_list[i];
3185 monster_race *r_ptr;
3188 /* Skip dead monsters */
3189 if (!m_ptr->r_idx) continue;
3192 if (is_pet(m_ptr)) continue;
3194 r_ptr = &r_info[m_ptr->r_idx];
3196 /* Unique monsters */
3197 if (r_ptr->flags1 & (RF1_UNIQUE))
3199 /* Nearly out-of-depth unique monsters */
3200 if (r_ptr->level + 10 > dun_level)
3202 /* Boost rating by twice delta-depth */
3203 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3208 /* Out-of-depth monsters */
3209 if (r_ptr->level > dun_level)
3211 /* Boost rating by delta-depth */
3212 delta += (r_ptr->level - dun_level) * base;
3216 /* Unusually crowded monsters get a little bit of rating boost */
3217 if (r_ptr->flags1 & RF1_FRIENDS)
3219 if (5 <= get_monster_crowd_number(i)) delta += 1;
3223 if (2 <= get_monster_crowd_number(i)) delta += 1;
3227 rating += RATING_BOOST(delta);
3230 /* Examine each unidentified object */
3231 for (i = 1; i < o_max; i++)
3233 object_type *o_ptr = &o_list[i];
3234 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3237 /* Skip dead objects */
3238 if (!o_ptr->k_idx) continue;
3240 /* Skip known objects */
3241 if (object_is_known(o_ptr))
3244 if (o_ptr->marked & OM_TOUCHED) continue;
3247 /* Skip pseudo-known objects */
3248 if (o_ptr->ident & IDENT_SENSE) continue;
3251 if (object_is_ego(o_ptr))
3253 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3255 delta += e_ptr->rating * base;
3259 if (object_is_artifact(o_ptr))
3261 PRICE cost = object_value_real(o_ptr);
3264 if (cost > 10000L) delta += 10 * base;
3265 if (cost > 50000L) delta += 10 * base;
3266 if (cost > 100000L) delta += 10 * base;
3268 /* Special feeling */
3269 if (!preserve_mode) return 1;
3272 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3273 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3274 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3275 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3276 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3277 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3278 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3279 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3281 /* Out-of-depth objects */
3282 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3284 /* Rating increase */
3285 delta += (k_ptr->level - dun_level) * base;
3288 rating += RATING_BOOST(delta);
3292 if (rating > RATING_BOOST(1000)) return 2;
3293 if (rating > RATING_BOOST(800)) return 3;
3294 if (rating > RATING_BOOST(600)) return 4;
3295 if (rating > RATING_BOOST(400)) return 5;
3296 if (rating > RATING_BOOST(300)) return 6;
3297 if (rating > RATING_BOOST(200)) return 7;
3298 if (rating > RATING_BOOST(100)) return 8;
3299 if (rating > RATING_BOOST(0)) return 9;
3305 * @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
3306 * / Update dungeon feeling, and announce it if changed
3309 static void update_dungeon_feeling(void)
3315 /* No feeling on the surface */
3316 if (!dun_level) return;
3318 /* No feeling in the arena */
3319 if (p_ptr->inside_battle) return;
3321 /* Extract delay time */
3322 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3324 /* Not yet felt anything */
3325 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3327 /* Extract quest number (if any) */
3328 quest_num = quest_number(dun_level);
3330 /* No feeling in a quest */
3332 (is_fixed_quest_idx(quest_num) &&
3333 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3334 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3337 /* Get new dungeon feeling */
3338 new_feeling = get_dungeon_feeling();
3340 /* Remember last time updated */
3341 p_ptr->feeling_turn = turn;
3344 if (p_ptr->feeling == new_feeling) return;
3346 /* Dungeon feeling is changed */
3347 p_ptr->feeling = new_feeling;
3349 /* Announce feeling */
3352 select_floor_music();
3354 /* Update the level indicator */
3355 p_ptr->redraw |= (PR_DEPTH);
3357 if (disturb_minor) disturb(FALSE, FALSE);
3361 * @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。
3362 * / Handle certain things once every 10 game turns
3365 static void process_world(void)
3369 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3370 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3371 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3373 extract_day_hour_min(&day, &hour, &min);
3375 /* Update dungeon feeling, and announce it if changed */
3376 update_dungeon_feeling();
3378 /* 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.*/
3379 if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3383 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3384 p_ptr->inside_arena = FALSE;
3385 p_ptr->wild_mode = FALSE;
3386 p_ptr->leaving = TRUE;
3389 /*** Check monster arena ***/
3390 if (p_ptr->inside_battle && !p_ptr->leaving)
3396 /* Count all hostile monsters */
3397 for (i2 = 0; i2 < cur_wid; ++i2)
3398 for (j2 = 0; j2 < cur_hgt; j2++)
3400 cave_type *c_ptr = &cave[j2][i2];
3402 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3405 win_m_idx = c_ptr->m_idx;
3409 if (number_mon == 0)
3411 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3413 p_ptr->energy_need = 0;
3416 else if ((number_mon-1) == 0)
3418 GAME_TEXT m_name[MAX_NLEN];
3419 monster_type *wm_ptr;
3421 wm_ptr = &m_list[win_m_idx];
3423 monster_desc(m_name, wm_ptr, 0);
3424 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3427 if (win_m_idx == (sel_monster+1))
3429 msg_print(_("おめでとうございます。", "Congratulations."));
3430 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3431 p_ptr->au += battle_odds;
3435 msg_print(_("残念でした。", "You lost gold."));
3438 p_ptr->energy_need = 0;
3441 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3443 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."));
3444 p_ptr->au += kakekin;
3446 p_ptr->energy_need = 0;
3451 /* Every 10 game turns */
3452 if (turn % TURNS_PER_TICK) return;
3454 /*** Check the Time and Load ***/
3456 if (!(turn % (50*TURNS_PER_TICK)))
3458 /* Check time and load */
3459 if ((0 != check_time()) || (0 != check_load()))
3462 if (closing_flag <= 2)
3464 disturb(FALSE, TRUE);
3466 /* Count warnings */
3469 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..."));
3470 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."));
3477 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."));
3480 p_ptr->playing = FALSE;
3483 p_ptr->leaving = TRUE;
3488 /*** Attempt timed autosave ***/
3489 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3491 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3492 do_cmd_save_game(TRUE);
3495 if (mon_fight && !ignore_unview)
3497 msg_print(_("何かが聞こえた。", "You hear noise."));
3500 /*** Handle the wilderness/town (sunshine) ***/
3502 /* While in town/wilderness */
3503 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3505 /* Hack -- Daybreak/Nighfall in town */
3506 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3510 /* Check for dawn */
3511 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3513 if (dawn) day_break();
3519 /* While in the dungeon (vanilla_town or lite_town mode only) */
3520 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3522 /*** Shuffle the Storekeepers ***/
3524 /* Chance is only once a day (while in dungeon) */
3525 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3527 /* Sometimes, shuffle the shop-keepers */
3528 if (one_in_(STORE_SHUFFLE))
3533 /* Pick a random shop (except home and museum) */
3536 n = randint0(MAX_STORES);
3538 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3540 /* Check every feature */
3541 for (i = 1; i < max_f_idx; i++)
3543 /* Access the index */
3544 feature_type *f_ptr = &f_info[i];
3546 /* Skip empty index */
3547 if (!f_ptr->name) continue;
3549 /* Skip non-store features */
3550 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3552 /* Verify store type */
3553 if (f_ptr->subtype == n)
3555 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);
3568 /*** Process the monsters ***/
3570 /* Check for creature generation. */
3571 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3572 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3574 /* Make a new monster */
3575 (void)alloc_monster(MAX_SIGHT + 5, 0);
3578 /* Hack -- Check for creature regeneration */
3579 if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3580 if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3582 if (!p_ptr->leaving)
3586 /* Hack -- Process the counters of monsters if needed */
3587 for (i = 0; i < MAX_MTIMED; i++)
3589 if (mproc_max[i] > 0) process_monsters_mtimed(i);
3597 if (min != prev_min)
3599 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3600 determine_today_mon(FALSE);
3605 * Nightmare mode activates the TY_CURSE at midnight
3606 * Require exact minute -- Don't activate multiple times in a minute
3609 if (ironman_nightmare && (min != prev_min))
3612 /* Every 15 minutes after 11:00 pm */
3613 if ((hour == 23) && !(min % 15))
3616 disturb(FALSE, TRUE);
3621 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3625 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3629 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3633 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3638 /* TY_CURSE activates at midnight! */
3642 disturb(TRUE, TRUE);
3643 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."));
3645 if (p_ptr->wild_mode)
3647 /* Go into large wilderness view */
3648 p_ptr->oldpy = randint1(MAX_HGT - 2);
3649 p_ptr->oldpx = randint1(MAX_WID - 2);
3652 /* Give first move to monsters */
3653 p_ptr->energy_use = 100;
3655 /* HACk -- set the encouter flag for the wilderness generation */
3656 generate_encounter = TRUE;
3659 invoking_midnight_curse = TRUE;
3665 /* Check the Food */
3666 process_world_aux_digestion();
3668 /* Process timed damage and regeneration */
3669 process_world_aux_hp_and_sp();
3671 /* Process timeout */
3672 process_world_aux_timeout();
3675 process_world_aux_light();
3677 /* Process mutation effects */
3678 process_world_aux_mutation();
3680 /* Process curse effects */
3681 process_world_aux_curse();
3683 /* Process recharging */
3684 process_world_aux_recharge();
3686 /* Feel the inventory */
3690 /* Involuntary Movement */
3691 process_world_aux_movement();
3695 * @brief ウィザードモードへの導入処理
3696 * / Verify use of "wizard" mode
3697 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3699 static bool enter_wizard_mode(void)
3701 /* Ask first time */
3702 if (!p_ptr->noscore)
3704 /* Wizard mode is not permitted */
3705 if (!allow_debug_opts || arg_wizard)
3707 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."));
3711 /* Mention effects */
3712 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."));
3713 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."));
3716 /* Verify request */
3717 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? ")))
3722 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."));
3724 p_ptr->noscore |= 0x0002;
3735 * @brief デバッグコマンドへの導入処理
3736 * / Verify use of "debug" commands
3737 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3739 static bool enter_debug_mode(void)
3741 /* Ask first time */
3742 if (!p_ptr->noscore)
3744 /* Debug mode is not permitted */
3745 if (!allow_debug_opts)
3747 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."));
3751 /* Mention effects */
3752 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."));
3753 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."));
3757 /* Verify request */
3758 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? ")))
3763 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."));
3765 p_ptr->noscore |= 0x0008;
3773 * Hack -- Declare the Debug Routines
3775 extern void do_cmd_debug(void);
3777 #endif /* ALLOW_WIZARD */
3783 * @brief ボーグコマンドへの導入処理
3784 * / Verify use of "borg" commands
3785 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3787 static bool enter_borg_mode(void)
3789 /* Ask first time */
3790 if (!(p_ptr->noscore & 0x0010))
3792 /* Mention effects */
3793 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."));
3794 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."));
3798 /* Verify request */
3799 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? ")))
3804 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."));
3806 p_ptr->noscore |= 0x0010;
3814 * Hack -- Declare the Ben Borg
3816 extern void do_cmd_borg(void);
3818 #endif /* ALLOW_BORG */
3822 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3823 * / Parse and execute the current command Give "Warning" on illegal commands.
3824 * @todo Make some "blocks"
3827 static void process_command(void)
3829 COMMAND_CODE old_now_message = now_message;
3831 /* Handle repeating the last command */
3837 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3838 reset_concent = TRUE;
3840 /* Parse the command */
3841 switch (command_cmd)
3857 /*** Wizard Commands ***/
3859 /* Toggle Wizard Mode */
3864 p_ptr->wizard = FALSE;
3865 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3867 else if (enter_wizard_mode())
3869 p_ptr->wizard = TRUE;
3870 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3872 p_ptr->update |= (PU_MONSTERS);
3874 /* Redraw "title" */
3875 p_ptr->redraw |= (PR_TITLE);
3883 /* Special "debug" commands */
3886 /* Enter debug mode */
3887 if (enter_debug_mode())
3894 #endif /* ALLOW_WIZARD */
3899 /* Special "borg" commands */
3902 /* Enter borg mode */
3903 if (enter_borg_mode())
3905 if (!p_ptr->wild_mode) do_cmd_borg();
3911 #endif /* ALLOW_BORG */
3915 /*** Inventory Commands ***/
3917 /* Wear/wield equipment */
3920 if (!p_ptr->wild_mode) do_cmd_wield();
3924 /* Take off equipment */
3927 if (!p_ptr->wild_mode) do_cmd_takeoff();
3934 if (!p_ptr->wild_mode) do_cmd_drop();
3938 /* Destroy an item */
3945 /* Equipment list */
3952 /* Inventory list */
3960 /*** Various commands ***/
3962 /* Identify an object */
3969 /* Hack -- toggle windows */
3972 toggle_inven_equip();
3977 /*** Standard "Movement" Commands ***/
3982 if (!p_ptr->wild_mode) do_cmd_alter();
3989 if (!p_ptr->wild_mode) do_cmd_tunnel();
3993 /* Move (usually pick up things) */
4000 /* Move (usually do not pick up) */
4008 /*** Running, Resting, Searching, Staying */
4010 /* Begin Running -- Arg is Max Distance */
4013 if (!p_ptr->wild_mode) do_cmd_run();
4017 /* Stay still (usually pick things up) */
4020 do_cmd_stay(always_pickup);
4024 /* Stay still (usually do not pick up) */
4027 do_cmd_stay(!always_pickup);
4031 /* Rest -- Arg is time */
4038 /* Search for traps/doors */
4045 /* Toggle search mode */
4048 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4049 else set_action(ACTION_SEARCH);
4054 /*** Stairs and Doors and Chests and Traps ***/
4057 case SPECIAL_KEY_STORE:
4063 /* Enter building -KMW- */
4064 case SPECIAL_KEY_BUILDING:
4070 /* Enter quest level -KMW- */
4071 case SPECIAL_KEY_QUEST:
4077 /* Go up staircase */
4080 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4082 if (vanilla_town) break;
4086 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."));
4090 if (p_ptr->food < PY_FOOD_WEAK)
4092 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4103 /* Go down staircase */
4106 if (p_ptr->wild_mode)
4113 /* Open a door or chest */
4127 /* Jam a door with spikes */
4141 /* Disarm a trap or chest */
4149 /*** Magic and Prayers ***/
4151 /* Gain new spells/prayers */
4154 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4155 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4156 else if (p_ptr->pclass == CLASS_SAMURAI)
4157 do_cmd_gain_hissatsu();
4158 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4168 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4169 (p_ptr->pclass == CLASS_BERSERKER) ||
4170 (p_ptr->pclass == CLASS_NINJA) ||
4171 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4172 ) do_cmd_mind_browse();
4173 else if (p_ptr->pclass == CLASS_SMITH)
4175 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4176 do_cmd_magic_eater(TRUE, FALSE);
4177 else if (p_ptr->pclass == CLASS_SNIPER)
4178 do_cmd_snipe_browse();
4179 else do_cmd_browse();
4187 if (!p_ptr->wild_mode)
4189 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4191 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4193 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4195 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4198 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4200 cptr which_power = _("魔法", "magic");
4201 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4202 which_power = _("超能力", "psionic powers");
4203 else if (p_ptr->pclass == CLASS_IMITATOR)
4204 which_power = _("ものまね", "imitation");
4205 else if (p_ptr->pclass == CLASS_SAMURAI)
4206 which_power = _("必殺剣", "hissatsu");
4207 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4208 which_power = _("鏡魔法", "mirror magic");
4209 else if (p_ptr->pclass == CLASS_NINJA)
4210 which_power = _("忍術", "ninjutsu");
4211 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4212 which_power = _("祈り", "prayer");
4214 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4215 p_ptr->energy_use = 0;
4217 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4219 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4220 p_ptr->energy_use = 0;
4224 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4225 (p_ptr->pclass == CLASS_BERSERKER) ||
4226 (p_ptr->pclass == CLASS_NINJA) ||
4227 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4230 else if (p_ptr->pclass == CLASS_IMITATOR)
4232 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4233 do_cmd_magic_eater(FALSE, FALSE);
4234 else if (p_ptr->pclass == CLASS_SAMURAI)
4236 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4237 do_cmd_cast_learned();
4238 else if (p_ptr->pclass == CLASS_SMITH)
4240 else if (p_ptr->pclass == CLASS_SNIPER)
4249 /* Issue a pet command */
4256 /*** Use various objects ***/
4258 /* Inscribe an object */
4265 /* Uninscribe an object */
4268 do_cmd_uninscribe();
4272 /* Activate an artifact */
4286 /* Fuel your lantern/torch */
4303 do_cmd_throw(1, FALSE, -1);
4317 if (use_command && rogue_like_commands)
4328 /* Quaff a potion */
4331 do_cmd_quaff_potion();
4338 do_cmd_read_scroll();
4345 if (use_command && !rogue_like_commands)
4352 /* Use racial power */
4355 do_cmd_racial_power();
4360 /*** Looking at Things (nearby or on map) ***/
4362 /* Full dungeon map */
4369 /* Locate player on map */
4383 /* Target monster or location */
4392 /*** Help and Such ***/
4401 /* Identify symbol */
4404 do_cmd_query_symbol();
4408 /* Character description */
4411 do_cmd_change_name();
4416 /*** System Commands ***/
4418 /* Hack -- User interface */
4425 /* Single line from a pref file */
4434 do_cmd_reload_autopick();
4440 do_cmd_edit_autopick();
4444 /* Interact with macros */
4451 /* Interact with visuals */
4459 /* Interact with colors */
4467 /* Interact with options */
4471 (void)combine_and_reorder_home(STORE_HOME);
4476 /*** Misc Commands ***/
4492 /* Repeat level feeling */
4499 /* Show previous message */
4502 do_cmd_message_one();
4506 /* Show previous messages */
4509 do_cmd_messages(old_now_message);
4513 /* Show quest status -KMW- */
4516 do_cmd_checkquest();
4520 /* Redraw the screen */
4523 now_message = old_now_message;
4528 #ifndef VERIFY_SAVEFILE
4530 /* Hack -- Save and don't quit */
4533 do_cmd_save_game(FALSE);
4537 #endif /* VERIFY_SAVEFILE */
4547 case SPECIAL_KEY_QUIT:
4549 do_cmd_save_and_exit();
4553 /* Quit (commit suicide) */
4566 /* Check artifacts, uniques, objects */
4573 /* Load "screen dump" */
4576 do_cmd_load_screen();
4580 /* Save "screen dump" */
4583 do_cmd_save_screen();
4587 /* Record/stop "Movie" */
4590 prepare_movie_hooks();
4594 /* Make random artifact list */
4597 spoil_random_artifact("randifact.txt");
4604 if (!p_ptr->wild_mode) do_cmd_travel();
4605 if (p_ptr->special_defense & KATA_MUSOU)
4607 set_action(ACTION_NONE);
4613 /* Hack -- Unknown command */
4616 if (flush_failure) flush();
4620 sound(SOUND_ILLEGAL);
4621 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4626 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4632 if (!p_ptr->energy_use && !now_message)
4633 now_message = old_now_message;
4637 * @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
4640 static void pack_overflow(void)
4642 if (inventory[INVEN_PACK].k_idx)
4644 GAME_TEXT o_name[MAX_NLEN];
4647 /* Is auto-destroy done? */
4648 update_creature(p_ptr);
4649 if (!inventory[INVEN_PACK].k_idx) return;
4651 /* Access the slot to be dropped */
4652 o_ptr = &inventory[INVEN_PACK];
4655 disturb(FALSE, TRUE);
4658 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4659 object_desc(o_name, o_ptr, 0);
4661 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4663 /* Drop it (carefully) near the player */
4664 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4666 /* Modify, Describe, Optimize */
4667 inven_item_increase(INVEN_PACK, -255);
4668 inven_item_describe(INVEN_PACK);
4669 inven_item_optimize(INVEN_PACK);
4676 * @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.
4679 static void process_upkeep_with_speed(void)
4681 /* Give the player some energy */
4682 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4684 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4688 if (p_ptr->enchant_energy_need > 0) return;
4690 while (p_ptr->enchant_energy_need <= 0)
4692 /* Handle the player song */
4693 if (!load) check_music();
4695 /* Hex - Handle the hex spells */
4696 if (!load) check_hex();
4697 if (!load) revenge_spell();
4699 /* There is some randomness of needed energy */
4700 p_ptr->enchant_energy_need += ENERGY_NEED();
4705 * @brief プレイヤーの行動処理 / Process the player
4708 * Notice the annoying code to handle "pack overflow", which\n
4709 * must come first just in case somebody manages to corrupt\n
4710 * the savefiles by clever use of menu commands or something.\n
4712 static void process_player(void)
4716 /*** Apply energy ***/
4720 msg_print(_("何か変わった気がする!", "You feel different!"));
4722 (void)gain_random_mutation(0);
4723 hack_mutation = FALSE;
4726 if (invoking_midnight_curse)
4729 activate_ty_curse(FALSE, &count);
4730 invoking_midnight_curse = FALSE;
4733 if (p_ptr->inside_battle)
4735 for(i = 1; i < m_max; i++)
4737 monster_type *m_ptr = &m_list[i];
4739 if (!m_ptr->r_idx) continue;
4741 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4742 update_monster(i, FALSE);
4747 /* Give the player some energy */
4748 else if (!(load && p_ptr->energy_need <= 0))
4750 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4754 if (p_ptr->energy_need > 0) return;
4755 if (!command_rep) prt_time();
4757 /*** Check for interupts ***/
4759 /* Complete resting */
4763 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4766 if ((p_ptr->chp == p_ptr->mhp) &&
4767 (p_ptr->csp >= p_ptr->msp))
4769 set_action(ACTION_NONE);
4773 /* Complete resting */
4774 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4777 if ((p_ptr->chp == p_ptr->mhp) &&
4778 (p_ptr->csp >= p_ptr->msp) &&
4779 !p_ptr->blind && !p_ptr->confused &&
4780 !p_ptr->poisoned && !p_ptr->afraid &&
4781 !p_ptr->stun && !p_ptr->cut &&
4782 !p_ptr->slow && !p_ptr->paralyzed &&
4783 !p_ptr->image && !p_ptr->word_recall &&
4784 !p_ptr->alter_reality)
4786 set_action(ACTION_NONE);
4791 if (p_ptr->action == ACTION_FISH)
4793 Term_xtra(TERM_XTRA_DELAY, 10);
4797 bool success = FALSE;
4798 get_mon_num_prep(monster_is_fishing_target,NULL);
4799 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4801 if (r_idx && one_in_(2))
4804 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4805 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4806 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4808 GAME_TEXT m_name[MAX_NLEN];
4809 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4810 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4816 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4818 disturb(FALSE, TRUE);
4822 /* Handle "abort" */
4825 /* Check for "player abort" (semi-efficiently for resting) */
4826 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4831 /* Check for a key */
4834 flush(); /* Flush input */
4836 disturb(FALSE, TRUE);
4838 /* Hack -- Show a Message */
4839 msg_print(_("中断しました。", "Canceled."));
4844 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4846 monster_type *m_ptr = &m_list[p_ptr->riding];
4847 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4849 if (MON_CSLEEP(m_ptr))
4851 GAME_TEXT m_name[MAX_NLEN];
4854 (void)set_monster_csleep(p_ptr->riding, 0);
4855 monster_desc(m_name, m_ptr, 0);
4856 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4859 if (MON_STUNNED(m_ptr))
4861 /* Hack -- Recover from stun */
4862 if (set_monster_stunned(p_ptr->riding,
4863 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4865 GAME_TEXT m_name[MAX_NLEN];
4866 monster_desc(m_name, m_ptr, 0);
4867 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4871 if (MON_CONFUSED(m_ptr))
4873 /* Hack -- Recover from confusion */
4874 if (set_monster_confused(p_ptr->riding,
4875 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4877 GAME_TEXT m_name[MAX_NLEN];
4878 monster_desc(m_name, m_ptr, 0);
4879 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4883 if (MON_MONFEAR(m_ptr))
4885 /* Hack -- Recover from fear */
4886 if(set_monster_monfear(p_ptr->riding,
4887 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4889 GAME_TEXT m_name[MAX_NLEN];
4890 monster_desc(m_name, m_ptr, 0);
4891 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4895 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4902 if (p_ptr->lightspeed)
4904 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4906 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4908 if(P_PTR_KI < 40) P_PTR_KI = 0;
4909 else P_PTR_KI -= 40;
4910 p_ptr->update |= (PU_BONUS);
4912 if (p_ptr->action == ACTION_LEARN)
4915 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4917 /* Convert the unit (1/2^16) to (1/2^32) */
4918 s64b_LSHIFT(cost, cost_frac, 16);
4920 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4924 p_ptr->csp_frac = 0;
4925 set_action(ACTION_NONE);
4930 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4932 p_ptr->redraw |= PR_MANA;
4935 if (p_ptr->special_defense & KATA_MASK)
4937 if (p_ptr->special_defense & KATA_MUSOU)
4941 set_action(ACTION_NONE);
4946 p_ptr->redraw |= (PR_MANA);
4951 /*** Handle actual user input ***/
4953 /* Repeat until out of energy */
4954 while (p_ptr->energy_need <= 0)
4956 p_ptr->window |= PW_PLAYER;
4957 p_ptr->sutemi = FALSE;
4958 p_ptr->counter = FALSE;
4959 now_damaged = FALSE;
4963 /* Place the cursor on the player */
4964 move_cursor_relative(p_ptr->y, p_ptr->x);
4966 /* Refresh (optional) */
4967 if (fresh_before) Term_fresh();
4969 /* Hack -- Pack Overflow */
4972 /* Hack -- cancel "lurking browse mode" */
4973 if (!command_new) command_see = FALSE;
4975 /* Assume free turn */
4976 p_ptr->energy_use = 0;
4978 if (p_ptr->inside_battle)
4980 /* Place the cursor on the player */
4981 move_cursor_relative(p_ptr->y, p_ptr->x);
4983 command_cmd = SPECIAL_KEY_BUILDING;
4985 /* Process the command */
4989 /* Paralyzed or Knocked Out */
4990 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4992 p_ptr->energy_use = 100;
4996 else if (p_ptr->action == ACTION_REST)
5001 /* Reduce rest count */
5004 if (!resting) set_action(ACTION_NONE);
5005 p_ptr->redraw |= (PR_STATE);
5008 p_ptr->energy_use = 100;
5012 else if (p_ptr->action == ACTION_FISH)
5014 p_ptr->energy_use = 100;
5026 else if (travel.run)
5033 /* Repeated command */
5034 else if (command_rep)
5036 /* Count this execution */
5039 p_ptr->redraw |= (PR_STATE);
5042 /* Hack -- Assume messages were seen */
5045 /* Clear the top line */
5048 /* Process the command */
5052 /* Normal command */
5055 /* Place the cursor on the player */
5056 move_cursor_relative(p_ptr->y, p_ptr->x);
5059 /* Get a command (normal) */
5060 request_command(FALSE);
5063 /* Process the command */
5068 /* Hack -- Pack Overflow */
5075 if (p_ptr->energy_use)
5077 /* Use some energy */
5078 if (world_player || p_ptr->energy_use > 400)
5080 /* The Randomness is irrelevant */
5081 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5085 /* There is some randomness of needed energy */
5086 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5089 /* Hack -- constant hallucination */
5090 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5093 /* Shimmer monsters if needed */
5094 if (shimmer_monsters)
5096 /* Clear the flag */
5097 shimmer_monsters = FALSE;
5099 /* Shimmer multi-hued monsters */
5100 for (i = 1; i < m_max; i++)
5102 monster_type *m_ptr;
5103 monster_race *r_ptr;
5105 /* Access monster */
5108 /* Skip dead monsters */
5109 if (!m_ptr->r_idx) continue;
5111 /* Skip unseen monsters */
5112 if (!m_ptr->ml) continue;
5114 /* Access the monster race */
5115 r_ptr = &r_info[m_ptr->ap_r_idx];
5117 /* Skip non-multi-hued monsters */
5118 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5121 /* Reset the flag */
5122 shimmer_monsters = TRUE;
5124 /* Redraw regardless */
5125 lite_spot(m_ptr->fy, m_ptr->fx);
5130 /* Handle monster detection */
5131 if (repair_monsters)
5133 /* Reset the flag */
5134 repair_monsters = FALSE;
5136 /* Rotate detection flags */
5137 for (i = 1; i < m_max; i++)
5139 monster_type *m_ptr;
5141 /* Access monster */
5144 /* Skip dead monsters */
5145 if (!m_ptr->r_idx) continue;
5147 /* Nice monsters get mean */
5148 if (m_ptr->mflag & MFLAG_NICE)
5150 /* Nice monsters get mean */
5151 m_ptr->mflag &= ~(MFLAG_NICE);
5154 /* Handle memorized monsters */
5155 if (m_ptr->mflag2 & MFLAG2_MARK)
5157 /* Maintain detection */
5158 if (m_ptr->mflag2 & MFLAG2_SHOW)
5161 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5163 /* Still need repairs */
5164 repair_monsters = TRUE;
5167 /* Remove detection */
5171 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5173 /* Assume invisible */
5175 update_monster(i, FALSE);
5177 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5178 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5180 /* Redraw regardless */
5181 lite_spot(m_ptr->fy, m_ptr->fx);
5186 if (p_ptr->pclass == CLASS_IMITATOR)
5188 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5191 for (i = 0; i < p_ptr->mane_num; i++)
5193 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5194 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5198 p_ptr->redraw |= (PR_IMITATION);
5200 if (p_ptr->action == ACTION_LEARN)
5203 p_ptr->redraw |= (PR_STATE);
5206 if (world_player && (p_ptr->energy_need > - 1000))
5209 p_ptr->redraw |= (PR_MAP);
5210 p_ptr->update |= (PU_MONSTERS);
5212 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5214 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5216 world_player = FALSE;
5217 p_ptr->energy_need = ENERGY_NEED();
5219 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5224 /* Hack -- notice death */
5225 if (!p_ptr->playing || p_ptr->is_dead)
5227 world_player = FALSE;
5232 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5234 /* Handle "leaving" */
5235 if (p_ptr->leaving) break;
5238 /* Update scent trail */
5243 * @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.
5247 * 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、
5248 * ゲームを終了するかのいずれかまでループする。
5251 * This function will not exit until the level is completed,\n
5252 * the user dies, or the game is terminated.\n
5255 static void dungeon(bool load_game)
5259 /* Set the base level */
5260 base_level = dun_level;
5262 /* Reset various flags */
5263 is_loading_now = FALSE;
5266 p_ptr->leaving = FALSE;
5268 /* Reset the "command" vars */
5271 #if 0 /* Don't reset here --- It's used for Arena */
5280 /* Cancel the target */
5284 ambush_flag = FALSE;
5286 /* Cancel the health bar */
5289 /* Check visual effects */
5290 shimmer_monsters = TRUE;
5291 shimmer_objects = TRUE;
5292 repair_monsters = TRUE;
5293 repair_objects = TRUE;
5296 disturb(TRUE, TRUE);
5298 /* Get index of current quest (if any) */
5299 quest_num = quest_number(dun_level);
5301 /* Inside a quest? */
5304 /* Mark the quest monster */
5305 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5308 /* Track maximum player level */
5309 if (p_ptr->max_plv < p_ptr->lev)
5311 p_ptr->max_plv = p_ptr->lev;
5315 /* Track maximum dungeon level (if not in quest -KMW-) */
5316 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5318 max_dlv[dungeon_type] = dun_level;
5319 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5322 (void)calculate_upkeep();
5324 /* Validate the panel */
5325 panel_bounds_center();
5327 /* Verify the panel */
5333 /* Enter "xtra" mode */
5334 character_xtra = TRUE;
5336 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5338 /* Redraw dungeon */
5339 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5341 p_ptr->redraw |= (PR_MAP);
5343 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5345 /* Update lite/view */
5346 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5347 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5349 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5352 /* Leave "xtra" mode */
5353 character_xtra = FALSE;
5355 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5356 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5360 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5361 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5362 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5364 if (p_ptr->inside_battle)
5368 p_ptr->energy_need = 0;
5373 msg_print(_("試合開始!", "Ready..Fight!"));
5378 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5379 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5381 /* Hack -- notice death or departure */
5382 if (!p_ptr->playing || p_ptr->is_dead) return;
5384 /* Print quest message if appropriate */
5385 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5387 quest_discovery(random_quest_number(dun_level));
5388 p_ptr->inside_quest = random_quest_number(dun_level);
5390 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5392 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5394 msg_format("この階には%sの主である%sが棲んでいる。",
5395 d_name+d_info[dungeon_type].name,
5396 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5398 msg_format("%^s lives in this level as the keeper of %s.",
5399 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5400 d_name+d_info[dungeon_type].name);
5404 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5406 /*** Process this dungeon level ***/
5408 /* Reset the monster generation level */
5409 monster_level = base_level;
5411 /* Reset the object generation level */
5412 object_level = base_level;
5414 is_loading_now = TRUE;
5416 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5417 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5418 p_ptr->energy_need = 0;
5420 /* Not leaving dungeon */
5421 p_ptr->leaving_dungeon = FALSE;
5423 /* Initialize monster process */
5429 /* Hack -- Compact the monster list occasionally */
5430 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5432 /* Hack -- Compress the monster list occasionally */
5433 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5436 /* Hack -- Compact the object list occasionally */
5437 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5439 /* Hack -- Compress the object list occasionally */
5440 if (o_cnt + 32 < o_max) compact_objects(0);
5442 /* Process the player */
5444 process_upkeep_with_speed();
5446 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5449 /* Hack -- Hilite the player */
5450 move_cursor_relative(p_ptr->y, p_ptr->x);
5452 /* Optional fresh */
5453 if (fresh_after) Term_fresh();
5455 /* Hack -- Notice death or departure */
5456 if (!p_ptr->playing || p_ptr->is_dead) break;
5458 /* Process all of the monsters */
5463 /* Hack -- Hilite the player */
5464 move_cursor_relative(p_ptr->y, p_ptr->x);
5466 /* Optional fresh */
5467 if (fresh_after) Term_fresh();
5469 /* Hack -- Notice death or departure */
5470 if (!p_ptr->playing || p_ptr->is_dead) break;
5472 /* Process the world */
5477 /* Hack -- Hilite the player */
5478 move_cursor_relative(p_ptr->y, p_ptr->x);
5480 /* Optional fresh */
5481 if (fresh_after) Term_fresh();
5483 /* Hack -- Notice death or departure */
5484 if (!p_ptr->playing || p_ptr->is_dead) break;
5486 /* Count game turns */
5489 if (dungeon_turn < dungeon_turn_limit)
5491 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5492 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5495 prevent_turn_overflow();
5497 /* Handle "leaving" */
5498 if (p_ptr->leaving) break;
5500 if (wild_regen) wild_regen--;
5503 /* Inside a quest and non-unique questor? */
5504 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5506 /* Un-mark the quest monster */
5507 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5510 /* Not save-and-quit and not dead? */
5511 if (p_ptr->playing && !p_ptr->is_dead)
5514 * Maintain Unique monsters and artifact, save current
5515 * floor, then prepare next floor
5519 /* Forget the flag */
5520 reinit_wilderness = FALSE;
5523 /* Write about current level on the play record once per level */
5529 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5532 * Modified by Arcum Dagsson to support
5533 * separate macro files for different realms.
5535 static void load_all_pref_files(void)
5539 /* Access the "user" pref file */
5540 sprintf(buf, "user.prf");
5542 /* Process that file */
5543 process_pref_file(buf);
5545 /* Access the "user" system pref file */
5546 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5548 /* Process that file */
5549 process_pref_file(buf);
5551 /* Access the "race" pref file */
5552 sprintf(buf, "%s.prf", rp_ptr->title);
5554 /* Process that file */
5555 process_pref_file(buf);
5557 /* Access the "class" pref file */
5558 sprintf(buf, "%s.prf", cp_ptr->title);
5560 /* Process that file */
5561 process_pref_file(buf);
5563 /* Access the "character" pref file */
5564 sprintf(buf, "%s.prf", player_base);
5566 /* Process that file */
5567 process_pref_file(buf);
5569 /* Access the "realm 1" pref file */
5570 if (p_ptr->realm1 != REALM_NONE)
5572 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5574 /* Process that file */
5575 process_pref_file(buf);
5578 /* Access the "realm 2" pref file */
5579 if (p_ptr->realm2 != REALM_NONE)
5581 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5583 /* Process that file */
5584 process_pref_file(buf);
5588 /* Load an autopick preference file */
5589 autopick_load_pref(FALSE);
5594 * @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
5597 void extract_option_vars(void)
5601 for (i = 0; option_info[i].o_desc; i++)
5603 int os = option_info[i].o_set;
5604 int ob = option_info[i].o_bit;
5606 /* Set the "default" options */
5607 if (option_info[i].o_var)
5610 if (option_flag[os] & (1L << ob))
5613 (*option_info[i].o_var) = TRUE;
5620 (*option_info[i].o_var) = FALSE;
5628 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5631 void determine_bounty_uniques(void)
5635 monster_race *r_ptr;
5637 get_mon_num_prep(NULL, NULL);
5638 for (i = 0; i < MAX_KUBI; i++)
5642 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5643 r_ptr = &r_info[kubi_r_idx[i]];
5645 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5647 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5649 if (r_ptr->rarity > 100) continue;
5651 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5653 for (j = 0; j < i; j++)
5654 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5661 for (i = 0; i < MAX_KUBI - 1; i++)
5663 for (j = i; j < MAX_KUBI; j++)
5665 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5667 tmp = kubi_r_idx[i];
5668 kubi_r_idx[i] = kubi_r_idx[j];
5669 kubi_r_idx[j] = tmp;
5677 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5679 * @note conv_old is used if loaded 0.0.3 or older save file
5681 void determine_today_mon(bool conv_old)
5684 bool old_inside_battle = p_ptr->inside_battle;
5685 monster_race *r_ptr;
5689 for (i = 0; i < max_d_idx; i++)
5691 if (max_dlv[i] < d_info[i].mindepth) continue;
5692 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5695 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5697 p_ptr->inside_battle = TRUE;
5698 get_mon_num_prep(NULL, NULL);
5702 today_mon = get_mon_num(max_dl);
5703 r_ptr = &r_info[today_mon];
5705 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5706 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5707 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5708 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5709 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5710 if (r_ptr->rarity > 10) continue;
5714 p_ptr->today_mon = 0;
5715 p_ptr->inside_battle = old_inside_battle;
5719 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5722 * If the "new_game" parameter is true, then, after loading the
5723 * savefile, we will commit suicide, if necessary, to allow the
5724 * player to start a new game.
5726 void play_game(bool new_game)
5729 bool load_game = TRUE;
5730 bool init_random_seed = FALSE;
5740 else if (chuukei_server)
5742 prepare_chuukei_hooks();
5753 hack_mutation = FALSE;
5755 /* Hack -- Character is "icky" */
5756 character_icky = TRUE;
5758 /* Make sure main term is active */
5759 Term_activate(angband_term[0]);
5761 /* Initialise the resize hooks */
5762 angband_term[0]->resize_hook = resize_map;
5764 for (i = 1; i < 8; i++)
5766 /* Does the term exist? */
5767 if (angband_term[i])
5769 /* Add the redraw on resize hook */
5770 angband_term[i]->resize_hook = redraw_window;
5774 /* Hack -- turn off the cursor */
5775 (void)Term_set_cursor(0);
5778 /* Attempt to load */
5781 quit(_("セーブファイルが壊れています", "broken savefile"));
5784 /* Extract the options */
5785 extract_option_vars();
5787 /* Report waited score */
5788 if (p_ptr->wait_report_score)
5793 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))
5796 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5797 update_creature(p_ptr);
5799 p_ptr->is_dead = TRUE;
5801 start_time = (u32b)time(NULL);
5803 /* No suspending now */
5804 signals_ignore_tstp();
5806 /* Hack -- Character is now "icky" */
5807 character_icky = TRUE;
5809 /* Build the filename */
5810 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5812 /* Open the high score file, for reading/writing */
5813 highscore_fd = fd_open(buf, O_RDWR);
5815 /* 町名消失バグ対策(#38205) Init the wilderness */
5816 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5818 /* Handle score, show Top scores */
5819 success = send_world_score(TRUE);
5821 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))
5823 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5828 p_ptr->wait_report_score = FALSE;
5830 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5832 /* Shut the high score file */
5833 (void)fd_close(highscore_fd);
5835 /* Forget the high score fd */
5838 /* Allow suspending now */
5839 signals_handle_tstp();
5844 creating_savefile = new_game;
5846 /* Nothing loaded */
5847 if (!character_loaded)
5849 /* Make new player */
5852 /* The dungeon is not ready */
5853 character_dungeon = FALSE;
5855 /* Prepare to init the RNG */
5856 init_random_seed = TRUE;
5858 /* Initialize the saved floors data */
5859 init_saved_floors(FALSE);
5862 /* Old game is loaded. But new game is requested. */
5865 /* Initialize the saved floors data */
5866 init_saved_floors(TRUE);
5869 /* Process old character */
5872 /* Process the player name */
5873 process_player_name(FALSE);
5877 if (init_random_seed)
5882 /* Roll new character */
5885 /* The dungeon is not ready */
5886 character_dungeon = FALSE;
5890 p_ptr->inside_quest = 0;
5891 p_ptr->inside_arena = FALSE;
5892 p_ptr->inside_battle = FALSE;
5896 /* Hack -- seed for flavors */
5897 seed_flavor = randint0(0x10000000);
5899 /* Hack -- seed for town layout */
5900 seed_town = randint0(0x10000000);
5902 /* Roll up a new character */
5910 determine_bounty_uniques();
5911 determine_today_mon(FALSE);
5913 /* Initialize object array */
5918 write_level = FALSE;
5920 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5922 " ---- Restart Game ----"));
5925 * 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。
5926 * 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。
5928 if (p_ptr->riding == -1)
5931 for (i = m_max; i > 0; i--)
5933 if (player_bold(m_list[i].fy, m_list[i].fx))
5942 creating_savefile = FALSE;
5944 p_ptr->teleport_town = FALSE;
5945 p_ptr->sutemi = FALSE;
5946 world_monster = FALSE;
5947 now_damaged = FALSE;
5949 start_time = time(NULL) - 1;
5950 record_o_name[0] = '\0';
5952 /* Reset map panel */
5953 panel_row_min = cur_hgt;
5954 panel_col_min = cur_wid;
5956 /* Sexy gal gets bonus to maximum weapon skill of whip */
5957 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5958 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5960 /* Fill the arrays of floors and walls in the good proportions */
5961 set_floor_and_wall(dungeon_type);
5963 /* Flavor the objects */
5966 /* Flash a message */
5967 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5969 /* Flush the message */
5973 /* Hack -- Enter wizard mode */
5976 if (enter_wizard_mode())
5978 p_ptr->wizard = TRUE;
5980 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5982 /* Initialize the saved floors data */
5983 init_saved_floors(TRUE);
5986 p_ptr->inside_quest = 0;
5988 /* Avoid crash in update_view() */
5989 p_ptr->y = p_ptr->x = 10;
5992 else if (p_ptr->is_dead)
5994 quit("Already dead.");
5998 /* Initialize the town-buildings if necessary */
5999 if (!dun_level && !p_ptr->inside_quest)
6001 /* Init the wilderness */
6003 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6006 init_flags = INIT_ONLY_BUILDINGS;
6008 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6010 select_floor_music();
6014 /* Generate a dungeon level if needed */
6015 if (!character_dungeon)
6022 /* HACK -- Restore from panic-save */
6023 if (p_ptr->panic_save)
6025 /* No player? -- Try to regenerate floor */
6026 if (!p_ptr->y || !p_ptr->x)
6028 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."));
6032 /* Still no player? -- Try to locate random place */
6033 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6035 /* No longer in panic */
6036 p_ptr->panic_save = 0;
6040 /* Character is now "complete" */
6041 character_generated = TRUE;
6044 /* Hack -- Character is no longer "icky" */
6045 character_icky = FALSE;
6051 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6052 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6057 p_ptr->playing = TRUE;
6059 /* Reset the visual mappings */
6062 /* Load the "pref" files */
6063 load_all_pref_files();
6065 /* Give startup outfit (after loading pref files) */
6071 /* React to changes */
6072 Term_xtra(TERM_XTRA_REACT, 0);
6074 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6075 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6078 /* Set or clear "rogue_like_commands" if requested */
6079 if (arg_force_original) rogue_like_commands = FALSE;
6080 if (arg_force_roguelike) rogue_like_commands = TRUE;
6082 /* Hack -- Enforce "delayed death" */
6083 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6085 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6087 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6089 monster_type *m_ptr;
6090 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6091 monster_race *r_ptr = &r_info[pet_r_idx];
6092 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6093 (PM_FORCE_PET | PM_NO_KAGE));
6094 m_ptr = &m_list[hack_m_idx_ii];
6095 m_ptr->mspeed = r_ptr->speed;
6096 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6097 m_ptr->max_maxhp = m_ptr->maxhp;
6098 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6099 m_ptr->dealt_damage = 0;
6100 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6103 (void)combine_and_reorder_home(STORE_HOME);
6104 (void)combine_and_reorder_home(STORE_MUSEUM);
6106 select_floor_music();
6111 /* Process the level */
6115 /* Hack -- prevent "icky" message */
6116 character_xtra = TRUE;
6120 character_xtra = FALSE;
6122 /* Cancel the target */
6125 /* Cancel the health bar */
6132 /* Handle "quit and save" */
6133 if (!p_ptr->playing && !p_ptr->is_dead) break;
6135 /* Erase the old cave */
6137 if (!p_ptr->is_dead) wipe_m_list();
6144 /* Accidental Death */
6145 if (p_ptr->playing && p_ptr->is_dead)
6147 if (p_ptr->inside_arena)
6149 p_ptr->inside_arena = FALSE;
6150 if (p_ptr->arena_number > MAX_ARENA_MONS)
6151 p_ptr->arena_number++;
6153 p_ptr->arena_number = -1 - p_ptr->arena_number;
6154 p_ptr->is_dead = FALSE;
6156 p_ptr->chp_frac = 0;
6157 p_ptr->exit_bldg = TRUE;
6160 /* Leave through the exit */
6161 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6163 /* prepare next floor */
6168 /* Mega-Hack -- Allow player to cheat death */
6169 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6171 /* Mark social class, reset age, if needed */
6172 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6178 p_ptr->noscore |= 0x0001;
6180 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."));
6183 (void)life_stream(FALSE, FALSE);
6185 if (p_ptr->pclass == CLASS_MAGIC_EATER)
6188 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6190 p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6192 for (; magic_idx < EATER_EXT*3; magic_idx++)
6194 p_ptr->magic_num1[magic_idx] = 0;
6198 /* Restore spell points */
6199 p_ptr->csp = p_ptr->msp;
6200 p_ptr->csp_frac = 0;
6202 /* Hack -- cancel recall */
6203 if (p_ptr->word_recall)
6205 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6208 /* Hack -- Prevent recall */
6209 p_ptr->word_recall = 0;
6210 p_ptr->redraw |= (PR_STATUS);
6213 /* Hack -- cancel alter */
6214 if (p_ptr->alter_reality)
6216 /* Hack -- Prevent alter */
6217 p_ptr->alter_reality = 0;
6218 p_ptr->redraw |= (PR_STATUS);
6221 /* Note cause of death */
6222 (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6225 p_ptr->is_dead = FALSE;
6227 /* Hack -- Prevent starvation */
6228 (void)set_food(PY_FOOD_MAX - 1);
6231 p_ptr->inside_arena = FALSE;
6232 p_ptr->inside_battle = FALSE;
6234 p_ptr->inside_quest = 0;
6235 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6237 if (lite_town || vanilla_town)
6239 p_ptr->wilderness_y = 1;
6240 p_ptr->wilderness_x = 1;
6254 p_ptr->wilderness_y = 48;
6255 p_ptr->wilderness_x = 5;
6261 p_ptr->wild_mode = FALSE;
6262 p_ptr->leaving = TRUE;
6264 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
6268 /* Prepare next floor */
6275 /* Handle "death" */
6276 if (p_ptr->is_dead) break;
6278 /* Make a new level */
6290 * @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
6291 * @param hoge ゲームターン
6292 * @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。
6293 * @return 修正をかけた後のゲームターン
6295 s32b turn_real(s32b hoge)
6297 switch (p_ptr->start_race)
6303 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6310 * @brief ターンのオーバーフローに対する対処
6311 * @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.
6312 * @return 修正をかけた後のゲームターン
6314 void prevent_turn_overflow(void)
6316 int rollback_days, i, j;
6317 s32b rollback_turns;
6319 if (turn < turn_limit) return;
6321 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6322 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6324 if (turn > rollback_turns) turn -= rollback_turns;
6325 else turn = 1; /* Paranoia */
6326 if (old_turn > rollback_turns) old_turn -= rollback_turns;
6328 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6329 else old_battle = 1;
6330 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6331 else p_ptr->feeling_turn = 1;
6333 for (i = 1; i < max_towns; i++)
6335 for (j = 0; j < MAX_STORES; j++)
6337 store_type *st_ptr = &town[i].store[j];
6339 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6341 st_ptr->last_visit -= rollback_turns;
6342 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6345 if (st_ptr->store_open)
6347 st_ptr->store_open -= rollback_turns;
6348 if (st_ptr->store_open < 1) st_ptr->store_open = 1;