3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
16 #include "cmd-hissatsu.h"
18 #include "cmd-magiceat.h"
20 #include "cmd-quaff.h"
22 #include "cmd-smith.h"
23 #include "cmd-usestaff.h"
24 #include "cmd-zaprod.h"
25 #include "cmd-zapwand.h"
27 #include "cmd-basic.h"
29 #include "floor-events.h"
31 #include "object-curse.h"
32 #include "object-flavor.h"
35 #include "spells-summon.h"
36 #include "spells-object.h"
37 #include "spells-status.h"
38 #include "spells-floor.h"
39 #include "monsterrace-hook.h"
45 #include "player-move.h"
46 #include "player-status.h"
47 #include "cmd-spell.h"
48 #include "realm-hex.h"
49 #include "object-hook.h"
51 #include "monster-status.h"
52 #include "floor-save.h"
55 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
56 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
59 * @brief 擬似鑑定を実際に行い判定を反映する
60 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
61 * @param heavy 重度の擬似鑑定を行うならばTRUE
64 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
67 object_type *o_ptr = &inventory[slot];
68 GAME_TEXT o_name[MAX_NLEN];
70 /* We know about it already, do not tell us again */
71 if (o_ptr->ident & (IDENT_SENSE))return;
73 /* It is fully known, no information needed */
74 if (object_is_known(o_ptr)) return;
76 /* Check for a feeling */
77 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
79 /* Skip non-feelings */
83 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
94 feel = FEEL_EXCELLENT;
100 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
102 feel = FEEL_UNCURSED;
107 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
113 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
120 feel = FEEL_WORTHLESS;
125 feel = FEEL_TERRIBLE;
131 /* Stop everything */
132 if (disturb_minor) disturb(FALSE, FALSE);
134 /* Get an object description */
135 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
137 /* Message (equipment) */
138 if (slot >= INVEN_RARM)
141 msg_format("%s%s(%c)は%sという感じがする...",
142 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
144 msg_format("You feel the %s (%c) you are %s %s %s...",
145 o_name, index_to_label(slot), describe_use(slot),
146 ((o_ptr->number == 1) ? "is" : "are"),
147 game_inscriptions[feel]);
152 /* Message (inventory) */
156 msg_format("ザックの中の%s(%c)は%sという感じがする...",
157 o_name, index_to_label(slot),game_inscriptions[feel]);
159 msg_format("You feel the %s (%c) in your pack %s %s...",
160 o_name, index_to_label(slot),
161 ((o_ptr->number == 1) ? "is" : "are"),
162 game_inscriptions[feel]);
167 o_ptr->ident |= (IDENT_SENSE);
169 /* Set the "inscription" */
170 o_ptr->feeling = feel;
172 /* Auto-inscription/destroy */
173 autopick_alter_item(slot, destroy_feeling);
174 p_ptr->update |= (PU_COMBINE | PU_REORDER);
176 p_ptr->window |= (PW_INVEN | PW_EQUIP);
182 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
185 * Sense the inventory\n
187 * Class 0 = Warrior --> fast and heavy\n
188 * Class 1 = Mage --> slow and light\n
189 * Class 2 = Priest --> fast but light\n
190 * Class 3 = Rogue --> okay and heavy\n
191 * Class 4 = Ranger --> slow but heavy (changed!)\n
192 * Class 5 = Paladin --> slow but heavy\n
194 static void sense_inventory1(void)
197 PLAYER_LEVEL plev = p_ptr->lev;
202 /*** Check for "sensing" ***/
204 /* No sensing when confused */
205 if (p_ptr->confused) return;
207 /* Analyze the class */
208 switch (p_ptr->pclass)
216 if (0 != randint0(9000L / (plev * plev + 40))) return;
227 if (0 != randint0(6000L / (plev * plev + 50))) return;
236 case CLASS_HIGH_MAGE:
238 case CLASS_MAGIC_EATER:
240 /* Very bad (light) sensing */
241 if (0 != randint0(240000L / (plev + 5))) return;
249 /* Good (light) sensing */
250 if (0 != randint0(10000L / (plev * plev + 40))) return;
259 if (0 != randint0(20000L / (plev * plev + 40))) return;
270 if (0 != randint0(95000L / (plev * plev + 40))) return;
282 if (0 != randint0(77777L / (plev * plev + 40))) return;
290 case CLASS_WARRIOR_MAGE:
294 if (0 != randint0(75000L / (plev * plev + 40))) return;
299 case CLASS_MINDCRAFTER:
301 case CLASS_BLUE_MAGE:
302 case CLASS_MIRROR_MASTER:
305 if (0 != randint0(55000L / (plev * plev + 40))) return;
310 case CLASS_CHAOS_WARRIOR:
313 if (0 != randint0(80000L / (plev * plev + 40))) return;
322 case CLASS_FORCETRAINER:
325 if (0 != randint0(20000L / (plev * plev + 40))) return;
333 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
341 case CLASS_BEASTMASTER:
344 if (0 != randint0(65000L / (plev * plev + 40))) return;
348 case CLASS_BERSERKER:
357 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
359 /*** Sense everything ***/
361 /* Check everything */
362 for (i = 0; i < INVEN_TOTAL; i++)
366 o_ptr = &inventory[i];
368 /* Skip empty slots */
369 if (!o_ptr->k_idx) continue;
371 /* Valid "tval" codes */
398 /* Skip non-sense machines */
401 /* Occasional failure on inventory items */
402 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
405 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
410 sense_inventory_aux(i, heavy);
415 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
418 static void sense_inventory2(void)
421 PLAYER_LEVEL plev = p_ptr->lev;
425 /*** Check for "sensing" ***/
427 /* No sensing when confused */
428 if (p_ptr->confused) return;
430 /* Analyze the class */
431 switch (p_ptr->pclass)
437 case CLASS_BERSERKER:
445 case CLASS_CHAOS_WARRIOR:
447 case CLASS_BEASTMASTER:
450 /* Very bad (light) sensing */
451 if (0 != randint0(240000L / (plev + 5))) return;
457 case CLASS_WARRIOR_MAGE:
462 if (0 != randint0(95000L / (plev * plev + 40))) return;
470 case CLASS_FORCETRAINER:
471 case CLASS_MINDCRAFTER:
474 if (0 != randint0(20000L / (plev * plev + 40))) return;
480 case CLASS_HIGH_MAGE:
482 case CLASS_MAGIC_EATER:
483 case CLASS_MIRROR_MASTER:
484 case CLASS_BLUE_MAGE:
487 if (0 != randint0(9000L / (plev * plev + 40))) return;
495 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
501 /*** Sense everything ***/
503 /* Check everything */
504 for (i = 0; i < INVEN_TOTAL; i++)
508 o_ptr = &inventory[i];
510 /* Skip empty slots */
511 if (!o_ptr->k_idx) continue;
513 /* Valid "tval" codes */
526 /* Skip non-sense machines */
529 /* Occasional failure on inventory items */
530 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
532 sense_inventory_aux(i, TRUE);
537 * @brief パターン終点到達時のテレポート処理を行う
540 static void pattern_teleport(void)
543 DEPTH max_level = 99;
546 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
551 /* Only downward in ironman mode */
552 if (ironman_downward)
553 min_level = current_floor_ptr->dun_level;
556 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
558 if (current_floor_ptr->dun_level > 100)
559 max_level = MAX_DEPTH - 1;
560 else if (current_floor_ptr->dun_level == 100)
565 max_level = d_info[p_ptr->dungeon_idx].maxdepth;
566 min_level = d_info[p_ptr->dungeon_idx].mindepth;
570 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
573 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
575 /* Ask for a level */
576 if (!get_string(ppp, tmp_val, 10)) return;
578 /* Extract request */
579 command_arg = (COMMAND_ARG)atoi(tmp_val);
581 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
583 teleport_player(200, 0L);
590 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
591 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
594 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
596 if (autosave_l) do_cmd_save_game(TRUE);
599 current_floor_ptr->dun_level = command_arg;
603 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
605 p_ptr->inside_quest = 0;
609 * Clear all saved floors
610 * and create a first saved floor
612 prepare_change_floor_mode(CFM_FIRST_FLOOR);
613 p_ptr->leaving = TRUE;
617 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
618 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
620 static bool pattern_effect(void)
624 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
626 if ((prace_is_(RACE_AMBERITE)) &&
627 (p_ptr->cut > 0) && one_in_(10))
632 pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
634 switch (pattern_type)
636 case PATTERN_TILE_END:
638 (void)restore_all_status();
639 (void)restore_level();
640 (void)cure_critical_wounds(1000);
642 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
643 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
646 * We could make the healing effect of the
647 * Pattern center one-time only to avoid various kinds
648 * of abuse, like luring the win monster into fighting you
649 * in the middle of the pattern...
653 case PATTERN_TILE_OLD:
657 case PATTERN_TILE_TELEPORT:
661 case PATTERN_TILE_WRECKED:
663 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
667 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
669 else if (!IS_INVULN())
670 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
679 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
680 * @param percent 回復比率
683 static void regenhp(int percent)
689 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
690 if (p_ptr->action == ACTION_HAYAGAKE) return;
692 /* Save the old hitpoints */
693 old_chp = p_ptr->chp;
696 * Extract the new hitpoints
698 * 'percent' is the Regen factor in unit (1/2^16)
701 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
703 /* Convert the unit (1/2^16) to (1/2^32) */
704 s64b_LSHIFT(new_chp, new_chp_frac, 16);
707 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
711 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
713 p_ptr->chp = p_ptr->mhp;
718 if (old_chp != p_ptr->chp)
720 p_ptr->redraw |= (PR_HP);
721 p_ptr->window |= (PW_PLAYER);
728 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
729 * @param upkeep_factor ペット維持によるMPコスト量
730 * @param regen_amount 回復量
733 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
735 MANA_POINT old_csp = p_ptr->csp;
736 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
739 * Excess mana will decay 32 times faster than normal
742 if (p_ptr->csp > p_ptr->msp)
744 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
746 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
748 /* Convert the unit (1/2^16) to (1/2^32) */
749 s64b_LSHIFT(decay, decay_frac, 16);
752 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
755 if (p_ptr->csp < p_ptr->msp)
757 p_ptr->csp = p_ptr->msp;
762 /* Regenerating mana (unless the player has excess mana) */
763 else if (regen_rate > 0)
765 /* (percent/100) is the Regen factor in unit (1/2^16) */
766 MANA_POINT new_mana = 0;
767 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
769 /* Convert the unit (1/2^16) to (1/2^32) */
770 s64b_LSHIFT(new_mana, new_mana_frac, 16);
773 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
775 /* Must set frac to zero even if equal */
776 if (p_ptr->csp >= p_ptr->msp)
778 p_ptr->csp = p_ptr->msp;
784 /* Reduce mana (even when the player has excess mana) */
787 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
788 s32b reduce_mana = 0;
789 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
791 /* Convert the unit (1/2^16) to (1/2^32) */
792 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
795 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
805 if (old_csp != p_ptr->csp)
807 p_ptr->redraw |= (PR_MANA);
808 p_ptr->window |= (PW_PLAYER);
809 p_ptr->window |= (PW_SPELL);
815 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
816 * @param regen_amount 回復量
819 static void regenmagic(int regen_amount)
824 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
826 for (i = 0; i < EATER_EXT*2; i++)
828 if (!p_ptr->magic_num2[i]) continue;
829 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
831 /* Increase remaining charge number like float value */
832 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
833 p_ptr->magic_num1[i] += new_mana;
835 /* Check maximum charge */
836 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
838 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
842 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
844 if (!p_ptr->magic_num1[i]) continue;
845 if (!p_ptr->magic_num2[i]) continue;
847 /* Decrease remaining period for charging */
848 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
849 / (dev * 16 * PY_REGEN_NORMAL);
850 p_ptr->magic_num1[i] -= new_mana;
852 /* Check minimum remaining period for charging */
853 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
860 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
862 * @note Should probably be done during monster turns.
864 static void regen_monsters(void)
869 /* Regenerate everyone */
870 for (i = 1; i < m_max; i++)
872 /* Check the i'th monster */
873 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
874 monster_race *r_ptr = &r_info[m_ptr->r_idx];
876 if (!monster_is_valid(m_ptr)) continue;
878 /* Allow regeneration (if needed) */
879 if (m_ptr->hp < m_ptr->maxhp)
881 /* Hack -- Base regeneration */
882 frac = m_ptr->maxhp / 100;
884 /* Hack -- Minimal regeneration rate */
885 if (!frac) if (one_in_(2)) frac = 1;
887 /* Hack -- Some monsters regenerate quickly */
888 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
890 /* Hack -- Regenerate */
893 /* Do not over-regenerate */
894 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
896 /* Redraw (later) if needed */
897 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
898 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
905 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
907 * @note Should probably be done during monster turns.
909 static void regen_captured_monsters(void)
914 /* Regenerate everyone */
915 for (i = 0; i < INVEN_TOTAL; i++)
918 object_type *o_ptr = &inventory[i];
920 if (!o_ptr->k_idx) continue;
921 if (o_ptr->tval != TV_CAPTURE) continue;
922 if (!o_ptr->pval) continue;
926 r_ptr = &r_info[o_ptr->pval];
928 /* Allow regeneration (if needed) */
929 if (o_ptr->xtra4 < o_ptr->xtra5)
931 /* Hack -- Base regeneration */
932 frac = o_ptr->xtra5 / 100;
934 /* Hack -- Minimal regeneration rate */
935 if (!frac) if (one_in_(2)) frac = 1;
937 /* Hack -- Some monsters regenerate quickly */
938 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
940 /* Hack -- Regenerate */
941 o_ptr->xtra4 += (XTRA16)frac;
943 /* Do not over-regenerate */
944 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
951 p_ptr->update |= (PU_COMBINE);
952 p_ptr->window |= (PW_INVEN);
953 p_ptr->window |= (PW_EQUIP);
959 * @brief 寿命つき光源の警告メッセージ処理
960 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
963 static void notice_lite_change(object_type *o_ptr)
965 /* Hack -- notice interesting fuel steps */
966 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
968 p_ptr->window |= (PW_EQUIP);
971 /* Hack -- Special treatment when blind */
974 /* Hack -- save some light for later */
975 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
978 /* The light is now out */
979 else if (o_ptr->xtra4 == 0)
981 disturb(FALSE, TRUE);
982 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
984 /* Recalculate torch radius */
985 p_ptr->update |= (PU_TORCH);
987 /* Some ego light lose its effects without fuel */
988 p_ptr->update |= (PU_BONUS);
991 /* The light is getting dim */
992 else if (o_ptr->name2 == EGO_LITE_LONG)
994 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
995 && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
997 if (disturb_minor) disturb(FALSE, TRUE);
998 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1002 /* The light is getting dim */
1003 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1005 if (disturb_minor) disturb(FALSE, TRUE);
1006 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1012 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1013 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1016 static void recharged_notice(object_type *o_ptr)
1018 GAME_TEXT o_name[MAX_NLEN];
1022 /* No inscription */
1023 if (!o_ptr->inscription) return;
1026 s = my_strchr(quark_str(o_ptr->inscription), '!');
1028 /* Process notification request. */
1031 /* Find another '!' */
1034 /* Describe (briefly) */
1035 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1037 /* Notify the player */
1039 msg_format("%sは再充填された。", o_name);
1041 if (o_ptr->number > 1)
1042 msg_format("Your %s are recharged.", o_name);
1044 msg_format("Your %s is recharged.", o_name);
1047 disturb(FALSE, FALSE);
1053 /* Keep looking for '!'s */
1054 s = my_strchr(s + 1, '!');
1059 * @brief プレイヤーの歌に関する継続処理
1062 static void check_music(void)
1064 const magic_type *s_ptr;
1066 MANA_POINT need_mana;
1067 u32b need_mana_frac;
1069 /* Music singed by player */
1070 if (p_ptr->pclass != CLASS_BARD) return;
1071 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1073 if (p_ptr->anti_magic)
1075 stop_singing(p_ptr);
1079 spell = SINGING_SONG_ID(p_ptr);
1080 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1082 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1086 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1088 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1090 stop_singing(p_ptr);
1095 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1097 p_ptr->redraw |= PR_MANA;
1098 if (INTERUPTING_SONG_EFFECT(p_ptr))
1100 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1101 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1102 msg_print(_("歌を再開した。", "You restart singing."));
1103 p_ptr->action = ACTION_SING;
1104 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1105 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1106 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1109 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1110 p_ptr->spell_exp[spell] += 5;
1111 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1112 { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1113 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1114 { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1115 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1116 { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1118 /* Do any effects of continual song */
1119 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1123 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1124 * @param flag 探し出したい呪いフラグ配列
1125 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1128 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1131 int choices[INVEN_TOTAL-INVEN_RARM];
1134 /* Paranoia -- Player has no warning-item */
1135 if (!(p_ptr->cursed & flag)) return NULL;
1137 /* Search Inventry */
1138 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1140 object_type *o_ptr = &inventory[i];
1142 if (o_ptr->curse_flags & flag)
1144 choices[number] = i;
1147 else if ((flag == TRC_ADD_L_CURSE) ||
1148 (flag == TRC_ADD_H_CURSE) ||
1149 (flag == TRC_DRAIN_HP) ||
1150 (flag == TRC_DRAIN_MANA) ||
1151 (flag == TRC_CALL_ANIMAL) ||
1152 (flag == TRC_CALL_DEMON) ||
1153 (flag == TRC_CALL_DRAGON) ||
1154 (flag == TRC_CALL_UNDEAD) ||
1155 (flag == TRC_COWARDICE) ||
1156 (flag == TRC_LOW_MELEE) ||
1157 (flag == TRC_LOW_AC) ||
1158 (flag == TRC_LOW_MAGIC) ||
1159 (flag == TRC_FAST_DIGEST) ||
1160 (flag == TRC_SLOW_REGEN) )
1163 BIT_FLAGS flgs[TR_FLAG_SIZE];
1164 object_flags(o_ptr, flgs);
1167 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1168 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1169 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1170 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1171 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1172 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1173 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1174 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1175 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1176 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1177 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1178 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1179 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1180 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1183 if (have_flag(flgs, cf))
1185 choices[number] = i;
1191 /* Choice one of them */
1192 return (&inventory[choices[randint0(number)]]);
1195 static void process_world_aux_digestion(void)
1197 if (!p_ptr->inside_battle)
1199 /* Digest quickly when gorged */
1200 if (p_ptr->food >= PY_FOOD_MAX)
1202 /* Digest a lot of food */
1203 (void)set_food(p_ptr->food - 100);
1206 /* Digest normally -- Every 50 game turns */
1207 else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
1209 /* Basic digestion rate based on speed */
1210 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1212 /* Regeneration takes more food */
1213 if (p_ptr->regenerate)
1215 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1217 if (p_ptr->cursed & TRC_FAST_DIGEST)
1220 /* Slow digestion takes less food */
1221 if (p_ptr->slow_digest)
1224 /* Minimal digestion */
1225 if (digestion < 1) digestion = 1;
1226 /* Maximal digestion */
1227 if (digestion > 100) digestion = 100;
1229 /* Digest some food */
1230 (void)set_food(p_ptr->food - digestion);
1235 if ((p_ptr->food < PY_FOOD_FAINT))
1237 /* Faint occasionally */
1238 if (!p_ptr->paralyzed && (randint0(100) < 10))
1240 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1241 disturb(TRUE, TRUE);
1243 /* Hack -- faint (bypass free action) */
1244 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1247 /* Starve to death (slowly) */
1248 if (p_ptr->food < PY_FOOD_STARVE)
1250 /* Calculate damage */
1251 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1253 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1260 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1261 * / Handle timed damage and regeneration every 10 game turns
1264 static void process_world_aux_hp_and_sp(void)
1266 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
1267 bool cave_no_regen = FALSE;
1268 int upkeep_factor = 0;
1270 /* Default regeneration */
1271 int regen_amount = PY_REGEN_NORMAL;
1274 /*** Damage over Time ***/
1276 /* Take damage from poison */
1277 if (p_ptr->poisoned && !IS_INVULN())
1279 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1282 /* Take damage from cuts */
1283 if (p_ptr->cut && !IS_INVULN())
1287 /* Mortal wound or Deep Gash */
1288 if (p_ptr->cut > 1000)
1293 else if (p_ptr->cut > 200)
1299 else if (p_ptr->cut > 100)
1304 else if (p_ptr->cut > 50)
1309 else if (p_ptr->cut > 25)
1314 else if (p_ptr->cut > 10)
1325 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1328 /* (Vampires) Take damage from sunlight */
1329 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1331 if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1333 if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1335 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1336 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1337 cave_no_regen = TRUE;
1341 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1342 !p_ptr->resist_lite)
1344 object_type * o_ptr = &inventory[INVEN_LITE];
1345 GAME_TEXT o_name [MAX_NLEN];
1346 char ouch [MAX_NLEN+40];
1348 /* Get an object description */
1349 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1350 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1352 cave_no_regen = TRUE;
1354 /* Get an object description */
1355 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1356 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1358 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1362 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1366 if (have_flag(f_ptr->flags, FF_DEEP))
1368 damage = 6000 + randint0(4000);
1370 else if (!p_ptr->levitation)
1372 damage = 3000 + randint0(2000);
1377 if(prace_is_(RACE_ENT)) damage += damage / 3;
1378 if(p_ptr->resist_fire) damage = damage / 3;
1379 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1380 if(p_ptr->levitation) damage = damage / 5;
1382 damage = damage / 100 + (randint0(100) < (damage % 100));
1384 if (p_ptr->levitation)
1386 msg_print(_("熱で火傷した!", "The heat burns you!"));
1387 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1388 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1392 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1393 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1394 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1397 cave_no_regen = TRUE;
1401 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1405 if (have_flag(f_ptr->flags, FF_DEEP))
1407 damage = 6000 + randint0(4000);
1409 else if (!p_ptr->levitation)
1411 damage = 3000 + randint0(2000);
1416 if (p_ptr->resist_cold) damage = damage / 3;
1417 if (IS_OPPOSE_COLD()) damage = damage / 3;
1418 if (p_ptr->levitation) damage = damage / 5;
1420 damage = damage / 100 + (randint0(100) < (damage % 100));
1422 if (p_ptr->levitation)
1424 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1425 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1426 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1430 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1431 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1432 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1435 cave_no_regen = TRUE;
1439 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1443 if (have_flag(f_ptr->flags, FF_DEEP))
1445 damage = 6000 + randint0(4000);
1447 else if (!p_ptr->levitation)
1449 damage = 3000 + randint0(2000);
1454 if (p_ptr->resist_elec) damage = damage / 3;
1455 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1456 if (p_ptr->levitation) damage = damage / 5;
1458 damage = damage / 100 + (randint0(100) < (damage % 100));
1460 if (p_ptr->levitation)
1462 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1463 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1464 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1468 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1469 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1470 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1473 cave_no_regen = TRUE;
1477 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1481 if (have_flag(f_ptr->flags, FF_DEEP))
1483 damage = 6000 + randint0(4000);
1485 else if (!p_ptr->levitation)
1487 damage = 3000 + randint0(2000);
1492 if (p_ptr->resist_acid) damage = damage / 3;
1493 if (IS_OPPOSE_ACID()) damage = damage / 3;
1494 if (p_ptr->levitation) damage = damage / 5;
1496 damage = damage / 100 + (randint0(100) < (damage % 100));
1498 if (p_ptr->levitation)
1500 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1501 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1502 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1506 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1507 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1508 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1511 cave_no_regen = TRUE;
1515 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1519 if (have_flag(f_ptr->flags, FF_DEEP))
1521 damage = 6000 + randint0(4000);
1523 else if (!p_ptr->levitation)
1525 damage = 3000 + randint0(2000);
1530 if (p_ptr->resist_pois) damage = damage / 3;
1531 if (IS_OPPOSE_POIS()) damage = damage / 3;
1532 if (p_ptr->levitation) damage = damage / 5;
1534 damage = damage / 100 + (randint0(100) < (damage % 100));
1536 if (p_ptr->levitation)
1538 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1539 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1540 f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
1541 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1545 concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
1546 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1547 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1548 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1551 cave_no_regen = TRUE;
1555 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1556 !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1558 if (p_ptr->total_weight > weight_limit())
1560 msg_print(_("溺れている!", "You are drowning!"));
1561 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1562 cave_no_regen = TRUE;
1569 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1571 damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1572 if (prace_is_(RACE_ENT)) damage += damage / 3;
1573 if (p_ptr->resist_fire) damage = damage / 3;
1574 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1575 msg_print(_("熱い!", "It's hot!"));
1576 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1578 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1580 damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1581 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1582 if (p_ptr->resist_elec) damage = damage / 3;
1583 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1584 msg_print(_("痛い!", "It hurts!"));
1585 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1587 if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1589 damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
1590 if (p_ptr->resist_cold) damage = damage / 3;
1591 if (IS_OPPOSE_COLD()) damage = damage / 3;
1592 msg_print(_("冷たい!", "It's cold!"));
1593 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1597 /* Spectres -- take damage when moving through walls */
1599 * Added: ANYBODY takes damage if inside through walls
1600 * without wraith form -- NOTE: Spectres will never be
1601 * reduced below 0 hp by being inside a stone wall; others
1604 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1606 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1609 cave_no_regen = TRUE;
1611 if (p_ptr->pass_wall)
1613 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1614 dam_desc = _("密度", "density");
1618 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1619 dam_desc = _("硬い岩", "solid rock");
1622 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1627 /*** handle regeneration ***/
1630 if (p_ptr->food < PY_FOOD_WEAK)
1632 /* Lower regeneration */
1633 if (p_ptr->food < PY_FOOD_STARVE)
1637 else if (p_ptr->food < PY_FOOD_FAINT)
1639 regen_amount = PY_REGEN_FAINT;
1643 regen_amount = PY_REGEN_WEAK;
1647 /* Are we walking the pattern? */
1648 if (pattern_effect())
1650 cave_no_regen = TRUE;
1654 /* Regeneration ability */
1655 if (p_ptr->regenerate)
1657 regen_amount = regen_amount * 2;
1659 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1663 if (p_ptr->cursed & TRC_SLOW_REGEN)
1670 /* Searching or Resting */
1671 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1673 regen_amount = regen_amount * 2;
1676 upkeep_factor = calculate_upkeep();
1678 /* No regeneration while special action */
1679 if ((p_ptr->action == ACTION_LEARN) ||
1680 (p_ptr->action == ACTION_HAYAGAKE) ||
1681 (p_ptr->special_defense & KATA_KOUKIJIN))
1683 upkeep_factor += 100;
1686 /* Regenerate the mana */
1687 regenmana(upkeep_factor, regen_amount);
1690 /* Recharge magic eater's power */
1691 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1693 regenmagic(regen_amount);
1696 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1698 while (upkeep_factor > 100)
1700 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1702 do_cmd_pet_dismiss();
1704 upkeep_factor = calculate_upkeep();
1706 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1711 /* Poisoned or cut yields no healing */
1712 if (p_ptr->poisoned) regen_amount = 0;
1713 if (p_ptr->cut) regen_amount = 0;
1715 /* Special floor -- Pattern, in a wall -- yields no healing */
1716 if (cave_no_regen) regen_amount = 0;
1718 regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
1720 /* Regenerate Hit Points if needed */
1721 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1723 regenhp(regen_amount);
1728 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1729 * / Handle timeout every 10 game turns
1732 static void process_world_aux_timeout(void)
1734 const int dec_count = (easy_band ? 2 : 1);
1736 /*** Timeout Various Things ***/
1739 if (p_ptr->tim_mimic)
1741 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1744 /* Hack -- Hallucinating */
1747 (void)set_image(p_ptr->image - dec_count);
1753 (void)set_blind(p_ptr->blind - dec_count);
1756 /* Times see-invisible */
1757 if (p_ptr->tim_invis)
1759 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1770 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1773 /* Timed temporary elemental brands. -LM- */
1774 if (p_ptr->ele_attack)
1776 p_ptr->ele_attack--;
1778 /* Clear all temporary elemental brands. */
1779 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1782 /* Timed temporary elemental immune. -LM- */
1783 if (p_ptr->ele_immune)
1785 p_ptr->ele_immune--;
1787 /* Clear all temporary elemental brands. */
1788 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1791 /* Timed infra-vision */
1792 if (p_ptr->tim_infra)
1794 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1798 if (p_ptr->tim_stealth)
1800 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1803 /* Timed levitation */
1804 if (p_ptr->tim_levitation)
1806 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1809 /* Timed sh_touki */
1810 if (p_ptr->tim_sh_touki)
1812 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1816 if (p_ptr->tim_sh_fire)
1818 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1822 if (p_ptr->tim_sh_holy)
1824 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1828 if (p_ptr->tim_eyeeye)
1830 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1833 /* Timed resist-magic */
1834 if (p_ptr->resist_magic)
1836 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1839 /* Timed regeneration */
1840 if (p_ptr->tim_regen)
1842 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1845 /* Timed resist nether */
1846 if (p_ptr->tim_res_nether)
1848 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1851 /* Timed resist time */
1852 if (p_ptr->tim_res_time)
1854 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1858 if (p_ptr->tim_reflect)
1860 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1864 if (p_ptr->multishadow)
1866 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1869 /* Timed Robe of dust */
1870 if (p_ptr->dustrobe)
1872 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1875 /* Timed infra-vision */
1876 if (p_ptr->kabenuke)
1878 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1882 if (p_ptr->paralyzed)
1884 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1888 if (p_ptr->confused)
1890 (void)set_confused(p_ptr->confused - dec_count);
1896 (void)set_afraid(p_ptr->afraid - dec_count);
1902 (void)set_fast(p_ptr->fast - 1, TRUE);
1908 (void)set_slow(p_ptr->slow - dec_count, TRUE);
1911 /* Protection from evil */
1912 if (p_ptr->protevil)
1914 (void)set_protevil(p_ptr->protevil - 1, TRUE);
1917 /* Invulnerability */
1920 (void)set_invuln(p_ptr->invuln - 1, TRUE);
1924 if (p_ptr->wraith_form)
1926 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
1932 (void)set_hero(p_ptr->hero - 1, TRUE);
1938 (void)set_shero(p_ptr->shero - 1, TRUE);
1944 (void)set_blessed(p_ptr->blessed - 1, TRUE);
1950 (void)set_shield(p_ptr->shield - 1, TRUE);
1954 if (p_ptr->tsubureru)
1956 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
1960 if (p_ptr->magicdef)
1962 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
1966 if (p_ptr->tsuyoshi)
1968 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
1972 if (p_ptr->oppose_acid)
1974 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
1977 /* Oppose Lightning */
1978 if (p_ptr->oppose_elec)
1980 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
1984 if (p_ptr->oppose_fire)
1986 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
1990 if (p_ptr->oppose_cold)
1992 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
1996 if (p_ptr->oppose_pois)
1998 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2003 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2006 /*** Poison and Stun and Cut ***/
2009 if (p_ptr->poisoned)
2011 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2013 /* Apply some healing */
2014 (void)set_poisoned(p_ptr->poisoned - adjust);
2020 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2022 /* Apply some healing */
2023 (void)set_stun(p_ptr->stun - adjust);
2029 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2031 /* Hack -- Truly "mortal" wound */
2032 if (p_ptr->cut > 1000) adjust = 0;
2034 /* Apply some healing */
2035 (void)set_cut(p_ptr->cut - adjust);
2041 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2042 * / Handle burning fuel every 10 game turns
2045 static void process_world_aux_light(void)
2047 /* Check for light being wielded */
2048 object_type *o_ptr = &inventory[INVEN_LITE];
2050 /* Burn some fuel in the current lite */
2051 if (o_ptr->tval == TV_LITE)
2053 /* Hack -- Use some fuel (except on artifacts) */
2054 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2056 /* Decrease life-span */
2057 if (o_ptr->name2 == EGO_LITE_LONG)
2059 if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2061 else o_ptr->xtra4--;
2063 /* Notice interesting fuel steps */
2064 notice_lite_change(o_ptr);
2071 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2072 * / Handle mutation effects once every 10 game turns
2075 static void process_world_aux_mutation(void)
2077 /* No mutation with effects */
2078 if (!p_ptr->muta2) return;
2080 /* No effect on monster arena */
2081 if (p_ptr->inside_battle) return;
2083 /* No effect on the global map */
2084 if (p_ptr->wild_mode) return;
2086 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2088 disturb(FALSE, TRUE);
2089 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2090 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2091 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2092 (void)set_afraid(0);
2095 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2097 if (!p_ptr->resist_fear)
2099 disturb(FALSE, TRUE);
2100 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2101 set_afraid(p_ptr->afraid + 13 + randint1(26));
2105 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2107 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2109 disturb(FALSE, TRUE);
2110 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2112 teleport_player(40, TELEPORT_PASSIVE);
2116 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2118 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2120 disturb(FALSE, TRUE);
2121 p_ptr->redraw |= PR_EXTRA;
2122 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2125 if (!p_ptr->resist_conf)
2127 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2130 if (!p_ptr->resist_chaos)
2135 if (one_in_(3)) lose_all_info();
2137 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2139 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2140 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2146 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2147 (void)set_image(p_ptr->image + randint0(150) + 150);
2153 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2155 if (!p_ptr->resist_chaos)
2157 disturb(FALSE, TRUE);
2158 p_ptr->redraw |= PR_EXTRA;
2159 (void)set_image(p_ptr->image + randint0(50) + 20);
2163 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2165 disturb(FALSE, TRUE);
2166 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2168 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2171 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2172 !p_ptr->anti_magic && one_in_(9000))
2175 disturb(FALSE, TRUE);
2176 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2177 "Magical energy flows through you! You must release it!"));
2181 (void)get_hack_dir(&dire);
2182 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2185 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2187 bool pet = one_in_(6);
2188 BIT_FLAGS mode = PM_ALLOW_GROUP;
2190 if (pet) mode |= PM_FORCE_PET;
2191 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2193 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode, '\0'))
2195 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2196 disturb(FALSE, TRUE);
2200 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2202 disturb(FALSE, TRUE);
2205 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2207 if (p_ptr->fast > 0)
2213 set_slow(randint1(30) + 10, FALSE);
2218 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2220 if (p_ptr->slow > 0)
2226 set_fast(randint1(30) + 10, FALSE);
2231 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2233 disturb(FALSE, TRUE);
2234 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2236 banish_monsters(100);
2237 if (!current_floor_ptr->dun_level && p_ptr->town_num)
2241 /* Pick a random shop (except home) */
2244 n = randint0(MAX_STORES);
2246 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2248 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2254 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2258 msg_print(_("影につつまれた。", "A shadow passes over you."));
2261 /* Absorb light from the current possition */
2262 if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2267 o_ptr = &inventory[INVEN_LITE];
2269 /* Absorb some fuel in the current lite */
2270 if (o_ptr->tval == TV_LITE)
2272 /* Use some fuel (except on artifacts) */
2273 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2275 /* Heal the player a bit */
2276 hp_player(o_ptr->xtra4 / 20);
2278 /* Decrease life-span of lite */
2280 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2282 /* Notice interesting fuel steps */
2283 notice_lite_change(o_ptr);
2288 * Unlite the area (radius 10) around player and
2289 * do 50 points damage to every affected monster
2291 unlite_area(50, 10);
2294 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2296 bool pet = one_in_(3);
2297 BIT_FLAGS mode = PM_ALLOW_GROUP;
2299 if (pet) mode |= PM_FORCE_PET;
2300 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2302 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode, '\0'))
2304 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2305 disturb(FALSE, TRUE);
2309 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2311 disturb(FALSE, TRUE);
2312 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2315 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2317 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2319 if (!lose_mutation(0))
2320 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2322 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2324 disturb(FALSE, TRUE);
2325 msg_print(_("非物質化した!", "You feel insubstantial!"));
2328 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2330 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2334 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2336 int which_stat = randint0(A_MAX);
2337 int sustained = FALSE;
2342 if (p_ptr->sustain_str) sustained = TRUE;
2345 if (p_ptr->sustain_int) sustained = TRUE;
2348 if (p_ptr->sustain_wis) sustained = TRUE;
2351 if (p_ptr->sustain_dex) sustained = TRUE;
2354 if (p_ptr->sustain_con) sustained = TRUE;
2357 if (p_ptr->sustain_chr) sustained = TRUE;
2360 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2366 disturb(FALSE, TRUE);
2367 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2369 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2372 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2374 bool pet = one_in_(5);
2375 BIT_FLAGS mode = PM_ALLOW_GROUP;
2377 if (pet) mode |= PM_FORCE_PET;
2378 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2380 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode, '\0'))
2382 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2383 disturb(FALSE, TRUE);
2386 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2388 if (p_ptr->tim_esp > 0)
2390 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2391 set_tim_esp(0, TRUE);
2395 msg_print(_("精神が広がった!", "Your mind expands!"));
2396 set_tim_esp(p_ptr->lev, FALSE);
2399 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2401 disturb(FALSE, TRUE);
2402 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2404 set_food(PY_FOOD_WEAK);
2405 if (music_singing_any()) stop_singing(p_ptr);
2406 if (hex_spelling_any()) stop_hex_spell_all();
2409 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2414 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2416 int danger_amount = 0;
2417 MONSTER_IDX monster;
2419 for (monster = 0; monster < m_max; monster++)
2421 monster_type *m_ptr = ¤t_floor_ptr->m_list[monster];
2422 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2423 if (!monster_is_valid(m_ptr)) continue;
2425 if (r_ptr->level >= p_ptr->lev)
2427 danger_amount += r_ptr->level - p_ptr->lev + 1;
2431 if (danger_amount > 100)
2432 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2433 else if (danger_amount > 50)
2434 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2435 else if (danger_amount > 20)
2436 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2437 else if (danger_amount > 10)
2438 msg_print(_("心配な気がする!", "You feel paranoid!"));
2439 else if (danger_amount > 5)
2440 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2442 msg_print(_("寂しい気がする。", "You feel lonely."));
2445 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2447 disturb(FALSE, TRUE);
2448 msg_print(_("無敵な気がする!", "You feel invincible!"));
2450 (void)set_invuln(randint1(8) + 8, FALSE);
2453 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2455 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2459 HIT_POINT healing = p_ptr->csp;
2460 if (healing > wounds) healing = wounds;
2463 p_ptr->csp -= healing;
2464 p_ptr->redraw |= (PR_HP | PR_MANA);
2468 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2470 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2474 HIT_POINT healing = p_ptr->chp;
2475 if (healing > wounds) healing = wounds;
2477 p_ptr->csp += healing;
2478 p_ptr->redraw |= (PR_HP | PR_MANA);
2479 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2483 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2485 INVENTORY_IDX slot = 0;
2486 object_type *o_ptr = NULL;
2488 disturb(FALSE, TRUE);
2489 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2490 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2493 if (has_melee_weapon(INVEN_RARM))
2496 o_ptr = &inventory[INVEN_RARM];
2498 if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2500 o_ptr = &inventory[INVEN_LARM];
2504 else if (has_melee_weapon(INVEN_LARM))
2506 o_ptr = &inventory[INVEN_LARM];
2509 if (slot && !object_is_cursed(o_ptr))
2511 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2512 inven_drop(slot, 1);
2519 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2520 * / Handle curse effects once every 10 game turns
2523 static void process_world_aux_curse(void)
2525 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2528 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2529 * can actually be useful!
2531 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2533 GAME_TEXT o_name[MAX_NLEN];
2535 int i, i_keep = 0, count = 0;
2537 /* Scan the equipment with random teleport ability */
2538 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2540 BIT_FLAGS flgs[TR_FLAG_SIZE];
2541 o_ptr = &inventory[i];
2543 /* Skip non-objects */
2544 if (!o_ptr->k_idx) continue;
2546 /* Extract the item flags */
2547 object_flags(o_ptr, flgs);
2549 if (have_flag(flgs, TR_TELEPORT))
2551 /* {.} will stop random teleportation. */
2552 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2555 if (one_in_(count)) i_keep = i;
2560 o_ptr = &inventory[i_keep];
2561 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2562 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2563 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2565 disturb(FALSE, TRUE);
2566 teleport_player(50, 0L);
2570 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2571 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2572 disturb(TRUE, TRUE);
2575 /* Make a chainsword noise */
2576 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2579 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2581 disturb(FALSE, FALSE);
2584 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2587 (void)activate_ty_curse(FALSE, &count);
2589 /* Handle experience draining */
2590 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2592 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2593 if (p_ptr->exp < 0) p_ptr->exp = 0;
2594 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2595 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2598 /* Add light curse (Later) */
2599 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2601 BIT_FLAGS new_curse;
2604 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2606 new_curse = get_curse(0, o_ptr);
2607 if (!(o_ptr->curse_flags & new_curse))
2609 GAME_TEXT o_name[MAX_NLEN];
2611 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2613 o_ptr->curse_flags |= new_curse;
2614 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2616 o_ptr->feeling = FEEL_NONE;
2618 p_ptr->update |= (PU_BONUS);
2621 /* Add heavy curse (Later) */
2622 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2624 BIT_FLAGS new_curse;
2627 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2629 new_curse = get_curse(1, o_ptr);
2630 if (!(o_ptr->curse_flags & new_curse))
2632 GAME_TEXT o_name[MAX_NLEN];
2634 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2636 o_ptr->curse_flags |= new_curse;
2637 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2638 o_ptr->feeling = FEEL_NONE;
2640 p_ptr->update |= (PU_BONUS);
2644 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2646 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2648 GAME_TEXT o_name[MAX_NLEN];
2650 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2651 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2652 disturb(FALSE, TRUE);
2656 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2658 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2660 GAME_TEXT o_name[MAX_NLEN];
2662 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2663 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2664 disturb(FALSE, TRUE);
2668 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2670 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
2671 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2673 GAME_TEXT o_name[MAX_NLEN];
2675 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2676 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2677 disturb(FALSE, TRUE);
2681 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2683 if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD,
2684 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2686 GAME_TEXT o_name[MAX_NLEN];
2688 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2689 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2690 disturb(FALSE, TRUE);
2693 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2695 if (!p_ptr->resist_fear)
2697 disturb(FALSE, TRUE);
2698 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2699 set_afraid(p_ptr->afraid + 13 + randint1(26));
2702 /* Teleport player */
2703 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2705 disturb(FALSE, TRUE);
2707 /* Teleport player */
2708 teleport_player(40, TELEPORT_PASSIVE);
2710 /* Handle HP draining */
2711 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2713 GAME_TEXT o_name[MAX_NLEN];
2715 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2716 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2717 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2719 /* Handle mana draining */
2720 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2722 GAME_TEXT o_name[MAX_NLEN];
2724 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2725 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2726 p_ptr->csp -= MIN(p_ptr->lev, 50);
2730 p_ptr->csp_frac = 0;
2732 p_ptr->redraw |= PR_MANA;
2736 /* Rarely, take damage from the Jewel of Judgement */
2737 if (one_in_(999) && !p_ptr->anti_magic)
2739 object_type *o_ptr = &inventory[INVEN_LITE];
2741 if (o_ptr->name1 == ART_JUDGE)
2743 if (object_is_known(o_ptr))
2744 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2746 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2747 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2754 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2755 * / Handle recharging objects once every 10 game turns
2758 static void process_world_aux_recharge(void)
2763 /* Process equipment */
2764 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2766 /* Get the object */
2767 object_type *o_ptr = &inventory[i];
2769 /* Skip non-objects */
2770 if (!o_ptr->k_idx) continue;
2772 /* Recharge activatable objects */
2773 if (o_ptr->timeout > 0)
2778 /* Notice changes */
2779 if (!o_ptr->timeout)
2781 recharged_notice(o_ptr);
2787 /* Notice changes */
2790 p_ptr->window |= (PW_EQUIP);
2795 * Recharge rods. Rods now use timeout to control charging status,
2796 * and each charging rod in a stack decreases the stack's timeout by
2797 * one per current_world_ptr->game_turn. -LM-
2799 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2801 object_type *o_ptr = &inventory[i];
2802 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2804 /* Skip non-objects */
2805 if (!o_ptr->k_idx) continue;
2807 /* Examine all charging rods or stacks of charging rods. */
2808 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2810 /* Determine how many rods are charging. */
2811 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2812 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2814 /* Decrease timeout by that number. */
2815 o_ptr->timeout -= temp;
2817 /* Boundary control. */
2818 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2820 /* Notice changes, provide message if object is inscribed. */
2821 if (!(o_ptr->timeout))
2823 recharged_notice(o_ptr);
2827 /* One of the stack of rod is charged */
2828 else if (o_ptr->timeout % k_ptr->pval)
2835 /* Notice changes */
2838 p_ptr->window |= (PW_INVEN);
2842 /* Process objects on floor */
2843 for (i = 1; i < o_max; i++)
2845 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
2847 /* Skip dead objects */
2848 if (!o_ptr->k_idx) continue;
2850 /* Recharge rods on the ground. No messages. */
2851 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2854 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2856 /* Boundary control. */
2857 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2864 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2865 * / Handle involuntary movement once every 10 game turns
2868 static void process_world_aux_movement(void)
2870 /* Delayed Word-of-Recall */
2871 if (p_ptr->word_recall)
2874 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2875 * The player is yanked up/down as soon as
2876 * he loads the autosaved game.
2878 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2879 do_cmd_save_game(TRUE);
2881 /* Count down towards recall */
2882 p_ptr->word_recall--;
2884 p_ptr->redraw |= (PR_STATUS);
2886 /* Activate the recall */
2887 if (!p_ptr->word_recall)
2890 disturb(FALSE, TRUE);
2892 /* Determine the level */
2893 if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
2895 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
2897 if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
2899 do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2901 current_floor_ptr->dun_level = 0;
2902 p_ptr->dungeon_idx = 0;
2904 leave_quest_check();
2905 leave_tower_check();
2907 p_ptr->inside_quest = 0;
2909 p_ptr->leaving = TRUE;
2913 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
2915 p_ptr->dungeon_idx = p_ptr->recall_dungeon;
2918 do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
2921 current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
2922 if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
2924 /* Nightmare mode makes recall more dangerous */
2925 if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
2927 if (current_floor_ptr->dun_level < 50)
2929 current_floor_ptr->dun_level *= 2;
2931 else if (current_floor_ptr->dun_level < 99)
2933 current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
2935 else if (current_floor_ptr->dun_level > 100)
2937 current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
2941 if (p_ptr->wild_mode)
2943 p_ptr->wilderness_y = p_ptr->y;
2944 p_ptr->wilderness_x = p_ptr->x;
2948 /* Save player position */
2949 p_ptr->oldpx = p_ptr->x;
2950 p_ptr->oldpy = p_ptr->y;
2952 p_ptr->wild_mode = FALSE;
2955 * Clear all saved floors
2956 * and create a first saved floor
2958 prepare_change_floor_mode(CFM_FIRST_FLOOR);
2959 p_ptr->leaving = TRUE;
2961 if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
2965 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
2967 quest_type* const q_ptr = &quest[i];
2970 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
2971 (q_ptr->status == QUEST_STATUS_TAKEN) &&
2972 (q_ptr->level < current_floor_ptr->dun_level))
2974 q_ptr->status = QUEST_STATUS_FAILED;
2975 q_ptr->complev = (byte)p_ptr->lev;
2977 q_ptr->comptime = current_world_ptr->play_time;
2978 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
2984 sound(SOUND_TPLEVEL);
2989 /* Delayed Alter reality */
2990 if (p_ptr->alter_reality)
2992 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
2993 do_cmd_save_game(TRUE);
2995 /* Count down towards alter */
2996 p_ptr->alter_reality--;
2998 p_ptr->redraw |= (PR_STATUS);
3000 /* Activate the alter reality */
3001 if (!p_ptr->alter_reality)
3004 disturb(FALSE, TRUE);
3006 /* Determine the level */
3007 if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
3009 msg_print(_("世界が変わった!", "The world changes!"));
3012 * Clear all saved floors
3013 * and create a first saved floor
3015 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3016 p_ptr->leaving = TRUE;
3020 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3023 sound(SOUND_TPLEVEL);
3029 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3030 * / Handle certain things once every 10 game turns
3033 static void process_world(void)
3037 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3038 s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3039 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3041 extract_day_hour_min(&day, &hour, &min);
3043 /* Update dungeon feeling, and announce it if changed */
3044 update_dungeon_feeling();
3046 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3047 if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
3049 current_floor_ptr->dun_level = 0;
3050 p_ptr->dungeon_idx = 0;
3051 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3052 p_ptr->inside_arena = FALSE;
3053 p_ptr->wild_mode = FALSE;
3054 p_ptr->leaving = TRUE;
3057 /*** Check monster arena ***/
3058 if (p_ptr->inside_battle && !p_ptr->leaving)
3064 /* Count all hostile monsters */
3065 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
3066 for (j2 = 0; j2 < current_floor_ptr->height; j2++)
3068 grid_type *g_ptr = ¤t_floor_ptr->grid_array[j2][i2];
3070 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
3073 win_m_idx = g_ptr->m_idx;
3077 if (number_mon == 0)
3079 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3081 p_ptr->energy_need = 0;
3082 update_gambling_monsters();
3084 else if ((number_mon-1) == 0)
3086 GAME_TEXT m_name[MAX_NLEN];
3087 monster_type *wm_ptr;
3089 wm_ptr = ¤t_floor_ptr->m_list[win_m_idx];
3091 monster_desc(m_name, wm_ptr, 0);
3092 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3095 if (win_m_idx == (sel_monster+1))
3097 msg_print(_("おめでとうございます。", "Congratulations."));
3098 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3099 p_ptr->au += battle_odds;
3103 msg_print(_("残念でした。", "You lost gold."));
3106 p_ptr->energy_need = 0;
3107 update_gambling_monsters();
3109 else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
3111 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3112 p_ptr->au += kakekin;
3114 p_ptr->energy_need = 0;
3115 update_gambling_monsters();
3119 /* Every 10 game turns */
3120 if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
3122 /*** Check the Time and Load ***/
3124 if (!(current_world_ptr->game_turn % (50*TURNS_PER_TICK)))
3126 /* Check time and load */
3127 if ((0 != check_time()) || (0 != check_load()))
3130 if (closing_flag <= 2)
3132 disturb(FALSE, TRUE);
3134 /* Count warnings */
3137 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3138 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3145 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3148 p_ptr->playing = FALSE;
3149 p_ptr->leaving = TRUE;
3154 /*** Attempt timed autosave ***/
3155 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3157 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3158 do_cmd_save_game(TRUE);
3161 if (mon_fight && !ignore_unview)
3163 msg_print(_("何かが聞こえた。", "You hear noise."));
3166 /*** Handle the wilderness/town (sunshine) ***/
3168 /* While in town/wilderness */
3169 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3171 /* Hack -- Daybreak/Nighfall in town */
3172 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3176 /* Check for dawn */
3177 dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
3179 if (dawn) day_break();
3185 /* While in the dungeon (vanilla_town or lite_town mode only) */
3186 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
3188 /*** Shuffle the Storekeepers ***/
3190 /* Chance is only once a day (while in dungeon) */
3191 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
3193 /* Sometimes, shuffle the shop-keepers */
3194 if (one_in_(STORE_SHUFFLE))
3199 /* Pick a random shop (except home and museum) */
3202 n = randint0(MAX_STORES);
3204 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3206 /* Check every feature */
3207 for (i = 1; i < max_f_idx; i++)
3209 feature_type *f_ptr = &f_info[i];
3211 /* Skip empty index */
3212 if (!f_ptr->name) continue;
3214 /* Skip non-store features */
3215 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3217 /* Verify store type */
3218 if (f_ptr->subtype == n)
3220 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3233 /*** Process the monsters ***/
3235 /* Check for creature generation. */
3236 if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
3237 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3239 /* Make a new monster */
3240 (void)alloc_monster(MAX_SIGHT + 5, 0);
3243 /* Hack -- Check for creature regeneration */
3244 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3245 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3247 if (!p_ptr->leaving)
3251 /* Hack -- Process the counters of monsters if needed */
3252 for (i = 0; i < MAX_MTIMED; i++)
3254 if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
3262 if (min != prev_min)
3264 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3265 determine_today_mon(FALSE);
3270 * Nightmare mode activates the TY_CURSE at midnight
3271 * Require exact minute -- Don't activate multiple times in a minute
3274 if (ironman_nightmare && (min != prev_min))
3277 /* Every 15 minutes after 11:00 pm */
3278 if ((hour == 23) && !(min % 15))
3280 disturb(FALSE, TRUE);
3285 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3289 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3293 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3297 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3302 /* TY_CURSE activates at midnight! */
3306 disturb(TRUE, TRUE);
3307 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3309 if (p_ptr->wild_mode)
3311 /* Go into large wilderness view */
3312 p_ptr->oldpy = randint1(MAX_HGT - 2);
3313 p_ptr->oldpx = randint1(MAX_WID - 2);
3316 /* Give first move to monsters */
3317 take_turn(p_ptr, 100);
3319 /* HACk -- set the encouter flag for the wilderness generation */
3320 generate_encounter = TRUE;
3323 invoking_midnight_curse = TRUE;
3329 /* Check the Food */
3330 process_world_aux_digestion();
3332 /* Process timed damage and regeneration */
3333 process_world_aux_hp_and_sp();
3335 /* Process timeout */
3336 process_world_aux_timeout();
3339 process_world_aux_light();
3341 /* Process mutation effects */
3342 process_world_aux_mutation();
3344 /* Process curse effects */
3345 process_world_aux_curse();
3347 /* Process recharging */
3348 process_world_aux_recharge();
3350 /* Feel the inventory */
3354 /* Involuntary Movement */
3355 process_world_aux_movement();
3359 * @brief ウィザードモードへの導入処理
3360 * / Verify use of "wizard" mode
3361 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3363 static bool enter_wizard_mode(void)
3365 /* Ask first time */
3366 if (!p_ptr->noscore)
3368 /* Wizard mode is not permitted */
3369 if (!allow_debug_opts || arg_wizard)
3371 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3375 /* Mention effects */
3376 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3377 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3380 /* Verify request */
3381 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3386 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3388 p_ptr->noscore |= 0x0002;
3399 * @brief デバッグコマンドへの導入処理
3400 * / Verify use of "debug" commands
3401 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3403 static bool enter_debug_mode(void)
3405 /* Ask first time */
3406 if (!p_ptr->noscore)
3408 /* Debug mode is not permitted */
3409 if (!allow_debug_opts)
3411 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3415 /* Mention effects */
3416 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3417 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3421 /* Verify request */
3422 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3427 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3429 p_ptr->noscore |= 0x0008;
3437 * Hack -- Declare the Debug Routines
3439 extern void do_cmd_debug(void);
3441 #endif /* ALLOW_WIZARD */
3447 * @brief ボーグコマンドへの導入処理
3448 * / Verify use of "borg" commands
3449 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3451 static bool enter_borg_mode(void)
3453 /* Ask first time */
3454 if (!(p_ptr->noscore & 0x0010))
3456 /* Mention effects */
3457 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3458 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3462 /* Verify request */
3463 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3468 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3470 p_ptr->noscore |= 0x0010;
3478 * Hack -- Declare the Ben Borg
3480 extern void do_cmd_borg(void);
3482 #endif /* ALLOW_BORG */
3486 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3487 * / Parse and execute the current command Give "Warning" on illegal commands.
3488 * @todo Make some "blocks"
3491 static void process_command(void)
3493 COMMAND_CODE old_now_message = now_message;
3495 /* Handle repeating the last command */
3501 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3502 reset_concent = TRUE;
3504 /* Parse the command */
3505 switch (command_cmd)
3521 /*** Wizard Commands ***/
3523 /* Toggle Wizard Mode */
3528 p_ptr->wizard = FALSE;
3529 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3531 else if (enter_wizard_mode())
3533 p_ptr->wizard = TRUE;
3534 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3536 p_ptr->update |= (PU_MONSTERS);
3538 /* Redraw "title" */
3539 p_ptr->redraw |= (PR_TITLE);
3547 /* Special "debug" commands */
3550 /* Enter debug mode */
3551 if (enter_debug_mode())
3558 #endif /* ALLOW_WIZARD */
3563 /* Special "borg" commands */
3566 /* Enter borg mode */
3567 if (enter_borg_mode())
3569 if (!p_ptr->wild_mode) do_cmd_borg();
3575 #endif /* ALLOW_BORG */
3579 /*** Inventory Commands ***/
3581 /* Wear/wield equipment */
3584 if (!p_ptr->wild_mode) do_cmd_wield();
3588 /* Take off equipment */
3591 if (!p_ptr->wild_mode) do_cmd_takeoff();
3598 if (!p_ptr->wild_mode) do_cmd_drop();
3602 /* Destroy an item */
3609 /* Equipment list */
3616 /* Inventory list */
3624 /*** Various commands ***/
3626 /* Identify an object */
3633 /* Hack -- toggle windows */
3636 toggle_inven_equip();
3641 /*** Standard "Movement" Commands ***/
3646 if (!p_ptr->wild_mode) do_cmd_alter();
3653 if (!p_ptr->wild_mode) do_cmd_tunnel();
3657 /* Move (usually pick up things) */
3664 /* Move (usually do not pick up) */
3672 /*** Running, Resting, Searching, Staying */
3674 /* Begin Running -- Arg is Max Distance */
3677 if (!p_ptr->wild_mode) do_cmd_run();
3681 /* Stay still (usually pick things up) */
3684 do_cmd_stay(always_pickup);
3688 /* Stay still (usually do not pick up) */
3691 do_cmd_stay(!always_pickup);
3695 /* Rest -- Arg is time */
3702 /* Search for traps/doors */
3709 /* Toggle search mode */
3712 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
3713 else set_action(ACTION_SEARCH);
3718 /*** Stairs and Doors and Chests and Traps ***/
3721 case SPECIAL_KEY_STORE:
3727 /* Enter building -KMW- */
3728 case SPECIAL_KEY_BUILDING:
3734 /* Enter quest level -KMW- */
3735 case SPECIAL_KEY_QUEST:
3741 /* Go up staircase */
3744 if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
3746 if (vanilla_town) break;
3748 if (p_ptr->ambush_flag)
3750 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
3754 if (p_ptr->food < PY_FOOD_WEAK)
3756 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
3767 /* Go down staircase */
3770 if (p_ptr->wild_mode)
3777 /* Open a door or chest */
3791 /* Jam a door with spikes */
3805 /* Disarm a trap or chest */
3813 /*** Magic and Prayers ***/
3815 /* Gain new spells/prayers */
3818 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3819 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
3820 else if (p_ptr->pclass == CLASS_SAMURAI)
3821 do_cmd_gain_hissatsu();
3822 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3823 import_magic_device();
3832 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
3833 (p_ptr->pclass == CLASS_BERSERKER) ||
3834 (p_ptr->pclass == CLASS_NINJA) ||
3835 (p_ptr->pclass == CLASS_MIRROR_MASTER)
3836 ) do_cmd_mind_browse();
3837 else if (p_ptr->pclass == CLASS_SMITH)
3839 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3840 do_cmd_magic_eater(TRUE, FALSE);
3841 else if (p_ptr->pclass == CLASS_SNIPER)
3842 do_cmd_snipe_browse();
3843 else do_cmd_browse();
3851 if (!p_ptr->wild_mode)
3853 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
3855 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
3857 else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
3859 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
3862 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
3864 concptr which_power = _("魔法", "magic");
3865 if (p_ptr->pclass == CLASS_MINDCRAFTER)
3866 which_power = _("超能力", "psionic powers");
3867 else if (p_ptr->pclass == CLASS_IMITATOR)
3868 which_power = _("ものまね", "imitation");
3869 else if (p_ptr->pclass == CLASS_SAMURAI)
3870 which_power = _("必殺剣", "hissatsu");
3871 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
3872 which_power = _("鏡魔法", "mirror magic");
3873 else if (p_ptr->pclass == CLASS_NINJA)
3874 which_power = _("忍術", "ninjutsu");
3875 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
3876 which_power = _("祈り", "prayer");
3878 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
3881 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
3883 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
3888 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3889 (p_ptr->pclass == CLASS_BERSERKER) ||
3890 (p_ptr->pclass == CLASS_NINJA) ||
3891 (p_ptr->pclass == CLASS_MIRROR_MASTER)
3894 else if (p_ptr->pclass == CLASS_IMITATOR)
3896 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
3897 do_cmd_magic_eater(FALSE, FALSE);
3898 else if (p_ptr->pclass == CLASS_SAMURAI)
3900 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
3901 do_cmd_cast_learned();
3902 else if (p_ptr->pclass == CLASS_SMITH)
3904 else if (p_ptr->pclass == CLASS_SNIPER)
3913 /* Issue a pet command */
3920 /*** Use various objects ***/
3922 /* Inscribe an object */
3929 /* Uninscribe an object */
3932 do_cmd_uninscribe();
3936 /* Activate an artifact */
3950 /* Fuel your lantern/torch */
3960 do_cmd_fire(SP_NONE);
3967 do_cmd_throw(1, FALSE, -1);
3981 if (use_command && rogue_like_commands)
3992 /* Quaff a potion */
3995 do_cmd_quaff_potion();
4002 do_cmd_read_scroll();
4009 if (use_command && !rogue_like_commands)
4016 /* Use racial power */
4019 do_cmd_racial_power();
4024 /*** Looking at Things (nearby or on map) ***/
4026 /* Full dungeon map */
4033 /* Locate player on map */
4047 /* Target monster or location */
4056 /*** Help and Such ***/
4065 /* Identify symbol */
4068 do_cmd_query_symbol();
4072 /* Character description */
4075 do_cmd_change_name();
4080 /*** System Commands ***/
4082 /* Hack -- User interface */
4089 /* Single line from a pref file */
4098 do_cmd_reload_autopick();
4104 do_cmd_edit_autopick();
4108 /* Interact with macros */
4115 /* Interact with visuals */
4123 /* Interact with colors */
4131 /* Interact with options */
4135 (void)combine_and_reorder_home(STORE_HOME);
4140 /*** Misc Commands ***/
4156 /* Repeat level feeling */
4163 /* Show previous message */
4166 do_cmd_message_one();
4170 /* Show previous messages */
4173 do_cmd_messages(old_now_message);
4177 /* Show quest status -KMW- */
4180 do_cmd_checkquest();
4184 /* Redraw the screen */
4187 now_message = old_now_message;
4192 #ifndef VERIFY_SAVEFILE
4194 /* Hack -- Save and don't quit */
4197 do_cmd_save_game(FALSE);
4201 #endif /* VERIFY_SAVEFILE */
4211 case SPECIAL_KEY_QUIT:
4213 do_cmd_save_and_exit();
4217 /* Quit (commit suicide) */
4230 /* Check artifacts, uniques, objects */
4237 /* Load "screen dump" */
4240 do_cmd_load_screen();
4244 /* Save "screen dump" */
4247 do_cmd_save_screen();
4251 /* Record/stop "Movie" */
4254 prepare_movie_hooks();
4258 /* Make random artifact list */
4261 spoil_random_artifact("randifact.txt");
4268 if (!p_ptr->wild_mode) do_cmd_travel();
4269 if (p_ptr->special_defense & KATA_MUSOU)
4271 set_action(ACTION_NONE);
4277 /* Hack -- Unknown command */
4280 if (flush_failure) flush();
4284 sound(SOUND_ILLEGAL);
4285 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4290 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4296 if (!p_ptr->energy_use && !now_message)
4297 now_message = old_now_message;
4301 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4304 static void pack_overflow(void)
4306 if (inventory[INVEN_PACK].k_idx)
4308 GAME_TEXT o_name[MAX_NLEN];
4311 /* Is auto-destroy done? */
4312 update_creature(p_ptr);
4313 if (!inventory[INVEN_PACK].k_idx) return;
4315 /* Access the slot to be dropped */
4316 o_ptr = &inventory[INVEN_PACK];
4318 disturb(FALSE, TRUE);
4321 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4322 object_desc(o_name, o_ptr, 0);
4324 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4326 /* Drop it (carefully) near the player */
4327 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4329 /* Modify, Describe, Optimize */
4330 inven_item_increase(INVEN_PACK, -255);
4331 inven_item_describe(INVEN_PACK);
4332 inven_item_optimize(INVEN_PACK);
4339 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4342 static void process_upkeep_with_speed(void)
4344 /* Give the player some energy */
4345 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4347 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4350 /* No current_world_ptr->game_turn yet */
4351 if (p_ptr->enchant_energy_need > 0) return;
4353 while (p_ptr->enchant_energy_need <= 0)
4355 /* Handle the player song */
4356 if (!load) check_music();
4358 /* Hex - Handle the hex spells */
4359 if (!load) check_hex();
4360 if (!load) revenge_spell();
4362 /* There is some randomness of needed energy */
4363 p_ptr->enchant_energy_need += ENERGY_NEED();
4368 * @brief プレイヤーの行動処理 / Process the player
4371 * Notice the annoying code to handle "pack overflow", which\n
4372 * must come first just in case somebody manages to corrupt\n
4373 * the savefiles by clever use of menu commands or something.\n
4375 static void process_player(void)
4379 /*** Apply energy ***/
4383 msg_print(_("何か変わった気がする!", "You feel different!"));
4385 (void)gain_mutation(p_ptr, 0);
4386 hack_mutation = FALSE;
4389 if (invoking_midnight_curse)
4392 activate_ty_curse(FALSE, &count);
4393 invoking_midnight_curse = FALSE;
4396 if (p_ptr->inside_battle)
4398 for(m_idx = 1; m_idx < m_max; m_idx++)
4400 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4402 if (!monster_is_valid(m_ptr)) continue;
4404 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4405 update_monster(m_idx, FALSE);
4410 /* Give the player some energy */
4411 else if (!(load && p_ptr->energy_need <= 0))
4413 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4416 /* No current_world_ptr->game_turn yet */
4417 if (p_ptr->energy_need > 0) return;
4418 if (!command_rep) prt_time();
4420 /*** Check for interupts ***/
4422 /* Complete resting */
4423 if (p_ptr->resting < 0)
4426 if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
4429 if ((p_ptr->chp == p_ptr->mhp) &&
4430 (p_ptr->csp >= p_ptr->msp))
4432 set_action(ACTION_NONE);
4436 /* Complete resting */
4437 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
4440 if ((p_ptr->chp == p_ptr->mhp) &&
4441 (p_ptr->csp >= p_ptr->msp) &&
4442 !p_ptr->blind && !p_ptr->confused &&
4443 !p_ptr->poisoned && !p_ptr->afraid &&
4444 !p_ptr->stun && !p_ptr->cut &&
4445 !p_ptr->slow && !p_ptr->paralyzed &&
4446 !p_ptr->image && !p_ptr->word_recall &&
4447 !p_ptr->alter_reality)
4449 set_action(ACTION_NONE);
4454 if (p_ptr->action == ACTION_FISH)
4456 Term_xtra(TERM_XTRA_DELAY, 10);
4460 bool success = FALSE;
4461 get_mon_num_prep(monster_is_fishing_target,NULL);
4462 r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4464 if (r_idx && one_in_(2))
4467 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4468 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4469 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4471 GAME_TEXT m_name[MAX_NLEN];
4472 monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
4473 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4479 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4481 disturb(FALSE, TRUE);
4485 /* Handle "abort" */
4488 /* Check for "player abort" (semi-efficiently for resting) */
4489 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4494 /* Check for a key */
4497 flush(); /* Flush input */
4499 disturb(FALSE, TRUE);
4501 /* Hack -- Show a Message */
4502 msg_print(_("中断しました。", "Canceled."));
4507 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4509 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
4510 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4512 if (MON_CSLEEP(m_ptr))
4514 GAME_TEXT m_name[MAX_NLEN];
4517 (void)set_monster_csleep(p_ptr->riding, 0);
4518 monster_desc(m_name, m_ptr, 0);
4519 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4522 if (MON_STUNNED(m_ptr))
4524 /* Hack -- Recover from stun */
4525 if (set_monster_stunned(p_ptr->riding,
4526 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4528 GAME_TEXT m_name[MAX_NLEN];
4529 monster_desc(m_name, m_ptr, 0);
4530 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4534 if (MON_CONFUSED(m_ptr))
4536 /* Hack -- Recover from confusion */
4537 if (set_monster_confused(p_ptr->riding,
4538 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4540 GAME_TEXT m_name[MAX_NLEN];
4541 monster_desc(m_name, m_ptr, 0);
4542 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4546 if (MON_MONFEAR(m_ptr))
4548 /* Hack -- Recover from fear */
4549 if(set_monster_monfear(p_ptr->riding,
4550 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4552 GAME_TEXT m_name[MAX_NLEN];
4553 monster_desc(m_name, m_ptr, 0);
4554 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4564 if (p_ptr->lightspeed)
4566 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4568 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4570 if(P_PTR_KI < 40) P_PTR_KI = 0;
4571 else P_PTR_KI -= 40;
4572 p_ptr->update |= (PU_BONUS);
4574 if (p_ptr->action == ACTION_LEARN)
4577 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4579 /* Convert the unit (1/2^16) to (1/2^32) */
4580 s64b_LSHIFT(cost, cost_frac, 16);
4582 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4586 p_ptr->csp_frac = 0;
4587 set_action(ACTION_NONE);
4592 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4594 p_ptr->redraw |= PR_MANA;
4597 if (p_ptr->special_defense & KATA_MASK)
4599 if (p_ptr->special_defense & KATA_MUSOU)
4603 set_action(ACTION_NONE);
4608 p_ptr->redraw |= (PR_MANA);
4613 /*** Handle actual user input ***/
4615 /* Repeat until out of energy */
4616 while (p_ptr->energy_need <= 0)
4618 p_ptr->window |= PW_PLAYER;
4619 p_ptr->sutemi = FALSE;
4620 p_ptr->counter = FALSE;
4621 p_ptr->now_damaged = FALSE;
4625 /* Place the cursor on the player */
4626 move_cursor_relative(p_ptr->y, p_ptr->x);
4628 /* Refresh (optional) */
4629 if (fresh_before) Term_fresh();
4631 /* Hack -- Pack Overflow */
4634 /* Hack -- cancel "lurking browse mode" */
4635 if (!command_new) command_see = FALSE;
4637 /* Assume free current_world_ptr->game_turn */
4640 if (p_ptr->inside_battle)
4642 /* Place the cursor on the player */
4643 move_cursor_relative(p_ptr->y, p_ptr->x);
4645 command_cmd = SPECIAL_KEY_BUILDING;
4647 /* Process the command */
4651 /* Paralyzed or Knocked Out */
4652 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4654 take_turn(p_ptr, 100);
4658 else if (p_ptr->action == ACTION_REST)
4661 if (p_ptr->resting > 0)
4663 /* Reduce rest count */
4666 if (!p_ptr->resting) set_action(ACTION_NONE);
4667 p_ptr->redraw |= (PR_STATE);
4670 take_turn(p_ptr, 100);
4674 else if (p_ptr->action == ACTION_FISH)
4676 take_turn(p_ptr, 100);
4688 else if (travel.run)
4695 /* Repeated command */
4696 else if (command_rep)
4698 /* Count this execution */
4701 p_ptr->redraw |= (PR_STATE);
4704 /* Hack -- Assume messages were seen */
4707 /* Clear the top line */
4710 /* Process the command */
4714 /* Normal command */
4717 /* Place the cursor on the player */
4718 move_cursor_relative(p_ptr->y, p_ptr->x);
4721 /* Get a command (normal) */
4722 request_command(FALSE);
4725 /* Process the command */
4729 /* Hack -- Pack Overflow */
4735 if (p_ptr->energy_use)
4737 /* Use some energy */
4738 if (p_ptr->timewalk || p_ptr->energy_use > 400)
4740 /* The Randomness is irrelevant */
4741 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
4745 /* There is some randomness of needed energy */
4746 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
4749 /* Hack -- constant hallucination */
4750 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
4753 /* Shimmer monsters if needed */
4754 if (shimmer_monsters)
4756 /* Clear the flag */
4757 shimmer_monsters = FALSE;
4759 /* Shimmer multi-hued monsters */
4760 for (m_idx = 1; m_idx < m_max; m_idx++)
4762 monster_type *m_ptr;
4763 monster_race *r_ptr;
4765 m_ptr = ¤t_floor_ptr->m_list[m_idx];
4766 if (!monster_is_valid(m_ptr)) continue;
4768 /* Skip unseen monsters */
4769 if (!m_ptr->ml) continue;
4771 /* Access the monster race */
4772 r_ptr = &r_info[m_ptr->ap_r_idx];
4774 /* Skip non-multi-hued monsters */
4775 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
4778 /* Reset the flag */
4779 shimmer_monsters = TRUE;
4781 /* Redraw regardless */
4782 lite_spot(m_ptr->fy, m_ptr->fx);
4787 /* Handle monster detection */
4788 if (repair_monsters)
4790 /* Reset the flag */
4791 repair_monsters = FALSE;
4793 /* Rotate detection flags */
4794 for (m_idx = 1; m_idx < m_max; m_idx++)
4796 monster_type *m_ptr;
4797 m_ptr = ¤t_floor_ptr->m_list[m_idx];
4798 if (!monster_is_valid(m_ptr)) continue;
4800 /* Nice monsters get mean */
4801 if (m_ptr->mflag & MFLAG_NICE)
4803 /* Nice monsters get mean */
4804 m_ptr->mflag &= ~(MFLAG_NICE);
4807 /* Handle memorized monsters */
4808 if (m_ptr->mflag2 & MFLAG2_MARK)
4810 /* Maintain detection */
4811 if (m_ptr->mflag2 & MFLAG2_SHOW)
4814 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
4816 /* Still need repairs */
4817 repair_monsters = TRUE;
4820 /* Remove detection */
4824 m_ptr->mflag2 &= ~(MFLAG2_MARK);
4826 /* Assume invisible */
4828 update_monster(m_idx, FALSE);
4830 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4831 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4833 /* Redraw regardless */
4834 lite_spot(m_ptr->fy, m_ptr->fx);
4839 if (p_ptr->pclass == CLASS_IMITATOR)
4842 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
4845 for (j = 0; j < p_ptr->mane_num; j++)
4847 p_ptr->mane_spell[j] = p_ptr->mane_spell[j + 1];
4848 p_ptr->mane_dam[j] = p_ptr->mane_dam[j + 1];
4852 p_ptr->redraw |= (PR_IMITATION);
4854 if (p_ptr->action == ACTION_LEARN)
4857 p_ptr->redraw |= (PR_STATE);
4860 if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
4863 p_ptr->redraw |= (PR_MAP);
4864 p_ptr->update |= (PU_MONSTERS);
4865 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4867 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4869 p_ptr->timewalk = FALSE;
4870 p_ptr->energy_need = ENERGY_NEED();
4876 /* Hack -- notice death */
4877 if (!p_ptr->playing || p_ptr->is_dead)
4879 p_ptr->timewalk = FALSE;
4884 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
4886 /* Handle "leaving" */
4887 if (p_ptr->leaving) break;
4890 /* Update scent trail */
4895 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
4899 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
4900 * ゲームを終了するかのいずれかまでループする。
4903 * This function will not exit until the level is completed,\n
4904 * the user dies, or the game is terminated.\n
4907 static void dungeon(bool load_game)
4911 /* Set the base level */
4912 current_floor_ptr->base_level = current_floor_ptr->dun_level;
4914 /* Reset various flags */
4915 is_loading_now = FALSE;
4918 p_ptr->leaving = FALSE;
4920 /* Reset the "command" vars */
4923 #if 0 /* Don't reset here --- It's used for Arena */
4932 /* Cancel the target */
4936 p_ptr->ambush_flag = FALSE;
4938 /* Cancel the health bar */
4941 /* Check visual effects */
4942 shimmer_monsters = TRUE;
4943 shimmer_objects = TRUE;
4944 repair_monsters = TRUE;
4945 repair_objects = TRUE;
4948 disturb(TRUE, TRUE);
4950 /* Get index of current quest (if any) */
4951 quest_num = quest_number(current_floor_ptr->dun_level);
4953 /* Inside a quest? */
4956 /* Mark the quest monster */
4957 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
4960 /* Track maximum player level */
4961 if (p_ptr->max_plv < p_ptr->lev)
4963 p_ptr->max_plv = p_ptr->lev;
4967 /* Track maximum dungeon level (if not in quest -KMW-) */
4968 if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
4970 max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
4971 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
4974 (void)calculate_upkeep();
4976 /* Validate the panel */
4977 panel_bounds_center();
4979 /* Verify the panel */
4985 /* Enter "xtra" mode */
4986 character_xtra = TRUE;
4988 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
4989 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4990 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
4994 /* Leave "xtra" mode */
4995 character_xtra = FALSE;
4997 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4998 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5002 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5003 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5004 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5006 if (p_ptr->inside_battle)
5010 p_ptr->energy_need = 0;
5011 update_gambling_monsters();
5015 msg_print(_("試合開始!", "Ready..Fight!"));
5020 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5021 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5023 /* Hack -- notice death or departure */
5024 if (!p_ptr->playing || p_ptr->is_dead) return;
5026 /* Print quest message if appropriate */
5027 if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
5029 quest_discovery(random_quest_number(current_floor_ptr->dun_level));
5030 p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
5032 if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
5034 if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
5036 msg_format("この階には%sの主である%sが棲んでいる。",
5037 d_name+d_info[p_ptr->dungeon_idx].name,
5038 r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
5040 msg_format("%^s lives in this level as the keeper of %s.",
5041 r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name,
5042 d_name+d_info[p_ptr->dungeon_idx].name);
5046 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5048 /*** Process this dungeon level ***/
5050 /* Reset the monster generation level */
5051 current_floor_ptr->monster_level = current_floor_ptr->base_level;
5053 /* Reset the object generation level */
5054 current_floor_ptr->object_level = current_floor_ptr->base_level;
5056 is_loading_now = TRUE;
5058 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5059 (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5060 p_ptr->energy_need = 0;
5062 /* Not leaving dungeon */
5063 p_ptr->leaving_dungeon = FALSE;
5065 /* Initialize monster process */
5071 /* Hack -- Compact the monster list occasionally */
5072 if ((m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5074 /* Hack -- Compress the monster list occasionally */
5075 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5078 /* Hack -- Compact the object list occasionally */
5079 if (o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
5081 /* Hack -- Compress the object list occasionally */
5082 if (o_cnt + 32 < o_max) compact_objects(0);
5084 /* Process the player */
5086 process_upkeep_with_speed();
5090 /* Hack -- Hilite the player */
5091 move_cursor_relative(p_ptr->y, p_ptr->x);
5093 /* Optional fresh */
5094 if (fresh_after) Term_fresh();
5096 /* Hack -- Notice death or departure */
5097 if (!p_ptr->playing || p_ptr->is_dead) break;
5099 /* Process all of the monsters */
5104 /* Hack -- Hilite the player */
5105 move_cursor_relative(p_ptr->y, p_ptr->x);
5107 /* Optional fresh */
5108 if (fresh_after) Term_fresh();
5110 /* Hack -- Notice death or departure */
5111 if (!p_ptr->playing || p_ptr->is_dead) break;
5113 /* Process the world */
5118 /* Hack -- Hilite the player */
5119 move_cursor_relative(p_ptr->y, p_ptr->x);
5121 /* Optional fresh */
5122 if (fresh_after) Term_fresh();
5124 /* Hack -- Notice death or departure */
5125 if (!p_ptr->playing || p_ptr->is_dead) break;
5127 /* Count game turns */
5128 current_world_ptr->game_turn++;
5130 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
5132 if (!p_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
5133 else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
5136 prevent_turn_overflow();
5138 /* Handle "leaving" */
5139 if (p_ptr->leaving) break;
5141 if (wild_regen) wild_regen--;
5144 /* Inside a quest and non-unique questor? */
5145 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5147 /* Un-mark the quest monster */
5148 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5151 /* Not save-and-quit and not dead? */
5152 if (p_ptr->playing && !p_ptr->is_dead)
5155 * Maintain Unique monsters and artifact, save current
5156 * floor, then prepare next floor
5160 /* Forget the flag */
5161 reinit_wilderness = FALSE;
5164 /* Write about current level on the play record once per level */
5170 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5173 * Modified by Arcum Dagsson to support
5174 * separate macro files for different realms.
5176 static void load_all_pref_files(void)
5180 /* Access the "user" pref file */
5181 sprintf(buf, "user.prf");
5183 /* Process that file */
5184 process_pref_file(buf);
5186 /* Access the "user" system pref file */
5187 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5189 /* Process that file */
5190 process_pref_file(buf);
5192 /* Access the "race" pref file */
5193 sprintf(buf, "%s.prf", rp_ptr->title);
5195 /* Process that file */
5196 process_pref_file(buf);
5198 /* Access the "class" pref file */
5199 sprintf(buf, "%s.prf", cp_ptr->title);
5201 /* Process that file */
5202 process_pref_file(buf);
5204 /* Access the "character" pref file */
5205 sprintf(buf, "%s.prf", player_base);
5207 /* Process that file */
5208 process_pref_file(buf);
5210 /* Access the "realm 1" pref file */
5211 if (p_ptr->realm1 != REALM_NONE)
5213 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5215 /* Process that file */
5216 process_pref_file(buf);
5219 /* Access the "realm 2" pref file */
5220 if (p_ptr->realm2 != REALM_NONE)
5222 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5224 /* Process that file */
5225 process_pref_file(buf);
5229 /* Load an autopick preference file */
5230 autopick_load_pref(FALSE);
5235 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5238 void extract_option_vars(void)
5242 for (i = 0; option_info[i].o_desc; i++)
5244 int os = option_info[i].o_set;
5245 int ob = option_info[i].o_bit;
5247 /* Set the "default" options */
5248 if (option_info[i].o_var)
5251 if (option_flag[os] & (1L << ob))
5254 (*option_info[i].o_var) = TRUE;
5261 (*option_info[i].o_var) = FALSE;
5269 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5272 void determine_bounty_uniques(void)
5276 monster_race *r_ptr;
5278 get_mon_num_prep(NULL, NULL);
5279 for (i = 0; i < MAX_KUBI; i++)
5283 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5284 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
5286 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5288 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5290 if (r_ptr->rarity > 100) continue;
5292 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
5294 for (j = 0; j < i; j++)
5295 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
5302 for (i = 0; i < MAX_KUBI - 1; i++)
5304 for (j = i; j < MAX_KUBI; j++)
5306 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
5308 tmp = current_world_ptr->bounty_r_idx[i];
5309 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
5310 current_world_ptr->bounty_r_idx[j] = tmp;
5318 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5320 * @note conv_old is used if loaded 0.0.3 or older save file
5322 void determine_today_mon(bool conv_old)
5325 bool old_inside_battle = p_ptr->inside_battle;
5326 monster_race *r_ptr;
5330 for (i = 0; i < max_d_idx; i++)
5332 if (max_dlv[i] < d_info[i].mindepth) continue;
5333 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5336 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5338 p_ptr->inside_battle = TRUE;
5339 get_mon_num_prep(NULL, NULL);
5343 today_mon = get_mon_num(max_dl);
5344 r_ptr = &r_info[today_mon];
5346 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5347 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5348 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5349 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5350 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5351 if (r_ptr->rarity > 10) continue;
5355 p_ptr->today_mon = 0;
5356 p_ptr->inside_battle = old_inside_battle;
5360 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5363 * If the "new_game" parameter is true, then, after loading the
5364 * savefile, we will commit suicide, if necessary, to allow the
5365 * player to start a new game.
5367 void play_game(bool new_game)
5370 bool load_game = TRUE;
5371 bool init_random_seed = FALSE;
5381 else if (chuukei_server)
5383 prepare_chuukei_hooks();
5394 hack_mutation = FALSE;
5396 /* Hack -- Character is "icky" */
5397 character_icky = TRUE;
5399 /* Make sure main term is active */
5400 Term_activate(angband_term[0]);
5402 /* Initialise the resize hooks */
5403 angband_term[0]->resize_hook = resize_map;
5405 for (i = 1; i < 8; i++)
5407 /* Does the term exist? */
5408 if (angband_term[i])
5410 /* Add the redraw on resize hook */
5411 angband_term[i]->resize_hook = redraw_window;
5415 /* Hack -- current_world_ptr->game_turn off the cursor */
5416 (void)Term_set_cursor(0);
5419 /* Attempt to load */
5422 quit(_("セーブファイルが壊れています", "broken savefile"));
5425 /* Extract the options */
5426 extract_option_vars();
5428 /* Report waited score */
5429 if (p_ptr->wait_report_score)
5434 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5437 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5438 update_creature(p_ptr);
5440 p_ptr->is_dead = TRUE;
5442 start_time = (u32b)time(NULL);
5444 /* No suspending now */
5445 signals_ignore_tstp();
5447 /* Hack -- Character is now "icky" */
5448 character_icky = TRUE;
5450 /* Build the filename */
5451 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5453 /* Open the high score file, for reading/writing */
5454 highscore_fd = fd_open(buf, O_RDWR);
5456 /* 町名消失バグ対策(#38205) Init the wilderness */
5457 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5459 /* Handle score, show Top scores */
5460 success = send_world_score(TRUE);
5462 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5464 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5469 p_ptr->wait_report_score = FALSE;
5471 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5473 /* Shut the high score file */
5474 (void)fd_close(highscore_fd);
5476 /* Forget the high score fd */
5479 /* Allow suspending now */
5480 signals_handle_tstp();
5485 creating_savefile = new_game;
5487 /* Nothing loaded */
5488 if (!character_loaded)
5490 /* Make new player */
5493 /* The dungeon is not ready */
5494 character_dungeon = FALSE;
5496 /* Prepare to init the RNG */
5497 init_random_seed = TRUE;
5499 /* Initialize the saved floors data */
5500 init_saved_floors(FALSE);
5503 /* Old game is loaded. But new game is requested. */
5506 /* Initialize the saved floors data */
5507 init_saved_floors(TRUE);
5510 /* Process old character */
5513 /* Process the player name */
5514 process_player_name(FALSE);
5518 if (init_random_seed)
5523 /* Roll new character */
5526 /* The dungeon is not ready */
5527 character_dungeon = FALSE;
5530 current_floor_ptr->dun_level = 0;
5531 p_ptr->inside_quest = 0;
5532 p_ptr->inside_arena = FALSE;
5533 p_ptr->inside_battle = FALSE;
5537 /* Hack -- seed for flavors */
5538 seed_flavor = randint0(0x10000000);
5540 /* Hack -- seed for town layout */
5541 seed_town = randint0(0x10000000);
5543 /* Roll up a new character */
5551 determine_bounty_uniques();
5552 determine_today_mon(FALSE);
5554 /* Initialize object array */
5559 write_level = FALSE;
5561 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5563 " ---- Restart Game ----"));
5566 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5567 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5569 if (p_ptr->riding == -1)
5572 for (i = m_max; i > 0; i--)
5574 if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
5583 creating_savefile = FALSE;
5585 p_ptr->teleport_town = FALSE;
5586 p_ptr->sutemi = FALSE;
5587 current_world_ptr->timewalk_m_idx = 0;
5588 p_ptr->now_damaged = FALSE;
5590 start_time = time(NULL) - 1;
5591 record_o_name[0] = '\0';
5593 /* Reset map panel */
5594 panel_row_min = current_floor_ptr->height;
5595 panel_col_min = current_floor_ptr->width;
5597 /* Sexy gal gets bonus to maximum weapon skill of whip */
5598 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5599 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5601 /* Fill the arrays of floors and walls in the good proportions */
5602 set_floor_and_wall(p_ptr->dungeon_idx);
5604 /* Flavor the objects */
5607 /* Flash a message */
5608 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5610 /* Flush the message */
5614 /* Hack -- Enter wizard mode */
5617 if (enter_wizard_mode())
5619 p_ptr->wizard = TRUE;
5621 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5623 /* Initialize the saved floors data */
5624 init_saved_floors(TRUE);
5627 p_ptr->inside_quest = 0;
5629 /* Avoid crash in update_view() */
5630 p_ptr->y = p_ptr->x = 10;
5633 else if (p_ptr->is_dead)
5635 quit("Already dead.");
5639 /* Initialize the town-buildings if necessary */
5640 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
5642 /* Init the wilderness */
5644 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
5647 init_flags = INIT_ONLY_BUILDINGS;
5649 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
5651 select_floor_music();
5655 /* Generate a dungeon level if needed */
5656 if (!character_dungeon)
5663 /* HACK -- Restore from panic-save */
5664 if (p_ptr->panic_save)
5666 /* No player? -- Try to regenerate floor */
5667 if (!p_ptr->y || !p_ptr->x)
5669 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
5673 /* Still no player? -- Try to locate random place */
5674 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
5676 /* No longer in panic */
5677 p_ptr->panic_save = 0;
5681 /* Character is now "complete" */
5682 character_generated = TRUE;
5685 /* Hack -- Character is no longer "icky" */
5686 character_icky = FALSE;
5692 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
5693 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
5698 p_ptr->playing = TRUE;
5700 /* Reset the visual mappings */
5703 /* Load the "pref" files */
5704 load_all_pref_files();
5706 /* Give startup outfit (after loading pref files) */
5712 /* React to changes */
5713 Term_xtra(TERM_XTRA_REACT, 0);
5715 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
5716 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
5719 /* Set or clear "rogue_like_commands" if requested */
5720 if (arg_force_original) rogue_like_commands = FALSE;
5721 if (arg_force_roguelike) rogue_like_commands = TRUE;
5723 /* Hack -- Enforce "delayed death" */
5724 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
5726 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5728 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
5730 monster_type *m_ptr;
5731 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
5732 monster_race *r_ptr = &r_info[pet_r_idx];
5733 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
5734 (PM_FORCE_PET | PM_NO_KAGE));
5735 m_ptr = ¤t_floor_ptr->m_list[hack_m_idx_ii];
5736 m_ptr->mspeed = r_ptr->speed;
5737 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
5738 m_ptr->max_maxhp = m_ptr->maxhp;
5739 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
5740 m_ptr->dealt_damage = 0;
5741 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
5744 (void)combine_and_reorder_home(STORE_HOME);
5745 (void)combine_and_reorder_home(STORE_MUSEUM);
5747 select_floor_music();
5752 /* Process the level */
5755 /* Hack -- prevent "icky" message */
5756 character_xtra = TRUE;
5760 character_xtra = FALSE;
5762 /* Cancel the target */
5765 /* Cancel the health bar */
5772 /* Handle "quit and save" */
5773 if (!p_ptr->playing && !p_ptr->is_dead) break;
5775 /* Erase the old current_floor_ptr->grid_array */
5777 if (!p_ptr->is_dead) wipe_m_list();
5784 /* Accidental Death */
5785 if (p_ptr->playing && p_ptr->is_dead)
5787 if (p_ptr->inside_arena)
5789 p_ptr->inside_arena = FALSE;
5790 if (p_ptr->arena_number > MAX_ARENA_MONS)
5791 p_ptr->arena_number++;
5793 p_ptr->arena_number = -1 - p_ptr->arena_number;
5794 p_ptr->is_dead = FALSE;
5796 p_ptr->chp_frac = 0;
5797 p_ptr->exit_bldg = TRUE;
5800 /* Leave through the exit */
5801 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
5803 /* prepare next floor */
5808 /* Mega-Hack -- Allow player to cheat death */
5809 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
5816 /* Handle "death" */
5817 if (p_ptr->is_dead) break;
5819 /* Make a new level */
5831 * @brief ゲームターンからの実時間換算を行うための補正をかける
5832 * @param hoge ゲームターン
5833 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
5834 * @return 修正をかけた後のゲームターン
5836 s32b turn_real(s32b hoge)
5838 switch (p_ptr->start_race)
5844 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
5851 * @brief ターンのオーバーフローに対する対処
5852 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
5853 * @return 修正をかけた後のゲームターン
5855 void prevent_turn_overflow(void)
5857 int rollback_days, i, j;
5858 s32b rollback_turns;
5860 if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
5862 rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
5863 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
5865 if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
5866 else current_world_ptr->game_turn = 1;
5867 if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
5868 else current_floor_ptr->generated_turn = 1;
5869 if (old_battle > rollback_turns) old_battle -= rollback_turns;
5870 else old_battle = 1;
5871 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
5872 else p_ptr->feeling_turn = 1;
5874 for (i = 1; i < max_towns; i++)
5876 for (j = 0; j < MAX_STORES; j++)
5878 store_type *st_ptr = &town_info[i].store[j];
5880 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
5882 st_ptr->last_visit -= rollback_turns;
5883 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5886 if (st_ptr->store_open)
5888 st_ptr->store_open -= rollback_turns;
5889 if (st_ptr->store_open < 1) st_ptr->store_open = 1;
5897 * Close up the current game (player may or may not be dead)
5901 * This function is called only from "main.c" and "signals.c".
5904 void close_game(void)
5907 bool do_send = TRUE;
5909 /* concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
5912 /* Flush the messages */
5915 /* Flush the input */
5919 /* No suspending now */
5920 signals_ignore_tstp();
5923 /* Hack -- Character is now "icky" */
5924 character_icky = TRUE;
5927 /* Build the filename */
5928 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5930 /* Grab permissions */
5933 /* Open the high score file, for reading/writing */
5934 highscore_fd = fd_open(buf, O_RDWR);
5936 /* Drop permissions */
5942 /* Handle retirement */
5943 if (p_ptr->total_winner) kingly();
5946 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
5948 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5950 else do_send = FALSE;
5957 /* Show more info */
5963 if ((!send_world_score(do_send)))
5965 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
5966 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
5968 p_ptr->wait_report_score = TRUE;
5969 p_ptr->is_dead = FALSE;
5970 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5973 if (!p_ptr->wait_report_score)
5976 else if (highscore_fd >= 0)
5978 display_scores_aux(0, 10, -1, NULL);
5981 /* Dump bones file */
5990 do_cmd_save_game(FALSE);
5992 /* Prompt for scores */
5993 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
5994 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
5996 /* Predict score (or ESCAPE) */
5997 if (inkey() != ESCAPE) predict_score();
6001 /* Shut the high score file */
6002 (void)fd_close(highscore_fd);
6004 /* Forget the high score fd */
6007 /* Kill all temporal files */
6008 clear_saved_floor_files();
6010 /* Allow suspending now */
6011 signals_handle_tstp();