4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int upkeep_factor, int regen_amount)
874 s32b old_csp = p_ptr->csp;
875 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
878 * Excess mana will decay 32 times faster than normal
881 if (p_ptr->csp > p_ptr->msp)
883 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
885 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
887 /* Convert the unit (1/2^16) to (1/2^32) */
888 s64b_LSHIFT(decay, decay_frac, 16);
891 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
894 if (p_ptr->csp < p_ptr->msp)
896 p_ptr->csp = p_ptr->msp;
901 /* Regenerating mana (unless the player has excess mana) */
902 else if (regen_rate > 0)
904 /* (percent/100) is the Regen factor in unit (1/2^16) */
906 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
908 /* Convert the unit (1/2^16) to (1/2^32) */
909 s64b_LSHIFT(new_mana, new_mana_frac, 16);
912 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
914 /* Must set frac to zero even if equal */
915 if (p_ptr->csp >= p_ptr->msp)
917 p_ptr->csp = p_ptr->msp;
923 /* Reduce mana (even when the player has excess mana) */
926 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
927 s32b reduce_mana = 0;
928 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
930 /* Convert the unit (1/2^16) to (1/2^32) */
931 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
934 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
946 if (old_csp != p_ptr->csp)
949 p_ptr->redraw |= (PR_MANA);
952 p_ptr->window |= (PW_PLAYER);
953 p_ptr->window |= (PW_SPELL);
963 * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
965 static void regenmagic(int regen_amount)
970 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
972 for (i = 0; i < EATER_EXT*2; i++)
974 if (!p_ptr->magic_num2[i]) continue;
975 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
977 /* Increase remaining charge number like float value */
978 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
979 p_ptr->magic_num1[i] += new_mana;
981 /* Check maximum charge */
982 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
984 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
988 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
990 if (!p_ptr->magic_num1[i]) continue;
991 if (!p_ptr->magic_num2[i]) continue;
993 /* Decrease remaining period for charging */
994 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
995 / (dev * 16 * PY_REGEN_NORMAL);
996 p_ptr->magic_num1[i] -= new_mana;
998 /* Check minimum remaining period for charging */
999 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1010 * Regenerate the monsters (once per 100 game turns)
1012 * XXX XXX XXX Should probably be done during monster turns.
1014 static void regen_monsters(void)
1019 /* Regenerate everyone */
1020 for (i = 1; i < m_max; i++)
1022 /* Check the i'th monster */
1023 monster_type *m_ptr = &m_list[i];
1024 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1027 /* Skip dead monsters */
1028 if (!m_ptr->r_idx) continue;
1030 /* Allow regeneration (if needed) */
1031 if (m_ptr->hp < m_ptr->maxhp)
1033 /* Hack -- Base regeneration */
1034 frac = m_ptr->maxhp / 100;
1036 /* Hack -- Minimal regeneration rate */
1037 if (!frac) if (one_in_(2)) frac = 1;
1039 /* Hack -- Some monsters regenerate quickly */
1040 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1042 /* Hack -- Regenerate */
1045 /* Do not over-regenerate */
1046 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1048 /* Redraw (later) if needed */
1049 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1050 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1057 * Regenerate the captured monsters (once per 30 game turns)
1059 * XXX XXX XXX Should probably be done during monster turns.
1061 static void regen_captured_monsters(void)
1066 /* Regenerate everyone */
1067 for (i = 0; i < INVEN_TOTAL; i++)
1069 monster_race *r_ptr;
1070 object_type *o_ptr = &inventory[i];
1072 if (!o_ptr->k_idx) continue;
1073 if (o_ptr->tval != TV_CAPTURE) continue;
1074 if (!o_ptr->pval) continue;
1078 r_ptr = &r_info[o_ptr->pval];
1080 /* Allow regeneration (if needed) */
1081 if (o_ptr->xtra4 < o_ptr->xtra5)
1083 /* Hack -- Base regeneration */
1084 frac = o_ptr->xtra5 / 100;
1086 /* Hack -- Minimal regeneration rate */
1087 if (!frac) if (one_in_(2)) frac = 1;
1089 /* Hack -- Some monsters regenerate quickly */
1090 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1092 /* Hack -- Regenerate */
1093 o_ptr->xtra4 += frac;
1095 /* Do not over-regenerate */
1096 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1103 p_ptr->notice |= (PN_COMBINE);
1106 p_ptr->window |= (PW_INVEN);
1107 p_ptr->window |= (PW_EQUIP);
1113 static void notice_lite_change(object_type *o_ptr)
1115 /* Hack -- notice interesting fuel steps */
1116 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1119 p_ptr->window |= (PW_EQUIP);
1122 /* Hack -- Special treatment when blind */
1125 /* Hack -- save some light for later */
1126 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1129 /* The light is now out */
1130 else if (o_ptr->xtra4 == 0)
1134 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1136 msg_print("Your light has gone out!");
1139 /* Recalculate torch radius */
1140 p_ptr->update |= (PU_TORCH);
1142 /* Some ego light lose its effects without fuel */
1143 p_ptr->update |= (PU_BONUS);
1146 /* The light is getting dim */
1147 else if (o_ptr->name2 == EGO_LITE_LONG)
1149 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1150 && (turn % (TURNS_PER_TICK*2)))
1152 if (disturb_minor) disturb(0, 1);
1154 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1156 msg_print("Your light is growing faint.");
1162 /* The light is getting dim */
1163 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1165 if (disturb_minor) disturb(0, 1);
1167 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1169 msg_print("Your light is growing faint.");
1176 void leave_quest_check(void)
1178 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1179 leaving_quest = p_ptr->inside_quest;
1181 /* Leaving an 'only once' quest marks it as failed */
1184 quest_type* const q_ptr = &quest[leaving_quest];
1186 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1187 (q_ptr->status == QUEST_STATUS_TAKEN))
1189 q_ptr->status = QUEST_STATUS_FAILED;
1190 q_ptr->complev = (byte)p_ptr->lev;
1192 q_ptr->comptime = playtime;
1194 /* Additional settings */
1195 switch (q_ptr->type)
1197 case QUEST_TYPE_TOWER:
1198 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1199 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1201 case QUEST_TYPE_FIND_ARTIFACT:
1202 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1204 case QUEST_TYPE_RANDOM:
1205 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1207 /* Floor of random quest will be blocked */
1208 prepare_change_floor_mode(CFM_NO_RETURN);
1212 /* Record finishing a quest */
1213 if (q_ptr->type == QUEST_TYPE_RANDOM)
1215 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1219 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1225 void leave_tower_check(void)
1227 leaving_quest = p_ptr->inside_quest;
1228 /* Check for Tower Quest */
1229 if (leaving_quest &&
1230 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1231 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1233 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1235 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1236 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1238 quest[QUEST_TOWER1].comptime = playtime;
1245 * Forcibly pseudo-identify an object in the inventory
1248 * note: currently this function allows pseudo-id of any object,
1249 * including silly ones like potions & scrolls, which always
1250 * get '{average}'. This should be changed, either to stop such
1251 * items from being pseudo-id'd, or to allow psychometry to
1252 * detect whether the unidentified potion/scroll/etc is
1253 * good (Cure Light Wounds, Restore Strength, etc) or
1254 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1256 bool psychometry(void)
1260 char o_name[MAX_NLEN];
1265 item_tester_no_ryoute = TRUE;
1268 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1269 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1271 q = "Meditate on which item? ";
1272 s = "You have nothing appropriate.";
1275 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1277 /* Get the item (in the pack) */
1280 o_ptr = &inventory[item];
1283 /* Get the item (on the floor) */
1286 o_ptr = &o_list[0 - item];
1289 /* It is fully known, no information needed */
1290 if (object_is_known(o_ptr))
1293 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1295 msg_print("You cannot find out anything more about that.");
1301 /* Check for a feeling */
1302 feel = value_check_aux1(o_ptr);
1304 /* Get an object description */
1305 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1307 /* Skip non-feelings */
1311 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1313 msg_format("You do not perceive anything unusual about the %s.", o_name);
1320 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1321 o_name, game_inscriptions[feel]);
1323 msg_format("You feel that the %s %s %s...",
1324 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1325 game_inscriptions[feel]);
1329 /* We have "felt" it */
1330 o_ptr->ident |= (IDENT_SENSE);
1333 o_ptr->feeling = feel;
1335 /* Player touches it */
1336 o_ptr->marked |= OM_TOUCHED;
1338 /* Combine / Reorder the pack (later) */
1339 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1342 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1344 /* Valid "tval" codes */
1345 switch (o_ptr->tval)
1373 /* Auto-inscription/destroy */
1374 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1376 /* Something happened */
1382 * If player has inscribed the object with "!!", let him know when it's
1385 static void recharged_notice(object_type *o_ptr)
1387 char o_name[MAX_NLEN];
1391 /* No inscription */
1392 if (!o_ptr->inscription) return;
1395 s = my_strchr(quark_str(o_ptr->inscription), '!');
1397 /* Process notification request. */
1400 /* Find another '!' */
1403 /* Describe (briefly) */
1404 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1406 /* Notify the player */
1408 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1410 if (o_ptr->number > 1)
1411 msg_format("Your %s are recharged.", o_name);
1413 msg_format("Your %s is recharged.", o_name);
1422 /* Keep looking for '!'s */
1423 s = my_strchr(s + 1, '!');
1428 static void check_music(void)
1430 const magic_type *s_ptr;
1433 u32b need_mana_frac;
1435 /* Music singed by player */
1436 if (p_ptr->pclass != CLASS_BARD) return;
1437 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1439 if (p_ptr->anti_magic)
1445 spell = p_ptr->magic_num2[0];
1446 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1448 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1452 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1454 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1461 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1463 p_ptr->redraw |= PR_MANA;
1464 if (p_ptr->magic_num1[1])
1466 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1467 p_ptr->magic_num1[1] = 0;
1469 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1471 msg_print("You restart singing.");
1473 p_ptr->action = ACTION_SING;
1475 /* Recalculate bonuses */
1476 p_ptr->update |= (PU_BONUS | PU_HP);
1478 /* Redraw map and status bar */
1479 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1481 /* Update monsters */
1482 p_ptr->update |= (PU_MONSTERS);
1485 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1488 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1489 p_ptr->spell_exp[spell] += 5;
1490 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1491 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1492 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1493 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1494 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1495 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1497 /* Do any effects of continual song */
1498 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1502 /* Choose one of items that have cursed flag */
1503 static object_type *choose_cursed_obj_name(u32b flag)
1506 int choices[INVEN_TOTAL-INVEN_RARM];
1509 /* Paranoia -- Player has no warning-item */
1510 if (!(p_ptr->cursed & flag)) return NULL;
1512 /* Search Inventry */
1513 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1515 object_type *o_ptr = &inventory[i];
1517 if (o_ptr->curse_flags & flag)
1519 choices[number] = i;
1522 else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE))
1524 u32b cf = (flag == TRC_ADD_L_CURSE) ? TR_ADD_L_CURSE : TR_ADD_H_CURSE;
1526 object_flags(o_ptr, flgs);
1527 if (have_flag(flgs, cf))
1529 choices[number] = i;
1535 /* Choice one of them */
1536 return (&inventory[choices[randint0(number)]]);
1541 * Handle timed damage and regeneration every 10 game turns
1543 static void process_world_aux_hp_and_sp(void)
1545 feature_type *f_ptr = &f_info[cave[py][px].feat];
1546 bool cave_no_regen = FALSE;
1547 int upkeep_factor = 0;
1549 /* Default regeneration */
1550 int regen_amount = PY_REGEN_NORMAL;
1553 /*** Damage over Time ***/
1555 /* Take damage from poison */
1556 if (p_ptr->poisoned && !IS_INVULN())
1560 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1562 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1567 /* Take damage from cuts */
1568 if (p_ptr->cut && !IS_INVULN())
1572 /* Mortal wound or Deep Gash */
1573 if (p_ptr->cut > 1000)
1578 else if (p_ptr->cut > 200)
1584 else if (p_ptr->cut > 100)
1589 else if (p_ptr->cut > 50)
1594 else if (p_ptr->cut > 25)
1599 else if (p_ptr->cut > 10)
1612 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1614 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1620 /* (Vampires) Take damage from sunlight */
1621 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1623 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1625 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1629 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1630 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1632 msg_print("The sun's rays scorch your undead flesh!");
1633 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1636 cave_no_regen = TRUE;
1640 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1641 !p_ptr->resist_lite)
1643 object_type * o_ptr = &inventory[INVEN_LITE];
1644 char o_name [MAX_NLEN];
1645 char ouch [MAX_NLEN+40];
1647 /* Get an object description */
1648 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1651 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1653 msg_format("The %s scorches your undead flesh!", o_name);
1657 cave_no_regen = TRUE;
1659 /* Get an object description */
1660 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1663 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1665 sprintf(ouch, "wielding %s", o_name);
1668 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1672 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1676 if (have_flag(f_ptr->flags, FF_DEEP))
1678 damage = 6000 + randint0(4000);
1680 else if (!p_ptr->levitation)
1682 damage = 3000 + randint0(2000);
1687 if (prace_is_(RACE_ENT)) damage += damage / 3;
1688 if (p_ptr->resist_fire) damage = damage / 3;
1689 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1691 if (p_ptr->levitation) damage = damage / 5;
1693 damage = damage / 100 + (randint0(100) < (damage % 100));
1695 if (p_ptr->levitation)
1698 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1699 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1701 msg_print("The heat burns you!");
1702 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1707 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1709 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1711 msg_format("The %s burns you!", name);
1713 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1716 cave_no_regen = TRUE;
1720 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1721 !p_ptr->levitation && !p_ptr->can_swim)
1723 if (p_ptr->total_weight > weight_limit())
1727 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1728 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1730 msg_print("You are drowning!");
1731 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1734 cave_no_regen = TRUE;
1741 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1743 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1744 if (prace_is_(RACE_ENT)) damage += damage / 3;
1745 if (p_ptr->resist_fire) damage = damage / 3;
1746 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1748 msg_print("Ç®¤¤¡ª");
1749 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1751 msg_print("It's hot!");
1752 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1755 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1757 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1758 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1759 if (p_ptr->resist_elec) damage = damage / 3;
1760 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1762 msg_print("Äˤ¤¡ª");
1763 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1765 msg_print("It hurts!");
1766 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1769 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1771 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1772 if (p_ptr->resist_cold) damage = damage / 3;
1773 if (IS_OPPOSE_COLD()) damage = damage / 3;
1775 msg_print("Î䤿¤¤¡ª");
1776 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1778 msg_print("It's cold!");
1779 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1784 /* Spectres -- take damage when moving through walls */
1786 * Added: ANYBODY takes damage if inside through walls
1787 * without wraith form -- NOTE: Spectres will never be
1788 * reduced below 0 hp by being inside a stone wall; others
1791 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1793 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1794 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1798 cave_no_regen = TRUE;
1800 if (p_ptr->pass_wall)
1803 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1806 msg_print("Your molecules feel disrupted!");
1807 dam_desc = "density";
1813 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1814 dam_desc = "¹Å¤¤´ä";
1816 msg_print("You are being crushed!");
1817 dam_desc = "solid rock";
1821 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1826 /*** handle regeneration ***/
1829 if (p_ptr->food < PY_FOOD_WEAK)
1831 /* Lower regeneration */
1832 if (p_ptr->food < PY_FOOD_STARVE)
1836 else if (p_ptr->food < PY_FOOD_FAINT)
1838 regen_amount = PY_REGEN_FAINT;
1842 regen_amount = PY_REGEN_WEAK;
1846 /* Are we walking the pattern? */
1847 if (pattern_effect())
1849 cave_no_regen = TRUE;
1853 /* Regeneration ability */
1854 if (p_ptr->regenerate)
1856 regen_amount = regen_amount * 2;
1858 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1862 if (p_ptr->cursed & TRC_SLOW_REGEN)
1869 /* Searching or Resting */
1870 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1872 regen_amount = regen_amount * 2;
1875 upkeep_factor = calculate_upkeep();
1877 /* No regeneration while special action */
1878 if ((p_ptr->action == ACTION_LEARN) ||
1879 (p_ptr->action == ACTION_HAYAGAKE) ||
1880 (p_ptr->special_defense & KATA_KOUKIJIN))
1882 upkeep_factor += 100;
1885 /* Regenerate the mana */
1886 regenmana(upkeep_factor, regen_amount);
1889 /* Recharge magic eater's power */
1890 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1892 regenmagic(regen_amount);
1895 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1897 while (upkeep_factor > 100)
1900 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1902 msg_print("Too many pets to control at once!");
1905 do_cmd_pet_dismiss();
1907 upkeep_factor = calculate_upkeep();
1910 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1912 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1918 /* Poisoned or cut yields no healing */
1919 if (p_ptr->poisoned) regen_amount = 0;
1920 if (p_ptr->cut) regen_amount = 0;
1922 /* Special floor -- Pattern, in a wall -- yields no healing */
1923 if (cave_no_regen) regen_amount = 0;
1925 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1927 /* Regenerate Hit Points if needed */
1928 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1930 regenhp(regen_amount);
1936 * Handle timeout every 10 game turns
1938 static void process_world_aux_timeout(void)
1940 const int dec_count = (easy_band ? 2 : 1);
1942 /*** Timeout Various Things ***/
1945 if (p_ptr->tim_mimic)
1947 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1950 /* Hack -- Hallucinating */
1953 (void)set_image(p_ptr->image - dec_count);
1959 (void)set_blind(p_ptr->blind - dec_count);
1962 /* Times see-invisible */
1963 if (p_ptr->tim_invis)
1965 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1976 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1979 /* Timed temporary elemental brands. -LM- */
1980 if (p_ptr->ele_attack)
1982 p_ptr->ele_attack--;
1984 /* Clear all temporary elemental brands. */
1985 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1988 /* Timed temporary elemental immune. -LM- */
1989 if (p_ptr->ele_immune)
1991 p_ptr->ele_immune--;
1993 /* Clear all temporary elemental brands. */
1994 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1997 /* Timed infra-vision */
1998 if (p_ptr->tim_infra)
2000 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2004 if (p_ptr->tim_stealth)
2006 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2009 /* Timed levitation */
2010 if (p_ptr->tim_levitation)
2012 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2015 /* Timed sh_touki */
2016 if (p_ptr->tim_sh_touki)
2018 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2022 if (p_ptr->tim_sh_fire)
2024 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2028 if (p_ptr->tim_sh_holy)
2030 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2034 if (p_ptr->tim_eyeeye)
2036 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2039 /* Timed resist-magic */
2040 if (p_ptr->resist_magic)
2042 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2045 /* Timed regeneration */
2046 if (p_ptr->tim_regen)
2048 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2051 /* Timed resist nether */
2052 if (p_ptr->tim_res_nether)
2054 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2057 /* Timed resist time */
2058 if (p_ptr->tim_res_time)
2060 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2064 if (p_ptr->tim_reflect)
2066 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2070 if (p_ptr->multishadow)
2072 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2075 /* Timed Robe of dust */
2076 if (p_ptr->dustrobe)
2078 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2081 /* Timed infra-vision */
2082 if (p_ptr->kabenuke)
2084 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2088 if (p_ptr->paralyzed)
2090 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2094 if (p_ptr->confused)
2096 (void)set_confused(p_ptr->confused - dec_count);
2102 (void)set_afraid(p_ptr->afraid - dec_count);
2108 (void)set_fast(p_ptr->fast - 1, TRUE);
2114 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2117 /* Protection from evil */
2118 if (p_ptr->protevil)
2120 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2123 /* Invulnerability */
2126 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2130 if (p_ptr->wraith_form)
2132 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2138 (void)set_hero(p_ptr->hero - 1, TRUE);
2144 (void)set_shero(p_ptr->shero - 1, TRUE);
2150 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2156 (void)set_shield(p_ptr->shield - 1, TRUE);
2160 if (p_ptr->tsubureru)
2162 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2166 if (p_ptr->magicdef)
2168 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2172 if (p_ptr->tsuyoshi)
2174 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2178 if (p_ptr->oppose_acid)
2180 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2183 /* Oppose Lightning */
2184 if (p_ptr->oppose_elec)
2186 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2190 if (p_ptr->oppose_fire)
2192 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2196 if (p_ptr->oppose_cold)
2198 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2202 if (p_ptr->oppose_pois)
2204 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2209 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2212 /*** Poison and Stun and Cut ***/
2215 if (p_ptr->poisoned)
2217 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2219 /* Apply some healing */
2220 (void)set_poisoned(p_ptr->poisoned - adjust);
2226 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2228 /* Apply some healing */
2229 (void)set_stun(p_ptr->stun - adjust);
2235 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2237 /* Hack -- Truly "mortal" wound */
2238 if (p_ptr->cut > 1000) adjust = 0;
2240 /* Apply some healing */
2241 (void)set_cut(p_ptr->cut - adjust);
2247 * Handle burning fuel every 10 game turns
2249 static void process_world_aux_light(void)
2251 /* Check for light being wielded */
2252 object_type *o_ptr = &inventory[INVEN_LITE];
2254 /* Burn some fuel in the current lite */
2255 if (o_ptr->tval == TV_LITE)
2257 /* Hack -- Use some fuel (except on artifacts) */
2258 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2260 /* Decrease life-span */
2261 if (o_ptr->name2 == EGO_LITE_LONG)
2263 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2265 else o_ptr->xtra4--;
2267 /* Notice interesting fuel steps */
2268 notice_lite_change(o_ptr);
2275 * Handle mutation effects once every 10 game turns
2277 static void process_world_aux_mutation(void)
2279 /* No mutation with effects */
2280 if (!p_ptr->muta2) return;
2282 /* No effect on monster arena */
2283 if (p_ptr->inside_battle) return;
2285 /* No effect on the global map */
2286 if (p_ptr->wild_mode) return;
2289 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2293 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2294 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2296 msg_print("RAAAAGHH!");
2297 msg_print("You feel a fit of rage coming over you!");
2300 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2301 (void)set_afraid(0);
2304 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2306 if (!p_ptr->resist_fear)
2310 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2312 msg_print("It's so dark... so scary!");
2315 set_afraid(p_ptr->afraid + 13 + randint1(26));
2319 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2321 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2326 /* Teleport player */
2328 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2330 msg_print("Your position suddenly seems very uncertain...");
2334 teleport_player(40, TELEPORT_PASSIVE);
2338 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2340 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2343 p_ptr->redraw |= PR_EXTRA;
2345 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2347 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2352 if (!p_ptr->resist_conf)
2354 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2357 if (!p_ptr->resist_chaos)
2362 if (one_in_(3)) lose_all_info();
2364 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2367 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2368 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2370 msg_print("You wake up somewhere with a sore head...");
2371 msg_print("You can't remember a thing, or how you got here!");
2380 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2382 msg_print("Thishcischs GooDSChtuff!");
2385 (void)set_image(p_ptr->image + randint0(150) + 150);
2391 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2393 if (!p_ptr->resist_chaos)
2396 p_ptr->redraw |= PR_EXTRA;
2397 (void)set_image(p_ptr->image + randint0(50) + 20);
2401 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2406 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2408 msg_print("BRRAAAP! Oops.");
2412 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2415 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2416 !p_ptr->anti_magic && one_in_(9000))
2421 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2423 msg_print("Magical energy flows through you! You must release it!");
2428 (void)get_hack_dir(&dire);
2429 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2432 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2433 !p_ptr->anti_magic && (randint1(6666) == 666))
2435 bool pet = one_in_(6);
2436 u32b mode = PM_ALLOW_GROUP;
2438 if (pet) mode |= PM_FORCE_PET;
2439 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2441 if (summon_specific((pet ? -1 : 0), py, px,
2442 dun_level, SUMMON_DEMON, mode))
2445 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2447 msg_print("You have attracted a demon!");
2454 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2460 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2462 msg_print("You feel less energetic.");
2465 if (p_ptr->fast > 0)
2471 set_slow(randint1(30) + 10, FALSE);
2477 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2479 msg_print("You feel more energetic.");
2482 if (p_ptr->slow > 0)
2488 set_fast(randint1(30) + 10, FALSE);
2493 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2497 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2499 msg_print("You suddenly feel almost lonely.");
2502 banish_monsters(100);
2503 if (!dun_level && p_ptr->town_num)
2507 /* Pick a random shop (except home) */
2510 n = randint0(MAX_STORES);
2512 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2515 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2517 msg_print("You see one of the shopkeepers running for the hills!");
2525 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2530 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2532 msg_print("A shadow passes over you.");
2537 /* Absorb light from the current possition */
2538 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2543 o_ptr = &inventory[INVEN_LITE];
2545 /* Absorb some fuel in the current lite */
2546 if (o_ptr->tval == TV_LITE)
2548 /* Use some fuel (except on artifacts) */
2549 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2551 /* Heal the player a bit */
2552 hp_player(o_ptr->xtra4 / 20);
2554 /* Decrease life-span of lite */
2558 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2560 msg_print("You absorb energy from your light!");
2564 /* Notice interesting fuel steps */
2565 notice_lite_change(o_ptr);
2570 * Unlite the area (radius 10) around player and
2571 * do 50 points damage to every affected monster
2573 unlite_area(50, 10);
2576 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2577 !p_ptr->anti_magic && one_in_(7000))
2579 bool pet = one_in_(3);
2580 u32b mode = PM_ALLOW_GROUP;
2582 if (pet) mode |= PM_FORCE_PET;
2583 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2585 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2588 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2590 msg_print("You have attracted an animal!");
2597 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2598 !p_ptr->anti_magic && one_in_(8000))
2602 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2604 msg_print("You feel the world warping around you!");
2608 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2610 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2612 if (!lose_mutation(0))
2614 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2616 msg_print("You feel oddly normal.");
2620 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2624 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2626 msg_print("You feel insubstantial!");
2630 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2632 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2636 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2638 int which_stat = randint0(6);
2639 int sustained = FALSE;
2644 if (p_ptr->sustain_str) sustained = TRUE;
2647 if (p_ptr->sustain_int) sustained = TRUE;
2650 if (p_ptr->sustain_wis) sustained = TRUE;
2653 if (p_ptr->sustain_dex) sustained = TRUE;
2656 if (p_ptr->sustain_con) sustained = TRUE;
2659 if (p_ptr->sustain_chr) sustained = TRUE;
2663 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2665 msg_print("Invalid stat chosen!");
2675 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2677 msg_print("You can feel yourself wasting away!");
2681 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2684 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2685 !p_ptr->anti_magic && one_in_(3000))
2687 bool pet = one_in_(5);
2688 u32b mode = PM_ALLOW_GROUP;
2690 if (pet) mode |= PM_FORCE_PET;
2691 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2693 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2696 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2698 msg_print("You have attracted a dragon!");
2704 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2707 if (p_ptr->tim_esp > 0)
2710 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2712 msg_print("Your mind feels cloudy!");
2715 set_tim_esp(0, TRUE);
2720 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2722 msg_print("Your mind expands!");
2725 set_tim_esp(p_ptr->lev, FALSE);
2728 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2733 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2735 msg_print("Your stomach roils, and you lose your lunch!");
2739 set_food(PY_FOOD_WEAK);
2740 if (music_singing_any()) stop_singing();
2741 if (hex_spelling_any()) stop_hex_spell_all();
2744 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2745 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2750 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2752 int danger_amount = 0;
2755 for (monster = 0; monster < m_max; monster++)
2757 monster_type *m_ptr = &m_list[monster];
2758 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2760 /* Paranoia -- Skip dead monsters */
2761 if (!m_ptr->r_idx) continue;
2763 if (r_ptr->level >= p_ptr->lev)
2765 danger_amount += r_ptr->level - p_ptr->lev + 1;
2769 if (danger_amount > 100)
2771 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2773 msg_print("You feel utterly terrified!");
2776 else if (danger_amount > 50)
2778 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2780 msg_print("You feel terrified!");
2783 else if (danger_amount > 20)
2785 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2787 msg_print("You feel very worried!");
2790 else if (danger_amount > 10)
2792 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2794 msg_print("You feel paranoid!");
2797 else if (danger_amount > 5)
2799 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2801 msg_print("You feel almost safe.");
2806 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2808 msg_print("You feel lonely.");
2812 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2817 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2819 msg_print("You feel invincible!");
2823 (void)set_invuln(randint1(8) + 8, FALSE);
2825 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2827 int wounds = p_ptr->mhp - p_ptr->chp;
2831 int healing = p_ptr->csp;
2833 if (healing > wounds)
2839 p_ptr->csp -= healing;
2842 p_ptr->redraw |= (PR_MANA);
2845 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2848 int wounds = p_ptr->msp - p_ptr->csp;
2852 int healing = p_ptr->chp;
2854 if (healing > wounds)
2859 p_ptr->csp += healing;
2862 p_ptr->redraw |= (PR_MANA);
2864 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2866 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2871 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2874 object_type *o_ptr = NULL;
2878 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2879 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2881 msg_print("You trip over your own feet!");
2882 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2886 if (buki_motteruka(INVEN_RARM))
2889 o_ptr = &inventory[INVEN_RARM];
2891 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2893 o_ptr = &inventory[INVEN_LARM];
2897 else if (buki_motteruka(INVEN_LARM))
2899 o_ptr = &inventory[INVEN_LARM];
2903 if (slot && !object_is_cursed(o_ptr))
2906 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2908 msg_print("You drop your weapon!");
2910 inven_drop(slot, 1);
2916 * Handle curse effects once every 10 game turns
2918 static void process_world_aux_curse(void)
2920 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2923 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2924 * can actually be useful!
2926 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2928 char o_name[MAX_NLEN];
2930 int i, i_keep = 0, count = 0;
2932 /* Scan the equipment with random teleport ability */
2933 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2935 u32b flgs[TR_FLAG_SIZE];
2936 o_ptr = &inventory[i];
2938 /* Skip non-objects */
2939 if (!o_ptr->k_idx) continue;
2941 /* Extract the item flags */
2942 object_flags(o_ptr, flgs);
2944 if (have_flag(flgs, TR_TELEPORT))
2946 /* {.} will stop random teleportation. */
2947 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2950 if (one_in_(count)) i_keep = i;
2955 o_ptr = &inventory[i_keep];
2956 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2959 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2961 msg_format("Your %s is activating teleportation.", o_name);
2965 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2967 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2971 teleport_player(50, 0L);
2976 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2978 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2983 /* Make a chainsword noise */
2984 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2988 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2990 if (!get_rnd_line("chainswd.txt", 0, noise))
2993 disturb(FALSE, FALSE);
2996 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2999 (void)activate_ty_curse(FALSE, &count);
3001 /* Handle experience draining */
3002 if (p_ptr->prace != RACE_ANDROID &&
3003 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3005 p_ptr->exp -= (p_ptr->lev+1)/2;
3006 if (p_ptr->exp < 0) p_ptr->exp = 0;
3007 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3008 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3011 /* Add light curse (Later) */
3012 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3017 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3019 new_curse = get_curse(0, o_ptr);
3020 if (!(o_ptr->curse_flags & new_curse))
3022 char o_name[MAX_NLEN];
3024 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3026 o_ptr->curse_flags |= new_curse;
3028 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3030 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3033 o_ptr->feeling = FEEL_NONE;
3035 p_ptr->update |= (PU_BONUS);
3038 /* Add heavy curse (Later) */
3039 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3044 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3046 new_curse = get_curse(1, o_ptr);
3047 if (!(o_ptr->curse_flags & new_curse))
3049 char o_name[MAX_NLEN];
3051 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3053 o_ptr->curse_flags |= new_curse;
3055 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3057 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3060 o_ptr->feeling = FEEL_NONE;
3062 p_ptr->update |= (PU_BONUS);
3066 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3068 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3069 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3071 char o_name[MAX_NLEN];
3073 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3075 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3077 msg_format("Your %s have attracted an animal!", o_name);
3084 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3086 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3088 char o_name[MAX_NLEN];
3090 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3092 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3094 msg_format("Your %s have attracted a demon!", o_name);
3101 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3103 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3104 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3106 char o_name[MAX_NLEN];
3108 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3110 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3112 msg_format("Your %s have attracted an animal!", o_name);
3118 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3120 if (!p_ptr->resist_fear)
3124 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3126 msg_print("It's so dark... so scary!");
3129 set_afraid(p_ptr->afraid + 13 + randint1(26));
3132 /* Teleport player */
3133 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3137 /* Teleport player */
3138 teleport_player(40, TELEPORT_PASSIVE);
3140 /* Handle HP draining */
3141 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3143 char o_name[MAX_NLEN];
3145 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3147 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3149 msg_format("Your %s drains HP from you!", o_name);
3151 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3153 /* Handle mana draining */
3154 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3156 char o_name[MAX_NLEN];
3158 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3160 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3162 msg_format("Your %s drains mana from you!", o_name);
3164 p_ptr->csp -= MIN(p_ptr->lev, 50);
3168 p_ptr->csp_frac = 0;
3170 p_ptr->redraw |= PR_MANA;
3174 /* Rarely, take damage from the Jewel of Judgement */
3175 if (one_in_(999) && !p_ptr->anti_magic)
3177 object_type *o_ptr = &inventory[INVEN_LITE];
3179 if (o_ptr->name1 == ART_JUDGE)
3182 if (object_is_known(o_ptr))
3183 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3185 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3186 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3188 if (object_is_known(o_ptr))
3189 msg_print("The Jewel of Judgement drains life from you!");
3191 msg_print("Something drains life from you!");
3192 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3200 * Handle recharging objects once every 10 game turns
3202 static void process_world_aux_recharge(void)
3207 /* Process equipment */
3208 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3210 /* Get the object */
3211 object_type *o_ptr = &inventory[i];
3213 /* Skip non-objects */
3214 if (!o_ptr->k_idx) continue;
3216 /* Recharge activatable objects */
3217 if (o_ptr->timeout > 0)
3222 /* Notice changes */
3223 if (!o_ptr->timeout)
3225 recharged_notice(o_ptr);
3231 /* Notice changes */
3235 p_ptr->window |= (PW_EQUIP);
3240 * Recharge rods. Rods now use timeout to control charging status,
3241 * and each charging rod in a stack decreases the stack's timeout by
3242 * one per turn. -LM-
3244 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3246 object_type *o_ptr = &inventory[i];
3247 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3249 /* Skip non-objects */
3250 if (!o_ptr->k_idx) continue;
3252 /* Examine all charging rods or stacks of charging rods. */
3253 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3255 /* Determine how many rods are charging. */
3256 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3257 if (temp > o_ptr->number) temp = o_ptr->number;
3259 /* Decrease timeout by that number. */
3260 o_ptr->timeout -= temp;
3262 /* Boundary control. */
3263 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3265 /* Notice changes, provide message if object is inscribed. */
3266 if (!(o_ptr->timeout))
3268 recharged_notice(o_ptr);
3272 /* One of the stack of rod is charged */
3273 else if (o_ptr->timeout % k_ptr->pval)
3280 /* Notice changes */
3284 p_ptr->window |= (PW_INVEN);
3288 /* Process objects on floor */
3289 for (i = 1; i < o_max; i++)
3292 object_type *o_ptr = &o_list[i];
3294 /* Skip dead objects */
3295 if (!o_ptr->k_idx) continue;
3297 /* Recharge rods on the ground. No messages. */
3298 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3301 o_ptr->timeout -= o_ptr->number;
3303 /* Boundary control. */
3304 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3311 * Handle involuntary movement once every 10 game turns
3313 static void process_world_aux_movement(void)
3315 /* Delayed Word-of-Recall */
3316 if (p_ptr->word_recall)
3319 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3320 * The player is yanked up/down as soon as
3321 * he loads the autosaved game.
3323 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3324 do_cmd_save_game(TRUE);
3326 /* Count down towards recall */
3327 p_ptr->word_recall--;
3329 p_ptr->redraw |= (PR_STATUS);
3331 /* Activate the recall */
3332 if (!p_ptr->word_recall)
3337 /* Determine the level */
3338 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3340 msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3341 "You feel yourself yanked upwards!"));
3343 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3345 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3350 leave_quest_check();
3351 leave_tower_check();
3353 p_ptr->inside_quest = 0;
3355 p_ptr->leaving = TRUE;
3359 msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3360 "You feel yourself yanked downwards!"));
3362 dungeon_type = p_ptr->recall_dungeon;
3365 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3368 dun_level = max_dlv[dungeon_type];
3369 if (dun_level < 1) dun_level = 1;
3371 /* Nightmare mode makes recall more dangerous */
3372 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3378 else if (dun_level < 99)
3380 dun_level = (dun_level + 99) / 2;
3382 else if (dun_level > 100)
3384 dun_level = d_info[dungeon_type].maxdepth - 1;
3388 if (p_ptr->wild_mode)
3390 p_ptr->wilderness_y = py;
3391 p_ptr->wilderness_x = px;
3395 /* Save player position */
3399 p_ptr->wild_mode = FALSE;
3402 * Clear all saved floors
3403 * and create a first saved floor
3405 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3408 p_ptr->leaving = TRUE;
3410 if (dungeon_type == DUNGEON_ANGBAND)
3414 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3416 quest_type* const q_ptr = &quest[i];
3419 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3420 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3421 (q_ptr->level < dun_level))
3423 q_ptr->status = QUEST_STATUS_FAILED;
3424 q_ptr->complev = (byte)p_ptr->lev;
3426 q_ptr->comptime = playtime;
3427 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3434 sound(SOUND_TPLEVEL);
3439 /* Delayed Alter reality */
3440 if (p_ptr->alter_reality)
3442 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3443 do_cmd_save_game(TRUE);
3445 /* Count down towards alter */
3446 p_ptr->alter_reality--;
3448 p_ptr->redraw |= (PR_STATUS);
3450 /* Activate the alter reality */
3451 if (!p_ptr->alter_reality)
3456 /* Determine the level */
3457 if (!quest_number(dun_level) && dun_level)
3460 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3462 msg_print("The world changes!");
3466 * Clear all saved floors
3467 * and create a first saved floor
3469 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3472 p_ptr->leaving = TRUE;
3477 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3479 msg_print("The world seems to change for a moment!");
3484 sound(SOUND_TPLEVEL);
3491 * Count number of adjacent monsters
3493 static int get_monster_crowd_number(int m_idx)
3495 monster_type *m_ptr = &m_list[m_idx];
3501 for (i = 0; i < 7; i++)
3503 int ay = my + ddy_ddd[i];
3504 int ax = mx + ddx_ddd[i];
3506 if (!in_bounds(ay, ax)) continue;
3508 /* Count number of monsters */
3509 if (cave[ay][ax].m_idx > 0) count++;
3518 * Dungeon rating is no longer linear
3520 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3523 * Examine all monsters and unidentified objects,
3524 * and get the feeling of current dungeon floor
3526 static byte get_dungeon_feeling(void)
3528 const int base = 10;
3532 /* Hack -- no feeling in the town */
3533 if (!dun_level) return 0;
3535 /* Examine each monster */
3536 for (i = 1; i < m_max; i++)
3538 monster_type *m_ptr = &m_list[i];
3539 monster_race *r_ptr;
3542 /* Skip dead monsters */
3543 if (!m_ptr->r_idx) continue;
3546 if (is_pet(m_ptr)) continue;
3548 r_ptr = &r_info[m_ptr->r_idx];
3550 /* Unique monsters */
3551 if (r_ptr->flags1 & (RF1_UNIQUE))
3553 /* Nearly out-of-depth unique monsters */
3554 if (r_ptr->level + 10 > dun_level)
3556 /* Boost rating by twice delta-depth */
3557 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3562 /* Out-of-depth monsters */
3563 if (r_ptr->level > dun_level)
3565 /* Boost rating by delta-depth */
3566 delta += (r_ptr->level - dun_level) * base;
3570 /* Unusually crowded monsters get a little bit of rating boost */
3571 if (r_ptr->flags1 & RF1_FRIENDS)
3573 if (5 <= get_monster_crowd_number(i)) delta += 1;
3577 if (2 <= get_monster_crowd_number(i)) delta += 1;
3581 rating += RATING_BOOST(delta);
3584 /* Examine each unidentified object */
3585 for (i = 1; i < o_max; i++)
3587 object_type *o_ptr = &o_list[i];
3588 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3591 /* Skip dead objects */
3592 if (!o_ptr->k_idx) continue;
3594 /* Skip known objects */
3595 if (object_is_known(o_ptr))
3598 if (o_ptr->marked & OM_TOUCHED) continue;
3601 /* Skip pseudo-known objects */
3602 if (o_ptr->ident & IDENT_SENSE) continue;
3605 if (object_is_ego(o_ptr))
3607 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3609 delta += e_ptr->rating * base;
3613 if (object_is_artifact(o_ptr))
3615 s32b cost = object_value_real(o_ptr);
3618 if (cost > 10000L) delta += 10 * base;
3619 if (cost > 50000L) delta += 10 * base;
3620 if (cost > 100000L) delta += 10 * base;
3622 /* Special feeling */
3623 if (!preserve_mode) return 1;
3626 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3627 if (o_ptr->tval == TV_SHIELD &&
3628 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3629 if (o_ptr->tval == TV_GLOVES &&
3630 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3631 if (o_ptr->tval == TV_BOOTS &&
3632 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3633 if (o_ptr->tval == TV_HELM &&
3634 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3635 if (o_ptr->tval == TV_RING &&
3636 o_ptr->sval == SV_RING_SPEED &&
3637 !object_is_cursed(o_ptr)) delta += 25 * base;
3638 if (o_ptr->tval == TV_RING &&
3639 o_ptr->sval == SV_RING_LORDLY &&
3640 !object_is_cursed(o_ptr)) delta += 15 * base;
3641 if (o_ptr->tval == TV_AMULET &&
3642 o_ptr->sval == SV_AMULET_THE_MAGI &&
3643 !object_is_cursed(o_ptr)) delta += 15 * base;
3645 /* Out-of-depth objects */
3646 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3647 k_ptr->level > dun_level)
3649 /* Rating increase */
3650 delta += (k_ptr->level - dun_level) * base;
3653 rating += RATING_BOOST(delta);
3657 if (rating > RATING_BOOST(1000)) return 2;
3658 if (rating > RATING_BOOST(800)) return 3;
3659 if (rating > RATING_BOOST(600)) return 4;
3660 if (rating > RATING_BOOST(400)) return 5;
3661 if (rating > RATING_BOOST(300)) return 6;
3662 if (rating > RATING_BOOST(200)) return 7;
3663 if (rating > RATING_BOOST(100)) return 8;
3664 if (rating > RATING_BOOST(0)) return 9;
3671 * Update dungeon feeling, and announce it if changed
3673 static void update_dungeon_feeling(void)
3679 /* No feeling on the surface */
3680 if (!dun_level) return;
3682 /* No feeling in the arena */
3683 if (p_ptr->inside_battle) return;
3685 /* Extract delay time */
3686 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3688 /* Not yet felt anything */
3689 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3691 /* Extract quest number (if any) */
3692 quest_num = quest_number(dun_level);
3694 /* No feeling in a quest */
3696 (is_fixed_quest_idx(quest_num) &&
3697 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3698 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3701 /* Get new dungeon feeling */
3702 new_feeling = get_dungeon_feeling();
3704 /* Remember last time updated */
3705 p_ptr->feeling_turn = turn;
3708 if (p_ptr->feeling == new_feeling) return;
3710 /* Dungeon feeling is changed */
3711 p_ptr->feeling = new_feeling;
3713 /* Announce feeling */
3716 /* Update the level indicator */
3717 p_ptr->redraw |= (PR_DEPTH);
3720 if (disturb_minor) disturb(0, 0);
3725 * Handle certain things once every 10 game turns
3727 static void process_world(void)
3731 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3732 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3733 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3735 extract_day_hour_min(&day, &hour, &min);
3737 /* Update dungeon feeling, and announce it if changed */
3738 update_dungeon_feeling();
3740 /*** Check monster arena ***/
3741 if (p_ptr->inside_battle && !p_ptr->leaving)
3747 /* Count all hostile monsters */
3748 for (i2 = 0; i2 < cur_wid; ++i2)
3749 for (j2 = 0; j2 < cur_hgt; j2++)
3751 cave_type *c_ptr = &cave[j2][i2];
3753 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3756 win_m_idx = c_ptr->m_idx;
3760 if (number_mon == 0)
3763 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3765 msg_print("They have kill each other at the same time.");
3768 p_ptr->energy_need = 0;
3771 else if ((number_mon-1) == 0)
3774 monster_type *wm_ptr;
3776 wm_ptr = &m_list[win_m_idx];
3778 monster_desc(m_name, wm_ptr, 0);
3780 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3782 msg_format("%s is winner!", m_name);
3786 if (win_m_idx == (sel_monster+1))
3789 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3791 msg_print("Congratulations.");
3794 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3796 msg_format("You received %d gold.", battle_odds);
3798 p_ptr->au += battle_odds;
3803 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3805 msg_print("You lost gold.");
3809 p_ptr->energy_need = 0;
3812 else if (turn - old_turn == 150*TURNS_PER_TICK)
3815 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3817 msg_format("This battle have ended in a draw.");
3819 p_ptr->au += kakekin;
3821 p_ptr->energy_need = 0;
3826 /* Every 10 game turns */
3827 if (turn % TURNS_PER_TICK) return;
3829 /*** Check the Time and Load ***/
3831 if (!(turn % (50*TURNS_PER_TICK)))
3833 /* Check time and load */
3834 if ((0 != check_time()) || (0 != check_load()))
3837 if (closing_flag <= 2)
3842 /* Count warnings */
3847 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3848 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3850 msg_print("The gates to ANGBAND are closing...");
3851 msg_print("Please finish up and/or save your game.");
3861 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3863 msg_print("The gates to ANGBAND are now closed.");
3868 p_ptr->playing = FALSE;
3871 p_ptr->leaving = TRUE;
3876 /*** Attempt timed autosave ***/
3877 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3879 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3880 do_cmd_save_game(TRUE);
3883 if (mon_fight && !ignore_unview)
3886 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3888 msg_print("You hear noise.");
3892 /*** Handle the wilderness/town (sunshine) ***/
3894 /* While in town/wilderness */
3895 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3897 /* Hack -- Daybreak/Nighfall in town */
3898 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3902 /* Check for dawn */
3903 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3912 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3914 msg_print("The sun has risen.");
3917 if (!p_ptr->wild_mode)
3919 /* Hack -- Scan the town */
3920 for (y = 0; y < cur_hgt; y++)
3922 for (x = 0; x < cur_wid; x++)
3924 /* Get the cave grid */
3925 cave_type *c_ptr = &cave[y][x];
3928 c_ptr->info |= (CAVE_GLOW);
3930 /* Hack -- Memorize lit grids if allowed */
3931 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3933 /* Hack -- Notice spot */
3947 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3949 msg_print("The sun has fallen.");
3952 if (!p_ptr->wild_mode)
3954 /* Hack -- Scan the town */
3955 for (y = 0; y < cur_hgt; y++)
3957 for (x = 0; x < cur_wid; x++)
3959 /* Get the cave grid */
3960 cave_type *c_ptr = &cave[y][x];
3962 /* Feature code (applying "mimic" field) */
3963 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3965 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3966 !have_flag(f_ptr->flags, FF_ENTRANCE))
3969 c_ptr->info &= ~(CAVE_GLOW);
3971 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3973 /* Forget the normal floor grid */
3974 c_ptr->info &= ~(CAVE_MARK);
3976 /* Hack -- Notice spot */
3982 /* Glow deep lava and building entrances */
3983 glow_deep_lava_and_bldg();
3988 /* Update the monsters */
3989 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3992 p_ptr->redraw |= (PR_MAP);
3995 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3997 if (p_ptr->special_defense & NINJA_S_STEALTH)
3999 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4004 /* While in the dungeon (vanilla_town or lite_town mode only) */
4005 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4007 /*** Shuffle the Storekeepers ***/
4009 /* Chance is only once a day (while in dungeon) */
4010 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4012 /* Sometimes, shuffle the shop-keepers */
4013 if (one_in_(STORE_SHUFFLE))
4017 /* Pick a random shop (except home and museum) */
4020 n = randint0(MAX_STORES);
4022 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4024 /* Check every feature */
4025 for (i = 1; i < max_f_idx; i++)
4027 /* Access the index */
4028 feature_type *f_ptr = &f_info[i];
4030 /* Skip empty index */
4031 if (!f_ptr->name) continue;
4033 /* Skip non-store features */
4034 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4036 /* Verify store type */
4037 if (f_ptr->subtype == n)
4041 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4043 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4057 /*** Process the monsters ***/
4059 /* Check for creature generation. */
4060 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4061 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4063 /* Make a new monster */
4064 (void)alloc_monster(MAX_SIGHT + 5, 0);
4067 /* Hack -- Check for creature regeneration */
4068 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4069 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4071 if (!p_ptr->leaving)
4075 /* Hack -- Process the counters of monsters if needed */
4076 for (i = 0; i < MAX_MTIMED; i++)
4078 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4086 if (min != prev_min)
4088 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4089 determine_today_mon(FALSE);
4094 * Nightmare mode activates the TY_CURSE at midnight
4096 * Require exact minute -- Don't activate multiple times in a minute
4098 if (ironman_nightmare && (min != prev_min))
4100 /* Every 15 minutes after 11:00 pm */
4101 if ((hour == 23) && !(min % 15))
4110 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4112 msg_print("You hear a distant bell toll ominously.");
4118 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4120 msg_print("A distant bell sounds twice.");
4126 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4128 msg_print("A distant bell sounds three times.");
4134 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4136 msg_print("A distant bell tolls four times.");
4142 /* TY_CURSE activates at midnight! */
4149 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4151 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4154 activate_ty_curse(FALSE, &count);
4159 /*** Check the Food, and Regenerate ***/
4161 if (!p_ptr->inside_battle)
4163 /* Digest quickly when gorged */
4164 if (p_ptr->food >= PY_FOOD_MAX)
4166 /* Digest a lot of food */
4167 (void)set_food(p_ptr->food - 100);
4170 /* Digest normally -- Every 50 game turns */
4171 else if (!(turn % (TURNS_PER_TICK*5)))
4173 /* Basic digestion rate based on speed */
4174 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4176 /* Regeneration takes more food */
4177 if (p_ptr->regenerate)
4179 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4181 if (p_ptr->cursed & TRC_FAST_DIGEST)
4184 /* Slow digestion takes less food */
4185 if (p_ptr->slow_digest)
4188 /* Minimal digestion */
4189 if (digestion < 1) digestion = 1;
4190 /* Maximal digestion */
4191 if (digestion > 100) digestion = 100;
4193 /* Digest some food */
4194 (void)set_food(p_ptr->food - digestion);
4199 if ((p_ptr->food < PY_FOOD_FAINT))
4201 /* Faint occasionally */
4202 if (!p_ptr->paralyzed && (randint0(100) < 10))
4206 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4208 msg_print("You faint from the lack of food.");
4213 /* Hack -- faint (bypass free action) */
4214 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4217 /* Starve to death (slowly) */
4218 if (p_ptr->food < PY_FOOD_STARVE)
4220 /* Calculate damage */
4221 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4225 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4227 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4235 /* Process timed damage and regeneration */
4236 process_world_aux_hp_and_sp();
4238 /* Process timeout */
4239 process_world_aux_timeout();
4242 process_world_aux_light();
4244 /* Process mutation effects */
4245 process_world_aux_mutation();
4247 /* Process curse effects */
4248 process_world_aux_curse();
4250 /* Process recharging */
4251 process_world_aux_recharge();
4253 /* Feel the inventory */
4257 /* Involuntary Movement */
4258 process_world_aux_movement();
4264 * Verify use of "wizard" mode
4266 static bool enter_wizard_mode(void)
4268 /* Ask first time */
4269 if (!p_ptr->noscore)
4271 /* Wizard mode is not permitted */
4272 if (!allow_debug_opts || arg_wizard)
4275 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4277 msg_print("Wizard mode is not permitted.");
4282 /* Mention effects */
4284 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4285 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4287 msg_print("Wizard mode is for debugging and experimenting.");
4288 msg_print("The game will not be scored if you enter wizard mode.");
4293 /* Verify request */
4295 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4297 if (!get_check("Are you sure you want to enter wizard mode? "))
4304 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4306 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4309 p_ptr->noscore |= 0x0002;
4320 * Verify use of "debug" commands
4322 static bool enter_debug_mode(void)
4324 /* Ask first time */
4325 if (!p_ptr->noscore)
4327 /* Debug mode is not permitted */
4328 if (!allow_debug_opts)
4331 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4333 msg_print("Use of debug command is not permitted.");
4338 /* Mention effects */
4340 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4341 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4343 msg_print("The debug commands are for debugging and experimenting.");
4344 msg_print("The game will not be scored if you use debug commands.");
4349 /* Verify request */
4351 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4353 if (!get_check("Are you sure you want to use debug commands? "))
4360 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4362 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4365 p_ptr->noscore |= 0x0008;
4373 * Hack -- Declare the Debug Routines
4375 extern void do_cmd_debug(void);
4377 #endif /* ALLOW_WIZARD */
4383 * Verify use of "borg" commands
4385 static bool enter_borg_mode(void)
4387 /* Ask first time */
4388 if (!(p_ptr->noscore & 0x0010))
4390 /* Mention effects */
4392 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4393 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4395 msg_print("The borg commands are for debugging and experimenting.");
4396 msg_print("The game will not be scored if you use borg commands.");
4401 /* Verify request */
4403 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4405 if (!get_check("Are you sure you want to use borg commands? "))
4412 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4414 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4417 p_ptr->noscore |= 0x0010;
4425 * Hack -- Declare the Ben Borg
4427 extern void do_cmd_borg(void);
4429 #endif /* ALLOW_BORG */
4434 * Parse and execute the current command
4435 * Give "Warning" on illegal commands.
4437 * XXX XXX XXX Make some "blocks"
4439 static void process_command(void)
4441 int old_now_message = now_message;
4443 #ifdef ALLOW_REPEAT /* TNB */
4445 /* Handle repeating the last command */
4448 #endif /* ALLOW_REPEAT -- TNB */
4453 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4454 reset_concent = TRUE;
4456 /* Parse the command */
4457 switch (command_cmd)
4473 /*** Wizard Commands ***/
4475 /* Toggle Wizard Mode */
4480 p_ptr->wizard = FALSE;
4482 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4484 msg_print("Wizard mode off.");
4488 else if (enter_wizard_mode())
4490 p_ptr->wizard = TRUE;
4492 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4494 msg_print("Wizard mode on.");
4499 /* Update monsters */
4500 p_ptr->update |= (PU_MONSTERS);
4502 /* Redraw "title" */
4503 p_ptr->redraw |= (PR_TITLE);
4511 /* Special "debug" commands */
4514 /* Enter debug mode */
4515 if (enter_debug_mode())
4522 #endif /* ALLOW_WIZARD */
4527 /* Special "borg" commands */
4530 /* Enter borg mode */
4531 if (enter_borg_mode())
4533 if (!p_ptr->wild_mode) do_cmd_borg();
4539 #endif /* ALLOW_BORG */
4543 /*** Inventory Commands ***/
4545 /* Wear/wield equipment */
4548 if (!p_ptr->wild_mode) do_cmd_wield();
4552 /* Take off equipment */
4555 if (!p_ptr->wild_mode) do_cmd_takeoff();
4562 if (!p_ptr->wild_mode) do_cmd_drop();
4566 /* Destroy an item */
4573 /* Equipment list */
4580 /* Inventory list */
4588 /*** Various commands ***/
4590 /* Identify an object */
4597 /* Hack -- toggle windows */
4600 toggle_inven_equip();
4605 /*** Standard "Movement" Commands ***/
4610 if (!p_ptr->wild_mode) do_cmd_alter();
4617 if (!p_ptr->wild_mode) do_cmd_tunnel();
4621 /* Move (usually pick up things) */
4624 #ifdef ALLOW_EASY_DISARM /* TNB */
4628 #else /* ALLOW_EASY_DISARM -- TNB */
4630 do_cmd_walk(always_pickup);
4632 #endif /* ALLOW_EASY_DISARM -- TNB */
4637 /* Move (usually do not pick up) */
4640 #ifdef ALLOW_EASY_DISARM /* TNB */
4644 #else /* ALLOW_EASY_DISARM -- TNB */
4646 do_cmd_walk(!always_pickup);
4648 #endif /* ALLOW_EASY_DISARM -- TNB */
4654 /*** Running, Resting, Searching, Staying */
4656 /* Begin Running -- Arg is Max Distance */
4659 if (!p_ptr->wild_mode) do_cmd_run();
4663 /* Stay still (usually pick things up) */
4666 do_cmd_stay(always_pickup);
4670 /* Stay still (usually do not pick up) */
4673 do_cmd_stay(!always_pickup);
4677 /* Rest -- Arg is time */
4684 /* Search for traps/doors */
4691 /* Toggle search mode */
4694 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4695 else set_action(ACTION_SEARCH);
4700 /*** Stairs and Doors and Chests and Traps ***/
4703 case SPECIAL_KEY_STORE:
4705 if (!p_ptr->wild_mode) do_cmd_store();
4709 /* Enter building -KMW- */
4710 case SPECIAL_KEY_BUILDING:
4712 if (!p_ptr->wild_mode) do_cmd_bldg();
4716 /* Enter quest level -KMW- */
4717 case SPECIAL_KEY_QUEST:
4719 if (!p_ptr->wild_mode) do_cmd_quest();
4723 /* Go up staircase */
4726 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4728 if (vanilla_town) break;
4733 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4735 msg_print("To flee the ambush you have to reach the edge of the map.");
4740 if (p_ptr->food < PY_FOOD_WEAK)
4743 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4745 msg_print("You must eat something here.");
4757 /* Go down staircase */
4760 if (p_ptr->wild_mode)
4768 /* Open a door or chest */
4771 if (!p_ptr->wild_mode) do_cmd_open();
4778 if (!p_ptr->wild_mode) do_cmd_close();
4782 /* Jam a door with spikes */
4785 if (!p_ptr->wild_mode) do_cmd_spike();
4792 if (!p_ptr->wild_mode) do_cmd_bash();
4796 /* Disarm a trap or chest */
4799 if (!p_ptr->wild_mode) do_cmd_disarm();
4804 /*** Magic and Prayers ***/
4806 /* Gain new spells/prayers */
4809 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4811 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4813 msg_print("You don't have to learn spells!");
4815 else if (p_ptr->pclass == CLASS_SAMURAI)
4816 do_cmd_gain_hissatsu();
4817 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4827 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4828 (p_ptr->pclass == CLASS_BERSERKER) ||
4829 (p_ptr->pclass == CLASS_NINJA) ||
4830 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4831 ) do_cmd_mind_browse();
4832 else if (p_ptr->pclass == CLASS_SMITH)
4834 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4835 do_cmd_magic_eater(TRUE, FALSE);
4836 else if (p_ptr->pclass == CLASS_SNIPER)
4837 do_cmd_snipe_browse();
4838 else do_cmd_browse();
4846 if (!p_ptr->wild_mode)
4848 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4851 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4853 msg_print("You cannot cast spells!");
4856 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4859 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4861 msg_print("The dungeon absorbs all attempted magic!");
4865 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4869 cptr which_power = "ËâË¡";
4871 cptr which_power = "magic";
4873 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4875 which_power = "ĶǽÎÏ";
4877 which_power = "psionic powers";
4879 else if (p_ptr->pclass == CLASS_IMITATOR)
4881 which_power = "¤â¤Î¤Þ¤Í";
4883 which_power = "imitation";
4885 else if (p_ptr->pclass == CLASS_SAMURAI)
4887 which_power = "ɬ»¦·õ";
4889 which_power = "hissatsu";
4891 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4893 which_power = "¶ÀËâË¡";
4895 which_power = "mirror magic";
4897 else if (p_ptr->pclass == CLASS_NINJA)
4899 which_power = "Ǧ½Ñ";
4901 which_power = "ninjutsu";
4903 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4905 which_power = "µ§¤ê";
4907 which_power = "prayer";
4911 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4913 msg_format("An anti-magic shell disrupts your %s!", which_power);
4917 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4920 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4922 msg_format("You cannot think directly!");
4928 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4929 (p_ptr->pclass == CLASS_BERSERKER) ||
4930 (p_ptr->pclass == CLASS_NINJA) ||
4931 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4934 else if (p_ptr->pclass == CLASS_IMITATOR)
4936 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4937 do_cmd_magic_eater(FALSE, FALSE);
4938 else if (p_ptr->pclass == CLASS_SAMURAI)
4940 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4941 do_cmd_cast_learned();
4942 else if (p_ptr->pclass == CLASS_SMITH)
4944 else if (p_ptr->pclass == CLASS_SNIPER)
4953 /* Issue a pet command */
4956 if (!p_ptr->wild_mode) do_cmd_pet();
4960 /*** Use various objects ***/
4962 /* Inscribe an object */
4969 /* Uninscribe an object */
4972 do_cmd_uninscribe();
4976 /* Activate an artifact */
4979 if (!p_ptr->wild_mode)
4981 if (!p_ptr->inside_arena)
4986 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4988 msg_print("The arena absorbs all attempted magic!");
5004 /* Fuel your lantern/torch */
5014 if (!p_ptr->wild_mode) do_cmd_fire();
5021 if (!p_ptr->wild_mode)
5031 if (!p_ptr->wild_mode)
5033 if (!p_ptr->inside_arena)
5038 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5040 msg_print("The arena absorbs all attempted magic!");
5052 if (!p_ptr->wild_mode)
5054 if (p_ptr->inside_arena)
5057 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5059 msg_print("The arena absorbs all attempted magic!");
5064 else if (use_command && rogue_like_commands)
5076 /* Quaff a potion */
5079 if (!p_ptr->wild_mode)
5081 if (!p_ptr->inside_arena)
5082 do_cmd_quaff_potion();
5086 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5088 msg_print("The arena absorbs all attempted magic!");
5100 if (!p_ptr->wild_mode)
5102 if (!p_ptr->inside_arena)
5103 do_cmd_read_scroll();
5107 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5109 msg_print("The arena absorbs all attempted magic!");
5121 if (!p_ptr->wild_mode)
5123 if (p_ptr->inside_arena)
5126 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5128 msg_print("The arena absorbs all attempted magic!");
5133 else if (use_command && !rogue_like_commands)
5143 /* Use racial power */
5146 if (!p_ptr->wild_mode) do_cmd_racial_power();
5151 /*** Looking at Things (nearby or on map) ***/
5153 /* Full dungeon map */
5160 /* Locate player on map */
5174 /* Target monster or location */
5177 if (!p_ptr->wild_mode) do_cmd_target();
5183 /*** Help and Such ***/
5192 /* Identify symbol */
5195 do_cmd_query_symbol();
5199 /* Character description */
5202 do_cmd_change_name();
5207 /*** System Commands ***/
5209 /* Hack -- User interface */
5216 /* Single line from a pref file */
5225 do_cmd_reload_autopick();
5231 do_cmd_edit_autopick();
5235 /* Interact with macros */
5242 /* Interact with visuals */
5250 /* Interact with colors */
5258 /* Interact with options */
5262 (void)combine_and_reorder_home(STORE_HOME);
5267 /*** Misc Commands ***/
5283 /* Repeat level feeling */
5286 if (!p_ptr->wild_mode) do_cmd_feeling();
5290 /* Show previous message */
5293 do_cmd_message_one();
5297 /* Show previous messages */
5300 do_cmd_messages(old_now_message);
5304 /* Show quest status -KMW- */
5307 do_cmd_checkquest();
5311 /* Redraw the screen */
5314 now_message = old_now_message;
5319 #ifndef VERIFY_SAVEFILE
5321 /* Hack -- Save and don't quit */
5324 do_cmd_save_game(FALSE);
5328 #endif /* VERIFY_SAVEFILE */
5338 case SPECIAL_KEY_QUIT:
5340 do_cmd_save_and_exit();
5344 /* Quit (commit suicide) */
5357 /* Check artifacts, uniques, objects */
5364 /* Load "screen dump" */
5367 do_cmd_load_screen();
5371 /* Save "screen dump" */
5374 do_cmd_save_screen();
5378 /* Record/stop "Movie" */
5381 prepare_movie_hooks();
5385 /* Make random artifact list */
5388 spoil_random_artifact("randifact.txt");
5395 if (!p_ptr->wild_mode) do_cmd_travel();
5396 if (p_ptr->special_defense & KATA_MUSOU)
5398 set_action(ACTION_NONE);
5404 /* Hack -- Unknown command */
5407 if (flush_failure) flush();
5411 sound(SOUND_ILLEGAL);
5413 if (!get_rnd_line("error_j.txt", 0, error_m))
5415 if (!get_rnd_line("error.txt", 0, error_m))
5422 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5424 prt("Type '?' for help.", 0, 0);
5430 if (!energy_use && !now_message)
5431 now_message = old_now_message;
5437 static bool monster_tsuri(int r_idx)
5439 monster_race *r_ptr = &r_info[r_idx];
5441 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5448 /* Hack -- Pack Overflow */
5449 static void pack_overflow(void)
5451 if (inventory[INVEN_PACK].k_idx)
5453 char o_name[MAX_NLEN];
5456 /* Is auto-destroy done? */
5458 if (!inventory[INVEN_PACK].k_idx) return;
5460 /* Access the slot to be dropped */
5461 o_ptr = &inventory[INVEN_PACK];
5468 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5470 msg_print("Your pack overflows!");
5474 object_desc(o_name, o_ptr, 0);
5478 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5480 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5483 /* Drop it (carefully) near the player */
5484 (void)drop_near(o_ptr, 0, py, px);
5486 /* Modify, Describe, Optimize */
5487 inven_item_increase(INVEN_PACK, -255);
5488 inven_item_describe(INVEN_PACK);
5489 inven_item_optimize(INVEN_PACK);
5491 /* Handle "p_ptr->notice" */
5494 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5500 * process the effects per 100 energy at player speed.
5502 static void process_upkeep_with_speed(void)
5504 /* Give the player some energy */
5505 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
5507 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5511 if (p_ptr->enchant_energy_need > 0) return;
5513 while (p_ptr->enchant_energy_need <= 0)
5515 /* Handle the player song */
5516 if (!load) check_music();
5518 /* Hex - Handle the hex spells */
5519 if (!load) check_hex();
5520 if (!load) revenge_spell();
5522 /* There is some randomness of needed energy */
5523 p_ptr->enchant_energy_need += ENERGY_NEED();
5529 * Process the player
5531 * Notice the annoying code to handle "pack overflow", which
5532 * must come first just in case somebody manages to corrupt
5533 * the savefiles by clever use of menu commands or something.
5535 static void process_player(void)
5539 /*** Apply energy ***/
5544 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5546 msg_print("You feel different!");
5549 (void)gain_random_mutation(0);
5550 hack_mutation = FALSE;
5553 if (p_ptr->inside_battle)
5555 for(i = 1; i < m_max; i++)
5557 monster_type *m_ptr = &m_list[i];
5559 if (!m_ptr->r_idx) continue;
5561 /* Hack -- Detect monster */
5562 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5564 /* Update the monster */
5565 update_mon(i, FALSE);
5570 /* Give the player some energy */
5571 else if (!(load && p_ptr->energy_need <= 0))
5573 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5577 if (p_ptr->energy_need > 0) return;
5578 if (!command_rep) prt_time();
5580 /*** Check for interupts ***/
5582 /* Complete resting */
5589 if ((p_ptr->chp == p_ptr->mhp) &&
5590 (p_ptr->csp >= p_ptr->msp))
5592 set_action(ACTION_NONE);
5596 /* Complete resting */
5597 else if (resting == -2)
5600 if ((p_ptr->chp == p_ptr->mhp) &&
5601 (p_ptr->csp >= p_ptr->msp) &&
5602 !p_ptr->blind && !p_ptr->confused &&
5603 !p_ptr->poisoned && !p_ptr->afraid &&
5604 !p_ptr->stun && !p_ptr->cut &&
5605 !p_ptr->slow && !p_ptr->paralyzed &&
5606 !p_ptr->image && !p_ptr->word_recall &&
5607 !p_ptr->alter_reality)
5609 set_action(ACTION_NONE);
5614 if (p_ptr->action == ACTION_FISH)
5617 Term_xtra(TERM_XTRA_DELAY, 10);
5621 bool success = FALSE;
5622 get_mon_num_prep(monster_tsuri,NULL);
5623 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5625 if (r_idx && one_in_(2))
5628 y = py+ddy[tsuri_dir];
5629 x = px+ddx[tsuri_dir];
5630 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5633 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5635 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5637 msg_format("You have a good catch!", m_name);
5645 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5647 msg_print("Damn! The fish stole your bait!");
5654 /* Handle "abort" */
5657 /* Check for "player abort" (semi-efficiently for resting) */
5658 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5663 /* Check for a key */
5672 /* Hack -- Show a Message */
5674 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5676 msg_print("Canceled.");
5683 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5685 monster_type *m_ptr = &m_list[p_ptr->riding];
5686 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5688 if (MON_CSLEEP(m_ptr))
5693 (void)set_monster_csleep(p_ptr->riding, 0);
5695 /* Acquire the monster name */
5696 monster_desc(m_name, m_ptr, 0);
5698 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5700 msg_format("You have waked %s up.", m_name);
5704 if (MON_STUNNED(m_ptr))
5706 /* Hack -- Recover from stun */
5707 if (set_monster_stunned(p_ptr->riding,
5708 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5712 /* Acquire the monster name */
5713 monster_desc(m_name, m_ptr, 0);
5715 /* Dump a message */
5717 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5719 msg_format("%^s is no longer stunned.", m_name);
5724 if (MON_CONFUSED(m_ptr))
5726 /* Hack -- Recover from confusion */
5727 if (set_monster_confused(p_ptr->riding,
5728 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5732 /* Acquire the monster name */
5733 monster_desc(m_name, m_ptr, 0);
5735 /* Dump a message */
5737 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5739 msg_format("%^s is no longer confused.", m_name);
5744 if (MON_MONFEAR(m_ptr))
5746 /* Hack -- Recover from fear */
5747 if (set_monster_monfear(p_ptr->riding,
5748 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5752 /* Acquire the monster name */
5753 monster_desc(m_name, m_ptr, 0);
5755 /* Dump a message */
5757 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5759 msg_format("%^s is no longer fear.", m_name);
5764 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5771 if (p_ptr->lightspeed)
5773 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5775 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5777 if (p_ptr->magic_num1[0] < 40)
5779 p_ptr->magic_num1[0] = 0;
5781 else p_ptr->magic_num1[0] -= 40;
5782 p_ptr->update |= (PU_BONUS);
5784 if (p_ptr->action == ACTION_LEARN)
5787 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5789 /* Convert the unit (1/2^16) to (1/2^32) */
5790 s64b_LSHIFT(cost, cost_frac, 16);
5793 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5797 p_ptr->csp_frac = 0;
5798 set_action(ACTION_NONE);
5803 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5805 p_ptr->redraw |= PR_MANA;
5808 if (p_ptr->special_defense & KATA_MASK)
5810 if (p_ptr->special_defense & KATA_MUSOU)
5814 set_action(ACTION_NONE);
5819 p_ptr->redraw |= (PR_MANA);
5824 /*** Handle actual user input ***/
5826 /* Repeat until out of energy */
5827 while (p_ptr->energy_need <= 0)
5829 p_ptr->window |= PW_PLAYER;
5830 p_ptr->sutemi = FALSE;
5831 p_ptr->counter = FALSE;
5832 now_damaged = FALSE;
5834 /* Handle "p_ptr->notice" */
5837 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5840 /* Place the cursor on the player */
5841 move_cursor_relative(py, px);
5843 /* Refresh (optional) */
5844 if (fresh_before) Term_fresh();
5847 /* Hack -- Pack Overflow */
5851 /* Hack -- cancel "lurking browse mode" */
5852 if (!command_new) command_see = FALSE;
5855 /* Assume free turn */
5859 if (p_ptr->inside_battle)
5861 /* Place the cursor on the player */
5862 move_cursor_relative(py, px);
5864 command_cmd = SPECIAL_KEY_BUILDING;
5866 /* Process the command */
5870 /* Paralyzed or Knocked Out */
5871 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5878 else if (p_ptr->action == ACTION_REST)
5883 /* Reduce rest count */
5886 if (!resting) set_action(ACTION_NONE);
5888 /* Redraw the state */
5889 p_ptr->redraw |= (PR_STATE);
5897 else if (p_ptr->action == ACTION_FISH)
5912 else if (travel.run)
5919 /* Repeated command */
5920 else if (command_rep)
5922 /* Count this execution */
5925 /* Redraw the state */
5926 p_ptr->redraw |= (PR_STATE);
5931 /* Hack -- Assume messages were seen */
5934 /* Clear the top line */
5937 /* Process the command */
5941 /* Normal command */
5944 /* Place the cursor on the player */
5945 move_cursor_relative(py, px);
5948 /* Get a command (normal) */
5949 request_command(FALSE);
5952 /* Process the command */
5957 /* Hack -- Pack Overflow */
5966 /* Use some energy */
5967 if (world_player || energy_use > 400)
5969 /* The Randomness is irrelevant */
5970 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5974 /* There is some randomness of needed energy */
5975 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5978 /* Hack -- constant hallucination */
5979 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5982 /* Shimmer monsters if needed */
5983 if (shimmer_monsters)
5985 /* Clear the flag */
5986 shimmer_monsters = FALSE;
5988 /* Shimmer multi-hued monsters */
5989 for (i = 1; i < m_max; i++)
5991 monster_type *m_ptr;
5992 monster_race *r_ptr;
5994 /* Access monster */
5997 /* Skip dead monsters */
5998 if (!m_ptr->r_idx) continue;
6000 /* Skip unseen monsters */
6001 if (!m_ptr->ml) continue;
6003 /* Access the monster race */
6004 r_ptr = &r_info[m_ptr->ap_r_idx];
6006 /* Skip non-multi-hued monsters */
6007 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6010 /* Reset the flag */
6011 shimmer_monsters = TRUE;
6013 /* Redraw regardless */
6014 lite_spot(m_ptr->fy, m_ptr->fx);
6019 /* Handle monster detection */
6020 if (repair_monsters)
6022 /* Reset the flag */
6023 repair_monsters = FALSE;
6025 /* Rotate detection flags */
6026 for (i = 1; i < m_max; i++)
6028 monster_type *m_ptr;
6030 /* Access monster */
6033 /* Skip dead monsters */
6034 if (!m_ptr->r_idx) continue;
6036 /* Nice monsters get mean */
6037 if (m_ptr->mflag & MFLAG_NICE)
6039 /* Nice monsters get mean */
6040 m_ptr->mflag &= ~(MFLAG_NICE);
6043 /* Handle memorized monsters */
6044 if (m_ptr->mflag2 & MFLAG2_MARK)
6046 /* Maintain detection */
6047 if (m_ptr->mflag2 & MFLAG2_SHOW)
6050 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6052 /* Still need repairs */
6053 repair_monsters = TRUE;
6056 /* Remove detection */
6060 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6062 /* Assume invisible */
6065 /* Update the monster */
6066 update_mon(i, FALSE);
6068 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6069 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6071 /* Redraw regardless */
6072 lite_spot(m_ptr->fy, m_ptr->fx);
6077 if (p_ptr->pclass == CLASS_IMITATOR)
6079 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6082 for (i = 0; i < p_ptr->mane_num; i++)
6084 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6085 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6089 p_ptr->redraw |= (PR_IMITATION);
6091 if (p_ptr->action == ACTION_LEARN)
6094 p_ptr->redraw |= (PR_STATE);
6097 if (world_player && (p_ptr->energy_need > - 1000))
6100 p_ptr->redraw |= (PR_MAP);
6102 /* Update monsters */
6103 p_ptr->update |= (PU_MONSTERS);
6106 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6109 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6111 msg_print("You feel time flowing around you once more.");
6114 world_player = FALSE;
6115 p_ptr->energy_need = ENERGY_NEED();
6117 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6122 /* Hack -- notice death */
6123 if (!p_ptr->playing || p_ptr->is_dead)
6125 world_player = FALSE;
6130 if (energy_use && reset_concent) reset_concentration(TRUE);
6132 /* Handle "leaving" */
6133 if (p_ptr->leaving) break;
6136 /* Update scent trail */
6142 * Interact with the current dungeon level.
6144 * This function will not exit until the level is completed,
6145 * the user dies, or the game is terminated.
6147 static void dungeon(bool load_game)
6151 /* Set the base level */
6152 base_level = dun_level;
6154 /* Reset various flags */
6158 p_ptr->leaving = FALSE;
6160 /* Reset the "command" vars */
6163 #if 0 /* Don't reset here --- It's used for Arena */
6172 /* Cancel the target */
6176 ambush_flag = FALSE;
6178 /* Cancel the health bar */
6181 /* Check visual effects */
6182 shimmer_monsters = TRUE;
6183 shimmer_objects = TRUE;
6184 repair_monsters = TRUE;
6185 repair_objects = TRUE;
6191 /* Get index of current quest (if any) */
6192 quest_num = quest_number(dun_level);
6194 /* Inside a quest? */
6197 /* Mark the quest monster */
6198 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6201 /* Track maximum player level */
6202 if (p_ptr->max_plv < p_ptr->lev)
6204 p_ptr->max_plv = p_ptr->lev;
6208 /* Track maximum dungeon level (if not in quest -KMW-) */
6209 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6211 max_dlv[dungeon_type] = dun_level;
6212 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6215 (void)calculate_upkeep();
6217 /* Validate the panel */
6218 panel_bounds_center();
6220 /* Verify the panel */
6223 /* Flush messages */
6227 /* Enter "xtra" mode */
6228 character_xtra = TRUE;
6231 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6233 /* Redraw dungeon */
6234 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6237 p_ptr->redraw |= (PR_MAP);
6240 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6242 /* Update lite/view */
6243 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6245 /* Update monsters */
6246 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6248 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6251 /* Leave "xtra" mode */
6252 character_xtra = FALSE;
6255 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6257 /* Combine / Reorder the pack */
6258 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6260 /* Handle "p_ptr->notice" */
6263 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6269 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6270 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6271 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6273 if (p_ptr->inside_battle)
6277 p_ptr->energy_need = 0;
6283 msg_print("»î¹ç³«»Ï¡ª");
6285 msg_format("Ready..Fight!");
6291 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6292 p_ptr->magic_num1[0] = MUSIC_DETECT;
6294 /* Hack -- notice death or departure */
6295 if (!p_ptr->playing || p_ptr->is_dead) return;
6297 /* Print quest message if appropriate */
6298 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6300 quest_discovery(random_quest_number(dun_level));
6301 p_ptr->inside_quest = random_quest_number(dun_level);
6303 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6305 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6307 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6308 d_name+d_info[dungeon_type].name,
6309 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6311 msg_format("%^s lives in this level as the keeper of %s.",
6312 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6313 d_name+d_info[dungeon_type].name);
6317 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6319 /*** Process this dungeon level ***/
6321 /* Reset the monster generation level */
6322 monster_level = base_level;
6324 /* Reset the object generation level */
6325 object_level = base_level;
6329 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6330 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6331 p_ptr->energy_need = 0;
6333 /* Not leaving dungeon */
6334 p_ptr->leaving_dungeon = FALSE;
6336 /* Initialize monster process */
6342 /* Hack -- Compact the monster list occasionally */
6343 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6345 /* Hack -- Compress the monster list occasionally */
6346 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6349 /* Hack -- Compact the object list occasionally */
6350 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6352 /* Hack -- Compress the object list occasionally */
6353 if (o_cnt + 32 < o_max) compact_objects(0);
6356 /* Process the player */
6359 process_upkeep_with_speed();
6361 /* Handle "p_ptr->notice" */
6364 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6367 /* Hack -- Hilite the player */
6368 move_cursor_relative(py, px);
6370 /* Optional fresh */
6371 if (fresh_after) Term_fresh();
6373 /* Hack -- Notice death or departure */
6374 if (!p_ptr->playing || p_ptr->is_dead) break;
6376 /* Process all of the monsters */
6379 /* Handle "p_ptr->notice" */
6382 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6385 /* Hack -- Hilite the player */
6386 move_cursor_relative(py, px);
6388 /* Optional fresh */
6389 if (fresh_after) Term_fresh();
6391 /* Hack -- Notice death or departure */
6392 if (!p_ptr->playing || p_ptr->is_dead) break;
6395 /* Process the world */
6398 /* Handle "p_ptr->notice" */
6401 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6404 /* Hack -- Hilite the player */
6405 move_cursor_relative(py, px);
6407 /* Optional fresh */
6408 if (fresh_after) Term_fresh();
6410 /* Hack -- Notice death or departure */
6411 if (!p_ptr->playing || p_ptr->is_dead) break;
6413 /* Handle "leaving" */
6414 if (p_ptr->leaving) break;
6416 /* Count game turns */
6419 if (dungeon_turn < dungeon_turn_limit)
6421 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6422 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6425 prevent_turn_overflow();
6427 if (wild_regen) wild_regen--;
6430 /* Inside a quest and non-unique questor? */
6431 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6433 /* Un-mark the quest monster */
6434 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6437 /* Not save-and-quit and not dead? */
6438 if (p_ptr->playing && !p_ptr->is_dead)
6441 * Maintain Unique monsters and artifact, save current
6442 * floor, then prepare next floor
6446 /* Forget the flag */
6447 reinit_wilderness = FALSE;
6450 /* Write about current level on the play record once per level */
6456 * Load some "user pref files"
6458 * Modified by Arcum Dagsson to support
6459 * separate macro files for different realms.
6461 static void load_all_pref_files(void)
6465 /* Access the "user" pref file */
6466 sprintf(buf, "user.prf");
6468 /* Process that file */
6469 process_pref_file(buf);
6471 /* Access the "user" system pref file */
6472 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6474 /* Process that file */
6475 process_pref_file(buf);
6477 /* Access the "race" pref file */
6478 sprintf(buf, "%s.prf", rp_ptr->title);
6480 /* Process that file */
6481 process_pref_file(buf);
6483 /* Access the "class" pref file */
6484 sprintf(buf, "%s.prf", cp_ptr->title);
6486 /* Process that file */
6487 process_pref_file(buf);
6489 /* Access the "character" pref file */
6490 sprintf(buf, "%s.prf", player_base);
6492 /* Process that file */
6493 process_pref_file(buf);
6495 /* Access the "realm 1" pref file */
6496 if (p_ptr->realm1 != REALM_NONE)
6498 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6500 /* Process that file */
6501 process_pref_file(buf);
6504 /* Access the "realm 2" pref file */
6505 if (p_ptr->realm2 != REALM_NONE)
6507 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6509 /* Process that file */
6510 process_pref_file(buf);
6514 /* Load an autopick preference file */
6515 autopick_load_pref(FALSE);
6520 * Extract option variables from bit sets
6522 void extract_option_vars(void)
6526 for (i = 0; option_info[i].o_desc; i++)
6528 int os = option_info[i].o_set;
6529 int ob = option_info[i].o_bit;
6531 /* Set the "default" options */
6532 if (option_info[i].o_var)
6535 if (option_flag[os] & (1L << ob))
6538 (*option_info[i].o_var) = TRUE;
6545 (*option_info[i].o_var) = FALSE;
6553 * Determine bounty uniques
6555 void determine_bounty_uniques(void)
6558 monster_race *r_ptr;
6560 get_mon_num_prep(NULL, NULL);
6561 for (i = 0; i < MAX_KUBI; i++)
6565 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6566 r_ptr = &r_info[kubi_r_idx[i]];
6568 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6570 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6572 if (r_ptr->rarity > 100) continue;
6574 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6576 for (j = 0; j < i; j++)
6577 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6584 for (i = 0; i < MAX_KUBI - 1; i++)
6586 for (j = i; j < MAX_KUBI; j++)
6588 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6590 tmp = kubi_r_idx[i];
6591 kubi_r_idx[i] = kubi_r_idx[j];
6592 kubi_r_idx[j] = tmp;
6600 * Determine today's bounty monster
6601 * Note: conv_old is used if loaded 0.0.3 or older save file
6603 void determine_today_mon(bool conv_old)
6606 bool old_inside_battle = p_ptr->inside_battle;
6607 monster_race *r_ptr;
6611 for (i = 0; i < max_d_idx; i++)
6613 if (max_dlv[i] < d_info[i].mindepth) continue;
6614 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6617 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6619 p_ptr->inside_battle = TRUE;
6620 get_mon_num_prep(NULL, NULL);
6624 today_mon = get_mon_num(max_dl);
6625 r_ptr = &r_info[today_mon];
6627 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6628 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6629 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6630 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6631 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6632 if (r_ptr->rarity > 10) continue;
6636 p_ptr->today_mon = 0;
6637 p_ptr->inside_battle = old_inside_battle;
6642 * Actually play a game
6644 * If the "new_game" parameter is true, then, after loading the
6645 * savefile, we will commit suicide, if necessary, to allow the
6646 * player to start a new game.
6648 void play_game(bool new_game)
6651 bool load_game = TRUE;
6652 bool init_random_seed = FALSE;
6662 else if (chuukei_server)
6664 prepare_chuukei_hooks();
6675 hack_mutation = FALSE;
6677 /* Hack -- Character is "icky" */
6678 character_icky = TRUE;
6680 /* Make sure main term is active */
6681 Term_activate(angband_term[0]);
6683 /* Initialise the resize hooks */
6684 angband_term[0]->resize_hook = resize_map;
6686 for (i = 1; i < 8; i++)
6688 /* Does the term exist? */
6689 if (angband_term[i])
6691 /* Add the redraw on resize hook */
6692 angband_term[i]->resize_hook = redraw_window;
6696 /* Hack -- turn off the cursor */
6697 (void)Term_set_cursor(0);
6700 /* Attempt to load */
6705 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6707 quit("broken savefile");
6712 /* Extract the options */
6713 extract_option_vars();
6715 /* Report waited score */
6716 if (p_ptr->wait_report_score)
6722 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6724 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6729 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6734 p_ptr->is_dead = TRUE;
6736 start_time = time(NULL);
6738 /* No suspending now */
6739 signals_ignore_tstp();
6741 /* Hack -- Character is now "icky" */
6742 character_icky = TRUE;
6744 /* Build the filename */
6745 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6747 /* Open the high score file, for reading/writing */
6748 highscore_fd = fd_open(buf, O_RDWR);
6750 /* Handle score, show Top scores */
6751 success = send_world_score(TRUE);
6754 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6756 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6760 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6762 prt("standing by for future registration...", 0, 0);
6768 p_ptr->wait_report_score = FALSE;
6771 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6773 if (!save_player()) msg_print("death save failed!");
6776 /* Shut the high score file */
6777 (void)fd_close(highscore_fd);
6779 /* Forget the high score fd */
6782 /* Allow suspending now */
6783 signals_handle_tstp();
6788 creating_savefile = new_game;
6790 /* Nothing loaded */
6791 if (!character_loaded)
6793 /* Make new player */
6796 /* The dungeon is not ready */
6797 character_dungeon = FALSE;
6799 /* Prepare to init the RNG */
6800 init_random_seed = TRUE;
6802 /* Initialize the saved floors data */
6803 init_saved_floors(FALSE);
6806 /* Old game is loaded. But new game is requested. */
6809 /* Initialize the saved floors data */
6810 init_saved_floors(TRUE);
6813 /* Process old character */
6816 /* Process the player name */
6817 process_player_name(FALSE);
6821 if (init_random_seed)
6826 seed = (time(NULL));
6830 /* Mutate the seed on Unix machines */
6831 seed = ((seed >> 3) * (getpid() << 1));
6836 Rand_state_init(seed);
6839 /* Roll new character */
6842 /* The dungeon is not ready */
6843 character_dungeon = FALSE;
6847 p_ptr->inside_quest = 0;
6848 p_ptr->inside_arena = FALSE;
6849 p_ptr->inside_battle = FALSE;
6853 /* Hack -- seed for flavors */
6854 seed_flavor = randint0(0x10000000);
6856 /* Hack -- seed for town layout */
6857 seed_town = randint0(0x10000000);
6859 /* Roll up a new character */
6867 determine_bounty_uniques();
6868 determine_today_mon(FALSE);
6870 /* Initialize object array */
6875 write_level = FALSE;
6878 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6880 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6884 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6885 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6887 if (p_ptr->riding == -1)
6890 for (i = m_max; i > 0; i--)
6892 if (player_bold(m_list[i].fy, m_list[i].fx))
6901 creating_savefile = FALSE;
6903 p_ptr->teleport_town = FALSE;
6904 p_ptr->sutemi = FALSE;
6905 world_monster = FALSE;
6906 now_damaged = FALSE;
6908 start_time = time(NULL) - 1;
6909 record_o_name[0] = '\0';
6911 /* Reset map panel */
6912 panel_row_min = cur_hgt;
6913 panel_col_min = cur_wid;
6915 /* Sexy gal gets bonus to maximum weapon skill of whip */
6916 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6917 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6919 /* Fill the arrays of floors and walls in the good proportions */
6920 set_floor_and_wall(dungeon_type);
6922 /* Flavor the objects */
6925 /* Flash a message */
6927 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6929 prt("Please wait...", 0, 0);
6933 /* Flush the message */
6937 /* Hack -- Enter wizard mode */
6940 if (enter_wizard_mode())
6942 p_ptr->wizard = TRUE;
6944 if (p_ptr->is_dead || !py || !px)
6946 /* Initialize the saved floors data */
6947 init_saved_floors(TRUE);
6950 p_ptr->inside_quest = 0;
6952 /* Avoid crash in update_view() */
6956 else if (p_ptr->is_dead)
6958 quit("Already dead.");
6962 /* Initialize the town-buildings if necessary */
6963 if (!dun_level && !p_ptr->inside_quest)
6965 /* Init the wilderness */
6967 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6970 init_flags = INIT_ONLY_BUILDINGS;
6972 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6977 /* Generate a dungeon level if needed */
6978 if (!character_dungeon)
6985 /* HACK -- Restore from panic-save */
6986 if (p_ptr->panic_save)
6988 /* No player? -- Try to regenerate floor */
6992 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6994 msg_print("What a strange player location. Regenerate the dungeon floor.");
6999 /* Still no player? -- Try to locate random place */
7000 if (!py || !px) py = px = 10;
7002 /* No longer in panic */
7003 p_ptr->panic_save = 0;
7007 /* Character is now "complete" */
7008 character_generated = TRUE;
7011 /* Hack -- Character is no longer "icky" */
7012 character_icky = FALSE;
7020 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7022 sprintf(buf, "You are standing in the %s.", map_name());
7024 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7029 p_ptr->playing = TRUE;
7031 /* Reset the visual mappings */
7034 /* Load the "pref" files */
7035 load_all_pref_files();
7037 /* Give startup outfit (after loading pref files) */
7043 /* React to changes */
7044 Term_xtra(TERM_XTRA_REACT, 0);
7047 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7050 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7056 /* Set or clear "rogue_like_commands" if requested */
7057 if (arg_force_original) rogue_like_commands = FALSE;
7058 if (arg_force_roguelike) rogue_like_commands = TRUE;
7060 /* Hack -- Enforce "delayed death" */
7061 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7063 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7065 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7067 monster_type *m_ptr;
7068 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7069 monster_race *r_ptr = &r_info[pet_r_idx];
7070 place_monster_aux(0, py, px - 1, pet_r_idx,
7071 (PM_FORCE_PET | PM_NO_KAGE));
7072 m_ptr = &m_list[hack_m_idx_ii];
7073 m_ptr->mspeed = r_ptr->speed;
7074 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7075 m_ptr->max_maxhp = m_ptr->maxhp;
7076 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7077 m_ptr->dealt_damage = 0;
7078 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7081 (void)combine_and_reorder_home(STORE_HOME);
7082 (void)combine_and_reorder_home(STORE_MUSEUM);
7087 /* Process the level */
7090 /* Handle "p_ptr->notice" */
7093 /* Hack -- prevent "icky" message */
7094 character_xtra = TRUE;
7096 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7099 character_xtra = FALSE;
7101 /* Cancel the target */
7104 /* Cancel the health bar */
7108 /* Forget the lite */
7111 /* Forget the view */
7114 /* Forget the view */
7117 /* Handle "quit and save" */
7118 if (!p_ptr->playing && !p_ptr->is_dead) break;
7120 /* Erase the old cave */
7122 if (!p_ptr->is_dead) wipe_m_list();
7130 /* Accidental Death */
7131 if (p_ptr->playing && p_ptr->is_dead)
7133 if (p_ptr->inside_arena)
7135 p_ptr->inside_arena = FALSE;
7136 if (p_ptr->arena_number > MAX_ARENA_MONS)
7137 p_ptr->arena_number++;
7139 p_ptr->arena_number = -1 - p_ptr->arena_number;
7140 p_ptr->is_dead = FALSE;
7142 p_ptr->chp_frac = 0;
7143 p_ptr->exit_bldg = TRUE;
7146 /* Leave through the exit */
7147 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7149 /* prepare next floor */
7154 /* Mega-Hack -- Allow player to cheat death */
7156 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7158 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7161 /* Mark social class, reset age, if needed */
7162 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7168 p_ptr->noscore |= 0x0001;
7172 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7174 msg_print("You invoke wizard mode and cheat death.");
7178 /* Restore hit points */
7179 p_ptr->chp = p_ptr->mhp;
7180 p_ptr->chp_frac = 0;
7182 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7184 for (i = 0; i < EATER_EXT*2; i++)
7186 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7188 for (; i < EATER_EXT*3; i++)
7190 p_ptr->magic_num1[i] = 0;
7193 /* Restore spell points */
7194 p_ptr->csp = p_ptr->msp;
7195 p_ptr->csp_frac = 0;
7197 /* Hack -- cancel recall */
7198 if (p_ptr->word_recall)
7202 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7204 msg_print("A tension leaves the air around you...");
7209 /* Hack -- Prevent recall */
7210 p_ptr->word_recall = 0;
7211 p_ptr->redraw |= (PR_STATUS);
7214 /* Hack -- cancel alter */
7215 if (p_ptr->alter_reality)
7217 /* Hack -- Prevent alter */
7218 p_ptr->alter_reality = 0;
7219 p_ptr->redraw |= (PR_STATUS);
7222 /* Note cause of death XXX XXX XXX */
7224 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7226 (void)strcpy(p_ptr->died_from, "Cheating death");
7230 p_ptr->is_dead = FALSE;
7232 /* Hack -- Healing */
7234 (void)set_confused(0);
7235 (void)set_poisoned(0);
7236 (void)set_afraid(0);
7237 (void)set_paralyzed(0);
7242 /* Hack -- Prevent starvation */
7243 (void)set_food(PY_FOOD_MAX - 1);
7246 p_ptr->inside_arena = FALSE;
7247 p_ptr->inside_battle = FALSE;
7249 p_ptr->inside_quest = 0;
7250 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7252 if (lite_town || vanilla_town)
7254 p_ptr->wilderness_y = 1;
7255 p_ptr->wilderness_x = 1;
7269 p_ptr->wilderness_y = 48;
7270 p_ptr->wilderness_x = 5;
7276 p_ptr->wild_mode = FALSE;
7277 p_ptr->leaving = TRUE;
7280 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7282 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7285 /* Prepare next floor */
7292 /* Handle "death" */
7293 if (p_ptr->is_dead) break;
7295 /* Make a new level */
7306 s32b turn_real(s32b hoge)
7308 switch (p_ptr->start_race)
7314 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7321 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7322 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7324 void prevent_turn_overflow(void)
7326 int rollback_days, i, j;
7327 s32b rollback_turns;
7329 if (turn < turn_limit) return;
7331 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7332 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7334 if (turn > rollback_turns) turn -= rollback_turns;
7335 else turn = 1; /* Paranoia */
7336 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7338 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7339 else old_battle = 1;
7340 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7341 else p_ptr->feeling_turn = 1;
7343 for (i = 1; i < max_towns; i++)
7345 for (j = 0; j < MAX_STORES; j++)
7347 store_type *st_ptr = &town[i].store[j];
7349 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7351 st_ptr->last_visit -= rollback_turns;
7352 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7355 if (st_ptr->store_open)
7357 st_ptr->store_open -= rollback_turns;
7358 if (st_ptr->store_open < 1) st_ptr->store_open = 1;