4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int percent)
874 s32b old_csp = p_ptr->csp;
877 * Excess mana will decay 32 times faster than normal
880 if (p_ptr->csp > p_ptr->msp)
882 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
884 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
886 /* Convert the unit (1/2^16) to (1/2^32) */
887 s64b_LSHIFT(decay, decay_frac, 16);
890 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
893 if (p_ptr->csp < p_ptr->msp)
895 p_ptr->csp = p_ptr->msp;
900 /* Regenerating mana (unless the player has excess mana) */
901 else if (percent > 0)
903 /* (percent/100) is the Regen factor in unit (1/2^16) */
905 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
907 /* Convert the unit (1/2^16) to (1/2^32) */
908 s64b_LSHIFT(new_mana, new_mana_frac, 16);
911 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
913 /* Must set frac to zero even if equal */
914 if (p_ptr->csp >= p_ptr->msp)
916 p_ptr->csp = p_ptr->msp;
922 /* Reduce mana (even when the player has excess mana) */
925 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
926 s32b reduce_mana = 0;
927 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
929 /* Convert the unit (1/2^16) to (1/2^32) */
930 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
933 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
945 if (old_csp != p_ptr->csp)
948 p_ptr->redraw |= (PR_MANA);
951 p_ptr->window |= (PW_PLAYER);
952 p_ptr->window |= (PW_SPELL);
963 static void regenmagic(int percent)
968 for (i = 0; i < EATER_EXT*2; i++)
970 if (!p_ptr->magic_num2[i]) continue;
971 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
972 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
973 p_ptr->magic_num1[i] += new_mana;
975 /* Check maximum charge */
976 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
978 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
982 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
984 if (!p_ptr->magic_num1[i]) continue;
985 if (!p_ptr->magic_num2[i]) continue;
986 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
987 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
998 * Regenerate the monsters (once per 100 game turns)
1000 * XXX XXX XXX Should probably be done during monster turns.
1002 static void regen_monsters(void)
1007 /* Regenerate everyone */
1008 for (i = 1; i < m_max; i++)
1010 /* Check the i'th monster */
1011 monster_type *m_ptr = &m_list[i];
1012 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1015 /* Skip dead monsters */
1016 if (!m_ptr->r_idx) continue;
1018 /* Allow regeneration (if needed) */
1019 if (m_ptr->hp < m_ptr->maxhp)
1021 /* Hack -- Base regeneration */
1022 frac = m_ptr->maxhp / 100;
1024 /* Hack -- Minimal regeneration rate */
1025 if (!frac) if (one_in_(2)) frac = 1;
1027 /* Hack -- Some monsters regenerate quickly */
1028 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1030 /* Hack -- Regenerate */
1033 /* Do not over-regenerate */
1034 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1036 /* Redraw (later) if needed */
1037 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1038 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1045 * Regenerate the captured monsters (once per 30 game turns)
1047 * XXX XXX XXX Should probably be done during monster turns.
1049 static void regen_captured_monsters(void)
1054 /* Regenerate everyone */
1055 for (i = 0; i < INVEN_TOTAL; i++)
1057 monster_race *r_ptr;
1058 object_type *o_ptr = &inventory[i];
1060 if (!o_ptr->k_idx) continue;
1061 if (o_ptr->tval != TV_CAPTURE) continue;
1062 if (!o_ptr->pval) continue;
1066 r_ptr = &r_info[o_ptr->pval];
1068 /* Allow regeneration (if needed) */
1069 if (o_ptr->xtra4 < o_ptr->xtra5)
1071 /* Hack -- Base regeneration */
1072 frac = o_ptr->xtra5 / 100;
1074 /* Hack -- Minimal regeneration rate */
1075 if (!frac) if (one_in_(2)) frac = 1;
1077 /* Hack -- Some monsters regenerate quickly */
1078 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1080 /* Hack -- Regenerate */
1081 o_ptr->xtra4 += frac;
1083 /* Do not over-regenerate */
1084 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1091 p_ptr->notice |= (PN_COMBINE);
1094 p_ptr->window |= (PW_INVEN);
1095 p_ptr->window |= (PW_EQUIP);
1101 static void notice_lite_change(object_type *o_ptr)
1103 /* Hack -- notice interesting fuel steps */
1104 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1107 p_ptr->window |= (PW_EQUIP);
1110 /* Hack -- Special treatment when blind */
1113 /* Hack -- save some light for later */
1114 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1117 /* The light is now out */
1118 else if (o_ptr->xtra4 == 0)
1122 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1124 msg_print("Your light has gone out!");
1127 /* Recalculate torch radius */
1128 p_ptr->update |= (PU_TORCH);
1130 /* Some ego light lose its effects without fuel */
1131 p_ptr->update |= (PU_BONUS);
1134 /* The light is getting dim */
1135 else if (o_ptr->name2 == EGO_LITE_LONG)
1137 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1138 && (turn % (TURNS_PER_TICK*2)))
1140 if (disturb_minor) disturb(0, 0);
1142 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1144 msg_print("Your light is growing faint.");
1150 /* The light is getting dim */
1151 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1153 if (disturb_minor) disturb(0, 0);
1155 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1157 msg_print("Your light is growing faint.");
1164 void leave_quest_check(void)
1166 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1167 leaving_quest = p_ptr->inside_quest;
1169 /* Leaving an 'only once' quest marks it as failed */
1170 if (leaving_quest &&
1171 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1172 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1174 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1175 quest[leaving_quest].complev = (byte)p_ptr->lev;
1176 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1178 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1179 if (record_rand_quest)
1180 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1182 /* Floor of random quest will be blocked */
1183 prepare_change_floor_mode(CFM_NO_RETURN);
1185 else if (record_fix_quest)
1186 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1192 * Forcibly pseudo-identify an object in the inventory
1195 * note: currently this function allows pseudo-id of any object,
1196 * including silly ones like potions & scrolls, which always
1197 * get '{average}'. This should be changed, either to stop such
1198 * items from being pseudo-id'd, or to allow psychometry to
1199 * detect whether the unidentified potion/scroll/etc is
1200 * good (Cure Light Wounds, Restore Strength, etc) or
1201 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1203 bool psychometry(void)
1207 char o_name[MAX_NLEN];
1212 item_tester_no_ryoute = TRUE;
1215 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1216 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1218 q = "Meditate on which item? ";
1219 s = "You have nothing appropriate.";
1222 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1224 /* Get the item (in the pack) */
1227 o_ptr = &inventory[item];
1230 /* Get the item (on the floor) */
1233 o_ptr = &o_list[0 - item];
1236 /* It is fully known, no information needed */
1237 if (object_is_known(o_ptr))
1240 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1242 msg_print("You cannot find out anything more about that.");
1248 /* Check for a feeling */
1249 feel = value_check_aux1(o_ptr);
1251 /* Get an object description */
1252 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1254 /* Skip non-feelings */
1258 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1260 msg_format("You do not perceive anything unusual about the %s.", o_name);
1267 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1268 o_name, game_inscriptions[feel]);
1270 msg_format("You feel that the %s %s %s...",
1271 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1272 game_inscriptions[feel]);
1276 /* We have "felt" it */
1277 o_ptr->ident |= (IDENT_SENSE);
1280 o_ptr->feeling = feel;
1282 /* Player touches it */
1283 o_ptr->marked |= OM_TOUCHED;
1285 /* Combine / Reorder the pack (later) */
1286 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1289 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1291 /* Valid "tval" codes */
1292 switch (o_ptr->tval)
1320 /* Auto-inscription/destroy */
1321 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1323 /* Something happened */
1329 * If player has inscribed the object with "!!", let him know when it's
1332 static void recharged_notice(object_type *o_ptr)
1334 char o_name[MAX_NLEN];
1338 /* No inscription */
1339 if (!o_ptr->inscription) return;
1342 s = my_strchr(quark_str(o_ptr->inscription), '!');
1344 /* Process notification request. */
1347 /* Find another '!' */
1350 /* Describe (briefly) */
1351 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1353 /* Notify the player */
1355 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1357 if (o_ptr->number > 1)
1358 msg_format("Your %s are recharged.", o_name);
1360 msg_format("Your %s is recharged.", o_name);
1369 /* Keep looking for '!'s */
1370 s = my_strchr(s + 1, '!');
1375 static void check_music(void)
1380 u32b need_mana_frac;
1382 /* Music singed by player */
1383 if (p_ptr->pclass != CLASS_BARD) return;
1384 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1386 if (p_ptr->anti_magic)
1392 spell = p_ptr->magic_num2[0];
1393 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1395 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1399 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1401 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1408 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1410 p_ptr->redraw |= PR_MANA;
1411 if (p_ptr->magic_num1[1])
1413 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1414 p_ptr->magic_num1[1] = 0;
1416 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1418 msg_print("You restart singing.");
1420 p_ptr->action = ACTION_SING;
1422 /* Recalculate bonuses */
1423 p_ptr->update |= (PU_BONUS | PU_HP);
1425 /* Redraw map and status bar */
1426 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1428 /* Update monsters */
1429 p_ptr->update |= (PU_MONSTERS);
1432 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1435 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1436 p_ptr->spell_exp[spell] += 5;
1437 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1438 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1439 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1440 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1441 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1442 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1444 /* Do any effects of continual song */
1445 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1449 /* Choose one of items that have cursed flag */
1450 static object_type *choose_cursed_obj_name(u32b flag)
1453 int choices[INVEN_TOTAL-INVEN_RARM];
1456 /* Paranoia -- Player has no warning-item */
1457 if (!(p_ptr->cursed & flag)) return NULL;
1459 /* Search Inventry */
1460 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1462 object_type *o_ptr = &inventory[i];
1464 if (o_ptr->curse_flags & flag)
1466 choices[number] = i;
1471 /* Choice one of them */
1472 return (&inventory[choices[randint0(number)]]);
1477 * Handle timed damage and regeneration every 10 game turns
1479 static void process_world_aux_hp_and_sp(void)
1481 feature_type *f_ptr = &f_info[cave[py][px].feat];
1482 bool cave_no_regen = FALSE;
1483 int upkeep_factor = 0;
1486 /* Default regeneration */
1487 int regen_amount = PY_REGEN_NORMAL;
1490 /*** Damage over Time ***/
1492 /* Take damage from poison */
1493 if (p_ptr->poisoned && !IS_INVULN())
1497 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1499 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1504 /* Take damage from cuts */
1505 if (p_ptr->cut && !IS_INVULN())
1509 /* Mortal wound or Deep Gash */
1510 if (p_ptr->cut > 1000)
1515 else if (p_ptr->cut > 200)
1521 else if (p_ptr->cut > 100)
1526 else if (p_ptr->cut > 50)
1531 else if (p_ptr->cut > 25)
1536 else if (p_ptr->cut > 10)
1549 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1551 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1557 /* (Vampires) Take damage from sunlight */
1558 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1560 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1562 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1566 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1567 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1569 msg_print("The sun's rays scorch your undead flesh!");
1570 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1573 cave_no_regen = TRUE;
1577 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1578 !p_ptr->resist_lite)
1580 object_type * o_ptr = &inventory[INVEN_LITE];
1581 char o_name [MAX_NLEN];
1582 char ouch [MAX_NLEN+40];
1584 /* Get an object description */
1585 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1588 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1590 msg_format("The %s scorches your undead flesh!", o_name);
1594 cave_no_regen = TRUE;
1596 /* Get an object description */
1597 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1600 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1602 sprintf(ouch, "wielding %s", o_name);
1605 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1609 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1613 if (have_flag(f_ptr->flags, FF_DEEP))
1615 damage = 6000 + randint0(4000);
1617 else if (!p_ptr->levitation)
1619 damage = 3000 + randint0(2000);
1624 if (prace_is_(RACE_ENT)) damage += damage / 3;
1625 if (p_ptr->resist_fire) damage = damage / 3;
1626 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1628 if (p_ptr->levitation) damage = damage / 5;
1630 damage = damage / 100 + (randint0(100) < (damage % 100));
1632 if (p_ptr->levitation)
1635 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1636 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1638 msg_print("The heat burns you!");
1639 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1644 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1646 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1648 msg_format("The %s burns you!", name);
1650 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1653 cave_no_regen = TRUE;
1657 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1658 !p_ptr->levitation && !p_ptr->can_swim)
1660 if (p_ptr->total_weight > weight_limit())
1664 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1665 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1667 msg_print("You are drowning!");
1668 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1671 cave_no_regen = TRUE;
1678 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1680 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1681 if (prace_is_(RACE_ENT)) damage += damage / 3;
1682 if (p_ptr->resist_fire) damage = damage / 3;
1683 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1685 msg_print("Ç®¤¤¡ª");
1686 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1688 msg_print("It's hot!");
1689 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1692 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1694 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1695 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1696 if (p_ptr->resist_elec) damage = damage / 3;
1697 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1699 msg_print("Äˤ¤¡ª");
1700 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1702 msg_print("It hurts!");
1703 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1706 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1708 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1709 if (p_ptr->resist_cold) damage = damage / 3;
1710 if (IS_OPPOSE_COLD()) damage = damage / 3;
1712 msg_print("Î䤿¤¤¡ª");
1713 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1715 msg_print("It's cold!");
1716 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1721 /* Spectres -- take damage when moving through walls */
1723 * Added: ANYBODY takes damage if inside through walls
1724 * without wraith form -- NOTE: Spectres will never be
1725 * reduced below 0 hp by being inside a stone wall; others
1728 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1730 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1731 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1735 cave_no_regen = TRUE;
1737 if (p_ptr->pass_wall)
1740 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1743 msg_print("Your molecules feel disrupted!");
1744 dam_desc = "density";
1750 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1751 dam_desc = "¹Å¤¤´ä";
1753 msg_print("You are being crushed!");
1754 dam_desc = "solid rock";
1758 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1763 /*** handle regeneration ***/
1766 if (p_ptr->food < PY_FOOD_WEAK)
1768 /* Lower regeneration */
1769 if (p_ptr->food < PY_FOOD_STARVE)
1773 else if (p_ptr->food < PY_FOOD_FAINT)
1775 regen_amount = PY_REGEN_FAINT;
1779 regen_amount = PY_REGEN_WEAK;
1783 /* Are we walking the pattern? */
1784 if (pattern_effect())
1786 cave_no_regen = TRUE;
1790 /* Regeneration ability */
1791 if (p_ptr->regenerate)
1793 regen_amount = regen_amount * 2;
1795 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1799 if (p_ptr->cursed & TRC_SLOW_REGEN)
1806 /* Searching or Resting */
1807 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1809 regen_amount = regen_amount * 2;
1812 upkeep_factor = calculate_upkeep();
1814 /* No regeneration while special action */
1815 if ((p_ptr->action == ACTION_LEARN) ||
1816 (p_ptr->action == ACTION_HAYAGAKE) ||
1817 (p_ptr->special_defense & KATA_KOUKIJIN))
1819 upkeep_factor += 100;
1822 /* Regenerate the mana */
1823 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1824 regenmana(upkeep_regen);
1827 /* Recharge magic eater's power */
1828 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1830 regenmagic(regen_amount);
1833 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1835 while (upkeep_factor > 100)
1838 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1840 msg_print("Too many pets to control at once!");
1843 do_cmd_pet_dismiss();
1845 upkeep_factor = calculate_upkeep();
1848 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1850 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1856 /* Poisoned or cut yields no healing */
1857 if (p_ptr->poisoned) regen_amount = 0;
1858 if (p_ptr->cut) regen_amount = 0;
1860 /* Special floor -- Pattern, in a wall -- yields no healing */
1861 if (cave_no_regen) regen_amount = 0;
1863 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1865 /* Regenerate Hit Points if needed */
1866 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1868 regenhp(regen_amount);
1874 * Handle timeout every 10 game turns
1876 static void process_world_aux_timeout(void)
1878 const int dec_count = (easy_band ? 2 : 1);
1880 /*** Timeout Various Things ***/
1883 if (p_ptr->tim_mimic)
1885 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1888 /* Hack -- Hallucinating */
1891 (void)set_image(p_ptr->image - dec_count);
1897 (void)set_blind(p_ptr->blind - dec_count);
1900 /* Times see-invisible */
1901 if (p_ptr->tim_invis)
1903 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1914 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1917 /* Timed temporary elemental brands. -LM- */
1918 if (p_ptr->ele_attack)
1920 p_ptr->ele_attack--;
1922 /* Clear all temporary elemental brands. */
1923 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1926 /* Timed temporary elemental immune. -LM- */
1927 if (p_ptr->ele_immune)
1929 p_ptr->ele_immune--;
1931 /* Clear all temporary elemental brands. */
1932 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1935 /* Timed infra-vision */
1936 if (p_ptr->tim_infra)
1938 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1942 if (p_ptr->tim_stealth)
1944 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1947 /* Timed levitation */
1948 if (p_ptr->tim_levitation)
1950 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1953 /* Timed sh_touki */
1954 if (p_ptr->tim_sh_touki)
1956 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1960 if (p_ptr->tim_sh_fire)
1962 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1966 if (p_ptr->tim_sh_holy)
1968 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1972 if (p_ptr->tim_eyeeye)
1974 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1977 /* Timed resist-magic */
1978 if (p_ptr->resist_magic)
1980 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1983 /* Timed regeneration */
1984 if (p_ptr->tim_regen)
1986 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1989 /* Timed resist nether */
1990 if (p_ptr->tim_res_nether)
1992 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1995 /* Timed resist time */
1996 if (p_ptr->tim_res_time)
1998 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2002 if (p_ptr->tim_reflect)
2004 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2008 if (p_ptr->multishadow)
2010 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2013 /* Timed Robe of dust */
2014 if (p_ptr->dustrobe)
2016 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2019 /* Timed infra-vision */
2020 if (p_ptr->kabenuke)
2022 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2026 if (p_ptr->paralyzed)
2028 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2032 if (p_ptr->confused)
2034 (void)set_confused(p_ptr->confused - dec_count);
2040 (void)set_afraid(p_ptr->afraid - dec_count);
2046 (void)set_fast(p_ptr->fast - 1, TRUE);
2052 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2055 /* Protection from evil */
2056 if (p_ptr->protevil)
2058 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2061 /* Invulnerability */
2064 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2068 if (p_ptr->wraith_form)
2070 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2076 (void)set_hero(p_ptr->hero - 1, TRUE);
2082 (void)set_shero(p_ptr->shero - 1, TRUE);
2088 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2094 (void)set_shield(p_ptr->shield - 1, TRUE);
2098 if (p_ptr->tsubureru)
2100 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2104 if (p_ptr->magicdef)
2106 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2110 if (p_ptr->tsuyoshi)
2112 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2116 if (p_ptr->oppose_acid)
2118 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2121 /* Oppose Lightning */
2122 if (p_ptr->oppose_elec)
2124 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2128 if (p_ptr->oppose_fire)
2130 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2134 if (p_ptr->oppose_cold)
2136 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2140 if (p_ptr->oppose_pois)
2142 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2147 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2150 /*** Poison and Stun and Cut ***/
2153 if (p_ptr->poisoned)
2155 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2157 /* Apply some healing */
2158 (void)set_poisoned(p_ptr->poisoned - adjust);
2164 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2166 /* Apply some healing */
2167 (void)set_stun(p_ptr->stun - adjust);
2173 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2175 /* Hack -- Truly "mortal" wound */
2176 if (p_ptr->cut > 1000) adjust = 0;
2178 /* Apply some healing */
2179 (void)set_cut(p_ptr->cut - adjust);
2185 * Handle burning fuel every 10 game turns
2187 static void process_world_aux_light(void)
2189 /* Check for light being wielded */
2190 object_type *o_ptr = &inventory[INVEN_LITE];
2192 /* Burn some fuel in the current lite */
2193 if (o_ptr->tval == TV_LITE)
2195 /* Hack -- Use some fuel (except on artifacts) */
2196 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2198 /* Decrease life-span */
2199 if (o_ptr->name2 == EGO_LITE_LONG)
2201 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2203 else o_ptr->xtra4--;
2205 /* Notice interesting fuel steps */
2206 notice_lite_change(o_ptr);
2213 * Handle mutation effects once every 10 game turns
2215 static void process_world_aux_mutation(void)
2217 /* No mutation with effects */
2218 if (!p_ptr->muta2) return;
2220 /* No effect on monster arena */
2221 if (p_ptr->inside_battle) return;
2223 /* No effect on the global map */
2224 if (p_ptr->wild_mode) return;
2227 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2231 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2232 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2234 msg_print("RAAAAGHH!");
2235 msg_print("You feel a fit of rage coming over you!");
2238 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2239 (void)set_afraid(0);
2242 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2244 if (!p_ptr->resist_fear)
2248 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2250 msg_print("It's so dark... so scary!");
2253 set_afraid(p_ptr->afraid + 13 + randint1(26));
2257 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2259 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2264 /* Teleport player */
2266 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2268 msg_print("Your position suddenly seems very uncertain...");
2272 teleport_player(40, TELEPORT_PASSIVE);
2276 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2278 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2281 p_ptr->redraw |= PR_EXTRA;
2283 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2285 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2290 if (!p_ptr->resist_conf)
2292 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2295 if (!p_ptr->resist_chaos)
2300 if (one_in_(3)) lose_all_info();
2302 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2305 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2306 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2308 msg_print("You wake up somewhere with a sore head...");
2309 msg_print("You can't remember a thing, or how you got here!");
2318 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2320 msg_print("Thishcischs GooDSChtuff!");
2323 (void)set_image(p_ptr->image + randint0(150) + 150);
2329 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2331 if (!p_ptr->resist_chaos)
2334 p_ptr->redraw |= PR_EXTRA;
2335 (void)set_image(p_ptr->image + randint0(50) + 20);
2339 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2344 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2346 msg_print("BRRAAAP! Oops.");
2350 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2353 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2354 !p_ptr->anti_magic && one_in_(9000))
2359 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2361 msg_print("Magical energy flows through you! You must release it!");
2366 (void)get_hack_dir(&dire);
2367 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2370 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2371 !p_ptr->anti_magic && (randint1(6666) == 666))
2373 bool pet = one_in_(6);
2374 u32b mode = PM_ALLOW_GROUP;
2376 if (pet) mode |= PM_FORCE_PET;
2377 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2379 if (summon_specific((pet ? -1 : 0), py, px,
2380 dun_level, SUMMON_DEMON, mode))
2383 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2385 msg_print("You have attracted a demon!");
2392 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2398 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2400 msg_print("You feel less energetic.");
2403 if (p_ptr->fast > 0)
2409 set_slow(randint1(30) + 10, FALSE);
2415 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2417 msg_print("You feel more energetic.");
2420 if (p_ptr->slow > 0)
2426 set_fast(randint1(30) + 10, FALSE);
2431 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2435 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2437 msg_print("You suddenly feel almost lonely.");
2440 banish_monsters(100);
2441 if (!dun_level && p_ptr->town_num)
2445 /* Pick a random shop (except home) */
2448 n = randint0(MAX_STORES);
2450 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2453 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2455 msg_print("You see one of the shopkeepers running for the hills!");
2463 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2468 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2470 msg_print("A shadow passes over you.");
2475 /* Absorb light from the current possition */
2476 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2481 o_ptr = &inventory[INVEN_LITE];
2483 /* Absorb some fuel in the current lite */
2484 if (o_ptr->tval == TV_LITE)
2486 /* Use some fuel (except on artifacts) */
2487 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2489 /* Heal the player a bit */
2490 hp_player(o_ptr->xtra4 / 20);
2492 /* Decrease life-span of lite */
2496 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2498 msg_print("You absorb energy from your light!");
2502 /* Notice interesting fuel steps */
2503 notice_lite_change(o_ptr);
2508 * Unlite the area (radius 10) around player and
2509 * do 50 points damage to every affected monster
2511 unlite_area(50, 10);
2514 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2515 !p_ptr->anti_magic && one_in_(7000))
2517 bool pet = one_in_(3);
2518 u32b mode = PM_ALLOW_GROUP;
2520 if (pet) mode |= PM_FORCE_PET;
2521 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2523 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2526 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2528 msg_print("You have attracted an animal!");
2535 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2536 !p_ptr->anti_magic && one_in_(8000))
2540 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2542 msg_print("You feel the world warping around you!");
2546 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2548 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2550 if (!lose_mutation(0))
2552 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2554 msg_print("You feel oddly normal.");
2558 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2562 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2564 msg_print("You feel insubstantial!");
2568 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2570 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2574 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2576 int which_stat = randint0(6);
2577 int sustained = FALSE;
2582 if (p_ptr->sustain_str) sustained = TRUE;
2585 if (p_ptr->sustain_int) sustained = TRUE;
2588 if (p_ptr->sustain_wis) sustained = TRUE;
2591 if (p_ptr->sustain_dex) sustained = TRUE;
2594 if (p_ptr->sustain_con) sustained = TRUE;
2597 if (p_ptr->sustain_chr) sustained = TRUE;
2601 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2603 msg_print("Invalid stat chosen!");
2613 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2615 msg_print("You can feel yourself wasting away!");
2619 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2622 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2623 !p_ptr->anti_magic && one_in_(3000))
2625 bool pet = one_in_(5);
2626 u32b mode = PM_ALLOW_GROUP;
2628 if (pet) mode |= PM_FORCE_PET;
2629 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2631 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2634 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2636 msg_print("You have attracted a dragon!");
2642 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2645 if (p_ptr->tim_esp > 0)
2648 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2650 msg_print("Your mind feels cloudy!");
2653 set_tim_esp(0, TRUE);
2658 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2660 msg_print("Your mind expands!");
2663 set_tim_esp(p_ptr->lev, FALSE);
2666 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2671 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2673 msg_print("Your stomach roils, and you lose your lunch!");
2677 set_food(PY_FOOD_WEAK);
2678 if (music_singing_any()) stop_singing();
2679 if (hex_spelling_any()) stop_hex_spell_all();
2682 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2683 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2688 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2690 int danger_amount = 0;
2693 for (monster = 0; monster < m_max; monster++)
2695 monster_type *m_ptr = &m_list[monster];
2696 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2698 /* Paranoia -- Skip dead monsters */
2699 if (!m_ptr->r_idx) continue;
2701 if (r_ptr->level >= p_ptr->lev)
2703 danger_amount += r_ptr->level - p_ptr->lev + 1;
2707 if (danger_amount > 100)
2709 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2711 msg_print("You feel utterly terrified!");
2714 else if (danger_amount > 50)
2716 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2718 msg_print("You feel terrified!");
2721 else if (danger_amount > 20)
2723 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2725 msg_print("You feel very worried!");
2728 else if (danger_amount > 10)
2730 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2732 msg_print("You feel paranoid!");
2735 else if (danger_amount > 5)
2737 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2739 msg_print("You feel almost safe.");
2744 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2746 msg_print("You feel lonely.");
2750 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2755 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2757 msg_print("You feel invincible!");
2761 (void)set_invuln(randint1(8) + 8, FALSE);
2763 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2765 int wounds = p_ptr->mhp - p_ptr->chp;
2769 int healing = p_ptr->csp;
2771 if (healing > wounds)
2777 p_ptr->csp -= healing;
2780 p_ptr->redraw |= (PR_MANA);
2783 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2786 int wounds = p_ptr->msp - p_ptr->csp;
2790 int healing = p_ptr->chp;
2792 if (healing > wounds)
2797 p_ptr->csp += healing;
2800 p_ptr->redraw |= (PR_MANA);
2802 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2804 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2809 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2812 object_type *o_ptr = NULL;
2816 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2817 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2819 msg_print("You trip over your own feet!");
2820 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2824 if (buki_motteruka(INVEN_RARM))
2827 o_ptr = &inventory[INVEN_RARM];
2829 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2831 o_ptr = &inventory[INVEN_LARM];
2835 else if (buki_motteruka(INVEN_LARM))
2837 o_ptr = &inventory[INVEN_LARM];
2841 if (slot && !object_is_cursed(o_ptr))
2844 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2846 msg_print("You drop your weapon!");
2848 inven_drop(slot, 1);
2855 * Handle curse effects once every 10 game turns
2857 static void process_world_aux_curse(void)
2859 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2862 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2863 * can actually be useful!
2865 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2867 char o_name[MAX_NLEN];
2869 int i, i_keep = 0, count = 0;
2871 /* Scan the equipment with random teleport ability */
2872 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2874 u32b flgs[TR_FLAG_SIZE];
2875 o_ptr = &inventory[i];
2877 /* Skip non-objects */
2878 if (!o_ptr->k_idx) continue;
2880 /* Extract the item flags */
2881 object_flags(o_ptr, flgs);
2883 if (have_flag(flgs, TR_TELEPORT))
2885 /* {.} will stop random teleportation. */
2886 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2889 if (one_in_(count)) i_keep = i;
2894 o_ptr = &inventory[i_keep];
2895 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2898 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2900 msg_format("Your %s is activating teleportation.", o_name);
2904 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2906 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2910 teleport_player(50, 0L);
2915 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2917 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2922 /* Make a chainsword noise */
2923 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2927 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2929 if (!get_rnd_line("chainswd.txt", 0, noise))
2932 disturb(FALSE, FALSE);
2935 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2938 (void)activate_ty_curse(FALSE, &count);
2940 /* Handle experience draining */
2941 if (p_ptr->prace != RACE_ANDROID &&
2942 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2944 p_ptr->exp -= (p_ptr->lev+1)/2;
2945 if (p_ptr->exp < 0) p_ptr->exp = 0;
2946 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2947 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2950 /* Add light curse (Later) */
2951 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2956 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2958 new_curse = get_curse(0, o_ptr);
2959 if (!(o_ptr->curse_flags & new_curse))
2961 char o_name[MAX_NLEN];
2963 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2965 o_ptr->curse_flags |= new_curse;
2967 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2969 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2972 o_ptr->feeling = FEEL_NONE;
2974 p_ptr->update |= (PU_BONUS);
2977 /* Add heavy curse (Later) */
2978 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2983 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2985 new_curse = get_curse(1, o_ptr);
2986 if (!(o_ptr->curse_flags & new_curse))
2988 char o_name[MAX_NLEN];
2990 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2992 o_ptr->curse_flags |= new_curse;
2994 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2996 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2999 o_ptr->feeling = FEEL_NONE;
3001 p_ptr->update |= (PU_BONUS);
3005 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3007 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3008 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3010 char o_name[MAX_NLEN];
3012 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3014 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3016 msg_format("Your %s have attracted an animal!", o_name);
3023 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3025 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3027 char o_name[MAX_NLEN];
3029 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3031 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3033 msg_format("Your %s have attracted a demon!", o_name);
3040 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3042 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3043 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3045 char o_name[MAX_NLEN];
3047 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3049 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3051 msg_format("Your %s have attracted an animal!", o_name);
3057 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3059 if (!p_ptr->resist_fear)
3063 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3065 msg_print("It's so dark... so scary!");
3068 set_afraid(p_ptr->afraid + 13 + randint1(26));
3071 /* Teleport player */
3072 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3076 /* Teleport player */
3077 teleport_player(40, TELEPORT_PASSIVE);
3079 /* Handle HP draining */
3080 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3082 char o_name[MAX_NLEN];
3084 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3086 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3088 msg_format("Your %s drains HP from you!", o_name);
3090 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3092 /* Handle mana draining */
3093 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3095 char o_name[MAX_NLEN];
3097 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3099 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3101 msg_format("Your %s drains mana from you!", o_name);
3103 p_ptr->csp -= MIN(p_ptr->lev, 50);
3107 p_ptr->csp_frac = 0;
3109 p_ptr->redraw |= PR_MANA;
3113 /* Rarely, take damage from the Jewel of Judgement */
3114 if (one_in_(999) && !p_ptr->anti_magic)
3116 object_type *o_ptr = &inventory[INVEN_LITE];
3118 if (o_ptr->name1 == ART_JUDGE)
3121 if (object_is_known(o_ptr))
3122 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3124 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3125 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3127 if (object_is_known(o_ptr))
3128 msg_print("The Jewel of Judgement drains life from you!");
3130 msg_print("Something drains life from you!");
3131 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3139 * Handle recharging objects once every 10 game turns
3141 static void process_world_aux_recharge(void)
3146 /* Process equipment */
3147 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3149 /* Get the object */
3150 object_type *o_ptr = &inventory[i];
3152 /* Skip non-objects */
3153 if (!o_ptr->k_idx) continue;
3155 /* Recharge activatable objects */
3156 if (o_ptr->timeout > 0)
3161 /* Notice changes */
3162 if (!o_ptr->timeout)
3164 recharged_notice(o_ptr);
3170 /* Notice changes */
3174 p_ptr->window |= (PW_EQUIP);
3179 * Recharge rods. Rods now use timeout to control charging status,
3180 * and each charging rod in a stack decreases the stack's timeout by
3181 * one per turn. -LM-
3183 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3185 object_type *o_ptr = &inventory[i];
3186 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3188 /* Skip non-objects */
3189 if (!o_ptr->k_idx) continue;
3191 /* Examine all charging rods or stacks of charging rods. */
3192 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3194 /* Determine how many rods are charging. */
3195 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3196 if (temp > o_ptr->number) temp = o_ptr->number;
3198 /* Decrease timeout by that number. */
3199 o_ptr->timeout -= temp;
3201 /* Boundary control. */
3202 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3204 /* Notice changes, provide message if object is inscribed. */
3205 if (!(o_ptr->timeout))
3207 recharged_notice(o_ptr);
3211 /* One of the stack of rod is charged */
3212 else if (o_ptr->timeout % k_ptr->pval)
3219 /* Notice changes */
3223 p_ptr->window |= (PW_INVEN);
3227 /* Process objects on floor */
3228 for (i = 1; i < o_max; i++)
3231 object_type *o_ptr = &o_list[i];
3233 /* Skip dead objects */
3234 if (!o_ptr->k_idx) continue;
3236 /* Recharge rods on the ground. No messages. */
3237 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3240 o_ptr->timeout -= o_ptr->number;
3242 /* Boundary control. */
3243 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3250 * Handle involuntary movement once every 10 game turns
3252 static void process_world_aux_movement(void)
3254 /* Delayed Word-of-Recall */
3255 if (p_ptr->word_recall)
3258 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3259 * The player is yanked up/down as soon as
3260 * he loads the autosaved game.
3262 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3263 do_cmd_save_game(TRUE);
3265 /* Count down towards recall */
3266 p_ptr->word_recall--;
3268 p_ptr->redraw |= (PR_STATUS);
3270 /* Activate the recall */
3271 if (!p_ptr->word_recall)
3276 /* Determine the level */
3277 if (dun_level || p_ptr->inside_quest)
3280 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3282 msg_print("You feel yourself yanked upwards!");
3285 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3287 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3292 leave_quest_check();
3294 p_ptr->inside_quest = 0;
3296 p_ptr->leaving = TRUE;
3301 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3303 msg_print("You feel yourself yanked downwards!");
3306 dungeon_type = p_ptr->recall_dungeon;
3309 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3312 dun_level = max_dlv[dungeon_type];
3313 if (dun_level < 1) dun_level = 1;
3315 /* Nightmare mode makes recall more dangerous */
3316 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3322 else if (dun_level < 99)
3324 dun_level = (dun_level + 99) / 2;
3326 else if (dun_level > 100)
3328 dun_level = d_info[dungeon_type].maxdepth - 1;
3332 if (p_ptr->wild_mode)
3334 p_ptr->wilderness_y = py;
3335 p_ptr->wilderness_x = px;
3339 /* Save player position */
3343 p_ptr->wild_mode = FALSE;
3346 * Clear all saved floors
3347 * and create a first saved floor
3349 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3352 p_ptr->leaving = TRUE;
3354 if (dungeon_type == DUNGEON_ANGBAND)
3358 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3360 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3361 (quest[i].status == QUEST_STATUS_TAKEN) &&
3362 (quest[i].level < dun_level))
3364 quest[i].status = QUEST_STATUS_FAILED;
3365 quest[i].complev = (byte)p_ptr->lev;
3366 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3373 sound(SOUND_TPLEVEL);
3378 /* Delayed Alter reality */
3379 if (p_ptr->alter_reality)
3381 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3382 do_cmd_save_game(TRUE);
3384 /* Count down towards alter */
3385 p_ptr->alter_reality--;
3387 p_ptr->redraw |= (PR_STATUS);
3389 /* Activate the alter reality */
3390 if (!p_ptr->alter_reality)
3395 /* Determine the level */
3396 if (!quest_number(dun_level) && dun_level)
3399 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3401 msg_print("The world changes!");
3405 * Clear all saved floors
3406 * and create a first saved floor
3408 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3411 p_ptr->leaving = TRUE;
3416 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3418 msg_print("The world seems to change for a moment!");
3423 sound(SOUND_TPLEVEL);
3430 * Count number of adjacent monsters
3432 static int get_monster_crowd_number(int m_idx)
3434 monster_type *m_ptr = &m_list[m_idx];
3440 for (i = 0; i < 7; i++)
3442 int ay = my + ddy_ddd[i];
3443 int ax = mx + ddx_ddd[i];
3445 if (!in_bounds(ay, ax)) continue;
3447 /* Count number of monsters */
3448 if (cave[ay][ax].m_idx > 0) count++;
3457 * Dungeon rating is no longer linear
3459 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3462 * Examine all monsters and unidentified objects,
3463 * and get the feeling of current dungeon floor
3465 static byte get_dungeon_feeling(void)
3467 const int base = 10;
3471 /* Hack -- no feeling in the town */
3472 if (!dun_level) return 0;
3474 /* Examine each monster */
3475 for (i = 1; i < m_max; i++)
3477 monster_type *m_ptr = &m_list[i];
3478 monster_race *r_ptr;
3481 /* Skip dead monsters */
3482 if (!m_ptr->r_idx) continue;
3485 if (is_pet(m_ptr)) continue;
3487 r_ptr = &r_info[m_ptr->r_idx];
3489 /* Unique monsters */
3490 if (r_ptr->flags1 & (RF1_UNIQUE))
3492 /* Nearly out-of-depth unique monsters */
3493 if (r_ptr->level + 10 > dun_level)
3495 /* Boost rating by twice delta-depth */
3496 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3501 /* Out-of-depth monsters */
3502 if (r_ptr->level > dun_level)
3504 /* Boost rating by delta-depth */
3505 delta += (r_ptr->level - dun_level) * base;
3509 /* Unusually crowded monsters get a little bit of rating boost */
3510 if (r_ptr->flags1 & RF1_FRIENDS)
3512 if (5 <= get_monster_crowd_number(i)) delta += 1;
3516 if (2 <= get_monster_crowd_number(i)) delta += 1;
3520 rating += RATING_BOOST(delta);
3523 /* Examine each unidentified object */
3524 for (i = 1; i < o_max; i++)
3526 object_type *o_ptr = &o_list[i];
3527 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3530 /* Skip dead objects */
3531 if (!o_ptr->k_idx) continue;
3533 /* Skip known objects */
3534 if (object_is_known(o_ptr))
3537 if (o_ptr->marked & OM_TOUCHED) continue;
3540 /* Skip pseudo-known objects */
3541 if (o_ptr->ident & IDENT_SENSE) continue;
3544 if (object_is_ego(o_ptr))
3546 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3548 delta += e_ptr->rating * base;
3552 if (object_is_artifact(o_ptr))
3554 s32b cost = object_value_real(o_ptr);
3557 if (cost > 10000L) delta += 10 * base;
3558 if (cost > 50000L) delta += 10 * base;
3559 if (cost > 100000L) delta += 10 * base;
3561 /* Special feeling */
3562 if (!preserve_mode) return 1;
3565 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3566 if (o_ptr->tval == TV_SHIELD &&
3567 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3568 if (o_ptr->tval == TV_GLOVES &&
3569 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3570 if (o_ptr->tval == TV_BOOTS &&
3571 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3572 if (o_ptr->tval == TV_HELM &&
3573 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3574 if (o_ptr->tval == TV_RING &&
3575 o_ptr->sval == SV_RING_SPEED &&
3576 !object_is_cursed(o_ptr)) delta += 25 * base;
3577 if (o_ptr->tval == TV_RING &&
3578 o_ptr->sval == SV_RING_LORDLY &&
3579 !object_is_cursed(o_ptr)) delta += 15 * base;
3580 if (o_ptr->tval == TV_AMULET &&
3581 o_ptr->sval == SV_AMULET_THE_MAGI &&
3582 !object_is_cursed(o_ptr)) delta += 15 * base;
3584 /* Out-of-depth objects */
3585 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3586 k_ptr->level > dun_level)
3588 /* Rating increase */
3589 delta += (k_ptr->level - dun_level) * base;
3592 rating += RATING_BOOST(delta);
3596 if (rating > RATING_BOOST(1000)) return 2;
3597 if (rating > RATING_BOOST(800)) return 3;
3598 if (rating > RATING_BOOST(600)) return 4;
3599 if (rating > RATING_BOOST(400)) return 5;
3600 if (rating > RATING_BOOST(300)) return 6;
3601 if (rating > RATING_BOOST(200)) return 7;
3602 if (rating > RATING_BOOST(100)) return 8;
3603 if (rating > RATING_BOOST(0)) return 9;
3610 * Update dungeon feeling, and announce it if changed
3612 static void update_dungeon_feeling(void)
3618 /* No feeling on the surface */
3619 if (!dun_level) return;
3621 /* No feeling in the arena */
3622 if (p_ptr->inside_battle) return;
3624 /* Extract delay time */
3625 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3627 /* Not yet felt anything */
3628 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3630 /* Extract quest number (if any) */
3631 quest_num = quest_number(dun_level);
3633 /* No feeling in a quest */
3635 (is_fixed_quest_idx(quest_num) &&
3636 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3637 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3640 /* Get new dungeon feeling */
3641 new_feeling = get_dungeon_feeling();
3643 /* Remember last time updated */
3644 p_ptr->feeling_turn = turn;
3647 if (p_ptr->feeling == new_feeling) return;
3649 /* Dungeon feeling is changed */
3650 p_ptr->feeling = new_feeling;
3652 /* Announce feeling */
3655 /* Update the level indicator */
3656 p_ptr->redraw |= (PR_DEPTH);
3659 if (disturb_minor) disturb(0, 0);
3664 * Handle certain things once every 10 game turns
3666 static void process_world(void)
3670 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3671 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3672 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3674 extract_day_hour_min(&day, &hour, &min);
3676 /* Update dungeon feeling, and announce it if changed */
3677 update_dungeon_feeling();
3679 /*** Check monster arena ***/
3680 if (p_ptr->inside_battle && !p_ptr->leaving)
3686 /* Count all hostile monsters */
3687 for (i2 = 0; i2 < cur_wid; ++i2)
3688 for (j2 = 0; j2 < cur_hgt; j2++)
3690 cave_type *c_ptr = &cave[j2][i2];
3692 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3695 win_m_idx = c_ptr->m_idx;
3699 if (number_mon == 0)
3702 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3704 msg_print("They have kill each other at the same time.");
3707 p_ptr->energy_need = 0;
3710 else if ((number_mon-1) == 0)
3713 monster_type *wm_ptr;
3715 wm_ptr = &m_list[win_m_idx];
3717 monster_desc(m_name, wm_ptr, 0);
3719 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3721 msg_format("%s is winner!", m_name);
3725 if (win_m_idx == (sel_monster+1))
3728 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3730 msg_print("Congratulations.");
3733 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3735 msg_format("You received %d gold.", battle_odds);
3737 p_ptr->au += battle_odds;
3742 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3744 msg_print("You lost gold.");
3748 p_ptr->energy_need = 0;
3751 else if (turn - old_turn == 150*TURNS_PER_TICK)
3754 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3756 msg_format("This battle have ended in a draw.");
3758 p_ptr->au += kakekin;
3760 p_ptr->energy_need = 0;
3765 /* Every 10 game turns */
3766 if (turn % TURNS_PER_TICK) return;
3768 /*** Check the Time and Load ***/
3770 if (!(turn % (50*TURNS_PER_TICK)))
3772 /* Check time and load */
3773 if ((0 != check_time()) || (0 != check_load()))
3776 if (closing_flag <= 2)
3781 /* Count warnings */
3786 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3787 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3789 msg_print("The gates to ANGBAND are closing...");
3790 msg_print("Please finish up and/or save your game.");
3800 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3802 msg_print("The gates to ANGBAND are now closed.");
3807 p_ptr->playing = FALSE;
3810 p_ptr->leaving = TRUE;
3815 /*** Attempt timed autosave ***/
3816 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3818 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3819 do_cmd_save_game(TRUE);
3822 if (mon_fight && !ignore_unview)
3825 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3827 msg_print("You hear noise.");
3831 /*** Handle the wilderness/town (sunshine) ***/
3833 /* While in town/wilderness */
3834 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3836 /* Hack -- Daybreak/Nighfall in town */
3837 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3841 /* Check for dawn */
3842 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3851 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3853 msg_print("The sun has risen.");
3856 if (!p_ptr->wild_mode)
3858 /* Hack -- Scan the town */
3859 for (y = 0; y < cur_hgt; y++)
3861 for (x = 0; x < cur_wid; x++)
3863 /* Get the cave grid */
3864 cave_type *c_ptr = &cave[y][x];
3867 c_ptr->info |= (CAVE_GLOW);
3869 /* Hack -- Memorize lit grids if allowed */
3870 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3872 /* Hack -- Notice spot */
3886 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3888 msg_print("The sun has fallen.");
3891 if (!p_ptr->wild_mode)
3893 /* Hack -- Scan the town */
3894 for (y = 0; y < cur_hgt; y++)
3896 for (x = 0; x < cur_wid; x++)
3898 /* Get the cave grid */
3899 cave_type *c_ptr = &cave[y][x];
3901 /* Feature code (applying "mimic" field) */
3902 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3904 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3905 !have_flag(f_ptr->flags, FF_ENTRANCE))
3908 c_ptr->info &= ~(CAVE_GLOW);
3910 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3912 /* Forget the normal floor grid */
3913 c_ptr->info &= ~(CAVE_MARK);
3915 /* Hack -- Notice spot */
3921 /* Glow deep lava and building entrances */
3922 glow_deep_lava_and_bldg();
3927 /* Update the monsters */
3928 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3931 p_ptr->redraw |= (PR_MAP);
3934 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3936 if (p_ptr->special_defense & NINJA_S_STEALTH)
3938 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3943 /* While in the dungeon (vanilla_town or lite_town mode only) */
3944 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3946 /*** Shuffle the Storekeepers ***/
3948 /* Chance is only once a day (while in dungeon) */
3949 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3951 /* Sometimes, shuffle the shop-keepers */
3952 if (one_in_(STORE_SHUFFLE))
3956 /* Pick a random shop (except home and museum) */
3959 n = randint0(MAX_STORES);
3961 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3963 /* Check every feature */
3964 for (i = 1; i < max_f_idx; i++)
3966 /* Access the index */
3967 feature_type *f_ptr = &f_info[i];
3969 /* Skip empty index */
3970 if (!f_ptr->name) continue;
3972 /* Skip non-store features */
3973 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3975 /* Verify store type */
3976 if (f_ptr->subtype == n)
3980 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
3982 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
3996 /*** Process the monsters ***/
3998 /* Check for creature generation. */
3999 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4000 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4002 /* Make a new monster */
4003 (void)alloc_monster(MAX_SIGHT + 5, 0);
4006 /* Hack -- Check for creature regeneration */
4007 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4008 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4010 if (!p_ptr->leaving)
4014 /* Hack -- Process the counters of monsters if needed */
4015 for (i = 0; i < MAX_MTIMED; i++)
4017 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4025 if (min != prev_min)
4027 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4028 determine_today_mon(FALSE);
4033 * Nightmare mode activates the TY_CURSE at midnight
4035 * Require exact minute -- Don't activate multiple times in a minute
4037 if (ironman_nightmare && (min != prev_min))
4039 /* Every 15 minutes after 11:00 pm */
4040 if ((hour == 23) && !(min % 15))
4049 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4051 msg_print("You hear a distant bell toll ominously.");
4057 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4059 msg_print("A distant bell sounds twice.");
4065 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4067 msg_print("A distant bell sounds three times.");
4073 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4075 msg_print("A distant bell tolls four times.");
4081 /* TY_CURSE activates at midnight! */
4088 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4090 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4093 activate_ty_curse(FALSE, &count);
4098 /*** Check the Food, and Regenerate ***/
4100 if (!p_ptr->inside_battle)
4102 /* Digest quickly when gorged */
4103 if (p_ptr->food >= PY_FOOD_MAX)
4105 /* Digest a lot of food */
4106 (void)set_food(p_ptr->food - 100);
4109 /* Digest normally -- Every 50 game turns */
4110 else if (!(turn % (TURNS_PER_TICK*5)))
4112 /* Basic digestion rate based on speed */
4113 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4115 /* Regeneration takes more food */
4116 if (p_ptr->regenerate)
4118 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4120 if (p_ptr->cursed & TRC_FAST_DIGEST)
4123 /* Slow digestion takes less food */
4124 if (p_ptr->slow_digest)
4127 /* Minimal digestion */
4128 if (digestion < 1) digestion = 1;
4129 /* Maximal digestion */
4130 if (digestion > 100) digestion = 100;
4132 /* Digest some food */
4133 (void)set_food(p_ptr->food - digestion);
4138 if ((p_ptr->food < PY_FOOD_FAINT))
4140 /* Faint occasionally */
4141 if (!p_ptr->paralyzed && (randint0(100) < 10))
4145 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4147 msg_print("You faint from the lack of food.");
4152 /* Hack -- faint (bypass free action) */
4153 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4156 /* Starve to death (slowly) */
4157 if (p_ptr->food < PY_FOOD_STARVE)
4159 /* Calculate damage */
4160 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4164 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4166 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4174 /* Process timed damage and regeneration */
4175 process_world_aux_hp_and_sp();
4177 /* Process timeout */
4178 process_world_aux_timeout();
4181 process_world_aux_light();
4183 /* Process mutation effects */
4184 process_world_aux_mutation();
4186 /* Process curse effects */
4187 process_world_aux_curse();
4189 /* Process recharging */
4190 process_world_aux_recharge();
4192 /* Feel the inventory */
4196 /* Involuntary Movement */
4197 process_world_aux_movement();
4203 * Verify use of "wizard" mode
4205 static bool enter_wizard_mode(void)
4207 /* Ask first time */
4208 if (!p_ptr->noscore)
4210 /* Wizard mode is not permitted */
4211 if (!allow_debug_opts || arg_wizard)
4214 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4216 msg_print("Wizard mode is not permitted.");
4221 /* Mention effects */
4223 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4224 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4226 msg_print("Wizard mode is for debugging and experimenting.");
4227 msg_print("The game will not be scored if you enter wizard mode.");
4232 /* Verify request */
4234 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4236 if (!get_check("Are you sure you want to enter wizard mode? "))
4243 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4245 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4248 p_ptr->noscore |= 0x0002;
4259 * Verify use of "debug" commands
4261 static bool enter_debug_mode(void)
4263 /* Ask first time */
4264 if (!p_ptr->noscore)
4266 /* Debug mode is not permitted */
4267 if (!allow_debug_opts)
4270 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4272 msg_print("Use of debug command is not permitted.");
4277 /* Mention effects */
4279 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4280 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4282 msg_print("The debug commands are for debugging and experimenting.");
4283 msg_print("The game will not be scored if you use debug commands.");
4288 /* Verify request */
4290 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4292 if (!get_check("Are you sure you want to use debug commands? "))
4299 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4301 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4304 p_ptr->noscore |= 0x0008;
4312 * Hack -- Declare the Debug Routines
4314 extern void do_cmd_debug(void);
4316 #endif /* ALLOW_WIZARD */
4322 * Verify use of "borg" commands
4324 static bool enter_borg_mode(void)
4326 /* Ask first time */
4327 if (!(p_ptr->noscore & 0x0010))
4329 /* Mention effects */
4331 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4332 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4334 msg_print("The borg commands are for debugging and experimenting.");
4335 msg_print("The game will not be scored if you use borg commands.");
4340 /* Verify request */
4342 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4344 if (!get_check("Are you sure you want to use borg commands? "))
4351 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4353 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4356 p_ptr->noscore |= 0x0010;
4364 * Hack -- Declare the Ben Borg
4366 extern void do_cmd_borg(void);
4368 #endif /* ALLOW_BORG */
4373 * Parse and execute the current command
4374 * Give "Warning" on illegal commands.
4376 * XXX XXX XXX Make some "blocks"
4378 static void process_command(void)
4380 int old_now_message = now_message;
4382 #ifdef ALLOW_REPEAT /* TNB */
4384 /* Handle repeating the last command */
4387 #endif /* ALLOW_REPEAT -- TNB */
4392 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4393 reset_concent = TRUE;
4395 /* Parse the command */
4396 switch (command_cmd)
4412 /*** Wizard Commands ***/
4414 /* Toggle Wizard Mode */
4419 p_ptr->wizard = FALSE;
4421 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4423 msg_print("Wizard mode off.");
4427 else if (enter_wizard_mode())
4429 p_ptr->wizard = TRUE;
4431 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4433 msg_print("Wizard mode on.");
4438 /* Update monsters */
4439 p_ptr->update |= (PU_MONSTERS);
4441 /* Redraw "title" */
4442 p_ptr->redraw |= (PR_TITLE);
4450 /* Special "debug" commands */
4453 /* Enter debug mode */
4454 if (enter_debug_mode())
4461 #endif /* ALLOW_WIZARD */
4466 /* Special "borg" commands */
4469 /* Enter borg mode */
4470 if (enter_borg_mode())
4472 if (!p_ptr->wild_mode) do_cmd_borg();
4478 #endif /* ALLOW_BORG */
4482 /*** Inventory Commands ***/
4484 /* Wear/wield equipment */
4487 if (!p_ptr->wild_mode) do_cmd_wield();
4491 /* Take off equipment */
4494 if (!p_ptr->wild_mode) do_cmd_takeoff();
4501 if (!p_ptr->wild_mode) do_cmd_drop();
4505 /* Destroy an item */
4512 /* Equipment list */
4519 /* Inventory list */
4527 /*** Various commands ***/
4529 /* Identify an object */
4536 /* Hack -- toggle windows */
4539 toggle_inven_equip();
4544 /*** Standard "Movement" Commands ***/
4549 if (!p_ptr->wild_mode) do_cmd_alter();
4556 if (!p_ptr->wild_mode) do_cmd_tunnel();
4560 /* Move (usually pick up things) */
4563 #ifdef ALLOW_EASY_DISARM /* TNB */
4567 #else /* ALLOW_EASY_DISARM -- TNB */
4569 do_cmd_walk(always_pickup);
4571 #endif /* ALLOW_EASY_DISARM -- TNB */
4576 /* Move (usually do not pick up) */
4579 #ifdef ALLOW_EASY_DISARM /* TNB */
4583 #else /* ALLOW_EASY_DISARM -- TNB */
4585 do_cmd_walk(!always_pickup);
4587 #endif /* ALLOW_EASY_DISARM -- TNB */
4593 /*** Running, Resting, Searching, Staying */
4595 /* Begin Running -- Arg is Max Distance */
4598 if (!p_ptr->wild_mode) do_cmd_run();
4602 /* Stay still (usually pick things up) */
4605 do_cmd_stay(always_pickup);
4609 /* Stay still (usually do not pick up) */
4612 do_cmd_stay(!always_pickup);
4616 /* Rest -- Arg is time */
4623 /* Search for traps/doors */
4630 /* Toggle search mode */
4633 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4634 else set_action(ACTION_SEARCH);
4639 /*** Stairs and Doors and Chests and Traps ***/
4642 case SPECIAL_KEY_STORE:
4644 if (!p_ptr->wild_mode) do_cmd_store();
4648 /* Enter building -KMW- */
4649 case SPECIAL_KEY_BUILDING:
4651 if (!p_ptr->wild_mode) do_cmd_bldg();
4655 /* Enter quest level -KMW- */
4656 case SPECIAL_KEY_QUEST:
4658 if (!p_ptr->wild_mode) do_cmd_quest();
4662 /* Go up staircase */
4665 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4667 if (vanilla_town) break;
4672 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4674 msg_print("To flee the ambush you have to reach the edge of the map.");
4679 if (p_ptr->food < PY_FOOD_WEAK)
4682 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4684 msg_print("You must eat something here.");
4696 /* Go down staircase */
4699 if (p_ptr->wild_mode)
4707 /* Open a door or chest */
4710 if (!p_ptr->wild_mode) do_cmd_open();
4717 if (!p_ptr->wild_mode) do_cmd_close();
4721 /* Jam a door with spikes */
4724 if (!p_ptr->wild_mode) do_cmd_spike();
4731 if (!p_ptr->wild_mode) do_cmd_bash();
4735 /* Disarm a trap or chest */
4738 if (!p_ptr->wild_mode) do_cmd_disarm();
4743 /*** Magic and Prayers ***/
4745 /* Gain new spells/prayers */
4748 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4750 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4752 msg_print("You don't have to learn spells!");
4754 else if (p_ptr->pclass == CLASS_SAMURAI)
4755 do_cmd_gain_hissatsu();
4756 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4766 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4767 (p_ptr->pclass == CLASS_BERSERKER) ||
4768 (p_ptr->pclass == CLASS_NINJA) ||
4769 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4770 ) do_cmd_mind_browse();
4771 else if (p_ptr->pclass == CLASS_SMITH)
4773 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4774 do_cmd_magic_eater(TRUE);
4775 else if (p_ptr->pclass == CLASS_SNIPER)
4776 do_cmd_snipe_browse();
4777 else do_cmd_browse();
4785 if (!p_ptr->wild_mode)
4787 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4790 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4792 msg_print("You cannot cast spells!");
4795 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4798 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4800 msg_print("The dungeon absorbs all attempted magic!");
4804 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4808 cptr which_power = "ËâË¡";
4810 cptr which_power = "magic";
4812 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4814 which_power = "ĶǽÎÏ";
4816 which_power = "psionic powers";
4818 else if (p_ptr->pclass == CLASS_IMITATOR)
4820 which_power = "¤â¤Î¤Þ¤Í";
4822 which_power = "imitation";
4824 else if (p_ptr->pclass == CLASS_SAMURAI)
4826 which_power = "ɬ»¦·õ";
4828 which_power = "hissatsu";
4830 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4832 which_power = "¶ÀËâË¡";
4834 which_power = "mirror magic";
4836 else if (p_ptr->pclass == CLASS_NINJA)
4838 which_power = "Ǧ½Ñ";
4840 which_power = "ninjutsu";
4842 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4844 which_power = "µ§¤ê";
4846 which_power = "prayer";
4850 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4852 msg_format("An anti-magic shell disrupts your %s!", which_power);
4856 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4859 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4861 msg_format("You cannot think directly!");
4867 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4868 (p_ptr->pclass == CLASS_BERSERKER) ||
4869 (p_ptr->pclass == CLASS_NINJA) ||
4870 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4873 else if (p_ptr->pclass == CLASS_IMITATOR)
4875 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4876 do_cmd_magic_eater(FALSE);
4877 else if (p_ptr->pclass == CLASS_SAMURAI)
4879 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4880 do_cmd_cast_learned();
4881 else if (p_ptr->pclass == CLASS_SMITH)
4883 else if (p_ptr->pclass == CLASS_SNIPER)
4892 /* Issue a pet command */
4895 if (!p_ptr->wild_mode) do_cmd_pet();
4899 /*** Use various objects ***/
4901 /* Inscribe an object */
4908 /* Uninscribe an object */
4911 do_cmd_uninscribe();
4915 /* Activate an artifact */
4918 if (!p_ptr->wild_mode)
4920 if (!p_ptr->inside_arena)
4925 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4927 msg_print("The arena absorbs all attempted magic!");
4943 /* Fuel your lantern/torch */
4953 if (!p_ptr->wild_mode) do_cmd_fire();
4960 if (!p_ptr->wild_mode)
4970 if (!p_ptr->wild_mode)
4972 if (!p_ptr->inside_arena)
4977 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4979 msg_print("The arena absorbs all attempted magic!");
4991 if (!p_ptr->wild_mode)
4993 if (p_ptr->inside_arena)
4996 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4998 msg_print("The arena absorbs all attempted magic!");
5003 else if (use_command && rogue_like_commands)
5015 /* Quaff a potion */
5018 if (!p_ptr->wild_mode)
5020 if (!p_ptr->inside_arena)
5021 do_cmd_quaff_potion();
5025 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5027 msg_print("The arena absorbs all attempted magic!");
5039 if (!p_ptr->wild_mode)
5041 if (!p_ptr->inside_arena)
5042 do_cmd_read_scroll();
5046 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5048 msg_print("The arena absorbs all attempted magic!");
5060 if (!p_ptr->wild_mode)
5062 if (p_ptr->inside_arena)
5065 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5067 msg_print("The arena absorbs all attempted magic!");
5072 else if (use_command && !rogue_like_commands)
5082 /* Use racial power */
5085 if (!p_ptr->wild_mode) do_cmd_racial_power();
5090 /*** Looking at Things (nearby or on map) ***/
5092 /* Full dungeon map */
5099 /* Locate player on map */
5113 /* Target monster or location */
5116 if (!p_ptr->wild_mode) do_cmd_target();
5122 /*** Help and Such ***/
5131 /* Identify symbol */
5134 do_cmd_query_symbol();
5138 /* Character description */
5141 do_cmd_change_name();
5146 /*** System Commands ***/
5148 /* Hack -- User interface */
5155 /* Single line from a pref file */
5164 do_cmd_reload_autopick();
5170 do_cmd_edit_autopick();
5174 /* Interact with macros */
5181 /* Interact with visuals */
5189 /* Interact with colors */
5197 /* Interact with options */
5201 (void)combine_and_reorder_home(STORE_HOME);
5206 /*** Misc Commands ***/
5222 /* Repeat level feeling */
5225 if (!p_ptr->wild_mode) do_cmd_feeling();
5229 /* Show previous message */
5232 do_cmd_message_one();
5236 /* Show previous messages */
5239 do_cmd_messages(old_now_message);
5243 /* Show quest status -KMW- */
5246 do_cmd_checkquest();
5250 /* Redraw the screen */
5253 now_message = old_now_message;
5258 #ifndef VERIFY_SAVEFILE
5260 /* Hack -- Save and don't quit */
5263 do_cmd_save_game(FALSE);
5267 #endif /* VERIFY_SAVEFILE */
5277 case SPECIAL_KEY_QUIT:
5279 do_cmd_save_and_exit();
5283 /* Quit (commit suicide) */
5296 /* Check artifacts, uniques, objects */
5303 /* Load "screen dump" */
5306 do_cmd_load_screen();
5310 /* Save "screen dump" */
5313 do_cmd_save_screen();
5317 /* Record/stop "Movie" */
5320 prepare_movie_hooks();
5324 /* Make random artifact list */
5327 spoil_random_artifact("randifact.txt");
5334 if (!p_ptr->wild_mode) do_cmd_travel();
5339 /* Hack -- Unknown command */
5342 if (flush_failure) flush();
5346 sound(SOUND_ILLEGAL);
5348 if (!get_rnd_line("error_j.txt", 0, error_m))
5350 if (!get_rnd_line("error.txt", 0, error_m))
5357 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5359 prt("Type '?' for help.", 0, 0);
5365 if (!energy_use && !now_message)
5366 now_message = old_now_message;
5372 static bool monster_tsuri(int r_idx)
5374 monster_race *r_ptr = &r_info[r_idx];
5376 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5383 /* Hack -- Pack Overflow */
5384 static void pack_overflow(void)
5386 if (inventory[INVEN_PACK].k_idx)
5388 char o_name[MAX_NLEN];
5391 /* Is auto-destroy done? */
5393 if (!inventory[INVEN_PACK].k_idx) return;
5395 /* Access the slot to be dropped */
5396 o_ptr = &inventory[INVEN_PACK];
5403 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5405 msg_print("Your pack overflows!");
5409 object_desc(o_name, o_ptr, 0);
5413 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5415 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5418 /* Drop it (carefully) near the player */
5419 (void)drop_near(o_ptr, 0, py, px);
5421 /* Modify, Describe, Optimize */
5422 inven_item_increase(INVEN_PACK, -255);
5423 inven_item_describe(INVEN_PACK);
5424 inven_item_optimize(INVEN_PACK);
5426 /* Handle "p_ptr->notice" */
5429 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5436 * Process the player
5438 * Notice the annoying code to handle "pack overflow", which
5439 * must come first just in case somebody manages to corrupt
5440 * the savefiles by clever use of menu commands or something.
5442 static void process_player(void)
5446 /*** Apply energy ***/
5451 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5453 msg_print("You feel different!");
5456 (void)gain_random_mutation(0);
5457 hack_mutation = FALSE;
5460 if (p_ptr->inside_battle)
5462 for(i = 1; i < m_max; i++)
5464 monster_type *m_ptr = &m_list[i];
5466 if (!m_ptr->r_idx) continue;
5468 /* Hack -- Detect monster */
5469 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5471 /* Update the monster */
5472 update_mon(i, FALSE);
5477 /* Give the player some energy */
5478 else if (!(load && p_ptr->energy_need <= 0))
5480 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5484 if (p_ptr->energy_need > 0) return;
5485 if (!command_rep) prt_time();
5487 /*** Check for interupts ***/
5489 /* Complete resting */
5496 if ((p_ptr->chp == p_ptr->mhp) &&
5497 (p_ptr->csp >= p_ptr->msp))
5499 set_action(ACTION_NONE);
5503 /* Complete resting */
5504 else if (resting == -2)
5507 if ((p_ptr->chp == p_ptr->mhp) &&
5508 (p_ptr->csp >= p_ptr->msp) &&
5509 !p_ptr->blind && !p_ptr->confused &&
5510 !p_ptr->poisoned && !p_ptr->afraid &&
5511 !p_ptr->stun && !p_ptr->cut &&
5512 !p_ptr->slow && !p_ptr->paralyzed &&
5513 !p_ptr->image && !p_ptr->word_recall &&
5514 !p_ptr->alter_reality)
5516 set_action(ACTION_NONE);
5521 if (p_ptr->action == ACTION_FISH)
5524 Term_xtra(TERM_XTRA_DELAY, 10);
5528 bool success = FALSE;
5529 get_mon_num_prep(monster_tsuri,NULL);
5530 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5532 if (r_idx && one_in_(2))
5535 y = py+ddy[tsuri_dir];
5536 x = px+ddx[tsuri_dir];
5537 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5540 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5542 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5544 msg_format("You have a good catch!", m_name);
5552 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5554 msg_print("Damn! The fish stole your bait!");
5561 /* Handle "abort" */
5564 /* Check for "player abort" (semi-efficiently for resting) */
5565 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5570 /* Check for a key */
5579 /* Hack -- Show a Message */
5581 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5583 msg_print("Canceled.");
5590 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5592 monster_type *m_ptr = &m_list[p_ptr->riding];
5593 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5595 if (MON_CSLEEP(m_ptr))
5600 (void)set_monster_csleep(p_ptr->riding, 0);
5602 /* Acquire the monster name */
5603 monster_desc(m_name, m_ptr, 0);
5605 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5607 msg_format("You have waked %s up.", m_name);
5611 if (MON_STUNNED(m_ptr))
5613 /* Hack -- Recover from stun */
5614 if (set_monster_stunned(p_ptr->riding,
5615 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5619 /* Acquire the monster name */
5620 monster_desc(m_name, m_ptr, 0);
5622 /* Dump a message */
5624 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5626 msg_format("%^s is no longer stunned.", m_name);
5631 if (MON_CONFUSED(m_ptr))
5633 /* Hack -- Recover from confusion */
5634 if (set_monster_confused(p_ptr->riding,
5635 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5639 /* Acquire the monster name */
5640 monster_desc(m_name, m_ptr, 0);
5642 /* Dump a message */
5644 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5646 msg_format("%^s is no longer confused.", m_name);
5651 if (MON_MONFEAR(m_ptr))
5653 /* Hack -- Recover from fear */
5654 if (set_monster_monfear(p_ptr->riding,
5655 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5659 /* Acquire the monster name */
5660 monster_desc(m_name, m_ptr, 0);
5662 /* Dump a message */
5664 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5666 msg_format("%^s is no longer fear.", m_name);
5671 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5675 /* Handle the player song */
5676 if (!load) check_music();
5678 /* Hex - Handle the hex spells */
5679 if (!load) check_hex();
5680 if (!load) revenge_spell();
5685 if (p_ptr->lightspeed)
5687 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5689 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5691 if (p_ptr->magic_num1[0] < 40)
5693 p_ptr->magic_num1[0] = 0;
5695 else p_ptr->magic_num1[0] -= 40;
5696 p_ptr->update |= (PU_BONUS);
5698 if (p_ptr->action == ACTION_LEARN)
5701 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5703 /* Convert the unit (1/2^16) to (1/2^32) */
5704 s64b_LSHIFT(cost, cost_frac, 16);
5707 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5711 p_ptr->csp_frac = 0;
5712 set_action(ACTION_NONE);
5717 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5719 p_ptr->redraw |= PR_MANA;
5722 if (p_ptr->special_defense & KATA_MASK)
5724 if (p_ptr->special_defense & KATA_MUSOU)
5728 set_action(ACTION_NONE);
5733 p_ptr->redraw |= (PR_MANA);
5738 /*** Handle actual user input ***/
5740 /* Repeat until out of energy */
5741 while (p_ptr->energy_need <= 0)
5743 p_ptr->window |= PW_PLAYER;
5744 p_ptr->sutemi = FALSE;
5745 p_ptr->counter = FALSE;
5746 now_damaged = FALSE;
5748 /* Handle "p_ptr->notice" */
5751 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5754 /* Place the cursor on the player */
5755 move_cursor_relative(py, px);
5757 /* Refresh (optional) */
5758 if (fresh_before) Term_fresh();
5761 /* Hack -- Pack Overflow */
5765 /* Hack -- cancel "lurking browse mode" */
5766 if (!command_new) command_see = FALSE;
5769 /* Assume free turn */
5773 if (p_ptr->inside_battle)
5775 /* Place the cursor on the player */
5776 move_cursor_relative(py, px);
5778 command_cmd = SPECIAL_KEY_BUILDING;
5780 /* Process the command */
5784 /* Paralyzed or Knocked Out */
5785 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5792 else if (p_ptr->action == ACTION_REST)
5797 /* Reduce rest count */
5800 if (!resting) set_action(ACTION_NONE);
5802 /* Redraw the state */
5803 p_ptr->redraw |= (PR_STATE);
5811 else if (p_ptr->action == ACTION_FISH)
5826 else if (travel.run)
5833 /* Repeated command */
5834 else if (command_rep)
5836 /* Count this execution */
5839 /* Redraw the state */
5840 p_ptr->redraw |= (PR_STATE);
5845 /* Hack -- Assume messages were seen */
5848 /* Clear the top line */
5851 /* Process the command */
5855 /* Normal command */
5858 /* Place the cursor on the player */
5859 move_cursor_relative(py, px);
5862 /* Get a command (normal) */
5863 request_command(FALSE);
5866 /* Process the command */
5871 /* Hack -- Pack Overflow */
5880 /* Use some energy */
5881 if (world_player || energy_use > 400)
5883 /* The Randomness is irrelevant */
5884 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5888 /* There is some randomness of needed energy */
5889 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5892 /* Hack -- constant hallucination */
5893 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5896 /* Shimmer monsters if needed */
5897 if (shimmer_monsters)
5899 /* Clear the flag */
5900 shimmer_monsters = FALSE;
5902 /* Shimmer multi-hued monsters */
5903 for (i = 1; i < m_max; i++)
5905 monster_type *m_ptr;
5906 monster_race *r_ptr;
5908 /* Access monster */
5911 /* Skip dead monsters */
5912 if (!m_ptr->r_idx) continue;
5914 /* Skip unseen monsters */
5915 if (!m_ptr->ml) continue;
5917 /* Access the monster race */
5918 r_ptr = &r_info[m_ptr->ap_r_idx];
5920 /* Skip non-multi-hued monsters */
5921 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5924 /* Reset the flag */
5925 shimmer_monsters = TRUE;
5927 /* Redraw regardless */
5928 lite_spot(m_ptr->fy, m_ptr->fx);
5933 /* Handle monster detection */
5934 if (repair_monsters)
5936 /* Reset the flag */
5937 repair_monsters = FALSE;
5939 /* Rotate detection flags */
5940 for (i = 1; i < m_max; i++)
5942 monster_type *m_ptr;
5944 /* Access monster */
5947 /* Skip dead monsters */
5948 if (!m_ptr->r_idx) continue;
5950 /* Nice monsters get mean */
5951 if (m_ptr->mflag & MFLAG_NICE)
5953 /* Nice monsters get mean */
5954 m_ptr->mflag &= ~(MFLAG_NICE);
5957 /* Handle memorized monsters */
5958 if (m_ptr->mflag2 & MFLAG2_MARK)
5960 /* Maintain detection */
5961 if (m_ptr->mflag2 & MFLAG2_SHOW)
5964 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5966 /* Still need repairs */
5967 repair_monsters = TRUE;
5970 /* Remove detection */
5974 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5976 /* Assume invisible */
5979 /* Update the monster */
5980 update_mon(i, FALSE);
5982 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5983 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5985 /* Redraw regardless */
5986 lite_spot(m_ptr->fy, m_ptr->fx);
5991 if (p_ptr->pclass == CLASS_IMITATOR)
5993 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5996 for (i = 0; i < p_ptr->mane_num; i++)
5998 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5999 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6003 p_ptr->redraw |= (PR_IMITATION);
6005 if (p_ptr->action == ACTION_LEARN)
6008 p_ptr->redraw |= (PR_STATE);
6011 if (world_player && (p_ptr->energy_need > - 1000))
6014 p_ptr->redraw |= (PR_MAP);
6016 /* Update monsters */
6017 p_ptr->update |= (PU_MONSTERS);
6020 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6023 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6025 msg_print("You feel time flowing around you once more.");
6028 world_player = FALSE;
6029 p_ptr->energy_need = ENERGY_NEED();
6031 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6036 /* Hack -- notice death */
6037 if (!p_ptr->playing || p_ptr->is_dead)
6039 world_player = FALSE;
6044 if (energy_use && reset_concent) reset_concentration(TRUE);
6046 /* Handle "leaving" */
6047 if (p_ptr->leaving) break;
6050 /* Update scent trail */
6056 * Interact with the current dungeon level.
6058 * This function will not exit until the level is completed,
6059 * the user dies, or the game is terminated.
6061 static void dungeon(bool load_game)
6065 /* Set the base level */
6066 base_level = dun_level;
6068 /* Reset various flags */
6072 p_ptr->leaving = FALSE;
6074 /* Reset the "command" vars */
6077 #if 0 /* Don't reset here --- It's used for Arena */
6086 /* Cancel the target */
6090 ambush_flag = FALSE;
6092 /* Cancel the health bar */
6095 /* Check visual effects */
6096 shimmer_monsters = TRUE;
6097 shimmer_objects = TRUE;
6098 repair_monsters = TRUE;
6099 repair_objects = TRUE;
6105 /* Get index of current quest (if any) */
6106 quest_num = quest_number(dun_level);
6108 /* Inside a quest? */
6111 /* Mark the quest monster */
6112 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6115 /* Track maximum player level */
6116 if (p_ptr->max_plv < p_ptr->lev)
6118 p_ptr->max_plv = p_ptr->lev;
6122 /* Track maximum dungeon level (if not in quest -KMW-) */
6123 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6125 max_dlv[dungeon_type] = dun_level;
6126 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6129 (void)calculate_upkeep();
6131 /* Validate the panel */
6132 panel_bounds_center();
6134 /* Verify the panel */
6137 /* Flush messages */
6141 /* Enter "xtra" mode */
6142 character_xtra = TRUE;
6145 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6147 /* Redraw dungeon */
6148 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6151 p_ptr->redraw |= (PR_MAP);
6154 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6156 /* Update lite/view */
6157 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6159 /* Update monsters */
6160 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6162 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6165 /* Leave "xtra" mode */
6166 character_xtra = FALSE;
6169 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6171 /* Combine / Reorder the pack */
6172 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6174 /* Handle "p_ptr->notice" */
6177 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6183 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6184 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6185 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6187 if (p_ptr->inside_battle)
6191 p_ptr->energy_need = 0;
6197 msg_print("»î¹ç³«»Ï¡ª");
6199 msg_format("Ready..Fight!");
6205 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6206 p_ptr->magic_num1[0] = MUSIC_DETECT;
6208 /* Hack -- notice death or departure */
6209 if (!p_ptr->playing || p_ptr->is_dead) return;
6211 /* Print quest message if appropriate */
6212 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6214 quest_discovery(random_quest_number(dun_level));
6215 p_ptr->inside_quest = random_quest_number(dun_level);
6217 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6219 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6221 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6222 d_name+d_info[dungeon_type].name,
6223 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6225 msg_format("%^s lives in this level as the keeper of %s.",
6226 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6227 d_name+d_info[dungeon_type].name);
6231 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6233 /*** Process this dungeon level ***/
6235 /* Reset the monster generation level */
6236 monster_level = base_level;
6238 /* Reset the object generation level */
6239 object_level = base_level;
6243 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6244 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6245 p_ptr->energy_need = 0;
6247 /* Not leaving dungeon */
6248 p_ptr->leaving_dungeon = FALSE;
6250 /* Initialize monster process */
6256 /* Hack -- Compact the monster list occasionally */
6257 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6259 /* Hack -- Compress the monster list occasionally */
6260 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6263 /* Hack -- Compact the object list occasionally */
6264 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6266 /* Hack -- Compress the object list occasionally */
6267 if (o_cnt + 32 < o_max) compact_objects(0);
6270 /* Process the player */
6273 /* Handle "p_ptr->notice" */
6276 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6279 /* Hack -- Hilite the player */
6280 move_cursor_relative(py, px);
6282 /* Optional fresh */
6283 if (fresh_after) Term_fresh();
6285 /* Hack -- Notice death or departure */
6286 if (!p_ptr->playing || p_ptr->is_dead) break;
6288 /* Process all of the monsters */
6291 /* Handle "p_ptr->notice" */
6294 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6297 /* Hack -- Hilite the player */
6298 move_cursor_relative(py, px);
6300 /* Optional fresh */
6301 if (fresh_after) Term_fresh();
6303 /* Hack -- Notice death or departure */
6304 if (!p_ptr->playing || p_ptr->is_dead) break;
6307 /* Process the world */
6310 /* Handle "p_ptr->notice" */
6313 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6316 /* Hack -- Hilite the player */
6317 move_cursor_relative(py, px);
6319 /* Optional fresh */
6320 if (fresh_after) Term_fresh();
6322 /* Hack -- Notice death or departure */
6323 if (!p_ptr->playing || p_ptr->is_dead) break;
6325 /* Handle "leaving" */
6326 if (p_ptr->leaving) break;
6328 /* Count game turns */
6331 if (dungeon_turn < dungeon_turn_limit)
6333 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6334 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6337 prevent_turn_overflow();
6339 if (wild_regen) wild_regen--;
6342 /* Inside a quest and non-unique questor? */
6343 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6345 /* Un-mark the quest monster */
6346 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6349 /* Not save-and-quit and not dead? */
6350 if (p_ptr->playing && !p_ptr->is_dead)
6353 * Maintain Unique monsters and artifact, save current
6354 * floor, then prepare next floor
6358 /* Forget the flag */
6359 reinit_wilderness = FALSE;
6362 /* Write about current level on the play record once per level */
6368 * Load some "user pref files"
6370 * Modified by Arcum Dagsson to support
6371 * separate macro files for different realms.
6373 static void load_all_pref_files(void)
6377 /* Access the "user" pref file */
6378 sprintf(buf, "user.prf");
6380 /* Process that file */
6381 process_pref_file(buf);
6383 /* Access the "user" system pref file */
6384 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6386 /* Process that file */
6387 process_pref_file(buf);
6389 /* Access the "race" pref file */
6390 sprintf(buf, "%s.prf", rp_ptr->title);
6392 /* Process that file */
6393 process_pref_file(buf);
6395 /* Access the "class" pref file */
6396 sprintf(buf, "%s.prf", cp_ptr->title);
6398 /* Process that file */
6399 process_pref_file(buf);
6401 /* Access the "character" pref file */
6402 sprintf(buf, "%s.prf", player_base);
6404 /* Process that file */
6405 process_pref_file(buf);
6407 /* Access the "realm 1" pref file */
6408 if (p_ptr->realm1 != REALM_NONE)
6410 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6412 /* Process that file */
6413 process_pref_file(buf);
6416 /* Access the "realm 2" pref file */
6417 if (p_ptr->realm2 != REALM_NONE)
6419 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6421 /* Process that file */
6422 process_pref_file(buf);
6426 /* Load an autopick preference file */
6427 autopick_load_pref(FALSE);
6432 * Extract option variables from bit sets
6434 void extract_option_vars(void)
6438 for (i = 0; option_info[i].o_desc; i++)
6440 int os = option_info[i].o_set;
6441 int ob = option_info[i].o_bit;
6443 /* Set the "default" options */
6444 if (option_info[i].o_var)
6447 if (option_flag[os] & (1L << ob))
6450 (*option_info[i].o_var) = TRUE;
6457 (*option_info[i].o_var) = FALSE;
6465 * Determine bounty uniques
6467 void determine_bounty_uniques(void)
6470 monster_race *r_ptr;
6472 get_mon_num_prep(NULL, NULL);
6473 for (i = 0; i < MAX_KUBI; i++)
6477 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6478 r_ptr = &r_info[kubi_r_idx[i]];
6480 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6482 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6484 if (r_ptr->rarity > 100) continue;
6486 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6488 for (j = 0; j < i; j++)
6489 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6496 for (i = 0; i < MAX_KUBI - 1; i++)
6498 for (j = i; j < MAX_KUBI; j++)
6500 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6502 tmp = kubi_r_idx[i];
6503 kubi_r_idx[i] = kubi_r_idx[j];
6504 kubi_r_idx[j] = tmp;
6512 * Determine today's bounty monster
6513 * Note: conv_old is used if loaded 0.0.3 or older save file
6515 void determine_today_mon(bool conv_old)
6518 bool old_inside_battle = p_ptr->inside_battle;
6519 monster_race *r_ptr;
6523 for (i = 0; i < max_d_idx; i++)
6525 if (max_dlv[i] < d_info[i].mindepth) continue;
6526 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6529 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6531 p_ptr->inside_battle = TRUE;
6532 get_mon_num_prep(NULL, NULL);
6536 today_mon = get_mon_num(max_dl);
6537 r_ptr = &r_info[today_mon];
6539 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6540 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6541 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6542 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6543 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6544 if (r_ptr->rarity > 10) continue;
6548 p_ptr->today_mon = 0;
6549 p_ptr->inside_battle = old_inside_battle;
6554 * Actually play a game
6556 * If the "new_game" parameter is true, then, after loading the
6557 * savefile, we will commit suicide, if necessary, to allow the
6558 * player to start a new game.
6560 void play_game(bool new_game)
6563 bool load_game = TRUE;
6573 else if (chuukei_server)
6575 prepare_chuukei_hooks();
6586 hack_mutation = FALSE;
6588 /* Hack -- Character is "icky" */
6589 character_icky = TRUE;
6591 /* Make sure main term is active */
6592 Term_activate(angband_term[0]);
6594 /* Initialise the resize hooks */
6595 angband_term[0]->resize_hook = resize_map;
6597 for (i = 1; i < 8; i++)
6599 /* Does the term exist? */
6600 if (angband_term[i])
6602 /* Add the redraw on resize hook */
6603 angband_term[i]->resize_hook = redraw_window;
6607 /* Hack -- turn off the cursor */
6608 (void)Term_set_cursor(0);
6611 /* Attempt to load */
6616 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6618 quit("broken savefile");
6623 /* Extract the options */
6624 extract_option_vars();
6626 /* Report waited score */
6627 if (p_ptr->wait_report_score)
6633 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6635 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6640 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6645 p_ptr->is_dead = TRUE;
6647 start_time = time(NULL);
6649 /* No suspending now */
6650 signals_ignore_tstp();
6652 /* Hack -- Character is now "icky" */
6653 character_icky = TRUE;
6655 /* Build the filename */
6656 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6658 /* Open the high score file, for reading/writing */
6659 highscore_fd = fd_open(buf, O_RDWR);
6661 /* Handle score, show Top scores */
6662 success = send_world_score(TRUE);
6665 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6667 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6671 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6673 prt("standing by for future registration...", 0, 0);
6679 p_ptr->wait_report_score = FALSE;
6682 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6684 if (!save_player()) msg_print("death save failed!");
6687 /* Shut the high score file */
6688 (void)fd_close(highscore_fd);
6690 /* Forget the high score fd */
6693 /* Allow suspending now */
6694 signals_handle_tstp();
6699 creating_savefile = new_game;
6701 /* Nothing loaded */
6702 if (!character_loaded)
6704 /* Make new player */
6707 /* The dungeon is not ready */
6708 character_dungeon = FALSE;
6710 /* Prepare to init the RNG */
6713 /* Initialize the saved floors data */
6714 init_saved_floors(FALSE);
6717 /* Old game is loaded. But new game is requested. */
6720 /* Initialize the saved floors data */
6721 init_saved_floors(TRUE);
6724 /* Process old character */
6727 /* Process the player name */
6728 process_player_name(FALSE);
6737 seed = (time(NULL));
6741 /* Mutate the seed on Unix machines */
6742 seed = ((seed >> 3) * (getpid() << 1));
6746 /* Use the complex RNG */
6749 /* Seed the "complex" RNG */
6750 Rand_state_init(seed);
6753 /* Roll new character */
6756 /* The dungeon is not ready */
6757 character_dungeon = FALSE;
6761 p_ptr->inside_quest = 0;
6762 p_ptr->inside_arena = FALSE;
6763 p_ptr->inside_battle = FALSE;
6767 /* Hack -- seed for flavors */
6768 seed_flavor = randint0(0x10000000);
6770 /* Hack -- seed for town layout */
6771 seed_town = randint0(0x10000000);
6773 /* Roll up a new character */
6781 determine_bounty_uniques();
6782 determine_today_mon(FALSE);
6784 /* Initialize object array */
6789 write_level = FALSE;
6792 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6794 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6798 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6799 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6801 if (p_ptr->riding == -1)
6804 for (i = m_max; i > 0; i--)
6806 if (player_bold(m_list[i].fy, m_list[i].fx))
6815 creating_savefile = FALSE;
6817 p_ptr->teleport_town = FALSE;
6818 p_ptr->sutemi = FALSE;
6819 world_monster = FALSE;
6820 now_damaged = FALSE;
6822 start_time = time(NULL) - 1;
6823 record_o_name[0] = '\0';
6825 /* Reset map panel */
6826 panel_row_min = cur_hgt;
6827 panel_col_min = cur_wid;
6829 /* Sexy gal gets bonus to maximum weapon skill of whip */
6830 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6831 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6833 /* Fill the arrays of floors and walls in the good proportions */
6834 set_floor_and_wall(dungeon_type);
6836 /* Flavor the objects */
6839 /* Flash a message */
6841 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6843 prt("Please wait...", 0, 0);
6847 /* Flush the message */
6851 /* Hack -- Enter wizard mode */
6854 if (enter_wizard_mode())
6856 p_ptr->wizard = TRUE;
6858 if (p_ptr->is_dead || !py || !px)
6860 /* Initialize the saved floors data */
6861 init_saved_floors(TRUE);
6864 p_ptr->inside_quest = 0;
6866 /* Avoid crash in update_view() */
6870 else if (p_ptr->is_dead)
6872 quit("Already dead.");
6876 /* Initialize the town-buildings if necessary */
6877 if (!dun_level && !p_ptr->inside_quest)
6879 /* Init the wilderness */
6881 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6884 init_flags = INIT_ONLY_BUILDINGS;
6886 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6891 /* Generate a dungeon level if needed */
6892 if (!character_dungeon)
6899 /* HACK -- Restore from panic-save */
6900 if (p_ptr->panic_save)
6902 /* No player? -- Try to regenerate floor */
6906 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6908 msg_print("What a strange player location. Regenerate the dungeon floor.");
6913 /* Still no player? -- Try to locate random place */
6914 if (!py || !px) py = px = 10;
6916 /* No longer in panic */
6917 p_ptr->panic_save = 0;
6921 /* Character is now "complete" */
6922 character_generated = TRUE;
6925 /* Hack -- Character is no longer "icky" */
6926 character_icky = FALSE;
6934 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6936 sprintf(buf, "You are standing in the %s.", map_name());
6938 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6943 p_ptr->playing = TRUE;
6945 /* Reset the visual mappings */
6948 /* Load the "pref" files */
6949 load_all_pref_files();
6951 /* Give startup outfit (after loading pref files) */
6957 /* React to changes */
6958 Term_xtra(TERM_XTRA_REACT, 0);
6961 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6964 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6970 /* Set or clear "rogue_like_commands" if requested */
6971 if (arg_force_original) rogue_like_commands = FALSE;
6972 if (arg_force_roguelike) rogue_like_commands = TRUE;
6974 /* Hack -- Enforce "delayed death" */
6975 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6977 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6979 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6981 monster_type *m_ptr;
6982 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6983 monster_race *r_ptr = &r_info[pet_r_idx];
6984 place_monster_aux(0, py, px - 1, pet_r_idx,
6985 (PM_FORCE_PET | PM_NO_KAGE));
6986 m_ptr = &m_list[hack_m_idx_ii];
6987 m_ptr->mspeed = r_ptr->speed;
6988 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6989 m_ptr->max_maxhp = m_ptr->maxhp;
6990 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6991 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6994 (void)combine_and_reorder_home(STORE_HOME);
6995 (void)combine_and_reorder_home(STORE_MUSEUM);
7000 /* Process the level */
7003 /* Handle "p_ptr->notice" */
7006 /* Hack -- prevent "icky" message */
7007 character_xtra = TRUE;
7009 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7012 character_xtra = FALSE;
7014 /* Cancel the target */
7017 /* Cancel the health bar */
7021 /* Forget the lite */
7024 /* Forget the view */
7027 /* Forget the view */
7030 /* Handle "quit and save" */
7031 if (!p_ptr->playing && !p_ptr->is_dead) break;
7033 /* Erase the old cave */
7035 if (!p_ptr->is_dead) wipe_m_list();
7043 /* Accidental Death */
7044 if (p_ptr->playing && p_ptr->is_dead)
7046 if (p_ptr->inside_arena)
7048 p_ptr->inside_arena = FALSE;
7049 if (p_ptr->arena_number > MAX_ARENA_MONS)
7050 p_ptr->arena_number++;
7052 p_ptr->arena_number = -1 - p_ptr->arena_number;
7053 p_ptr->is_dead = FALSE;
7055 p_ptr->chp_frac = 0;
7056 p_ptr->exit_bldg = TRUE;
7059 /* Leave through the exit */
7060 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7062 /* prepare next floor */
7067 /* Mega-Hack -- Allow player to cheat death */
7069 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7071 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7074 /* Mark social class, reset age, if needed */
7075 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7081 p_ptr->noscore |= 0x0001;
7085 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7087 msg_print("You invoke wizard mode and cheat death.");
7091 /* Restore hit points */
7092 p_ptr->chp = p_ptr->mhp;
7093 p_ptr->chp_frac = 0;
7095 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7097 for (i = 0; i < EATER_EXT*2; i++)
7099 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7101 for (; i < EATER_EXT*3; i++)
7103 p_ptr->magic_num1[i] = 0;
7106 /* Restore spell points */
7107 p_ptr->csp = p_ptr->msp;
7108 p_ptr->csp_frac = 0;
7110 /* Hack -- cancel recall */
7111 if (p_ptr->word_recall)
7115 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7117 msg_print("A tension leaves the air around you...");
7122 /* Hack -- Prevent recall */
7123 p_ptr->word_recall = 0;
7124 p_ptr->redraw |= (PR_STATUS);
7127 /* Hack -- cancel alter */
7128 if (p_ptr->alter_reality)
7130 /* Hack -- Prevent alter */
7131 p_ptr->alter_reality = 0;
7132 p_ptr->redraw |= (PR_STATUS);
7135 /* Note cause of death XXX XXX XXX */
7137 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7139 (void)strcpy(p_ptr->died_from, "Cheating death");
7143 p_ptr->is_dead = FALSE;
7145 /* Hack -- Healing */
7147 (void)set_confused(0);
7148 (void)set_poisoned(0);
7149 (void)set_afraid(0);
7150 (void)set_paralyzed(0);
7155 /* Hack -- Prevent starvation */
7156 (void)set_food(PY_FOOD_MAX - 1);
7159 p_ptr->inside_arena = FALSE;
7160 p_ptr->inside_battle = FALSE;
7162 p_ptr->inside_quest = 0;
7163 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7165 if (lite_town || vanilla_town)
7167 p_ptr->wilderness_y = 1;
7168 p_ptr->wilderness_x = 1;
7182 p_ptr->wilderness_y = 48;
7183 p_ptr->wilderness_x = 5;
7189 p_ptr->wild_mode = FALSE;
7190 p_ptr->leaving = TRUE;
7193 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7195 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7198 /* Prepare next floor */
7205 /* Handle "death" */
7206 if (p_ptr->is_dead) break;
7208 /* Make a new level */
7219 s32b turn_real(s32b hoge)
7221 switch (p_ptr->start_race)
7227 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7234 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7235 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7237 void prevent_turn_overflow(void)
7239 int rollback_days, i, j;
7240 s32b rollback_turns;
7242 if (turn < turn_limit) return;
7244 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7245 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7247 if (turn > rollback_turns) turn -= rollback_turns;
7248 else turn = 1; /* Paranoia */
7249 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7251 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7252 else old_battle = 1;
7253 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7254 else p_ptr->feeling_turn = 1;
7256 for (i = 1; i < max_towns; i++)
7258 for (j = 0; j < MAX_STORES; j++)
7260 store_type *st_ptr = &town[i].store[j];
7262 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7264 st_ptr->last_visit -= rollback_turns;
7265 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7268 if (st_ptr->store_open)
7270 st_ptr->store_open -= rollback_turns;
7271 if (st_ptr->store_open < 1) st_ptr->store_open = 1;